Warhammer 40,000: Space Marine - Anniversary Edition

Warhammer 40,000: Space Marine - Anniversary Edition

258 个评价
EXTERMINATUS - The SOLO initiates guide to survival ***Wiv adDed WAAAGH, ExtR@ DAkkA & FaSTiaH R3d PaiNT !***
由 Herald536 制作
Learn how to maximize your chances in this ultimate survival guide for the lone Space Marine. Fear not brothers. Don't get caught with your greaves down during an EXTERMINATUS Level Event. HELP IS HERE.
3
3
6
3
   
奖励
收藏
已收藏
取消收藏
INTRODUCTION...
"FOLLOW ME IF I ADVANCE.. KILL ME IF I RETREAT. AVENGE ME IF I DIE."

"Altogether now..Raah Raah Raah Dum-didaah Dum-didaaaah..."

Welcome Marine. Now, how do you feel about taking on a solo mission with a survival probability of ZERO ?.....

Many have tried, yet few will ever succeed when it comes to feats of the seemingly impossible. Space Marines’ Exterminatus mode is a tough arduous slog, even with a full four man squad. The less guns you have in your favour, commonly results in the more guns aiming in your direction. But in those lonely hours when it is near impossible to assemble such a team. It is almost certain that most players of Space Marine will have attempted to beat the odds and face up to the WAAAAGH, alone.

But just how impossible is this most toughest of freys? Well, putting it simply, IT IS just that. Impossible!! No marine standing without their brothers, can ever hope to defeat the hordes of Orks and Chaos that is required for victory.

But you can give it your best shot !

Some areas, will always maintain their label of being unbeatable (At least not without hacks and being a dirty cheater). This cannot be avoided. But rest assured there ARE sections that can actually be won and finished, leaving you with a sense of great satisfaction and accomplishment. As expected, the early areas of each of the three chapters can be completed solo, but even with that said, this is not an easy thing to do. And the further that the player delves into each location, the more and more impossible this will get. But for a little while at least, you can kick some and give your foes “what for” and something to fear. Perhaps so much so, that your Chapter brothers will make song and your enemies will shudder at the very mention of your name. May you be so fortunate as to have it whispered amongst the stars or be uttered in prayer, upon the many war-torn worlds that litter the Galaxy in the forty first millennium…...

Do you smell something? Good & honest proper violence at work....

FIRSTLY, we shall begin with a few basic tips, before delving into a bit more detail on how to execute with precision, the basic methods that will be outlined in the immediate following section. These will be put forward mainly from a Tactical perspective, though to be fair, you can just as easily get by with a Devastator for the most part. So apologies for those that are wanting info on how to complete the various Arenas as an Assault Class Marine. From my own opinion and many hours of trying myself. This support class does not have the necessary function to succeed in a solo environment. It may seem very powerful in a Co-Op match, when there are other battle brothers to cover and watch their backs for them. But because of their lack of a reasonable "dodge" function. The Assault Marine is condemned to fighting for every Capture Point they come to. Because of the strategies that are required in order to take the CPs solo; The main content of this guide, will be advising you on how to win most Capture Points, by using the games own spawning mechanism against itself. Because of this, the Assault Marine isn't really all that much use. At least not in any way that i've managed to have any success with.

However, anyone requiring pointers from a more Assault perspective, should go check out the guide linked below, by a fellow solo Exterminatus fanatic.

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=307179741

For the purposes of inclusion, I should add that it is more than possible to complete Arena 1 of both Hab Centre Assault and Chaos Invasion with the Assault Marine, using the tactics demonstrated in this guide. Any further than that, well ! At one time I would've said impossible. But there has at least some progress been made by others since the making of this guide. As can be seen gloriously demonstrated on Youtube. So anything is possible.

The following sections will also take into account that you are playing on a single life in a single playthrough. So we won't be skipping tough Areas or Waves, just to pick up again in the next Arena. Once we have reached the point of impossibility. Then that will be the end of the guide contents for that particular Exterminatus Chapter. So as far as my own efforts go. The following sections will include details for Chaos Invasion upto Wave 10. Hab Centre Assault upto Wave 19, & finally, Kalkys Facility Escape. All the way to Wave 21. But don't take that last one as meaning that I am providing a road map to Victory. Oh no, that final Bonus Wave has so far proven to be quite unbeatable alone. But like I said, anything is possible.

"Forget Nothing... Forgive No One..."
H_UK

General Pointers i: tips for you to die by...
"C'mere...An' A'm Gonna Make Foood Outta ya !"

So how do you succeed (in part), in making the most of your desperate last stand ? Well hopefully these few pointers may help you in your bloody road to infamous glory. Though to be honest, there is nothing written here that cannot be made applicable to a game with a full accompaniment of players……

In addition, I have put most of this together, keeping in mind, those of you out there (like me), Who aren't particularly enamoured with the Multiplayer aspect of Space Marine or are just starting out. So those of you, who may not have access to a lot of those high end perks. My own personal setup tends to be very basic. Something to shoot and something for armour. With either Weapon Versatility and/or Larramans Blessing and/or Serrated Combat Knife filling up the perk slots. As far as weapon selection goes. Utilising the Plasma rifle and Melta Gun is undoubtedly the simplest and most effective loadout you can take (especially for low to mid levelled Marines). Though I wouldn't say it has to be solid law or anything. You may be say, a Vengeance Launcher or Storm Bolter fan (even the Stalker Pattern has its enthusiasts) . That's all very well and good. They're great weapons to take and despite what the stats say, there's always little suprises to be found along the way. Such as the Storm Bolter for example. Being phenomenal against armour in CQC. Especially on a nice big target like Chaos Armour. Though you wouldn't know it, looking at any of the official listings.

More on loadout in Point 4, below.

I've put this to you as base examples and to say to you initiates out there. That it's not all bad, and you can survive and get by without all the flashiest garb that Space Marine has to offer. Though it would be advised that you have at least unlocked all the Weapons (by Lvl-12), Just so you've got a full range of loadouts and giving you more to work with before you start. Any other failings that you may have during the Exterminatus (solo or otherwise), is never down to the lack of Perks. The onus is purely down to you and skill.. NOTHING MORE ! Well.... That and a bit of luck here and there...

That said, although I personally have found most of the Red Weapon Perks to be unnecessary. If you can unlock at least Kraken Rounds for the Bolter and Heavy Bolter Expertise for the Heavy Bolter, then all the better. These two are the least you need to make their respective weapons far more than their base counterparts and will improve your effectiveness with them, quite a fair bit.

1. IF YOU’RE GOING TO DIE, DO IT IN STYLE :
No one wants to leave an ugly corpse and you want to look your best, as you carve a way to your violent end. There’s nothing so distracting as that bit on the shoulder pad or that detailing on the leg, “that doesn’t look quite right”. Sort it out and steel yourself . Get prepared and look like you mean business with a bang up paint job. Feeling and looking awesome on your suicide mission has half the battle already won.

Ugly is as ugly does...

2. CLASS DISTINCTION :
Being able to avoid the enemy quickly is paramount to your longevity, so the use of the Tactical Class Marine is strongly advised. Though If you would rather HOP than Roll through the bad guys. The Devastator Marine will perform just as well in places. Though your armour will need to be Bulked up to the max. So be sure to equip Artificer Armour AND the Iron Halo / Chaos Icon in your Perk slots. As manoeuvrability will be a key factor, so expect to take a lot of hits (see special notes for Devastators, for more details). You do have the option of completely ignoring this advice and choosing the Assault Marine. But the odds are, you WILL come unstuck at one of the many Capture Points that are impossible for this particular unit to take.

3. WHEN ARMOUR JUST ISN'T ENOUGH :
Now if there is one thing that Space Marine is shamelessly guilty of. It's providing you, the player with a serious false sense of security. So what if you are 8 feet of armoured killing machine? No other game has the tendancies to make you feel like a brutal hardcase. Yet leave you so completely vulnerable to your enemies. Even carrying perks such as Impenetrable, Artificer Armour, Feel No Pain, Larramans’ Blessing and the Iron Halo/Chaos Icon. Is still not enough to keep you alive. Just as with a team, if you get yourself swamped by the enemy. The difference any perk will make is negligible. Best to avoid this as best you can. Foes that shoot at you are a different matter. And this is an excellent time to learn patience and to make the most of what cover there maybe around. Clever inventive use of scenery and terrain to help give you that evasive partial cover bonus. Is vital to invigorating your ever decreasing chances of survival.

Gosh they look angry. Hope you packed some sensible Perks..

4. WALK SOFTLY AND CARRY A BIG GUN :
Your choice of shooter is very important. Even more so than when playing with others, as you are going to have to cover all the bases and be effective against all types of in-coming nasties. The ability to carry two rifle type weapons via the Weapon Versatility perk will help no end. Not only dramatically increasing the chances of which enemy types you can effectively engage, but also will increase the amount of ammunition you have at your disposal. Which can be a desperate necessity at times. All ammo and grenade drops are random and it is entirely possible to get through a wave only to find you’ve been left nothing but grenades to pick up. This is a rare occurrence, but it can, does and will happen. There’s no real solid advice to give on what weapons you should definitely use. Just so you are comfortable with what you’re using and that you take something along that has a mid to good chance of punching through armour. When all else fails however, the Serrated Combat Blade Perk is perfect for introducing yourself to your foes. Allowing you to strike through armoured units with great efficiency and will even knock down shielded ‘Ard Boyz in just a few strikes.



General Pointers ii: tips for xenos to die by...
5. A ROLLING MARINE GATHERS NO BLOOD :
Being able to avoid enemies instead of just cutting down huge swathes of them (like with a Melta etc), can really play to your advantage (Explained further in step 6). And rolling around avoiding instead of killing can play a particularly important role, when it comes to capturing those all too tricky Capture Points. As you probably know by now, it is at these waves where you are most likely to get deaded. Rolling around evading incoming Orks instead of killing, grants you the space and time, to capture a point without being swamped by extra units. This method isn't 100%. There will be times when you will have to stop and shoot at something, like a distant Shooter Boy or other ranged unit for example. But as a general rule it works very well.

Roll through them. Roll around them. But stay within the Capture Points circle. Simple enough, but watch out for shooters and squigs.

6. SUCCESS IS MEASURED IN BLOOD. YOURS OR YOUR ENEMIES :
Showing a good bit of patience and demonstrating a decent level of strategic thinking will increase your survivability factor by many, many times. Going heck for leather, batcrap crazy, slaying a large group of Snotlings or Orkboyz will result in more units teleporting into the area and more often than not, you will find yourself surrounded by Shoota Boyz (or worse), taking hits from all directions with nowhere to run. So just shooting up a couple of the weaker units and then waiting to see what pops into the area, is a good tactic at keeping large numbers of the harder units at bay. Until you’re in a good position to take them on. With harder units always being at the top of your hit list. Snotlings, Slugga Boyz, Skar Boyz and even ‘Ard Boyz to some extent. Can all easily be evaded by rolling either around them (Do this especially with Skar and ‘Ard Boyz), or directly through them, even when in large numbers. But you can never out-roll a bullet. So taking out ranged enemies should be given priority, whilst avoiding any close-quarters enemies.

7. * * * KING SCENERY ! :
An all too common warcry in our house. There seems to be little worse in Space Marine than being the 8ft of mean, killer hardcase. One who has the ability to kill just by stomping loudly. Yet you can be stopped dead in your tracks by a fallen brick, or a bit of fence, railing, or some other small piece of random rubble. And if that tiny set piece happens to create a pocket that you can get cornered in. Well, what fun you're going to have. The moral of this is simple. WATCH YOUR SPACING. Sometimes your surroundings can be as deadly as the Orks.
Capture Point Strategy. ARENA 1....
The first CP of Kalkys Escape. Can you resist the urge of that itchy trigger finger ?

This is where you cut your teeth and put step 5 from General Pointers and Tips into practice. If you require a visual demonstration. Then refer to Chapters Bodies of Evidence 1, 2 & 3, further down this Guide. Where each of the playable Arenas are presented as an easy to digest, commentary free, video tutorial.

In the Exterminatus maps, Kalkys Escape & Hab Centre Assault. The first Capture Point (CP), appears at WAVE 3. Both Kalkys and Hab Centre have the exact same way in which you should tackle this. The first CP at Wave 4 on Chaos Invasion is near enough the same, but requires a bit of selected killing in order to make it survivable.

As explained in the earlier section, all you need to do is roll. DO NOT SHOOT, hit, kill or even slightly wound any incoming Ork. Just let them wash over you and the Capture Point, whilst you roll effortlessly through and round them. Though obviously keep in mind to stay within the CPs area of effect. On Kalkys, you may take a few hits from distant shooterboyz. But they will stay on the centre platform and will not move on your position. And as long as you're mashing the billio out of that "Dodge" button. You will have no trouble at all in avoiding all the Orkboyz and snotlings that you will be surrounded by. On Hab Centre Assault. Not killing anything at Wave 3 and applying the same strategy at the CP, the Orks will fail to spawn any shooterboys at all. Alternatively, Hab centre does give you enough room to just sprint round the outer edge of the Capture Point. Most of the Orks will just wash into the centre of the CP and flail about wildly as you run in a nice tight circle. If you do it right, the Orks should be quite easy to avoid. This method will work equally as good with all three Marine classes.

Chaos Invasion is very much the same, except there are grenades being thrown at you, whilst you are avoiding the attacking IMP Sergeant Units. Also, there are soldiers with melta guns that need to be taken out. Otherwise they will just burn you down. You won't have to go chasing after them, just get them in close range as they come to you. Just be sure to take them down fast. There is also a Psyker that will have to be dealt with. For the Psyker, you may have to momentarily leave the capture area, in order to make a quick efficient kill. You cannot risk taking serious damage from either Psyker or Melta guns. As you will be surrounded by Normal guard units. Their laser rifles, although not all that effective against you, WILL stop you from regenerating health and armour. If survival is looking shakey. Then just abandon the CP altogether and make your way back, near to where you first spawn to regenerate. Then make another attempt before time runs out.


Kalkys Wave 5 has three CPs to take. All of them require the same method as Wave 3. But on the first two you may find yourself tight for space and time. Both points A and B don't give you a lot of room with which to go throwing yourself about. Awkwardly placed scenery and a small area of effect can make these points particularly tricky. You can get through this by simply rolling backwards and forwards. At Point A use the semi circle created by the balcony rail (see above left image), as a guide. And at point B just roll into and away from the wall (see above right image). Doing this will help prevent loss in the "Capture bar". As well as saving precious seconds and keeping you within the CPs area of effect. Doing this will also lesson the risk of rolling outside of the Capture Zone should the clock hit zero and you go into overtime.


At the third CP of Wave 5. Same again, roll for your life. Though you may need to leave the CP area here or there to take care of a Rocket or Shooterboy. Don't be too hasty to do this as it is random chance whether you get serious aggro from these guys or not. You'll just have to gauge the situation upon how much fire you are taking, and how much health you have... Or even how much time there is left. But 9 times out of 10, you should be just free to roll through the Orkboyz whilst taking the odd bullet or two with no problem at all.


Capture Point Strategy. ARENA 2....
On all maps the first Capture points of Area 2 appear at WAVE 8. For kalkys and Hab Centre this is the first and only occasion. Both of which are more than achievable. Chaos Invasions' second area is supplemented with an additional second CP at WAVE 10. Which is pretty much where the Chaos Exterminatus comes to an end in regards to a single life, playthrough. If you do manage to make it to the appearance of the Capture Point, (providing you have not been run down by the Emperors finest, earlier in that Wave). The amount of hostiles of both Orks and Imperium, that occupy the battlefield will be mostly too insurmountable for the single Chaos Warrior to contend with. Usually, anyway. I know as fact that Wave 10 has been beaten since the completion of this Guide. And yeah, it's tough as all heck ! I've tried and so far failed to do it (lol). Good on you if you manage to finish this nasty, nasty wave... (Then try Wave 11 and get back to me heh)

It maybe the final curtain for Chaos. But for the Marine there is still everything to fight for. Wave 8 of Kalkys Escape is just an easy roll-a-thon, Just as long as you keep rolling around (NOT through), the main body of Orks as best you can. This will avoid the forwarding thrusts of the Skarboyz.


Wave 8 of the Hab Centre is a bit more difficult. It is a minutely tiny capture space. One that you can easily fall off of too, if not careful. Also there will be a couple of shield carrying 'Ardboyz to muck up any attempts at avoiding the green swarm that will flood the bridge. You have to take these 'Ardboys out. Don't worry if you catch one or two footsoldiers whilst attempting to do this. Just don't kill too many. There are also two to three Rocketboyz that need to be wasted too, if you are to have free reign of the bridge. The main aim is to get rid of these particular units without the Nob Gunners spawning. If you kill too many smaller units, making them appear. It is Game Over for sure ! Because you cannot hold the bridge with them shooting at you. Nor can you afford the time to leave the CP to go kill them. On the upside, should you manage to capture the point, the Nobs won't spawn at all. Leaving you to mop up the remaining Orks before proceeding to Wave 9. On rare occasions, depending on how the units advance on your position. You may even be able to rid yourself of the 'Ard and rocketboys without even the Skarboyz spawning. Which will make the capture of Wave 8s point, all the more easy. But you're going to have to be real lucky for this to occur. And finally, in order to grant yourself enough space and so that you do not go out of the CPs area too much. Rolling diagonally through the CP, whilst generally moving in a loose figure of "8" pattern is advised. Just watch out for the edge of the bridge. One too many slips will cost you so much of that precious time.


So now for the final entry for Chaos Invasion. This bad boy is hard enough for a full four man team. So you can thank your lucky stars if you can make it this far. Despite this however, and quite contrary to the rest of this map. WAVE 8 is perhaps the easiest of any of the rounds that require the capturing of two Points. You should put your efforts into taking Point B first (Above left image). And it does help to be on point before it actually appears. As you want the enemy to come to you. NOT follow you. In this Wave, both factions will be mostly preoccupied battling each other at street level throughout the middle of the map. At Point B you will be attacked by some Imp guard units, Imp Sergeants and a Psyker. Fire at will and wipe them out as they come up the stairs. DO NOT attack or reveal your position to any units that are outside. Ignore them and they will mostly leave you alone. On the very rare occasion, you maybe discovered by a lone Ultramarine or a second Psyker. But I shouldn't worry too much about that. Just deal with the situation as it happens. Once Point B is taken, leap heroically from the top floor doorway, go straight across the street and up the ramp to Point A (Above right image). Do this without engaging any enemy units no matter how much fire you attract. Then take cover behind the large green crates that are within the Capture Points area of effect. Here you should be left alone by the warring parties. Feel free to do some sniping at the Ork forces whilst there. They should be too busy with the Imps to be bothered about moving in on you. Although, very rarely you may attract the attention of one or two 'Ardboyz and even rarer, one maybe two IMP soldiers. But this is certainly nothing to worry about as long as you keep an eye out. Just be careful not to step out of Point As capture area, if you are forced to engage any enemy units. Once the Point is taken, you can mop up what's left of the remaining Imp and Ork forces.

Capture Point Strategy. ARENA 3.1 Hab Centre Assault
If things weren't bad enough, this is where it starts to get pretty difficult. AREA 3 of Hab Centre Assault by comparison is a LOT harder than Kalkys. Prepare for one tricky battle, one that will rely on luck as much as any amount of skill that you might possess. All but one of the Capture Points in this area will only be achievable every so often. All that will be said here, is to merely advise you on how to increase your chances of reaching the next Wave. But keep in mind that throughout this whole section, success can never be fully guaranteed.


Okay then, The first Capture appears at WAVE 12. Skar and Orkboyz will rush you at the centre platform. Whilst you will be set upon by BombSquigs, as Shooterboyz blast at you from on high. The objective here, is to take out the shooterboyz and the BombSquigs, without killing too many of the Skar and Orkboyz. The clock is a tight one, but you have no choice except to leave the CP and take to the higher balconies to rid yourself of the shooters. Some may drop into the lower part of the arena. So you must deal with them as you see fit. Then you will have to try and take care of the Squigs. Which can cause you no end of problems if not done right. The trick with them is to try and kill them all (about five or six of them in all). Whilst trying to not have them cause too much damage to any other Ork. If too many of them are killed by the Squigs explosions, the whole spawning process will begin again and you will be faced with more Shooters and Squigs. This is to be avoided at all costs, if you are to have any success in capturing the Point.

Once all the Shooters and Squigs have been neutralized. The centre platform will be free for the taking. But there will be a huge amount of units on there with you. Here it is best to roll either clockwise or anticlockwise around the CP in order to avoid all the Orks. Though watch your footing, as you do not want to fall off and you will more than likely take a few hits. If things are looking desperate then drop off the platform and run around to heal a bit. But keep an eye on the time. Odds are, you will not finish this one in the required time frame. So you will have to make sure you have enough health to last until that Capture Bar fills up.

WAVE 13s Capture Point is an easy one. Just hold fire and roll like mad to avoid the Orkboyz. The only problem here is a small Capture area and some really awkward scenery. But there is plenty of time in which to take the Point. So don't worry too much if you keep rolling outside of the area of effect. Now you will notice that during Co-op matches that this area gets swamped by a LOT of shooters. But in solo, once the Point is taken. You can deal with the remaining Orkboyz and the Wave will be completed. No Shooters will spawn at all. One thing you MUST do however once this Point is won. And that is to make yourself ready and get positioned correctly for the CPs of the next wave as time in WAVE 14 is going to be critical. You should move right away and make your way up to the balcony where Point B will materialise in the next wave. Do this before you kill all of the remaining Orks.





I'll not lie to you about your chances here, WAVE 14 is bloody TOUGH ! The timing during a Co-op match is crazy tight. So for a single marine to win this round... Well let's just say you can count it as a major achievement. Your passage through this double checkpointed Wave, will go far smoother if you equip Blind Grenades before hand. And your chances will again improve considerably, should you choose to equip the Favour of the Armoury Perk also. That said however, this Wave can be completed without either of these. Though they will go an awful long way to ensure a successful capture of the two points.

Not only do you have a gruesomely short countdown. But there are units galore to avoid as well as BIG targets to take out, without killing any of the smaller Orksies. The main problem here are the Nobs. Who, although easy to avoid, will smack the living daylights out of (and ultimately KILL), their Waaagh buddies. The Nobs must be destroyed if you are to have any hope of surviving the Wave. Only two will spawn and that will be enough. The trick here will be to kill them without killing any Skar or Orkboyz, thus causing the centre platform to begin filling up with Shooterboyz, Rocketboyz and Nob Gunners. Should this happen.. It's OVER.... But if you manage to take out the first two Nobs. Then you can take Point B (Above left image). It is best to take this CP first, simply because it is much faster to get to Point A from Point B, than it is the other way round.

You will then have to do a mad dash for Point A (Above right image). By this time you will have something like 20 to 40 seconds left. So expect to run into overtime if you make it to the second CP. If you're lucky, taking the second Point will be a matter of rolling around. But you must do your utmost in order to stay within the Points area of effect. IF by whatever miracle you manage to survive the wave and win the Point. The rest of the map should be just plain sailing... Well.. After a fashion....

***CAUTION MAJOR BUG ALERT***
Regular EXTERMINATUS players, will sadly be all too familiar with the game breaking bug of Hab Centre Assaults third Arena. This can happen for two reasons. The first reason is during Co-Op play. If either the Arena is started without a full four man squad, or a player drops out. As soon as another player drops into the game. The Orks will at some point during that Wave, cease to spawn, leaving the Wave and the Arena unfinishable. It is not really known if this is down to just players dropping in and out. Or a result of a glitch in the Host Migration. Could be one or the other or either.

The other bug that will crash out the Arena, is if the Weirdboy is killed anytime before the final spawn cycle of Wave 15. This will STILL apply in a single player game. So if you do not want to lose your progress. DO NOT attack this Ork Wizard until the Wave bar, that orange indicator telling you how many enemies that are left to kill in the wave (In the top right hand corner of your screen). Is down to no more than one fifth full. That said, even this bug has somewhat of a bug in it also. As it does appear that the Weirdboy can be engaged and killed right at the very start of Wave 15 without consequence and the Wave will carry on as normal like nothing is wrong. But you attempt this at your own risk. Though as you probably know, you can actually finish the map without killing the Weirdboy anyway. So for technicalities sake. It may be for the best that you do not engage this particular unit at all. It's not like you're going to be short of stuff to point your weapons at in this Arena anyway.

Capture Point Strategy ARENA 3.2 Kalkys Facility Escape
Area 3 of Kalkys Facility Escape consists of just two Capture Points, one easy (ish), and the other, not so easy. So far, I have been able to complete this with both playable classes. A Lascannon carrying Devastator, using Artificer Armour and the Iron Halo in the Perk slots. And as a Tactical utilising Blind Grenade and Favor Of The Armory in the Perk slot. Though in hindsight, perhaps using Blind Genades in a Devastator slot might not be a bad idea either...

An earlier screen shot from one of the MANY failed attempts.....

DEVASTATOR : The first CP of Kalkys Escape appears at Wave 12. A terrible Wave in which victory cannot be 100% guaranteed. As it depends on one factor, where the Nob Gunners spawn. Contrary to previous Capture, you are going to have to kill here. A lot. You must still be mindful of which units you destroy. But here, you can afford to be a bit more liberal with this guideline than on most other CPs. Your primary targets for Wave 12, are the 'Ardboyz and any Rocketboyz, that you may have the time and space to take out. Also, if you're lucky. There will be a Nob Gunner to kill. If you're unlucky, there will be TWO. However, More times than not, this second Nob Gunner will wander off and drop into the lower part of the Arena, in the dip with all the crates where you exit to the fourth Arena. Should you be lucky enough for this to happen. Then this second Nob can be ignored until the Point has been taken.

The general strategy for taking the CP of Wave 12, will involve a series of dodges whilst burning the heck out of any 'Ardboyz that get in your way. The Capture Area itself is quite sizable, so you have plenty of room to move around. It's all about keeping an eye out, for those all important spaces that appear between the throng of 'Ard and Skarboyz. If no space is in front of you. Then burn through it with the Lascannon. All whilst simultaneously shooting whatever targets that have been mentioned in the previous paragraph. It may also be prudent (and necessary), to split the group of Orks massing on the CP from time to time. You can do this by using the crates that are immediately situated at either side of the Capture Point. You will also, on several occasions, have to leave the Capture Point to heal. There should be plenty of time in which to do so, just don't be leaving it too much. That clock won't count down forever.

TACTICAL : As a Tactical Class you will have to choose your targets a bit more wisely. This is one packed CP, but quite managable to some degree. You're going to need to pack a weapon that has some reasonable clout. Either a Plasma Rifle or Melta Gun (or BOTH), will do the job fine. And will involve you doing the usual roll around tactic trying to do your best to avoid the gathering Orks. Your main problem here is of course, the 'Ardboyz, as this will make it incredibley difficult to roll through the enemy units. It is best to try and stick to the outer edges of the CPs area of effect while the Orks pool into the actual centre. The 'Ardboyz will MOSTLY form a guiding line for you to follow round, if you give them time and space to form up and do so.

You will find that Rockboyz will also be a particular problem for you. So you will have to try and take the most troublesome units out as best you can. When the Nob Gunners spawn, it is imperitive that these units are killed without hesitation, even if you have to leave the CP to do so. Though again feel free to ignore the one that may drop into the lower section of the map.

Now hopefully by this time you will have collected a full compliment of Blind Grenades from the previous wave. Even more if you've been sensible enough to put Favor Of The Armory in a Perk Slot. And you are going to need them. Though it is advised that you don't start hurling them around until after the Nob Gunners have been dispatched. Even if you have taken substantial damage. If that happens before this point, just leave the CP and get yourself somewhere where you can safely heal. Though try not to stray too far from the Capture Point, as you'll still need all the time you can save in order to take it.

Once back on Point. Use the Blind Grenades at your descretion in order to give yourself enough space and time to compose, heal or recharge your shield (if necessary), Whatever you need to do in order to stay alive long enough to capture it.


The Point that appears at Wave 14, is a much simpler matter. You will be mobbed by a pile of Skarboyz, whilst being shot at by Shooterboyz who will remain at distance and attempt to keep you pinned down. There will also be a few Squigs charging at you. All you have to do here is firstly, take out ALL the Squigs and shooters. Then it is simply a case of sprinting and dodging on the outskits of the CPs area of effect. The Skarboyz will just wash into the middle of the Point, lashing out in all directions. So as long as you manage to keep a narrow safe distance from them. You'll manage to take this Capture Point with relative ease. It is also important that you are ready and on Point for when it appears. This is just so that you are not harassed by any of the other units that spawn on the far edges of the Arena.
Capture Point Strategy. ARENA 4.1 Hab Centre Assault
Move it Soldier !!!

So you made it to the final Arena...

So then ! You have braved many a peril and killed an awful lot of Greenskins to make it this far. It's such a shame that you will never see the "VICTORY" screen for your efforts. Goodness knows after going through the hell that you have just overcome. No one would be more deserving to see that message than you. But as you know, the Exterminatus is cruel and unforgiving at the best of times. And that goes double (triple even), for the lone warrior. There is no more hope for success. Your end is at hand and the only thing you can do now, is to make it through till that clock hits 0:00 on WAVE 19. That is your ultimate goal for this final Arena. Unfortunately there is still a little ways to go yet. And those last few waves aren't easy. It will take all of your aquired knowledge and skills to finish each of the remaining waves. As you'll be soloing up against an army of Shooterboyz, rocketboyz, Nob Gunners and the toughest unit the Ork WAAAGH has to throw at you....The dreaded Armoured Nob.


Apart from the huge amount of Orks that are about to be thrown your way. There are also two Capture Points that stand between you and your unofficial victory. Both sitting there waiting to be taken during WAVE 17. The first one you should be going for is Point A (Above image), on the upper level in the central structure. A tricky point to take in some regard, as not only will you have to dodge the wave of Orkboyz that will swarm onto your position. You are going to have to lay the groundwork in order for Point B to be taken after. This is achieved by sniping as many of the spawning Shooter and Rocketboyz as you can (preferably ALL of them, which is possible without disrupting the spawn process too much), before decending down to take the second Capture Point. They will spawn firstly from the far left of the map (as you face away from the stairs), then from the right. So keep an eye out for them inbetween dodging the Orkboyz. However, many will pool directly to the diagonal left and right, from front of the building. Some may or may not take a more central position and one (maybe two), will head up the stairs to support the Orkboyz that are trying to kill you. Whatever you do try not to kill any of the melee units. As that will be an open invite for harder units like Skarboyz, as well as more shooters to spawn onto the map. Kill too many and you'll have an Armoured Nob running you down.


By the time that Point A is taken. You can pretty much expect time to be desperately low. Thankfully however, Point B is just a simple roll around, providing you have managed to kill all of the shooting units. If not, then you'll have to try your best to take out whatever Shooter or Rocketboyz remain, as they approach your position once you're at the second Point. The Area of effect at Point B isn't massive, but it is roomy enough and be aware that when taking Point B, you will be doing most of that in overtime. One slip up out of the Area of effect and it's Game Over.

You can also capture these points in reverse order too. Going to Point B first requires you to be a little bit more selective in what you shoot at. By aiming for the Shooterboyz that are shooting at you ONLY ! Which can be just as tricky as trying to take them all down with the previous method. As you will be in a more direct line of sight to them. Should you manage to win Point B, then Point A will have to be taken out of time whilst under quite a bit of fire. Though the raised level in which it sits, will give you ample cover. You just have to keep a weary eye out for any lucky grenades that manage to land on the platform. There's no sure fire way of telling which of the two orders is the easiest. Both will be just as challenging for their own reasons. Tough and each prone to random chance, either for the better or worse. But usually worse.

Once the second Point has been taken, whichever order you attempt them in, it will be all business as usual, all the way through to WAVE 19.... Goodluck !

WAVE 19. Not exactly Apocalypse Now..... But still... This is The END....

Capture Point Strategy ARENA 4.2 Kalkys Facility Escape
Will you have the metal to make it to the Chaos Bonus Wave ?

For a final Arena, Kalkys Facility Escape is relatively easy. As long as you remember to keep the amount of spawning shooters to a minimum. It is more than possible to breeze through Waves 16 - 20. However, this does not come without some complication, as shall be explained shortly. Even though you may get to the Final Bonus Wave. Whether this is actually do-able or not remains to be seen. So far, Wave 21 has proved to be more than a match for a solo Marine. Though if there is one thing that I, myself have learned during the construction of this guide. Is that what may initially seem impossible. May turn out to not be the case at all....

By applying the usual strategies as discussed in previous sections, in order to make it to wave 21. You only really need to worry about Waves 16 and 20. Waves 17, 18 & 19 are all Capture Points that you should get through rather quickly. Waves 17 & 19 are simple and easy, but Wave 18 can be a bit temperamental. There is a strategy to get through it. Though so far I haven't been able to put a finger on any solid action that can guarantee 100% success.

Wave 17, is Arena 4s first Point of Capture. In the centre of the highest bridge. Although narrow, it does have a nice wide area of effect. Granting you lots of running space. You're going to need it too, as out of all the CPs, This is probably the most tightest space to capture once it gets packed full of Greenskins. You will be set upon by a large host of Skarboyz and Orkboyz and it is going to be your job to roll through, sprint through and avoid as best you can. Unlike all other Capture Points. There is no definate way to keep your spacing, though it would be wise to avoid the large blob of red (Skarboyz), that will form in the middle of this crowd. It would also be wise that you time your rolls to the Skarboyz attacks (which will synchronise as they bunch up), as opposed to those of the Orkboys. A simple side step should be enough to keep you out of the way of the weaker units. Should you take too much damage during this time. Just back away from the mob, even if you have to go outside of the Capture Area. And give yourself time to regenerate. Time is a factor here, so it would be wise to just back off to create space and a bit of time and to also thin out the Ork mob from the CP. Ideally you should Sprint, roll through the horde and be back on Point just as your Armour is regenerating.


Wave 18... The awkward wave as far as the rest of this Arena goes. Your objective here is to not have any shooter units make it to, or spawn on the bridge above. If that happens, your job will be made nigh on impossible. There is no definate strategy here.. Well not one that I can seem to get to work every single playthrough. But it involves standing to the left of the CP, facing the far end of the Arena at the start of the Wave. On the other side of the bridge you will see two shooterboyz spawn. Just shoot them up a bit. DO NOT kill them. More times than not, this forces them and the other shooterboyz and Rocketboyz (8 units in total), into looking for cover. Making them go under the lower bridge and out of sight. Rather than making their way up to the top bridge to shoot at you from the high ground. This will leave you free then, to roll and avoid the Ork and Skarboyz that will have amassed on the Control Point. Now and again, a lone Shooter may make it to the bridge or take position upon the stone slope to your right (Above, bottom left Pic), But if it is just the one, you can safely ignore it and carry on with taking the Control Point.

Although not advised. You can allow yourself one dead Shooter if needs must. But certainly no more than that, as you will be in serious danger of spawning in a squad of Rocket and Shooter Nobs. Once this happens, you'll have no chance of success. As the spawning process will then be caught in an endless loop, no matter how many you kill and you will never be free of them.


Wave 19s CP by comparison is almost a pleasure to do. And by far one of the easiest Capture Points in the whole of the Exterminatus. With a wide capture area and tons of space with which to move. You can literally run rings round the enemy. Just as in Kalkys Wave 14. All the Skarboyz will pool into the centre of the CP and begin flailing around wildly, as you use a series of sprint and dodge moves to avoid them. You will be mostly fine as long as you stay out on the edge of the Points area of effect.

Special note for Wave 20 & 21
My advice is take it steady. Controlling the spawning of the Orks is very important here, more so than ever. Unless you want to end up drowning in bullets and rocket fire. Choose your targets wisely, And take all shooters out, in order from largest to smallest as they appear. If done right, you will be left with half a dozen or so Heavy Armoured Nobs to kill at the very end of the Wave, SO BRING A BIG GUN. Slow and easy to avoid, though beware their "WAAAGH" cry, as that will signal that they are about to charge. If two or three are coming at you at once and you get stuck on something (That deadly scenery again "/), You're TOAST.

The same goes for Wave 21. kill a few Chaos Demons just to get a couple of Chaos Marines spawning and repeat the process. But be very careful. Hopefully with enough luck and effort, you may get to see the VICTORY message at the end. Ammo is going to get extremely scarce at this point. So use your munitions wisely and perhaps take the Serrated Combat Blade Perk, along for maximum damage against the Chaos Marines armour.
Advanced Tactics 1 : Violent Conduct
Welcome to your Advanced tutorial Marine.

So now that you have learned how to take on the Ork Horde when separated from your battle brothers. What else is there to know? Well there's still plenty to learn. There are a few more pointers that should be considered, in order to make your final stance, just that bit more survivable. In this next section we will cover how to make the most of an effective melee strike (and remain relatively undamaged and alive). Ammo consumption, Effective usage of your side arm (the Bolt Pistol) and a range of other topics to help you be victorious over the enemy.

YOUR BODY IS A WEAPON... USE IT !
CRUSH ! STOMP ! CLOBBER ! A good charge can be as effective as any melee strike

Other than a good array of destructive weaponry and a knife. The Tactical Marine can use their whole body as a vessel for extreme violence. No where is this better demonstrated than in the mighty charge. A quick sprint followed by a jab on the Melee button. And you can perform devastating attacks that can kill individual Orks, knock a fair sized mob of Skar and Orkboyz flying and can even stop and stumble 'Ardboyz and Nobs (the only exception being Nobs of the heavy armoured variety). The use of the charge can be particularly useful when having to face a standard Nob (those guys with the red tank tops, crash helmets and BIG metal clubs), if you happen to be low on ammo. Further details on that below. Stunning and stomping can be good too. Though not recommended when surrounded by a large crowd, due to the time it takes to execute the manoeuvre. But a good charge, followed by a quick roll away on a group of Orks, can do wonders at thinning out their numbers.

You can also kick your opponents a bit. With the Tactical Class a quick jab with the Melee followed up by a press on the Stun button, will yield wonderful results to a single Orkboy. If the target isn't downed, A good boot will have the added bonus of stunning your victim. And then of course there is always the big Stomp Stun (As we've already mentioned in the above paragraph). Similar rules apply as with charging and there are ways to avoid damage while executing this attack. This is covered a little further down in Advanced Tactics 2.

KNIFE ETIQUETTE & NOB DISSECTION.
Yikes, euphemism much ? Give them Nobs a good stabbing... "/

It's all very well and good when desperate, to lash out with the knife and mash that melee button like there's no tomorrow. This can lead to a LOT of health loss. Especially when facing a large crowd or any of the unarmoured Nob type units. As you probably already know when executed, melee strikes with the combat knife comes in a combination of three strikes. Two light hits followed by a larger third blow. The trick for melee combat in the EXTERMINATUS arena. When faced with an angry Ork mob, is NOT to execute the third strike. When faced with a large mob. Strike TWICE then roll and repeat this action. This will give you a maximum melee attack force whilst also minimizing damage as you will be striking before the enemy has a chance to react properly.

For Ork Nobs (of the standard melee variety), You proceed this attack with a charge in order to cause them to stumble. This will offset the Nob and stun him for long enough for you to get a couple of good strikes in before rolling away. As by then the Nob will have recovered and will be in a position to attack again. All you need to do then is charge, strike, strike, roll away. Repeat this combined attack method until the Nob is eliminated.

***CAUTION***
When using the charge, strike, strike, roll, melee attack method. You must strike twice and only twice before dodging. Even if any one of your attacks in this combination misses their mark. Two knife attacks whether they hit or not, is your limit, if you want to avoid serious damage...

Melee against Gunner & Rocket Nobs
With Gunner and the heavier Rocket Nobs (otherwise known as Flash Gitz). You can just lay into them with the combat knife to your hearts content. In fact you are probably better off up close to them in a melee engagement, rather than remaining within the optimum range of their powerful machine guns and rockets.

***Special Note on Heavy Armoured Nobs ('Uge Choppa Nobs)***
It could be said that you should NEVER attempt to engage the heavy Armoured Nob in melee combat. There is a very high chance that you will not survive the attempt. However, they can still be stumbled and even stunned (Though not without considerable effort). Both these effects will have a much shorter window on these units than on others. Easiest and quickest way to tackle those guys, is to keep your distance and attack with either a Melta or a Plasma Rifle. As a Devastator, the Lascannon is especially effective against these units.

GETTING THE MOST FROM YOUR SIDE ARM
The Bolt Pistol is the standard side arm for all marine classes. Not just those of the Tactical specialization. And just like every other piece of weaponry in a Space Marines arsenal, it is an extremely effective firearm. Sure it may not have the armour piercing capacity of the Assault Marines Plasma Pistol. But it packs enough of a punch to drop most units in just a few rounds. And when all else fails. The Bolt Pistol, makes a perfect weapon for long range sniping. Just as long as you aren't wildly blasting rounds here, there and everywhere. It will remain highly accurate, even over long distances.

BOOM ! You're Dead..ORK !

"LOADING ORD(I)NANCE !"
As stated already in Part 1 of this guide, Ammunition conservation is paramount to your long term survival. There will be times when you never really know where your next refill of bullets will be coming from. So it does make strategic sense to squeeze the most use out of whatever ammo gets dropped. That quick refill you hastily pick up, may mean a major difference between having ammo and not later on in the Wave. So here is a quick list of the amounts that you can expect to receive when picking up those precious ammunition drops.

Bolt Pistol - 20 Rounds / Bolter - 60 Rounds / Plasma Rifle - 40 Rounds / Storm Bolter - 125 Rounds / Stalker Bolter - 15 Rounds / Vengeance Launcher - 6 Rounds / Melta - 3 Rounds** / Heavy Bolter - 200 Rounds / Plasma Cannon - 50 Rounds / Lascannon - 8 Rounds**.

Of course the downside of all this is, Ammo and Grenade packs left lying around for too long, tend to disappear. There doesn't seem to be a set time limit for despawn either. So something else to consider...

** Not sure if there's a bug in the recharging system of both these weapons. As you may (or may not), get one more extra round when you pick up additional ammunition.

SO WHAT IF YOU'RE A 10 THUMBED SHOOTER ?
If like me, You suck at aiming straight. Or are unsure of the damage thresholds of some or all of the Ork units. Then I would fully recommend the use of the Tactical Readout Perk. Not only will it give you an accurate readout of an enemies health. But it also provides an excellent aid to your weapons line of sight. Improving your aim considerably.

Do you shoot like a myopic Ancient that couldn't hit the broadside of a Squiggoth on a clear day ? Get yourself the Tactical Readout !

Advanced Tactics 2 : Notes for Devastators
Kicked this Ork so hard.. Its head stuck to the wall ")

Devastators, although the stalwart heavy gunners of any Co-Op team. Are no where near as versatile as their Tactical brethren. Limited by a lack of speed, melee attacks and ammunition. Taking the WAAAGH on with a single Heavy Bolter, Plasma Cannon or Lascannon. Can be extremely difficult indeed. Though NOT entirely impossible. With the correct Perks in place, a Devastator Marine can apply themselves to single combat, nearly as efficiently as their Tactical counterparts. Maximizing weapon Perks is not recommended. As you are going to need the space to boost either your melee (through the use of the Furious or Fast Stomp or BOTH), OR by upgrading your armour as much as you can (through the use of Feel No Pain, Artificer Armour or the Iron Halo/Chaos Icon). You can go solidly with one or the other, or mix and match as you see fit. Personally, I tend to put all my Perk boosts into the armour. Using the Iron Halo and Artificer Armour works great at keeping you alive. Especially on the Capture Points. And will even match the efficiency of the the Tactical Marine when it comes to taking the CP.

Though at times, you can expect to have a much more slower paced game, as you will need to be a bit more mindful of how you face the Ork horde, and every shot you take (particularly with your primary weapon), will have to be thought about beforehand. This rule goes double when using the Plasma Cannon. As you need a LOT of space for making effective use of it, in order to avoid that hideous splash damage. And also (to some degree), the Heavy Bolter, because of the time considerations required to plant your stance for full automatic fire. As well as the cool down times that are needed for both these weapons.

"Say 'ello to ma BIG fwiend". A Devastators best buddy, the awesome LASCANNON.

By far the easiest way to make most effective use of your solo Devastator, is to use the Lascannon. Which (Although great), can be difficult for its own reasons. With only four shots in the chamber (Without Perks), before needing to be recharged. You can find yourself in a pickle real fast if you are being ignorant of your surroundings. On the upside however, you can fire a volley of shots, hit Reload and go straight into a sprint (or dodge), to avoid incoming nasties, while waiting for the Lascannon to recharge its powercell. This is the ONLY weapon in the Space Marines whole arsenal, that will allow escape actions to be performed while reloading. The Lascannon is an excellent sniping weapon, as well as being nearly as effective as a Melta when fired from the hip at close range. For these reasons, the Lascannon can really be your biggest, baddest friend of the Exterminatus. As a precautionary note though. It is advised that you do not allow the weapon to fire its full load, triggering the auto reload. As this can result on occasions, you being frozen out of performing any manoeuvres beyond walking slow and holding your weapon like a doofus while the thing charges. Of course, you can still swap to your side arm. But this will more than likely be the last thing on your mind when you're being bashed around by a mass of Orks.

Do the Hop, Kick, STOMP !
Now as you'll know. The melee of the Devastator is limited to either kicking or stomping. And although there is nothing quite so funny as booting a Snotling full on in the face so it dies in a "poof" of red mist. The stomp is really the main, most powerful melee attack at your disposal and is a much more violent variant of the Tactical Class Stomp (See Advance Tactics 1, above). The unfortunate thing about this, despite its effectiveness (perked or not). As that it takes a little bit of time to perform the attack. This can lead to all sorts of bother for you, should you be swamped by the enemy. A good strategy to use, is to stay one step ahead of the crowd by using your dodge. Just one or two little hops to stay ahead of the horde. Then bash at the outskirts of the green swarm with ONE mighty STOMP, before hopping slightly ahead again. This will keep you out of most of harms way, when forced into a melee engagement.

***The above can be also done with the Tactical Class, but calculating your spacing can be a bit more tricky. Due to the Marines roll being a much further distance than that of the Devastators hop. You would of course, save a bit of time with the attack by not messing around to initiate the kick (melee, stun). I'd suggest that you read the situation as it presents itself if you want to "flash off" with the extra moves and time that are required. If you've got the space, then you might as well have some fun with it.***
Advanced Tactics 3 : Things to See and Do in the Theatre of War.
LET PATIENCE BE YOUR VIRTUE
The picture to the left here, perfectly illustrates the worst of a bad case scenerio, should you kill too many weaker units in any given arena. Luckily this lot just congregate on the lower level and aren't that much of a problem to snipe at. But in later arenas and even on later Waves of Arena 1 of all Chapters. You can find yourself utterly surrounded by shooters with nowhere to run. A steady trickle of kills early on in the wave, guarantees a steady trickle of unit replacement for the Orks. Which will help you avoid being gunned down in the early stages. Hab Centre is particularly bad for this so watch yourself. But if you make your primary targets any newly spawned groups of shooters. You won't have too much trouble.

PACK 'EM & FRY 'EM
Perhaps a tad contrary to the above paragraph, but there will be more than a few occasions when you can just let rip at the enemy and burn them the heck down. Squeezing the pursuing Ork horde through a series of bottlenecks and letting rip with the Melta, can yield unparalleled devastating results. Clearing huge chunks of the Wave effectively and efficiently. One such location is at Hab Centre ARENA 2. The long, open arched corridor on the far left side from where you first enter, is perfect for putting this tactic to full effect. Most of the Shooters (During Wave, 6 & 7), spawn from the tunnels that lead from this location. So you can really take them to account as you annihilate everything. There are many more similar locations scattered throughout all Arenas of all three Chapters. Use them wisely and at your discretion.

Orks Iz Da Noyzi-est
An Ork loves to give a good shout before lunging at you with whatever sharp nastiness it's trying to stick you one with. This can be a good audible indicator to help time your rolls correctly. Very handy when trapped on a Capture Point.

KALKYS ESCAPE ARENA 2. Survival of the hide-iest...
Just a quick additional tip on this particular Arena which maybe worthy of note. WAVEs 7 and 9, can be extremely hazardous because of the shear amount of Shooterboyz that will spawn. Staying in the middle of the Arena or trying to take them all head on, will be nothing short of suicide. However, if you take to the lower corridors at the sides. The Shooterboyz will mostly drop and collect like an angry green puddle in the centre of the Arena. All you need to do then is remain in the cover of these side passages. Whilst picking them off one by one. EASY !

WHEN SQUIGS ATTACK, GET SQUISHED OR FALL OUT OF AIR DUCTS
BombSquigs, I hate them. For me they are perhaps the most loathsome thing in the whole of the Exterminatus. Dropping out of nowhere in great numbers, hard to hit and very deadly. More often than not you will hear them long before you see them. And when things are hectic, the first time you see them is when they're blowing up in your face. On most Arenas there is very little that can be done against them, unless you can take them out before they get to you. But on WAVE 10 of Kalkys Escape. You are granted the opportunity to turn the tables on these nasty little buggers.

Hanging around on WAVE 10, either in the centre or on any of the balconies. Is just going end up giving you more grief than you need in your life. The shear number of Bomb Squigs that will pour in from the surrounding access points will overwhelm you in no time at all. What you need is a sure fire plan for surviving this explosive onslaught. Now you may have noticed one or two dead end passages on the upper level. These are perfect for funneling the Squigs into, by keeping them all heading in one direction. You will of course, have to use yourself as bait. But with a few good shots. You can destroy them all real easy. You will have to come out of that position now and again to rid yourself of the Shooterboyz that spawn. But on the whole, this should be your main tactic for surviving the Bomb Squig attacks.

Don't get caught out and yourself surrounded. Filter those horrible varmints into one solid direction.

TAKING FULL ADVANTAGE OF THOSE BUGS AND QUIRKS
Oi ! Where're you lot off to ?.. Get Back here and FIGHT !!!

You know when you've played a game too much, when you can even make its broken bits work in your favour. You will have probably noticed during Co-op play, little odd things happening on the battlefield. Most commonly when a whole host of Greenskins will just run round you and ignore you completely. Most of the time this is an effect caused of the Co-Op itself. But you can play on some of these quirks during Solo play too. There will also be the odd areas where the Orks will not follow you. But instead, they will stop and turn on their heels, and storm right round to the far side of the Arena to come at you from a different path. Hab Centre Arena 2 has one such area (above image). At the top far right hand of the map from where you first spawn. For some reason they will not follow you up the rubble covered slope. Which is a good thing to know in a pinch. And as long as there aren't any shooters about. This can give you precious time in which to heal or take a brief break. Below are a couple of examples of other bugs and quirks that may be of some use to you..

Shooters and rocketboyz spawning from this location during Wave 7, will completely ignore you and dash past you into the passageway. Turn this to your advantage to make some easy kills before they can turn their guns on you.

The Orks will not follow you up this slope, Instead they will run right round to come at you from the stairs on the far side of the upper floor.

Stand a bit further back from this position if you're being chased and most of the Orks should make a detour for the gap on the right here. Dropping into the space below.

Stand on the corner and many of the pursuing Orks will get caught behind the boulder. Creating a very handy "Kill Zone".

Keep an eye out for these "blindspots", they are more common than you think. And are present in most Arenas....

CHAOS INVASION. KNOW WHEN TO GET INVOLVED
Grrrr.... Skulls for the Bloodclot and...er....etcetera !!

You will notice at times that you can just sit back and let the IMPs dook it out with the Orks, and both sides will pay little to no attention to you. Use this to your full advantage to take a breather, heal or even capture some CPs (this will be particularly important during Wave 8). Though beware, an ill thought out engagement will draw attention from BOTH factions, who will put their differences aside for a brief time. In order to make you pay for your impatience.

KILLING ALONE FOR THE BETTERMENT OF MANKIND
As you succeed further and further alone, your skills in actual co-op matches will undoubtedly increase dramatically. You will also find that you need less and less flashy equipment to get by in co-op. Once you have tasted the insanity that is the solo Exterminatus, the whole experience will never be quite the same again.
Bodies of Evidence 1: Kalkys Facility Escape
Bodies of Evidence 2: Hab Centre Assault
Bodies of Evidence 3: Chaos Invasion
Beyond the EXTERMINATUS !
New weapons, new armours and new ways to take on the might of the Waagh ! With bonus content for Multiplayer and Exterminatus fans alike. This excellent mod won't even muck up your vanilla game either, as it runs from its own .exe.

SPACE MARINE AUGMENTED

You have nothing to lose and everything to gain. More than worth a try.

And even though I personally have little love for the Sequel : ([www.focus-entmt.com]... Here it is anyway.
Imperium Intelligence on the Orkoid Species.
KNOW YOUR ENEMY...
The Orks, although violent, brutal, nasty, generally unpleasant and highly dangerous to be around; They do happen to have a remarkable society. One that many new initiates of Space Marine may not be all that aware of. Now I could take an awful lot of time here, writing a massive section on Ork genealogy and wotnot. But these videos by YouTube users Luetin09 and Miniwargaming, explain everything in a far more concise and easy to digest format. So sit back and take in these excellent educational and most informative video lectures. Learn all there is to know about Orks, their society and just why it is exactly that, "Da red wunz go fastah !"...

This section does not really bare any particular relevance to the Exterminatus mode as such. But I shall include this just for the sake of interest and information. And of course... mostly for the FUN of it...

https://www.youtube.com/watch?v=1j3QRl-Vuro
https://www.youtube.com/watch?v=ts3nSU7wvVk
And of course. Not forgetting the most important info there is...
https://www.youtube.com/watch?v=whxcq4I0kAo
Try resisting that one after 20 pints of Bugmans on a Friday night...

Dare You Take Chapter Master HERALD_536s, Super EXTERMINATUS Challenges?
"Oi ! I ain't finished wi' you yet, Spayce Muhreeeeeeen !"

Right then...Competition time "D. Now, now. No need to get excited. There's no prizes or anything. Just a few extra titbits for your own prestige and FUN. Nothing more.

Now that you have trained to be the finest of the Emperors finest. Why not push yourself right to the very limits of that training. Do you have the metal to succeed in these simple yet very demanding single player challenges?

CHALLENGE 1
TEN FER TEN : This first challenge should be easy. Kill 10 snotlings with 1 clip (10 rounds), of a Bolt Pistol. No Misses. No Pistol Perks.

CHALLENGE 2
BASH N SLASH RAMPAGE : Complete ANY first Arena (Waves 1 to 5). Utilising nothing but Melee and Body Attacks and any Special Equipment. No guns or Perks allowed (with the exception of the Serrated Combat Blade Perk and any one Grenade Perk).

CHALLENGE 3
STABBY, SHOOTY, BASHY SUPRISE : Complete any second Arena (Waves 6 - 10). Using only Bolt Pistol, Melee, Body Attacks and any Special Equipment. Again no Perks allowed other than Serrated Combat Blade and any one Grenade Perk.

CHALLENGE 4
HE AIN'T HEAVY... HE'S MY BOLTER : Complete any first AND second Arenas (Waves 1 - 10). Using Bolter, Bolt Pistol, Melee, Body Attacks and any Special Equipment. No Perks except Serrated Combat Blade, Tactical Readout, Master Crafted Wargear or Favour of the Armoury

CHALLENGE 5
FRAKKIN' WITH KRAKEN : Survive to at least Wave 12 of kalkys FacilityEscape OR Hab Centre Assault. Using Bolter, Bolt Pistol, Melee, Body Attacks and any Special Equipment. No Perks except you MUST have Kraken Rounds occupying one Perk slot. Then either, Serrated Combat Blade, Tactical Readout, Master Crafted Wargear or Favour of the Armoury, in the other.

CHALLENGE 6
MELTA GUN FUN & RUN : Survive to Wave 12 of Kalkys Escape OR Wave 10 of Chaos Invasion. Using Melta, Bolt pistol, Melee, Body Attacks and any Special Equipment. No perks allowed except you MUST have the Serrated Combat Blade in one Perk slot. Then any one Melta Perk in the other.

CHALLENGE 7
PLASMA MIASMA or MASTER LAZ BLASTER : Complete ANY first and second Arenas (Waves 1 - 10), as a Devastator Class Marine using the Plasma Cannon OR Lascannon as primary weapon. Bolt Pistol, Melee, Body Attacks and any Special Equipment. All Perks Allowed.

CALLENGE 8
LONG DISTANCE DOUBLE TAP : As a Tactical or Devastator Marine. Kill the first four Shooterboyz that spawn on the upper level of the main central building in Hab Centre Assault Arena 4, Wave 16. Using no more than EIGHT rounds from a Bolt Pistol and BEFORE the Orkboy horde is upon you. The Shooterboyz MUST remain on the upper level and you should get no closer than the ground plate that serves as Capture Point A in Wave 19.

CHALLENGE 9
BILLY GOATS GRUNT : Score 2000 points or over, for successfully capturing Point A on the high bridge during Wave 17 of Kalkys Facility Escape Arena 4.

CHALLENGE 10
SUPER BOMBARDIER MAN : Survive Hab Centre Assault Arena 4. All the way till the clock times out at Wave 19. Using the Vengeance Launcher, Bolt Pistol, Melee, Body attacks and NORMAL Grenades. No RED weapon perks allowed. And either Master Crafted Wargear OR Favour of the Armoury MUST occupy one of your Perk slots.

SPECIAL SUPER BONUS CHALLENGES
i). WEIRD(boy) SCIENCE : Kill the Weirdboy and survive to the end of Wave 15 of Hab Centre Assault. WITHOUT crashing the game.. ;)

ii). BREAKING POINT : Take and hold one of the Capture Points during Wave 19 of Hab Centre Assault.

iii). HERETICS LAST STAND : Survive to the timeout of Chaos Invasion Wave 10.

iv). ORKOPALYPSE : Survive Wave 11 of Chaos Invasion Arena 3 Using any Marine Class you like. All Weapons. All Perks allowed..

v). KILLA KAN'T : Survive Chaos Invasion Arena 4, All the way to the timeout at Wave 19. Using ANY Marine class you like. All Weapons, All Perks allowed..

GOOD LUCK !
And Finally....
KERRWHACK ! "I wasn't champion of the Space Marines, shower room towel whipping league for nothing you know" - Sgt. Sidonus.

You made it ! Well done. I hope it was all worth it, and that you've managed to get something out of this guide. I would just like to say Taa very much for reading through all this. It did take an awful lot of time to compile (4 years on and off), and has come a very long way from its early days as a short ten bulletpoint hint list. So cheers, Nice 1 etc "D

On your way out, please be gracious enough to rate and thumbs up (or down), and wotnot. That would be very much appreciated. If you have fared better, either through the use of the Assault Marine or have managed to beat any of the progress listed in the guide above. I can't salute your success enough. It would be great to know that there was at least some advancement yet to be had. In fact I expect it ! My peak has been and gone, but yours is still very much on the horizon, beyond that grim mountain of green and of blood.

And when you do finally get bored of dying alone. Join a group or clan. The excellent RED THIRST is highly recommended. Supporting many 40K titles as well as Space Marine, holding weekly events for the benefit of its members. I think that there is even a Space Marine Discord Group nowadays. So the options and means for meeting other Exterminatus fans is still growing, even after all this time.

Special thanks to those who have made videos and added content to the wikis that I have utilised in the researching of the various aspects of 40k & Ork lore for this. The help was invaluable, cheers to all on that front. Thanks to the critics who came round here and went "rubbish rubbish rubbish blueeeerhgghgh", Forcing me to do my research better (your colourful commentaries may not have survived, but your influences assuredly did b "D) And of course, a big SHOUT OUT to those of you out there, who are still playing this phenomenal game (because you know that it doesn't get better than this).

And that should about wrap everything up for this guide. Goodluck in your glorious charge towards your desperate final hour. You will certainly need it.

And remember....

THE EMPEROR PROTECTS



16 条留言
Slimjimbiscuits 2023 年 7 月 2 日 下午 1:04 
Thank you so much for your contribution to the Warhammer 40000: Space Marine community! On behalf of one of the newcomers, it is with the sincerest gratuity that an established veteran of the entirety of the WH40K install base, such as yourself, is still willing to give all of us beginning WAAAHs (because it certainly ain't the rest of y'all continually eating the endlife every other Wave), and our ability to play this mode respectfully and correctly, a gamble.
144th Vanguard 2022 年 6 月 26 日 下午 10:39 
I used to be good i might be good again lulz
144th Vanguard 2022 年 6 月 26 日 下午 10:38 
hit me up for co op
AngriusMaximus 2022 年 1 月 15 日 上午 5:11 
THANK YOU for this awesome guide. Been writing my own basic Extermi guide, but you seem to have covered almost all the bases with the possible exception of the Tactical Loadout (Plasma Rifle + Melta + Larramans for me :P ).

Hopefully more players see this and apply COMMON FREAKING SENSE to their playstyles rather than assume that Exterminatus is like PvP where only kills matter....
Dilet 2021 年 9 月 26 日 下午 7:51 
Got to round 12 of Kalkys solo on my first day practicing this. Emperor be with you!
Sativa Wraith 2021 年 9 月 2 日 上午 11:09 
Thank you for taking the time to write this!
Leviathan 2020 年 7 月 10 日 下午 12:02 
Great. Will have to give it a whirl!! Could just fancy a bit of Space Marine.. .pity not so many people online no more... :-( :bloodangel:
Ægir de Merak [BS New Blood] 2019 年 9 月 19 日 上午 11:09 
Your admission to ordo XENOS ...is accepted ..... )
Sevatar 2017 年 11 月 28 日 下午 3:05 
Great job mate! Super guide!
MadDog-IC 2017 年 3 月 10 日 下午 7:40 
Thanks for sharing, nice to know a few extra tricks.