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Home | FAQ | Skulltacular! | Know Thy Enemy | The Nine-Step Program | Version 1.0 Sierra 117 | Crow's Nest | Tsavo Highway | The Storm | Floodgate The Storm 2.0Full run, Bungie.net Fileshare Let's take a moment to divide this mission into suitable segments:
The biggest changes you'll notice come from Parts 1, 3, and 5. Part - 1:
Alright, let's dive right on into the good stuff. The Warthog will drop you off. Race over to the dead Grunt and pick up a 100% Plasma Pistol and a single Plasma Grenade. Assuming you're facing the chasm, turn left and walk a few meters until you cross over a Battle Rifle. Pick it up. Walk up the ramp and flip the switch to trigger the blast doors. As they are opening, commandeer the Warthog and drive it inside once you are able. Park it as shown in the video below. This will help prevent our Marines (who seem to constantly drive under the influence), from taking control of the driver's seat. Hop up on the catwalk, arm yourself with the Plasma Grenade, charge into the next room, and toss it at the nearest Jackal. Don't wait to see results. Quickly flip the switch on the upper walkway and drop back down with your Marines. Be prepared. The second those doors open, the surviving Grunts will start chucking tons of grenades in your direction. Make them your top priority with the Battle Rifle and let your Marines deal with the remaining Jackals.
Download: QuickTime (30.0 mb) | WMP9 (26.9 mb) Part - 2:
Ready to tackle your first Anti-Air Wraith? Saddle up in the Warthog with a gunner and passenger, flip the switch, and drive out into the open air. Follow the path on the far left wall and try to run down the Brute Captain. This will typically cause at least a few of the Grunts to kamikaze and blow themselves to pieces. Saves you the ammo.
Get Flash to see this player. Download: QuickTime (16.6 mb) | WMP9 (14.8 mb)
Target the Ghosts first. After you've killed one, you'll have a few seconds before a Phantom shows up to drop off two more. I suggest hopping out of the Wraith and taking cover behind it until the Phantom leaves. Proceed in destroying the Ghosts. Before you take on the AA Wraith, truck it over to the structure on the end of the dock to replenish your BR ammo. Now use the Wraith to destroy the AA Wraith. You should be near the exit door when you do this so you can avoid the Banshees that are about to spawn.
Get Flash to see this player. Download: QuickTime (12.8 mb) | WMP9 (11.6 mb) Part - 3: We will be handling the next area in a radically different way than we did in 1.0, so proper preparation is necessary. You need to know offhand that we'll be assaulting the Scarab directly. The best tools for this are your Battle Rifle, Plasma Pistol, and a full stock of both Plasma Grenades and Spike Grenades. Stock up on BR ammo from the ammo case just behind the Mongooses, then hop onboard and drive straight through the lakebed and into the small building in the middle like so... Get Flash to see this player. Download: QuickTime (4.1 mb) | WMP9 (3.5 mb)
Let your Marines fight it out from here until the Scarab arrives. In most cases, they'll be able to take out the AA Wraiths, Ghosts, and Choppers by themselves. It's the only part in the game where I can almost rely on them entirely to do something for me. You can pitch in if you want, but just be wyary of your grenade count and don't step outside unless the immediate area is clear. It doesn't take too many shots for a Ghost to bring you from full health down to zero.
Gawd, I hate those Marines... Anyway, once the Scarab is on its way, scale the top of the left crane and wait for it to drop. Use your BR to start picking off Grunts. The Scarab will move around towards the left side of the crane. Take this opportunity to jump onboard. Be aware that there are typically two Brute Minors with Spikers and one Brute Captain wielding a Brute Shot onboard along with a small squad of Grunts. Now, you can handle this one of two ways. The first is to do what I did in the following video... Get Flash to see this player. Download: QuickTime (16.8 mb) | WMP9 (14.8 mb) Jump onboard and take the left hand side. Be ready to plasma-charge the first Brute you see. Quickly follow up with your BR to bring it down. Take them out one at a time via this method. If you run out of Plasma Pistol ammo, use your sticky grenades. You can even knock them off the Scarab entirely with a well placed Frag Grenade. Otherwise, you can hide in the small area directly below the Anti-Air gun and wait for them to eventually fall off. I wouldn't vote for the latter since a lot can go wrong the longer you wait. Bash the Scarab's core once you've killed the crew, jump off, and RUN! Part - 4: If you still have Plasma Pistol ammo left, then drop the BR for the Rocket Launcher you "stole" earlier and take it with you into the next area. Don't worry, there are plenty more BR's where we're going. Collect one of them and temporarily drop your Plasma Pistol. By the way, make sure Arbiter follows you into the area. He may need to be coerced, so do whatever is necessary. Use this method to pass along your Rocket Launcher to the Arbiter. Get Flash to see this player. Download: QuickTime (2.3 mb) | WMP9 (2.1 mb) Go back and get your Plasma Pistol, and then proceed forward. Arbiter will assault the Brutes with the Rocket Launcher. When their shields are down, you can take the credit by landing the headshot. Feel free to spend ammo here. There's plenty of it. Move to the second floor once the first wave has been put down and move forward. This will trigger Arbiter and the Marines to do the same from below. Assist them from on high as they engage the enemy. When only a couple of Brutes remain, they will attempt to retreat. Let them for now. Again move forward. I like to jump on top of the crate like so to coerce the Arbiter into engaging the Brutes. I might also land a plasma charge or two. Get Flash to see this player. Download: QuickTime (12.9 mb) | WMP9 (11.5 mb) Proceed forward once the area is clear, and here come the Hunters. While the Arbiter is usually pretty good about dealing with them on his own via the Rocket Launcher, you can pitch in by using the Hunters' peculiar weakness against them. Believe it or not, they seem to have a strange vulnerability to the Spiker. In short, it stuns them. So assuming you no longer have any use for your Plasma Pistol, go ahead and trade it out for a Spiker. An example of some serious Spiker pwnage can be viewed here... Get Flash to see this player. Download: QuickTime (2.4 mb) | WMP9 (2.1 mb) See? You can haz credit for Arbiter's kills. Part - 4: The only thing standing between you and crippling the Covenant's Anti-Air defenses is a Weapon Chieftain and his minions of Brutes, Grunts, and Jackals. Watch out. Those two Captains have Carbines. You might try either pop-shooting or clip-shooting the Captains just to make your life easier. However, if they've already retreated, focus on taking out the closest units first; usually a few Grunts and a pair of measly Jackals. Assuming you're now an expert on Part-1, this shouldn't be anything new to you. After you venture far enough out into the open, the Arbiter will join you with his UBER ROCKETS OF DEATH! Let him and the grenade-spamming Marines take it from there. While a few more Brute Minors will join the retreated Covenant forces, it won't be an issue for those high-explosive rockets. Just for fun, watch the video... Get Flash to see this player. Download: QuickTime (21.1 mb) | WMP9 (19.2 mb)
When all is quiet, grab a pair of Plasma Pistols and truck it to the AA Gun. When you get there, Grunts will start emerging from behind the boulders. Head-shot them as they scurry around. Don't get too close though. See that War Chieftain up near the gun? He's armed with a Fuel Rod Cannon and he knows how to use it!
Get Flash to see this player. Download: QuickTime (13.3 mb) | WMP9 (10.7 mb) Home | FAQ | Skulltacular! | Know Thy Enemy | The Nine-Step Program | Version 1.0 Sierra 117 | Crow's Nest | Tsavo Highway | The Storm | Floodgate |