The Covenant (level)/Walkthrough: Difference between revisions

Undo revision 1044003 by Sliding Ghost (talk)
(Undo revision 1044003 by Sliding Ghost (talk))
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From takeoff, ascend to maximum height straight away -- it's hard to see, let alone shoot, Banshees operating at a high level when you make a low level approach. Also, flying high keeps you save from the Anti-Air Wraith and its accompanying Brutes on the small island below. You can deal with them once the initial squad of Banshees has been shot down. As you engage, saturate enemies with fire by holding down '''RT''' and pressing '''LT''' every three seconds; even if they are out of range, you can still damage enemies.
From takeoff, ascend to maximum height straight away -- it's hard to see, let alone shoot, Banshees operating at a high level when you make a low level approach. Also, flying high keeps you save from the Anti-Air Wraith and its accompanying Brutes on the small island below. You can deal with them once the initial squad of Banshees has been shot down. As you engage, saturate enemies with fire by holding down '''RT''' and pressing '''LT''' every three seconds; even if they are out of range, you can still damage enemies.


The second tower contains both a Terminal and the Thunderstorm skull. Make sure you collect these before flying past, because once you've made it to the next area, there's no going back -- literally, a loading point will prompt some invisible barriers to show up behind you. However, it is possible to fly above the invisible barrier. Around the cliff corner, yet another small force of Banshees will engage you. Remain out of their attack range, only coming closer to fire your rockets, but retreating when your foes decide to make an attack run. Once all the major aerial threats have been neutralized, destroy the [[Phantom]] before bombarding the land-based force protecting the third tower.
The second tower contains both a Terminal and the Thunderstorm skull. Make sure you collect these before flying past, because once you've made it to the next area, there's no going back -- literally, a loading point will prompt some invisible barriers to show up behind you. Around the cliff corner, yet another small force of Banshees will engage you. Remain out of their attack range, only coming closer to fire your rockets, but retreating when your foes decide to make an attack run. Once all the major aerial threats have been neutralized, destroy the [[Phantom]] before bombarding the land-based force protecting the third tower.


Or destroy the Phantom's Heavy Plasma Turret and leave the Phantom alone. Destroying the Phantom will cause the two Pelicans to close in. The Pelican on the left of the tower can be a very annoying nuisance if you are going to attack the third tower defenses from that side.
Or destroy the Heavy Plasma Turret and leave the Phantom alone. Destroying the Phantom will cause two Pelicans to close in. The Pelican on the left of the tower can be a very annoying nuisance if you are going to attack from that side.


The three Wraiths should be your top priority, most notably the Anti-Air one. Make sure you continue strafing when firing at it. Always keep on the move -- it's embarrassing to be destroyed by a normal Wraith's mortars because you stayed in one position for too long. You don't actually need the automatic lock-on feature of your Hornet's rockets -- they stay in one position, so manual aiming will suffice.
The three Wraiths should be your top priority, most notably the Anti-Air one. Make sure you continue strafing when firing at it. Always keep on the move -- it's embarrassing to be destroyed by a normal Wraith's mortars because you stayed in one position for too long. You don't actually need the automatic lock-on feature of your Hornet's rockets -- they stay in one position, so manual aiming will suffice.
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After landing, swap your Beam Rifle for the War Chieftain's Fuel Rod Gun. Try to remember the rifle's location, since you'll come back later to reclaim it.
After landing, swap your Beam Rifle for the War Chieftain's Fuel Rod Gun. Try to remember the rifle's location, since you'll come back later to reclaim it.


Or give the Chieftain's Fuel Rod Gun to the Arbiter and go the right side of the tower. There is a Covenant Supply Case holding a Fuel Rod Gun with 15 Fuel Rods. Take this Fuel Rod Gun. When the Arbiter is carrying the Fuel Rod Gun, his Fuel Rods slightly home in on enemies.
Or give the Chieftain's Fuel Rod Gun to the Arbiter and go the right side of the tower. There is a Covenant Supply Case holding a Fuel Rod Gun with 15 Fuel Rods. Take this Fuel Rod Gun. When the Arbiter is carrying the Fuel Rod Gun, his Fuel Rods can lock onto enemy infantry and vehicles.


It is possible, though difficult, to use a Banshee for this part of the level. The Banshees will fight you, but if you kill the Brute and save the Banshee, try to make it land on the islands or small extensions in the mountain edge. Banshees are, however, not the best vehicles for this part of this level. Their lack of homing missiles and vertical landing (helicopter-like stopping) will make you an easy target if you try to pilot one, so only attempt to use them if you're looking for a challenge.
It is possible, though difficult, to use a Banshee for this part of the level. The Banshees will fight you, but if you kill the Brute and save the Banshee, try to make it land on the islands or small extensions in the mountain edge. Banshees are, however, not the best vehicles for this part of this level. Their lack of homing missiles and vertical landing (helicopter-like stopping) will make you an easy target if you try to pilot one, so only attempt to use them if you're looking for a challenge.
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The first room is identical to that of Tower 1. In fact, all but one of the towers are completely the same. But in the next battle, cover is more crucial than ever. [[Hunters]] and [[Drones]], both of which appear here, are both very lethal and hard to defeat. A battle with Drones requires reliable cover to evade the many projectiles they'll fire at you. A battle with Hunters requires dodging their powerful beam and keeping your distance so they don't bludgeon you to death with their shields. There is a way of dealing with the threat effectively. The Drones don't actually spill out until you move too far forward, and they are deadly against your Elite allies, so it's wise to stay put behind the screen unless for good reason.
The first room is identical to that of Tower 1. In fact, all but one of the towers are completely the same. But in the next battle, cover is more crucial than ever. [[Hunters]] and [[Drones]], both of which appear here, are both very lethal and hard to defeat. A battle with Drones requires reliable cover to evade the many projectiles they'll fire at you. A battle with Hunters requires dodging their powerful beam and keeping your distance so they don't bludgeon you to death with their shields. There is a way of dealing with the threat effectively. The Drones don't actually spill out until you move too far forward, and they are deadly against your Elite allies, so it's wise to stay put behind the screen unless for good reason.


Switch to your Fuel Rod Gun and send a barrage of missiles at the nearest Hunter as you dash from behind the barrier and take cover behind one of the two walls. You should have enough ammunition to kill one Hunter and severely weaken the other. Finish it off with grenades before it reaches your allies. Keeping them alive is important, as they'll be a big help later. Losing their support straight away is a terrible loss.
Switch to your Fuel Rod Gun and send a barrage of missiles at the nearest Hunter as you dash from behind the barrier and take cover behind one of the two walls. You should have enough ammunition to kill one Hunter and severely weaken the other. Finish it off with grenades before it reaches your allies. Keeping them alive is important, as they'll be a big help later. Losing their support straight away is a terrible loss.  
 
Or go to left corridor, wait for the Drones to assemble, and throw a frag grenade. One well placed frag grenade will kill most of the Drones or cause them to disperse. Then use the Fuel Rod Gun you picked up earlier to kill the Hunters. Arbiter will provide covering fire.


As soon as the final Drones retreat, go outside and retrieve your Beam Rifle before moving on. Trade your other weapon (which should be either a Carbine or Battle Rifle) for a Needler, and make sure you collect as much of its ammunition as you can.
As soon as the final Drones retreat, go outside and retrieve your Beam Rifle before moving on. Trade your other weapon (which should be either a Carbine or Battle Rifle) for a Needler, and make sure you collect as much of its ammunition as you can.
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Replenish your supply of Needler ammo if required (gaining the maximum amount of needles should be easy). As you approach the elevator, a swarm of Drones will try to surprise and slaughter you. Dive into the alcove to the right as your position, and pick them off at will. The Elites should be able to effectively dispatch the Drones and finish off the attack force within seconds. The Needler is a hopeless weapon against Drones, so it is a good idea to backtrack and pick up the Battle Rifle (or Carbine) that you set aside earlier, prior to ascending the elevator shaft. Note that another Terminal will be where it was in the first tower, on the opposite side of the elevator. Check it, and then head up the elevator.
Replenish your supply of Needler ammo if required (gaining the maximum amount of needles should be easy). As you approach the elevator, a swarm of Drones will try to surprise and slaughter you. Dive into the alcove to the right as your position, and pick them off at will. The Elites should be able to effectively dispatch the Drones and finish off the attack force within seconds. The Needler is a hopeless weapon against Drones, so it is a good idea to backtrack and pick up the Battle Rifle (or Carbine) that you set aside earlier, prior to ascending the elevator shaft. Note that another Terminal will be where it was in the first tower, on the opposite side of the elevator. Check it, and then head up the elevator.


The following battle is similar to that in the first tower. Pull out your Beam Rifle as your short elevator journey has finished, then land three headshots on the War Chieftain to eliminate him. This one carries a [[Plasma Cannon]] turret, so it may be a little more difficult to get a clear shot without much disturbance. Stay behind the transparent barrier, and wait patiently as each [[Brute Stalker]] moves into the open. In this light, they're actually quite easy to see, so pick them off with your Beam Rifle.
The following battle is similar to that in the first tower. Pull out your Beam Rifle as your short elevator journey has finished, then land three headshots on the War Chieftain to eliminate him. This one carries a [[Plasma Cannon]] turret, so it may be a little more difficult to get a clear shot without much disturbance. Stay behind the transparent barrier, and wait patiently as each [[Brute Stalker]] moves into the open. In this light, they're actually quite easy to see, so pick them off with your Beam Rifle.


Or get the Arbiter on the elevator and let him kill them for you. Do not go behind the barrier, as the War Chieftain, if he spawned with a Power Drain, has a annoying habit of throwing it at you, especially when his shield is down. Instead, stay on the elevator and snipe the Brute Stalkers.
Or get the Arbiter on the elevator and let him do his job. Do not go behind the barrier, as the Chieftain has a annoying habit of throwing his Power Drain at you, if he is spawned with it. Instead, stay on the elevator and go to the Arbiter's position when a Brute Stalker is vulnerable.


Make sure you grab two [[Mauler]]s to [[dual wield]] at the weapons dispenser before you deactivate the shield barrier. A cutscene will play, as large, damaged chunks of the [[Flood]]-infected ''[[High Charity]]'' will crash through the window, releasing [[Flood Combat Form|Combat]] and [[Flood Infection Form|Infection Forms]].
Make sure you grab two [[Mauler]]s to [[dual wield]] at the weapons dispenser before you deactivate the shield barrier. A cutscene will play, as large, damaged chunks of the [[Flood]]-infected ''[[High Charity]]'' will crash through the window, releasing [[Flood Combat Form|Combat]] and [[Flood Infection Form|Infection Forms]].


As soon as the cutscene ends, temporarily drop one of the Maulers and grab the Plasma Cannon dropped by the War Chieftain. Constantly fire as Combat Forms charge at you. This will be especially useful when encountering the shielded variety. It may be difficult to handle the Infection Forms as you concentrate on the more deadly targets, so expect them to reanimate the corpses of the Brutes you dispatched earlier. Once the area is visibly clear, drop the turret, pick up your second Mauler, and head towards the elevator. Be careful -- there may be more Combat Forms hidden out of sight.
As soon as the cutscene ends, temporarily drop one of the Maulers and grab the Plasma Cannon dropped by the War Chieftain. Constantly fire as Combat Forms charge at you. This will be especially useful when encountering the shielded variety. It may be difficult to handle the Infection Forms as you concentrate on the more deadly targets, so expect them to reanimate the corpses of the Brutes you dispatched earlier. Once the area is visibly clear, drop the turret, pick up your second Mauler, and head towards the elevator. Be careful -- there may be more Combat Forms hidden out of sight.
Or ready a Firebomb grenade using the LB button and pick up a Plasma Rifle. Melee Arbiter to the third tower deactivation panel. When the cutscene ends, throw a firebomb grenade to kill the initial wave of Infection Forms and use your plasma rifle to pop the rest. Arbiter will provide covering fire.


When your descent is complete, you'll see the [[Thel 'Vadamee|Arbiter]] and any surviving Elites fighting several Combat Forms (and any Covenant stragglers you may have missed). Immediately rush down to offer your assistance. The battle won't be too intense; the amount of assailants may vary, but it shouldn't be too much of a problem. Make sure all the Flood bodies are smashed before you continue -- [[melee]] any that are still intact.
When your descent is complete, you'll see the [[Thel 'Vadamee|Arbiter]] and any surviving Elites fighting several Combat Forms (and any Covenant stragglers you may have missed). Immediately rush down to offer your assistance. The battle won't be too intense; the amount of assailants may vary, but it shouldn't be too much of a problem. Make sure all the Flood bodies are smashed before you continue -- [[melee]] any that are still intact.
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The Arbiter will board the Phantom and cloak, while Pelicans drop off a [[M12G1 Light Anti-Armor Vehicle|Gauss Warthog]], a Mongoose, and a [[Scorpion]]. The Elites will go join the Marines. Obviously, you'll want to be driving the Scorpion; choosing the Warthog or the Mongoose will make the upcoming encounter much more challenging due to your lack or firepower. You will also want to get the Marine carrying the Rocket Launcher to get on the Scorpion.
The Arbiter will board the Phantom and cloak, while Pelicans drop off a [[M12G1 Light Anti-Armor Vehicle|Gauss Warthog]], a Mongoose, and a [[Scorpion]]. The Elites will go join the Marines. Obviously, you'll want to be driving the Scorpion; choosing the Warthog or the Mongoose will make the upcoming encounter much more challenging due to your lack or firepower. You will also want to get the Marine carrying the Rocket Launcher to get on the Scorpion.


If you want to retain Arbiter, don't go down and join the Marines. You'll get the loading point that causes him to get in the Phantom. Use your Fuel Rod Gun to destroy the Phantom. Then go down and get in the Warthog and get the two Arbiters to ride in the Warthog. You can get to the Hornets without killing any enemies; all of the enemies will be instantly killed.
If you performed the Two Arbiters Glitch, get in the Warthog and get the two Arbiters to ride in the Warthog. You can get to the Hornets without killing any enemies; all of the enemies will be instantly killed. The only real threat will be the Wraith plasma cannon; it will usually drain or badly damage your shield.


==''Journey's End'' (Rally Point Bravo)==
==''Journey's End'' (Rally Point Bravo)==