Blue Team (level)/Walkthrough: Difference between revisions

no edit summary
No edit summary
Line 66: Line 66:
The elevator deposits you and your team at a platform over the next encounter, which is accessed by charging through a metal barrier and ground pounding the Grunts below. You can actually see down below through a window on the platform. Below are several Grunts, several shield Jackals and Elite Rangers stationed a yard of construction equipment, Jackal Rangers hanging back as marksmen, and a two-storied platform they're defending with more Grunts, two more Rangers, and a Zealot at the top.
The elevator deposits you and your team at a platform over the next encounter, which is accessed by charging through a metal barrier and ground pounding the Grunts below. You can actually see down below through a window on the platform. Below are several Grunts, several shield Jackals and Elite Rangers stationed a yard of construction equipment, Jackal Rangers hanging back as marksmen, and a two-storied platform they're defending with more Grunts, two more Rangers, and a Zealot at the top.


Look through the window, pull out your magnum, wait for the Grunts to cluster together, then charge and ground pound the Grunts, headshotting any that are left. Blue Team will follow, and your tactic now will be to dodge and weave through cover, picking off Jackals and noob comboing Elites. Use the squad commands to target weakened foes; Blue Team can often finish them off and the HUD marker will track the enemy should they retreat. Keep using the targeting, because without it Kelly and Linda like to charge into the enemies and get overwhelmed, while a specific foe usually leads them to hang back to shoot.
Look through the window, pull out your magnum, wait for the Grunts to cluster together, then charge and ground pound the Grunts, headshotting any that are left. Blue Team will follow, and your tactic now will be to dodge and weave through cover, picking off Jackals and noob comboing Elites. Use the squad commands to target weakened foes; Blue Team can often finish them off and the HUD marker will track the enemy should they retreat. Keep using the targeting, because without it Kelly and Linda like to charge into the enemies and get overwhelmed, while a specific foe usually leads them to hang back to shoot. If you're using an assault rifle or SMG instead of a plasma pistol, use the smart scope to increase your accuracy.


When most of the Elites are dead or falling back, the Jackal Rangers will come up and harass with their storm rifles. There's a lot of them and they have long sightlines, so use cover and carefully headshot with your pistol, as well as having Blue Team target them. They often like to take position at a platform on the left, so don't move up until they appear to be dead or retreating.
When most of the Elites are dead or falling back, the Jackal Rangers will come up and harass with their storm rifles. There's a lot of them and they have long sightlines, so use cover and carefully headshot with your pistol, as well as having Blue Team target them. They often like to take position at a platform on the left, so don't move up until they appear to be dead or retreating.
Line 76: Line 76:
===The Shipyard===
===The Shipyard===
At the top of the platform is a Hydra Launcher. It's a handy weapon with targeting grenades that's easy to fire and useful on tough foes. But in the upcoming section there's going to be ''a ton'' of Jackal Rangers, who easily dodge the grenades and are too numerous for a weapon that can only lock-on to one enemy at a time. So order a teammate to pick up the Hydra instead. Kelly is the best choice; she'll use it the most often because her shotgun has a rather short range. Make sure she or another teammates goes through this level with it, because it will be very important later.
At the top of the platform is a Hydra Launcher. It's a handy weapon with targeting grenades that's easy to fire and useful on tough foes. But in the upcoming section there's going to be ''a ton'' of Jackal Rangers, who easily dodge the grenades and are too numerous for a weapon that can only lock-on to one enemy at a time. So order a teammate to pick up the Hydra instead. Kelly is the best choice; she'll use it the most often because her shotgun has a rather short range. Make sure she or another teammates goes through this level with it, because it will be very important later.
Ahead you is a big shipyard with lots of Jackal and Grunt Rangers. The Jackals all have storm rifles, so they can easily overwhelm you if you get too close. Stay back on the platform and headshot them; it's rather easy to get several of them in seconds. If you need DMR ammo, there's some in a tunnel on the platform's left and more on an overheard platform above where the Hydra is. Since there's extra, you can order Linda to pick up one of the DMRs for herself.
When most of the Jackal Rangers are dead or fallen back, move up the shipyard. Keep the high ground atop the spires so as to retain distance from enemies and to stay safe from grenades. Also keep a lookout for Grunts on the ground who may take potshots at you. Ahead of you will be another wide platform supported over breakable walls. The remaining Jackal Rangers will be on the top, and an Elite Warrior will lead Grunts and shield Jackals on the bottom. One or two of the Rangers may have a carbine, so he's top priority. When the Rangers have fled the platform, move to the ground floor to help Blue Team against the infantry. Use grenades to overwhelm the shield Jackals, and have Blue Team target the Elite Warrior while you take out Jackal Rangers. Any of the dead Grunts around can provide plasma pistols for an easy noob combo.
When all the infantry are dead, it's time to arm up for the next encounters. First, look for the Jackal's carbines. If there's just one, then give it to Fred or Linda since it will likely only have a single magazine. If there's two, swap your DMR for it, as a carbine can carry more ammo than the DMR or battle rifle. Then look for the Blaze of Glory, a hidden Legendary shotgun that will be ''very'' useful later on. It's hidden on a platform on the right on the way of leaving the shipyard. When John says "Central Control is through these doors", look to your right and climb up the platforms you see. At the top will be a piece of Mission Intel and the shotgun will be visible nearby it. Grab it and drop carry it to the ground floor and have Fred carry it for now. Make sure Kelly keeps her Hydra launcher. As for you, take a plasma pistol or an SMG as your side arm; you'll find several in this battlefield.
When you and your teammates are all armed up, head across the catwalk to initiate the cutscene and the next area.


==That Fair and Warlike Form==
==That Fair and Warlike Form==
===The Tunnels===
===The Tunnels===
The first batch of tunnels is in a rough H shape, so it doesn't matter which of the two door you go through. In the middle there will be a tunnel connecting them where three Grunts patrol. They're easy enough to headshot. Sometimes you can assassinate one of them, but which direction they face is random.
In the room past them, there will be six sleeping Grunts. Once they're all killed, a door on the far end will open, revealing a few more Grunts and two Elites hidden with active camouflage. These Elites are the biggest threat, so tag them with your squad commands quickly so you can see them. Use the SMG to wear down their shields or the plasma pistol overcharge to disrupt them. Then either you or Blue Team should get the headshot. If you're feeling lucky, get to the door before it opens, keep your distance, and toss a grenade or two inside, which could wipe out the Grunts or stick the Elites. When they're dead, keep going.
The following tunnels will have suicide Grunts that come around the corners. If you approach a corner and hear a Grunt yell something, step back and headshot the Grunt as he appears. These Grunts drop spare plasma grenades and plasma pistols with 100% charge, so pick them up if you need some. The Hunters that strike the tunnels here are intimidating, but they won't hurt you, for now. When you approach a tunnel that has a fork to the left but also keeps going forward, look left quickly, toss a grenade in, then fall back. If down right, you'll take out a pair of Jackals and two suicide Grunts in a single explosion. If they don't die, fall back, headshot the Grunts, then tag team the Jackals with Blue Team.
The next room has two entrances, and has several Grunts and Jackals who are patrolling about. The first few tend to walk from the left to the right, while other hold position farther back. If you enter from the left through a tunnel, they won't see you at first but will be more spread out. If you enter from the right, they'll see you quickly but they're be clustered for a grenade toss. Engage them, headshot the Grunts, but watch the far door. When all the infantry are dead, a cloaked Zealot with an energy sword will rush in. Have a noob combo ready and target him so you can see him. You can use a frag grenade on him, but avoid using plasma grenades because you'll need them later, unless there are more left in this room.
When everything in the room is dead, the tunnels are cleared but there's one more thing you must get. This room has a hidden tunnel on its left, behind some small boxes. Enter inside and you'll find another Hydra launcher. Trade for it, bring it to the main room, then trade it again so Linda can pick it up. As for you, take the Blaze of Glory from Fred for yourself now; you can give him an SMG instead. As for your secondary weapon, you can either keep your DMR or carbine, take an SMG too, a plasma pistol, or the energy sword from the Zealot if it has high charge.


===Hunters in the Dark===
===Hunters in the Dark===
8,072

edits