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Crow's Nest / Holdout ( CROW222 )
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Know Your Role
After a bit of talking, follow a marine to the lower area. At the bottom of
the stairs there will be some ammo racks on a wall. Pick up the two kinds of
rifles and full ammo and keep moving. In the open cavern there are more guns
on the sides, but the rifles are your best options. Move up and toward the
green door to meet your allies. There are some grenades by the door, and when
you are ready just hold RB to open the door.
There is only one way to go, so follow your crew down the corridor. Open the
next door they stop at and you will be greeted by an explosion. Run out with
your Battle Rifle in hand and start picking off the enemies coming from the
left side. Since they are so far away, snipe the little guys, then take out
the Brutish fellow in a game of peek-a-boo. And try not to kill your friends,
they will get in the way.
Go to where the dead lie and pick up the many grenades. Your guys will enter
a hallway, so help them out. But then go back out into the drive-through
tunnel and follow it to the end for a fun bit with some marines (humor in
uniform, classic). Now back on the warpath.
Move down the hall and take a left to reach another checkpoint. You'll hear
some friendlies under fire in the next area, so go help them out, and please
keep trying not to kill them. But don't dilly around too much. Jump down on
either side to a turret platform that overlooks the loading bay. Kill the
Grunts and whatever scurry about and then try to bust the two shields on both
sides. Soon there will be two Phantoms that stop by and spill more Covenant
into your presence. Now, you can detach the turret, but you have unlimited
ammo as long as it's still attached, so leave it alone for now. You want to
start in on the laser guns at the fronts of both Phantoms, the first ship and
then the second ship. Once that is done then start focusing fire on the smaller
game; and by smaller I mean start with the big guys and then work your way
down to the Grunts. Another ship will come by, so repeat the goodness.
When your guys start moving, pick off any survivor, careful not to kill your
own. When all is well, go ahead and take the minigun with you (press B). You
may think that Pelican is your ticket out of here, but it's not. Watch as your
friends load up and wave bye bye. You can go to the edge of the bay and look
out to the insanely pointless battle in the air, or never-ending shall I say.
Not much else to do; trust me, I explored this whole area and there wasn't
much for it. Just turn around and start backtracking.
You'll pick up two scare'dy cats along your way, and you might start getting
worried yourself. Make your way back through the long corridor from before and
it would appear everything is okay back at the base. And alas, twasn't meant
to be. After you see a marine get jacked-up, run out and start unloading on the
Drones. Look up to find their source, a cracked open pipe. So while you
frantically fire all around in the air, try to focus your fire near the break.
After like five seconds into your firing, you might notice the damage you may
be taking from your side. That means your friends didn't handle the buggers
around you, so back behind some cover, take out the ones near you, and let
your shield recharge. If you do this, the fight really isn't tough, especially
with your Machine Gun Turret. FYI, only like two well placed bullets from
your turret is all it takes. Now go back to the starting point of the level.
*NOTE: You might still have a few bullets in the one turret, and if so you
are doing great. If you ran out and are considering going all the way back for
that other one, don't. There is another one coming up.*
Gift With Purchase
Return to the computer room to get your next duty (ha ha). Follow Johnson to
the door leading to the barracks. Open the first and next door and you're in.
You got lots of options on how to tackle this little room. As you can see it
is infested with Brutes. I had success just standing behind the green cover
barricade (as soon as you enter the room) and sniping the dudes in the head.
But there are other ways. For one, there are some new toys all around. Near
the entrance are some Grav Lifts. You simply hold RB to swap out whatever other
equipment you might have and then press X to deploy a lift. Use the lift to
get up to the second level and you will find a Brute maning a turret. Simply
run up behind him and whack him and then use the turret to slaughter. Well
placed grenades into groups always works too. And there are some shotguns in
the ammo racks all over this room, so if up close is more your style, go for
it. Don't forget to pay extra attention to the dark Brute who will carry and
hammer and try to get close; he is always the first priority in a gun fight.
After you clear the place, stock up. Go and grab the turret after it's use
here is done. And on your way out of the room, don't forget to grab either a
Deployable Cover (the red sharp things) or a Grav Lift (the blue things).
*NOTE: Deployable Cover just makes a big blue shield in front of you. You can
destory these if you encounter them by shooting toward the front.*
Move into the next room which looks like a dead end at both ends. But go the
the right and fall down through the hole for another Cortana moment. Look down
the way and you will see Drones flying back and forth. Move up closer and use
your quick reflexes to shoot at them as they move. More will appear if you hit
one, so be ready. Keep moving and fall down another hole, again. You will meet
up with who I am 99.99% sure is the Arbiter. Drop down to shake hands and then
move through the door on the left.
The next area is heck. All I can honestly say is move swiftly, tear through
the Brutes with you turret, and save as many Marines as you can. At the bend
in the room, with the shower area in the corner, you might get into a game
of hide and seek with a few bad guys, so just play it until one of you is
dead. By then you should be out of turret ammo, so switch to the sniper gun.
Look down the way and aim for the heads of enemies in your sights. Now go all
the way around the bend in the room to get on the other side where you fight
the last group of Brutes. These guys are tough because they have lots of
weapons and equipment at their disposal. Just snipe, dodge, toss grenades, and
hide until they are all dead.
*NOTE: There is a door in the middle section of the room, what I refer to as
the bend in the room for some reason. You can use that door to sneak up on
the Brutes in the second area, but maybe just for a grenade and then you're
gone. Up to you.*
After the carnage you will notice a large following of humans behind you. This
is your chance to explore the area for supplies. In the shower area I found a
new piece of equipment called a Power Drain, so you might want to pick it up
for kicks later. You don't have to explore too much, but I will say there is
an interesting ventilation system in the ceiling that you can reach by some
ladders; nothing up there, but it's nice to know you had options.
When you're ready you can leave through the door on the other side of the room.
If your team gets stuck and doesn't follow you, they are probably stuck
behind some debris from the battle. Just ram yourself into the obstructions,
or nudge your friends in the right direction. Also, there is a Plasma Turret
from a dead enemy, or Carbines, take your pick, or bring both (just make sure
you keep your Battle Rifle).
With your team in full force and waiting for you at the elevator, call it
down. Step inside, make sure all the kids are tucked in, and get going up.
Go out through the other side and move onto the landing pads for some heavy
fighting with the Brutes, Brutes with jetpacks! No, with all your friends
around it's actually not that tough; though they do like to toss the grenades
at you and you only. Just tear through the enemies as you see them, look up
for more, and make sure to shoot at whoever shoots at you. Not as tough as you
would think, especially with that Plasma Turret.
Well, after the Pelican flies down you think this time it's for you - wrong
again. Watch your friends depart to the news that you must go back and do
the heroic stuff. Also, if one of your friends is stuck, and the Pelican isn't
flying away, nudge him to the back of the ship and then all is well. You can
go out the door at the bottom, or you can take a door behind you that leads up
to the control room. There you will find a piece of equipment called Cloaking
among other toys. In the landing area you may also find something called a
Trip Mine, so it's your choice. Stock up with ammo, hop down, and follow the
tunnels.
Last One Out, Get the Lights
Another Cortana moment toward the end. Go through the door and quickly shoot
the gunner. Take the turret and make your way down to the next turret, shooting
enemies as you go. Look down from this new position and clear the way, then
take the new, fresh turret. Make your way to the barricade that has two turrets
and take out the enemies that you can see. Don't be afraid to waste ammo, drop
one turret, and then pick up another. Three turrets will be in this room, which
is a place you have been before (remember the first fight with the Brutes?).
Follow your footsteps back to the control room, with a fresh turret in hand.
The old room is packing about four Grunts, two Brutes, and one big Brute. You
can take out the normal Brutes before they notice you, and then pick off the
Grunts. The big guy is tough because of a Fuel Rod Gun, but you can simply
drop your turret and toss a grenade at him to get the job done.
When the place is cleaned, go arm the bomb (hold RB). Now don't get confused,
you are to go back down to the cave area and basically retrace your steps of
when you first started this level. The caves are crawling with Grunts, but
most are in a state of panic and won't bother you. There might be some Jackals
in the area, but you can just run through without bother. A Cortana moment in
the corridor.
When you re-enter the tunnels, don't worry about the Drones, they are fleeing.
But the Grunts might get in your way, so toss a grenade or two and bolt past
them. Enter the hall that you took to reach the first loading bay. In fact,
that is where you're going. Make your way there, after another moment, and
there is more panic, but again, the Grunts aren't a treat. Let the Phantom
fly away and then you go pick up that one turret you left behind. Use it to
tear up the Jackals on the bay as you make your way to the elevator on the
right side of the room. Or you can just make a mad dash, the game doesn't
really care. Use the elevator when you get there. Cortana moment, scene, and
end level.
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