Long Night of Solace, Page 3
Retrieve your Drop Shield.
Ready to play the crate game again? You'd better be. Since we no longer have the convenience of low gravity to aid us, you'll want to grab a concussion rifle from the crate on the bottom level and use it to maneuver both crates in the room to the far door (currently locked). This will save you a heap of trouble on the return trip. Preferably make sure they're sitting upright to lessen the chance of anything crawling over the barricade.
If we lived in a perfect world, the above method would work all the time. But this is Bungie, and moreover, this is Halo. The random factor will more than likely burst your bubble on this one. If there are any Grunts standing in front of the giant Reach holographic globe, your odds of success were just drastically cut. In the event that you can't pull off insane ninja skills, the next video is for you.
Killing the Grunts is business as usual. Your two main concerns here are the General and the Sword Elite. Since the latter is difficult to see, it's easy for him to sneak up on you and send you back to start. For clarification, he's the Elite who starts out on the control panel located on the back left. If you see a blur charging your way, use a plasma weapon to light up his shields, then finish him with the needle rifle. The other two Spec. Ops Elites will hang around the lower left dip in the room. Peg them from a distance until their shields pop. Then finish them off. The General is your biggest problem here. He has a (you guessed it) concussion rifle. My favorite way of dealing with him is taking advantage of Tough Luck and using the needle rifle to force him to dodge, allowing me to close the distance and land an easy assassination.
Give yourself a second to breathe. The worst of it is over! Treat yourself to some additional needle rifle ammo courtesy of the crate on the far left side of the room near the entrance. Use the General's concussion rifle (plus any additional ammo from the cannon room if necessary) to play round three of the crate game. This time, you'll be pushing the crates back into the hall itself to keep the incoming foes from retreating back into the cannon room.
You've practically beaten the mission! Make the trek back through the cannon room. Your barricade should be holding up fine. Otherwise you'll be contending with more Grunts, Jackals, and another Ultra. If you'd like to see how that plays out when the barricade fails, please have a look at the rendered video in my file share which demonstrates how to deal with them in just such a scenario. Assuming, however, that you managed to set up your barricades correctly, make your way back to the hangar.
From inside the Pelican gun, you are 100% invulnerable to anything your foes can throw your way. I have been repeatedly smashed to bits with plasma launcher rounds and concussion fire to no end and still remained unharmed. From this point, you can use the weapon to wipe out the next three waves of Covenant. A special shoutout goes to MoleN1 for this discovery. This makes one of the toughest battles in the mission a complete pushover. This last video demonstrates what using the weapon is like against the final four Elites (two plasma launcher Ultras, a concussion Ultra, and one dual wielder).
Without this little work around, the last wave would be nothing short of a nightmare to contend with. Those last four Ultras go absolutely nuts once unleashed into the hangar, and it basically becomes a game of cat, mouse, and uber prayer. If you're curious to see how you might deal with the hangar if the Pelican gun gets nuked before you're able to reach it, have a gander at the Legendary guide where I fight it out from the corridors between the hangar and the cannon room. Remember how I told you to reserve that needle rifle crate in the hall? That's why...