If the tunnel seems empty, carefully start making your way towards the other end. Usually he'll hesitate in the hall for a few seconds before following you. It's time to pay the Ops Center one last visit. You don't want to trigger the Marines quite yet. We'll leave them for now. If you still have a few Marines with you, they usually won't make it through round two. Just wait a moment and you'll here a series of booming explosions. As long as you don't go beyond the second door leading to the Motor Pool, the Ops Center door won't close. The Jackals will jump back, and the Grunts on the stairs will have their backs to you, though the second one may turn around. The only Halo 3 skull that has actually been where it was supposed to was the skull in the final level, Halo. Fan Fiction While this may only be the second mission, it's deemed to be one of the most difficult. The Halo Story Just like with round one, wait 'til they try to hide behind crates, then range shoot them with plasma charges. Drop the Chieftain's plasma cannon down on his body and quickly juggle away the weapons he dropped. Almost instantaneously, you'll see two or three bubble shields pop up and maybe even a regenerator. They clocked Crow's Nest in at just over an hour. Ignore the Drones that attack below and head across the platform to the door on the opposite side. Halo 3 PC Single Player Hands On Impressions – Finish The Fight Each will drop off mainly Grunts with a couple of Jackals and Brutes. One will pick up the poor Marine facing you. Sierra 117. After you've killed a certain number of enemies from each wave, the next one will trigger. Try to nail the other just to the left as well, if you can. Misc. Yes, it does take significantly longer, but you'll be playing it safer. Just keep as many objects as possible between you and the Chieftain for now. Consider this your Halo whack-a-mole moment! Now go ahead and drop down the pipe. This method will suffice for both the second and third wave as long as the Arbiter is backing you up with his purple cannon of plasma goodness (yeah stop chuckling!). Head down the stairs and load up on battle rifle ammo. Feel free to participate by shooting short controlled bursts through that little opening. The concept of an insect-like creature as an enemy may have led to the design of the Yanme'e that appears in Halo 2 and Halo 3. Next, backtrack down the stairs and stock up on BR ammo. When he gets close, back into the doorway and nail him with a charged plasma shot. Allow me to give you a taste of the bitter punishment you're about to receive. This is the method I prefer by far. This is my favorite battle in the mission. See that truck over on the left? Do this with all of them. An angry swarm of Drones will explode into the room and start pouring on the plasma. Killing the first will almost always result in the other three coming after you, so remain in the tunnel to avoid plasma stickies and pick them off as they come out. He'll usually leave a piece of his armor or weapon sticking out just enough for you to get a hit. Walkthrough. If one happens to launch to a location near the elevator (particularly the opening) swap out your plasma rifle for a plasma pistol and make him wish he'd stayed back with the pack. Strafe back and forth from one end of the hall to the other. I'd still recommend you conserve, because this is all you'll get for a while. You'll know when the fourth wave is coming when the survivors from wave three begin to retreat back down to the open area. Particularly with the Carbine Brutes, though, you may be able to range-shoot them while they're trying to shoot you. Taking out the plasma cannon Grunts will be easy from a distance. Make sure you've cleared the area before moving in. If it happens to be the Chieftain, take cover. Fan Creations Being in close-quarters with a hammer-wielding Chieftain is not the best of combinations. Otherwise, take out his shields with a plasma pistol, and let the Marines and Arbiter finish him off. Shooting one round at a time into clusters of Drones can usually take out two or three at a time, making the work far quicker for the Marines. Go ahead and dual wield two fresh plasma pistols and proceed through the hall you just cleared. Juggle them out the back door and down to the freight elevator (but don't activate it yet!). Your Marines may still be alive, but they won't stay that way for long. Be afraid... Download: QuickTime (14.1 mb) | WMP9 (13.4 mb)(Right-click, Save As). Bringing a battle rifle should be a given at this point, and you'll also want to make sure you still have that deployable cover handy. The door will open, and the Marines won't hesitate to frag 'nade the platform with everything they've got. 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