Once the scene is finished, you will be able to drop down to the Command deck below.
In front of you, you will see a large blue power core. In the top right hand corner of the screen you will see a blue status bar appear, this signifies the power core’s strength and it will drain when the core takes damage. If the core is damaged too much, the core will be destroyed and you will fail and unfortunately you will have to try again.
This next part is probably the hardest area in the entire game. It is by no means easy, but it is achievable. There is a veritable horde of enemy combatants in the next gameplay sequence and they will be dropped in regularly via both gunships and zeppelins. Fortunately you will now have the ability to call in Songbird to attack the various enemy vehicles. He will be able to kill any one that he targets instantly, but it takes around 30 seconds for him to recharge and be ready for another strike following each attack.
On the deck here are a bunch of tears around the area for you to use and they can be found in the following locations.
|**Tears in this Location**|
|Crate of medical kits in the cabin behind the core. Piece of cover on the upper deck to the right of the core. Piece of cover on the upper deck to the left of the core. Crate of medical kits left of the core on the lower deck. Crate of medical kits at the far end of the raised walkway on the left. Sniper rifle and ammo on the sniper platform at the top of the area.|
The actual attack sequence will play out almost like a series of waves, with each bringing a little more craziness to the situation. The waves can sometimes overlap if you are unable to finish off the enemy forces quickly enough, so be sure to read ahead as well so that you know what to expect!
The waves play out as such:
Note that If you do get into a real sticky situation, you can use Songbird to attack the deck and he will eliminate any enemies in his area of effect.
No matter what you do, the core will take some damage and no matter how efficient you are at dispatching the bad guys, you will still end up with soldiers and motorized patriots attacking the core. To counteract this, place some traps around the deck at the core’s base and by the stairs. Shock Jockey is especially effective at chain stunning enemies, allowing you some time to return and help out. Feel free to grab a patriot’s crank gun too as this will make short work of both the Vox infantry that you encounter and the patriots when under effect from a vigor or by firing on their weak spots.
This segment of the game is by no means easy, but in the end it is just a case of prioritising your fire and managing damage control on the core. Eventually the game will run out of enemies to throw at you and you can continue with the mission.
Once the fight is done with and your task is updated, join Elizabeth near the railing at the far end of the deck and interact with her for a scene.