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| The Hudd |
Nov 29, 11 at 12:20pm ^
Uncharted 3 Co-Op Adventure
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Log in to remove this sponsored message ![]() Co-op Adventure drops you and two other players into a story-based game mode involving you, your partners, and extremely tough enemies. There are five chapters spanning maps from Uncharted 1, 2 and 3, while tweaking the stories and gameplay. You can choose the difficulty level on each chapter such as Easy, Normal, Hard, and Crushing (which will become available after beating Hard mode). Hard and Crushing mode are challenging and require good team work. Be warned, though: the harder the difficulty, the lower the amount of team lives you start with. Easy mode has 20, Normal mode has 15, Hard mode has 15, and Crushing mode has 10. Co-op Adventure has almost every kind of weapon in the game as well as its own separate boosters, weapon perks, and medal kickbacks. All chapters are highlighted by the boss fight at the end, which can be quite frustrating if you're on Crushing mode. To succeed, all three players have to utilize their skills and layouts to work as a team and succeed. You can also play this mode offline in splitscreen. Maps: Borneo Spoiler:Borneo Guide ~ Borneo. The start of the five-part Co-op Adventure story. It begins with Nathan Drake, his mentor Victor Sullivan, and old flame Chloe Frazier investigating the jungles of Borneo for the possibility of treasure. Unfortunately, they stumble across soldiers under Zoran Lazarevich's command who appear to be searching for 4 tablets which, when joined together, show the location of a possibly priceless artifact. Stranded without guns, the trio must face Lazarevich's lieutenant Draza and his henchman to take back the tablets and discover their secret. ~ ------------------------------------------------------------- Spoiler:Guide First Part: OVERVIEW: this first area has two parts - a cramped semi-circle area with logs for cover, and after a short narrow path, a large but diverse area with many fallen logs and a few crates. In this place you'll find the first crate containing a tablet. After opening it, you'll automatically advance to the next area. You begin without guns, and with two standard soldiers facing away from you. Stealth them and take their pistols, but make sure you escape or throwback the grenades, because their close proximity can potentially kill you. There are a couple of heavies with sawn-off shotguns here that will come towards you, so hang back and focus on their helmets. Try not close combat here, as revenge can be a pain in this cramped area. There's a pistole which could be helpful for quickly taking out the guards loitering in the larger area. After wiping out all the soldiers, a story circle will appear at the crate, which will trigger a short cutscene where the characters state they can bludgeon the crate open. One person can now interact with the crate, which will cause the character to slowly open it by ramming their rifle into the lock. Doing so triggers a wave of enemies, so that person should stop immediately as they are left completely vulnerable. Your best option is to go back to where you began as soldiers, primarily heavies, drop down from the bridge above the crate and the narrow path, so you'd be attacked from both sides if you stay there. Hang back and wipe out all the enemies, as well as campers on the bridge. Next open the crate to enter the next part. Second Part: OVERVIEW: You start on the bridge above the crate. Following it leads to a small 'island' of sorts, from which another bridges extends from. This bridge leads to a high area with many ledges, with a campsite in the middle, with a wooden gate just beyond it. On the island there are a few riot shielders and a couple of standard soldiers, so lob a grenade at em'. On the bridge leading to the hilly area there's a heavie, and at the end another one and a few standard units. Wipe them out, but watch your rear as some soldiers climb up the ladder from before. Move on to the hilly area. A Hammer Zorskel (more armor!) drops onto a small ledge surveying the place, as well as a mix of normal soldiers and heavies, mainly with shotguns, will come out of hiding. Go back to the island to stay out of his range, because movement is tricky in that area. Focus on the other soldiers for now, and keep an eye out for a couple of armored chokers. Ammo will likely fade very quickly, so don't go crazy. After making sure it's just you and Zorskel, go across the bridge and focus your fire on him, but spread out a bit. There's a Wes .44 on a log to the left which can help. The next part will begin after they boost each other up to the top of the gate. Third Part: OVERVIEW: You begin in an open area with a couple of stations with benches, crates and guns. Beyond them are lines of crates for cover and an elevated walkway with a few large trees nearby. Further own there's more crates and a cliff. The tablet crate is right near the walkway. Take cover at the first station and take out the enemies at the second one, then move on if you wish, but keep your eyes open. A carpet bomb heavie will appear on the walkway along with heavies and standard soldiers, and snipers on the cliff. The carpet bomb guy isn't too bad, especially with the dragon snipers around the place, and a Wes through a narrow tunnel to the right of the second station in which enemies spawn. After taking out all enemies, start whacking the lock. Stop doing so when soldiers start spawning, mostly from the cliff area. This bit is pretty easy, but they spawn all over the place so find some good cover. When you finish them off, a story circle will appear to the left of the cliff face, and you'll be boosted up to the next part. Fourth Part: OVERVIEW: You wind up in a large camp area full of tents, and a narrow pathway to your right. Beyond the pathway is a three level area; the path circles around to the opposite side, below the path is a circular watery place with a single generator for cover, and at the start of the path you can climb up some handholds to a higher point. There's a Tau right before the first tent on the right, which may be helpful for quickly taking down the heavies to come. Once you walk along the path, a few standard soldiers appear on the other side, as well as a Hammer heavie. Your best option here to to hang back in the tent area to avoid the explosions and take them out from afar, although having someone go halfway along the path and attack the soldiers spawning from there isn't a bad idea. Once they are killed, go to where the Hammer guy was and continue forwards. As always, grabbing the Hammer can greatly help with the next bit. A few soldiers, two normal and one heavie choker will leap at you, but it isn't a problem. Head to the circle at the end of the area to enter the final part. Fifth Part: OVERVIEW: After a short cutscene, you're now behind a log surveying the area. There's another log just beyond it which Sully mentions is a good spot for covering fire. Below is a somewhat flooded area with elevated walkways, with a few scattered structures and a station at the far side. To the right of the covering spot there's another one with sandbags, and beyond from that a narrow path leading to a dead end. To the left of the covering spot there's a higher point which I think is inaccessible, and a short jungle passage on the ground level. Right next to the narrow path beyond the sandbags is a tower which can be climbed into via a ladder down below. There are 2 crates here, first at the station, and second near the tower. It's a good idea for someone to stealth the soldier and take the covering spot, but not essential. The other two, at least, should hop down, stealth then hang back and take out the heavies. Some soldiers also come from the right side of the area, so don't go to far ahead. Some armored chokers will appear up top, so try to keep near each other in case someone gets caught. After taking out the soldiers before the station, continue on, but watch out for a riot shielder behind the structure next to the crate, and the heavies in the station. The jungle passageway to helpful here. Once all enemies are defeated, everyone head over to the crate and start opening it. Once someone begins whacking it, soldiers, mostly standard ones, will stream in from windows on opposite sides of the station. Someone should stay inside there and focus on them, while the other should protect the person opening the crate from soldiers on the walkways. Some heavies will appear from the hut soon, so head back and keep an eye out. Don't go for the crate until all enemies are defeated, because things can get bad quickly here. Once doing that, open the crate. Run from the station as heavies appear, but don't go into the open as a Hammer guy appear on the cliff along with some other soldiers. Going back to where you begun is your best bet, and climbing up to the covering points will allow you to get a clear shot on everyone, but again, don't stray from your teammates too much. Once you defeat all enemies, open the crate. Lieutenant Draza (Sniper boss) along with some heavies will appear at the station, including a carpet bomber, so your best strategy to to vault up to the higher points, but watch out for chokers and snipers on either side. Climbing to the top of the tower is an excellent idea, it keeps you safe and there's a Dragon and G-mal up there, but you'll find you run out of ammo quite fast, and it distances you from teammates, so use at your own risk. Focus on the heavies before Draza, then take down Lazarevich's right-hand-man by focusing on his head. The T-bolt kickback is especially helpful here, as well as team-based ones, like Army of Three and Team Medic. Once he and all the others go down, proceed to the story circle and you're done! Congratulations if you succeeded. If not, keep trying. Crushing only gets easier as you learn the layout and weapon locations. ~ The three treasure hunters connect the tablets, which shows a bust of Juno, an ancient god. Nate says that the statue is priceless, but he doesn't know where to find it. Sully states they should head to the underground Secret Library in London to consult an old book showing the exact location. ~ London Underground Spoiler:London Guide * At the start you will be in an abandoned train station, get in cover and shoot the enemies, aim for the helmets of the heavies. Once the helmets are off, approach and a melee will kill them. Next you will have enemies spawn from the sides of both trains and the cove ahead. Work through, be aware of chokers. Once clear head towards the checkpoint, once triggered get straight in cover, you will have snipers and shotgun heavies and chokers. Get the Dragon Sniper to the right of where you start and take out the sniper and helmets of heavies. Work your way down clearing the area and eventually you will find an RPG, either right at the back on a raised platform or on the trains.
A Cluster bomb heavy will arrive, focus on him, get 1 guy to draw his attention whilst the other shoots him and the 3rd can kill the stragglers. On the balcony of each cove are grenades, keep going back and getting them and use them for extra firepower taking him down.
After all these are cleared, push the tram upto the fence and cilmb over. This next part has chokers and heavies, but there is a Hammer on the train itself an RPG on the tracks etc, so it is easy to cear, stay back and in cover and you will breeze through.
Work up to the top, kill a few stragglers and get ammo, there is a sniper, hammer and rpg around I believe.
If you can keep cover and target enemies correctly, you will succeed. If a man is downed and far away do NOT go to him, you will get killed by the turret and heavies. Let them die and stay alive, they will respawn and help you out. After the area is cleared, pick up the Hammer, dropped by a heavy and shoot the truck. Chapter will be complete! Monastery Spoiler:Monastery Guide * wow 74 guide First off, there is a Pak-80 to the right of the stairs where Nate gets sniped. There is also a Hammer on the other end of the map (save this for the armored RPGs). All the power weapons need to be brought to the statue before advancing with the checkpoint. Now, two players need to have Army of 3 kickback, and the other one is recommended to have Protector. First, take out the regular rpg guys with the M9 or long gun you have (save the Dragon Sniper). When the Pak-80 brute appears, one person needs to activate Army of 3 and kill him fast with the Pak-80 (takes around 5 secs). When the armored RPG guys come, the Pak-80 person can quickly kill them (very effective!), and the second person needs to be the sniper (don't forget about the Hammer too). With Army of Three, one snipe to the head or one Hammer shot will kill them. When Army of Three runs out, the second person needs to activate it again. The third person needs to take care of the other armored shotgun guys creeping up (preferably with G-Mal or something). If they reach the statue, activate the Protector kickback and take care of them while the other two continue to kill the armored RPG guys. Also, it helps if the third person stands BETWEEN the statue and the armored RPG guy because sometimes, the rocket will hit YOU instead, and your partners can just heal you. And don't worry about losing lives before this part...If you don't beat it on the first try, you never will (since all the power weapons will be scattered around the map again). (Courtesy of Wow 74)
Also buy as many mods as you can, especially for the dragon sniper. For the first part we found it was best to stay back in the starting area and let the enemies come to us for two reasons. The alleyway up ahead acts as a choke point for enemies and in the courtyard you can get easily flanked. Its okay to go up to get ammunition but don’t stay around for too long. When the heavies come, stay outside, and take turns using cover when you need to. Also a general tip: revive someone before trying to kill the person near them, because they could drop a grenade and kill the downed team-mate. Also when you revive someone your health is regained so don’t worry about losing your health. If you’re being choked, when your team-mate saves you, throwback the dropped grenade as your team-mate may still be in the animation and so can’t throw it back himself! This next area is pretty easy, just shoot and run back from the chokers. Remember that once the helmet is off you can kill them, but be wary of grenades. Ok in the church it’s best to start off by getting the dragon snipers. Take out everyone and keep an eye out for the guy with the m32; you’re going to want to remember where he drops it. Okay, as Ben is showing you, to get the next wave just do the first jump then come back to the main area and take out the enemies. Once they are all down climb to the keys and trigger the cutscene, and be careful not to fall! Once the cutscene has ended you’ll have riot shielders come through the windows, they can be easily killed. Rush to the other end and take cover. You’ll have some normals, heavies and armoured chokers. There’ll also be another M32 hammer enemy, so keep an eye out for him. Finally you’ll have the first PAK 80 guy. Save the M32 Hammer ammo for later. Just stay in cover and take him out with regular guns. Once you get to the checkpoint have two people get the m32’s. The other should take a gun they are comfortable with (dragon sniper ammo is sometimes available) Once outside, one person with the m32 carries Drake, the other m32 holder should use their pistol/switch momentarily to another gun, as you want to save the m32 ammo for the enemies coming up later. There's plenty of G-MAL/M9 ammo to take out these guys. Now after taking out all the enemies, but before placing drake at the statue, gather up your guns. There is a PAK 80 to the right from the door you came through and a T-Bolt hidden in the far right corner as shown. Grab these, and swap them with the guns around the statue so that you don’t have to go and get them later. Extra M32 Hammer ammo can be found at the far left corner if necessary. When you place Drake down the first enemies will come from where the T-Bolt is. You can take them out quite easily, but only use normal weapons like G-MALs or M9’s so you can save your power weapons for later. After a while more enemies will spawn from behind as you can see in the video so be careful and take them out also. Remember to keep picking up the PAK 80 and other Power weapons now and again as they disappear if left lying on the ground for too long. Once you’ve taken them all out, the life bar on the Statue will now appear. This is when the RPG carriers, dragon snipers and the PAK 80 guy comes in. The Dragon Sniper and G-MAL are recommended to take out the RPG and Dragon sniper enemies as you’ll need to take them out pretty quickly. With the RPG guys, the first shot they fire won’t affect the statue, but it can still hurt you. IF you let them shoot twice it will damage the statue so be quick in killing them. There will be several ground enemies too so I recommend having at least one person focus on that instead of the RPG enemies. AS SOON as the PAK-80 brute comes, one player must use Army of Three and use the PAK-80 you got earlier to quickly take him out. Try and use Army of Three at the right time so that the armoured RPG enemies can also be taken out easily. Once they are gone, you might have a few chokers but they are pretty easy. Once army of three runs out you can use the PAK-80 and the M32 hammer on any other armoured RPG carriers. You’ll know you’ve finished this section when the checkpoint appears. You’ll want to be quick to gather up any wanted guns because Drake can activate the next part without you even being in the checkpoint, though if you are quick this can be an advantage as you can get ready in the area of your choice rather then having to waste time getting there when the next enemies DO appear. I recommend picking up the dropped RPG’s which can be found as shown, as well as any Dragon Sniper ammo left. The best position for this next bit (or at least a good cover spot, are the stairs you came out from as shown, though I’d say you shouldn’t all group up in there as a well placed cluster bomb could wipe you all out, so try and find some positions that are all three of you are comfortable with) Once you (or Drake) activates the next part you’ll have three bosses, a M32 hammer guy, a Cluster Bomb guy and a Milita Man. You’ll also have a couple of RPG enemies at the high places which we recommend taking out first because they will be dangerous then the bosses if you are in cover. Once you’ve taken them out, I recommend going for the M32 Hammer boss first as you can use the M32 hammer to help take out the other ones. Just stay in cover with the militia man and be careful of Cluster Bombs. Try throwing these back if you can but don’t risk your life for it. Because you won’t be grouped together at this point, this is a good time to use Team Medic as you won’t have to risk your own life trying to get to someone else. That pretty much concludes this guide for Co-op Crushing on Monastery. This might not be for everyone but if any of this helped you out, please like or subscribe to the channel. As always, thanks for watching! Syria Spoiler:Guide Syria is one of the easier crushing coops, as long as you know the tricks. All 3 teammates should use Team Medic, and save it for the helicopter stage - you don't need any other kickbacks here. 1. First part, there's a MAG gun by the railing, which you can use to take out the armoured shotgunner. Grab a sniper and GMALS, and run back into the cave. Stay there until your sniper takes out the heavy RPG guy. 2. Second part, stay in the covered area, don't go out in the courtyard. When the cluster-bomb boss comes out, you may split and run across to the other building, to grab some extra ammo. 3. The 3 idols part - it's very important to never capture an idol, until you kill all enemies. As long as you remember that, you can get through the stage without losing any lives. Simply take the idol out, and stay in the area by the 3rd idol spawn (next to where the PAK gun is). The steps are: a. Take out 1st idol, everybody runs by the PAK gun and takes out enemies using GMALS. You can take out the 2 Mega Bomb guys with the PAK gun by the time they even have the chance to close in. When all enemies are dead, cap the 1st treasure and move to the 2nd one. Pick up 8 hammers and save them for the last battle. b. Take out 2nd idol, and stay by it, until you GMAL all enemies. Then cap it and move to the center courtyard. c. Take out heavies, and 3 nade boss, and take out 3rd idol. Kill all enemies, and cap the treasure. d. Again, run by the PAK gun spawn (or up the stairs, where the sniper gun is), and stay there. The good thing about that location is that snipers can't shoot you there. Use the hammer on the Hammer and Militia boss, and take down the final Brute with regular guns if you have no power weapons left. 4. Before you enter checkpoint, grab hand tau snipers (there are 3 total on the map). When on the tower, you can always drop down back to the window and grab more ammo. Take your time on the climbing part, and don't climb further until you take out all the enemies. 5. Once you get onto the tower, designate one person as the slayer, who will run around taking down enemies, while the other two people will concentrate on shooting at the helicopters. I always insist on the entire team using Team Medic, and saving it for the last part (since you don't really need any kickbacks to beat other Syria stages). Airport Spoiler:Airport Guide The final chapter of Co-op Adventure takes Drake, Sully and Cutter to the Airport where they seek the second half of the stone bust, currently in the possession of Lazarevic, Eddy and Flynn. Recommended boosters would be Regeneration (as always) and Team Safe (helpful vs RPG's etc). Team Medic is always a useful kickback to have and whilst there isn't a section within this stage where Army Of Three is hugely necessary, it's still a handy kickback to have. Area 1 (crate section): The first 3 guys can be stealthed (watch out for revenge nades!) before you come under attack from a 'heavy' and many Pistole wielding regular troops. Take these out and then have somebody climb up to the highest crate and pull down the heavy who'll be firing at you. There are many opportunities for 'Pull downs' in this stage which are highly effective, often being the fastest way of taking out an enemy. Armoured troops can be pulled down in the same way as regular enemies and even chokers (armoured or not) can be pulled down if you put a few bullets in them first directly before going for the pull down. Be aware that many enemies that are pulled down will drop revenge nades, but all the same, use them when you can! The highest crate from where you pull down the heavy is a great place to hang, keeping you largely out of enemy fire and giving you numerous opportunities to pull more enemies down as they often climb onto the crate. More enemies including heavies, chokers and Riot Shields will advance from the rooftop - take your time, stick fairly close together (and make use of those pull downs!) and they shouldn't provide too much trouble. Finally, there's an RPG (with 5 ammo!) in the fenced area to the left side of the rooftop, though it's advised to save it for the next section. Area 2 (Mega Bomb hanger): Moving to the edge of the rooftop, you'll find yourself overlooking a large square hanger, enclosed by more rooftops to the front and the right side. On both rooftops, 3 G-MAL wielding troops will show up; you're supplied with G-MAL's of your own and a Dragon Sniper so they can be taken out with those. Don't drop down before they're all killed else the next set of troops will spawn. As soon as somebody drops down from the rooftop, a 'Mega Bomb boss' will appear in the right corner of the hanger (which should be top priority to take down) along with a number of troops on the far side. Along with the earlier acquired RPG, there's a PAK sat on a crate near to the middle of the hanger - though it's a little risky running out to get it, it's the fastest way of bringing down the Mega Bomb boss. Since the other enemy troops appear at the opposite side from 'Mega Bomb', you should be able to take him out before they start interfering, particularly if somebody remains on the rooftop, 'distracting' the other enemies by firing at them. Note that there are more enemy chokers in this section, a few of which sometimes head up to the rooftop - since you cannot climb back to the highest roof, if somebody remains up there, they need to be particularly aware of being strangled since it's unlikely they'll be able to be rescued. With the Mega Bomb boss out of the way, the other troops shouldn't be too difficult to clean up. The PAK cannot be taken to the next area so feel free to use it here. Part way in, 2 sets of 4 Sniper enemies will show up on the rooftops (where the G-MAL guys were earlier) so be on the lookout for these. There's a TAU Sniper available near to where Mega Bomb appears and sometimes, the Snipers from the roof will drop there weapons onto the ground below. Area 3 (Turret section): After the cut-scene, 3 guys on turrets atop crates will begin firing at you from the area below. By aiming carefully for there heads, you can take them out with 2 shots of a Dragon Sniper (extra ammo for which can usually be found at the top of the ladder you went up in the cut-scene). Alternatively, if you drop down, there's a Hammer on the left side - 2 shots from this will kill a turret guy so it's easy to take out the left and centre turrets. Pulling down the guys on the turrets also works well, though there are further enemies on ground level so be aware of these whilst doing so. On taking out the turret guys, 3 'bosses'; one with Carpet Bomb, one with Hammer and one with Militia man appear to the far side of the area along with more troops. These can easily be taken care of using the turrets yourself. A few enemies with Snipers also appear on the roof next to the one you started on, so be sure to take these out quickly as they end up being behind you whilst shooting on the turrets. There's a T-Bolt near the centre turret and an RPG near the left turret, though these would probably be most effective if saved for the next section. Area 4 (Heavy RPG section): As the cut-scene ends, you find yourself in a very long area filled with lots of crates and enclosed by rooftops to the mid-left and far end. A pair of armoured RPG guys will appear first on the roof at the far end - if you have long range weapons, taking them out as soon as possible would be beneficial. There's a T-Bolt and a Dragon Sniper near the middle of the area and a Hammer mid-right, half-hidden behind a crate but running forward to get these is risky with the RPG's firing down upon you. Shortly after the section begins, a pair of Riot shield enemies appear from behind you and a steady stream of chokers spawn from the far end (that continue to appear throughout this section). If you haven't already killed the armoured RPG's, it may be sensible to pull back through the gate into the area from which you started as this allows you to focus on the other troops whilst being out of sight of the RPG's. A wave of enemies soon appears on the left rooftop, including another guy with an RPG but this one isn't armoured. Following that, another pair of armoured RPG's show up on the far roof and a group of enemies with Riot Shields appear at the far end. With the other enemies having been taken care of, moving further forward into the area should now be safer. A general tip would be to ensure that you and your team mates don't stand too close together in this section else a single RPG can end up taking out more than one of you at a time. Army of Three could also be used in this section which would allow the armoured RPG's to be killed in one headshot with a sniper. Area 5 (Final bosses section): It's the 3 of you in a face-off against Lazarevic, Eddy and Flynn! Initially heading for the large crate to your left can be a good place to be - the majority of the enemies spawn in the centre or far right side so the crate provides great cover from those. Lazarevic usually charges towards you first (whilst Eddy heads to the left and Flynn to the far right), so putting everything into him first (including Army of Three if you have it available) can work well. There're plenty of enemy troops around too though, so they'll need to be dealt with as well. It's not usually long before Eddy and Flynn close in as well, along with further enemies spawning so stick together and use the cover effectively. An enemy with a sniper will also appear on each wing of the plane so keep an eye out for those. Further into the section, armoured enemies and chokers will begin spawning on the left side next to the crate you may be using as cover so at that point, making a dash towards the right side of the area may be safer than staying where you are. There's also a T-Bolt on the farthest raised area over there. Try to stay out of the direct line of fire of the three bosses as they'll down you very quickly - use every opportunity to fire (and throw nades) at them but ensuring you survive is the top priority as it doesn't really matter how long this section takes you. Once Lazarevic and Co are dead, finish up the remaining troops (remember those snipers on the plane wings if you can't find the last people) and you're done! So if you've done the chapters in order on Crushing, you'll now have your silver star! Though last, this chapter isn't the hardest however... Edit: Dec 08, 11 2:31pm | |
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| The Hudd |
Nov 29, 11 at 12:21pm ^
re: Uncharted 3 Co-Op Adventure
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Mod Edit: Dec 20, 11 8:14am by Agent Mo | |
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| Artirtico |
Nov 29, 11 at 1:11pm ^
re: Uncharted 3 Co-Op Adventure
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Ooo, nice idea for a thread, even just on a basic level of having somewhere to talk specifically about Adventure
Guides would be great; pool all our combined knowledge and experience into something that should be beneficial for everyone - would this be centred around Crushing or something more general, as I imagine something specific to a Crushing playthrough would read quite differently... could be handy to have both I guess ![]() & a list of any sort for showing who has done which levels on Crushing (and other difficulties too if anyone wants) would be handy yes; knowing what each person still needs to do etc All the better if the list was to look aesthetically pleasing of course - something fairly alike to that in the Clan thread would be good by me, clear and concise ![]() Oh just one thing, The Monastery (chapter 3) is from Uncharted 1 ![]() quote The Hudd ------------------- ![]() | |
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| The Hudd |
Nov 29, 11 at 1:26pm ^
re: Uncharted 3 Co-Op Adventure
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quote Artirtico I copied the description off IGN, so blame them! and my own plagiarism! I'll correct it in a bit. As for the area guides, yes depends on what the majority prefer. 70% of the guide will help all anyway as most is the same barring extra heavies on harder modes. I think most will be striving to take on Crushing. So maybe a Normal/Hard guide and then a side bit where you can note extra Crushing opponents etc. We shall see what descriptions get written first. EDIT: Also maybe a guide on the best boosters and kickbacks would be a good addition. Volunteers please! Edit: Nov 29, 11 5:54am ------------------- ![]() | |
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| Gamer Boy |
Nov 29, 11 at 6:26pm ^
re: Uncharted 3 Co-Op Adventure
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The_Hudd is it possible to post walkthroughs here? If so, I'm sure Vollando wouldn't mind doing one. Me, Vollando and Agent Mo. Yeah? YEAH? Good.
------------------- Why did I move here? I guess it was the weather or the...Ah I don't know, that thing. That magic. | |
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| Agent Mo |
Nov 29, 11 at 7:10pm ^
re: Uncharted 3 Co-Op Adventure
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quote ArtirticoOoooh when reading the first post i spotted that and immediately edited it ![]() Nice idea for a thread, but i think a Crushing guide would suffice, since you could just use the tactics for crushing on other modes too. The boosters and kickback descriptions would be more suited for the wiki though would it not? In Motion, what do you think? -------------------
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| The Hudd |
Nov 29, 11 at 8:27pm ^
re: Uncharted 3 Co-Op Adventure
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Hmm yeah forgot about the wiki.
Maybe scratch the thread and just do it all on the wiki if you want. I never use the wiki so I am not familiar with it. ------------------- ![]() | |
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| Agent Mo |
Nov 29, 11 at 8:35pm ^
re: Uncharted 3 Co-Op Adventure
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No i think a guide/discussion thread for Coop Adventure is a good idea. That way it's separated from competitive
![]() Oh yeah and we did pretty well on London Underground. 2/5 now ![]() -------------------
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| The Hudd |
Nov 29, 11 at 8:41pm ^
re: Uncharted 3 Co-Op Adventure
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quote GaMeR BoYYeah absolutely, I think the more walkthroughs the better. I said brief guidelines as I wasn't expecting people to want to write a lengthy one, but if any do, go right ahead. It would be a good focal point for people to access and use when taking on Co-Op. Mo & I have completed 2/5 now, so we should try and write up some to help others. ------------------- ![]() | |
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| wow 74 |
Nov 29, 11 at 9:53pm ^
re: Uncharted 3 Co-Op Adventure
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Maybe in the second post, you can list members who have achieved the silver star rating.
I still need to do Syria and Monastery (saving this for last because the statue part is hell). If anyone would like to help me with these, please give me your PSN, and I will add you. I need more Crushing partners for Arena and Adventure. | |
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| In Motion |
Nov 29, 11 at 9:54pm ^
re: Uncharted 3 Co-Op Adventure
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Sure, I've barely touched Co-op multiplayer modes, so go ahead and add some stuff if you want; also, you don't have to bother asking me - just go ahead and do it. It's very hard to do anything "wrong" on the NeoWiki, but even if you do need something that needs changing, I'm not going to bite your head off - if anything, I'll appreciate your efforts more for at least trying.
![]() And The Hudd, if you'd like to become familar with the wikis, just give me a shout. There's a reason my name's plastered all over the Main Page. ![]() | |
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| Fatal Error |
Nov 29, 11 at 9:55pm ^
re: Uncharted 3 Co-Op Adventure
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Well damn, there is a name I haven't seen in a long time.
------------------- ![]() So what's the use of knowing the truth if no one's gonna believe you? | |
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| Artirtico |
Nov 29, 11 at 9:57pm ^
re: Uncharted 3 Co-Op Adventure
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^Nicely done on completing London Underground guys!
An actual list & description of boosters + kickbacks would be more suited to the Wiki, but a discussion of what works together and is effective in Adventure would fit in nicely here Anything that might be helpful and beneficial to getting through these stages ![]() Regeneration, Team Safe & Medic seems to be a pretty good base combination as something that's just handy and supportive. Developing it up into something more focused when you're in a team of 3 will likely be an improvement though; someone perhaps using Army Of Three, somebody using Overstock with Team Medic to become the 'main healer' etc; plenty of different options ![]() ------------------- ![]() | |
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| Agent Mo |
Nov 29, 11 at 10:22pm ^
re: Uncharted 3 Co-Op Adventure
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Agreed, i think a Team Medic + Army Of Three + Protector set up could be very effective if used correctly. If the Team Medic guy used Overstock and was the back up guy (so getting knocked down from grenades wasn't as much as an issue as they would be much further away from the action in most cases), with the other two using Team Safe which can be a life saver in those tough situations, especially up against RPG or Hammer dudes.
And yeah the hardest part in London Underground was the cart bit, iirc the only lives we lost was on that bit, maybe one or two in other parts. The end part wasn't actually too bad, although it was definitely quite messy. Getting to the turret as soon as possible is definitely the way to go, the tank can't quite get you because of the wall, you have a strong corner to hold up in, and of course you have a turret to use to mow down the army of heavies + Hammer + Mega Bomb dude with. The 'plan' (because we didn't actually plan it, it just worked out that way ) we had of one person on the turret taking out the heavies, one person taking out the snipers and one person as a general back up and taking out the chokers, it worked quite well.I'm home tomorrow due to the teachers strike, hopefully we'll get to try Monastery? I know Vollando is home, Artirtico i'm guessing you'll be? ![]() -------------------
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| The Hudd |
Nov 29, 11 at 10:37pm ^
re: Uncharted 3 Co-Op Adventure
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quote In MotionYeah at some point I shall. Am I naive though to think using normal Wikipedia instead of Neoseeker Wiki is more worthwhile though? Not to stamp on your parade or such. Ok, will avoid booster talk then. Maybe just bullet point the 3 best ones for reference for guests who may view the thread. I will try and write up a guide over the week. quote wow 74Yes add me Kurt_T_17. I want to do both, I need to get more treasures on Co Op Arena so happy to do sessions on that as well as completing the Co Op Adventure, done 2 so far on Crushing. You may have a good suggestion on the list of those with the star. I initally thought listing all, so you could see who needed what and potentially team up with them. But might be pointless, so yes I shall make it for those who get the star! I am actually quite surprised how easy Borneo and L.Underground were when 3 people were on Headsets and working well in tandem. It helps planning and having team safe. I thought we were pretty sloppy on the cart part, where we died a few times, I think that could've been avoided altogether if we had stuck to our positions better and targeted the PAK guy quicker, which we eventually did. 3 to go now Mo. I am dreading Monastery, I struggled defending the statue on Hard! I get the feeling we need a super sharp sniper for that part! Some fast on the T Blot or Dragon please apply! ------------------- ![]() | |
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