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**Halo: Reach in MCC — Long Night of Solace's data pads, space challenge and Pelican turret**

· Games / Halo: Reach

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**Halo: Reach in MCC — Long Night of Solace's data pads, space challenge and Pelican turret** *Full mission spoilers.* Both data pads are before the launch. Wake Up Buttercup is during the second space encounter. The Pelican turret is near the end, after you've boarded the corvette. Those three parts of the mission are far enough apart that it helps to decide what you're collecting before getting into the Sabre. **Data pad 5 — Minority Report** Fight through the beach and enter the launch facility. In the final interior area before the launch pad, find the room with the large blue holographic table. Take the small stairs on the left into the side control area with reddish lighting. The pad is on the floor there. Read it before proceeding through the doors toward the Sabre. This pad is available on any difficulty. An older guide may call it pad 9 because it numbers the normal and Legendary pads in mission order; the MCC achievement calls it **data pad 5**. **Data pad 14 — The Answer is Simple** Select **Legendary** for this one. After leaving the holographic-table room, continue to the Sabre launch area but stop before boarding. Climb the first set of access stairs on the right. From the landing, turn left toward the adjacent metal structure. The route goes onto that structure, not up the rest of the stairs into the aircraft. Jump to the nearby platform, climb the angled support and crouch-jump onto the higher rectangular metal panel. Turn around to face the opposite support/platform, jump across and follow the sloping structure upward to the pad. This is a climbing detour with awkward metal edges. Settle on each landing before making the next jump, and look for the actual support under your feet rather than trying to clear the whole scaffold in one movement. If you hit your head on a beam, adjust your starting point; repeatedly holding the same direction won't change the obstruction. Read the pad at the top, then return carefully to the access stairs. Boarding the Sabre moves the mission into space, so collect this before triggering launch. There isn't a later opportunity to land back on the beach and finish the climb. **Wake Up Buttercup** Use **Heroic or Legendary**. The task is to destroy the corvette's four engines and its escort in under three minutes. It happens after defending Anchor 9 and the transition to the corvette, not during the opening space battle. Get familiar with the Sabre's controls before attempting this on the clock. As the corvette encounter begins, move to its rear and destroy the marked engines, then finish the escort fighters. Strip Seraph shields with the cannon before using missiles; repeatedly firing missiles into an intact shield wastes an opportunity to finish the target. Treat the start of the encounter as the start of your attempt. Don't wait until the first engine explodes to begin counting. The aircraft battle is already underway, and your task includes more than the engines. Keep enough space around the corvette to turn and avoid collisions. A clean attack on one escort is better than boosting past it, losing sight of it and spending another circuit trying to find it. If you are badly damaged, break the chase long enough to survive; dying doesn't become useful just because the target was almost finished. Check for the unlock after the engines and escort are cleared. The normal mission still continues to boarding. This is a short encounter challenge inside a much longer mission, not a requirement to reach the corvette's bridge in three minutes. **Jorge Can't Have All the Big Guns** During the final hangar defense, the Pelican has a usable turret beneath its nose. Approach the front of the aircraft, crouch under the nose and hold your configured **interact/use** button. The interaction can be easy to miss, so adjust your position slightly if necessary rather than looking for a large glowing console. Enter and fire the turret to complete the “use a Pelican turret” task. This is not Jorge's handheld gun, and it is not the Falcon weapon from Tip of the Spear. The hidden turret can also help with the defense, but you still need to finish the mission's objective and return to Jorge. Getting into it is an optional discovery, not a mandatory step in the main walkthrough. Use your actual control binding rather than assuming RB or X means the same thing in every layout. **Mission targets** - **You Flew Pretty Good:** complete Long Night of Solace. - **Sabre Metrics:** beat **25:00**. - **Insomnia:** beat **45,000 points** in MCC. - **Minority Report:** read data pad 5. - **The Answer is Simple:** read data pad 14 on Legendary. - **Wake Up Buttercup:** corvette engines and escort under three minutes, Heroic or harder. - **Jorge Can't Have All the Big Guns:** use the Pelican turret. For Insomnia, the space combat offers plenty of valuable targets, but you must still finish the corvette's infantry section. Keep the score display on and preserve the run through the last hangar fight. For Sabre Metrics, learn the transition from the first hangar clear to the bridge and back; those corridors are where a good space battle can lose time to unnecessary wandering. The pad climb belongs on a collection pass. The timed corvette challenge belongs on a flight attempt you're ready for. You can combine them if you want, but there is no achievement requiring you to make every optional task part of the same difficult run.

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