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Firefight Solo Guide: Chasm Ten
Posted By: Monochron <Fleebop101@gmail.com>Date: 11/4/09 2:05 p.m.


Second in line for some strategy lovin is Chasm Ten. Instead of the usual tactics on reaching 200k or beating Endure I am looking for that high score and to see just how far I can make it in Firefight. Having nothing to rely on but you ability to survive and kill whatever comes your way.

I hope to give a little insight as to how to best approach the level alone, without the assistance of other players and in some cases, embarrass the covenant. Let's face it. Sometimes they just deserve a sound humiliation.

Chasm Ten

I think this is a fairly underrated level. It has a dynamic layout compared to the other maps and allows many different approaches. This level is set up quite well for solo play but also for multiple players where different parts of the map can be held and the flow of enemies controlled. In solo play the main area that you will be holding will again be the spawn place and the surrounding rooms. In front of the spawn room is an enclosed lobby area filled with pillars great for cover and for getting in your way and beside you are hallways that wrap out around the lobby. Your enemies will be coming from all angles in front of the lobby. To the left and right are four doors in which they come out, two on your side of the chasm and two on the other, and above you on the catwalk are more doors for them to come through. A big obstacle to effectively navigating this area is the pillars. When dodging it is very easy to bump into one of them and be killed by a grenade or just end up trapped with a Brute. It is important to be able to strafe around in here and not run into pillars behind you. A small thing I sometimes do in the earlier rounds is to strafe all around not looking where I am going just to get the layout stuck in my head. For instance the two doors into the spawn room are directly behind that back two pillars and being able to back up through them without getting stuck on a wall is very important.

Weapons

The weapons on Chasm Ten are all relatively easy to get to. You will want to hang onto a Plasma Pistol (PP) and human pistol for the duration again but as I will explain later the SMG will also be very useful for select purposes. Two Snipers can be found on the upper level in the hallway that the two lifts let you off in. The pistol and SMG ammo are on either side of the spawn room doors, and the Rockets are in between. Be careful about accidentally picking up the Rockets as if you do you have to make sure they don't disappear by constantly picking them up. Sometimes it is just determined to go away though, taking all of its ammo with it.


View from bridge in front of Lobby

More pistol and SMG ammo is located on the catwalk right above the lobby as well as two more health packs in between the ammo. The pistol and SMG ammo up top are sometimes dangerous to get at, but you will eventually need to head up there once you run out down below. You may have to lure Brutes down from the catwalks to be able to get at it safely then quickly get out and back in and you should be fine.

Turret

This is one of the only Firefight maps where it isn't total suicide to use the turret when going solo. It is still not recommended to try this but because of the natural down times where badies just chill on the upper catwalks you can occasionally do some damage with the turret. I usually only use the turrets on the lower level and end up taking it off its base fairly quickly. It is best used out in the open as it is not effective in short bursts which you would have to do if surrounded by the pillars. Again once catch is on this is a ticket to fail town.

Brutes

Brutes have the annoying idea that it is perfectly fine to sit outside beyond the pillars and shoot at you, making it very difficult to take them out with the traditional PP and Pistol combo. To get at them better try going through the hallway and popping out at the side door or getting a Sniper before the Tilt skull turns on. The hallways behind the side doors go straight back from the door so you can't dodge behind anything, making it a poor place to stay for too long though. If the Brutes do come back to you be very careful to keep your eyes on both doorways as they love to sneak in one door as you are shooting through the other. One interesting thing is that the Brutes tend to stop at the door ways and shoot in at you making it very easy to stick them as they do. This also prevents your little home from being overrun with packs of inconsiderate Brutes. They really love to overstay their welcome.


Funneled right in.

As opposed to my previous strategy of PPing Brutes at a distance so that they stop shooting at you I recommend letting them come to you if you are in the spawn room. On Crater you can fall back to the hallways for safety but on Chasm Ten they will come straight in pretty pissed off. What you can do is go outside of the lobby and take some shields down at distance then let them forget about you. They often will not berserk all the way to you if they are far enough away and this makes them easier to kill later without getting yourself corned in the spawn room.


Woah big boy

Grunts/Jackals

Human Pistol or Carbine is best for Grunts and Jackals. Grunts seem a little more dangerous here than in other levels because they have a tendency to fill up the lobby with grenades and this is deadly in cramped quarters. When catch is on it can be difficult to headshot grunts as they obscure their heads when they throw them. Luckily all grunts are left handed and they always lean to the right when throwing, so by aiming slightly to their right you should be able to get that headshot most every time. Something really fun to try is to nail them as they jump down from the catwalks, before they touch the ground. It is glorious to see them explode with confetti in the air and have it rain down on their buddies. I like to imagine that it demoralizes them to be bathed in their friend's head-confetti.


Just humiliating

Jackals are a little easier to deal with on Chasm Ten because they like to run up close to you. If you are surrounded by pillars it is harder for them to hit you and you can often punch them to death. A small trick I have found useful against jackals is jumping and punching in order to get around their shield. Look slightly down the roll your thumb from the A button to the B button if you are on default controls to give them a good whack in the head. It helps to say things like, "this is my house" or "picked the wrong day, son" as you kill them. This all can be useful because it saves ammo and also humiliates them.


Have they no honor?

Drones

Drones....they are even worse here. The worst part about drones is that they will hover in front of the lobby and then fly up out of sight when they take fire. Because of this I recommend staying near the front and taking them out at range. Fall back to the side doors when you take damage but be careful as you are then somewhat vulnerable because you have nowhere to dodge. The SMG is the weapon you should use for them and you would be smart to save all of your ammo for them. Previously I recommended not using the SMG after the tilt skull was on but after SonofMacPhisto's suggestion I tried it and found that it is still very effective. In fact it is just as good against the non shielded drones as without Tilt. For the shielded ones you should try the plasma rifle and the carbine or, if you have the ammo, even brought out the PP to take their shields down. I don't recommend trying to melee them but sometimes it just feels too good. It's like stepping on a bee; it just shouldn't be possible.


Right in the noggin

Engineers

Engineers can often be taken out from inside the spawn room with one charged PP shot. Other times though, they may hover out of sight or off to the side like the drones do and you might have to go through the hallways or up the lift until you can spot them. These guys need to be your top priority but if you can't find where he is hiding try to wait until the other enemies are far enough away to lose the shield Engineers provide. Once the Mythic skull turns on it will take two charged shots to kill these guys and thus it is very important that you are close when you fire so that they can't run away after the first shot. It is best to kill them as soon as you see one coming your way so you don't have to deal with other enemies while you trying to kill one.

Hunters

Again you want to take these guys on one on one. The lobby area is not good for fighting them because of their gun causing splash damage on pillars nearby and the likelihood that you might get stuck on one of those pillars. It is helpful to take out the other enemies at range then lure the hunter into the spawn room. I avoid using rockets or Fuel Rods against Hunters in the later rounds which I will explain later, but prefer the sniper or grenades when I can. Hunters seem to have more reach when they swing to the right so if you can dodge to their left you can avoid being hit too much and get around behind them. Then just take aim at the juicy bits with some Sniper or grenades and he will eventually fall.

Chieftains

As with most Chieftain rounds I try to take them very slowly. The jetpack brutes and other lower Brutes will tend to come back to the spawn room where you would do best to wait. Grenades are great for killing them until the Mythic skull turns on when you will then need to follow it up with a pistol shot. Your best bet for hammer chieftain is to let them get back to the spawn room and try to dodge their hammer in there by running towards them and then jumping over them or stepping to the side as they swing. The lobby is not quite as good due to the pillars being in your way and heavy fire from other Brutes, but honestly the spawn room isn't much better being so cramped. If you can get an assassination go for it because you will want your ammo for another enemy. Other than that, Fuel Rod is great here and you can still take him out with a few charged PP shots and a bunch of pistol to the face. It is the end of the round so you don't have to worry about pistol ammo.

You will probably want to save that rocket ammo for the Fuel Rod Chieftain though as they always sit out in front of the lobby and blast you. You can come out the side doors and get some shots in and if you run out of power weapons you can try the PP but remember to be careful. If you are killed during this round be very cautious when you spawn as the Brutes love to camp the spawn room. They will generally rush out of the room when you die but they will often then sit outside the door waiting for you to peek your nose out. And no Brutes, this is not a legitimate strategy.


All he needs is a camp fire....

Blackeye Round

For Black Eye you want to be conservative but this can get tricky as at the beginning of the round there will be lots of time with no enemies around and you may need to venture out a bit. There aren't too many map specific strategies other than letting most of the enemies come to you and utilizing the Hammer. You can funnel people through the two doors into the spawn room and a kill there with the Hammer will bring your shield right back. Don't run out to get melees though, let them come to you so as not to be under fire for too long. As long as the catwalk is relatively clear you can always head up top next to the extra ammo to pick up some health if need be.


Up in your grill

Your main strategy on the map should be navigating the pillars in the lobby and using the spawn room to fall back in if necessary. Sometimes the fighting can actually get kind of slow as the Covies have to jump down from the catwalks when they spawn up there, and here you can run out to the front and pick off some stragglers or just lure them closer so that you can finish them off. A great resource for falling back to on the map is the pair of lifts on either side of the spawn room. As opposed to Crater where you were relatively safe in the hallways, on Chasm Ten enemies just love to come into the spawn room. Coming back to find your little home packed with a pack of brutish Brutes is very inconveniencing. To escape you can pop right into one of the lifts and be whisked away to safety. For some reason this also makes all the enemies in the spawn room run outside which can be helpful but annoying as you then have to hunt them down. Another little trick for the lifts is that you can easily go back down the shaft by walking into the lift at the side. This allows you to quickly get back down in safety without having to brave the catwalks outside. To make sure you don't take any fall damage just bump a wall as you go down and crouch before you hit the ground for good measure. Touching the wall should be enough to keep you from harm but it's just embarrassing when you hurt yourself in a slow moving elevator.


Looks fun though

Furthermore, during the catch round you can actually sit behind the lift at the bottom and grenades cannot get to you. By walking around the side and stopping before the reach the back middle you can kill enemies to your heart's content and watch as their grenades whizz at your head then turn 90 degrees and shoot up. Of course if Catch is not on they will likely just use weapons and crush you like a small dog while you sit there.


At least it will give you a chance to light your cigar

If you read this far, thanks! The next map I will be doing is Lost Platoon and hopefully it will be out a little faster this time. Feedback is appreciated.



Message Index




Replies:

Firefight Solo Guide: Chasm TenMonochron 11/4/09 2:05 p.m.
     Re: Firefight Solo Guide: Chasm TenMonochron 11/4/09 2:15 p.m.
           Re: Firefight Solo Guide: Chasm TenJR the Great 11/4/09 4:23 p.m.
                 Re: Firefight Solo Guide: Chasm Tenrhubarb 11/4/09 4:33 p.m.
                 Re: Firefight Solo Guide: Chasm TenMonochron 11/4/09 6:29 p.m.
           Re: Firefight Solo Guide: Chasm TenMonochron 11/5/09 7:37 a.m.



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