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Alternatively, in the very first room of the level, you could kill all the enemies, circle around to the left upper level, jump on top of the pillar that should be holding up the roof, jump over to the ledge above the door you came in by last level; from there, grenade jump up onto the ramp; from the top of the ramp, grenade jump onto the roof; from there, grenade jump to the far area with the five snipers. The bad thing about this is that it cuts you three grenades and puts you in a pretty bad position to deal with the snipers and [[Hunter]]s. Oh well. | Alternatively, in the very first room of the level, you could kill all the enemies, circle around to the left upper level, jump on top of the pillar that should be holding up the roof, jump over to the ledge above the door you came in by last level; from there, grenade jump up onto the ramp; from the top of the ramp, grenade jump onto the roof; from there, grenade jump to the far area with the five snipers. The bad thing about this is that it cuts you three grenades and puts you in a pretty bad position to deal with the snipers and [[Hunter]]s. Oh well. | ||
Once you have taken out the [[Hunter]]s (for which is recommended to take the [[shotgun]] from one of your [[marine]]s if you haven't already) a [[D77-TC Pelican Dropship|Pelican]] will show up, dropping reinforcements as needed, as well as a few weapon pods. At this point, give your [[Marine]]s sniper weapons, and prepare to face the motley crew of the gondola, which consists of a [[Lance]] and an [[Elite]] and maybe more than two [[Jackal]]s. At the range you have, they shouldn't pose much of a threat. | Once you have taken out the [[Hunter]]s (for which is recommended to take the [[M90 Close Assault Weapon System|shotgun]] from one of your [[marine]]s if you haven't already) a [[D77-TC Pelican Dropship|Pelican]] will show up, dropping reinforcements as needed, as well as a few weapon pods. At this point, give your [[Marine]]s sniper weapons, and prepare to face the motley crew of the gondola, which consists of a [[Lance]] and an [[Elite]] and maybe more than two [[Jackal]]s. At the range you have, they shouldn't pose much of a threat. | ||
Once the gondola is secure start transferring weapons out of the drop pods and into the gondola. You are going to be wanting as much firepower as you can get pretty soon. | Once the gondola is secure start transferring weapons out of the drop pods and into the gondola. You are going to be wanting as much firepower as you can get pretty soon. | ||
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Soon, a [[Drone]] swarm will buzz in to attack you from behind, but the sniper [[Marine]]s will make short work of them. The gondola that passes you, however, also has a Drone swarm to complement the two [[Elite]]s on board, so you may want to chip in there. | Soon, a [[Drone]] swarm will buzz in to attack you from behind, but the sniper [[Marine]]s will make short work of them. The gondola that passes you, however, also has a Drone swarm to complement the two [[Elite]]s on board, so you may want to chip in there. | ||
As you approach the far side, you could elect to sword-fly up to above the entrance, using the [[turret]]s, but I wouldn't advise it; the gondola will not dock if you do so, and that means losing your [[Marine]]s. Therefore, I find it works better to just exchange your [[beam rifle]] for a | As you approach the far side, you could elect to sword-fly up to above the entrance, using the [[turret]]s, but I wouldn't advise it; the gondola will not dock if you do so, and that means losing your [[Marine]]s. Therefore, I find it works better to just exchange your [[beam rifle]] for a shotgun and use it to blast your way through the next area. There are two sniper Jackals and seven regular [[Jackal]]s, not to mention a Drone swarm which will spawn further up in the room once you've killed the [[Jackal]]s, but they shouldn't prove too difficult for a grizzled veteran of [[Outskirts (level)]]. | ||
Once everything in the room except you (and hopefully a [[Marine]] or two) is dead you should walk up the ramps to the top of the room. On the platform outside there is a [[grunt]] and a [[Fuel rod gun]], good for later. An elevator thing will show up with some foolish [[Jackal]]s inside. [[Plasma grenade]] time! (Or instead if you don't have a [[plasma grenade]] or want to conserve some, a glitch allows you to shoot through the window on top of the elevator, so use your [[carbine]] or [[battle rifle]] to headshot the [[Jackal]]s inside) Once the elevator is clear (or strewn with [[Jackal]]s' corpses, as the case may be), drop the | Once everything in the room except you (and hopefully a [[Marine]] or two) is dead you should walk up the ramps to the top of the room. On the platform outside there is a [[grunt]] and a [[Fuel rod gun]], good for later. An elevator thing will show up with some foolish [[Jackal]]s inside. [[Plasma grenade]] time! (Or instead if you don't have a [[plasma grenade]] or want to conserve some, a glitch allows you to shoot through the window on top of the elevator, so use your [[carbine]] or [[battle rifle]] to headshot the [[Jackal]]s inside) Once the elevator is clear (or strewn with [[Jackal]]s' corpses, as the case may be), drop the shotgun in favor of a [[battle rifle]], then step on in. We're going down. | ||
You wind up in an underwater room with a bunch of [[Grunt]]s running around. Empty the [[battle rifle]] into them. | You wind up in an underwater room with a bunch of [[Grunt]]s running around. Empty the [[battle rifle]] into them. | ||
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Whew. Moving on, enter the elevator and head on the next leg of your journey. At the end of the ride is a foolish [[Honor Guard]] patrolling in the other direction. Bop him in the back and kill him dead. Another Honor Guard, this one with a [[plasma rifle]], leads a Lance down the next hall, so take them out with sword and grenades. Next, we'll be back outside, facing four [[Drones]], three or four [[Jackal]]s and two Elites. Be sure to snipe the Drones first. I don't know why, but the Elites and Jackals will often retreat once the Drones fall. At that point, take out anybody still visible with the sniper before moving in with the sword and chopping them up. | Whew. Moving on, enter the elevator and head on the next leg of your journey. At the end of the ride is a foolish [[Honor Guard]] patrolling in the other direction. Bop him in the back and kill him dead. Another Honor Guard, this one with a [[plasma rifle]], leads a Lance down the next hall, so take them out with sword and grenades. Next, we'll be back outside, facing four [[Drones]], three or four [[Jackal]]s and two Elites. Be sure to snipe the Drones first. I don't know why, but the Elites and Jackals will often retreat once the Drones fall. At that point, take out anybody still visible with the sniper before moving in with the sword and chopping them up. | ||
Again, the [[D77-TC Pelican Dropship|Pelican]] will show up once you're done. One wonders why, again, he doesn't just pick you up and drop you off at your destination, which can be barely five hundred meters away. At any rate, he'll drop you some more Marines and weapons. Hand off your [[beam rifle]] to one of the [[Marines]]; that should leave one [[Marine]] with a | Again, the [[D77-TC Pelican Dropship|Pelican]] will show up once you're done. One wonders why, again, he doesn't just pick you up and drop you off at your destination, which can be barely five hundred meters away. At any rate, he'll drop you some more Marines and weapons. Hand off your [[beam rifle]] to one of the [[Marines]]; that should leave one [[Marine]] with a shotgun, which will be fairly handy for him in the next area. Grab a [[sniper rifle]]. This next area is more or less the last conventional battle in the level; after this, we have an encounter with a sniper, a defense against some [[Banshees]], a battle against a [[Grunt]] AP team and some [[Ranger Elite]]s, an assault on an entrenched position, and a constant tango with [[Honor Guard]]s as we fight a boss battle. So, enjoy normal combat while it lasts. | ||
As you move into this area, a [[Jackal]] sniper will be ahead of you. Stick him with a grenade and drop off the path to the left. As you move around the left, a [[Grunt]] will show up in front of you; beat him down with the rifle. Jump up onto the ledge, take a right, and then drop back into the main battle, where two [[Jackal]] snipers and an [[Elite]] will be trying to focus on your [[Marine]]s. Disrupt their concentration with the sword. Actually, the shotgunner will often take out the [[Elite]] if you handle the snipers. | As you move into this area, a [[Jackal]] sniper will be ahead of you. Stick him with a grenade and drop off the path to the left. As you move around the left, a [[Grunt]] will show up in front of you; beat him down with the rifle. Jump up onto the ledge, take a right, and then drop back into the main battle, where two [[Jackal]] snipers and an [[Elite]] will be trying to focus on your [[Marine]]s. Disrupt their concentration with the sword. Actually, the shotgunner will often take out the [[Elite]] if you handle the snipers. | ||
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Drop into the pit, bust out the sword, and use it to finish the two [[Elite]]s that dropped from the [[Phantom]] while you were getting over here. Then jump up onto the fallen pillar to your left. There will be a space through which you can jump to get to the next area. The [[Marine]]s can't follow you through here, but that only means they have to take the long way around, giving you some stealth time. There's a [[Jackal]] sniper hidden among the crates here, but the sword will end his reign of terror. | Drop into the pit, bust out the sword, and use it to finish the two [[Elite]]s that dropped from the [[Phantom]] while you were getting over here. Then jump up onto the fallen pillar to your left. There will be a space through which you can jump to get to the next area. The [[Marine]]s can't follow you through here, but that only means they have to take the long way around, giving you some stealth time. There's a [[Jackal]] sniper hidden among the crates here, but the sword will end his reign of terror. | ||
Whew. On to our last gondola. This gondola is the site of two and a half battles, and they're all fairly tricky, so stock up on guns. Get all the | Whew. On to our last gondola. This gondola is the site of two and a half battles, and they're all fairly tricky, so stock up on guns. Get all the shotguns, [[energy sword]]s, [[plasma pistols]], [[sniper rifle]]s, [[rocket launcher]]s, [[beam rifle]]s, [[battle rifle]]s and [[carbine]]s that you can find onto the gondola. Then, give your [[Marine]]s sniper weapons (preferably ones low on ammo, so you don't have to use them), grab the [[rocket launcher]] instead of your sword, and take off. Almost immediately, two [[Banshee]]s will show up behind the gondola. As they are so lethally damage-dealing, you'll want a bit of cover to unleash the awesome power of the tracking rocket on them. Two rockets each should do the trick. | ||
Soon, the other gondola will show up, heading the other way. There are two [[ranger Elite]]s and four [[Grunt]]s here. Two of the [[Grunt]]s have [[fuel rod guns]], so I'd suggest boarding the other gondola, using the [[rocket launcher]]'s remaining ammo to clear a path, and close with the [[fuel rod gun]]s [[Grunt]]s before they can deal much damage. If you did this in vidmaster-perfect style, you should have gotten one or both Rangers confused enough that they're just sitting and staring at nothing--easy targets for a skilled sniper like yourself. | Soon, the other gondola will show up, heading the other way. There are two [[ranger Elite]]s and four [[Grunt]]s here. Two of the [[Grunt]]s have [[fuel rod guns]], so I'd suggest boarding the other gondola, using the [[rocket launcher]]'s remaining ammo to clear a path, and close with the [[fuel rod gun]]s [[Grunt]]s before they can deal much damage. If you did this in vidmaster-perfect style, you should have gotten one or both Rangers confused enough that they're just sitting and staring at nothing--easy targets for a skilled sniper like yourself. |
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