Section 1: Tempest Perimeter
All through this mission, you will frequently have to adjust the loadout of a DMR and needle rifle. This is because of the way that there isn't enough DMR ammunition to utilize your DMR to kill all adversaries. In any case, assuming you utilize the needle rifle for killing Elites, Grunts, and Skirmishers while saving the DMR for just killing Jackals and distant targets, you will have sufficient ammunition. There are a couple of key things to recall while utilizing the needle rifle. It, first of all, doesn't incur sufficient harm to make Jackals drop their safeguards and requires two shots to eliminate a Grunt ultras protective cap. Second, on the off chance that you fire three needles into an unshielded objective, it will make a supercombine blast, killing that objective. Along these lines, you can kill Jackals with three hand shots and Grunt ultras with three body shots (rather than three headshots). Third, needle rifles are not generally so exact as DMRs and just have a 2x zoom, so ought not be utilized for killing far away targets.
You start this mission with a 45 ammunition DMR, a 15 ammunition explosive launcher, and run. You and Kat have quite recently leaped out of a harmed warthog and need to push up the slope in front of you. This is a moderately troublesome battle since you have next to no cover and there are two fuel bar conceal turrets at the highest point of the slope.
Very quickly, two banshees annihilate the crashed warthog, making the cadaver too little to even think about utilizing as cover. Quickly move behind any of the stones and trees to one side to seek shelter from the adversary fire. Higher up the slope, there are two fuel bar conceal turrets, four Grunts, five Jackals, and an Elite ultra with a blackout rifle. From your cover, start DMR killing the Grunts and Jackals, however give close consideration to the fuel pole conceal turrets. The stones you are utilizing as cover will hinder most fuel poles that the shade fires at you, yet some might have the option to hit you, so watch them consistently to remain safe.
After you kill most of the lighter infantry, push farther up the slope while remaining on the right half of the street. Keep on involving rocks and trees as cover from the shade turrets and Elite ultra. Kill additional Grunts and Jackals you find and trade your explosive launcher for the primary plasma gun you see. Cheat this plasma gun from cover, .300 blackout Ammo then use it to eliminate the Elite's safeguards and kill it with a DMR headshot. As you climb the slope, you will come to the shade turrets to kill the Grunts inside. Do this as quickly as time permits since it will permit you to move significantly more uninhibitedly and securely. In the event that you are experiencing difficulty shooting the Grunts in the shade turrets, you can likewise stagger the turrets with your plasma guns, driving the Grunts exit. Subsequent to killing any excess foes, a pelican will convey a rocket hoard close to your situation.
I don't recommend utilizing this rocket hoard to battle on the grounds that the agreement will handily kill you and you will have no control of where the UNSC AI shoots. Be that as it may, because of a mistake in Kat's AI, she can't find her direction to the following segment and will remain at the drop zone of the pelican for the whole mission on the off chance that you don't help her. To direct her, enter the rocket hoard and drive close to her. She will then enter the front seat. This will permit you to ship Kat to the following segment, where she then will actually want to continue all alone.