Extract Vengeance on the Brute Traitors Technically speaking, it’s the Elites that are the traitors here, at least so far as we’re keeping score, but history being written by the victors, perhaps it’s a good idea to keep a positive twist on things. Its main armament is a pair of plasma cannons, slightly more powerful than dual-wielded plasma rifles, but which cannot overheat. 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. The distance between the bases on Coagulation makes for some difficult (but doable) sniping of the enemy defenders. From there, head up the stairs and drop the two Elites after they kill your friend. The Warthog isn’t usually capable of taking down enemy vehicles very easily, though, unless you’re manning the turret and can manage to keep a consistent aim on the target; if you have an AI soldier manning the turret, they’ll usually shift targets too often to kill any vehicles that get in your way, unless it’s the only target around. If you can’t beat em, join em. Your best bet will probably be to fight until you come to the first enemy Wraith, then jack that. Not only does Halo 2 continue the great FPS legacy, but it adds a whole new realm of online gameplay with X-BOX Live support, not to mention viewable stats, and plenty of updates to arrive in the future thanks to Bungie. After you reach the large room at the bottom of the elevator, hop down to the bottom, again ignoring any combat that’s going on, then stealth before entering the Heretic leader’s little chamber. In most cases, King of the Hill devolves into a Slayer match centered on one area of the map (or more than one, if one of the shifting-hill variants is used). If you need to be told what Halo is, well, welcome to the sunlit surface world; hopefully you will find it comfortable after living in a cave for the past few years. Halo 2: The Official Strategy Guide is the 224-page official strategy guide for the video game Halo 2 published by Piggyback Interactive. A message about its titular website was hidden in Halo 2's trailer, and over several months, got millions of hits from players doing its puzzles. Grab both of the SMG’s to dual wield them. Next up is another big melee between Flood vehicles and mechanicals. The energy sword is particularly potent in Juggernaut games, especially in Dreadnaught matches, and will usually be passed from Juggernaut to Juggernaut like a pair of hand-me-down pants. If your team is on offense, then you won't have to worry about defending your own flag or base, and your whole team will be able to join in on the assault on the enemy base; if you're on defense, you won't need to go after the enemy's flag, so everyone will be able to stick back and defend the base. 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. Luckily, the offensive team does have one big advantage on their side in 1 Flag CTF games; if you can pick up the flag and take it at least part of the way back home, your enemies won't be able to automatically return it if they kill you. If you picked up a rocket launcher earlier, give it to one of your friends to let them better blast away at the enemies, but don’t hesitate to take it away if they exhibit poor target selection. 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. Regroup with Marine Forces in the City Center Here’s where things get a little complicated. You’ll come to some Ghosts eventually, so head round the bend, but before you ride in to kill off the Brutes around the rock, use your carbine to snipe out the Jackal sniper on top of the wall to the left, far ahead of you. .-=Other Guides=-. I currently know of only one other Legendary difficulty guide for Halo 2. In this level, you will be reintroduced to the Flood who have managed to infest parts of the station. The saving grace here is that he pauses after Sarge drops his shields, giving you a couple of seconds in which to unload all you have on him; you should be able to find plenty of plasma rifles and ammo for your carbine on the upper and lower levels, either of which will do the job eventually. If you can, maneuver through the cacophony and make your way through the cave, preferably on a Ghost yourself, if you can find a relatively undamaged one. If he catches up to you, you’re dead, as his hammer deals one-hit kills almost without fail. However, it is much easier to aim and navigate in Halo 2. You can dismantle the guards piece by piece from long range, but you might have to blind-fire at the snipers above the roadblock, unless you brought along a carbine or beam rifle. Although there are plenty of walkways that will let you get above the Scarab, don’t bother boarding it until it comes to a complete stop at the end of the walkway. You are given control of Master Chief while standing on a glass floor. Please go shoot those aliens. Dual-wielded plasmas are capable of ripping through most enemies, and are often going to be your best chance to kill off Elites; just hold down both trigger buttons until your weapons are on the verge of overheating, let them cool down, then repeat the process. This will also prompt a pair of Jackal snipers to replace the one you (hopefully) took out earlier, and will also likely get the attention of the other Wraith in the second area. We call this land America. You’ll probably never use a needler on anything but a Brute, but they’re remarkably effective against these guys. Well, that analogy doesn't hold up when you look at it too hard. No matter how far away you are from your target, the ultimate goal of a sniper is to get one-hit kills by shooting your opponent in the head, if only because the first instinct of an enemy that's had his shields dropped down to zero is to immediately run for cover, and you'll rarely be in a position to take a second shot in this instance, unless your target picks a poor hiding spot. We say "almost always" because there are a few different varieties of Elites, ranging from the run-of-the-mill blue variety, which have weak shields, to the Ultra-class grays, of which there are only a few in the entire game, but which will absolutely drive you crazy on higher levels of difficulty. Inside the encampment’s first section, you’ll have to deal with an influx of Brutes, a Jackal sniper on a ledge in the second section, as well as a Wraith that will almost surely come from the second section back towards you when it spots you. Find the Heretic Leader After heading through the airlock, you’ll be reinforced with more troops, and will have your mission reprioritized. One of the soldiers will offer you her shotgun, and you’ll probably want to take it; depending on the difficulty level, you can likely hop down into the maze of cars and start boomsticking the Elites there to bits. The solution? The flags are your only goal; any combat you participate in should be directly helping your team capture them. 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. You're going to require a bit of playtesting to make up your own mind about it. You have two groups of Covenant to destroy here. Use that opportunity to take him out! To do so, hover the reticule over your target; the launcher will automatically begin tracking it and fixing a lock. Cons are its unusability at close range (due to the fact that you'll die too), the long reload time, and the fact that it only spawns with four rounds of ammo in most cases. Inside the next room, though, you’ll have a more troublesome set of foes, in the form of a few Guardians, respawning Sentinals, and a few other mechanical threats. Know When To Walk Away, Know When To Run Arguably the most unique aspect of Halo’s gameplay, even including the two-gun inventory system, is the way that there isn’t any health to monitor, nor medikits to pick up, or first aid stations to monitor; you don’t actually have any health in Halo. There isn’t much to say about the final room of the level; cut your way through the Flood and Covenant forces to the panel at the end of the room to get onto the Forerunner ship. Before you hit this point, though, you might want to grab Sarge’s sniper rifle.... Find the Marines From the Second Downed Pelican Around the corner from the first Pelican, you’ll come to a long corridor overwatched by multiple enemy snipers. If you proceed on foot, go slowly and cautiously, switching out for a beam rifle when you run out of ammo. In theory, he’s not difficult; Sarge will stand back and use his beam rifle on the baddie to drop his shields, at which point you and your Elite buddies will wail away on him, then repeat the process until he’s dead. It’s likely the rarest weapon in the game, but when you spot one, you’ll almost certainly want to pick one up, as it’s capable of laying waste to multiple enemies at a go, and is hands-down the best weapon to have at your disposal when you have to make a go at an enemy vehicle. If an enemy’s moving around a lot, and you have plenty of ammo, feel free to take them down with body shots, but be prepared to do around three times as much damage as you would with headshots. The first tier below the entrance is populated by Jackals, which are easy enough to kill. If you want, you can use a Sentinal beam yourself to destroy the Sentinal generators, but they aren’t much of a threat if you just pass them by. The only reward, if you want to call it that, is the enjoyment of playing an uncommonly deep game—a game that rises above the mindless shooting gallery mentality of so many other first-person shooters—in its most challenging form. Dual-wielded plasma rifles are acceptable weapons to use against Ghosts, but you’ll have to let them get pretty close. On maps with flag return on, your opponents will also usually just make a dash for it and attempt to return it to their base if you drop it, but on 1 Flag CTF maps you won't have to worry about this; just drop the flag, defend yourself, and pick it up again if you survive. You’ll also obtain a few Elite helpers here, so bust through the Flood on the far side of the chasm, then stroll through the small rock corridor nearby, which leads to the Covenant camp. If you manage to get into the room without alerting the Elites, try to sneak up along the right-hand wall until you’re within easy shot of the one closest to you, then stick an Energy Grenade onto it and watch the fun. For the neophytes, though, here’s a list of the vehicles, along with some of their attributes. Also like Master Chief, though, if you don’t press home your attack, their shields will eventually regenerate, meaning that you’ll have to deal all of the damage that you did again in order to actually kill them. Against soft targets, needlers are fairly effective, but don’t offer many advantages over plasma rifles or carbines, due to the fact that you’ll usually have to wait for the needles to explode before your enemy dies. You’ll have to repeat the process again until you reach a room with Sentinal beam-wielding Sentinals. What's more, it's difficult to actually hit people with them, as they fire with an arc and its difficult to predict precisely where they'll land. Fight your way up the ramps to the door on the far side of the station (and watch for Sentinals). After Sarge radios in to let you know that he’s starting his approach, you’ll have to fend off a few more waves of Covenant, presumably to prevent them from manning the artillery again. Ghosts will also appear as you cross the bridge, so stay on your guard as you proceed through the ruins. Hunt In Packs: If one of your teammates in Team Slayer gets the Energy Sword, stick close to them and attempt to distract or break up groups of enemies that'll come gunning for your friend. (Brutes and Hunters will, of course, require a bit more work.) 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. After you head down the ramp, you’re going to be in a small room with a Grunt and a few Elites, one of which is apparently ultra-class, according to Cortana. When you reach the waterfall, kill off the Jackal sniper that’s walking along the creek, then use his beam rifle to start picking off any more foes in the clearing below you. Heading towards it will spawn a force of something like half a dozen Elites and Grunts, however, so be cautious, and try to have a full load of plasma grenades before moving in, since you’ll likely be solo at this point. If you still have any teammates here, you can use them to help you kill off the Hunters, but only if you manage to kill keep the Hunters focused on you. In it, only one team can pick up the bomb; they'll be tasked with delivering it to the enemy base. Another series of downward-leading corridors follows this battle, eventually leading to another door; go figure that one. Stay Ahead of the Wave of Flood Sweeping Through High Charity Some dark passages await, so be sure to flip on your flashlight. Ultimate Marvel Vs. Capcom 3 Otherwise, small arms fire and grenades will have to do the trick. There’s another passageway in the far corner of the room, so reequip yourself if necessary, then run across the floor to safety. Your job as an escort is usually going to be simply to die so that the bomb-carrier makes it to his destination safely. The Covenant rocket launcher is perhaps a bit less powerful than its human analogue, but it makes good the deficit by being able to fire more rounds without recharging (up to five), and by being able to hold more rounds in all (25 or more, although you’ll rarely have this many at once). Now follow the marines through the hallway and door and you’ll come to a catwalk in a big room. The most difficult aspect of this will be getting the flag out of the enemy base and moving it a significant part of the way back to your own, but the closer you can get it to your base, the better your chances of getting it all the way there. If you can stealth and grab one of these quickly, you should be able to kill off quite a few of the corpses before having to disengage; if you still have an energy blade, you can use it to make short work of any remaining corpses. For Halo 2 on the PC, GameFAQs has 30 guides and walkthroughs. 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. The Brutes appear to be exceptionally weak to the explosive effects of needler ammo, and rather resistant to most other forms of damage, so these are really your only option, unless you want to get close enough to plant a plasma grenade on their hides. Due to the movement of the platform, you won’t be able to rely on rockets to clear out concentrations of enemies, so instead, use your plasma grenades as often as you like; the zombies will drop plenty of them. With these steps it can be a snap! Many enemies, especially Brutes, are much easier to kill when you possess a decent ability to aim at their heads. You’ll then have to fight through a few more clusters of Covenant before you reach Tramstation B-01, where you’ll meet up with more soldiers, including the Sarge. Either use a turret or destroy them; otherwise they’ll be turned against you. Before you take them on, though, dispatch the Jackals with the energy sword; this will free up the upper level of the room, letting you dart from side to side, flinging dual-wielded needler ammo all over the place. The next room is a bridge, and your Hunters aren’t likely to survive, as a dropship will come along and pelt you and your friends. If you're tucked away in a cubbyhole in Ivory Tower or Midship, you can fire away with your SMG or Plasma Rifle at someone passing by and attempt to feign weakness. After clearing the building, you should make your way to the turret on the second floor landing and use it as a base of operations. You can mix and match weapons, as well; e.g. Or something like that. Do your best to hang back near the doorway and kill off the Elites from there; you don’t want to get too close to them, lest you get singed by their dual plasma rifles. 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