Long Night of Solace (level)/Walkthrough: Difference between revisions

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Your priority targets are Banshees, but weakened Seraphs are next. If you spot a Seraph with an already damaged shield, fight him over a full shield one; a few hits will mean a few seconds difference between its destruction or you having to give up the chase. Anchor 9 will be a huge help here with its autoturrets. Now that all its defenses are online, it will constantly pepper Seraphs with overlapping fire and be pretty accurate at closer range. It usually can’t both take down a Seraph’s shield and destroy it, but it can usually achieve one of them so you can accomplish the rest.
Your priority targets are Banshees, but weakened Seraphs are next. If you spot a Seraph with an already damaged shield, fight him over a full shield one; a few hits will mean a few seconds difference between its destruction or you having to give up the chase. Anchor 9 will be a huge help here with its autoturrets. Now that all its defenses are online, it will constantly pepper Seraphs with overlapping fire and be pretty accurate at closer range. It usually can’t both take down a Seraph’s shield and destroy it, but it can usually achieve one of them so you can accomplish the rest.


Once enough Seraphs and Banshees are dead, five Phantoms will arrive as the fourth wave. This part is actually significantly easier than wave 3, as the Phantoms are basically immobile and the Seraphs become much less aggressive. The Phantoms’ concussion shots are more annoying than deadly, as they merely heat up your screen but cause your ship little damage. As long as you roll to avoid them, they’re easily avoided. Reinforcing Seraphs and Banshees will come with them, plus a few survivors from Wave 3, but once again they’re much less aggressive now and will mostly fly around the outer edges of the field. You can either fill the Phantoms with missiles (they don’t have shields) and then all the remaining fighters will flee, or you can take out all the fighters; no further reinforcements will come. Once all the Covenant are gone, dock with Anchor 9 to play the cutscene and continue to the Covenant corvette.
Once enough Seraphs and Banshees are dead, five Phantoms will arrive as the fourth wave. This part is actually significantly easier than wave 3, as the Phantoms are basically immobile and the Seraphs become much less aggressive. The Phantoms’ concussion shots are more annoying than deadly, as they merely heat up your screen but cause your ship little damage. As long as you roll to dodge them, they’re easily avoided. Reinforcing Seraphs and Banshees will come with them, plus a few survivors from Wave 3, but once again they’re much less aggressive now and will mostly fly around the outer edges of the field. You can either fill the Phantoms with missiles (they don’t have shields) and then all the remaining fighters will flee, or you can take out all the fighters; no further reinforcements will come. Once all the Covenant are gone, dock with Anchor 9 to play the cutscene and continue to the Covenant corvette.


===The Corvette===
===The Corvette===
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