Winter Contingency: Difference between revisions

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{{Era|RW}}
{{Era|RW}}
{{Ratings}}
{{Title|Winter Contingency}}
{{Title|Winter Contingency}}


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*'''Carter-A259''': "Shoot down attempts are likely, so keep your distance."
*'''Carter-A259''': "Shoot down attempts are likely, so keep your distance."


*'''Pilot''': "Yes, sir!"
*'''Pilot (COM)''': "Yes, sir!"


*'''Carter-A259''': "Let's stay focused. Watch your sectors."
*'''Carter-A259''': "Let's stay focused. Watch your sectors."
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*'''Carter-A259''': "All right, Noble, looks like there's nothing here. Let's move on."
*'''Carter-A259''': "All right, Noble, looks like there's nothing here. Let's move on."


''If Noble Six shoots at the gas tank nearby, detonating it:''
''If the player shoots at the gas tank nearby, detonating it:''


*'''Carter-A259''': "Stand down, Noble Six!"
*'''Carter-A259''': "Stand down, Noble Six!"
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*'''Carter-A259''': "We've got military casualties, two of the missing troopers. Looks like they were interrogated... It's messy."
*'''Carter-A259''': "We've got military casualties, two of the missing troopers. Looks like they were interrogated... It's messy."


''Carter stands back up and signals the team to keep moving. They enter an adjacent room with another dead body. Movement is suddenly heard on the roof, and a brief hostile contact is detected on the [[motion tracker]].''
''Carter stands back up and signals the team to keep moving. They enter an adjacent room with another dead body. Movement is suddenly heard on the roof, and a brief hostile contact is detected on the [[motion tracker]], which refreshes.''


*'''Carter-A259''': "Movement. Watch your motion trackers."
*'''Carter-A259''': "Movement. Watch your motion trackers."
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===Rebels Don't Leave Plasma Burns===
===Rebels Don't Leave Plasma Burns===


''Noble Six, Carter, and Jorge drive around, eliminating all Covenant they come across.''
''Noble Six, Carter, and Jorge drive around, eliminating all Covenant they come across. There are 3 areas in the rain-soaked Visegrad, two buildings and a farmyard near a river. Six drives the first two areas, clearing the structures.''


*'''Jun-A266 (COM)''': "Noble Leader: I'm picking up a distress signal."
*'''Jun-A266 (COM)''': "Noble Leader: I'm picking up a distress signal."
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*'''Carter-A259''': "We don't leave people behind. You see those troopers, you let me know."
*'''Carter-A259''': "We don't leave people behind. You see those troopers, you let me know."


''If Six takes time finding the Troopers:''
''If the player takes time finding the Troopers:''


*'''Jun-A266 (COM)''': "Noble Leader: I'm seeing possible friendly forces under attack, north-east of your position, over!"  
*'''Jun-A266 (COM)''': "Noble Leader: I'm seeing possible friendly forces under attack, north-east of your position, over!"  
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*'''Carter-A259''': "We need to find those Troopers, now!"
*'''Carter-A259''': "We need to find those Troopers, now!"


''Six, Carter, and Jorge spot gunfire and explosions from a Covenant landing site. Several Army troopers are pinned down by the Covenant forces. The three Spartans move to intervene and get out of the truck.''
''Six, Carter, and Jorge reach the third area. They spot gunfire and explosions from a Covenant landing site. Several Army troopers are pinned down by the Covenant forces. The three Spartans move to intervene and get out of the truck.''


*'''Carter-A259''': "Noble Three, we've located the trooper squad. Request immediate evac - my coordinates."
*'''Carter-A259''': "Noble Three, we've located the trooper squad. Request immediate evac - my coordinates."
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*'''Carter-A259''': "Six, Jun - let's go!"
*'''Carter-A259''': "Six, Jun - let's go!"


''If Six stalls:''  
''If the player stalls:''  


*'''Carter-A259''': "On the Falcon, Six - now!"
*'''Carter-A259''': "On the Falcon, Six - now!"


''If Six further stalls:''
''If the player further stalls:''


*'''Carter-A259''': "Lieutenant, mount up! That's an order!"
*'''Carter-A259''': "Lieutenant, mount up! That's an order!"
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''Noble Team reaches the relay, finding Covenant in the courtyard. Kat and Emile are pinned down inside the outpost.''
''Noble Team reaches the relay, finding Covenant in the courtyard. Kat and Emile are pinned down inside the outpost.''


*'''Pilot''': "We're approaching the com outpost."
*'''Pilot (COM)''': "We're approaching the com outpost."


*'''Carter-A259''': "Drop us in the courtyard."
*'''Carter-A259''': "Drop us in the courtyard."


*'''Pilot''': "LZ's a little hot, sir-"
*'''Pilot (COM)''': "LZ's a little hot, sir-"


*'''Carter-A259''': "Put her down, pilot. Six, break's over."
*'''Carter-A259''': "Put her down, pilot. Six, break's over."
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*'''Catherine-B320''': "Noble Six, search that body."
*'''Catherine-B320''': "Noble Six, search that body."


''If Six stalls:''
''If the player stalls:''


*'''Catherine-B320''': "Lieutenant, check that body for ID!"
*'''Catherine-B320''': "Lieutenant, check that body for ID!"
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===Glitches===
===Glitches===
*Just after Rally Point Alpha, the player can use a [[Plasma Pistol]] to disable and steal Jun's [[Falcon]], holding position above a hill. The invisible "driver" of the Falcon will be ejected when it is upside down (an Assault Rifle will drop out of the cockpit). The player can then fly the Falcon around the level, but numerous invisible barriers will make travel difficult. If the player does not dismount before rescuing the Troopers, the player will be stuck inside the Falcon (the player wasn't supposed to exit the Falcon until it has reached the relay outpost). Because only an AI driver could bypass invisible barriers, the player must restart to proceed. Alternatively, they may continue until the dropships are assaulting the troops, and park the Falcon in the energy field in between the drop ship's prongs. Eventually, the ship will fly away, taking the Falcon with it. About five seconds after the dropship moves past the ruined bridge, the player is now past the invisible wall. They can then release themselves from the dropship and fly to the Relay Station by following the road, continuing the mission normally. However, it's possible to get past the invisible barriers while still in full control of the Falcon. The player must fly it into the forward section (inside the U) of a Spirit dropship and getting the Falcon somewhat locked into it, so that when the Spirit edventually flies away, it takes the Falcon (and thus the player) with it. The tricky part is keeping the Falcon still locked into the forward section while the Spirit often wabbles around and can sometimes shake the player off, forcing him/her to start over. When the Spirit hits the invisible barrier, still with the player's Falcon locked into it, the Falcon will be pushed through the barrier with the Spirit, although the player will take extreme damage (to the point of no health bars even left) from the pressure of breaking through the barrier, but will not die as the Falcon is fully indestructable. The Falcon at a point through the break-through may be dislodged and unsuccessful in getting past the barrier, but if successful, the player will be past the barrier and is now fully free to fly throughout the entire map without the fear of any more barriers. Do note that the entire map is extremely large end to end and transversing it may take a very long time, and it can be very easy to get lost if the player wants to fly back to where the game is suppossed to take place.
*In the beginning of the level when the player first gets out of the Falcon, when the checkpoint loads the player's motiotracker may disappear,but then reappear in a few seconds.
*When Jorge tells the farmer to get back inside, the player can block the door (which would automatically close regardless), preventing him from entering. He would now speak in English when touched or shot at like a normal civilian, despite appearing to only speak Hungarian previously.
*Just after Rally Point Alpha, the player can use a [[Plasma Pistol]] to disable and steal Jun's [[Falcon]], holding position above a hill. The invisible "driver" of the Falcon will be ejected when it is upside down (an Assault Rifle will drop out of the cockpit). The player can then fly the Falcon around the level, but numerous invisible barriers will make travel difficult. If the player does not dismount before rescuing the Troopers, the player will be stuck inside the Falcon (the player wasn't supposed to exit the Falcon until it has reached the relay outpost). Because only an AI driver could bypass invisible barriers, the player must restart to proceed. Alternatively, they may continue until the dropships are assaulting the troops, and park the Falcon in the energy field in between the drop ship's prongs. Eventually, the ship will fly away, taking the Falcon with it. About five seconds after the dropship moves past the ruined bridge, the player is now past the invisible wall. They can then release themselves from the dropship and fly to the Relay Station by following the road, continuing the mission normally. However, it's possible to get past the invisible barriers while still in full control of the Falcon. The player must fly it into the forward section (inside the U) of a Spirit dropship and getting the Falcon somewhat locked into it, so that when the Spirit edventually flies away, it takes the Falcon (and thus the player) with it. The tricky part is keeping the Falcon still locked into the forward section while the Spirit often wabbles around and can sometimes shake the player off, forcing him/her to start over. When the Spirit hits the invisible barrier, still with the player's Falcon locked into it, the Falcon will be pushed through the barrier with the Spirit, although the player will take extreme damage (to the point of no health bars even left) from the pressure of breaking through the barrier, but will not die as the Falcon is fully indestructible. The Falcon at a point through the break-through may be dislodged and unsuccessful in getting past the barrier, but if successful, the player will be past the barrier and is now fully free to fly throughout the entire map without the fear of any more barriers. Do note that the entire map is extremely large end to end and transversing it may take a very long time, and it can be very easy to get lost if the player wants to fly back to where the game is supposed to take place.
*The [[Weaponless Elite Glitch]] can be performed in this level.
*It is possible to prevent Carter from getting into the Falcon after rescuing the troopers by parking the Spade on the Falcon's landing site. If the Falcon is rammed at the right time neither of them will get in and they appear at the outpost alongside Emile and Kat.  Carter will not be heard responding to other NPC's dialogue, until he reappears at the relay outpost.
*It is possible to prevent Carter from getting into the Falcon after rescuing the troopers by parking the Spade on the Falcon's landing site. If the Falcon is rammed at the right time neither of them will get in and they appear at the outpost alongside Emile and Kat.  Carter will not be heard responding to other NPC's dialogue, until he reappears at the relay outpost.
*It is possible for Carter and other members of Noble Team (except Six) to get shut out of the outpost when the door seals. Despite this, Carter will still be heard saying "[I]'' Can't see a thing... Noble Six, turn on your night vision''," as if he was right next to the player.
*It is possible for Carter and other members of Noble Team (except Six) to get shut out of the outpost when the door seals. Despite this, Carter will still be heard saying "[I]'' Can't see a thing... Noble Six, turn on your night vision''," as if he was right next to the player.
*When Jorge tells the farmer to get back inside, the player can block the door (which would automatically close regardless), preventing him from entering. He would now speak in English when touched or shot at like a normal civilian, despite appearing to only speak Hungarian previously.
*In the beginning of the mission when you get out of the Falcon,when the checkpoint loads your radar may dissapear,but then reappear in a few seconds.


===Miscellaneous===
===Miscellaneous===