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Old 03-02-2009, 11:15 PM   #1
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Legendary Difficulty: Campaign Guide

Legendary Campaign Guide

*** WARNING! POSSIBLE SPOILERS! WARNING! ***

Detour the Great Journey
Complete the Campaign on Legendary Difficulty


50

This guide is set to help all standards of players obtain the Legendary Difficulty achievement on campaign. This is not written to help with any Gold Medals, Black Boxes, Par Times, etc. But purely to give hints, tips and strategies for each of the individual levels in the campaign.

I understand people will have different and perhaps better techniques for each of these missions but this is how I have done them. Please feel free to comment and upload any of your strategies, any better ones will replace these current written ones.

This guide is written from personal experience and thus these are my thoughts and opinions, not factual or any other persons. I have found that for the Legendary campaign achievement its much easier in single player as opposed to co-op, purely because the A.I. sends less enemies on average as well as easing up on their offense. Also you will need to find a perfect co-op partner as you will need to both be relatively highly skilled in micro management as well as constantly communicating with one another. Another key feature is that you can save in single player and you can't in co-op, you'll need this as once you get to a strategic point in a level saving is vital.

The achievement images show the possible achievements gained when playing through the campaign on Legendary (and any other difficulty) so if you start your first campaign on Legendary this will show what and how you should gain the achievements.


Please take note that it is substantially easier if you have already beaten the game on heroic, obtained all skulls and are fully aware of the scenarios and units. Skulls are a near must for Legendary, you will most probably have to neglect going for par time and/or high scores and just focus on defending and counter-attacking.

Skulls that are helpful and are recommended to use:
-Catch: All player units recharge unit abilities in half the time.
-Sugar Cookies: All player units have 50% more hitpoints.
-Boomstick: 5% chance any non-player unit blows up upon death with explosive are of effect damage. CAUTION!!! Use at your own risk.
-Pain Train: All player units train 50% faster.
-Bountiful Harvest: Supplies come in 25% faster.
-Emperor: All player powers recharge in half the time.

Fun skulls that should be used but have no benefits:
-Look Daddy!: When Grunts die, their methane tank always shoots off.
-Grunt Birthday Party: Grunts explode into confetti.
-Cowbell: Destruction physics magnified.
-Wuv Woo: Scarabs shoot rainbow beams made of Pure Love.

*Please note that activating any skulls will not affect any of the achievements whatsoever.*
Also, that you will need to re-activate each of these skulls for each new level or when you fail and retry.

Act I

Mission 01 - Alpha Base
This level can be one of the trickiest ones to complete on Legendary, especially if this is your first time on this difficulty. You will only be given a limited amount of units as you progress through the level and due to limited resources you are only able to heal/repair once in the whole mission. Luckily however this level isn't particularly long so if you can get the method done correctly you will be able to complete it quickly and without hassle. The basic tip for this is to activate all helpful skulls especially 'Boomstick'. This way theres a 5% chance of enemies exploding and killing others upon death. After you're ready for all this just make sure to keep Sgt. Forge at range from all ground units, they won't be able to shoot you but you will them, turrets however can reach you so make sure you send other units closer to the turret first and then Sgt. Forge as he deals the most damage. Once you get to the last part of the level, use marines to destroy the shield, run back to the ice and let all the enemy infantry come to you. Dispose of them, move forward, let the automatic carpet bomb destroy the wraiths and then all thats left is to kill the remaining infantry behind covers.
P.S. If the 'Boomstick' skull is on, stay away from enemy infantry and at no point should you ram them with warthogs, if they explode upon death you will lose all nearby units.

Meet Sergeant Forge
Completed Mission 1 on any difficulty


5


Mission 02 - Relic Approach
As soon as this starts, build the required buildings, collect resources with marines and Sgt. Forge and then sell your Barracks, build 4 Supply Pads, 2 Reactors and 1 Vehicle Depot. Make sure to upgrade all Supply Pads to Heavy, build 4 Turrets, upgrade the back 2 to Flame Mortars and the top 2 to Missile Launchers. Once your base is complete you'll want to build 7-8 scorpions and upgrade them fully (canister, etc) and build 3-4 cobras (fully upgraded). This will be enough once fully constructed to take the initial garrisons out along with the mass of hunters there. Once this is done, move up to the enemy base in the north middle of the map, move your scorpions up and deploy your cobras behind them. The cobras will make light work of the base along with the scorpions secondary fire. Claim this base and build a Vehicle Depot, Barracks and all 4 Turrets with Flame Mortars. You will probably have lost 1-2 scorpions so build several marines so that you can take out the shield up ahead North bound. Move the marines back and move the scorpions up, deploy the cobras where the shield was (once the scorpions have moved up) and they will supply adequate cover. Move the scorpions up to the end of the map and destroy any units and the Detonator.

Mission 03 - Relic Interior
This level will supply you with 2 of possibly the strongest units for the U.N.S.C.; the Grizzly. These are upgraded Scorpions with twin cannons and damage improved. With all the bonus skulls on (especially 'Boomstick') the Grizzlys will be able to pretty much walk the first half of the mission without any problem. Just make sure for any hunters or turrets you fire secondary shells for improved damage. Once you reach the area with Sgt. Forge and Anders make sure you assign Anders to heal the Grizzlys and then move to the east side of the map, garrison marines in all possible towers to improve their defense. Make Anders activate the bridge and simply use your Grizzlys to defend against the Covenant spawn holes. Once she's completed the activation, let a large amount of enemy units come over the bridge and then deactivate it whilst their in mid-stride, easy kills and the A.I. wont adapt on Legendary to learn to stop moving troops over. Send your Grizzlys over and take out the Wraith, kill all other spawning units and then move everyone up to the centre of the southside. Move the Grizzlys up the ramp and start to kill any hunters that come from the sides, then just run Sgt. Forge and Anders up the ramp to the Pelican Transport at the top.


Ice Warriors

Completed Act I on any difficulty

40
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Old 03-03-2009, 12:29 AM   #2
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Act II

Mission 04 - Arcadia City
This level is seen by many as quite possibly the hardest and most frustrating level of them all. Make sure you do this in solo (as this one is definitely easier and you gain the save ability which on this mission is priceless) and activate or of the skulls stated at the beginning of the guide (however, Boomstick skull can cause you problems with Civilians blow up near Cargo Ships so re-consider using this at your own risk). For this mission you will need to dedicate all of your time on protecting one cargo ship and one only, preferably number 2 as its in the corner making it easier to defend as well as being furthest away from the covenant base (South-East corner of the map). If your trying it on co-op and are having trouble and determined not to do it on solo make sure to capture both available bases as soon as their available for additional resources and an extra target for the covenant to buy you some time. Anyway back to the solo version; use all units from the beginning to take out enemies at the south middle area, then move directly to cargo ship 2 leaving a normal warthog where you began the level so you can build a base as soon as it becomes available. After cargo ship 3 is destroyed (crashes) make sure to build your base, start with 1 Reactor, then 2 Supply Pads, upgrade the main base, build 2 more Supplies, upgrade again, build 1 more Reactor, and finally an Air Pad. If you can afford to I would recommend building a Field Armory instead of an Air Pad, so you can upgrade both your turrets and unit cap +10, once thats done, recycle the Field Armory and build an Air Pad. Spam constant Hornets over to cargo ship 2 and place them near the waters edge to the right side of the ship. With this in place make sure to save the game. Hold this and try and build turrets on your base to distract some of the oncoming units as to buy you so needed time. Make sure to heal your cargo ship as soon as you see any banshees or vampires incoming as they will attack the ship directly regardless of your units defending it as well as crash landing into it when they die. This should be successful enough to defend the cargo ship until the timer depletes. Occasionally the Covenant Uber Turret will destroy the cargo ship, theres no way of stopping this and it rarely happens, simply re-load your save and hopefully it wont happen again. Make sure to constantly heal when required as well as using your carpet bomb on any hunters, wraiths or locusts that come over the bridge. Using this you shouldn't have any problems.

Mission 05 - Arcadia Outskirts
In the beginning of this mission you will be given a limited amount of units and are required to head South-East to establish a base of operations. Instead of taking the direct route at the start, head down the south route and around, it'll take a little bit longer but you'll run into less enemies in general. Once you reach your base location and wipe out any remaining units make sure to garrison your Spartans in cover, preferably the Jerome and Douglas in the front facing two and Alice in the one covering the rear next to an overhang bridge (this is where constant units of hunters and elites will attack from in small waves). Build your base and try to set up the majority as supply pads, with a few reactors and a Field Armory. Upgrade the population, turret and Mac Blast (this one especially as you will need it later). You will be given a few sets of reinforcements; including, several infantry and a cobra from each pelican. Make sure to move the cobra up towards the front of your base and deploy, as otherwise they wont be able to shoot up the hill at incoming attacks. Also, garrison any spare infantry in any available spots. When the Covenant Uber Turret comes online make sure to use your 4x Mac Blast on it when it fires, as you should be able to get the shot off before it dissapears into the shroud, it may take 2-3 sets of Macs before it is gone, but trust me, in the time given its the safest method for destroying it (if it does shoot; most of the time it will aim at Sgt. Forge, I dont know why though, but its better than destroying supply pads). Once upgrades are finished, recycle the Armory and build a Vehicle Depot (you could build a Air Pad instead it depends if you prefer Scorpions or Hornets for a main assault). Upgrade the shell canister ability and begins building Scorpions, I would suggest getting any irrelevant infantry killed to free up unit population cap. Hold off the constant waves of attack until approx. 20 minutes of gameplay have passed by, this will bring a cut scene and Spartan Omega Team will become available to control (6 more Spartans). With this in place it should be suitable to wait for another wave of attack, destroy as many units as possible, perhaps high-jack some Wraiths with machine-gun equipt Spartans as they are the least effective against buildings and vehicles, then go on the counter-attack. Move towards where the Uber Turret used to be, make sure to destroy all units around that area and construct a second base, build a barracks and some supply pads. When ready send all units to area from the very beginning of the level, as this is where the main Covenant base is and is also the objective to destroy. With scorpions, spartans, cobras and possbility wraiths the bases defense and any remaining units shouldnt be a problem to dispose of. If any problems arise, remember that you have a 4x Mac Blast available which is devastating against pretty much anything. Once the base is destroyed the mission is completed.

Mission 06 - Dome Of Light
This mission can be tricky and repetitive as A.I. uses fully upgraded hunters ALOT on most difficulties. NOTE:*Please make sure you memorize all rhino destinations,
become familiar with this level and its layout before attempting this method, it will make things considerably easier*.
When you have done the stated information above, begin by filling you base with 4 supply pads, 1 reactor, 1 field armory and 1 vehicle depot. Send your infantry to garrison the 2 free reactors; 1 behind the base and the other just to the east of the base, these will free up a much needed spot on your fortress as well as counting as a garrison for units. Wipe out initial units and garrison your spartans in the large towers (3 towers north of the base) putting the Jerome in the one closest to the base (to take down constant incoming banshees. Build 2 anti-air turrets on the rear of the base and 2 anti-infantry on the front. Upgrade unit population and training times as well as turrets from the Armory, and then upgrade canister shell in the Vehicle Depot. Fill you population with Scorpions and move ALL of them to Rhino Destination #2 (this is crucial and you will see why; when Rhino #1 is delivered a base will spawn at #2's destination, with the Scorpions there the base will be destroyed in a matter of seconds saving a lot of time and patience). Request first Rhino and move to destination #1. Destroy the newly build base at site #2 and request Rhino #2. Request a pelican transport for Sgt. Forge and move him to destination #3 by himself, do not request Rhino #3 yet. Move all Spartans into Scorpions as this way they become considerably stronger. Move 4 Scorpions to what will become Rhino Destination #4 and 4 more Scorpions to Rhino Destination #5 as when Rhino #3 is delivered to its destination locations #4 and #5 will spawn Covenant bases which can be tiresome. Request Rhino #3 and Pelican Transport it up to Destination #3. (Make sure to leave all remaining Scorpions at Destination #1 so that they can protect Rhino's #1 & #2 as well as being able to support your Main Base if it were to be attacked) Destroy Covenant bases at locations #4 and #5 and quickly request Rhino #4 and Pelican it over to number #4, move it into the spot, then quickly do the same for #5. This should complete this part of the mission. Then all that remains is to relax and Mac Blast the hell out of the Covenant Base setup inside the shielded area. Enjoy!

Mission 07 - Scarab

This mission is actually very easy, people just perceive that because it is an uber structure and over powered that this mission will be impossible. Don't fret! This guide will help you complete this level with ease and possible in Par Time with a Gold Medal. My method was simple, build Scorpions, upgrade them with canister shell, move them in groups of 3-4 at anytime, take each node out with a Mac Blast and Canister Shell when Scorpions were in visibility of them.
*However* thanks to FissionXMailed and sourced by gamefaqs this method is available:
Build a barracks, upgrade marines with 'New Blood'. Clear the Node directly North from where you start, as well as the sniper tower next to it. Garrison marines in the tower. This will cause the Scarab to spot the unit and shoot them, however for some unknown reason they wont die via the Scarab blast and thus the Scarab will constantly be shooting the Tower giving you ample time to destroy Nodes, enemy units and eventually destroy the Scarab.
You may still need to get Scorpions, upgrade to Canister Shell, but this time, you can have all Scorpions go round the map together without any worry of the Beam, so long as you don't go through the Beam or go in front of the Scorpions direct line of fire with the Tower. Done!


Key to Pirth
Completed Act II on any difficulty

40


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Old 03-03-2009, 03:01 AM   #3
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Act III


Mission 08 - Anders' Signal
This mission on Legendary means that the Flood pretty much eat up and basic infantry you use, so my suggestion is to really overuse the Spartans to the maximum as they have; longer range, more fire power, more health and can't permanently die. So, at the start build a few troops and attack the brutes until the Spartans show, they'll be invincible in A.I. control so let them do all the work. Once all brutes are wiped out, move around to the middle area of the map and choose whether to attack the flood base to the south or the one to the west, either way, use carpet bombs on the Flood Launchers when you have the chance and make sure to destroy all tentacles around the Elephants before destroying the eggs. As soon as you retake an Elephant move it directly back to the newly established Main Base a little to the North-East of the middle of the map. Again, use your Spartans to re-take the last remaining Elephant using the same technique as the previous one, along with a carpet bomb and it'll be yours in now time.

Mission 09 - The Flood
For this mission you'll be required to set up a base, relocate Alpha Team, and destroy the Flood Main Structure. The easiest way I found to do this level is to build up 5 supply pads, 2 reactors and 1 field armory. Upgrade 3 turrets to flame and 1 to missile. Select 2 of your elephants and move them to the un-occupied base to the north-east they'll get there without any hassle. Move the last elephant to the front side of your first base and deploy for defense. Build up your second base, more supplies and 2 Air Pads. Ugrade unit cap, turrets and carpet bomb, get your 2 elephants destroyed and then build max hornets (with all upgrades if poss.). Move all hornets to Alpha's location (middle north-west). Save the Spartans and get them to jack 3 of the hornets, move all hornets up to the Flood Main Base, carpet bomb it and get the hornets to finish it. Mission Complete.

Mission 10 - Shield World
Another time-limited mission, however this can be adjusted according to how you play it out. There are 3 teams of UNSC that the mission requires you to save. *However*, you do not have to save the first, only Charlie Team is a requirement for completion of the level. So if either of the other teams die don't worry, you wont fail or need to restart, just keep playing. For this level use Scorpions and Wolverines to max upgrades and max unit cap, use heal/repair whenever you can and this level shouldn't be too much of a difficulty. Time however can cause problems for some people, as the initial base construction can take some time. So for people struggling on time, locate all 4 of the areas to send gremlins to EMP for additional time. Send them to that location and just before their about to take a shortcut through a Flood base send a Cryo Bomb over the Swarms and base to slow them all down. With this the Gremlins will make it to the spots without any hassle. Meet up with Charlie Team and escort them back to the Pelicans at Main Base and mission complete!

Mission 11 - Cleansing
This level can be done in a matter of minutes if your fast enough and get a technique going. Firstly, choose one infirmary that you'll put all your ground units by to protect, I initially chose the pad that lets you construct Hornets as these are the best unit to use in this level. Once you've build as many hornets as your cap allows, make all ground units stand next to and protect one infirmary whilst your hornets go around cleaning all sides of the ship. The technique is to destroy all the buildings before the first Wave arrives that way they'll all be permanently destroyed. After that all you have to worry about is maybe 1-2 flood structures to destroy before the next wave and a hand full of flood units. With the Hornets this will be no problem, and remember to use heal/repair on the last infirmary if its in dire need. Turrets are also available to build to help defend it. Kill all red dots on your mini-map and the levels complete.

Ugly is only Skin Deep
Completed Act III on any difficulty

70

Act IV

Mission 12 - Repairs
This mission can go one of two ways, it can be completed with ease and no problems (usually within less than 3:30) or it can go completely wrong, you can get over run with enemies and unable to defend, let alone counter-attack in any form, meaning your unable to complete the mission. So, as soon as this mission begins, head straight to the infirmaries and spam as many cyclops' as you can, build half from one infirmary and half from another, as to maximize building time. Move all other units, spartans, hawks, marines etc, close to the Core, next to the platforms heading up to stop Covenant infantry rushing down. Place the waypoint for all Cyclops next to the Core and make sure they are all repairing the core and not attacking random oncoming hunters. Use your heal/repair ability as often as possible (whenever its available) and this should be done in less than 4 mins. If it goes wrong as I said it may, just restart and try again.

Mission 13 - Beachhead
This is probably the longest mission in the campaign, so make sure if done in solo (which I recommend) then save as often as you can when things are going well. From the start, use the teleporter and save as many units as possible. Protecting Anders isn't hard as there are only a few enemy units, once she's been evacuated you'll be given Spartans; Jerome, Douglas and Alice as per usual. Select all units and head south to take control of the first Covenant base. Hi-jack wraiths and locusts (especially) when you get the chance as these will help destroy the base alot faster and more easily. Once you get control of your first base, build all anti-air missile turrets as you will be barraged by banshees constantly for the duration of the mission. Build 4 supply pads, 2 reactors and a field armory. Upgrade unit cap, turrets and Carpet Bomb. Then, recycle the armory and build an Air Pad. Upgrade Barrage and build max Vultures. Head to the middle of the map to take over Base #2 with Spartans on foot and then with your Vultures. Destroy the base, rebuild it, move south and capture the un-manned Scarab (activate skull - Wuv Woo for bonus fun!). Move the Scarab and Vultures to the west to Base #3. Destroy and rebuild it. Heal/Repair all units and move to teleporter, to the north of base #3. Through the teleporter you'll find a scarab, a large dose of Elite Honour Guard and the final base. Make sure to Barrage the enemy Scarab and heal when possible. This should rap up the level.

Mission 14 - Reactor
This mission can be reduced to a relatively short an easy one if done correctly. Build up your base, 4 supply pads, 2 reactors, and a field armory as per usual. Upgrade unit cap, Mac Blast and training speed. Recycle and build an Air Pad, upgrade Barrage and build Vultures to full unit cap. Move up North-west to second level, destroy Scarab and Base #1 use Mac Blast if you need more 'Bang for your Buck'. Rinse and repeat this for third level base and fourth level base, as each one has a Scarab. Once all bases are fully destroyed and in control move the Elephant and Nuke up with the Spartans (to protect it from Regenerating Flood Buildings). Level done.
NB: Enjoy the best cinematic in the game.

Mission 15 - Escape

Same method as the last couple of missions (#13 & #14) this time you'll have a time limit though. Same base as usual, upgrade Mac Blast (this is important!) and make sure you build max Vultures with Barrage (unit cap is higher on this level by +10) use turrets and Spartans to protect the Main Base and the Vultures to activate all doors. Activate the one in front of you then follow the arrow to the next. There'll be a Scarab patrolling the middle ring so Mac it and barrage it to take care of that pest. Activate the door then move on to the left one from it. Destroy the Covenant base, heal vultures then move to the opposite door, activate it, destroy any floor near the door then move to the door above that one, activate it then you've only got the bottom left door remaining. This has a Covenant base, but when I did this on any difficulty, I wasn't required to destroy the base, simply have vultures above the door and clear the units around it, and it should become available. Level and Campaign Complete!

No Way Home?

Completed Act IV on any difficulty

70

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Old 03-03-2009, 03:50 PM   #4
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your guides looking good man if i come up with any tips i will be sure to let u no
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Old 03-03-2009, 03:57 PM   #5
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Quote:
Originally Posted by BROMERZ View Post
yeah this is pretty much how i did the first 3 on legendary..BUT after that it gets alot harder and i ahve since switched to heroic to finish of the game & get all the skulls etc to make the game slightly easier for me, looking forward to your guide on mission 07 - scarb, thats a tough mission
this is the easiest mission by far if youy know the best way. you just need to stay at your base with a small number of groundc forces for incoming attacks on your base then you simple use the two mac blast you got at the beginning of the mission wont even have to move coz scrabs alreay uncovered. then keep waiting for it to reload. if the scrab is gettion close to breaking through the wall just sent over a few warthogs and aircraft units cause these move the fastest and the scrab will be less likely to catch them. make sure you try keeping those forces to one side tho so you can easily retreat if needed however with the mac blast aswell this mission shouldnt pose much of a threat.
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Old 03-03-2009, 06:49 PM   #6
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About mission 12 I suggest to this one on Co-Op. Same as for the Repair Achievement right after start first activate all positive skulls then send all your units to the core, use the heal and repair and use both airlocks to make cyclops with a rally point at the core. Keep making those and keep 350 spare for heal and repair. Your Co-Op partner should do the same. With this you will make it. If you make a little mistake the chance is big it get shot same speed damage as repair around 98% and eventually too much enemies come and the core goes slowly down. I tried it twice, first around 98%, it looked green but wasn't fully repaired and then same tactic but little better timing with co-op partner. Having 350 ready for heal and repair is the key. I don't know if this works on Solo too though. I can check it for you if you like.
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Old 03-03-2009, 07:40 PM   #7
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Ok I did Solo now and after a few attempts I know how it works. Right after the start use all the positive skulls. Next thing select all units place them in front of the core. Then select all and only go with right trigger to the Cyclops and click X to repair. also get a rally point near 1 side of the core. Then go to the airlocks both sides and make Cyclops same ammount at each side. When you reach a population of 26 start using the Heal and Repair. DO NOT use it before you reach 26 otherwise you probably won't make it. Each time you have new Cyclops build select all go with right trigger to them and say repair. Also if you made like half of them place the rally point at the other side of the core. If you do this fast enough with the Skulls you should be able to do it. I just did it myself.
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Old 03-03-2009, 08:14 PM   #8
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Typo on mission 3 says unst instead of unsc.
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Old 03-03-2009, 08:25 PM   #9
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thanks shadow, updated.
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Old 03-03-2009, 08:27 PM   #10
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yeah this is pretty much how i did the first 3 on legendary..BUT after that it gets alot harder and i ahve since switched to heroic to finish of the game & get all the skulls etc to make the game slightly easier for me, looking forward to your guide on mission 07 - scarb, thats a tough mission

EDIT: Moved due to bubba's request
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Old 03-03-2009, 10:11 PM   #11
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Mission 1-4 now all done on Legendary including mission 12 which is easy lol. I tried Arcadia City on co-op 3 times in a row no luck, friend was new to the game though so I had to tell him what to do lol. Last 2 tries I did on my own. On the first one the escape shuttle thingys got destroyed with 40 seconds left because of that beam thing. But luckily I had a save and had it at 1 minute left lol. Guess what the beam didn't come and I completed it w00p. Follow the guide on here it works perfectly if your good.
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Old 03-03-2009, 11:26 PM   #12
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Excellent work so far!

I can't wait till you finish the guide. I didn't think of using the skulls to help you, lol. Going to try to read through it all and find mistakes.

Also, try to make it less "wall of text"y. It's annoying to read.

Looking forward to you finishing the guide!
Can't seem to beat the last level.

Last edited by DevilGuy; 03-03-2009 at 11:36 PM.
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Old 03-04-2009, 02:59 PM   #13
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Great so far, although with the second mission it is entirely possible just to use tanks and that's it. Also need to get rid of marines too in order to build more tanks.

This needs to be stickied!
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Old 03-04-2009, 03:19 PM   #14
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Nice work. I were still a mod i would stick this!

Notice you are from Lincoln too! Represent
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Old 03-04-2009, 10:18 PM   #15
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Nice work so far, this should be stickied
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Old 03-04-2009, 10:19 PM   #16
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On the fourth mission I can't seem to get past 15-16 minutes after that all the enemy's units converge on the 2nd transport and it's imposible to hold the line. That or my base gets raided around the 15-16 minutes any tips?

P.S the guide is good just need a little more help for the fourth mission
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Old 03-04-2009, 10:26 PM   #17
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this is a nice guide but something i have noticed about mission 4 is that the order of which they attack after cargo 3 is destroyed in random as i got to 2 mins remaining then realised after i had all my units destroyed that the skulls were not turned on >.> if i find any hints as i progress through the campaign i will let you know
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Old 03-05-2009, 02:07 PM   #18
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I'm currently waiting for your guide to mission five.
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Old 03-05-2009, 04:39 PM   #19
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yeh, sorry I will be finishing it, im currently writing them out in a word file at the moment, just double checking each one is correct and easy to interpret. I will post at least Act II completed and some of Act III sometime today after I go through what ive written.

Sorry for the delay.
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Old 03-05-2009, 04:44 PM   #20
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nice guide
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Old 03-05-2009, 05:08 PM   #21
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It took me about 3 hours to beat Act 2 Level 1. I wish I'd read this first. Eventually i beat it by building a base in the grassy area and mass producing hornets. they were about the protect the last ship (# 2 for me). Using the Spirit of Fire's heal ability on the cruiser was a life saver.
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Old 03-05-2009, 05:19 PM   #22
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Quote:
Originally Posted by Bubba Brad View Post
yeh, sorry I will be finishing it, im currently writing them out in a word file at the moment, just double checking each one is correct and easy to interpret. I will post at least Act II completed and some of Act III sometime today after I go through what ive written.

Sorry for the delay.
Ha, awesome! I'll be at college till 6:45 tonight. Sucks. But yeah, hopefully some more will be up later. If not, it's cool, take your time man, the guide is awesome.
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Old 03-05-2009, 06:13 PM   #23
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great work this should rely come in handy
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Old 03-05-2009, 07:37 PM   #24
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Good guide so far, im looking forward to your tips for mission 5, even with the skulls on im barely keeping them from overrunning me, nevermind attacking them!
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Old 03-06-2009, 10:57 AM   #25
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Notice the fact that Mission 5 is fucking impossible on Legendary?
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Old 03-06-2009, 11:03 AM   #26
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i just did mission 5 on legendary. hard, but not impossible. put the spartans into the garrisons, upgrade ur turrets, build scorpions and deploy the cobras as they arrive. when the wraiths arrive, do not destroy them. jack them with ur spartans. u will add 3 wraiths to ur defense, keep jacking if they are destroyed

its hard, but just hold out until omega team gets there. then clear out the super turret and build second base. after tt its easy
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Old 03-06-2009, 07:47 PM   #27
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Hey, I just found something for Mission 7 that I have yet to test out myself. (Currently not home to verify.) But according to this, you can "glitch up" the Scarab and make the mission easier for you.

Quote:
This is a glitch that will make mission 7 - Scarab much easier, simply follow these steps:

1. At the start of the mission build a barracks and research the New Blood Marine upgrade.
2. Take several units (NOT your marines) that you don't care about losing and kill the Jackals in the Sniper Tower located in between your base and the Super Scarab (as well as any enemy units on the way)
3. Place your upgraded marines inside the sniper tower you just cleared.
4. Wait for the Super Scarab to target the marines in the sniper tower

The Super Scarab will be unable to hurt them, and will immediately re-target them once it's done firing, So long as you don't let any of your other units move across where the Scarab is firing, it will continue to attack the sniper tower.

Have fun.
Source: http://www.gamefaqs.com/boards/genme...topic=48458508
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Old 03-06-2009, 10:59 PM   #28
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Quote:
Originally Posted by FissionXMailed View Post
Hey, I just found something for Mission 7 that I have yet to test out myself. (Currently not home to verify.) But according to this, you can "glitch up" the Scarab and make the mission easier for you.



Source: http://www.gamefaqs.com/boards/genme...topic=48458508
Thanks Fission, I can also now confirm this, have been through this and tried it on all difficulties, works on each, the new blood upgrade is crucial, without it the scarab wont target that when they're in the sniper tower. Ill add it to my scarab guide when I move it from my word doc to the thread.

UPDATE: ACT II all missions now uploaded! ACT III and IV coming shortly!!! ENJOY!

FURTHER UPDATE: ACT II & ACT IV Now complete, I'm not happy with the way ive written ACT III so I'm rewording it.
Check back tomorrow and it should be up.

Hope this helps.
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Old 03-07-2009, 03:50 AM   #29
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Good idea for this guide...I think it's more crucial for the first half of the campaign anyway because, me and a bud co-oped through the last 8 missions without failing once...not sure if we got lucky or not with things going our way, but we never really struggled past lvl 7... good guide tho.
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Old 03-07-2009, 09:10 AM   #30
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Top notch guide, esp for level 4,12 and 15. Great help!
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