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	<title>Comments on: The Ark</title>
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		<title>By: Echo-411</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-3/#comment-6272</link>
		<dc:creator>Echo-411</dc:creator>
		<pubDate>Sun, 04 Oct 2009 09:24:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-6272</guid>
		<description>thanks desert rat 852 i noticed that as well but i used to think it was the Forward Unto Dawn</description>
		<content:encoded><![CDATA[<p>thanks desert rat 852 i noticed that as well but i used to think it was the Forward Unto Dawn</p>
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		<title>By: Joshbutterballs</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-3/#comment-6176</link>
		<dc:creator>Joshbutterballs</dc:creator>
		<pubDate>Thu, 23 Jul 2009 06:46:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-6176</guid>
		<description>sorry I ment cocopjojo</description>
		<content:encoded><![CDATA[<p>sorry I ment cocopjojo</p>
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		<title>By: Joshbutterballs</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-3/#comment-6175</link>
		<dc:creator>Joshbutterballs</dc:creator>
		<pubDate>Thu, 23 Jul 2009 06:45:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-6175</guid>
		<description>comment 15 hocus is the name of the pelican also if you look at the pilots neck it is brown not white and the only female that is in the game is white so it IS a male also Cocopjojo I didn&#039;t see a japanese/chinese face on his armor 

Anyway good write up Cocojojo</description>
		<content:encoded><![CDATA[<p>comment 15 hocus is the name of the pelican also if you look at the pilots neck it is brown not white and the only female that is in the game is white so it IS a male also Cocopjojo I didn&#8217;t see a japanese/chinese face on his armor </p>
<p>Anyway good write up Cocojojo</p>
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		<title>By: Spblob</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-2/#comment-6156</link>
		<dc:creator>Spblob</dc:creator>
		<pubDate>Tue, 07 Jul 2009 03:24:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-6156</guid>
		<description>In reference to the main article:

&quot;However, for an unknown reason, the Forerunner ship ceases its launch and returns to its dormant state.&quot;

In the book it states: &quot;Suddenly, there was a mighty snap and the abbey plunged into darkness, as if the Dreadnought had blown a fuse. High pitched squeals echoed around the vault. His eyes filled with stinging tears, Fortitude looked up and saw hundreds of fiery spouts--what looked like extrusions of molten metal--cascading from the walls. (...) Fortitude realized these were in fact burning Lekgolo, slithering from the walls.&quot; [Contact Harvest, p. 276]

On pages 270 and 271 it explains that the Lekgolo were used to explore processing pathways. The Forerunner ship may have ceased to launch because of a &quot;shorting out&quot; due to the Lekgolo worms. Though this obviously didn&#039;t seem to damage it (much), since it was later used.

Though there may be other reasons for the ship&#039;s return to its dormant state, that is my current assumption.</description>
		<content:encoded><![CDATA[<p>In reference to the main article:</p>
<p>&#8220;However, for an unknown reason, the Forerunner ship ceases its launch and returns to its dormant state.&#8221;</p>
<p>In the book it states: &#8220;Suddenly, there was a mighty snap and the abbey plunged into darkness, as if the Dreadnought had blown a fuse. High pitched squeals echoed around the vault. His eyes filled with stinging tears, Fortitude looked up and saw hundreds of fiery spouts&#8211;what looked like extrusions of molten metal&#8211;cascading from the walls. (&#8230;) Fortitude realized these were in fact burning Lekgolo, slithering from the walls.&#8221; [Contact Harvest, p. 276]</p>
<p>On pages 270 and 271 it explains that the Lekgolo were used to explore processing pathways. The Forerunner ship may have ceased to launch because of a &#8220;shorting out&#8221; due to the Lekgolo worms. Though this obviously didn&#8217;t seem to damage it (much), since it was later used.</p>
<p>Though there may be other reasons for the ship&#8217;s return to its dormant state, that is my current assumption.</p>
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		<title>By: Robertagc</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-2/#comment-6136</link>
		<dc:creator>Robertagc</dc:creator>
		<pubDate>Tue, 23 Jun 2009 20:03:09 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-6136</guid>
		<description>There is no need to use grenades to get the first skull, if you are playing a co-op game. Have your team-mate stand as close as possible to the edge of the outcropping where the skull is located, then have him or her point his weapon directly up. Jump on top of the up-turned weapon in your teammate&#039;s hand, and then jump onto the ledge to retrieve the skull.

Also, after destroying the scarab, you can do a heck of a lot of exploring. You can walk pretty much everywhere in that part of the level, including over the &quot;spire&quot; (as Johnson calls it) - and behind it, too. It takes a little trial and error, but many of the invisible walls that prevent progress have holes in them and become pathways. When everything is calm, the scenery is amazing.</description>
		<content:encoded><![CDATA[<p>There is no need to use grenades to get the first skull, if you are playing a co-op game. Have your team-mate stand as close as possible to the edge of the outcropping where the skull is located, then have him or her point his weapon directly up. Jump on top of the up-turned weapon in your teammate&#8217;s hand, and then jump onto the ledge to retrieve the skull.</p>
<p>Also, after destroying the scarab, you can do a heck of a lot of exploring. You can walk pretty much everywhere in that part of the level, including over the &#8220;spire&#8221; (as Johnson calls it) &#8211; and behind it, too. It takes a little trial and error, but many of the invisible walls that prevent progress have holes in them and become pathways. When everything is calm, the scenery is amazing.</p>
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		<title>By: Josh butterballs</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-2/#comment-6131</link>
		<dc:creator>Josh butterballs</dc:creator>
		<pubDate>Tue, 16 Jun 2009 07:18:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-6131</guid>
		<description>in response 2 84 Im a brit and i did halo on legendary got every skulls, achivements and 1000/1000 gamerscore points</description>
		<content:encoded><![CDATA[<p>in response 2 84 Im a brit and i did halo on legendary got every skulls, achivements and 1000/1000 gamerscore points</p>
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		<title>By: TheAsterisk!</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-2/#comment-5939</link>
		<dc:creator>TheAsterisk!</dc:creator>
		<pubDate>Sun, 05 Apr 2009 09:30:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-5939</guid>
		<description>The best way to take out the Hunters under the big anti-air gun is, forget Brute Shots, to detach one of the plasma turrets from the previous area&#039;s gravity platform and lug it along.  Drop the turret and snipe Brutes and Jackals as usual (I use the BR for mere Grunts) and then pick up the turret again.  As long as you know how to use cover, it&#039;s remarkably easy to kill the two Hunters with plasma.  You can use whatever ammo is left for the Grunts and the Brute on the slope.
After the downed Pelican, before you jump recklessly down towards the Choppers and Ghosts, you can use the sniper rifle to hit Brutes and Grunts standing in front of the Longsword before they get into their vehicles.  They usually don&#039;t even react when the others around them start dropping.  If your Marines jump in with a Prowler, an enemy vehicle or two might engage them, but most of the Covenant troops will just walk sedately to and fro in front of the Longsword fighter.
Next to the Warthog after the fighter there&#039;s more sniper ammo.  If you took one of the pristine Ghosts sitting in front of the fighter, you can boost your way to a little ledge on the left (look for it and you&#039;ll eventually find it).  This makes a beautiful sniping spot, and again the enemies guarding the door and behing the blue blockade barriers usually don&#039;t react when their comrades are shot.  Sometimes they&#039;ll run for a short distance, but then just amble along again.  (Does anyone know why they don&#039;t seem to react too much?)
If you still have any sniper rounds left, after defeating the two Ghosts, you can get up the rocks (like you&#039;re going to the Famine skull) but then hop over the ledge you&#039;d normally drive around to advance and nail some of the enemies over there with a BR or sniper rifle.
The same can be done to the Brutes further along around the gravity platform.  You can also snipe away the Wraith&#039;s gunner, making a boarding and even a hijacking much easier.  I&#039;ve never tried to keep the Wraith and use it in the next bit, but it seems likely enough that you can, though I prefer the Scorpion.
Finally, whenever given the chance, give the Marines on your Scorpion tank fuel rod guns and/or rockets.  It&#039;s a good to pick up the fuel rod gun from the Grunt behind the barricade and save it for  Marine, and with luck the rocketer from way back at the Pelican will survive to climb aboard your tank.  There are usually a couple of fuel rods guns by the gravity platform after the first Wraith, and as long as you haven&#039;t turned the corner you can give those to some Marines without the other Wraiths hitting you.  Then there should be at least one more fuel rod gun an enemy carries out of the Phantom up above near the door you need to enter and one will be behind the blue barricades again.  Give them to Marines.  There is nothing more satisfying than firing the main cannon while some one fires the turret and four unhinged Marines let loose green globs and/or rockets.  The tank becomes an even greater death machine, and nothing outside of bad luck will get close enough to kill you.  As a bonus, if you park the loaded tank down below with the others before you follow Spark through the wall, the same tank, extra heavy gunners and all, will emerge on the other side of the wall, allowing for even more carnage if you elect to drive it. 
The Scarab can most easily be beaten by a Scorpion, but you can&#039;t slow down to hit the Choppers until you&#039;ve gotten under the Scarab, between its legs, or else it&#039;ll hit you.  Just camp out underneath, taking pot-shots at the Choppers and don&#039;t be afraid to kill the Marines in the process of hitting the Scarab&#039;s legs, or else you&#039;ll never hit them.  Once it starts to drop, you don&#039;t seem to be able to get stuck under it, so just roll out towards its rear end and hit the armor covering the power core, much like you might do in &#039;The Covenant&#039; before entering the citadel.  Just make sure you&#039;re not too close.
Finally, pick up or exchange a fuel rod gun or a rocket launcher and give it to one of the two Marine&#039;s exiting the Pelican near the entrance before they get inside.  If you try to trade, one will stop and turn, and then you can trade like usual.  They&#039;ll still go in, and you should go back for another heavy weapon.  Once inside give it to the other Marine and you can let them both do so much more of the work.  You can always take the big guns back later on to deal with the Chieftain, too.

Finally, you can get a Warthog and, to an even greater degree, a Chopper very far into the building, given patience and a good driver.  I would imagine, if you&#039;re so dedicated, that if you saved a Mongoose from way earlier, it&#039;ll go pretty far. too.  It&#039;s best done in Co-op so that one player can escort the vehicle while the other drives.  My brother and I have gotten Warthogs down past the room full of Grunts and explosive blue plasma batteries (I think that&#039;s what they are) before getting it stuck in the following hallway and we&#039;ve gotten a Chopper all the way through the level, right down to the Chieftain.  Once in a while, though, the Chopper disappears after the encounter with the Phantom and Banshee at the Cartographer.  There&#039;s no reason to do this other than for laughs, since it&#039;s pretty bizarre to watch it in the Theatre mode later on, but you can still splatter unsuspecting enemies.
The Warthog might require a few well-aimed melees (try it in Easy or Normal first) and the Chopper will need boosts to get around some corners, but it can be done without too much effort.</description>
		<content:encoded><![CDATA[<p>The best way to take out the Hunters under the big anti-air gun is, forget Brute Shots, to detach one of the plasma turrets from the previous area&#8217;s gravity platform and lug it along.  Drop the turret and snipe Brutes and Jackals as usual (I use the BR for mere Grunts) and then pick up the turret again.  As long as you know how to use cover, it&#8217;s remarkably easy to kill the two Hunters with plasma.  You can use whatever ammo is left for the Grunts and the Brute on the slope.<br />
After the downed Pelican, before you jump recklessly down towards the Choppers and Ghosts, you can use the sniper rifle to hit Brutes and Grunts standing in front of the Longsword before they get into their vehicles.  They usually don&#8217;t even react when the others around them start dropping.  If your Marines jump in with a Prowler, an enemy vehicle or two might engage them, but most of the Covenant troops will just walk sedately to and fro in front of the Longsword fighter.<br />
Next to the Warthog after the fighter there&#8217;s more sniper ammo.  If you took one of the pristine Ghosts sitting in front of the fighter, you can boost your way to a little ledge on the left (look for it and you&#8217;ll eventually find it).  This makes a beautiful sniping spot, and again the enemies guarding the door and behing the blue blockade barriers usually don&#8217;t react when their comrades are shot.  Sometimes they&#8217;ll run for a short distance, but then just amble along again.  (Does anyone know why they don&#8217;t seem to react too much?)<br />
If you still have any sniper rounds left, after defeating the two Ghosts, you can get up the rocks (like you&#8217;re going to the Famine skull) but then hop over the ledge you&#8217;d normally drive around to advance and nail some of the enemies over there with a BR or sniper rifle.<br />
The same can be done to the Brutes further along around the gravity platform.  You can also snipe away the Wraith&#8217;s gunner, making a boarding and even a hijacking much easier.  I&#8217;ve never tried to keep the Wraith and use it in the next bit, but it seems likely enough that you can, though I prefer the Scorpion.<br />
Finally, whenever given the chance, give the Marines on your Scorpion tank fuel rod guns and/or rockets.  It&#8217;s a good to pick up the fuel rod gun from the Grunt behind the barricade and save it for  Marine, and with luck the rocketer from way back at the Pelican will survive to climb aboard your tank.  There are usually a couple of fuel rods guns by the gravity platform after the first Wraith, and as long as you haven&#8217;t turned the corner you can give those to some Marines without the other Wraiths hitting you.  Then there should be at least one more fuel rod gun an enemy carries out of the Phantom up above near the door you need to enter and one will be behind the blue barricades again.  Give them to Marines.  There is nothing more satisfying than firing the main cannon while some one fires the turret and four unhinged Marines let loose green globs and/or rockets.  The tank becomes an even greater death machine, and nothing outside of bad luck will get close enough to kill you.  As a bonus, if you park the loaded tank down below with the others before you follow Spark through the wall, the same tank, extra heavy gunners and all, will emerge on the other side of the wall, allowing for even more carnage if you elect to drive it.<br />
The Scarab can most easily be beaten by a Scorpion, but you can&#8217;t slow down to hit the Choppers until you&#8217;ve gotten under the Scarab, between its legs, or else it&#8217;ll hit you.  Just camp out underneath, taking pot-shots at the Choppers and don&#8217;t be afraid to kill the Marines in the process of hitting the Scarab&#8217;s legs, or else you&#8217;ll never hit them.  Once it starts to drop, you don&#8217;t seem to be able to get stuck under it, so just roll out towards its rear end and hit the armor covering the power core, much like you might do in &#8216;The Covenant&#8217; before entering the citadel.  Just make sure you&#8217;re not too close.<br />
Finally, pick up or exchange a fuel rod gun or a rocket launcher and give it to one of the two Marine&#8217;s exiting the Pelican near the entrance before they get inside.  If you try to trade, one will stop and turn, and then you can trade like usual.  They&#8217;ll still go in, and you should go back for another heavy weapon.  Once inside give it to the other Marine and you can let them both do so much more of the work.  You can always take the big guns back later on to deal with the Chieftain, too.</p>
<p>Finally, you can get a Warthog and, to an even greater degree, a Chopper very far into the building, given patience and a good driver.  I would imagine, if you&#8217;re so dedicated, that if you saved a Mongoose from way earlier, it&#8217;ll go pretty far. too.  It&#8217;s best done in Co-op so that one player can escort the vehicle while the other drives.  My brother and I have gotten Warthogs down past the room full of Grunts and explosive blue plasma batteries (I think that&#8217;s what they are) before getting it stuck in the following hallway and we&#8217;ve gotten a Chopper all the way through the level, right down to the Chieftain.  Once in a while, though, the Chopper disappears after the encounter with the Phantom and Banshee at the Cartographer.  There&#8217;s no reason to do this other than for laughs, since it&#8217;s pretty bizarre to watch it in the Theatre mode later on, but you can still splatter unsuspecting enemies.<br />
The Warthog might require a few well-aimed melees (try it in Easy or Normal first) and the Chopper will need boosts to get around some corners, but it can be done without too much effort.</p>
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		<title>By: yayap</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-2/#comment-5921</link>
		<dc:creator>yayap</dc:creator>
		<pubDate>Thu, 26 Mar 2009 10:07:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-5921</guid>
		<description>&quot;me like arbiter, brutes stinky bad bad, i have the fist of rukt,heheheh?&quot;
ref to both gwunts in h2 and h3</description>
		<content:encoded><![CDATA[<p>&#8220;me like arbiter, brutes stinky bad bad, i have the fist of rukt,heheheh?&#8221;<br />
ref to both gwunts in h2 and h3</p>
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		<title>By: Christian Bethel</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-2/#comment-5846</link>
		<dc:creator>Christian Bethel</dc:creator>
		<pubDate>Mon, 02 Mar 2009 17:16:33 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-5846</guid>
		<description>Excellent analysis.  I wouldn&#039;t have done something this detailed.</description>
		<content:encoded><![CDATA[<p>Excellent analysis.  I wouldn&#8217;t have done something this detailed.</p>
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		<title>By: Dragrath</title>
		<link>http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/the-ark/comment-page-2/#comment-5840</link>
		<dc:creator>Dragrath</dc:creator>
		<pubDate>Fri, 27 Feb 2009 03:52:45 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ascendantjustice.com/?page_id=146#comment-5840</guid>
		<description>About the Hunters, Halopeidia clearly says that the Hunters split most actually siding w/ the Elites only a few actually remained w/ the main covenant possibly explaining why there are so few hunters deployed against you in the entire campaign. oh also I can&#039;t confirm it ether way but I heard that the hunters were originally supposed to appear as your allies along W the elites (gotta love those guys)if that was true it would have been awesome... Hunters &amp; Elites Rule!!!!!!</description>
		<content:encoded><![CDATA[<p>About the Hunters, Halopeidia clearly says that the Hunters split most actually siding w/ the Elites only a few actually remained w/ the main covenant possibly explaining why there are so few hunters deployed against you in the entire campaign. oh also I can&#8217;t confirm it ether way but I heard that the hunters were originally supposed to appear as your allies along W the elites (gotta love those guys)if that was true it would have been awesome&#8230; Hunters &amp; Elites Rule!!!!!!</p>
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