The Archive: Difference between revisions

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|date = [[2559|June, 2559]]
|date = [[2559|June, 2559]]
|place = [[Forerunner]] [[Archive]], [[Installation 00]]
|place = [[Forerunner]] [[Archive]], [[Installation 00]]
|objective=  
|objective=*Keep your Jump Pack Brutes alive
*Locate the central Forerunner defense system
*Destroy the Flood covering the locks
*Defend the locks
*Solve the Forerunner interface puzzle
;Optional
*Kill units with any source of incendiary gel (100)
*Deactivate the Forerunner beams at the terminal
;Bonus
*Don't lose any units to the Forerunner beams
*Clear all the Flood within the time limit
|partime=30:00
}}
}}
'''The Archive''' is the eighteenth [[campaign]] level in ''[[Halo Wars 2]]'', and the fourth of the ''[[Awakening the Nightmare]]'' expansion.
'''The Archive''' is the eighteenth [[campaign]] level in ''[[Halo Wars 2]]'', and the fourth of the ''[[Awakening the Nightmare]]'' expansion.
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**Brute Grenadiers
**Brute Grenadiers


==Trivia==
==Strategies==
===Miscellaneous===
===General===
*You can only purchase one Hero Unit on this level-the Sangheili Honor Guard-with a resource of 100 supplies.
*Make sure not to let any of your units get hit by beam defenses. The defenses deal considerable damage on any difficulty.
*Par time for this level is 30 minutes.
*Until you get to the final room, you will have very limited resources on this level.
 
**Collect all of the scattered supplies and power and destroy every salvage. Explore the map and look for areas blocked off by web-like Flood biomass, where there are typically several salvage.  
===Strategy===
*Make sure not to let any of your units get hit by beam defenses. The defenses deal considerable damage at any difficulty.
*Collect all of the scattered supplies and power and open every crate. You have very limited resources on this level.
**Remember to conserve your resources.
**Remember to conserve your resources.
**This only changes after you clear out the locks of the Sentinel defense network and you have to defend it as the network begins charging again.
**Upon clearing out the locks in the final room, your resources will replenish slowly for your defense against the Flood. Keep in mind that there still is a population limit.
*You can only replenish your troops at teleporters, so remember to use the resources wisely.
*You can only replenish your troops at teleporters, so remember to use the resources wisely.
**You can also heal your wounded units as one Huragok will be stationed at the teleporters, but it will only appear if you purchase a unit. The Huragok will subsequently remain at the teleporter and the player can send their units back for healing at any time. Note that the Huragoks will not appeared on the last sequence.
**The Sangheili Honor Guard, a Hero unit, can only be bought at the first teleporter for 100 supplies. If he dies, you cannot purchase another one from the other teleporters.
**Every purchase will dispatch at least two units and you can buy only one unit except during the last sequence of the mission.
**Other than the teleporters in the final room, every teleporter can only be used once.
*Use the cloaking wisely when using Honor Guards; stealth is a critical part of this level.
**Sangheili Rangers can effectively kill enemies at long range, so they are very useful on lower difficulties, when Voridus takes all the damage at the frontline.
*Lure the Abominations to local Sentinel defenses after activating defense terminals, it should help you minimize casualties.
**On lower difficulties, when you purchase units from the teleporters, a friendly Huragok will also appear, allowing you to heal your wounded units. The Huragok will subsequently remain at the teleporter and you can send units back for healing at any time. Note that Huragok will not appear at the teleporters in the final room.
**Destroy any Flood Blisters and Combat Form that you met before luring the Abominations to ensure that you can make quick work of defeating Abomination.
*Use the Honor Guard's cloaking ability to scout ahead, then send the correct units to counter enemy units.
*Keep your Honor Guard alive, you cannot replace him if he is killed.
*The Flood Abomination can be encountered near a control panel that brings in a swarm of Sentinel Aggressors to the area for a short duration, much like [[Ellen Anders|Anders]]' Ark Defense Leader Power. Lure the Abomination to the front of the platform, then activate the defense terminal. This should help you minimize casualties. Note that only Jump Pack Brutes can reach the platform with their abilities.
*The code to reactivate the Sentinel defense network is the same as the one to deactivate it: spin the outer ring to the left three times, the middle ring to the left five times or once to the right and the inner ring to the right twice.
**Destroy any Flood Blisters and Combat forms nearby before approaching the Abomination so all your units can focus on defeating the Abomination.
*It is not necessary to keep all three locks clear at the end to reactivate the Sentinel defense network. The network charges regardless of the fact that one or more go down, though less active locks means a slower charging. However, losing all three locks stops the charging until at least one is cleared out again. If the locks become filled with Flood biomass once again, the player can clear them by targeting the biomass as they did to clear it in the first place.
*The code to reactivate the Sentinel defense network is the same as the one to deactivate it: spin the outer ring to the left three times, the middle ring to the right one time, and the inner ring to the right twice.
*After arriving at the control terminal and clearing out the biomass, the player will begin gaining an increase in resources and power the same as if they had a base established. As a result, the player can keep calling in troops through the teleporters to help hold the Flood off until the Sentinel defense network charges up again. Mainly, the player is limited by the number of troops they can have, the same as on any other mission, but the teleporters allow them to keep calling in reinforcements to replace the troops that fall to the Flood.
*It is not necessary to keep all three locks clear at the end to reactivate the Sentinel defense network. The facility power charges faster with all three locks activated, and fewer activate locks means it charges slower. However, the charging process stops completely if all three locks are covered by Flood biomass. If the locks are deactivated, you need to reactivate them by destroying the biomass like you did to clear them initially.
*On higher difficulties, it is recommended to repeatedly kill the Flood tentacles. This will build up your units' veterancy and help them last longer.
**On higher difficulties, it may be impossible to keep all three locks activated concurrently. Rather than splitting up your forces to defend each lock, build up a large force to reactivate one lock while the Flood Abominations are focused on attacking another lock.
 
*On higher difficulties, it is recommended to repeatedly kill the Flood tentacles. This will build up your units' veterancy and boost their health, allowing them to survive for longer.
====Bonus and Optional Objectives====
*It is best to have one unit went through the laser defenses since any units killed by it will instantly failed the objectives.
*When the player is at 2 minutes quarantine time, ensure to finish it under two minutes. If not, the bonus objective will fail.
*Gaining 100 kill through Incendiary Gel is should be easy if the player know how it works.
**Utilize your Leader Power and Voridus' ability to the fullest to earn this.
**It is best to earn at two areas, where the player will defend the position until the lightbridge is activated and during charging power for the sentinel defense network.
**Make sure no other units are killing it, only Voridus' incendiary gel abilities and any Incendiary arsenals from Leader Power. This means Voridus must also stay out of the fight and lure them into the incendiary gel.


===Mistakes===
===Bonus and Optional Objectives===
*Only send one unit to go through the laser defenses. The optional objective ends in failure if any one dies.
**It is possible to revert to a saved game if a unit dies to the laser defenses.
*During the quarantine section, Flood spawners will appear. Prioritize on destroying them as they will spawn more units to deter your progress.
*Gaining 100 kills through Incendiary Gel can be done through Voridus' ability and the Infusion Wake Leader Power.
**A lot of progress can be made in three areas: when waiting for the lightbridge to reactivate, the quarantine section, and during the defense in the final room.
**The objective doe not count any units damaged by the gel but killed by other units, so try to limit the number of units that are attacking the enemies in the gel. Voridus should also focus on spreading his incendiary gel, and stay out of the fight while luring enemies into the gel.


==Sources==
==Sources==