![]() The key is to make sure there way is clear enough for you to keep an eye on Grimskull and dodge his charges.Įventually he jumps up to the top level and rains missiles down on you. Grenades can be handy for thinning the herd, but the Vengence Launcher works just as well. You don’t have to kill every one of them, just enough that the fight with Grimskull becomes manageable. Thin these guys out with your melee weapon of choice. He smashes a wall to allow a bunch of Orks and gretchins to flood the room. When you’ve dealt enough damage he tosses a few flashbangs to momentarily blind you. You have unlimited ammo in this stage, but not grenades, so lay off the grenades for now. If you’re using the Thunder Hammer, use the Plasma Gun to get off charged blasts between his attacks. Keep your distance and dodge left or right and you can avoid these pretty easily. There’s been a troubling dearth of boss fights in the game up to this point, but now we’re going to make up for lost time. You'll have to walk around behind the crates to reach them. Nestled between two weapons containers, there’s a Servo Skull (8/8). At the end, there’s a room with lots of ammo. Once the guns are up, retreat back to the bunker where the guardsman is waiting. When they’re thinned out, run over and activate the Sentry Guns before the next wave comes (it will be furious and unstoppable without those guns). Now you need to take out all the Shoota Boyz and other ranged fighters in between waves of melee fighters and Squigs. The Vengence Launcher can take him out before he reaches you, but if you want you can take him out up close with the Thunder Hammer. This is a good position to fire at the oncoming enemies. Some Ork Diggas pop up through the ground. Beside the Thunder Hammer and Power Axe, you will find a Servo Skull (7/8). Follow the mission marker into the next set of trenches. Here you part company with Mira and her crew. Head up the ramp and you’ll have some high ground to pick off the Orks below. If you have the hammer equipped soften him up with grenades as much as you can.Īfter the fight, drop down into the trenches. When the big guy runs out, use the Vengence Launcher to overwhelm him before he gets close. A wave accompanied by Squigs can be easily dispensed if you’re on top of it. It’s pretty easy to fall back to recharge your armor here, as long as you don’t get overwhelmed by melee fighters. It’s simply too much to handle with pure melee, so you might want to trade that Thunder Hammer for a Power Axe. Most of this fight is going to be ranged combat. You come to an area with a Plasma Gun in a locker and a Servo Skull (6/8) right nearby it. Keep marching down the hall, down the walkway and into the underground area. Keep an eye out for a path on the right side of the walkway with a Servo Skull (5/8). Mira will lead the way to a lift.Īfter the lift ride, follow the walkway into another hallway. Once you get down on the ground floor, a few more waves follow (including Squigs), but nothing too tough. ![]() Take advantage of this, and also look for Squigs on the ground floor to use to your advantage. In the next area, you get the jump on your opponents, approaching from behind on the high ground. There are some weapons, including a Lasacannon, nearby. Along the back wall, you can find a Servo Skull (4/8). You can handle most of this fight with the Bolter, nothing too tough. At the end of the hall you come out in a big room full of various Ork gunners. When the lift stops, you meet up with Lt. Make your way up the stairs and to the lift. The weaker Chaos soldiers, like Gretchins, can be used to heal with insta-executions, but unlike Gretchins, they can actually do some damage in numbers. Take advantage of the fact that the Orks are serving as a distraction to get the jump on the Chaos Marines and other soldiers. Proceed carefully in the next area, staying behind cover and to the periphery. Go downstairs and meet up with the guardsmen when you’re done. You’ll have to go straight across and try to stun groups as much as you can. If you’re using the Power Hammer, this can be a little tougher. The Vengence Launcher and the Melta both make solid choices. There’s a lot of ranged combat in the next area, and not a lot of cover. Drop back down to the first level and you’ll trigger a cut scene. On the top floor there’s a room with a Servo Skull (3/8). As you walk up a flight of stairs you get a communication. These are powerful ranged fighters that can take some punishment, but your hammer’s powerful stun combos will leave them open to speedy execution. You’ll see Chaos Marines in battle for the first time here. You can hear the sounds of battle beyond the door. ![]() In this same room you can find a Servo Skull (2/8) by the wall, next to a bench. There’s a Vengence Launcher, Thunder, Stalker Bolter, and a locker with an Iron Halo armor upgrade.
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