About: The Silent Cartographer/Walkthrough   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Players start with an Assault Rifle with a full clip and 240 rounds, and a Pistol with a full clip and 72 rounds, and four Frag grenades. Nine Marines will also follow you, all with assault rifles. Two Pelicans will fly you to an island. Predictably, Echo 419 will drop you off. The Landing Zone is filled with enemy Covenant. While in the Pelican, switch weapons so that when you get off, you will pull out a pistol. Snipe the Grunts in the head; this is important because your Marines have trouble with them. Once done, attack the Elite. It is best to use your marines as a distraction while you pummel him down with a Needler or your pistol. It's recommended to switch your Assault Rifle to a different weapon by this point, preferably a Plasma Pistol.

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rdfs:label
  • The Silent Cartographer/Walkthrough
rdfs:comment
  • Players start with an Assault Rifle with a full clip and 240 rounds, and a Pistol with a full clip and 72 rounds, and four Frag grenades. Nine Marines will also follow you, all with assault rifles. Two Pelicans will fly you to an island. Predictably, Echo 419 will drop you off. The Landing Zone is filled with enemy Covenant. While in the Pelican, switch weapons so that when you get off, you will pull out a pistol. Snipe the Grunts in the head; this is important because your Marines have trouble with them. Once done, attack the Elite. It is best to use your marines as a distraction while you pummel him down with a Needler or your pistol. It's recommended to switch your Assault Rifle to a different weapon by this point, preferably a Plasma Pistol.
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dbkwik:halo/proper...iPageUsesTemplate
Title
Before
  • Truth and Reconciliation
Years
  • The Silent Cartographer
After
  • Assault on the Control Room
abstract
  • Players start with an Assault Rifle with a full clip and 240 rounds, and a Pistol with a full clip and 72 rounds, and four Frag grenades. Nine Marines will also follow you, all with assault rifles. Two Pelicans will fly you to an island. Predictably, Echo 419 will drop you off. The Landing Zone is filled with enemy Covenant. While in the Pelican, switch weapons so that when you get off, you will pull out a pistol. Snipe the Grunts in the head; this is important because your Marines have trouble with them. Once done, attack the Elite. It is best to use your marines as a distraction while you pummel him down with a Needler or your pistol. It's recommended to switch your Assault Rifle to a different weapon by this point, preferably a Plasma Pistol. Continue on to the next two waves of enemies. The second group will have an Elite and several Grunts. As they are on higher ground, you can't snipe the Grunts. Rather, use your secondary weapon to melee them. Once they are all gone, try moving behind the Elite and meleeing him, otherwise use an overcharge shot on him and then headshot. Move to the last wave of enemies. There won't be any Grunts, but there will be Jackals and Elites. Kill them all. Use your plasma pistol to drop the shields of the Jackals and Elites. Once you have eliminated the Covenant, Foehammer will drop off a Warthog. Now you have two choices. You can save some time and go clockwise, and only go to the Cartographer once, or you can use the Covenant as target practice. If you chose the first one, you should see a warning in bold. Skip to that part, as the next part won't concern you. If not, read on and follow the walkthrough. Follow Foehammer counterclockwise and keep driving. Ignore the Jackal, he won't do anything, and plow through the Grunts and the Elite, then move up. You'll see a dropship. There are about five Jackals there, with an overshield. Take it if you want, but you don't need it. Kill the Jackals and then move up the facility. There are four Elites and a pack of Grunts up there. Plow through them and watch out for grenades. Drive the 'hog down the ramps and kill the Covenant. The doors will lock anyway, so don't worry. Drive up again and go left. You should be unopposed until you come across a path. Drive up that ramp and straight into the group of Jackals. or you can drive the warthog up the ramp but not so much that the Covenant can see it. Then, slowly walk up the ramp to the top and throw a fragmentation grenade in the middle of the group of Jackals, killing them all (Note: you should use a frag grenade for this, plasma does not have a big enough radius, but will still work). Kill the remaining Grunts and Elite. You may try to take your Warthog with you into the interior of the island via the path with the large tree partially obscuring the entrance. If so, accelerate to full speed and drive through the gap and slowly turn right. Leave the Warthog and polish off the Covenant. Then move up the path with the 'hog. Hope that you have some Marines left, but if you don't there is a massive ammo cache ahead. There are also two Hunters. When the 'hog gets through, drive round the hatch, the slow-moving fuel rods can't touch you. If you didn't bring the Warthog, the pistol is best for use against the Hunters. After you have killed the Hunters, a small group of Jackals will appear over the hill on the opposite side of this small canyon. Once you have killed them, proceed up the path from which they came. There is one Elite, two Jackals and a few Grunts down there, eliminate them as you see fit. When you reach the security facility, there will be grunt. Head down the ramp. Walk forward until your Motion Tracker scans two large blobs. Let the Hunters see you, then walk back up the ramp. Wait until things quiet down, then go back. Those Hunters should be standing in non-combat position. Fire a quick volley of shots from your pistol. You can use the Needler, but chances are they’ll bounce off the Hunter’s shield.(note:if you shoot at the orange part of the Lekgolo worm with the pistol it is an auto kill saving the overshield in the distance) Once one is down, the other will open fire so repeat what you did before. Give him another volley from either weapon and proceed down the hallway to deactivate the security system.
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