All posts by thewildernessgunclub

Finding the Best Crossbow in the Market – The PSE TAC 15i Vs. The Barnett Ghost 400

Finding the best Crossbow in the Market – The PSE TAC 15i vs. The Barnett Ghost 400

With the increasing number of crossbow models available in the market, it is necessary to compare the best brands and products. Currently, there are 2 leading products in the market, the PSE TAC 15i and the Barnett Ghost 400.

The PSE TAC 15i

In 2010, PSE released a new and exciting crossbow, the TAC 15i. This crossbow has a lot to offer. The accuracy it has is incomparable because it delivers astounding accuracy at 50 yards. The power it has also is something to be considered. At 402 Feet per second, the TAC 15i is simply amazing. In addition, it has several mechanisms such as the vibrack backstops that help minimize vibrations making the crossbow more smooth to operate and quieter in release.

While most of the crossbows available require effort while cocking and loading, the TAC 15i has a cranking mechanism that requires only 12 lbs. Of force to crank. This makes it easy for owners to load and fire it. The crank also functions as an unloader which eliminates the necessity to fire the crossbow to unload it. The design also has several mountings for additional parts such as scopes, flashlights and bipods.

On the downside, the TAC 15i crossbow is quite expensive and requires a special arrow that is specifically designed for the device. Moreover, it is not as compact as other crossbows available in the market as the TAC 15i resembles the AR rifle in size.

The Barnett Ghost 400

The Barnett Ghost 400 is a force to be reckoned with. With the patented Barnett ultra light laminated carbon riser, it is lightweight and easy to carry and aim. Because of its manner of construction, the crossbow is not only lightweight; It is also not top heavy. This helps hunters in aiming properly as well as adds accuracy in every shot.

The quality of the materials also decrees the vibration of the crossbow making it 30% quieter and smoother to release. Safety, especially for clients who are new crossbow enthusiasts is a much needed factor and the Ghost 400 offers amazing 5 to 1 safety features not available in TAC 15i. The crossbow delivers 400 FPS power and has anti dry fire mechanism which means that one can not fire the crossbow without an arrow. The crossbow is not only powerful and accurate; Its price is also competitively priced compared to TAC 15i which makes it a hot commodity especially for beginning bow hunters.

On the downside, the bow may be lightweight, but with a width of 24 inches, it is less compact than the TAC 15. Cocking the arrow is not also as convenient as TAC 15i because the Ghost 400 requires a rope to accomplish this.

Conclusion

In reality several factors like safety. Cost and power and accuracy are put into consideration when buying crossbows. In terms of power, and accuracy, TAC 15i tops the list. However, the Ghost 400 is superb in safety and value for money. One thing is for sure though, the TAC 15i and the Ghost 400 crossbow will continue to dominate the market.

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Legal Issues of Pocket Knives in Canada

When you picture a knife you either think of knives in your kitchen, the knives you use for everyday tools, and other times you think of them as deadly weapons. Knives are very useful tools and we need them on a daily basis. Whether you are a cook, a hunter, a fisherman or just need to cut open a box or cut a piece of rope, knives are very popular tools. However, even though they are considered useful tools, the Canadian Government believes there still needs to be laws to regulate the types of knives Canadians can own. In Canada some knives are illegal no matter what they are used for. If you live in Canada, how do you know the difference between a knife that is legal and ones that are illegal? It depends on the Canadian Federal laws, your local Canadian police department and your local provincial laws.

The Canadian Criminal Code, Article 84 covers the laws regarding illegal knives. The article defines a weapon as any object designed to be used in causing death or injury to any person or anything designed to be used for the purpose of threatening or intimidating any person. By this definition a butter knife could be considered a weapon. However, having a knife on your person does not make it illegal. According to the law, a person with a knife must have the intention to use the knife as a weapon. With this said, you can’t be blind to the fact that any pocket knife can be threatening and can cause serious injury.

The types of knives that are restricted in Canada are knives you can open automatically. An example would be a switchblade. Switch blades are folded knives that have their blade under spring tension. Some switchblades are side opening and others extend out the front. The blades on these knives are quickly deployed by pressing a button to release the tension on the spring quickly extending the blade. These knives are hard to be justified as being tools. How often would you buy a switch blade just to cut rope or open boxes? These knives were primarily designed to be weapons.

Other knives prohibited by Canadian Law include knives that open automatically by gravity or centrifugal force. To determine if a knife falls under this law, police will try to release the blade out of the handle with only one hand. If the blade slides out then the knife is a considered an illegal weapon. The problem with this law is most modern pocket knives are designed to be opened with one hand. Manufacturers such as Gerber, SOG and Kershaw manufacture a large number of pocket knives that can be easily opened with one hand. So are these knives illegal in Canada? According to the Canadian Border Service Agency (CBSA) the following list of knife types are considered prohibited:

  • Automatic knives such as switchblades
  • Centrifugal knives such as flick knives or butterfly knives;
  • Gravity knives;
  • Constant Companion (belt-buckle knife)
  • Finger rings with blades or other sharp objects projecting from the surface;
  • Push daggers;
  • Spiked wristbands;

According to the CBSA list, normal pocket knives do not fall within any of these categories. To determine if a knife is illegal in Canada comes down to common sense. If your knife is practical for use when camping, hunting or simply cutting a rope, then it is legal. But if the same knife is used to harm another person, then it is weapon. When a knife is used to harm another person a prosecutor can argue that a small pocket knife is a dangerous weapon since it was used to harm someone. Thus a knife of any type can become a problem even if used in self defense.

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Top 10 Reasons Airsoft Is Better Than Paintball

Any airsoft fanatic knows that the truly best military simulation sport out there is airsoft; however, some paintballers and non-players remain unaware of the benefits and advantages airsoft has over paintball. Here are the top 10 ways in which airsoft skirmishes trump paintball games:

1. Airsoft game play is more realistic than paintball play.

Airsoft guns look like real guns, so much so that legally airsoft manufacturers must include a 6mm orange tip at the end of the barrel to identify it as an airsoft gun and not a firearm. Airsoft guns resemble real firearms in many aspects: their barrels, machinery, magazines and accessories more closely mirror firearms than paintball guns.

2. Shooting airsoft ammo allows for better accuracy than shooting with paintball ammo.

Airsoft bbs are smaller than paintball pellets, so they experience less wind resistance and therefore, are more accurate. Airsoft bbs are less visible to the opponent because of their smaller size, which adds to their accuracy. Also, when playing paintball, players may see the larger paintball pellet flying toward them and can take cover accordingly, which decreases your hit percentage.

3. Airsoft skirmishes are more tactical than paintball games.

With the realism of the airsoft guns, tactics play a large part in their battles. Players really feel as though they are on the battle field and must act strategically and intelligently to win a skirmish. With the ability to release large rounds of airsoft ammo quickly, bum rushing opponents and sloppy strategy will lead to a quick defeat; therefore, designating a chain of command (see reason #7) is vital. The highly tactical aspect of airsoft battle helps transcend the sport into a milsim reality.

4. Airsoft guns have greater usability than paintball guns.

Airsoft guns vary in weight, ranging from as light as 2 pounds to heavier than 6 pounds. The ammo can be sized at.12 grams or as hefty as.28 grams; however,.20 gram airsoft bbs are the most common size. On the other hand, the average paintball gun on the light end weighs about 5 pounds and can reach more than 15 pounds for nicer, heavier-duty models. Maneuvering a paintball gun becomes clumsier and less agile than handling a lighter airsoft gun. Due to the lighter gun and airsoft bb weight, airsoft guns are easier to carry around, which increases their usability.

5. Buying a quality airsoft gun is cheaper than getting a paintball gun.

A quality electric starter airsoft gun costs around $22.95 and airsoft ammo is extremely cheap, too – $11.95 for a round of 4000 airsoft bbs. Paintball guns and ammo cost significantly more for comparable quality, around $79.95 for a beginner paintball gun. Paintball pellets also carry a bigger price tag at $59.98 for 4000 rounds of paintball ammunition.

6. Rounding up a pickup game with airsoft guns is easier and less messy than assembling a paintball gathering.

This airsoft skirmish advantage is pretty uncontested in the paintball verse airsoft world – it is much easier to get together an airsoft game than a paintball game. First, when playing airsoft, the location has fewer restrictions than when playing paintball. Playing airsoft is legal on private property, so you and a friend could easily have a one-on-one battle in someone’s big backyard or land. Second, airsoft play is much cheaper so it can be easier to rally people to play. Paintball play- because of the paint splatter – is much more restricted.

7. In these games, having defined roles is important and commonly used.

Airsoft skirmishes typically divide into two teams, with detailed and strategized roles for each player on the team. The main roles for airsoft battle include a team leader, tactical officer, rifleman, recon, sniper and heavy infantry; however, there are additional roles that can be designated to aid in the order on the field.

Paintball play sometimes involves a chain of command, but the structure is much more flexible and open to interpretation than in airsoft. Paintball teams normally just separate into three classes: frontmen, mid-players and back players.

Airsoft is a more realistic milsim game which explains why tactics, strategy and a defined hierarchical chain of command are used more frequently than in paintball games.

8. There are more options to upgrade your gun in airsoft.

As discussed in reason #1, quality airsoft guns are cheaper than paintball guns; therefore, it is easier (and less expensive) to update and upgrade your airsoft gun than a paintball gun. Beyond the lower cost of tricking out your airsoft gun, more options for upgrades exist. External upgrades like fore grips, scopes, sights and switches are available at affordable prices as well as internal upgrades to boost performance like nozzles, fuses and gearboxes.

The best part about the low prices for airsoft parts and accessories is that you can get into the sport as a beginner without having to front a lot of money. Then, when you become more advanced, upgrading is easy and affordable.

9. Airsoft bbs shoot faster than paintball pellets.

Airsoft bbs fly at speeds of 150 to 600 feet per second (fps), with an average speed of over 300 fps, whereas paintball pellets only achieve speeds of 200 to 300 fps on average.

10. The military practices with airsoft guns and ammo for training.

Military personnel and police officers use airsoft guns during training before transitioning to real artillery. Just this month, officers in Dane County, Wisconsin used airsoft guns and rifles for their basic training at a closed-down public school.

We think these are the top 10 reasons why our sport is better than paintball, but we’re sure you airsoft aficionados know many more!

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Tactical Assassin 2 Game Walkthrough

Warning: You are about to enter a dark world of an assassin. Killing, murdering, and assassinating target stickmen is your profession, and you are a professional. Tactical Assassin 2 is a classic stickman sniper game. It isn’t a tough game to complete, but it does have a few tricky missions. If you have been playing this game for 2 hours and for the life of you cannot pass level nine, you should keep reading this article as I will walk you through on how to complete Tactical Assassin 2.

Mission 1 is an easy training mission. You are given a Winchester.308 rifle with a Tasco 4×15 scope. Your targets will popup randomly every few seconds so keep your eyes open! You must hit six of them to move on to the next mission.

Mission 2 is called “A New trust.” Your target is a militia member that assassinated 2 key allies of the organization called F.M.G. Intel confirms he is sitting at a local coffee house. Your target is the stickman on the right that is smoking a cigar. Easy money!

Mission 3 is called “Brotherhood.” Your boss likes your work and has assigned you to assassinate one of the King Brothers and the forensic specialist. Both targets are sitting on a bench in the park. Remember the code of Snipers. “One shot, one kill.” So wait for just a few seconds and when the KB stickmen sits up and both of their heads are aligned, take the shot!

Mission 4 is called “A New Lead.” Our boss is having a hard time locating the last two remaining KB members. But we do have a lead. In order to get the information, we must assassinate a doctor for reasons our source wants to remain unknown. He will be leaving his office shortly. The doctor is an easy kill.

Mission 5 is called “Full House.” We have word from the “Fox” that one of the KB brothers is hosting a poker game at his house. Your target is the stickman sitting closest to the window, back to you, drinking with his right hand.

Mission 6 is called “Airliner.” Fox has given us intel that the last remaining KB brother is staying in Iraq and about to walk out of the plane. We must eliminate him and his bodyguard. The body guard is standing underneath the wing of the plane. Wait until the KB brother walks down the stairs and infront of the bodyguard, then shoot him. After killing the bodyguard without the KB seeing you, take him out.

Mission 7 is called “Disruption.” An Iraqi forensics specialist is close on closing the case of recent bombings by the FMG. This forensics agent must be eliminated. You will be positioned on the roof of an adjacent building. Your target’s room is the middle one on the top floor. First shoot the satellite tv dish on the roof. Your target will then get up and walk through the window view giving you the opportunity to take him out.

Mission 8 is called “Last Speech.” You have been giving a powerful.50 caliber sniper rifle. Your target is a Spanish politician who is giving a speech protected by thick glass. This is your change to eliminate him.

Mission 9 is called “The Boom-man.” Boom-man is a high profile assassin in Iraq responsible for many bombings. Your mission is to distract the guards so that the Boom-man can plant bombs on the vehicle. You must not shoot anyone. Mission is quite tricky as you have a limited amount of time. First look up and notice the guard under a tree. Shoot the tree to distract him. Next, look down and to the right for a bottle near the door of the garage. Shoot it to distract the second guard. Third, look down to the right of the garage and you will notice a guard on the car and an electronics box just to the right of the garage door. Shoot the box to distract the third guard. Then watch as the Boom-man plants the bomb on the car and blows it up!

The End! Hopefully this article has helped you pass this cool assassin game!

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Parker Bushwacker Crossbow Vs Wicked Ridge Warrior Crossbow

Parker Bushwhacker crossbows is manufactured by Parker – one of the largest manufacturers of compound bows. It is intended to give hunting enthusiasts value for their money by combining style and safety in its design. Considered to be at entry level, the Bushwhacker is ultra light in weight with a vented forearm as well as a safety finger flange and pistol grip for easy use. Other features include a G2 trigger, aggressive stock styling with auto engage and ambidextrous safety. An additional significant feature of the Parker Bushwhacker is its anti dry fire device. Not all manufacturers include this device in its products. Dry firing or firing without bows or arrows can cause damage to the limb so it is important to integrate an anti dry fire mechanism.

On the other hand, the Wicked Ridge Warrior is a product of Tenpoint. It provides precise performance without costing you too much money. Its CNC machine riser guarantees superior strength and quality. Tenpoint is known for its patent technologies that are incorporated in every product it manufactures. These technologies include the Ridge dot to allow hunters to shoot with precision as well as Acra-Angle technology that ensures accuracy in cocking while preventing any injury from occurring. The PowerTouch trigger gives a quiet, smooth and consistent trigger pull. Furthermore, it also integrates an anti dry firing mechanism to avoid dry firing. This is really important since it can prevent from the string to wear out as quickly and as well to prevent any incidents from occurring.

Both types of crossbows enjoy immense popularity and positive reviews from consumers. Reviews claim that the Parker Bushwhacker is very lightweight, compact and easy to handle or move around. It provides accurate shooting with no excessive noise compared to other brands. With its low price, consumers get a quality product and still have extra money to buy other items for hunting. Aside from its features, consumers also commend the lifetime warranty offered by Parker as compared to the limited warranty by other manufacturers.

With Tenpoint’s reputation, consumers are assured of getting a quality product. It shoots with exact precision and great penetration. It is also easy to draw and use. This is also lightweight that even children can use it. So if you want to get extra savings, you can choose either the Parker Bushwhacker or Tenpoint’s Wicked Ridge Warrior. They are good entry-level crossbows, and good quality products that come in affordable prices.

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Barnett Quad 400 Crossbow – An Accurate And Powerful Hunting Weapon

While shooting a weapon like a crossbow at either a static target or a moving one, you need to have one thing on your side – accuracy. Since the time of the very first crossbow design, sportsmen and hunting enthusiasts have kept on trying to improve the accuracy of this formidable weapon. Even today, many manufacturers are tinkering with their bow design in order to keep making improvements for the user. One such manufacturer is Barnett, a top maker of a powerful line of crossbows for archery and hunting. One of their latest creations is called the Barnett Quad 400 crossbow. This is one mean shooting machine.

The Barnett Company is known for their innovations in crossbow making and this model is no exception. One of their innovations for this one is the high-density gas assist composite stock, which makes this crossbow lighter to carry and a lot more comfortable than a previous model. Of course, when you are holding such a high-powered weapon for a long period of time, you do not want to suffer from arm fat before you have even had the chance to enjoy using it. That's why the Barnett Quad 400 crossbow is such a good deal for those who are looking for an affordable crossbow that has both comfort and power.

Now one of the things that some people struggle with when handling a crossbow for the first time is the cocking mechanism. This does take some skill and practice, especially for new crossbow owners. The Barnett Quad 400 crossbow comes with an integrated cocking device attachment that makes it a lot easier to get your arrows into the quiver and hold them steady. This all contributes to the accuracy of using this particular shooting machine. The redesign has become a winner among Avid crossbow users as they have rated this model pretty high for speed and accuracy. Now, as with any other weapon of this nature, the user has to be sure of how to properly handle it before really jumping into full-blown shooting.

Many beginning crossbow users think that shooting this way is just like it is in the movies. How hard can it be to pick up a bow, put an arrow in the quiver, aim, shoot and hit the target? Most think that they'll quickly be hitting their mark without too much of an effort. However, once they actually pick up and prepare to use a bow with such big power like the Barnett Quad 400 crossbow, they have a newfound respect for how much skill it really takes to become good at shooting the crossbow. It's highly recommended that anyone who is thinking of getting themselves a crossbow and going out to hunt or just target shoot, should be prepared to spend a lot of time getting used to using this type of shooting machine. Practice will make a world of difference in the amount of accuracy that can be achieved.

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Four Essentials of Elk Antler Shed Hunting

Every spring thousands of outdoor enthusiasts head into the mountains in search of bull elk antler sheds. Most folks pick up 2 or 3 every season after spending hours combing the forest and mountains for sheds. I have lived in the eastern White Mountains of Arizona since the early 1990’s and have been hunting antler sheds every spring. I generally pick up 30-50 sheds a season and average one about every 2 1/2 hours. Here are some tips on how you can increase your odds of finding bull elk antler sheds.

OUTERWEAR

Mountain weather can be inclimate and change with very little notice. You will need to prepare yourself in advance by wearing the proper outerwear. First off, you need to be wearing a really good pair of boots. The terrain is steep and the footing is loose. Hiking shoes just won’t do the job. Hiking boots are better, but your best bet is a good leather Gore-Tex hunting boot. I prefer Danner Boots, they are comfortable and sturdy. Next is a regular pair of denim blue jeans. You are constantly going through brush, butt sliding, kneeling and occasionally slipping and falling. Nylon pants get tore up pretty fast. For a top layer, a wick dry tee-shirt along with a technical nylon or fleece top will work very well. You want to stay warm, but allow the sweat to be wicked away. It’s also a good idea to wear a bright color on top especially if you’re shed hunting with a partner, you need to be able to see each other from a distance. Camo is generally not a good idea. A good baseball style hat is also essential to keep the sun out of your eyes. I wear a long bill hat from my wife’s fly fishing guide business. This is mainly because you will not be wearing sunglasses, sunglasses tint the natural surrounding and you will not see the antlers laying on the ground unless they’re old white chalks. Sunglasses also make it difficult to use binoculars effectively.

EQUIPMENT

There are three essential items that you should carry with you at all times when you’re shed hunting. The first is a good pair of binoculars. I use a pair of 12×50’s that can be purchased for around $100-150. You also want to purchase the over the shoulder straps for the bino’s ($15). These will hold the glasses close to your chest and keep them from banging on rocks and hanging up in the brush. Next is a sidearm, if allowed in your state. You will be hiking into prime mountain lion country. I carry a.45 titanium revolver and it has saved my life twice by firing warning shots above charging lions. I have never killed one. (Perhaps a future story?) I simply will not go deep into the mountains without a sidearm and will not allow hunting companions to do so either. Finally you will need a 2000-3000 cu.in. backpack with straps that will clip and unclip the antlers onto the back of the pack. Preferably, also a bladder reservoir with a bite tube for hydration.

Remember, the points always are packed away from you and depending on the size of the antler, the button may point up or down….try not to let the points dig into your butt, or bang against your head. I can carry (3-4) antlers in this manner, then one in each hand if I find a real honey hole. Your pack should include: extra hardshell, in case of inclimate weather, radios, if traveling with more than one person (essential), headlamp, matches, map, GPS (optional) first aid kit, utility tool like a Leatherman, sunscreen, toilet paper, extra liter of water and your lunch. In some areas, such as the Blue Wilderness, I carry a lightweight climbing harness, a couple of carabiners, rappel device and a 100′ length of static rappelling rope for getting myself out of tricky situations.

RESEARCH THE FOUR ESSENTIALS

Now that you’ve assembled all of your outerwear and gear, it’s almost time to go elk antler shed hunting. However, to prevent you from wandering from mountain to canyon without purpose, you will need a good map of the area. The best are USGS topo maps available online – we like to laminate ours. I also like to utilize Google Maps and Google Earth. National Forest maps are also handy for finding roads for access into remote areas, but most the side roads are unmarked. The main thing is to have a “search plan” and stick with the plan. Your plan should reflect the four essentials mentioned below. Always let someone else know where you’re going and when you’ll be back. A note on the kitchen counter to my wife usually works for me. You also may want to carry a GPS and mark the location of your vehicle before you go trotting into a remote area.

As you plan your elk antler shed hunting adventure you should be thinking about four essential items: Security, Access, Conditions and Terrain. Any successful shed hunting trip will require all four of these items to be present. If only one essential element is missing, you will have very little luck finding sheds and likely be skunked. All we are doing is increasing the probability of finding an elk antler shed in a given area.

SECURITY

I believe that elk antlers are painful before they fall off. There is no scientific evidence that I am aware of to support my belief, but nonetheless I firmly believe this to be a true fact. The level of pain may be different for each bull elk, from a minor toothache to an abscessed tooth. The level of pain may also vary with age. So, take a minute and consider how you personally feel when you’re sick with a toothache, say maybe a root canal. Generally, you want to relax as much as possible, stay warm and comfortable, very little social contact, have water and food close-by, maybe sleep a little more than usual. Most of all, you really don’t want to be bothered. You just want to get this over with and get on with your life. My contention is that is exactly how a bull elk feels when those big antlers start to loosen up. They want to be safe and secure.

So, where would a bull elk feel safe and secure? The question is probably better asked where they wouldn’t feel safe and secure. Well, to be honest, definitely not around their girl friends, the cow elk. If I see loads and loads of fresh cow elk scat, I’m probably not in a good area for finding sheds. The bulls sometimes gather into smaller groups of 4-8 when they are about to drop, but most of the time this is a solitary event when it actually happens. They also do not want to be cold, they generally like to be as warm and comfortable as possible. I generally do not find elk sheds on north facing slopes unless I’m working a large mountain with deep backbone type ridges…even then, odds are far greater on the sunny sided slopes. This next one is very important, they also tend to avoid deep thick brushy areas, which are prevalent on north facing mountains. Remember, if you buy into my belief, these antlers hurt. They do not want them to be knocking against trees and bushes…kinda like stubbing a toe that you’ve already stubbed. However, the areas may be short and brushy, like a live oak forest with the height of the oak around 5′. This allows them to move around and carry the antlers above the brush, but have the ability to lie down in between them to seek protection.

The astute shed hunter would probably say, “Yea okay, but I’ve found a few sheds in wide open meadows”. My answer would be, “Sure, they are traveling to and from their water source and feeding area from a secure area”. Elk do not get delivered pizza when they are sick. In addition, you will typically find only one side in a meadow…they’ve already dropped the other one in their secure area. Finally, there is one last important point to be made about security – mountain lions. When a bull elk beds down, it’s usually not in a place where it can be easily attacked. They like to have good field of vision, which means quite often they like it higher up on the mountain. Overhanging rock ledges that they can tuck under are also places that always need to be searched. Think about when you were young and about to go to bed, but you have a tooth coming lose, you can’t sleep. Your parents would come into your bedroom and pull the loose tooth out – I always howled after the doorknob and the string trick! If a bull elk is bedding down and those antlers are hurting just enough that they cannot sleep, they will knock both of them off where they are bedding down. A matched bull elk antler set is almost the best possible find…next to a winterkill.

Good examples of secure areas are drainages and just below ridgelines. Please keep in mind, these areas can be quite large, sometimes a square mile.

CONDITIONS

This is the easiest of the essential elements and the one in which I see the most mistakes. Environmental conditions have a tremendous effect on where a bull elk may drop an antler shed. The main condition is weather and the other is the time of the year. I am going to make another bold assumption that is not based on scientific fact, but I know this to be true. A bull elk will not drop antlers in snow. However, they actually like being close to snow, specifically the snow line on a mountain. If you can determine where the snow line is on a mountain at the time of year when the antler dropped, you have saved yourself a tremendous amount of hunting in the wrong places (most common error). Typically, when I find a fresh brown antler shed the first thing I look at is my wristwatch altimeter and determine the elevation in which I picked up the shed. (A good reason to carry a GPS as well) Most of the time, there is no snow where I picked up the shed. I am attempting to determine the snow line on the mountain at the time of the drop. From that point forward, the highest probability of finding another shed is either 150′ above or below where you found the first shed. This means you are zig-zagging up and down the mountain. However, when you find your second shed on the same mountain, you are now adding to your database of knowledge to further refine your elevation search area. In the eastern White Mountains of Arizona and west Central New Mexico almost all of my sheds are found between 8300-9500.’ You will need to determine the average in your area in accordance with the snow line.

The other half of the equation is time of year. Bull elk generally drop their antlers over a 6-8 week period. In our region this is early March to late April. However, there is always a 10 day or so period when the majority drop their antlers. Large elk drop their antlers first. I consider a large elk anything over a 50″ main beam – usually a 6X. The medium-sized ones are next, around 36″ main beam and then the small 3X are last. Many shed hunters make the mistake of going out too early. Our area is packed with shed hunters early in the season, few are found. My early season adventures are usually on a sunny ridge line with 12×50 binoculars and a lunch. I’m watching the migration patterns and by the way, picking out the biggest racks.

Try to limit your search to areas a couple hundred feet below the snowline, using a zig-zag pattern during the time of year when they are actually shedding their antlers.

ACCESS

I have to include access as an essential element since this is a somewhat competitive adventure. If there are a lot of folks in the area in which you intend to hunt for sheds, you will likely not be successful. This is a major violation of the essential security element. However, it is important enough to warrant its own category. You may see bull elk in areas populated by humans, but they really do not like to shed their antlers unless they are traveling to and from a secure area. Think about it this way…if an ATV can get into your area, it’s not a good place to hunt for sheds. Bull elk do not like roaring ATV engines or diesel trucks for that matter. They like it secure, comfortable and quiet.

I sometimes utilize an ATV to get close to an area that I’ll be hunting sheds. But that ATV is typically parked at least a mile away from my target area. You do not want to spook them away if they haven’t dropped yet. You really do need to go in on foot, disturb as little of the area as possible and leave with your bounty. I have witnessed prime areas ruined by careless individuals.

This is a competitive adventure. If there are a lot of folks going into your area. It may be picked clean every year. If the access is easy, the masses will show up to hunt antlers. If the access is difficult, you probably have your own private hunting ground. Here’s another general rule of thumb, if a rancher is grazing cattle in your area, it’s probably not a good place to hunt sheds. Cowboys ride fence lines every spring once the snow is gone, they know their cattle allotment section like the back of their hand. Basically, you’ve had experts in your area for years picking up sheds.

The more remote and inaccessible by any type of vehicle including horses, the higher the probability of finding elk antler sheds.

TERRAIN

Elk can drop their antlers almost anywhere, we are only interested in the areas in which there is the highest probability of a “drop zone”. Quite often, this is where a bull elk will bed down. It also may be where they travel too and from a secure area. However, it is always an area in which they are familiar. When I go into a new area to “develop” I am looking for a specific type of terrain to match my other essential elements. I’m also looking for bull elk scat and tree rubs. Hey, wait a minute!! Bull elk rub the velvet off their antlers well after they shed. I agree, but they also tend to gravitate towards areas of familiarity. So, as I look at the ground and the rubbings on the trees, I’m also scanning the horizons with my binoculars…because I’m always looking for a specific type of terrain.

The best possible terrain is directional and prioritized in this order, south, southwest, west, southeast and east facing slopes. North facing slopes as mentioned earlier are almost always a no go, unless it is a large mountain with steep ridgelines that have sun-washed side canyons. As yet another general rule of thumb, grassy slopes are better than rocky slopes. If the slope is all rock, it’s probably not a good area. It has to have some grass with the rock…all grass with a few rocks is best.

Some of my friends kid me about have legs like a T-Rex. This is probably due to the fact that most of the sheds that I find are located on slopes between 30 and 50 degrees. If you’re unfamiliar with degrees of slope angle, a 12/12 pitch roof is 45 degrees. A lot of churches have steep roof lines similar to the terrain in which elk antler sheds are found. Obviously it takes a lot of determination to work your way up a steep slope hunting an antler shed. However, this is generally a secure area, with lots of visibility and often near a water source below in a canyon. The good news is, you get to stop every 50′ or so, take a break and scan the area with your binoculars.

A typical search pattern on a steep south-facing grassy slope would go something like this…First pass is the ridgeline itself, taking your time to look down into the slope and then back just off the ridgeline. The next pass may be 20-40′ below the ridgeline and usually at least one or two more passes even lower. However, if you’re just going to make one pass, you need to utilize a zig-zag pattern to cover as much area as possible. The whole time, your thinking about security issues for the elk, environmental conditions in the area during the time the snow line was present and access in regards to the remoteness of the area.

LAST WORDS

Please do not get discouraged if you read all of this information and do not immediately find an elk antler shed although all four essential elements are present. This is meant to be a fun guide to increase your chances of finding shed antlers. From the outset, you should consider your mission to develop areas where you know that they will be dropping. I have found hundreds and hundreds of elk sheds, 70% of them come from a dozen areas that took me years to explore and develop. I go into those areas three times each – early, mid and late season.

I do not sell any of my antler sheds. They are either gifts to family and friends or they end up in my workshop becoming lamps, end tables or candle holders. A hundred or so adorn the gateway to our mountain home.

AUTHOR’S NOTE

The eastern White Mountains of Arizona include the communities of Alpine, Nutrioso and Greer. The 538,000 acre Wallow Fire (Summer 2010) burned over 850 square miles of this beautiful area. We lost our home for 15 years along with two businesses due to the irresponsibility and negligence of the Apache National Forest Management Team. We presently reside 300 miles away at the South Rim of the Grand Canyon.

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Mid-October Lull (Bowhunting)

Deer Hunting

(October Lull)

Have you ever wondered, while bowhunting deer in October, what happened to all the deer that you were seeing in early October? After about the first ten days in October the deer that you were seeing have disappeared. Why you ask? There are a few reasons for this, but first I need to tell you that an average deer eats about 8 to 11 pounds of food each day and about 1 ½ to 2 tons of food each year. Most of their food comes from the natural food sources, such as; acorns, leaves, pine needles, wild berries and lichens. This is a key to pinpointing deer movements during the slow times in middle October. 60% of a deer’s diet comes from natural food, which most hunters forget about and never learn how to identify when deer crave these natural foods. In the Northern forests, lichens become a favorite food source in mid to late autumn when the white oak acorns start to fall, which deer prefer over red oak acorns until all the white oak acorns have been eaten. Then the deer move to the red oaks to feast on their acorns.

Probably, most hunters in early October are hunting areas that are hand planted by man and the deer will learn this by hunters leaving tell tale signs like their scent or sightings. Deer will then start feeding nearer their bedding grounds on natural foods. Deer need to feed about every four hours allowing their four stomachs to regurgitate and predigest their food. This time of the year (early to mid-Oct.) is the best time to take a doe. The reason behind this is, does are not as skittish as later on when they are wise to the hunter, and if you are successful in harvesting one at this time you can check or study the contents of the food in their stomach. Studying their contents will explain what types of food they are eating and where you need to be while bowhunting deer at this time of the year.

Bucks are starting to become more competitive at this time also. I have found that calling with a grunt call or a bleater can is very effective while bowhunting now. Also, you may rattle antlers by doing so lightly. The younger bucks are trying to figure out their dominance and how well they rank in that particular part of their home front. This causes the bigger bucks to be curious and to check out who is in their neck of the woods.

Learning what deer eat when deer seem to disappear in mid-Oct. will definitely help your chances of being successful during your bowhunting deer season. Three things to investigate are; where do they bed, what are they feeding on and where are they moving to and from during daylight hours. Your sightings of deer during the lull of mid-Oct. bowhunting deer season will improve when you learn the invisible menu of the Whitetail’s diet. Enhance your chances!

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Halo 4 Forerunner Walkthrough, How to Complete Mission 3 Alone on Legendary

“Forerunner” is the first mission in Halo 4 where you will encounter Prometheans, a faction of enemy new to the Halo franchise. In addition to new enemies, there are also new Promethean weapons that you will begin encountering in this mission. You will mostly use the light rifle, which is a 3-shot-burst headshot weapon similar to the UNSC battle rifle. You will need to use the light rifle as your headshot weapon throughout this mission. The Prometheans do not use covenant weapons, so you will rarely have access to a plasma pistol when fighting the them. Therefore, when you are fighting Promethean knights (the Promethean equivalent of elites), you will need to use different tactics to remove their shields. For the majority of this mission, you will use the Promethean suppressor, a fast firing assault rifle that deals high damage up close. Use a combination of your auto sentry (an armor ability), grenades, and suppressor fire to kill the Promethean knights. It is vital that you fight them alone, so be sure to kill any crawlers or watchers (the Promethean light infantry) in an area before you engage the knights.

You begin this mission inside of a forerunner teleporter hub with an assault rifle, a magnum, and a hard light shield. The hardlight shield is a practically useless armor ability, so swap it for one of the auto sentries located on the walls to either side of you. The auto sentry armor ability allows you to create a stationary, hovering turret that fires upon the enemies. Enemies will tend to shoot at the auto sentry instead of you, so it provides you with a great distraction. It also deals a fair amount of damage, so it helps you kill knights when fighting them with your suppressor. Once you launch the auto sentry, press the bumper again to recall it.

Walk into the main room of teleporter hub and insert Cortana into the mainframe. She will then create a teleporter to the first relay tower that you will need to disable in order to contact the UNSC Infinity. Jump through the vortex, and you will teleport into a cave a little ways away from the first relay tower. As you follow the path forward, you will see the first Promethean enemies; crawlers. Crawlers are somewhat similar to grunts; they can be killed with a single headshot and they wield the weakest weapons. Notice that the crawlers have much smaller heads than grunts, so you will need to aim carefully. Use your magnum to kill these crawlers with headshots, using the corner of the path as cover. If the crawlers begin to overwhelm you, launch your auto sentry and it will drive them back.

Follow the path until you turn into a large open area. Here, you will find 6 crawlers, a watcher, and a knight. Use the corner you just came around for cover and kill all of the crawlers first with your magnum. As long as you stay back, the knight will not approach you. Now, turn your attention to the watcher. Watchers are support infantry capable of shielding enemies, reviving knights, catching grenades, and spawning crawlers. Watchers do not have heads, so you usually need to kill them with multiple body shots from your headshot weapon. In this case though, your magnum is not strong enough to kill the watcher, so get up close and kill it with your assault rifle instead. If necessary, launch your auto sentry to draw the knight’s fire while you engage the watcher.

Now that only the knight remains, you can focus your attention on him. Knights are similar to the covenant elites, but they have stronger shields and smaller heads. This knight is equipped with a light rifle, which gives him high accuracy but low damage. Therefore, get as close as possible so that he cannot utilize his accuracy advantage. Launch your auto sentry so that it has a clear shot at him, then get up close and use your assault rifle to kill him. After his shields break, continue to shoot him with your assault rifle until he dies. Prometheans have much more shields than health, so once you see their shields break, you know they are almost dead. Swap your magnum for his light rifle, grab his pulse grenades, and swap your assault rifle for one of the crawler’s suppressors. Move into the forerunner room up ahead.

As you walk through the hallway, you should see two crates along the left wall with suppressors that you can use to restock ammo. As you exit through the door, a knight with a suppressor will attack you. The suppressor deals more damage per second than the light rifle, so you will need to be more careful when fighting this knight. Stay inside of the forerunner room and launch your auto sentry once the knight comes within range. Use the doorway as cover and step out to fire at him. Use your light rifle when he is far away and use your suppressor once he gets up close. If you see the knight stop to throw a pulse grenade at you, immediately throw a pulse grenade at his feet. Because knights cannot move when throwing grenades, you can easily get a direct hit from the explosion. Once his shields break, either charge up and finish him with your suppressor or stay back and finish him off with a light rifle headshot if your shields are low. Whatever you do, do not allow the knight to escape when his shields are low because his shields will regenerate very quickly.

Killing knights with headshots is much more difficult than killing other enemies with headshots. Not only do knights have the smallest heads of all of the infantry in Halo 4, they also have face gear protecting their head. While they sometimes detract this face gear naturally, you usually need to shoot them once in the face gear after you remove their shields to force them to retract it. Only then can you finish them with a headshot. 3-shot-burst guns like the light rifle or battle rifle can kill an unshielded knight with a single trigger pull because the first bullet removes their face gear and the second bullet kills them.

Move forward along the path to the left and you will come to more crawlers and a knight with a light rifle. Launch your auto sentry to draw the knight’s fire, kill the crawlers with light rifle headshots from the cover of the rocks, and then kill the knight with your suppressor. Notice that every knight drops two pulse grenades when they die, so feel free to use plenty of pulse grenades when fighting Prometheans. When you find yourself in a tough situation, you can throw a pulse grenade at a knight or a group of crawlers to cause them to dive away, giving you plenty of time to retreat to cover.

Continue down the path and you will come to a platform with many crawlers on the walls. These crawlers will begin jumping towards you once they see you. Kill them all from a distance with your light rifle. Run onto the platform and up the ramp to the right where you will find a Promethean crate with light rifle ammo. Restock on ammo and move to the forward edge of the platform where there is an opening in the wall. This opening provides you with a good sniping position over the enemies below, where you should see more crawlers, a watcher, and a Promethean battlewagon. Battlewagons are a higher ranking version of knights, and they are equipped with stronger shields and a scattershot. The scattershot is the Promethean equivalent of the UNSC shotgun, and it can kill you with a single shot up close. Therefore, you should engage battlewagons from a distance whenever possible.

Use your elevated perch as cover to kill all of the crawlers below with light rifle headshots. Step behind the wall to your left for cover if necessary. Kill the watcher with 3 – 5 body shots from your light rifle. Notice that the light rifle deals more damage when zoomed in, so be sure to use the scope when fighting watchers. As soon as a watcher starts glowing red, it only takes one more shot to kill it. Now you can focus your attention on the Promethean battlewagon. Because he is equipped with a scatter shot, you will need to engage him from a distance. If you stay where you are, he will come up behind you and kill you. Therefore, you should jump down into the area with the battlewagon, sprint through the cave along the right wall, and sprint up the dirt ramp to the top of the cliff ahead. The battlewagon will usually not follow you up here, so you can pick him off from a distance. Launch your auto sentry and then bombard him with either suppressor or light rifle fire until you kill him. If the battlewagon stops to throw a pulse grenade, throw a pulse grenade at his feet to kill him even faster.

Behind you is a door into another forerunner structure. Inside, follow the hallway until you see a detour to your left. Take this detour to restock on both light rifle and suppressor ammo, then return to the main hallway and continue outside. Ahead of you, there is a large area containing 3 shield generators. You will need to destroy each of these shield generators before you can access the relay tower. You begin on top of a cliff overlooking the area, which provides you with a good sniping position. Before you jump down this cliff, kill as many crawlers and watchers that you can see. Take cover in the rock inlet to your right. It is important that you kill all of the crawlers below you or else they will easily kill you as soon as you jump down the cliff.

Once the coast looks clear, launch your auto sentry to draw the enemies’ fire and jump down the left side of the cliff. Immediately jump down the next cliff to your left and back up against the corner. Wait here for the crawlers in the area to attack you, and kill them all quickly with headshots before they can reach you. Once you have safely dealt with all of these aggressive crawlers, you can begin destroying the shield generators. Hug the left wall until you come to the first structure with a shield generator (it is marked with a waypoint). There are some crawlers, a watcher, and a knight guarding this generator. Unless the knight is standing directly in front of the generator (which he usually is not), sprint into the room with the generator and melee it once to destroy it. You are safe in this room; no crawlers will come in and the knights rarely come in either. Therefore, stay in this room to pick off all of the crawlers (and the watcher if possible) with your light rifle. Take cover by standing right next to the light rifle crate in the room; the enemies will have a very hard time shooting you through the door if you stand here.

Once you have killed all of the crawlers, restock on light rifle ammo and exit the room to engage the watcher and knight. Kill the watcher with multiple light rifle body shots, then engage the knight with your suppressor. Be sure to launch your auto sentry before you engage the knight and get as close as possible to compensate for the suppressor’s low accuracy. Now, continue to the second shield generator. There are more crawlers, a watcher, and a knight guarding this shield generator. Stand behind one of the large rocks outside of the building for cover to kill all of the crawlers first. Then, find the watcher and knight (they will stick together) and kill the watcher, than the knight. You can then disable the shield generator.

Two knights guard the final shield generator. It is hard to fight 2 knights at the same time, so I suggest that you engage them one at a time. Follow the rock wall to your left until you see the outer wall protecting the shield generator room. Climb one of the ramps to get on top of the wall. From up here, position yourself so that only one knight can see you. Use a combination of your suppressor, pulse grenades, and/or auto sentry to kill the first knight you see. If necessary, jump backwards off the wall for cover. After killing the first knight, kill the second knight from atop the wall as well, then deactivate the final shield generator.

You can now enter the tower via a ramp in the back. However, two watchers and two knights guard the rear entrance. Take cover in the rocks behind the tower and kill the watchers with your light rifle from a distance. Then, engage the knights one at a time in the cover of the rocks. Be sure to use your auto sentry for help and retreat if the knights attempt to double team you. Once you have killed both of these knights, climb the ramp to the second level of the tower. On this level, there is a knight battlewagon. Because he has a scattershot, you will need to engage him carefully and from a distance. The battlewagon will usually wait behind a corner to ambush you, so bring him out of his corner with grenades. Once he is in the open, launch your auto sentry and engage him from a distance with your suppressor. Take cover behind any of the corners, or if you are desperate, jump off the tower.

Keep climbing to the top level of the tower and you will find a sky bridge crossing over to the relay tower. Cross over and ride the elevator to the top, then remove the core to clear up the signal you are receiving from the Infinity. However, you will need to deactivate the second station to clear up the remaining static, so Cortana will create a portal back to the teleporter hub that you began this mission in. If you were playing co-op and lost your auto sentry, you can now swap whatever armor ability you have for an auto sentry along the wall. Cortana will now create another teleporter to the second relay station.

Both covenant and Promethean forces are fighting for control of this second relay tower. In general, the Prometheans will have the upper hand, so you should try to kill the Prometheans to even out the fight. Therefore, more Prometheans and covenant will die fighting each other, making your job easier. Now that you are fighting the covenant again, you have access to covenant weapons, so you can use the loadout of a plasma pistol and a light rifle. Just like when you are fighting elites, overcharge the plasma pistol to remove a knights shields. Remember that it will then take two headshots to kill them (1 to detract their face gear, one to kill them). If you have trouble getting headshots, I highly suggest you keep using pure damage to kill the knights. Use the covenant needler instead of the suppressor as your secondary weapon; the needles of the needler home onto infantry and can kill a knight in only a magazine of ammo.

After exiting the cave you are in, you will come to the top of a ridge where some elites and grunts are fighting some crawlers. Use your light rifle to pick off the crawlers, then kill any covenant that survived. At this time, I would suggest that you swap your suppressor for either a needler or a plasma pistol from one of the grunts. Continue forward while you hug the left wall, and you will come up behind more covenant fighting a battlewagon and some light infantry. Because of their position relative to you, you will need to kill the covenant first. Usually, the Prometheans will remove the elite’s shields, allowing you to kill them with a headshot. Once only the Prometheans remain, launch your auto sentry and kill the crawlers and watchers with your light rifle, then the battlewagon with your plasma pistol or needler.

Turn your attention to the ledge along the far wall; this is where you will be going next. You should see many watchers and a laser turret on this ledge. Laser turrets are immobile Prometheans that fire a continuous laser at you, similar to the focus rifle from Halo Reach. This laser does not deal very much damage, must be powered up, and can be avoid by running around and jumping. Laser turrets do not have very much health, so kill this laser turret with one of the elite’s storm rifles. Burst fire the storm rifle at the turret until you can kill it, then swap back for the loadout of a light rifle and a plasma pistol or a needler. Pick off all of the watchers with your light rifle as well. If you run out of light rifle ammo, you can use one of the elite’s carbines instead.

At the far right wall, there is a dirt path leading up to the ledge. Take this dirt path up, and you will see another knight. Kill him with a plasma pistol and light rifle combination, or two super combines from a needler. Be sure to grab more light rifle ammo from behind the rock to your left as you continue forward. Continue along the ledge into the next section, where you will see a knight kill two elites in Ghosts. Kill this knight with your plasma pistol or needler, then enter either of the Ghosts. Drive the Ghost into the next section, where you will find many covenant and Promethean forces fighting. Hang back and use your Ghost’s plasma turrets to kill the enemies from a safe distance. Do not try to ram the enemies or they will damage your Ghost and easily dodge you. If you Ghost becomes severely damaged, drive back the way you came and swap it for a new one. After you kill all of the infantry, drive into the next section where you will find crawlers fighting grunts and jackals. Once again, use the Ghosts turret to kill these light infantry. Exit your Ghost and swap your secondary weapon for a fresh plasma pistol. You can then drive into the forerunner structure ahead.

If your Ghost is damaged, you can swap it for a new one along the wall ahead of you. Drive through the building and you will come to another relay tower with 3 shield generators protecting it. This area is laid out similarly to the first relay tower, but this time covenant forces protect the shield generators. There are 2 Banshees patrolling this tower, and since you have practically no protection from above, they pose a very large threat. Luckily, you have access to a Banshee that you can use to take them down. As soon as you drive your Ghost out of the forerunner structure, you will see an elite about to get into a Banshee directly in front of you. Immediately begin shooting him with your turrets until you take off his shields. This will cause him to pause and shake his fist, allowing you to easily ram him with your Ghost. You can now steal his Banshee.

Immediately fly the Banshee to a high altitude so that the infantry on the ground have a harder time shooting you. Destroy the enemy Banshees by first shooting them with a fuel rod, then finishing them with your plasma turrets. It is easiest to hit the Banshees with your fuel rod when they are flying directly at you. After you have killed both of the enemy aircraft, you will need to begin engaging the enemies on the ground. Land your Banshee on top of the hill along the middle of the left wall. You should see an unoccupied Banshee at the top of this hill. After you land, use the rocks as cover and begin picking off the grunts around the shield generator closest to you (towards where you came from). One Ghost patrols this shield generator, and if it is looking perpendicular to you, you can snipe the grunt out of it with your light rifle. Otherwise, you will need to hijack the Ghost. Be sure you have killed all of the grunts first, then EMP the Ghost with your plasma pistol as it approaches your hill. Jump down the hill and quickly hijack the Ghost before the EMP wears off. Drive to safety somewhere near the shield generator building and exit your Ghost. Approach the building on foot and be prepared to see an elite. Kill him with a plasma pistol and light rifle combination, then deactivate the shield generator by meleeing it.

Now, move on to the shield generator in the back left corner of the area. At this point, the enemies have moved around a lot form their spawning positions, so I cannot guarantee what you will find. If you see a Ghost between you and the shield generator room, take cover behind a rock or forerunner block and wait for it to approach you. Once the Ghost gets close to your cover, charge up your plasma pistol, EMP the Ghost, sprint up to it, and hijack it. If you want, you can use any Ghost you hijack to fight the enemies, but I prefer to stay on foot.

Once you reach the shield generator room, kill any enemies immediately around it and sprint into the room. Just like when you were at the relay station with the Prometheans, you will be safe inside of the room. Use it as cover and snipe as many grunts that you can see. There should be a fair number between you and the final shield generator. Most likely, there will also be a Ghost in your way as well. Perform the same strategy described above to hijack this Ghost. Notice that you can enter the main tower for cover if necessary. Once the path is clear to the final shield generator, approach it and kill any infantry you see along the way.

After you deactivate all of the shield generators and kill all of the infantry on the ground, focus your attention on the main tower. Climb the ramp to the second floor and watch your radar to determine the location of the two elites on this level. It is important that you know the location of the elites because they often try to sneak up behind you and/or stick you. Use any of the corners as cover and kill them one at a time with a plasma pistol and light rifle combination. Move up to the next level and be prepared to kill a third elite with a carbine. You can now proceed to the relay station to deactivate it.

After you deactivate the second relay tower, you can clearly receive Infinity’s transmition, but your suit transmitter is too weak to contact them. Therefore, you will need to reach Requiem’s core to warn them of the gravity well. Cortana will create a teleporter leading to the teleporter hub, and then another one leading to the core. As soon as you exit the second teleporter, you will find yourself in a large Promethean structure with a Phantom dropping 4 grunts and a jackal sniper ahead of you. There is no cover, so stay out of these enemies range and pick them off from a distance. Be sure you swap whatever secondary weapon you have for a fresh plasma pistol from one of the infantry; you will be fighting many covenant in the next area.

Where you are standing, there are two mirrored paths to the core. In both paths, you will find covenant fighting Prometheans, but on the left path, the Prometheans will dominate the covenant and on the right path, the covenant will dominate the Prometheans. This means that you will fight mostly Prometheans on the left path and mostly covenant on the right path. In this case, it is much easier to take the right path (not only are Prometheans stronger than covenant, you will be fighting Prometheans with one-hit-kill binary rifles). Therefore, I highly suggest you take the right path.

After you walk through the right door and up a ramp, you will be directly behind many covenant fighting Prometheans in the distance. These covenant will almost immediately overwhelm the Promethean forces. Kill any infantry directly in front of you, then enter the elevated room to the right via a ramp in the back. From here, you will have an high sniping position over the enemies in the area. You should see some grunts, some jackals, and 3 elites (one with a fuel rod gun.) Kill the light infantry with light rifle headshots from the room you are in, and back down the ramp or step behind the front doorway for cover. Wait for the elites to come to you and be careful, because they may come in behind you. You may consider placing your auto sentry behind you to help stop the enemies from sneaking up behind you. Kill the elites with an overcharged plasma pistol and light rifle headshot. Be sure you are in good cover when fighting the elite with the fuel rod gun and, if necessary, jump around and move sporadically to avoid his fuel rods.

Once you kill all of these enemies, the doors in the back of the area will open into a room. Restock on light rifle ammo from the crate to the right wall, then take the elevator up to the next section. You will enter into an area identically laid out to the one you were previously in. Once again, you are directly behind many covenant fighting Prometheans farther ahead. While the covenant are still focused on the Prometheans, kill the elite with a fuel rod gun directly in front of you with a plasma pistol and light rifle combination. The covenant will soon kill the Prometheans and move forward, so you once again should enter the elevated room to the left for a better sniping position. Once again, use your light rifle to snipe all of the light infantry and kill the elites once they come to you.

The two paths converge a short ways before the core, leaving you with one last fight. Walk up the ramp ahead of you and you will see a number of Promethean crates from which you can restock on light rifle ammo. Just past these crates, three elites (one with a fuel rod) are fighting a laser turret and three knights (one with a binary rifle). These enemies will usually not kill each other, so you will need to do most of the work. The elites will have their backs turned to you, so take this opportunity to stun and kill the fuel rod general while he is focused on the Prometheans. You can then easily finish of the other two elites with two more plasma pistol and light rifle combinations.

Now turn your attention to the three knights. Be careful because the knight in the back has a binary rifle. The binary rifle is an incredibly powerful sniper rifle that can kill you with a single body shot. When the knight is about to fire, a red halo appears over his head. As soon as you see this, take cover immediately. You need to kill the other two battlewagons before you can engage the binary rifle knight. To do this, use either your plasma pistol or the fuel rod gun from the elite general. Be sure that you stay in cover behind the forerunner blocks so that the binary rifle knight cannot snipe you. Also, remember to launch your auto sentry to draw the fire of the battlewagons while you engage them. If you choose to use a plasma pistol, remove the knights’ shields and then kill them with a few headshots. If you choose to use the fuel rod, get close to them and bombard them with multiple fuel rods. It will take 2 – 4 shots to kill each knight.

Once only the binary rifle knight remains, you will need to approach him carefully. Move between the different pieces of cover until you get close to him. The closer you are to him, the harder time he will have hitting you. Once you are at very close range, jump around a lot and kill him with either a plasma pistol and headshot combination or multiple fuel rods. If you ran out of ammo in both of these, you can also use a suppressor from the crates that you passed earlier.

After you kill the last knight, you can approach Requiem’s core and use it to contact the Infinity. Unfortunately, the core was actually imprisoning the forerunner Diadact, and using it as a transmitter releases him. He will then begin destroying the area, so you will need to escape to the outside of Requiem. You end the cut scene with 4 Ghosts in front of you, so enter one of these Ghosts to begin your escape. Cortana will feeds your suit’s energy into the boost of the Ghost, so it has unlimited boost and boosts faster than normal. You will need to drive along a long dirt path with many jumps and tight turns until you can escape Requiem. Stop boosting whenever you are making a sharp turn to turn more easily, and use the boost before and during a jump so that you can reach the other side. After you follow the path for around 2 minutes, you will finally see a portal at the end of a large jump. Hit the jump with full boost and you will teleport to Requiems surface. That concludes “Foreruner”.

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The MAGPRO Marauder Report

Yes. The Marauder is the new kid on the Precharged Pneumatic [PCP] Airgun block that can’t be punked. After being in the Airgun world for 35 years and establishing a business in the shooting sports industry over the past 6 plus years, I’ve developed an appetite for product quality, fair value and manufacturer integrity.

I received my .22 Benjamin Marauder mid July 2009. There are as many posts out there as you would care to read from owners communicating a range of personal experiences. After reading a number of these posts you’ll realize that the reports are so closely consistent that they appear redundant.

The consistent reports about the Marauder certainly underpins the base-line performance that you can expect should you choose to become a Marauder owner. My report will confirm many of the performance qualities you may have read about and include original observations to add to the ongoing Marauder experience.

I agree with many of the favorable reports about the Marauder, such as:

o From the initial opening of the box to getting acquainted with the Marauder you feel like you

got more than you paid for. Not something we feel often these days.

o Finish is classy and exudes visible quality.

o Stealth like quiet report. Really!

o Full Power shots per fill can be 35 – 45 and even more depending on your personal tune setting.

o The ability to personally adjust the full range of tuning components of a PCP is a feature that the Marauder has and it appeals to an audience with a wide-range of experience levels.

o The choked barrel makes this rifle very accurate and probably a better shooter than many of its owners.

o The trigger is perceptibly friendly and match level adjustable to boot.

Here are some of my personal observations:

Rotary Magazine

During the new owner “getting acquainted” period, when you’re not very familiar with the Marauder’s handling techniques; a user error, not a product malfunction, may cause an accidental loading of more than one pellet into the breech. This can happen when not pulling the bolt back until it cocks. Then allowing the bolt to slide forward under spring pressure, which results in pushing a pellet partially or fully into the breech. The natural thing to do when you discover that the gun is not cocked is to try cocking it again. When you pull the bolt back the second time it frees the rotary magazine to index to the next pellet, which gets pushed behind the existing breeched pellet when you close the bolt again.

Solution 1 – Point the muzzle in a safe direction and use a suitable backstop. Now fire the rifle thereby clearing the multiple pellets in the breech. This should not be a problem if you have 800psi (never tried less pressure) or higher in your on-board reservoir.

Solution 2 – fully depressurize your rifle using the degassing tool method (see owner’s manual). Then follow the procedure for removing a jammed pellet. Remember, you’ll be removing more than one pellet at the same time, which will cause increased bore-to-pellet friction. Take your time and be careful not to use a rod that will damage the rifling.

New Marauder users may also find themselves expending effort to dislodge what seems to be a “stuck” magazine. Truly the magazine extracts flawlessly when used correctly and you won’t have this problem once you become more familiar with the operation of and relationship between the bolt and rotary magazine. A common culprit for a “stuck” rotary magazine is that the bolt pin may be partly in the magazine. Simply pull the bolt back to the rear most position and the magazine can be removed. (Always fire the rifle in a safe direction to clear any breeched pellet.)

Another culprit is a partially inserted pellet. Closing the bolt completely, thereby pushing the pellet fully into the breech, and then pulling and holding the bolt back to the rear most position will free the magazine for removal. (Always fire the rifle in a safe direction to clear any breeched pellet.) Most owners may never experience these problems, but if you do, know that it’s not the rotary magazine.

Protecting the Shroud

This caution applies to most PCPs and is meant to be helpful in avoiding unintentional user damage to the matte finish of the shroud. There is potential for surface damage to the shrouded barrel area above the fill probe. The quick disconnect fitting can scrape/scratch the bottom of the shrouded barrel when connecting and disconnecting to the fill probe. This can be solved by installing shrink wrap tubing or wrapping electrical or other durable tape around the quick disconnect fitting component parts (note: ensure that your shrink wrap tubing or tape does not interfere with the quick disconnect moving parts). If nothing else, at least place a barrier (e.g. cloth, gun sock, etc.) over the section of the barrel that may be bumped by the quick disconnect hardware. Over time, you’ll be glad to have practiced careful handling during pressurizing.

One of My Optimal Tune Settings

One hundred Marauders can be manufactured and among them will be some level of uniqueness in performance characteristics. So, using my settings may not produce the same results in your rifle. You must take the time to experiment with your rifle to achieve the performance that you desire. Here are the settings I use to achieve a satisfactory basic field distance (BFD): Hammer Tension 6, Hammer Stroke 4 and Velocity Adjustment 2.5. (The owner’s manual explains the adjustment parameters for the various tuning components). This setting produces an average 915 feet per second [FPS] with 14.3gn Crosman Premiers (CP’s) amounting to just over 26 foot-pounds of energy [FPE]….. I get over 30 full power shots with this setting. When using Dynamic 14.5gn PCP2’s with the same setting I get 940 FPS resulting in 28 FPE.

Trajectory Report and Long Range Shooting

The Marauder performs exceptionally during long-range field shooting conditions. The Marauder can’t be punked by many well established PCP’s carrying a price tag ranging 2 – 3 times as much.

Mount a quality mil dot scope and enjoy the process of charting long-range hold-under / hold-over data.

Once you’ve done this for your pellet(s) of choice the data will immediately become invaluable. You’ll shoot with absolute confidence at ranges out to 75 yards and beyond. My furthest distance shot string was during a 15mph left to right wind at 108 yards producing a 4″ group. It was no question that the gun was out shooting me. I’ll be shooting at this distance again under better conditions. In addition to shooting groups at 108yds, I also performed one of my low-tech penetration test using a soup can (soda cans are too thin). Every shot entered and exited the can, then embedded in the tree backstop. At 108yds the CP 14.3gn pellet is traveling at 421 FPS and retains 6 FPE. My currently chosen maximum effective field range is 70 yards. At 70 yards the 14.3gn CPs are traveling at 549 fps, delivering 9.5 fpe at the point of impact (POI) and my point of aim [POA] to POI is between right on to ¾ inch.

Crosman Customer Service

I have had the pleasure and, on some occasions, the displeasure of working with a number of customer service teams in the shooting sports industry. My contact with the Crosman Customer Service staff has been one of the most satisfying, respectful and responsive customer care experiences that I have had in any service industry. Crosman respectfully listened to my concerns, answered my questions and checked in with me to ensure that I was satisfied with their resolutions. I am still floored when I think about the time I received a check-in call from a Crosman representative who I knew was home sick for the day. Janet’s colleagues were very helpful during her absence. However, it was important for Janet to know that I was a satisfied customer, even though she was not in the office that day. Crosman treated me like a valued customer. Kudos to Crosman Corporation for excellence in customer care.

I’m presently placing the Marauder through additional testing (e.g. hunting, silhouette, different pellets, charting more tune settings and more…). Certainly, an important measure is the Marauder’s reliability over time. Unfortunately, my time machine is under-going a five-year maintenance service. Therefore, the Marauder has to be time tested the old fashion way.

The Benjamin Marauder lives up to its claims and is quickly establishing a respectful place in the quality PCP family of adult precision air rifles.

If you have found the MAGPRO Marauder Report helpful and would like me to test and review your Airgun industry products, I welcome the opportunity to work with your business.

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