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Starts like normal, and up until the second floor is normal with the only change being you see a lot of covenant equipment showing they where fighting to claim this place by the looks of it though they where fighting against sentinels as you see wrecked sentinels all over the place, and only blood stains from the covenant who died.
Once you get on the first elevator though you hear from The marines.
"We got his signal, chief do you hear me, we can't get a lock on you, you are on your own... where ever you are. Do not fire on any covenant troops, they are..."
signal cuts out, as you get to the second floor, there you see some grunts running form the flood killing the flood the grunts are allied, both armed with plasma pistols.
They will follow you, and you will get more and more covenant allies as you move forward mostly grunts, jackals, and a few elite minors.
once you get to the next lift, they will follow you up where you run into the gold elite of this level dead on the ground, obviously having resently passed. as a single hunter takes a rocket shot from an infected marine.
This level is quite simple all things considered the library is well the library, it is a slog, though you do find a single allied marine near the end, in a fortified location with two hunters and two red armored elites.
as you get to the index the allies are seen in the background holding the line vs the flood, a few elite and the single marine.
But once the lift goes down you hear them die.
You pick up the index and are teleported like normal.
--------------------------
Starts like normal but as the monitor leaves, and the sentinels open fire, the big blast doors open and marines with charged plasma pistols let loose killing a few sentinels.
Moving forward you see the marines have set up a defensive line as the sentinals start to attack from above said line wipes them out. as you push forward to the main exterior. you will see several manned turrets (see digsite and mac world mod for what I mean.) and many marines and crew members.
Along with a few elites. A marine will approach.
"We have bad news sir, several spirits are inbound all filled with covenent spec ops. WE need to evactuate this location ASAP we could use your help until Foe hammer can come in."
this starts a defense where you and the marines fight off a few waves of covenant spec ops, notable with a few elite minor and major allies. while the enemy is nothing but spec ops elites and grunts.
after 3 waves, a 4th spirit will start on its path only to crash into the bridge two banshees landing near it. and gun fire being seen on the bridge.
you are tasked to move down the temple and to the side area, the whole path you will see sentinels attacking from above but no hostile covenant. As you get to the side passage two unarmored marines will run out of it.
"those toasters are hitting us hard, we need your help."
you then enter and get to fight through what is obviously a make shift medical facility, fighting mainly sentinels as you make your way to the elevator.
Once at the lift you will hear over coms.
"Squad one is clear, squad two your up."
moving forward you enter the top where an armory is set up, every single UNSC weapon in the level is there, along with most covenant weapons (mostly plasma pistols, and needlers). two dead grunts are seen in a make shift cell, the rest of the room has dead marines and sentinel wreckage all over it, but notable only one hostile damaged sentinel.
Once you have left the armory you will get onto the bridge where the crashed spirit is now aflame, dead elite flood all around it obviously it was carrying flood. behind are two spec ops elites armed with plasma rifles who will open fire on you killing them and getting to the banshee, cortana will tell you about the pulse generator and order you up to it. A pelican is seen evacuating the last of the marines.
--------------
using the banshee you will easily get to the generator, where you will find what was obviously a spec ops scouting point though notably there is only two dead spec ops elites.
entering the room, and triggering the first one is just like normal spawning sentinels once the generator is blown.
once you move out you will get to see an air battle as sentinels fly around retaking the control room and the spec ops covenant try to claim it back. moving down to the bridge you will then make your way through a few interior rooms. like normal, the flood being brought in at this point as a direct and active threat.
fighting hostile spec ops elites and grunts as you move forward to the bridge.
Once at the double bridges though the fact that you are not alone comes in, two allied banshees will bomb the bridge taking out the flood, on the bridge a marine will great you.
"It's good to see you, sir. we have orders to escort you through to the next generator. or at least try."
After saying this a few elites will uncloak, one of them being the gold elite of this level.
"You will not, we will guide your demon you will fall back with your men."
the marine doesn't argue with that as a pelican moves to land.
"The prophets have gone mad, we will escort you through this fight, but be warned the parasite is everywhere ahead."
From this point on any none spec ops elites, jackals, and hunters will be allies. granted that was already the case. grunts will almost completely vanish from the game outside of spec ops ons.
----------------------
moving foward the elites give good cover, using their plasma rifles, and fuel rods to take out the flood with ease, crossing back the other way you will see a spirit moving in giving you cover fire from the air.
its fire on teh bridge though is stopped as it takes 4 rockets from the other end sending it down to the canyon bellow.
Every step across the bridge is answered with a horde of flood, both poppers and combat forms. The fight is hard especially as near the end you have 4 rocket flood to deal with. granted you have 2 allied fuel rods behind you.
once the bridge is clear and you make it back inside you will find the next room filled with dead flood, and hostile spec ops. the allied elites fighting them tooth and nail. moving down the elevator the flood return, and are quickly delt with.
at the bottom floor as you push out into the canyon you will see an allied covenent group holding the entry to the rest of the canyon. a spirit landing and dropping off more elites as the golden one speaks.
"we must protect me men."
once he says that a marker pops over the crashed spirit and fortified location.
Moving to it you must help them defend against a few waves of flood before a pelican comes in, picking you up and moving you into the next section. they will try to fly high to take you right to the pulse generator but two plasma rounds hit and send you back to the ground right as you move into the canyon.
the pelican crashes and you are left with no transport as such you must make your way to a banshee like normal and head up.
The covenant base at the top will be more fortified more guns and so on, but it is just spec ops elties, grunts, and two hunters. as you get in range 3 banshees will swoop in taking out the stationary guns around the outpost. allowing you to safely land at the generator.
moving in it will be a you against flood and spec ops fight, once you hit the generator sentinels will enter just like before.
clearing them out. and moving back outside you will see a pelican with two marines waiting for you. upon boarding the pelican will make a sharp dive moving towards the tunnel bellow though it will stop at the mouth of the tunnel and land, just as an allied spirit drops off several ghosts.
getting into one you will move down the path fighting flood with 3 other allied ghosts behind you. pushing down to the gate
the gate explodes like normal as such the elites get out of their ghosts. and you and them push into the interior bridge.
said location has a lot of flood, more then normal but you are not alone up from the void comes another spirit which drops an allied wraith tank on your side, along with 6 more elites. the wrath stays in place along with two of the elites as you and the others push across the bridge the mortar tank taking out large threats from the other side. AS soon as you get to the other side and open the door, said wrath will move to follow.
------------
As you enter the final canyon a full on battle is going on over head, allied and enemy banshees firing at each other, while sentinels move in from above. ahead is a hostile spec ops camp. you and your allies making short work of it do to the wrath behind you.
Once it is cleared, movement into the next section is easy though the wrath is picked up by a spirit at this point and you only get infantry support.
Pushing in you will see another pelican landed, though no sign of marines, only flood around it. as you get close it will take off flood being seen in its rear bay.
where it was you will find a good set of ammo and weapons. the final area though will be a pain still forested and heavily guarded. the spec ops FoB is in this area. and you have to destroy it to get a banshee to take out the last generator.
the final spec ops camp though has a threat of its own, as you get close the door to the side bursts open and flood start poring through, sadly you only have 2-3 elite allies at this moment, and while yes the camp is easily overwelmed by you and the flood. getting the banshee is the objective.
getting in you get to fly to the final generator, where you will see a spirit flying away from it, entering the room several elite majors will have cleared it out for you, From here things go like normal. With cortana teleporting you to keys location.
--------
Keys starts like normal, with you teleporting in, but you are not alone 2 elite majors are teleported with you. as you move forward you see a spec ops grunt running not a normal grunt minor, and moving to the corner you see several spec ops grunts holding their own, though your allies quickly deal with them.
of course you are split off from them when the flood force you into the pool of coolent bellow, well more they die to the flood.
once down bellow the mission mostly moves like normal with you pushing forward back to the grav lift, though at the grav lift you will see marines and allied elites. A marine approaching as they clear out the flood.
"Reinforcements as ordered Cortana."
Says the marine as he approaches, then moves towards the grav lift which you can see take up two hunters.
entering the grav lift you are brought to the bay where you will see two hunters and a few marines, along with several allied jackals and elites.
these guys will follow you through the rest of the mission and its set pieces. that is until you get to the landing bay. where at the second floor they will split off, taking control of the main area and bringing in a pelican.
as you get to the third you will see a spirit unloading a bomb of some sort. (the space pickle?)
AS you finally move to the control room, you only have the hunters following you. the cutscene happens like normal but with a change of the hunters in the back ground.
another level change happens here as spec ops covenant do not enter the door instead several waves of flood do. forcing you to take them out with the help of the hunters.
once the flood are cleared you must make your way to the hanger again.
getting to the hanger you will see the elites guarding a bomb as a banshee lands.
"This is for you demon, take it and clear this place."
This leads to the final cutscene of the level and moves to the maw.
--------------
the final level, the start cutscene has two pelicans in the background chief crash lands. the level goes like normal until you get to the cafeteria where you see several marines holding the line vs spec ops elites. though they are quickly cut down.
Taking out the spec ops elites you find the marines where trying to hold the bridge. it is here you learn that the UNSC never lost control of the Autumn. A few crew members are still running their positions and the point defenses are "active". though once you go to set the timer 343 enters and his sentinels kill a few people on the bridge while forcing chief into cover.
This sets off the normal series of events, as you move to detonate the engine.
though as you push through you here dialog from marines evacuating to a captured ship. the mission literally goes like normal with only a few set pieces added and clean up.
during the warthog run for example you don't need to push to the longsword as foe hammer has an escort of the allied banshees.
as you and her leave. the Sanghelli commander will speak over coms.
"Once you are clear of this accursed place, warn your kind. Though know next time we see eachother we might be enemies again."
the game ends differently with more allies alive, several pelicans and a stolen covenant cruiser.
Pillar Of Autumn
-------------------
level rename: Point of Action.
Mission start: intro cutscene is mostly the same, except instead of the Autumn alone, with several long swords giving support, in the back ground is two more marathon class ships, more long swords are seen, the line about a blind jump is removed. replaced with just "how did they get here first."
The implication is simple this wasn't a random jump like in the main timeline (even though it wasn't random in the main timeline) but a planned one.
The story moves as normal with the ship going to red alert, and everyone being woke up. in the cutscene you see more soldiers more equipment, and just better equipment.
Then you wake from cryo, several marines in the cryo room, a few in cryo pods. The tutorial part is skipped, And you told to make your way to the armory for a weapon.
The crewman who leads you still gets killed in an explosion, and the intro is the same for the most part.
The only new thing would be MG turrets from the mac world mod added to a few locations. until you get to keys everything is the same.
The armory will have weapons in it, mostly MGS and a few pistols. a shotgun leans against a wall but has no ammo. a medic tends to the wounded.
Once you get to keys though the cutscene ones again goes as normal with the main gun being blown, but instead of abandoning the Autumn Keys orders Cortana be taken planet side. Once the cutscene ends you will hear trooper speaking in the command room. Keys doesn't give you his gun.
"Autumn to fire group delta, move for defensive actions, our main gun is down. I repeat the mac gun is down."
-----
From here you move into the the covenant already dead though more come from the path you need to go, marines using the tables as cover. A marine with a rocket launcher fires into one of the door ways killing several grunts.
As you push forward into the tight halls, you get to the airlock where the boarding party comes in, like normal two marines die unlike normal several marines throw grenades into the door way just as it opens. killing the covenant quickly. though more covenant come from the path forward.
It quickly becomes obvious the Autumn will not fall any time soon. But your orders still stand get Cortana off this ship and ring side.
The next set piece comes in the room with the covenant on the landing above, here the top floors door opens not to bring in a squad of covenant but of marines armed with shotguns, who quickly take out the hostiles. the enemies are weaker through out this.
as you move forward you get to the place where the covenant are shooting down the landing craft, the marines moving to the window and calling it out. though they stay calm. ahead a mounted turret is aimed down the path, the hallways which normally has grunts at the end is filled with dead covenant as you move forward.
Suddenly the power flashes and all the doors start to shut. cloaked elites ambush you from the far side though you have more then enough firepower to take them out.
moving forward into the maintenance halls you get to the room with the damaged door, inside it are marines treating wounded, and a small armory set up. a marine speaks.
"Watch out chief they have taken over the cryo bays, we barely had time to get out. I think they where after you."
"Better show yourself then."
Says a crewman, busting through the door you are in for a good fight against a few covenant as you push to the cryo control room. bellow you see the yellow elite of this mission in the only time you will see them in the room with the pods, several having been opened blood on the floor and a few unarmored dead marines in the room. they see you and move into the hall like normal.
When you move forward and enter the room with the explosions the dialog is changed.
"Another antimatter charge The ship AI states the main reactor is damaged"
moving forward nothing really changes until the area with the evac pods.
you see marines entering one of them the door closing, as you move to enter your own.The cutscene is changed to chief waving a marine in and the pod launching like normal.
AS the pod goes in for a landing the autumn takes another large hit, and starts moving to land on the ring, the normal lines happen about the ship being hit. though in the background you can see the remains of another Autumn class broken in half.
This shows the fleet didn't do to well, but neither did the covenant as the next scene shows one of their cruisers exploding as something hits it. the level ends like normal past this point.
---------------------
level starts like normal airbrake failure and all, but after the crash the bumblebee has no dead marines in it. in fact there is only a few wounded who are up against a rock nearby.
A pelican flies over moving to another pod, as you are told to wait until one arrives to pick up your marines.
the covenant patrol moves in at this point but doesn't land close instead landing just near the water fall. taking them out is easy like normal, though their two banshees might be a problem. thankfully one of the marines has a sniper rifle and makes quick work of them.
Once the patrol is wiped out a pelican will come in, and you will be ordered to head over the hill.
"Chief we got another two life boats over the hill, but covenant ground forces are preventing pick up. WE need you to move in and save some soldiers."
--------
from here you cross the canyon and move up the hill, on top you run into jackals for the first time. Above you can see explosions and plasma fire in space the fight between the covenant cruisers and the remains of the fleet still going on.
once you make it to the structure where the marines are you are greeted by Johnson and told the situation. on the structure an MG turret is set up firing on covenant on the other side. you are tasked with holding the line.
This starts the normal waves after which echo 419 comes in, with two other pelicans in tow, all 3 have hogs on them. cortana asks for the hog like normal and echo 419 drops it. the other pelicans loose there after you get in, and when Johnson asks for volunteers marines move to the other two hogs.
---------
grabbing the hog and moving into the tunnels you will eventually enter the main bridge area, where a covenant drop ship will be dropping off troops on the far side. two ghosts on the side you are on, as you move to open fire, another hog moves in behind you giving support fire.
clearing out the covenant you will be tasked to activate a switch like normal. the cutscene changing to show two hogs moving across the bridge right after it activates.
A third one will be waiting for you though you will be marked to get in the passenger seat. moving across the bridge you will see several dead covenant the other hogs no where in sight. as you move out of the cave you do get the ability to pot shot a few surviving grunts before moving into the second clearing. where you will see one of the hogs flipped having run into a ghost, the three marines from it using it as cover as they take fire from banshees, your gunner easily clears the sky. the marines thanking you. as you are driven to the closest life pod.
said pod is empty hog two is there its gunner the only one still in it the other two examining the pod. a pelican flies over. "We already cleared this one, out. but the pilot said another crashed nearby."
they point you to the cliff side one, where your driver will move next. though upon entering the area a banshee will strafe the hog causing it to crash into a tree. forcing you to get out. from here you clear the area of covenant and are inform the soldiers are in the structure bellow. moving down you find them having dealt with the covenant.
"Covenant air forced us down here, are the skies clear now?"
"Affirmative soldier."
"Alright everyone move out lets get to evac."
The marines move up, and to the pelican which is already landed. you are instructed to move by foot to the next area, the soldiers up on a hill. moving there you will see in the main valley the two hogs engaging with a covenant air patrol blowing it out of the sky as the drive past. moving into the next area you will see sniper fire raining down from the hill top. as you move up. you see the marines having set up.
The standard in a bad way and they have wounded lines happen, but also a few new lines from a wounded sniper who offers you his weapon.
Covenant drop ships come in like normal, but instead of just dropping infantry they drop two ghosts, said ghosts are a bit of a pain but you have soldiers.
the pelican moves in after the second ghost is dead, two pelicans come in one with a chaingun will fire on any covenant that comes close the other will land up near the hill and start evac.
you are then told to head to the rock slide, where the last soldiers are dug in. evac has tried to pull them out several times but each time banshees have swept in, they don't want that group out.
as you follow the waypoints out of the area, and to the next you will see the two hogs enter the next area ahead of you. upon entering, you will see a battle half way done, dead covenant lay everywhere, one of the hogs is on fire and obviously not working as its gun is destroyed. (if you can find someone that can model. it.)
On the cliffside rocket fire is seen hitting a spirit as it takes off, though said spirit is missing its gun and blue fire is coming out of one of its sides. as you approach the marines call in via radio.
"chief, we have members of the command crew with us including keys. we need you to hold the line as we evacuate him. take one of the hogs and give them hell."
you can either drive or gun on one of the hogs. and fight off the waves. after the second spirit comes in a pelican will land at the top. shortly after taking off.
"Keys is away, everyone else hold the line till evac arrives."
the next two waves actually involve a wraith being dropped in. but other then that standard easy second level.
--------------------------------
Renamed: capture mission.
This mission changes from trying to save the captain, to moving in to capture a covenant ship as the Autumn is no longer space worthy.
The mission plays pretty much the same, in the first ground section, that is until you get to the grav lift, once you have secured it. Cortana calls in for reinforcements.
and 3 pelicans move in all dropping off troops. soon you go up the lift and continue like normal in the "muster room" where you fight off the first group of hostiles then move down the path.
Like normal the marines mention the narrow hallways and cortana orders them to stay there. as you move back you will see several marines in the muster room having just come in. two with shotguns will follow you through the tighter hallways.
as you get to the door where the marines are, you will get to open it like normal, once you open it though the marines will rush forward and there will be more then you left. infact if you head back up you will find an armory set up in the room with some mounted turrets aimed at the down ramp.
pushing foward you will get to the landing bay you will see a spirt leaving, only for an explosion to be heard as it leaves sight, shortly after A pelican with a chain gun will enter the bay and give cover fire, dropping off more marines. as you move up said pelican will be seen leaving and dropping off more soldiers.
getting to the command center you will see 3 gold elites the most of any level 2 with plasma rifles one with a sword. You will have to kill them to take the bridge. Once the bridge is clear, cortana will mention finding Friendly transponders.
from here you move to clear out both brigs releasing soldiers. though keys isn't in either group for obvious reasons. Once you clear out the second brig the radio goes live.
"Bridge to Chief, we have camo elites, need back up.. I repea....." the marine cuts up.
moving back you will fight more covenant and at the bridge you will see a marine get cut down by a camo elite. taking said elite down along with 3-5 others in the room will trigger more marines entering the room from the carrier bay. One marine will approach.
"Orders from captain keys, you are to join us on a recon mission while we get the engineers get this thing up and flying. follow me sir."
you are lead to the carrier bay where you will see several new things, a pelican dropping off a tank, a few mounted turrets placed, and several marines relaxing. As now you have a way out, but first you have a mission.
"Command wants control of this ring, we are on a mission to find the control room next."
---------
this leads into the missions we already have.
Actually more then a little bit is possible, ast I used other mods for CE as an example.
Then this idea has got me confused as to what will happen: Along with a few elites. A marine will approach.
"We have bad news sir, several spirits are inbound all filled with covenant spec ops. WE need to evacuate this location ASAP we could use your help until Foe hammer can come in."
Does this mean the few elites will fight their own or will they also betray you and start fighting? which brings up the question I asked in the beginning of can the ai handle it?
Again I am no expert on modding I build race cars with ♥♥♥♥ from the 60s that is very far from coding so forgive any rudeness or anything of the sort