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*** A UNSC datapad exemplifies this situation. A squad of marines stumble across an Honor Guard Elite form and are unable to do anything to it with their guns. Not only are they forced to retreat, but leave behind an unfortunate soldier to get mauled to death by the thing.
* The levels themselves featuring the Flood have gotten a bump in NightmareFuel.
** "343 Guilty Spark". Its changes are small, but noticeable. Before being officially introduced to the Flood, you can hear them faintly as you're making your way through the swamp and the containment facility. In the latter, it's usually in areas that were quiet in the original game. And even though they sound like they're nearby, [[NothingIsScarier you'll never see them]].

to:

*** A UNSC datapad exemplifies this situation. A squad of marines stumble across an Honor Guard Elite form and are unable to do anything to it with their guns. Not only are they forced to retreat, but leave behind an unfortunate soldier to get mauled to death by the thing.
* The levels themselves featuring the Flood have gotten a bump in NightmareFuel.
** "343 Guilty Spark". Its changes are small, but noticeable. Before being officially introduced to the Flood, you can hear them faintly as you're making your way through the swamp and the containment facility. In the latter, it's usually in areas that were quiet in the original game. And even though they sound like they're nearby, [[NothingIsScarier you'll never see them]].
thing.

Added: 457

Changed: 21

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* In terms of the Flood, CMT seem to have made it a point to make the levels featuring them ten times scarier.

to:

* In terms of the Flood, CMT seem to have made it a point to make the levels featuring them ten times scarier.



*** A UNSC datapad exemplifies this situation. A squad of marines stumble across an Honor Guard Elite form and are unable to do anything to it with their guns. Not only are they forced to retreat, but leave behind an unfortunate soldier to get mauled to death by the thing.

to:

*** A UNSC datapad exemplifies this situation. A squad of marines stumble across an Honor Guard Elite form and are unable to do anything to it with their guns. Not only are they forced to retreat, but leave behind an unfortunate soldier to get mauled to death by the thing.thing.
* The levels themselves featuring the Flood have gotten a bump in NightmareFuel.
** "343 Guilty Spark". Its changes are small, but noticeable. Before being officially introduced to the Flood, you can hear them faintly as you're making your way through the swamp and the containment facility. In the latter, it's usually in areas that were quiet in the original game. And even though they sound like they're nearby, [[NothingIsScarier you'll never see them]].
Is there an issue? Send a MessageReason:
None


** Elite Combat forms (besides Runners and Stealth Elite Forms) are equipped with energy shields, although at only 75% strength due to it having to cover the additional Flood biomass. While this doesn't sound very daunting by itself, keep in mind that Honor Guard Elites can be infected into their own form, and their shields retain their immunity to ballistic weaponry. Cornered by an Honor Guard Elite form with either an [[OneHitKill Energy Sword]] or [[SuicideAttack Plasma]] [[ActionBomb Grenade]] stuck to its whip-arm? Out of grenades yourself? No plasma or incendiary weapons on you? Have a nice death!

to:

** Elite Combat forms (besides Runners and Stealth Elite Forms) are equipped with energy shields, although at only 75% strength due to it having to cover the additional Flood biomass. While this doesn't sound very daunting by itself, keep in mind that Honor Guard Elites can be infected into their own form, and their shields retain their immunity to ballistic weaponry. Cornered by an Honor Guard Elite form with either an [[OneHitKill Energy Sword]] or [[SuicideAttack Plasma]] [[ActionBomb Grenade]] stuck to its whip-arm? Out of grenades yourself? No plasma or incendiary weapons on you? Have a nice death!death!
*** A UNSC datapad exemplifies this situation. A squad of marines stumble across an Honor Guard Elite form and are unable to do anything to it with their guns. Not only are they forced to retreat, but leave behind an unfortunate soldier to get mauled to death by the thing.
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** Jackal Carrier forms. It can only attack at close range and it can easily be dealt with via a single melee attack. But the ''sounds'' thry makes... whenever idle, there are times where it sounds like they're choking and gagging - almost as if the hosts were stuck at the edge of death. Whenever it notices you and/or leaps, it lets out an unholy screech - something more potent when they attack in groups.

to:

** Jackal Carrier forms. It They can only attack at close range and it they can easily be dealt with via a single melee attack. But the ''sounds'' thry makes... they make... whenever idle, there are times where it they sounds like they're choking and gagging - almost as if the hosts were stuck at the edge of death. Whenever it notices you they notice and/or leaps, it lets leap at you, they let out an unholy screech - something more potent when they attack in groups.
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* In terms of the Flood, the makers of SPV3 seem to have made it a point to make the levels featuring them ten times scarier.

to:

* In terms of the Flood, the makers of SPV3 CMT seem to have made it a point to make the levels featuring them ten times scarier.



** The Jackal Carrier form. It can only attack at close range and it can easily be dealt with via a single melee attack. But the ''sounds'' it makes... whenever idle, there are times where it sounds like it's choking and gagging - almost as if the host is stuck at the edge of death. Whenever it leaps, it lets out an unholy screech - something more potent when they attack in groups.
** Flood pods. They are large, fleshy masses attached to the walls and floors of certain areas. They explode upon being shot too many times - or if you just happen to walk past one - and release a varying type of Flood. Whenever multiple pods are in one area, they tend to explode one-by-one at ''random''. Have fun watching your back when navigating through a pod-infested area.
** Some Elite Combat forms have shields. While this doesn't sound very daunting by itself, keep in mind that Honor Guard Elites have shields that are immune to ballistic weaponry. Got cornered by an Honor Guard Flood form with a sword? Out of grenades? No plasma or fire weapons on you? Have a nice death.

to:

** The Jackal Carrier form.forms. It can only attack at close range and it can easily be dealt with via a single melee attack. But the ''sounds'' it thry makes... whenever idle, there are times where it sounds like it's they're choking and gagging - almost as if the host is hosts were stuck at the edge of death. Whenever it notices you and/or leaps, it lets out an unholy screech - something more potent when they attack in groups.
** Flood pods. They are large, pods: Large, fleshy masses growths of Flood Biomass attached to the walls walls, floor and floors ceiling of certain areas. Flood Hives. They explode upon being shot too many times - or if you just happen to walk past one - and will release a varying type number of Flood.Flood Forms. Whenever multiple pods are in one area, they tend to explode one-by-one at ''random''. Have fun watching your back when navigating through a pod-infested area.
these Hives.
** Some Elite Combat forms have shields. (besides Runners and Stealth Elite Forms) are equipped with energy shields, although at only 75% strength due to it having to cover the additional Flood biomass. While this doesn't sound very daunting by itself, keep in mind that Honor Guard Elites have can be infected into their own form, and their shields that are immune retain their immunity to ballistic weaponry. Got cornered Cornered by an Honor Guard Flood Elite form with a sword? either an [[OneHitKill Energy Sword]] or [[SuicideAttack Plasma]] [[ActionBomb Grenade]] stuck to its whip-arm? Out of grenades? grenades yourself? No plasma or fire incendiary weapons on you? Have a nice death.death!

Added: 684

Changed: 51

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** The Jackal Carrier form. It can only attack at close range and it can easily be dealt with via a single melee attack. But the ''sounds'' it makes... whenever idle, there are times where it sounds like it's choking and gagging - almost as if the host is stuck at the edge of death. Whenever it leaps, it lets out an unholy screech.

to:

** The Jackal Carrier form. It can only attack at close range and it can easily be dealt with via a single melee attack. But the ''sounds'' it makes... whenever idle, there are times where it sounds like it's choking and gagging - almost as if the host is stuck at the edge of death. Whenever it leaps, it lets out an unholy screech.screech - something more potent when they attack in groups.
** Flood pods. They are large, fleshy masses attached to the walls and floors of certain areas. They explode upon being shot too many times - or if you just happen to walk past one - and release a varying type of Flood. Whenever multiple pods are in one area, they tend to explode one-by-one at ''random''. Have fun watching your back when navigating through a pod-infested area.
** Some Elite Combat forms have shields. While this doesn't sound very daunting by itself, keep in mind that Honor Guard Elites have shields that are immune to ballistic weaponry. Got cornered by an Honor Guard Flood form with a sword? Out of grenades? No plasma or fire weapons on you? Have a nice death.

Changed: 1269

Removed: 3216

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Revamp of the page.


* The first level, "Pillar of Autumn":
** Despite Easy difficulty being removed, you still experience the last part of the tutorial section where, normally, you'd get an Elite storming in the control/observatory room and putting Sam and the other guy down with a few plasma shots. But here, a Brute Leader comes instead with a Brute Shot. Not only does the Shot pound the living hell out of them, but if they manage to survive the initial attack, the Brute will charge in and send them flying into the wall with a few melee attacks. This is how the Brutes you face later on will treat you should you get too close.
** As you're running to the bridge, you immediately come across crewmen and a few marines getting besieged. On one side, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine - will charge into what normally is the safe zone before the blast doors close. And you just happen to be unarmed.
*** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of a Marine, there is the possibility of it killing him before it retreats.
*** The room after that has a pair of [[OhCrap Hunters]] that have managed to corner a poor crewmember behind one of the barricades.
** In one of the expanded sections, you make it to a dark room where the only sources of light come from these pillars. Once you eliminate the the patrolling enemies and those from the blast doors, a nearby doorway is shot down by two Brute Chieftains wielding hunter cannons! Better hope you grabbed that VISR armour upgrade, lest you wish to trace them via their highly-explosive fuel rod shots.
* The second level, "Halo":
** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a couple nasty surprises when you approach the hill leading to the first group of survivors. The first surprise is in the form of an Elite or two, armed with one or two of the Covenant sniping weapons: The Particle Carbine - a plasma carbine whose rate of fire can effectively prevent you from scoping and can score headshots on your marines - and a Focus Rifle - a weapon that fires an plasma beam and has a loud, droning noise when fired. The second surprise come in the form of Skirmishers - Jackals hopped up on caffeine that come in regular and wrist-shield flavours.
** In the first section of the level's extended part, you have to rescue several marines held prisoner by the Brutes. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole, supposedly left there to tenderize. These totem poles can be found in other Brute-patrolled areas on "The Silent Cartographer" and "Assault on the Control Room".
* The third level, "The Truth and Reconciliation":
** The gravity lift's loading zone now has an additional defensive measure in the form of a Wraith tank, that will decimate your party if you don't take it out quickly.
*** If you manage to board or hijack the Wraith, it gives you a massive advantage against the waves of Covenant arriving via the lift. But doing so will also trigger 2 Banshees to descend from the cruiser's hangar bay, which are a nightmare to fight against thanks to the Wraith's main attack being a slow, arcing projectile.
** The last troops to descend from the gravity lift would normally be your first encounter with a pair of Hunters. But since you already fought them in the Pillar of Autumn, this particular encounter won't be any different, right? WRONG! These Hunters are the first pair armed with Assault Beam Cannons, which fire slow, orange laser beams that can decimate practically everything on the receiving end of a sustained blast.
** Once you make it into the ship's gravity lift bay and fight off the waves of Covenant Security forces, you once again engage with another Hunter Pair. Surely, this time won't be any different from the last. NOPE! These Hunters are now armed with [[MoreDakka portable, rapid-fire Shade Cannons!]] This essentially turns these particular Hunter types into mobile turrets that can charge at you if you get too close.

to:

* The first level, "Pillar of Autumn":
** Despite Easy difficulty being removed, you still experience the last part
In terms of the tutorial section where, normally, you'd get an Elite storming in Flood, the control/observatory room makers of SPV3 seem to have made it a point to make the levels featuring them ten times scarier.
** Instead of treating the victim to a slow death, Infection forms can now convert the ones they catch into Combat or Carrier Forms, depending on who the unlucky bastard was.
** The Jackal Carrier form. It can only attack at close range
and putting Sam and the other guy down it can easily be dealt with via a few plasma shots. But here, a Brute Leader comes instead with a Brute Shot. Not only does the Shot pound the living hell out of them, but if they manage to survive the initial attack, the Brute will charge in and send them flying into the wall with a few single melee attacks. This is how attack. But the Brutes you face later on will treat you should you get too close.
** As you're running to the bridge, you immediately come across crewmen and a few marines getting besieged. On one side,
''sounds'' it makes... whenever idle, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine - will charge into what normally is the safe zone before the blast doors close. And you just happen to be unarmed.
*** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of a Marine, there is the possibility of it killing him before it retreats.
*** The room after that has a pair of [[OhCrap Hunters]] that have managed to corner a poor crewmember behind one of the barricades.
** In one of the expanded sections, you make it to a dark room
times where it sounds like it's choking and gagging - almost as if the only sources of light come from these pillars. Once you eliminate host is stuck at the the patrolling enemies and those from the blast doors, a nearby doorway is shot down by two Brute Chieftains wielding hunter cannons! Better hope you grabbed that VISR armour upgrade, lest you wish to trace them via their highly-explosive fuel rod shots.
* The second level, "Halo":
** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a couple nasty surprises when you approach the hill leading to the first group
edge of survivors. The first surprise is in the form of an Elite or two, armed with one or two of the Covenant sniping weapons: The Particle Carbine - a plasma carbine whose rate of fire can effectively prevent you from scoping and can score headshots on your marines - and a Focus Rifle - a weapon that fires an plasma beam and has a loud, droning noise when fired. The second surprise come in the form of Skirmishers - Jackals hopped up on caffeine that come in regular and wrist-shield flavours.
** In the first section of the level's extended part, you have to rescue several marines held prisoner by the Brutes. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole, supposedly left there to tenderize. These totem poles can be found in other Brute-patrolled areas on "The Silent Cartographer" and "Assault on the Control Room".
* The third level, "The Truth and Reconciliation":
** The gravity lift's loading zone now has an additional defensive measure in the form of a Wraith tank, that will decimate your party if you don't take
death. Whenever it leaps, it lets out quickly.
*** If you manage to board or hijack the Wraith, it gives you a massive advantage against the waves of Covenant arriving via the lift. But doing so will also trigger 2 Banshees to descend from the cruiser's hangar bay, which are a nightmare to fight against thanks to the Wraith's main attack being a slow, arcing projectile.
** The last troops to descend from the gravity lift would normally be your first encounter with a pair of Hunters. But since you already fought them in the Pillar of Autumn, this particular encounter won't be any different, right? WRONG! These Hunters are the first pair armed with Assault Beam Cannons, which fire slow, orange laser beams that can decimate practically everything on the receiving end of a sustained blast.
** Once you make it into the ship's gravity lift bay and fight off the waves of Covenant Security forces, you once again engage with another Hunter Pair. Surely, this time won't be any different from the last. NOPE! These Hunters are now armed with [[MoreDakka portable, rapid-fire Shade Cannons!]] This essentially turns these particular Hunter types into mobile turrets that can charge at you if you get too close.
an unholy screech.
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None

Changed: 456

Removed: 254

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** Several more Hunter pairs make an early appearance in the expanded section of the levels, upgraded and more dangerous than before. And no, they don't fall to a single pistol shot like in the classic campaign.
*** Your first encounter with a pair in combat has them shoot down a door into the room you're in. Said room happens to be dimly lit. Better hope you grabbed that VISR armour upgrade, lest you wish to trace them via their highly-explosive fuel rod shots.

to:

** Several more Hunter pairs make an early appearance in In one of the expanded section of the levels, upgraded and more dangerous than before. And no, they don't fall sections, you make it to a single pistol dark room where the only sources of light come from these pillars. Once you eliminate the the patrolling enemies and those from the blast doors, a nearby doorway is shot like in the classic campaign.
*** Your first encounter with a pair in combat has them shoot
down a door into the room you're in. Said room happens to be dimly lit. by two Brute Chieftains wielding hunter cannons! Better hope you grabbed that VISR armour upgrade, lest you wish to trace them via their highly-explosive fuel rod shots.
Is there an issue? Send a MessageReason:
None


** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a couple nasty surprises when you approach the hill leading to the first group of survivors. The first surprise is in the form of one or two Elites, both armed with the two Covenant sniping weapons: The Particle Carbine - a plasma carbine whose rate of fire can effectively prevent you from scoping and can score headshots on your marines - and a Focus Rifle - a weapon that fires an plasma beam and has a loud, droning noise when fired. The second surprise come in the form of Skirmishers - Jackals hopped up on caffeine that come in regular and wrist-shield flavours.

to:

** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a couple nasty surprises when you approach the hill leading to the first group of survivors. The first surprise is in the form of an Elite or two, armed with one or two Elites, both armed with of the two Covenant sniping weapons: The Particle Carbine - a plasma carbine whose rate of fire can effectively prevent you from scoping and can score headshots on your marines - and a Focus Rifle - a weapon that fires an plasma beam and has a loud, droning noise when fired. The second surprise come in the form of Skirmishers - Jackals hopped up on caffeine that come in regular and wrist-shield flavours.



** Once you make it into the ship's gravity lift bay and fight off the waves of Covenant Security forces, the engage with another Hunter Pair. Surely, this time won't be any different from the last. NOPE! These Hunters are now armed with [[MoreDakka portable, rapid-fire Shade Cannons!]] This essentially turns these particular Hunter types into mobile turrets that can charge at you if you get too close.

to:

** Once you make it into the ship's gravity lift bay and fight off the waves of Covenant Security forces, the you once again engage with another Hunter Pair. Surely, this time won't be any different from the last. NOPE! These Hunters are now armed with [[MoreDakka portable, rapid-fire Shade Cannons!]] This essentially turns these particular Hunter types into mobile turrets that can charge at you if you get too close.
Is there an issue? Send a MessageReason:
None


** Once you make it into the ship's gravity lift bay and fight off the waves of Covenant Security forces, the engage with another Hunter Pair. Surely, this time won't be any different from the last. NOPE! These Hunters are now armed with [[MoreDakka portable, rapid-fire Shade Cannons!]] This essentially turns them into mobile turrets that can beat you to a pulp if you get too close.

to:

** Once you make it into the ship's gravity lift bay and fight off the waves of Covenant Security forces, the engage with another Hunter Pair. Surely, this time won't be any different from the last. NOPE! These Hunters are now armed with [[MoreDakka portable, rapid-fire Shade Cannons!]] This essentially turns them these particular Hunter types into mobile turrets that can beat charge at you to a pulp if you get too close.

Added: 1352

Changed: 188

Is there an issue? Send a MessageReason:
None


* The first level, "Pillar of Autumn".
** Despite Easy difficulty being removed, you still experience the last part of the tutorial section where, normally, you'd get an Elite storming in the control/observatory room and putting Sam and the other guy down with a few plasma shots. But here, a Brute Leader comes instead with a Brute Shot. Not only does the Shot pound the living hell out of the other crewman, but it's wielder also charges in and sends Sam flying into the wall with a melee attack. This is how the Brutes you face later on are gonna treat you should you get too close.

to:

* The first level, "Pillar of Autumn".
Autumn":
** Despite Easy difficulty being removed, you still experience the last part of the tutorial section where, normally, you'd get an Elite storming in the control/observatory room and putting Sam and the other guy down with a few plasma shots. But here, a Brute Leader comes instead with a Brute Shot. Not only does the Shot pound the living hell out of them, but if they manage to survive the other crewman, but it's wielder also charges initial attack, the Brute will charge in and sends Sam send them flying into the wall with a few melee attack. attacks. This is how the Brutes you face later on are gonna will treat you should you get too close.



* The second level, "Halo".
** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a couple nasty surprises when you approach the first group of enemies. The first surprise is in the form of two Elites, both armed with the two Covenant sniping weapons: The Particle Carbine - a plasma carbine that can effectively prevent you from scoping and can score headshots on your marines - and a Focus Rifle - a weapon that fires an plasma beam and has a loud, droning noise when fired. The second surprise come in the form of Skirmishers - Jackals hopped up on caffeine that come in wrist-shield and unshielded flavours.
** In the first section of the level's extended part, you have to rescue several marines held prisoner by the Brutes. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole, supposedly left there to tenderise. These totem poles can be found in other Brute-patrolled areas on "The Silent Cartographer" and "Assault on the Control Room".

to:

* The second level, "Halo".
"Halo":
** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a couple nasty surprises when you approach the hill leading to the first group of enemies. survivors. The first surprise is in the form of one or two Elites, both armed with the two Covenant sniping weapons: The Particle Carbine - a plasma carbine that whose rate of fire can effectively prevent you from scoping and can score headshots on your marines - and a Focus Rifle - a weapon that fires an plasma beam and has a loud, droning noise when fired. The second surprise come in the form of Skirmishers - Jackals hopped up on caffeine that come in regular and wrist-shield and unshielded flavours.
** In the first section of the level's extended part, you have to rescue several marines held prisoner by the Brutes. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole, supposedly left there to tenderise. tenderize. These totem poles can be found in other Brute-patrolled areas on "The Silent Cartographer" and "Assault on the Control Room".Room".
* The third level, "The Truth and Reconciliation":
** The gravity lift's loading zone now has an additional defensive measure in the form of a Wraith tank, that will decimate your party if you don't take it out quickly.
*** If you manage to board or hijack the Wraith, it gives you a massive advantage against the waves of Covenant arriving via the lift. But doing so will also trigger 2 Banshees to descend from the cruiser's hangar bay, which are a nightmare to fight against thanks to the Wraith's main attack being a slow, arcing projectile.
** The last troops to descend from the gravity lift would normally be your first encounter with a pair of Hunters. But since you already fought them in the Pillar of Autumn, this particular encounter won't be any different, right? WRONG! These Hunters are the first pair armed with Assault Beam Cannons, which fire slow, orange laser beams that can decimate practically everything on the receiving end of a sustained blast.
** Once you make it into the ship's gravity lift bay and fight off the waves of Covenant Security forces, the engage with another Hunter Pair. Surely, this time won't be any different from the last. NOPE! These Hunters are now armed with [[MoreDakka portable, rapid-fire Shade Cannons!]] This essentially turns them into mobile turrets that can beat you to a pulp if you get too close.

Added: 254

Changed: 1249

Is there an issue? Send a MessageReason:
None


** Normally, you'd get an Elite storming in and putting Sam down with a couple plasma shots. But here, a Brute comes instead with a Brute Shot. Not only does it pound the living hell out of Sam (as well as a few other crewman), but it also charges in and sends them flying into the walls with a few melee attacks. This is how the Brutes you face later on are gonna treat you should you get too close.
** As you're running to the bridge, you immediately come across crewmen and a few marines getting beseiged. On one side, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine - will charge into your area (what normally is a safe zone) before the blast doors close. And you just happen to be unarmed.
*** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing one of them before it retreats. Videogame/SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?
** Several Hunter pairs make an early appearance in the expanded section of the levels, upgraded and more dangerous than before.
*** Your first encounter with a pair has them shoot down a door into the room you're in. Said room happens to be dimly lit. Better hope you grabbed that VISR armour upgrade, lest you wish to trace them via their highly-explosive fuel rod shots

to:

** Normally, Despite Easy difficulty being removed, you still experience the last part of the tutorial section where, normally, you'd get an Elite storming in the control/observatory room and putting Sam and the other guy down with a couple few plasma shots. But here, a Brute Leader comes instead with a Brute Shot. Not only does it the Shot pound the living hell out of Sam (as well as a few the other crewman), crewman, but it it's wielder also charges in and sends them Sam flying into the walls wall with a few melee attacks.attack. This is how the Brutes you face later on are gonna treat you should you get too close.
** As you're running to the bridge, you immediately come across crewmen and a few marines getting beseiged.besieged. On one side, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine - will charge into your area (what what normally is a the safe zone) zone before the blast doors close. And you just happen to be unarmed.
*** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, a Marine, there is the possibility of it killing one of them him before it retreats. Videogame/SPV3 is doing retreats.
*** The room after that has
a really good job pair of removing your sense [[OhCrap Hunters]] that have managed to corner a poor crewmember behind one of safety on the tutorial level, hasn't it?
barricades.
** Several more Hunter pairs make an early appearance in the expanded section of the levels, upgraded and more dangerous than before.
before. And no, they don't fall to a single pistol shot like in the classic campaign.
*** Your first encounter with a pair in combat has them shoot down a door into the room you're in. Said room happens to be dimly lit. Better hope you grabbed that VISR armour upgrade, lest you wish to trace them via their highly-explosive fuel rod shotsshots.



** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a nasty surprise when you approach the first group of enemies. Said surprise is in the form of an Elite with a Focus Rifle - a sniping weapon that fires an instantaneous beam and has a loud, droning noise when fired.
** In the first section of the level's extended part, you have to rescue several marines held prisoner by the Brutes. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole. These totem poles can be found in other Brute-patrolled areas on "The Silent Cartographer" and "Assault on the Control Room".

to:

** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a couple nasty surprise surprises when you approach the first group of enemies. Said The first surprise is in the form of an Elite two Elites, both armed with the two Covenant sniping weapons: The Particle Carbine - a plasma carbine that can effectively prevent you from scoping and can score headshots on your marines - and a Focus Rifle - a sniping weapon that fires an instantaneous plasma beam and has a loud, droning noise when fired.
fired. The second surprise come in the form of Skirmishers - Jackals hopped up on caffeine that come in wrist-shield and unshielded flavours.
** In the first section of the level's extended part, you have to rescue several marines held prisoner by the Brutes. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole.pole, supposedly left there to tenderise. These totem poles can be found in other Brute-patrolled areas on "The Silent Cartographer" and "Assault on the Control Room".

Added: 243

Changed: 132

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None


** As you're running to the bridge, you immediately come across crewmen and a few marines getting beseiged. On one side, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine will charge into your area - what normally is a safe zone - before the blast doors close. And you just happen to be unarmed.
*** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine before it retreats. Videogame/SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?
** Hunters make an early appearance, upgraded and more dangerous than before.

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** As you're running to the bridge, you immediately come across crewmen and a few marines getting beseiged. On one side, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine - will charge into your area - what (what normally is a safe zone - zone) before the blast doors close. And you just happen to be unarmed.
*** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine one of them before it retreats. Videogame/SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?
** Hunters Several Hunter pairs make an early appearance, appearance in the expanded section of the levels, upgraded and more dangerous than before.before.
*** Your first encounter with a pair has them shoot down a door into the room you're in. Said room happens to be dimly lit. Better hope you grabbed that VISR armour upgrade, lest you wish to trace them via their highly-explosive fuel rod shots



** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a nasty surprise when you approach the first group of enemies. Said surprise is in the form of an Elite with a Focus Rifle - a weapon that fires an instantaneous beam and has a loud, droning noise when fired.
** In the first section of the level's extended part, you have to rescue several marines held prisoner. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole. These totem poles can be found in "The Silent Cartographer" and "Assault on the Control Room".

to:

** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a nasty surprise when you approach the first group of enemies. Said surprise is in the form of an Elite with a Focus Rifle - a sniping weapon that fires an instantaneous beam and has a loud, droning noise when fired.
** In the first section of the level's extended part, you have to rescue several marines held prisoner.prisoner by the Brutes. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole. These totem poles can be found in other Brute-patrolled areas on "The Silent Cartographer" and "Assault on the Control Room".
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** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a nasty surprise when you approach the first group of enemies. Said surprise is in the form of an Elite with a Focus Rifle - a weapon that fires an instantaneous beam and has a loud, droning noise when fired.

to:

** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a nasty surprise when you approach the first group of enemies. Said surprise is in the form of an Elite with a Focus Rifle - a weapon that fires an instantaneous beam and has a loud, droning noise when fired.fired.
** In the first section of the level's extended part, you have to rescue several marines held prisoner. All three of the holding areas have several dead Marines impaled onto a mechanical totem pole. These totem poles can be found in "The Silent Cartographer" and "Assault on the Control Room".
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None


** Hunters make an early appearance, upgraded and more dangerous than before.

to:

** Hunters make an early appearance, upgraded and more dangerous than before.before.
* The second level, "Halo".
** After eluding the first Phantom and fighting off the two Banshees, chances are you'll get a nasty surprise when you approach the first group of enemies. Said surprise is in the form of an Elite with a Focus Rifle - a weapon that fires an instantaneous beam and has a loud, droning noise when fired.

Added: 475

Changed: 437

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* The first level, where the Covenant first make themselves known. Normally, you'd get an Elite storming in and putting Sam down with a couple plasma shots. But here, a Brute comes instead with a Brute Shot. Not only does it pound the living hell out of Sam (as well as a few other crewman), but it also charges in and sends them flying into the walls with a few melee attacks. This is how the Brutes you face later on are gonna treat you should you get too close.

to:

* The first level, where the Covenant first make themselves known. Normally, "Pillar of Autumn".
**Normally,
you'd get an Elite storming in and putting Sam down with a couple plasma shots. But here, a Brute comes instead with a Brute Shot. Not only does it pound the living hell out of Sam (as well as a few other crewman), but it also charges in and sends them flying into the walls with a few melee attacks. This is how the Brutes you face later on are gonna treat you should you get too close.



*** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine before it retreats. Videogame/SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?

to:

*** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine before it retreats. Videogame/SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?it?
**Hunters make an early appearance, upgraded and more dangerous than before.
Is there an issue? Send a MessageReason:
Changing of bullet formation.


* As you're running to the bridge, you immediately come across crewmen and a few marines getting beseiged. On one side, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine will charge into your area - what normally is a safe zone - before the blast doors close. And you just happen to be unarmed.
** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine before it retreats. Videogame/SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?

to:

* ** As you're running to the bridge, you immediately come across crewmen and a few marines getting beseiged. On one side, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine will charge into your area - what normally is a safe zone - before the blast doors close. And you just happen to be unarmed.
** *** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine before it retreats. Videogame/SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?
Is there an issue? Send a MessageReason:
Correction of SPV 3 link.


** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine before it retreats. SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?

to:

** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine before it retreats. SPV3 Videogame/SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?

Added: 759

Changed: 8

Is there an issue? Send a MessageReason:
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* The first level, where the Covenant first make themselves known. Normally, you'd get an Elite storming in and putting Sam down with a couple plasma shots. But here, a Brute comes instead with a Brute Shot. Not only does he pound the living hell out of Sam (as well as a few other crewman), but he also charges in and sends them flying into the walls with a few melee attacks. This is how the Brutes you face later on are gonna treat you should you get too close.

to:

* The first level, where the Covenant first make themselves known. Normally, you'd get an Elite storming in and putting Sam down with a couple plasma shots. But here, a Brute comes instead with a Brute Shot. Not only does he it pound the living hell out of Sam (as well as a few other crewman), but he it also charges in and sends them flying into the walls with a few melee attacks. This is how the Brutes you face later on are gonna treat you should you get too close.close.
* As you're running to the bridge, you immediately come across crewmen and a few marines getting beseiged. On one side, there are a couple of Grunts. On the other side, there's a sword-wielding Elite. More often than not, that elite - the close-quarters, one-hit-killing machine will charge into your area - what normally is a safe zone - before the blast doors close. And you just happen to be unarmed.
** No matter what difficulty you play on, the doors leading to the area afterwards will open up to reveal another Elite. While it normally retreats under the fire of two Marines, there is the possibility of it killing the now lone Marine before it retreats. SPV3 is doing a really good job of removing your sense of safety on the tutorial level, hasn't it?
Is there an issue? Send a MessageReason:
Creation of SPV 3 Nightmare Fuel page.

Added DiffLines:

*The first level, where the Covenant first make themselves known. Normally, you'd get an Elite storming in and putting Sam down with a couple plasma shots. But here, a Brute comes instead with a Brute Shot. Not only does he pound the living hell out of Sam (as well as a few other crewman), but he also charges in and sends them flying into the walls with a few melee attacks. This is how the Brutes you face later on are gonna treat you should you get too close.

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