Monday, April 4, 2011

Halo Reach: LASO Guide - Part 5: Long Night of Solace - I


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Has it already been two weeks?  That was a fast almost-fortnight.  I must apologize beforehand if there are some errors or mistakes.  I'm posting this quickly in the morning since I start a full-time job today.  (Wish me luck!) Any mistakes or errors will be fixed in the evening after I get back from work.

Now, Long Night of Solace on (S)LASO difficulty is a controller-breaker, without a doubt.  There are a few tricks that make this level easier, but not on the same level as Nightfall or Tip of the Spear.  The only one close to that is at the end of the mission.  This is another level that I would not do co-operatively because of Sabre space combat and the final part of the mission.

A major shout out is owed to Tyrant's Reach Mythic Guide at halo.bungie.org for the help it provided in a few key parts.  We see some of the strategy differently, but he does write some fantastic and comprehensive guides.
Need to review what LASO is and tips for it?  Look here and here.






Long Night of Solace Walkthrough:
Now that a Covenant armada has been spotted above Reach, Kat and the rest of Noble team have hatched a plan to eliminate the Covenant Cruiser using a Slip-Space drive as a bomb.    It is interesting enough the Kat is not joining the mission she crafted and send you and Jorge to the slaughter instead.  Aren't officers wonderful?

Stormin' the Beach...

Once you jump off the Falcon and make your way onto the beach, charge forward until you see a Spirit Transport above.  Hide at this spot until the rest of Noble Team distracts the Covies.   

Is dangerous!

Once the Grunts have begun to move right, start sprinting down the left coastline of the beach.  Do not stop for anything.  The Elites here will stick you within seconds if you stay still. 

Keep Runnin, Runnin, nin, Runnin, Runnin, nin

Once you come to the normal path you would take up the hill to the facility, cut left and continue along the coast.  

Alternate Route

Eventually you will see a small foot-bridge with raised sides.  At the end of the bridge, hop across to avoid the Wraith.   


You will come up to a grated gateway and you should wait here until the rest of Noble distracts the Grunts, Jackals, and Elite in front of you.  Go to the entrance, which is closed, and pick up a DMR to help with this part.

Wait here.


The goal here is to sneak up behind the Elite and either Assassinate or beat him down.    Try to crouch walk and move when he is already shooting.  Once he is eliminated, mop up the rest of the area and move into the facility.


From Behind.
Once in the Sabre Launch Facility, a Marine will run by you with Rocket Launcher, exchange your weapon with him and also take the Rocket ammo from the other Marine by force if necessary.  Rockets are not necessary for the level, but they sure do help.

Swapping.

After moving through the damage section of the facility, you will come to an Elite killing some Marines.  Get behind him and try to take him out.  Be wary, however.  This Elite is very aware of his surroundings and you will probably need to dodge his melees.  Once he is dead you can either push on forward to the Sabre or attempt to get more Rocket Ammo.

That Looks Painful.

If you go back outside the facility you can witness a never ending battle between the Covenant and the UNSC as each force continues to drop in troops.  Every so often the UNSC forces will have a Rocket Launcher.  Help them die if need be for the ammo.  Also remember to pick up the Drop Shield near the door.  There will be on you can pick up later, but you may need it before then.

Dropped into Hell.

On your way to the Sabre, pick up the Sword off the dead Elite.  Now you should have Rockets, Sword, and Drop Shield.  The Drop Shield can wait if you do not have it since you are locked in from getting to it anyway.  But in the ideal situation you would have these three.  Now, make your way to the Sabre and launch into space.

Sword - Acquired.

The trick to the space combat is knowing your tactics for the various situations.  Whenever you have a Seraph or Banshee on your tail, it is better to flip back towards them than to barrel roll or boost away.  You armor and shields regenerate as they normally would, which is a life saver.  If you find yourself without shields and taking hits, physically put objects between the pursuer and yourself.  Make a lap around the Anchor Nine station and let those shields and armor recharge.
SPARTANS IN SPAAACCEEE!!!
The first wave of enemies will be ten, or so, Banshees.  These guys are complete pushovers and a single shot from your cannon will take them out.   

Banshees Ahead.

Once you have eliminated the entire first wave of Banshees prepare for four Seraphs.  Unlike Banshees, these guys are not complete pushovers.  They have strong shields, which can take a beating, and require at least two salvos of missiles to destroy them.   

Seraph Shields.

They will trick you into chasing one of them and will then line up behind you as you chase.  Be cautious and you should not have a problem dealing with the four Seraphs.

Seraph Down.

After the Seraphs are eradicated, another group of Seraphs and Banshees will jump into the fray.  After you destroy a decent number of them, five Phantoms will jump into the battle.  The Phantoms shoot mortar like plasma and have heavy shields protecting their fronts.  

Those Sides Are Vulnerable.

Attack from the sides and from behind, but roll out of the mortar fire when necessary.  Once the fifth Phantom is destroyed, the remaining Covenant Forces will hightail it back to their origin and you will dock with Anchor Nine to let Jorge out.

Last Phantom Eliminated.
________________________________

 See Part II here.

Also on Examiner.com.

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