halo 2 walkthrough

: Don't forget that you can melee with any weapon by ramming your opponent with it. When that’s done, you can use the Ghost to strafe-and-kill every single Jackal and Brute around the side of the rock, using the rock itself as cover. Find the Heretic Leader After heading through the airlock, you’ll be reinforced with more troops, and will have your mission reprioritized. Although Elites will be your primary nemeses for much of the game, you’ll have to start dealing with Brutes in large quantities towards the last third of the campaign. If you happen to save in a bad spot, you might have to start the level over again, so your best bet is to get dual Brute plasma rifles, hide underneath one of the arches, and wait for them to get close before blasting one of them, and then repeating the process. A Warthog will get dropped to you at this point, along with a couple of soldiers with which to man it. The second is that you’re not magically protected from enemy fire while you wail away on the driver. Shields work as such: when you enter combat, your shields will likely be fully-charged. The approach to the far side of the bridge is going to be a huge pain in the ass, especially on Heroic or Legendary difficulties. Regardless, once the snipers are gone, just fire away at anything that moves from long range; you should be able to kill them without having them return fire. If you mount the Warthog, though, you’ll find that it has a Gauss Cannon on its rear, which won’t be very effective against the foot soldiers, but will help you bust through the Ghosts that will soon begin harrying your friends. You should be able to pick them off from one of the small hiding spots on either side of the main corridor. Although an alien grenade launcher might sound like a cool gun to pack at your side, the grenades that it fires are fairly weak, requiring as many as three direct hits on an enemy before they go down. Your best bet is to go up the ramp near the waterfall and duck into the small armory behind the first set of pillars; you can find a carbine there which should help you clear out the Brutes as they come in. You’ll see radar blips as you head down, so when you’re free of the restrictive glass, immediately stealth, then walk behind the elevator pillar to trigger the checkpoint. At the far end of the cars is another large barrier, with a few Elites on a ledge off to one side; encourage them to take a stroll by chucking grenades up there, then clean them out when they hit the ground, with the help of your friends. In addition, it can only hold eight or ten rounds of ammo at most, making it something you’ll probably use in one particularly difficult fight before discarding it in favor of something less situational. After using a few rocket rounds on the Elites aboard the Scarab, use the turret to finish them off. AngelBeGoodMultiplayer Map Pack strategy: Erik Brudvig, Star Wars Knights of the Old Republic Cheats Just ignore any incoming fire; if a Flood corpse gets too close to you, just slash it to death and move on. Only the Juggernaut can win the game, so in order to be successful, you'll need to combine a little luck with a lot of gameplay savvy. It is a bit easier to trace the path of beam shots back to their source than it is to trace sniper shots, but this is more than made up for by the fact that you'll be able to fire away with only short cooldown times required, unless you treat it like an automatic weapon. There aren't any points for "close". It's better to stay in front of the carrier and keep track of him via your radar, and put yourself in between him and any enemies that pop up. On base defense, Needlers can actually come in pretty handy, especially while you have another defender around to help out. When he does teleport out (as presaged by a large golden glow), you’ll probably be surrounded by furious Elites, so this is when you’ll usually wind up dying, but if you can make it to one of the many small side passages, you should be able to recharge your shields. If you’re stealthed, and can sneak up onto a low-level enemy, you can probably use the bayonet for a quick kill, but this is a pretty limited application of the weapon. In it, only one team can pick up the bomb; they'll be tasked with delivering it to the enemy base. A better idea is to pair the SMG up with a Magnum or a Plasma Rifle. The beam rifle is the Covenant’s version of a sniper rifle. From there, you can get behind the first cable (they can be cut in any order) and slash at it until it detaches, then repeat the process on the other two cables. If your teammates are driving, you won’t have any way to avoid dropship cannon fire; you might want to try shooting off the cannons with your turret. If they’ve got room to aim, your teammates can make good use of rocket launchers and fuel rod guns. After you clear the next street area of any Ghosts (with the help of a fully-manned Warthog, which you can commandeer if you wish), you’ll have to head up and around the corner to blast away at a few Wraiths and a couple of snipers. Further on, you’ll come to a large cave entrance. Down one more level, you’ll find that more Covenant troops have magically appeared, but they’re in a room with half a dozen or so Sentinal generators. Drones are basically flying Grunts, in that they’re completely unprotected from fire, incapable of taking much damage, and will usually pack plasma pistols, but it’s the whole "flying" part of the equation that will make them a hassle. The Spectre is the Covenant analogue of the Warthog, with the similar driver + turret setup. Go figure! In open spaces, though, your teammates can use these weapons to great effect, especially since they get infinite ammo for them. Inside the hotel, you’ll come across the survivors of the crashed Pelican, who’ll want to escort you through the hotel itself. Territories isn't an incredibly popular gametype, but it does offer up a nice change of pace when compared to the other modes of play. It’s a mighty beast, but quite easy to control, albeit a bit slower than the Warthog. Halo 2 Walkthrough & Strategy Guide. Although it will need to be cooled down periodically, forcing you to lay off firing for a second or two, you will usually be able to fire more often with a Plasma Rifle than with an SMG, if only because of the lengthy reloading wait for the SMG. After that battle’s over, look around for extra ammo and grenades before descending on the elevator yourself. Commandeer the Scarab As soon as you pass through the doors, you’ll find yourself in the possession of the meanest teammates a guy could ever have: a pair of Hunters. When you reach the bottom of the elevator, use the Battle Rifle there to take down the flying Elites outside, then hop across the ever-shifting landscape until you reach another airlock. Your strategy? The Covenant equivalent of the SMG is an able weapon, especially when paired with another automatic weapon, such as another Plasma Rifle or the SMG. Tips Use Your Grenades: In King of the Hill, you'll almost always spawn somewhere outside of the hill zone. Your best bet will usually be to just blast past all of the enemies towards the waterfall sculpture beyond, but be aware that any Ghosts left flying will pursue you. What you have to do, then, is use the cover given to you. Since you don’t have any grenades, you might as well go ahead and dual-wield something; the only weapon that makes any sense to dual-wield here is the SMG, so flip over to it and grab another one from the rack by holding down the Y button when prompted. You’ll come to an elevator at the top; ride it up to the station’s moorings. One of these is the Sentinal, a levitating pod equipped with a Sentinal beam. As soon as the dropship takes off, return to the turret and use it to blast the Grunts, if you can. Shoot it to reveal a passageway leading down. You’ll find a gondola-like transport here. Fortunately, after you get through the first wave and make it to the garden at the center of the structure, more troops will arrive to back you up, so push on with them into the garden and clear it out; it’ll mostly be populated by Grunts and Jackals, so dual-wielded plasma rifles should be all you need. The Covenant will begin to cut through the door, forcing you to repel a few waves of them, but with your dual-wielded SMGs, and the suppressing fire of your teammates, you shouldn’t have any problem taking them out. Grunts are the most basic building block of the Covenant army. The one item of note here is that the zombies will mount the plasma turrets if there’s no one in them, so if you don’t intend to use one, destroy it with whatever weapons you have before they arrive. Ride the Gondola to the Far Towers If you picked up a sniper rifle, use it to kill off the turret gunners before the gondola reaches the far tower. This is the longest level in Halo 2. Brute shots may also work. Power Up the Four Absorbers to Lower the Containment-Shield. Harvest Moon: The Tale of Two Towns Another group of Marines awaits on the second level, so free everyone before exiting the Detention Block. Said corridor has another energy-absorbant elevator thingy in it, so whack it a few times to unlock the passage downwards. If they succeed, or if the timer runs out, the teams will switch offensive and defensive duties. Thus, on the higher difficulties, you’re best served by...turning around and running! When you're going up against someone with a weapon like a Plasma Pistol that doesn't need to be reloaded, it's often best to just close in and melee them if you run out of ammo; they're going to kill you if you stop to reload anyway, so you might as well just try for a desperation frag. This is, of course, much easier to accomplish when you possess an accurate weapon, and when your enemy is standing still. Cut the Three Cables Holding Up the Station. They might kill what they’re shooting, and they’re easy enough to kill later. In the next room, you have respawning Ghosts, a Wraith, and a Warthog to deal with, as well as miscellaneous Flood zombies walking around on the floor. Regardless, you’ll need to use the Elites to blast through a succession of Brutes and Drone enemies until you reach the far door in the large room here. People frequently ask if there's any reward for beating the campaign on legendary. This can be accomplished by staying fairly close to them and strafing around them. The fact that you only have four grenades in a clip also works against El Bruto in a major way, as you'll usually spend just as much time reloading as you will actually shooting. Lowered shields don’t mean that you’ll have to run through the rest of the level on eggshells, though; your shells will eventually recharge if you can take cover and don’t get hit for a while. You can choose to be either the driver or gunner here, but you’ll probably want to drive, if only because the Guardians have shielding that you’ll need to bypass. It's fairly similar to an inversed match of CTF, where you're attempting not to steal something from the enemy base, but to deliver an item to it. If you manage to throw a plasma grenade so that it hits an enemy directly, it won’t explode immediately, but will instead stick to them while the fuse burns down, after which point it’ll detonate and almost certainly kill whatever it’s attached to, as well as severely damage anyone nearby. You can easily get killed with one or two blows from a berserk Brute, so do your best to finish them off quickly, or from a vantage point that prevents them from reaching you. You have two main options here: you can either attempt to hang back and use a sniper rifle (which you can steal from your sniper teammate) or a beam rifle (which you will probably be able to find in the fortifications you just bypassed in the tunnel, or on the first sniper you come across near the entrance to the park) to snipe away at the foot soldiers on the platforms; or you can hop down to the lower level of the park and wait for the Warthog to come around and man its turret. In Halo 2, the Banshee's controls are much less realistic than they were in Halo: Combat Evolved (which operated like an airplane). The first consists of a couple of small encampments, each with Grunts and Elites, as well as a Ghost that’ll zip around. I noticed that this was very popular so I have decided to keep showing episodes for this series. Thus, if you're about to enter an enemy base, try to verbalize whatever commands you can to your teammates before you actually get inside, and emphasize the need for radio silence to your teammates. Regardless, your enemies are now exclusively Heretic, including numerous Elites and Grunts. X360 Speaking of which, as soon as the mission begins, a Guardian will pop out of the doorway leading into the Library. The Prophet of Regret is situated in the main temple room; you’ll know you’re in it when you see him floating around over the dais on the side of the room opposite from the entrance. You’ll see a quasi-arena at the bottom of the waterfall; your goal now is to kill off as many of its defenders as possible with your rifle before you have to head down there. This can cause some massive slaughterage for any enemies nearby. Now that you’ve located the bomb, you’ll have to kill off the Elites that guard it. Thus, it's best to skip it unless you're on an in-close map like Lockout or Colossus. Of course, the Warthog isn’t exactly indestructible, either, so it’ll blow up eventually. One of the turrets overlooking the ruins may be functional, but you’ll probably get killed by the dropships as they approach to offload their wares, so be cautious about manning it. Eventually, the Covenant equivalent of Sarge will let you know that you’re close to a shield generator, so keep fighting through the power couplinks until you can reach the main reactor to shut down the dilithium crystals. Many enemies, especially Brutes, are much easier to kill when you possess a decent ability to aim at their heads. Since you have to deal with these guys in pairs, try to focus on one at a time to cut their numbers in half. Halo: San Andreas One of the new features in Halo 2 is your ability to take over enemy vehicles as they fly around. Email [email protected] A couple of prerequisites: You'll be taking on Brutes for the first time. (With a Ghost, the place to jack is at a corner or turn; wait until the Ghost slows down, then hop aboard and kick the driver off.) Sentinals are extremely easy to kill, at least when you first meet them, as they don’t possess much in the way of defense, but you may find it profitable to leave them alive, as they’ll focus their beams on Flood zombies when such enemies are afoot. It doesn’t sound promising, but the shotgun’s drawbacks have to be weighed against the fact that it deals an insane amount of damage when most of its pellets connect. The clearing, but one in your path this one will lead yet! The telltale Predator-esque waviness and bust a cap of stealthing before killing until you reach room!, walk down to the Labs, where anything can happen. ) your primary form a. Reticule over your target ; the Drones, however, so it’ll blow up eventually it... 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Newb!! on all of them usually going to be a counterpart to the energy... Annoying will be swinging by to get headshots, combined with extremely rapid firing they’ll quickly to...

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