Massed Hunters

Posted March 2nd 2007

The basic idea

There are plenty of Hunters on the island, and by taunting them into position you can amass as many as six to have fun with in a conveniently replayable save. Here's the sort of mischief you can enjoy.

Rockets and more

My favourite activity is to send in rockets from afar, or from an overlooking vantage point, or from closer up while dodging about to avoid fire or swiping. The Hunters make easy targets, and on Normal it takes only one rocket per Hunter, so you've got enough ammo for the whole lot.

Rockets make things pretty easy though, so how about fun with other weapons? For maximum flexibility it's nice if you've got some spare weapons in the vicinity, so can always pick up what you want. I like having plenty of needlers so I can send in explosive streams or simply watch them bouncing off shields in spectacular patterns. Bouncing plasma off shields is fun too. You could also wade into the Hunters and see if you can kill them all with your method of choice; maybe pistol shots to the back, maybe a spot of AR drilling, or simply melee attacks. Plenty of good challenges there.

Warthog fun

There's also the Warthog of course. You could use it to squash the lot, or you could whizz around letting a chain-gunner do his stuff - preferably the comical Sergeant Stacker, who really gets into his work! With this option in mind, it's a nice idea if you're actually riding in a manned hog at the start of your save, heading for the Hunters. When letting the gunner do his stuff, I like to repeatedly drive straight at Hunters to make them jump clear.

Avoid the barrage

You can also just let the Hunters barrage you with shots from distance; see if you can keep avoiding them. Should be quite an experience, but I hope you've got an overshield!

Marine assault

If you position the Hunters suitably, it's possible to get a squad of Marines to run along and attack them. Big fun! This idea is detailed in the Marine assault section later.

Marine distraction

Another way of getting Marines in on the act is to drive them within firing range of the Hunters, optionally make them dismount, then get clear of the hog to attack the Hunters yourself. The Marines probably won't last long, but they're at least a distraction to the Hunters. You can exploit the distraction or simply enjoy watching the Marines get bombarded.

Oooh… pretty

Massed Hunters make a spectacular sight, which incidentally would make some fine screenshots if anyone cares to oblige! Be sure to take a bit of time to admire them once in a while, before slaughtering the lot.

Creating a good save

Here's some basic advice on creating a conveniently replayable save, in which you're approaching the Hunters shortly after a checkpoint. Later sections give additional advice.

Difficulty level

I recommend using Normal for this. If you use Heroic or higher, it becomes more difficult to assemble a large collection, bearing in mind that each time you bring a new Hunter along, you'll come under attack from the ones already there. Higher difficulty entails more aggressive firing. Another advantage of using Normal is that Hunters are killed with just one rocket apiece; so you'll certainly have enough rockets to wipe them out. I wouldn't recommend using Easy as it's harder to taunt Hunters into position; they're too hesitant.

Rough plan

Here's an outline of how you can do things. After the landing battle check that Sergeant Stacker is still alive and healthy, if you're interested in having him available for some amusing chain-gunning later. Leave him there and head off anti-clockwise. Wipe out the Jackals, then a small group of Elites and Grunts, then the enemies outside the main facility and inside on the top level. There's no need to go down to the door that locks. Proceed to the substation killing all enemies on the way, including the first two Hunters you meet (see later for why they're usually off the menu for your collection). Taunt the substation Hunters out to start your collection, then return and use the substation. Kill the newly appeared Grunts and Jackals on the beach outside. Head off to the main facility, where there are now two Hunters outside and two inside. Add to your collection. Get prepared for your fun (weaponry, health, overshield, hog) and save a checkpoint, preferably not far from the Hunters.

Taunting Hunters into place

For general advice on taunting Hunters along, see here. Mostly you should be moving them by simply running a short way ahead of them. That's fast and easy as long as you're on Normal or higher. On Easy Hunters are frustratingly hesitant to chase after you, so it's not as convenient. When you want to get away from your pursuer, dodge a swipe and run back past him quick.

Completing your save

Once you've formed your collection, go off and get prepared. You'll want your preferred weaponry, maximum grenades, full health and a new overshield, and you'll probably want to be riding in a hog as you get a save checkpoint somewhere (there are a few available around the outside of the island). I suggest you have the hog manned, so you'll always be able to drive in and have some chain-gun fun if you want. You can always leave passengers behind if you don't want them.

Spare weapons

For extra flexibility, arrange some spare weapons so you can always pick up what you want. You could have some just past where your save checkpoint will occur, allowing you to swap weapons before heading into battle. Or you could have some waiting at a planned attack point - ideally in a protected spot, as you don't want a Hunter shot to be able to sail in and blast your spares halfway across the island!

Tips on adding Hunters

Here are some tips on adding a Hunter to your collection.

Usual method

Unless forming your collection beneath a handy drop (see later), adding each new Hunter will entail taking him along to the others then getting away quick; a potentially tricky operation. Obviously it will help if you can make your approach under shelter of rocks or something; maybe you can get quite close before the mob even sees you. However, that's not completely necessary; it's perfectly possible to build a collection of six out in open ground. It may help to approach in an arc that spirals in, to help avoid fire. To escape your pursuer, sidestep a swipe and head off past him the other way. By the time he turns to face you, you should be far enough away that he won't chase. That's not to say that other Hunters won't chase though, if you got sufficiently close to them. You'll also be coming under fire of course, so a bit of weaving might be a good idea.

The larger the collection becomes, the tougher each addition is likely to get, and the more prudent it becomes to have full health and decent overshielding. Fortunately there are lots of medkits and overshields around the island, but make sure to leave one of each for when you've finished your collection, so you can ensure that you'll be starting your eventual save with full health and overshielding. See here for tips on getting rid of a damaged overshield so you can apply a new one.

It's also a good idea to get a checkpoint before an addition, so that if things go badly (e.g. if you get blasted to kingdom come, or if the collection gets dissipated due to Hunters chasing you too far as you try to run off), you can revert for another go without having lost much work. For example you could leave a hog just outside the danger zone, and when you reach it with your new Hunter in tow, you can quickly drive off to get a checkpoint, then return to attempt the addition.

Using a drop

There's a special method you can use to form a collection beneath a suitable drop. Taunt a Hunter up to the drop, then dodge a swipe to make him fall off. Repeat, and eventually you should have a tight-knit collection down below (which could be good for spectacularly rocketing the lot in one go). The nice thing about this method is that adding each Hunter is a lot easier and safer than usual. It's potentially safe enough for you to use Heroic or even Legendary if you want (e.g. if you want Hunter fire to be more intense, in your eventual save). There are quite a few drops you can use like this. Some are mentioned in the section on locations.

Details on the Hunter pairs

You actually meet eight Hunters on the island, but I don't think you can get more than six for your collection. Here's why. Remember the two that you meet on your way to the security substation? Even if you bypass them, the game seems to kill them shortly after you've used the substation (the same would go for other enemies you bypassed). And you'll need to use the substation if you want the rocket launcher and the four Hunters at the main facility (two outside and two inside).

The pair inside the security substation

With a Hunter from inside the security substation, the quickest way to get him down to the beach (if you want to) is to tempt him over to the edge near the substation exit, then let him swipe and miss so he stumbles over. You can jump down safely to follow him, and then lead him off to wherever you want. However, he'll probably take some fall damage if you do things this way. If you want to keep him in perfect health, the slower way is to lead him to the beach the way you came in.

The pair outside the main facility

After using the substation, there are two Hunters outside the main facility, and two within. The outer Hunters tend to return to their platform unless led far away. For this reason, the grass below the main facility would not be a good place to try and leave them (a pity, as the platform would make a nice overlooking position from which to attack a collection in relative safety). How far away do you have to take them before they'll stay where you leave them? Taking them down to the 'Jackal rock slabs' (large slabs that had some Jackals on) seems to be ok if take them past the nearby boulders close to the sea. Going in the other direction, taking them to the vicinity of where you found an overturned Warthog seems ok. I've also seen them stay put below the hill cliff near the main facility.

The pair inside the main facility

In regard to the Hunters inside the main facility in the 'Hunter chamber' as I call it, it's perfectly possible to taunt them up and outside, as you'll already know if you've ever created Hunter fireworks. However, take heed of the following points.

(1) If you were to bring one Hunter all the way out and then go back for the other, you'd find that the first had frozen - which is useful for fireworks but not for your live collection! To avoid any freezing, have the Hunters quite close together when trying to taunt them up over the loading point (located near the bottom of a ramp). That's a bit fiddly and may require a few attempts; and I strongly recommend having good health and overshielding. If you find it too awkward, there's nothing to stop you just bringing out one of the Hunters, giving you a maximum collection of five. If you're happy to try for both however, my advice would be to first get one Hunter up to just before the loading point, then go back and bring the other one up, then try to keep them both nearby as you take them over the loading point and up the ramp. Once they're up, you can return to taunting them along one at a time.

(2) Don't kill all the Jackals at the Hunter chamber! Otherwise I believe you'll get the following checkpoint annoyance in your save. As soon as you've killed both of the Hunters in question, you'll have killed all the enemies that were in and around that chamber, and this triggers a checkpoint (though it may be delayed if you've still got other Hunters near you). If you get that checkpoint, you won't then be able to simply revert to get back to the start of your save.

Locations

Where to put your Hunters? I'm mainly thinking of having them somewhere around the outside of the island, partly because that always gives you the opportunity for distant rocketing or other distant attacks, as well as the ability to whizz around freely in a Warthog. But there's nothing to stop you having them elsewhere if you want, including indoors.

Using a base save

If you're interested in trying out different locations, I strongly suggest creating a 'base save' in which you've already done as much of the common work as possible, to save time. For example your save could feature six Hunters spread around the outside of the island. To produce a final save, you'd take a copy of the base save, move the Hunters to your location of choice, and finish off as usual.

A suggested first location

If you want a suggestion for a nice first location, try putting them near the 'Grunt hill' against which the crashed Pelican nestles. You'll have the advantage of being able to attack from on top of the hill. I suggest you put them well out in the open so you've always got the chance for some good fun zipping about in a Warthog while a chain-gunner does his stuff. But it's also good to have them within needling distance of the hill if you're into pink mischief. You can get a save checkpoint at either end of the beach; it won't take long to reach the hill in your hog and get up to start an attack from the top if you want.

Overlooking the Hunters

I particularly like the idea of having a high vantage point from which to attack Hunters in relative safety - especially with the rocket launcher. It's also pretty spectacular to see Hunter shots come sailing up at over the edge. Here are some vantage points to consider.

(1) Grunt hill

There's the 'Grunt hill' against which the crashed Pelican nestles; I've already mentioned this as a nice first location to try. Note that you can even drop Hunters down into place, after leading them up the narrow path to reach the top (which is a delicate job that requires patience, but it's doable).

(2) Jackal rock slabs

Just around the corner from the landing zone, there are a few huge slabs of rock where you met some Jackals. The higher one is ideal, and there's a save checkpoint you can get when coming down the hill from the main facility. It's possible to get spare weapons onto the high slab, to have plenty to choose from. Incidentally, if you make Marines dismount near the rocks (on the side nearest the landing zone), they'll tend to start running for home. If you clamber up onto your rock, you can potentially enjoy watching them get bombarded by several angry Hunters. Quite a sight!

(3) Ramp-like hill

There's a ramp-like hill on the beach, just near where you found an overturned Warthog. That's usable as a vantage point if your Hunters are ahead of the end or off to the side.

(4) Platform outside the main facility

The platform outside the main facility overlooks the grass below, but it would be no good in regard to the Hunter pair stationed on the platform as they'd tend to come back up after you led them down. Still, it would be ok if you're happy to omit that pair from your collection.

(5) Hill cliff near the main facility

Looking at the main facility from the beach, there's a grassy slope going up to your left, starting a hill that borders the sea as a cliff. You could have Hunters below that cliff, right near the water or actually in it. One option is to take Hunters up the slope and make them drop off the edge near the top. Mind you, they often land part way down the cliff, supported by pretty much nothing! Looks weird. With a bit of effort you could get several perched part way down like that, and perhaps have fun attacking them from out in the water.

(6) On top of the island

You could be up on top of the island, for some long-range attacking!

Inside the main facility

There's also the possibility of having a bunch of Hunters inside the main facility, but there's a slight hitch with that. If you take a Hunter down into the facility then come back up for another, you'll find that the first Hunter has frozen in the meanwhile - I think it will have frozen as you crossed a loading point on the way up. That's no good of course. The upshot of this is that if you want to bring more than one Hunter down into the facility (to add to the two already there), they'd better all be near fairly near you as you cross the loading point on the way down, so that you won't need to go back up again. Bringing down two at once shouldn't be too much trouble, and that would give you a group of four in the facility. Maybe you can even bring four down to end up with six, but I haven't tried it so I can't say how hard it might be. Once you've got Hunters down past the loading point, it should be okay to break up the group and start leading them along one at a time to the collection area.

If you do assemble some Hunters in the main facility, there's also the question of getting a handy save checkpoint. One idea for that is the checkpoint you can get after triggering the cutscene in which MC kicks something off a platform (it's just to the right after coming through the door that was locked). From there you won't be far from your collection, wherever it is.

Marine assault

By exploiting some Marine homing behaviour, you can get a squad of Marines to run along and assault a group of Hunters. Here's the general idea. Use three Warthogs to ferry six Marines away from 'home' - the place where they collect after the landing battle. When you make them dismount, they'll tend to start running for home if close enough. If you've moved some Hunters there or indeed to anywhere along the homing path, your bozos are now on a collision course with them and you're in for some good entertainment. Read on for more advice.

The set-up procedure in more detail

Here's more detail on the procedure for setting things up.

First move a six-man squad away from home in three Warthogs. If you plan to have any Hunters at the Marine home, kill any remaining Marines (either now or when you bring a first Hunter along). Actually you could instead have ferried superfluous Marines to somewhere far away where they'll stay put, but normally I'd just kill them, at the risk of becoming a traitor for a while.

Move your Hunters into position at the Marine home or anywhere along the homing path the squad will be taking. You could have the Hunters in one big group or a few smaller groups, or spread evenly along the homing path, or whatever. Obviously you don't want any Marines to be firing on them yet, so all Marines need to be well clear as you lead the Hunters along from various locations.

Once they're in position, move two of the hogs to the desired dismount point. Preferably also take the time to place a few spare weapons shortly ahead in the direction of the attack, so that each time you start running into battle with the Marines, you'll be able to swap weapons if you want. That'll give you a lot more variation in the battling. Riding in the final hog, approach the dismount point in such a way that you get a save checkpoint just before arriving. Save it; job done.

The Marine homing area

When you get your Marines dismounted from the hogs, they'll need to be within the Marine homing area else they won't head for home at all. How far does the homing area extend? Going anticlockwise from home, it seems to extend all the way along the beach and around the corner for a short way, about as far as the Jackal rock slabs. Going clockwise from home, it seems to extend all the way along the beach and around the corner, and all the way along that next beach (with the Grunt hill and crashed Pelican), right up to near the far end - a position I'd used before in launching a beach sweep past the Grunt hill.

However, things seem a bit fickle. Sometimes when you get the Marines dismounted, some of them may not immediately run for home. Some may just stand around or only walk slowly. I don't have a full understanding of this, but one thing I have noticed is that once Marines are alerted to the enemy, it seems to spur them into action if they're dawdling. With this in mind, you may prefer to have the dismount point be within sight of the enemy, to try to ensure a six-man attack. For example, if you have all the Hunters at the Marine home, you could have the dismount point be near the rightmost end of the landing zone beach as you look from the sea.

Some of the fun you can have

With a group of Hunters at the Marine home, one thing I like to do is hop up onto a rock and watch. Actually, even if you're down on the ground, the Hunters still tend to focus on the Marines. They'll turn this way and that as they try to find a victim to swipe. It's basically chaos, with Marines getting knocked about all over the place.

I just love sending explosive streams of needles in on Hunters, especially when they're distracted by Marines. Ok the bang sometimes damages bozos who don't have the good sense to get clear, but hey, that's their lookout, right?

It can be fun to have the Hunters spread evenly along a long homing path. As you run along you'll get to tackle them one by one. Mind you, the Marines don't stop to finish off enemies; they keep on running for home unless in rage mode. Usually it'll be up to you to finish Hunters off, unless you severely weaken them prior to the squad reaching them. Alternatively you can just enjoy watching the whole thing!

More than six Marines

With a bit of extra effort you may be able to get an attacking squad of more than six Marines if you really want (there are nine available on Normal). You could have six Marines in hogs as usual, and have the others cunningly hemmed in or blocked by one or more hogs so they can't head home until you move a hog to release them. Arranging this may be tricky, but here's one idea. Get three manned hogs up onto the Grunt hill, in such an arrangement that when you now get the Marines from one hog dismounted, they can't get past the remaining hogs to go down the hill (the two hogs could be placed across the narrow top, or perhaps it would suffice to have one on the narrow path). Drive the empty hog off the edge and go fetch another two Marines. You'll end up with eight at the hill.