halo 2 game walkthrough

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Halo 2 game walkthrough casino live in maryland

Halo 2 game walkthrough

The player now needs more effort to score a splatter kill. Halo 2 has been the only game in the series to have the most content either cut from the game entirely or redesigned completely as evidenced in many forms of media. In the Halo 3 Essentials disc featuring the "Director's Commentary" of the cutscenes, three separate levels were discussed as having been proposed but ultimately scrapped due to time constraints: Covenant Ship , Forerunner Tank , and Forerunner Ship.

In the "Making of Halo 2 " documentary there was concept art seen regarding a level location The Ark , although the design was later placed into Halo 3 's The Storm as the Portal. The former could have been a part of pre-production for Halo 3. Marty O'Donnell was also quoted in a Bungie Podcast Episode 13, at saying that all the actors had recorded the lines to the original Halo 2 ending and that it still exists today, but he will never show it.

The Flood Juggernaut was a character that was modeled and placed in the coding of the game but never had AI programmed or had been placed on any level, similar to the Engineer in Halo: Combat Evolved. The head writer for Halo 2 was Joseph Staten. With the Halo 2 campaign, Staten was interested in expanding the game's scope from solely the Master Chief and humanity, [4] fleshing out the Covenant antagonists through the perspective of the Arbiter.

The core idea behind the Arbiter was to create a character who suffered the consequences of the Master Chief's victory in the first game. In one of these, the Master Chief would be standing on an orbital above Earth and look down on the carnage inflicted by the Covenant, saying "Only blood will pay for this.

Jones also wanted to have Miranda Keyes play the role of an antagonist and have her betray the Master Chief, strapping and bomb to his back and throwing him down a hole. Staten was not fond of the idea and, though great effort, convinced Jones it would not work in the context of the story.

A key theme in the story's development was bringing the war to Earth. According to Microsoft Halo Franchise Development Group employee Eric Trautmann , who liaised with Bungie on the development of the Halo story, Bungie was initially skeptical that fans would recognize the ODSTs during the Delta Halo level, and questioned the in-universe purpose they served. This was the last work Trautmann worked on before leaving development on the Halo franchise in November 9, A total of 21, lines of dialogue was recorded.

Unlike its predecessor, Halo 2 allowed players to compete with each other over the Xbox Live online service, in addition to the originals support for split-screen and System Link multiplayer. Halo 2's Xbox Live mode offered a unique approach to online gaming that is intended to alleviate some of the problems that have plagued online first-person shooters in the past.

Traditionally, one player sets his or her computer or console up as a game server or host , specifying the game type and map and configuring other settings. The game software then used a service like Xbox Live or GameSpy to advertise the game to the world at large; other players choose which game to join based upon criteria such as the map and game options each host is offering as well as the ping times they are able to receive.

In Halo 2 , Xbox Live players do not choose to host games, and they do not get to specify individual maps and options to search for. Instead, players sign up for "playlists" that are geared to different styles of play. For example, the "Rumble Pit" playlist offers a variety of "free-for-all" game types, primarily Slayer or variations there of; "Team Skirmish" offers a number of 4-on-4 team games, which are primarily objective-based games like Capture the Flag; "Big Team Battle Skirmish" is similar to Team Skirmish but allows teams of up to 8 players.

Other playlists allow various things such as matches between different clans. The Xbox Live servers create games automatically from the pool of players that have signed up for each playlist, choosing a game type and map automatically and selecting one player to serve as the game's host. Players can create small "parties" with their friends and enter games together as teammates or, in Rumble Pit, adversaries. They can also play custom gametypes like regular multiplayer.

Unranked gametypes allow people on the same Xbox console without an Xbox Live account to play with them as "guests". If the Xbox console hosting the game drops out, the Xbox Live service automatically selects a new host from among the remaining players so the game can continue. Since launching in November , the service has been very popular with gamers. While some players resent the loss of individual control inherent in Halo 2 's approach to online gaming, others feel it provides a significantly improved gaming experience compared to more traditional online first-person shooters.

Bungie's servers match players up by skill level, which tends to eliminate the kind of severely imbalanced games that less-skilled players often consider unfair and not enjoyable. The automatic host selection process also eliminates the ability of the host to exert outsize control over the parameters of the game. Halo 2 players with Microsoft Passport accounts can log on to bungie.

However, some of Halo 2' s fans left their Xbox's running after April These players continued playing online amongst one another but no new players could sign on. Nicknamed the "Noble 12", they continued to play games among themselves. In response, Stephen Toulouse, director of policy and enforcement for Xbox Live, tweeted "To those noble folk keeping halo2 alive: we see you, and we salute you,".

These hardcore fans were awarded Halo: Reach Beta keys because of their attempts to keep Halo 2 alive. Over the next 9 days, 10 of the 12 gamers would experience either Xbox malfunctions or Internet malfunctions. Some were reported as logging off voluntarily to play the Halo: Reach Beta they received. Only two people remained online in Halo 2.

On May 10, , "Agent Windex" was quoted as saying "I just got kicked off guys. Good Job Apache, you're the last one". In , Bungie released the first glimpse of Halo 2 in a pre-rendered CG trailer. Cortana is also heard and has dialogue with the Chief. The UNSC seem to be losing in the battle.

The events of this trailer were featured in the final version of Halo 2. Some of the events and dialogue of this trailer was changed to fit the finished storyline of the game. Most of this now appears in the Halo 2 level Cairo Station. E3 featured the release by Bungie of footage of a playable in-game demo of the Halo 2 campaign.

The demo featured the battle on Earth in the city of New Mombasa. The demo showed off new features like Dual-Wielding the Master Chief could actually keep both his dual-wielded weapons when he switched to his secondary sidearm; this was changed for the final product , Vehicle Damage, and Boarding.

Three new vehicles shown were the Gauss Warthog , Type Shadow , and the Covenant Phantom , which at the time had only one plasma turret on its underside instead of three. New enemies such as the Brutes were shown in this demo, but as a secondary warrior race by the side of the Elites. The events of this demo were featured in the final version of Halo 2.

Some of the events and dialog of this demo was changed to fit the finished storyline of the game, such as the AA Gun becoming a Scarab. Most of this now appears in the Halo 2 level; Metropolis. Halo 2 also had a significant presence at E3 May 11—13, On May 8, Microsoft held a preview event in a private home in Beverley Hills, California, which had been transformed into a replica of "the stunning futuristic world of Halo, complete with camouflaged marines and roaming Cortanas.

During the event itself, Halo 2 held a central position in Microsoft's showcase. At the pre-event Xbox conference on May 10, Bungie released footage of a playable in-game demo of the Halo 2 multiplayer. It also showed off some of the weaponry of the game and some special features. The Gauss Warthog and the Ghost also made an appearance. The demo also featured the official announcement of the release date, November 9, It first went live on May 11, [15] and had national or regional varients, such as the Australian site www.

During the summer of , the website ilovebees. Ostensibly a beekeeper's personal site, the server appeared to have been taken over by an unstable A. These included a number of " Axon " clips, which when put together formed an audio drama. This alternate reality game acted as a prologue to the story of Halo 2.

In October , a short trailer for Halo 2 was shown in movie theaters and cinemas throughout the United States. It featured short clips of game play, some newly rendered scenes, as well as materials recycled from the E3 demo. The trailer also featured a brief promotion of i love bees. In October through November , a television advertisement for Halo 2 aired throughout the United States.

It consisted of footage from cutscenes and gameplay. There were two versions of the ad, a seconds and a seconds spot. There are two volumes of the Halo 2 soundtrack, one released alongside the game, and the other released in Early You can usually find them at any retail store that sells music or games, or Ebay.

Halo 2 was very successful in sales. In company with PlayStation 2's hit of the year, Grand Theft Auto: San Andreas , it was the most sought-after video game among critics and gamers in Three weeks prior to launch, stores in the U. When it launched for the Xbox on the 9th of November, over video game, toy and electronics stores in the U.

Halo 2 instantly began to prosper. One national retailer sold 8, copies of the game in just 11 minutes, and another had sold , units by daybreak. One single store sold Halo 2 units in three hours, of them being sold between midnight and 1 a. The video game software retailer GameStop sold more than half a million Halo 2 copies in one day.

In Australia, where more than 42, gamers had pre-ordered the game prior to its release, Halo 2 shattered retail sales records by selling more than , units in no more than one week after launch, generating nine million dollars and beating the previous record holder by 38, copies. Before its release in New Zealand, more than units of Halo 2 had been pre-sold. The game also had the most successful opening night of any game up until Halo 3 , and, later, Grand Theft Auto 4. The game had a generally amazing reception, gaining a 9.

It gained more Game of The Year awards in than any other game that year. X-Play, in late , included it as 3 in their top 4 greatest shooters of all time 4 was Resistance , 2 Half-Life 2 , and 1 was Gears of War. In early , it made 8 on their top 10 Games of All Time countdown. The game had an average meta-score of 95 out of , making it the 3rd most critically acclaimed Xbox game, right behind Halo: Combat Evolved and the Grand Theft Auto Triple Pack.

The games multiplayer was held to be one of the best of all time, staying consistently number 1 the most played Xbox Live title from November up until November of , when Gears of War released. Most critics noted that Halo 2 stuck with the formula that made its predecessor successful, and was alternatively praised and faulted for this decision. The game's campaign mode has received some criticism for being too short, in addition to some dissatisfaction with the abrupt, cliffhanger ending that sets up the sequel, Halo 3.

GameSpot noted that the story switching between the Covenant and Human factions made the plot more intricate, but also distracted the player from Earth's survival and the main point of the game. There is also some criticism of the game's on-the-fly streaming and level of detail adjustment, which can sometimes result in textures loading erroneously and "popping in" when the camera changes in cutscenes.

Bungie has stated that this issue had been fixed for Halo 3 and the Windows Vista port. In an interview with Edge magazine in January , Jamie Greisemer, one of Halo 's design leads, said that the main reason for Halo 2 's shortcomings was a lack of "polish" period near the end of the development cycle.

Article Discussion Edit History. Spoilers end here. This section needs expansion. You can help Halopedia by expanding it. Halo Recruit. Halo: Fireteam Raven. Halo: The Master Chief Collection. Categories : Video games Halo 2 Canon. Meta categories: Articles needing references Articles with spoilers Articles with incomplete sections. Contribute Halopedia's pages can be edited.

Is this page incomplete? Is there anything wrong? Change it! Edit this page Discuss this page Page history. Recent contributors to this article The following users recently contributed to this page:. As Halo 2 opens, a new battle erupts, this one beginning with the appearance of a Covenant fleet above Earth itself.

As with most of the other features in Halo, many of the weapons in Halo 2 are direct repeats of the weapons in Halo, with a few new twists no scope on the pistol! The biggest new change here is the inclusion of dual-wielding. When you have a single weapon in your hand, you can pick up another and put it into your other hand, but only when both are capable of dual-wielding.

You can mix and match weapons, as well; e. The Battle Rifle is going to be one of your primary killing weapons in Halo 2. It fires a short, three-shot burst with almost no recoil and great accuracy, and has a 2x scope, making it well-suited for zoomed firing against targets at medium range.

In the early portions of the game, dual SMGs will be great ways to wear down Elite shields and kill them. When you can pack a pair of SMGs, though, you should be able to take down pretty much anything in your way, up to and including Elites.

You will have to get up close and personal, though; to counteract the recoil, slowly press forward on your right analog stick so that your reticule stays on the target. Use it, love it. Although possessed of both a 5x and 10x zoom, the sniper rifle will need to be reloaded after every fourth shot.

There are two things to always keep in mind when using the rocket launcher. The first is that you can lock on to some targets, including enemy turrets and vehicles. To do so, hover the reticule over your target; the launcher will automatically begin tracking it and fixing a lock.

Although the weapons are fairly dissimilar, the closest analogue the shotgun has on the Covenant side of things is the energy blade: both are intended solely for use against targets at melee range, and will be useless against anything at any kind of distance. Most targets will drop after a single shell gets ejected, while Elites will take a pair; one to drop their shields, one to finish them off. Brutes and Hunters will, of course, require a bit more work. Just be sure to reload after each skirmish, as reloading from empty will take five or six seconds, which is essentially infinite if it takes place while enemies are in the area.

Against soft targets, like Jackals, Grunts, and Drones, this will be instant death at close range, but tougher enemies will shrug off the damage unless the grenade detonates directly underneath them. Even a fully-charged shot will rarely do more than drop an Elites shields, though, making this a weapon of last resort. Against most non-shielded targets, two simultaneous full-charge shots should be fatal, but non-shielded targets can be killed by pretty much any other weapon you come across, making any other weapon you come across preferable to these.

Dual plasma rifles are great for almost any group of enemies. Ye Olde Faithful Plasma Rifle returns from Halo, and is now much improved by the inclusion of dual-wielding. 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.

Their level of heat is displayed on the ammo bar beneath the numerical ammo readout; when the red bar extends almost all the way to the right, stop firing for a bit to let them cool down manually, which takes less time than their automatic cooling process does. Secondly, plasma rifles lose accuracy when fired for more than a few seconds at a time, forcing you to tap the triggers to gain a bit of precision when your target is at medium range. This coincides with the previous weakness, though, so if you can manage to not jam down the triggers every time you see an enemy, you should be all right.

The needler fires a set of small explosive needles at its target; these needles have the ability to home in, but only over small angles of incidence. Needles will have a hard time dropping Elite shields, as well. Needlers are thus almost useless in most combat situations. Note the qualifiers, though; there is one particular enemy against whom needlers will be your saving grace. The Covenant carbine is their analogue to the battle rifle, with only minor differences between the two.

Brutes are seemingly susceptible to headshots from carbines. The Brute shot is the weapon of choice for the new Brute enemies in Halo 2. A Brute can take at least two direct grenade hits before dying on Heroic difficulty, at least , and has an outside chance to withstand four splash damage blasts without keeling over. Brutes, especially berserk Brutes, will smack you down with extreme prejudice if you get anywhere near them. Although you might not think it from your experiences in Halo, it can sometimes be beneficial to close to melee range in Halo 2, especially when you have an energy sword at your disposal.

These things take a bit of getting used to, but when you learn the basics of shield management and taking cover, you can use a sword to get one-hit kills on almost anything you come across. The energy sword is probably the most devestating weapon in the game, but using it without getting killed is fairly tricky. There are two basic ways to use the energy sword; you can walk up to something and use the right trigger to whack it, which will usually be fatal against Drones, Grunts, and the like, or you can wait for the blade to lock on to your target the reticule will turn red , and then press the right trigger.

Regardless, the locked-on blow is mindlessly devestating, and will cut through almost anything in a single blow, save for shielded Elites or undamaged Brutes; these enemies will require a lock-on blow followed by a slash to kill. Note that the energy sword will use up "ammo" as you slice and dice enemies. This can cause some massive slaughterage for any enemies nearby.

Plasma grenades are differentiated from their human counterparts by their ability to stick to surfaces and, much more usefully, to enemies themselves. This is your best bet for killing difficult targets like Elites and Brutes, but beware; sometimes enemies will run straight towards you when they have a grenade stuck to them, intent on taking you out at the same time.

Almost all of these are repeats from the first game, though, so if you played the original Halo, you should be familiar with most of these. The new kids on the block are the Covenant Brutes and Drones. Grunts are the most basic building block of the Covenant army. These guys usually pack plasma pistols, but will sometimes be found manning defensive turrets. Jackals are easiest to kill if you can get above or behind their shields.

Jackals are a step up from Grunts. You have a few options here. Explosives: Rockets and grenades will do the job right fine. Bypassing the Shield: If you can attack them from behind, or can snipe them through the small slot through which they fire, you can avoid hitting the shield and go straight for the body.

Overwhelm Them: If you wail on a Jackal enough, its shields will drop, allowing you to blast it to pieces. At close range, an SMG will chew through a Drone in a second or so; at long range, a battle rifle or carbine is a better choice. If you have a bit of patience, Drones will often attach themselves to walls or ceilings, making them much easier to hit.

For the most part, Covenants forces can be divided into two groups: Elites, and non-Elites. The most obvious distinction between the Elites and the other Covenant forces is the fact that they have personal shielding, much like Master Chief does. This lets them resist almost all of the damage from your attacks, at least until their shields fall.

This necessitates a kind of bumrush approach to attacking Elites, in which you absolutely have to deal X amount of damage within Y seconds, or else the Elite will run off and hide and regenerate, which will effectively make your entire first attack worthless and a waste of ammo.

If you let an Elite with an energy sword get this close to you, prepare to go back to your last checkpoint. In practice, there are relatively few weapons that are worthwhile against Elites. 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.

Hunters are the most physically imposing of all of the Covenant races, albeit also the rarest; there are probably less than a dozen of these baddies throughout the entire game. These guys always travel in pairs, and pack a modified fuel-rod weapon that acts somewhat like a Sentinal beam; the fire from these is relatively easy to avoid.

You can attach plasma grenades till the cows come home, hit them with carbine ammo, plasma rifle shots, etc. In order to kill them, then, you have to get past their armor and aim at the portions of their bodies that are unprotected. The most accessible zone is on their back; if you can manage to shoot them in the back of the head, for example, you should find them as vulnerable to headshots as any other race.

The other main zone to focus on is on their waist; this will usually be covered by their arm as they lope around, but when they roar, it will become uncovered momentarily, allowing you to blast away. You can also wait for it to charge, then sidestep and shoot it in the back, but this is obviously somewhat dangerous. You should see beige blood staining the floor whenever you successfully deal damage to a Hunter. If you can, get behind Hunters and attach a grenade to their back.

If you can take on Hunters by themselves, in a fairly open space, the battle usually devolves into a run-n-gun exercise, where you have to run around until you can get an open shot at an unprotected zone, take your shot, then continue running. Since you have to deal with these guys in pairs, try to focus on one at a time to cut their numbers in half. If possible, use a turret to deal with them, as turret fire seems to overwhelm their natural shielding and will take them down easily.

Luckily, their weapon fire is easy to dodge, and they move slowly enough for you to keep out of range of their melee attacks. This is a good thing, too, because Brutes have more health than any other enemy in the game, save Hunters and the massive Halo Guardians.

In addition to normal weapons, Brutes are also perfectly susceptible to the old grenade-on-the-butt trick. In a pinch, dual-wielded plasma rifles can do the job on a Brute, but will take quite a bit of time; Brutes seem to be specifically resistant to the fire from such weapons. If you happen to have a beam rifle, Brutes are perfectly susceptible to headshots, although you may require two headshots to kill them due to the fact that many of them wear helmets.

So far as offensive capabilities go, Brutes will usually pack either a carbine, a Brute plasma rifle essentially an upgraded version of the blue plasma rifle that Elites wield , or a Brute shot weapon. Brute lieutenants the ones with red flags on their backs are most likely to pack a Brute shot, but normal soldiers will also carry them on occasion.

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. At its most basic level, the Flood is represented by hordes of small parasites that will scatter the floors of each level and look for corpses.

Such zombies can sometimes appear with the weapons that they used in their previous life and Elite zombies will sometimes have energy shields , and some of them will be possessed of terrific combat reflexes, and will launch at you from a long way away with a slashing attack. Energy blades will let you pop most zombies with a single swing.

Defensively speaking, Flood zombies are almost always weaker than they were in their previous incarnations, meaning that a human soldier zombie will take less damage to kill than a real human soldier not that we ever shot at any of our teammates, not us, no sir. Two weapons are particularly useful against Flood zombies: Sentinal beams and energy blades.

The former will be able to cut through groups of zombies without much effort, while the latter can explode enemies into mere puffs of grave dust with a single shot. Within the musky interior of Halo and parts of the exterior ancient Forerunner machines still silently patrol the corridors, wary of interlopers. One of these is the Sentinal, a levitating pod equipped with a Sentinal beam. Guardians are usually accompanied by Sentinals, which can make for some fierce firefights.

The most sensitive portions of Halo are patrolled by the massive Guardians. These ageless monstrosities are somewhat of a combination of a Sentinal, in that they hover around in mid-air, and Jackals, in that they have front-mounted shields that are impervious to gunfire. These guys can take a lot of damage, though, so you can expect to do a lot of hiding behind pillars unless you have a vehicle handy.

One of the most remarkable things about the original Halo was its incorporation of vehicles, which were seamlessly integrated into the gameplay in ways that never forced you to make use of them, but rewarded you for recognizing when it was wise or unwise to do so. All of the vehicles of Halo return in Halo 2, so you should be fairly familiar with those that you encounter in the game.

This rugged, four-wheel vehicle is great for speeding past trouble, and in a pinch, your passenger and turretteer can dish a beatdown on enemy forces. One of the new additions in Halo 2 is the inclusion of a gauss cannon-equipped Warthog. The gauss cannon replaces the turret, and is intended for use primarily against vehicles. If you have a teammate along, they might hop in and drive it for you!

In exchange for its power, the Scorpion sacrifices both speed and maneuverability, making it all but a sitting duck for enemy fire. When you spot one, use it as long as you possibly can, but be prepared to bail out as it starts to take damage. Ghost drivers are awfully exposed to enemy fire. While you can take advantage of this against enemy Ghosts, the tables will turn when you try to drive one yourself.

One of the most consistently useful vehicles in the game, the Ghost is a single-pilot ground craft. Its main armament is a pair of plasma cannons, slightly more powerful than dual-wielded plasma rifles, but which cannot overheat.

Maneuverability is good, and although the Spectre is a tad slower than the Warthog, it has two slots for passengers, allowing you to load up with one more gunner than you would be able to with the human buggy. The left trigger will give you a speed burst. This is theoretically intended to be a counterpart to the Scorpion, but the vehicles are fairly dissimilar.

Where the Scorpion packs a cannon and turret, the Wraith instead brings a large mortar to the table. What can I say? The one "good" thing about the Wraith, at least in the single-player campaign, is that it moves quite slowly. Since it moves only marginally faster than a Scorpion, this is easy enough to do, but be careful about standing in front of a Wraith, as their pilots will often try to run you down with the left-trigger boost of speed.

The sole vehicle in the game capable of taking to the air, the Banshee is somewhat akin to a flying Ghost, in that it possesses the same dual plasma cannons, although it does possess a bit more armor although still not enough armor and a fuel rod cannon.

Hopefully these following tips will give you a bit of a head start, though! Instead, what you have are shields. Shields work as such: when you enter combat, your shields will likely be fully-charged. As you take damage, your shields will begin to drop; big sources of damage will cause your shields to drop more rapidly than less intimidating sources.

Luckily for you, you can take a few hits from most weapons while unshielded without dying. So, long story short: when you need your shields to recharge, run away from your enemies, find some cover, and wait around ten seconds for the recharging process to begin and for the shields to completely recharge before heading back into the fray. This is easily enough accomplished by picking up the weapon you want to give your teammate temporarily dropping whatever you yourself were using and then standing in front of your ally and holding X to switch weapons.

In particular, you should try to upgrade from SMGs to battle rifles and from plasma rifles to carbines, but your teammates can use any weapons that you give them, from sniper rifles to rocket launchers. One note about the latter weapon, though; your teammates will sometimes destroy themselves by firing a rocket launcher or fuel rod gun when they fire after not completely getting out from under cover.

In open spaces, though, your teammates can use these weapons to great effect, especially since they get infinite ammo for them. In point of fact, if you only have one round of ammo left in a launcher, it may be better to give it to a friend than to use it up yourself. Halo: San Andreas One of the new features in Halo 2 is your ability to take over enemy vehicles as they fly around. This is a lot more difficult to accomplish than in a Grand Theft Auto game, but the results are the same, in that you get to take control of the vehicle while simultaneously ridding yourself of at least one enemy the driver.

Of course, there are a few complications to mention. One is that hopping aboard certain vehicles, especially Ghosts, can be really difficult to do, since you need to hold X for a moment. 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. Many enemies, especially Brutes, are much easier to kill when you possess a decent ability to aim at their heads.

This is, of course, much easier to accomplish when you possess an accurate weapon, and when your enemy is standing still. Suitable weapons are usually limited to the carbine, the battle rifle, and the beam or sniper rifles; everything else either has too much spread or is simply too inaccurate to get consistent headshots. Except at very close ranges, where anything can happen.

Two notes here. Secondly, we based most of this on a playthrough of the game on the Heroic difficulty. After you regain control of Master Chief, follow the soldiers down the stairs and step towards the gunracks on the wall to pick up an SMG and a Battle Rifle. If your shielding runs low, you can retreat behind the obstacles on either side of the door and wait for it to recharge. When the Covenant retreats, or when you notice your fellow soldiers moving through the door, follow them and take a left.

After breaking off from the turret, head on to reach another set of steps. You can take him down with your dual SMGs at close range, but a better idea might be to try and flush him downstairs and out into the hallway at its bottom, where a soldier will likely plug him. If you want to stay alive here, stay on the upper platform, ditch your dual-wielded weapon, if you have one, pick up as many grenades as you can carry, and start chucking them at the boarders.

You should have a dozen or so plasma grenades at your disposal, so go crazy! If you want to gain a little perspective on the situation, you can use the doorway on the right side of the room to reach the upper level; on harder difficulties, though, you might find it a bit easier to reach the recessed stairwell near the Covenant shift that heads downwards to a locked door, using it to as a redoubt from which to dart in and out of the battle.

If you move in and out, the Covenant will have to continually refocus their efforts and shift from your teammates to you, letting you divide and conquer. You can head out through the doors marked Mac Storage at the bottom of the stairs here, but before you do, pick off the enemies below with help from your soldier friends.

Watch for an invisible Elite as you descend into this stairwell. When you descend the stairs, you can pick up another dual-SMG combo from the weapons rack in the middle of the room, which will come in handy, because two more Elites will appear from either of the far doors as you approach them.

One is stealthed, so watch for the telltale Predator-esque waviness and bust a cap. From there, head up the stairs and drop the two Elites after they kill your friend. If you can bust the Unggoys across the way, then dash across without getting killed, you should be able to eliminate the first two turret stations with a combination of Shotgun and Battle Rifle fire.

This will let you fall back to the end of the long corridor and pick off the distant turret stations with the latter weapon, which should clear your approach. Fight with them for a bit, then head through the pressure chamber at the end of the hall for a brief excursion into space.

There are two more Elites waiting for you outside, but they can be really tough to hit due to the way they fly around, so you might want to just run for the far door and head through the airlock there, rather than bother to engage them.

At long range, a battle rifle is the best way to deal with Drones, but keep an SMG handy in case they close in. Do your best to pick them off as the elevator rises; when it stops, you should have plenty of room to maneuver. 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.

The other three will, of course, be alerted to your presence, so retreat back to the far end of the room and outfit yourself with dual SMGs, and restock your Battle Rifle ammo. You should have plenty of places to hide in the room, so lure them out one by one and off them with your grenades and SMGs. After you kill all of them, the level ends. Luckily for you, you have a bit of help along, in the form of Sarge and a sniper. 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.

The most annoying will be the Drones, but your turret has enough spread to pick them out of the air. The turret will come in incredibly handy against the Jackals that occasionally walk into the courtyard, though, as it punches right through their shielding. As soon as the dropship takes off, return to the turret and use it to blast the Grunts, if you can. The turret will make short work of them, though; just ignore their fire if at all feasible, and just blast away until they both fall down.

Rendezvous With the Pelican This is easily accomplished; just run through the doorway that the Hunters blasted, and the Pelican will appear. Sarge will hop aboard, leaving you with a few grunts as your only company. You might check to see if any of the Jackals near the Pelican dropped a Beam Rifle, which is basically a Covenant sniper weapon.

On Heroic or Legendary difficulty, this is going to be a happy fun death march for you, as a couple of stealthed Elites will also eventually appear. A fallen soldier here has an almost-full sniper rifle for your distance-killing pleasure. Depending on how thoroughly you killed off the baddies, you may have to deal with another firefight in front of the hotel.

There may or may not be a gray Elite here; if there is, then you may be screwed, especially on higher levels. The gray varients seem to have a lot more shielding than any other color, but you may be able to take him on with an energy sword, if any of the earlier Elites dropped one. He can even survive a stickied plasma grenade! After you do so, a welcome gift arrives, in the form of a Warthog. This latter option is probably preferable, as you can pick targets a bit better than your teammates will be able to, while they can drive passably well, with the exception of some annoying pauses.

You have two groups of Covenant to destroy here. Take The Highway Tunnel To The Bridge The Ghost here is a maneuverable, if somewhat slow vehicle, and it has rapid-fire lasers with infinite ammo, which should add up to a lot of fun for you. This is precisely what you should do, in fact; let the Warthog go on ahead and take all the fire, while you sit back and blast anything that moves. If you can catch up to the Shadows, they should be easy to kill.

Included here are three Ghosts, possibly more if the transports made it here alive. If one turns tail and runs, let it go and concentrate on another target, but try to keep them all on one side of you. They really have to be either standing still or turning, as you have to hold down X for a second or so in order to pull it off. You have unlimited turret and cannon shells, so hold down the turret as you proceed, but save the cannon until you line up your target. On Heroic difficulty or higher, this will probably spell the beginning of the end for your tank.

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. In addition to these, more Ghosts will appear from the far side of the bridge and begin approaching you, while more Banshees and Wraiths will spawn in when you get to the toll counters on the far side of the bridge.

Well, we jest, but you may have noticed a Warthog near where you picked up the Scorpion. If you return to the Warthog and use that, you should be able to speed past all of the enemy vehicles and get down into the tunnel beyond without dying. Sometimes discretion really is the better part of valor! 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.

Afterwards, you can bypass the fortification to find a tunnel leading back up topside. Even your battle rifle will help you clear out some of the enemies here. 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.

The former option is the safest, the latter the riskiest albeit a bit more fun. If you proceed on foot, go slowly and cautiously, switching out for a beam rifle when you run out of ammo. The next small chamber features a couple of snipers, a few more Ghosts, and a Wraith. Needless to say, this is going to be a hard nut to crack. 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.

Now, if you can get close to a Wraith while the Warthog is distracting the others, you can fairly easily jack it by hitting X to jump aboard, then repeatedly using your melee attack until the driver is dead. After that, all you need to do is hop aboard, but be aware that the Wraith is not a very maneuverable vehicle. If you do get into one, you should probably retreat a ways and use the mortar at long distance, especially if both of the other Wraiths are still active.

After all of the enemies here are dead, more Marines drop in. Make your way up the steps of the building to meet up with Sergeant Banks. Follow the set of stairways the lead up to a walkway overlooking a canal, then load up with as much ammo as you can fit, and switch out one of your weapons for a rocket launcher.

After using a few rocket rounds on the Elites aboard the Scarab, use the turret to finish them off. Only when the coast is clear should you jump across to the Scarab; before you do, though, switch out one of your weapons for a shotgun, and make sure you get all of the frag grenades near the turret. The one thing you have on your side as you descend into the belly of the Scarab is the element of surprise. If you hit him dead on, he may die from this; if not, chuck in all of your grenades and then retreat up to the top of the ramp before switching over to your shotgun.

When the ultra pursues you, blast him until he goes down. After you kill off the remaining Elites, all you need to do to clear the level is walk towards the instrumentation panels nearby. Locate the Heretic Leader After making landfall, follow your squad down to the doorways leading into the Heretic base. Your stealth only lasts for a few seconds, though, so retreat back to the doorway before the Grunts here kill you, and let your squad move in and start working on the rest of the nearby enemies.

The second half of the room features more Elites and Grunts; you can kill off the Grunts fairly easily, but you may want to use the stealth and energy blade combo to cut through the Elites. At the bottom of the conveyor belts, move gingerly across the small paths - a fall here means death - and clear out the small area beyond to reach an elevator. Said Sentinals have powerful lasers, but can only take a few hits from a carbine; go into stealth mode if you want to target them safely.

The Sentinal beams are fantastic weapons, albeit not very useful against Elites. When the Sentinals are dead, you can lift Sentinal beams from them, if you wish. You can check around for more weapons; you may be able to find both a fuel rod gun and another energy sword.

If you choose another array of weapons, you may have a harder time dealing with them, but deal you must. You may have an easier time getting through if you stick to the upper level of the room and throw grenades at the largest concentration of forces. Another series of downward-leading corridors follows this battle, eventually leading to another door; go figure that one.

Enemies tend to clump up behind this door, so use your stealth ability to attach grenades to them before ducking back behind cover. Fresh troops will arrive to accompany you, so, as usual, let them take the lead while you use your energy sword to get stealth kills on any Elites that pop up into your path. An Elite here will sic a number of Grunts on you while he motors off to protect the Oracle, whatever that is.

Pursue the Heretic Leader If you want to survive, stay back and let the dropship draw most of the enemy fire while you carefully pick and choose your targets. Not much to say here, except "Have fun! Follow the dropship along, taking out the turret stations and any airborne enemies that you encounter. Keep an eye out for grounded Banshees that you can switch to if yours becomes damaged. Escape the Infested Labs Just when you thought it was safe to go back in the water If your Elites happen to die, which they eventually will, you can hide underneath the walkways and let the Sentinals take out any Flood corpses which might be milling around.

The Sentinals are hostile to you as well, of course, but hey, an enemy of my enemy is my friend, at least until I have to blast my friend into little itty-bitty pieces and take its weapon. After you break through the glass to drop into the lab, though, you can stealth yourself and make your way around to the turrets on the far end of the room.

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. The Flood has spread throughout the station, and your task - to find and kill the Heretic leader - has become more urgent. Regardless, your enemies are now exclusively Heretic, including numerous Elites and Grunts.

Fight your way up the ramps to the door on the far side of the station and watch for Sentinals. Inside the large room within, more Sentinals will be gutting Flood corpses; let them finish their work, then destroy the Sentinals themselves to trigger a cutscene. Slice these cables to send the station crashing away. To where? Dunno, but it sure takes a while to get there. Start walking up the ramps in the large room, ignoring the fighting betwixt Flood and Sentinals as best you can.

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. Just ignore any incoming fire; if a Flood corpse gets too close to you, just slash it to death and move on.

After all three cables have been severed, wait a moment until the station goes into freefall, then walk back down to the elevator. Two Elites and a pair of Grunts await you, so stick a grenade on one of the Elites, then back out of the chamber while they go crazy.

If you want, you can melee your way through the remaining troops with your energy blade. So, despite the fact that the Heretic leader had an impenetrable door between you and he, and an elevator to take him far away from the combat above, he decides to open said impenetrable door and let you follow him? You can refit your weaponry from that of the corpses near the door; afterward, do the familiar stealth-and-grenade bit on the Elites near the far exit before moving on to the Banshee platform outside and giving chase to the head Heretic.

All you have to do in the Banshee segment of the level is fly to the checkpoint indicated on your HUD, so use the left trigger to blast your way over there, ignoring any other Heretic craft in the area. What you have to do, then, is use the cover given to you. You remember all those meaningless crates that were being moved around pointlessly in rooms like this earlier? Well, the small corridors they were cycling into are still here, even though the crates themselves are no longer moving.

These chambers are going to be your best friend, and your only real protection against the Ginsu Knife-like attacks of the Elites in the main room. Your strategy? When the grenade goes off, that should be one bogey down, and you can retreat back into the corridor to recharge your shields and wait for the enemies to stop moving again.

If you need more grenades, check near the ramps leading up to the second floor here. After your launcher locks onto the turrets, fire away to destroy them. Well, guess now we know why this game is called Halo As soon as you take control of Master Chief, flip yourself over to your rockets and start gunning for the three turrets higher up on the hill near your landing spot. Each turret will take one rocket to destroy, and there should be three turrets total, so keep an eye out for them as you scale the hill.

You should also use whatever remaining rocket rounds you have on the Elites; aim at their feet to eliminate most of their shields, then switch over to another weapon and finish them off. A good plan of attack is to withdraw a bit from the dropzone, use your battle rifle to kill any Grunts or Jackals, then quickly switch over to dual-wielding to finish off the Elites.

A Warthog will get dropped to you at this point, along with a couple of soldiers with which to man it. The building here houses controls for the bridge, so ignore all of the fighting outside and slam on the gas until you reach one of the entrances, then hop out of your ride and head inside.

Push Through the Covenant-held Ruins By the time you reach the exterior of the building, everyone should be dead, including the Covenant forces, which will allow another Pelican to drop a Scorpion for you. You should be able to make exceedingly short work of the Wraiths with it, so take them out. If you cross the bridge immediately after destroying the Wraiths, the Banshees will get you from behind.

Ghosts will also appear as you cross the bridge, so stay on your guard as you proceed through the ruins. As soon as you see this header pop up, stop your Scorpion and start shelling the far side of the little courtyard. Your goal here is to penetrate into the central building; you can find a passageway to the left of the large concentration of forcefields near where you came into the courtyard, on the upper level.

As you walk along, your movement will, of course, encourage more enemies to spawn in, so keep a beam rifle handy and try to snipe as many of them as possible when you spot them. You should have plenty of sniper ammo or a fresh beam rifle from the pods near the exit from the clearing, so use your long-distance weapon to pick off any Jackals or Elites that you can spot from your little perch. Your shots will attract Drones, however, so be prepared with a short-range weapon.

After the initial firefight here in which you should, as always, hang back while your teammates do the hard work , scavenge for equipment before heading up the ramps and to the right. Use your teammates as human shields, as necessary. The large land bridge here, though, is the scene of a Hunter ambush; when you clear out the snipers, they get unloaded by dropships. 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.

This can be accomplished by staying fairly close to them and strafing around them. Obviously enough, this is easier if you focus on one of the Hunters and kill it with plasma grenades and beam rifle fire, then deal with the other one. 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. As you approach the tower, a predictable ambush will appear. Pass Through the Submerged Structures Head on into the rooms nearby and kill everything that moves before walking up the ramp.

The Grunt outside will pack a fuel rod gun, though, so proceed with caution, lest you get blasted. You have to kill him in order to trigger the appearance of an elevator in the room through which you just passed, so wait for it to arrive, then kill the Jackals within. Before you head down, though, a Pelican may appear to refresh your teammate loadout, so wait for that to occur before hitting the button.

A long elevator ride ensues. There are two entrances here: one on the ground level, one at the top of the nearby ramps. You may want to give one of them the fuel rod gun, if you still possess it, as they have the small benefit of unlimited ammo. Rather, all you have to do is escape, so proceed to the far end, head down to the bottom of the ramps, and exit through the door beneath them. The watery room beyond has a number of stealthed enemies, including a pair of Elites, with another one waiting at the door beyond.

You should be able to find a pair of plasma rifles underneath the ramp heading down, though, along with a couple of plasma grenades, so clean out the room with those. Kill off the Elites and Grunts, then head out to the doorway leading outside. Your path here is going to be blocked by Drones, which are easily dispatched as they cluster around the doorway, and Elites, which will be a bit more problematic due to their position.

Next up you have another gondola ride, so re-equip from the pods before heading aboard. Keep the other rocket launcher for yourself. After you hit the first checkpoint on the gondola, get to the rear of your ship and start locking on to the Banshees that will approach. They each require two rocket shots to take out, so hopefully your teammate will give you a hand here.

If worst comes to worst, crouch below one of the low walls on the lower portion of the float and hope they miss you until your shields recharge. If you still have a sniper along, try to coordinate your fire with his so that you hit the Elite just after he does; this will let you drop their shields much more quickly.

Fight your way into the temple here, being mindful of the presence of energy blade-wielding honor guards, who can kill you with a single blow if they get close. This is essentially an arcade-style fight, where you have to find his weakness before the never-ending floor of honor guards and Grunts kills you; the Prophet is immune to all forms of ranged attacks, and plasma grenades just bounce off of his energy shield.

The solution? When you weigh a half-ton like Master Chief, you can put a little power behind your punches. The basic string of actions here, then, involve starting out from one of the upper platforms on either side of the room. If you did get an energy blade, equip it before you charge in, and click the right trigger as soon as your reticule changes red to get off a powerful melee attack.

When you get the prompt to jump on his vehicle, though, hold X to do so, then start wailing on him with your fist. Just keep an eye on your radar as you proceed in the fight, as the honor guards have a habit of coming up behind you and getting cheap one-hit kills by slashing you in the back. Aim directly for the white holes in the wall to destroy the Sentinal generators.

If you walk around it and point your gun at the white spots on any of its four faces, you should notice your targeting reticule turn from white to red over one of them. Shoot it to reveal a passageway leading down. You can kill these guys as much as you want, but more spawn after a short time. Since you have an endless supply of Sentinal beams from killing Sentinals , feel free to use them to destroy the generators. Or something like that.

After it kills off any of your followers, drop down into its lair and use the walls and small bunkers to hide, then dart out into the open while stealthed and fire away at it from behind its shields. You should notice parts of it falling away as you do so. After you dish out a beating, retreat back into cover and wait for your stealth to recharge before repeating the process, and the guardian will eventually fall to the floor with a clatter. While the Guardian is dealing with the Flood zombies, shell it with whatever weapons you can find on the ground until it pops, then make your way through the Sentinals and zombies by jumping into the next corridor.

Said corridor has another energy-absorbant elevator thingy in it, so whack it a few times to unlock the passage downwards. Keep moving onwards ever onwards until you hear a human voice in your headset. This is when you should take stock of your ammo and weapons, and get ready for the first really difficult Flood battle thus far. Sentinals will also spawn in this area; not in infinite numbers, but enough to let you use Sentinal beams without hesitation.

Make your way through the masses to another elevator. This will lead to an exterior walkway where more Guardians are fighting off Flood zombies; ignore the combat and hang a left until you reach another elevator. Wow, spooky dust-filled rooms! Anyway, more Flood zombies appear. This one will lead to yet another elevator, which leads to Congratulations, you get to do it all over again! Regardless, fall into the passage until you come to another landing bay, where Flood zombies are fighting off a Covenant dropship.

Although the zombies are your kinsmen, give them no quarter, and slay as many as you need to get to the elevator, which leads to - you guessed it - another ventilation shaft-esque passageway down. After you fend off the horde, the chapter ends. Your best bet is to hop into the Spectre, which is essentially the Covenant version of the Warthog.

Speaking of which, as soon as the mission begins, a Guardian will pop out of the doorway leading into the Library. You have two Ghosts along with you as well, which should distract the Guardians while you pound away at it. The Guardians, of course, should be your priority here, so repeat the process of killing them before taking on the Sentinals. There are also Flood zombies here, driving human vehicles, such as a Warthog and Scorpion.

If your Spectre is hurting, you can keep an eye out for other vehicles to jack, but be sure the area is relatively clear before you do so.. Also, watch your radar to detect any enemies; there are Heretic forces in the room, some of which will drive Ghosts, so it can be a bit confusing to discern between friendly Ghosts and enemy Ghosts. Be mindful of the fact that any vehicles you left behind in the Guardian room will pursue you to here; the Warthog or Ghosts will be an especially cumbersome load to shake.

Rather than kill every single thing that moves, your best bet is to charge to the bottom of the ramp and proceed on to the next area, where multiple Heretic Wraiths will be contending with Guardians. None of your previous foes are likely to follow you through here.

To begin with, distract the first Wraith near the entrance and try to get it to swing around; this will let the Guardians blow it without taking much damage. After they refocus themselves on other targets, start making your way across the makeshift paths to the right. As you cross a chasm, more Ghosts and Flood forces will spawn in. As you approach, prepare for two scripted events: the spawning of pairs of Ghosts from the cave, and the appearance of four Sentinals and a Guardian from without.

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. In general, if Sentinals are firing at something other than yourself, let them do so.

Another exterior canyon follows where guess what! As ever, do your best to avoid any enemies you come across, and make your way across the canyon floor to another cave towards the northwest. If they spot you, start chucking grenades; if not, just leave them be and move on.

One of them, a converted human soldier, packs an energy blade, so try to stealth your way across the floor towards the upper platform on the other side to find him. When you have the energy blade, you should be able to clear out the rest of the Flood easily, then turn your attention to the Sentinals in the passage beyond.

Load up with a rocket launcher before heading out, though. 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.

AMELIA BELLE CASINO WINNERS

In the early portions of the game, dual SMGs will be great ways to wear down Elite shields and kill them. When you can pack a pair of SMGs, though, you should be able to take down pretty much anything in your way, up to and including Elites. You will have to get up close and personal, though; to counteract the recoil, slowly press forward on your right analog stick so that your reticule stays on the target.

Use it, love it. Although possessed of both a 5x and 10x zoom, the sniper rifle will need to be reloaded after every fourth shot. There are two things to always keep in mind when using the rocket launcher. The first is that you can lock on to some targets, including enemy turrets and vehicles.

To do so, hover the reticule over your target; the launcher will automatically begin tracking it and fixing a lock. Although the weapons are fairly dissimilar, the closest analogue the shotgun has on the Covenant side of things is the energy blade: both are intended solely for use against targets at melee range, and will be useless against anything at any kind of distance.

Most targets will drop after a single shell gets ejected, while Elites will take a pair; one to drop their shields, one to finish them off. Brutes and Hunters will, of course, require a bit more work. Just be sure to reload after each skirmish, as reloading from empty will take five or six seconds, which is essentially infinite if it takes place while enemies are in the area.

Against soft targets, like Jackals, Grunts, and Drones, this will be instant death at close range, but tougher enemies will shrug off the damage unless the grenade detonates directly underneath them. Even a fully-charged shot will rarely do more than drop an Elites shields, though, making this a weapon of last resort. Against most non-shielded targets, two simultaneous full-charge shots should be fatal, but non-shielded targets can be killed by pretty much any other weapon you come across, making any other weapon you come across preferable to these.

Dual plasma rifles are great for almost any group of enemies. Ye Olde Faithful Plasma Rifle returns from Halo, and is now much improved by the inclusion of dual-wielding. 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.

Their level of heat is displayed on the ammo bar beneath the numerical ammo readout; when the red bar extends almost all the way to the right, stop firing for a bit to let them cool down manually, which takes less time than their automatic cooling process does.

Secondly, plasma rifles lose accuracy when fired for more than a few seconds at a time, forcing you to tap the triggers to gain a bit of precision when your target is at medium range. This coincides with the previous weakness, though, so if you can manage to not jam down the triggers every time you see an enemy, you should be all right.

The needler fires a set of small explosive needles at its target; these needles have the ability to home in, but only over small angles of incidence. Needles will have a hard time dropping Elite shields, as well. Needlers are thus almost useless in most combat situations.

Note the qualifiers, though; there is one particular enemy against whom needlers will be your saving grace. The Covenant carbine is their analogue to the battle rifle, with only minor differences between the two. Brutes are seemingly susceptible to headshots from carbines. The Brute shot is the weapon of choice for the new Brute enemies in Halo 2.

A Brute can take at least two direct grenade hits before dying on Heroic difficulty, at least , and has an outside chance to withstand four splash damage blasts without keeling over. Brutes, especially berserk Brutes, will smack you down with extreme prejudice if you get anywhere near them. Although you might not think it from your experiences in Halo, it can sometimes be beneficial to close to melee range in Halo 2, especially when you have an energy sword at your disposal.

These things take a bit of getting used to, but when you learn the basics of shield management and taking cover, you can use a sword to get one-hit kills on almost anything you come across. The energy sword is probably the most devestating weapon in the game, but using it without getting killed is fairly tricky.

There are two basic ways to use the energy sword; you can walk up to something and use the right trigger to whack it, which will usually be fatal against Drones, Grunts, and the like, or you can wait for the blade to lock on to your target the reticule will turn red , and then press the right trigger. Regardless, the locked-on blow is mindlessly devestating, and will cut through almost anything in a single blow, save for shielded Elites or undamaged Brutes; these enemies will require a lock-on blow followed by a slash to kill.

Note that the energy sword will use up "ammo" as you slice and dice enemies. This can cause some massive slaughterage for any enemies nearby. Plasma grenades are differentiated from their human counterparts by their ability to stick to surfaces and, much more usefully, to enemies themselves.

This is your best bet for killing difficult targets like Elites and Brutes, but beware; sometimes enemies will run straight towards you when they have a grenade stuck to them, intent on taking you out at the same time. Almost all of these are repeats from the first game, though, so if you played the original Halo, you should be familiar with most of these.

The new kids on the block are the Covenant Brutes and Drones. Grunts are the most basic building block of the Covenant army. These guys usually pack plasma pistols, but will sometimes be found manning defensive turrets. Jackals are easiest to kill if you can get above or behind their shields. Jackals are a step up from Grunts. You have a few options here. Explosives: Rockets and grenades will do the job right fine. Bypassing the Shield: If you can attack them from behind, or can snipe them through the small slot through which they fire, you can avoid hitting the shield and go straight for the body.

Overwhelm Them: If you wail on a Jackal enough, its shields will drop, allowing you to blast it to pieces. At close range, an SMG will chew through a Drone in a second or so; at long range, a battle rifle or carbine is a better choice. If you have a bit of patience, Drones will often attach themselves to walls or ceilings, making them much easier to hit.

For the most part, Covenants forces can be divided into two groups: Elites, and non-Elites. The most obvious distinction between the Elites and the other Covenant forces is the fact that they have personal shielding, much like Master Chief does. This lets them resist almost all of the damage from your attacks, at least until their shields fall. This necessitates a kind of bumrush approach to attacking Elites, in which you absolutely have to deal X amount of damage within Y seconds, or else the Elite will run off and hide and regenerate, which will effectively make your entire first attack worthless and a waste of ammo.

If you let an Elite with an energy sword get this close to you, prepare to go back to your last checkpoint. In practice, there are relatively few weapons that are worthwhile against Elites. 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.

Hunters are the most physically imposing of all of the Covenant races, albeit also the rarest; there are probably less than a dozen of these baddies throughout the entire game. These guys always travel in pairs, and pack a modified fuel-rod weapon that acts somewhat like a Sentinal beam; the fire from these is relatively easy to avoid. You can attach plasma grenades till the cows come home, hit them with carbine ammo, plasma rifle shots, etc.

In order to kill them, then, you have to get past their armor and aim at the portions of their bodies that are unprotected. The most accessible zone is on their back; if you can manage to shoot them in the back of the head, for example, you should find them as vulnerable to headshots as any other race.

The other main zone to focus on is on their waist; this will usually be covered by their arm as they lope around, but when they roar, it will become uncovered momentarily, allowing you to blast away. You can also wait for it to charge, then sidestep and shoot it in the back, but this is obviously somewhat dangerous. You should see beige blood staining the floor whenever you successfully deal damage to a Hunter.

If you can, get behind Hunters and attach a grenade to their back. If you can take on Hunters by themselves, in a fairly open space, the battle usually devolves into a run-n-gun exercise, where you have to run around until you can get an open shot at an unprotected zone, take your shot, then continue running.

Since you have to deal with these guys in pairs, try to focus on one at a time to cut their numbers in half. If possible, use a turret to deal with them, as turret fire seems to overwhelm their natural shielding and will take them down easily. Luckily, their weapon fire is easy to dodge, and they move slowly enough for you to keep out of range of their melee attacks. This is a good thing, too, because Brutes have more health than any other enemy in the game, save Hunters and the massive Halo Guardians.

In addition to normal weapons, Brutes are also perfectly susceptible to the old grenade-on-the-butt trick. In a pinch, dual-wielded plasma rifles can do the job on a Brute, but will take quite a bit of time; Brutes seem to be specifically resistant to the fire from such weapons. If you happen to have a beam rifle, Brutes are perfectly susceptible to headshots, although you may require two headshots to kill them due to the fact that many of them wear helmets.

So far as offensive capabilities go, Brutes will usually pack either a carbine, a Brute plasma rifle essentially an upgraded version of the blue plasma rifle that Elites wield , or a Brute shot weapon. Brute lieutenants the ones with red flags on their backs are most likely to pack a Brute shot, but normal soldiers will also carry them on occasion. 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.

At its most basic level, the Flood is represented by hordes of small parasites that will scatter the floors of each level and look for corpses. Such zombies can sometimes appear with the weapons that they used in their previous life and Elite zombies will sometimes have energy shields , and some of them will be possessed of terrific combat reflexes, and will launch at you from a long way away with a slashing attack.

Energy blades will let you pop most zombies with a single swing. Defensively speaking, Flood zombies are almost always weaker than they were in their previous incarnations, meaning that a human soldier zombie will take less damage to kill than a real human soldier not that we ever shot at any of our teammates, not us, no sir.

Two weapons are particularly useful against Flood zombies: Sentinal beams and energy blades. The former will be able to cut through groups of zombies without much effort, while the latter can explode enemies into mere puffs of grave dust with a single shot. Within the musky interior of Halo and parts of the exterior ancient Forerunner machines still silently patrol the corridors, wary of interlopers.

One of these is the Sentinal, a levitating pod equipped with a Sentinal beam. Guardians are usually accompanied by Sentinals, which can make for some fierce firefights. The most sensitive portions of Halo are patrolled by the massive Guardians. These ageless monstrosities are somewhat of a combination of a Sentinal, in that they hover around in mid-air, and Jackals, in that they have front-mounted shields that are impervious to gunfire. These guys can take a lot of damage, though, so you can expect to do a lot of hiding behind pillars unless you have a vehicle handy.

One of the most remarkable things about the original Halo was its incorporation of vehicles, which were seamlessly integrated into the gameplay in ways that never forced you to make use of them, but rewarded you for recognizing when it was wise or unwise to do so. All of the vehicles of Halo return in Halo 2, so you should be fairly familiar with those that you encounter in the game.

This rugged, four-wheel vehicle is great for speeding past trouble, and in a pinch, your passenger and turretteer can dish a beatdown on enemy forces. One of the new additions in Halo 2 is the inclusion of a gauss cannon-equipped Warthog. The gauss cannon replaces the turret, and is intended for use primarily against vehicles. If you have a teammate along, they might hop in and drive it for you! In exchange for its power, the Scorpion sacrifices both speed and maneuverability, making it all but a sitting duck for enemy fire.

When you spot one, use it as long as you possibly can, but be prepared to bail out as it starts to take damage. Ghost drivers are awfully exposed to enemy fire. While you can take advantage of this against enemy Ghosts, the tables will turn when you try to drive one yourself. One of the most consistently useful vehicles in the game, the Ghost is a single-pilot ground craft.

Its main armament is a pair of plasma cannons, slightly more powerful than dual-wielded plasma rifles, but which cannot overheat. Maneuverability is good, and although the Spectre is a tad slower than the Warthog, it has two slots for passengers, allowing you to load up with one more gunner than you would be able to with the human buggy. The left trigger will give you a speed burst. This is theoretically intended to be a counterpart to the Scorpion, but the vehicles are fairly dissimilar.

Where the Scorpion packs a cannon and turret, the Wraith instead brings a large mortar to the table. What can I say? The one "good" thing about the Wraith, at least in the single-player campaign, is that it moves quite slowly. Since it moves only marginally faster than a Scorpion, this is easy enough to do, but be careful about standing in front of a Wraith, as their pilots will often try to run you down with the left-trigger boost of speed.

The sole vehicle in the game capable of taking to the air, the Banshee is somewhat akin to a flying Ghost, in that it possesses the same dual plasma cannons, although it does possess a bit more armor although still not enough armor and a fuel rod cannon. Hopefully these following tips will give you a bit of a head start, though! Instead, what you have are shields. Shields work as such: when you enter combat, your shields will likely be fully-charged.

As you take damage, your shields will begin to drop; big sources of damage will cause your shields to drop more rapidly than less intimidating sources. Luckily for you, you can take a few hits from most weapons while unshielded without dying. So, long story short: when you need your shields to recharge, run away from your enemies, find some cover, and wait around ten seconds for the recharging process to begin and for the shields to completely recharge before heading back into the fray.

This is easily enough accomplished by picking up the weapon you want to give your teammate temporarily dropping whatever you yourself were using and then standing in front of your ally and holding X to switch weapons.

In particular, you should try to upgrade from SMGs to battle rifles and from plasma rifles to carbines, but your teammates can use any weapons that you give them, from sniper rifles to rocket launchers. One note about the latter weapon, though; your teammates will sometimes destroy themselves by firing a rocket launcher or fuel rod gun when they fire after not completely getting out from under cover.

In open spaces, though, your teammates can use these weapons to great effect, especially since they get infinite ammo for them. In point of fact, if you only have one round of ammo left in a launcher, it may be better to give it to a friend than to use it up yourself.

Halo: San Andreas One of the new features in Halo 2 is your ability to take over enemy vehicles as they fly around. This is a lot more difficult to accomplish than in a Grand Theft Auto game, but the results are the same, in that you get to take control of the vehicle while simultaneously ridding yourself of at least one enemy the driver.

Of course, there are a few complications to mention. One is that hopping aboard certain vehicles, especially Ghosts, can be really difficult to do, since you need to hold X for a moment. 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.

Many enemies, especially Brutes, are much easier to kill when you possess a decent ability to aim at their heads. This is, of course, much easier to accomplish when you possess an accurate weapon, and when your enemy is standing still. Suitable weapons are usually limited to the carbine, the battle rifle, and the beam or sniper rifles; everything else either has too much spread or is simply too inaccurate to get consistent headshots.

Except at very close ranges, where anything can happen. Two notes here. Secondly, we based most of this on a playthrough of the game on the Heroic difficulty. After you regain control of Master Chief, follow the soldiers down the stairs and step towards the gunracks on the wall to pick up an SMG and a Battle Rifle. If your shielding runs low, you can retreat behind the obstacles on either side of the door and wait for it to recharge.

When the Covenant retreats, or when you notice your fellow soldiers moving through the door, follow them and take a left. After breaking off from the turret, head on to reach another set of steps. You can take him down with your dual SMGs at close range, but a better idea might be to try and flush him downstairs and out into the hallway at its bottom, where a soldier will likely plug him.

If you want to stay alive here, stay on the upper platform, ditch your dual-wielded weapon, if you have one, pick up as many grenades as you can carry, and start chucking them at the boarders. You should have a dozen or so plasma grenades at your disposal, so go crazy! If you want to gain a little perspective on the situation, you can use the doorway on the right side of the room to reach the upper level; on harder difficulties, though, you might find it a bit easier to reach the recessed stairwell near the Covenant shift that heads downwards to a locked door, using it to as a redoubt from which to dart in and out of the battle.

If you move in and out, the Covenant will have to continually refocus their efforts and shift from your teammates to you, letting you divide and conquer. You can head out through the doors marked Mac Storage at the bottom of the stairs here, but before you do, pick off the enemies below with help from your soldier friends.

Watch for an invisible Elite as you descend into this stairwell. When you descend the stairs, you can pick up another dual-SMG combo from the weapons rack in the middle of the room, which will come in handy, because two more Elites will appear from either of the far doors as you approach them. One is stealthed, so watch for the telltale Predator-esque waviness and bust a cap.

From there, head up the stairs and drop the two Elites after they kill your friend. If you can bust the Unggoys across the way, then dash across without getting killed, you should be able to eliminate the first two turret stations with a combination of Shotgun and Battle Rifle fire. This will let you fall back to the end of the long corridor and pick off the distant turret stations with the latter weapon, which should clear your approach. Fight with them for a bit, then head through the pressure chamber at the end of the hall for a brief excursion into space.

There are two more Elites waiting for you outside, but they can be really tough to hit due to the way they fly around, so you might want to just run for the far door and head through the airlock there, rather than bother to engage them.

At long range, a battle rifle is the best way to deal with Drones, but keep an SMG handy in case they close in. Do your best to pick them off as the elevator rises; when it stops, you should have plenty of room to maneuver. 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.

The other three will, of course, be alerted to your presence, so retreat back to the far end of the room and outfit yourself with dual SMGs, and restock your Battle Rifle ammo. You should have plenty of places to hide in the room, so lure them out one by one and off them with your grenades and SMGs.

After you kill all of them, the level ends. Luckily for you, you have a bit of help along, in the form of Sarge and a sniper. 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. The most annoying will be the Drones, but your turret has enough spread to pick them out of the air.

The turret will come in incredibly handy against the Jackals that occasionally walk into the courtyard, though, as it punches right through their shielding. As soon as the dropship takes off, return to the turret and use it to blast the Grunts, if you can. The turret will make short work of them, though; just ignore their fire if at all feasible, and just blast away until they both fall down.

Rendezvous With the Pelican This is easily accomplished; just run through the doorway that the Hunters blasted, and the Pelican will appear. Sarge will hop aboard, leaving you with a few grunts as your only company. You might check to see if any of the Jackals near the Pelican dropped a Beam Rifle, which is basically a Covenant sniper weapon. On Heroic or Legendary difficulty, this is going to be a happy fun death march for you, as a couple of stealthed Elites will also eventually appear.

A fallen soldier here has an almost-full sniper rifle for your distance-killing pleasure. Depending on how thoroughly you killed off the baddies, you may have to deal with another firefight in front of the hotel. There may or may not be a gray Elite here; if there is, then you may be screwed, especially on higher levels. The gray varients seem to have a lot more shielding than any other color, but you may be able to take him on with an energy sword, if any of the earlier Elites dropped one.

He can even survive a stickied plasma grenade! After you do so, a welcome gift arrives, in the form of a Warthog. This latter option is probably preferable, as you can pick targets a bit better than your teammates will be able to, while they can drive passably well, with the exception of some annoying pauses. You have two groups of Covenant to destroy here. Take The Highway Tunnel To The Bridge The Ghost here is a maneuverable, if somewhat slow vehicle, and it has rapid-fire lasers with infinite ammo, which should add up to a lot of fun for you.

This is precisely what you should do, in fact; let the Warthog go on ahead and take all the fire, while you sit back and blast anything that moves. If you can catch up to the Shadows, they should be easy to kill. Included here are three Ghosts, possibly more if the transports made it here alive. If one turns tail and runs, let it go and concentrate on another target, but try to keep them all on one side of you.

They really have to be either standing still or turning, as you have to hold down X for a second or so in order to pull it off. You have unlimited turret and cannon shells, so hold down the turret as you proceed, but save the cannon until you line up your target. On Heroic difficulty or higher, this will probably spell the beginning of the end for your tank.

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. In addition to these, more Ghosts will appear from the far side of the bridge and begin approaching you, while more Banshees and Wraiths will spawn in when you get to the toll counters on the far side of the bridge.

Well, we jest, but you may have noticed a Warthog near where you picked up the Scorpion. If you return to the Warthog and use that, you should be able to speed past all of the enemy vehicles and get down into the tunnel beyond without dying. Sometimes discretion really is the better part of valor!

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. Afterwards, you can bypass the fortification to find a tunnel leading back up topside. Even your battle rifle will help you clear out some of the enemies here. 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.

The former option is the safest, the latter the riskiest albeit a bit more fun. If you proceed on foot, go slowly and cautiously, switching out for a beam rifle when you run out of ammo. The next small chamber features a couple of snipers, a few more Ghosts, and a Wraith. Needless to say, this is going to be a hard nut to crack. 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. Now, if you can get close to a Wraith while the Warthog is distracting the others, you can fairly easily jack it by hitting X to jump aboard, then repeatedly using your melee attack until the driver is dead.

After that, all you need to do is hop aboard, but be aware that the Wraith is not a very maneuverable vehicle. If you do get into one, you should probably retreat a ways and use the mortar at long distance, especially if both of the other Wraiths are still active.

After all of the enemies here are dead, more Marines drop in. Make your way up the steps of the building to meet up with Sergeant Banks. Follow the set of stairways the lead up to a walkway overlooking a canal, then load up with as much ammo as you can fit, and switch out one of your weapons for a rocket launcher.

After using a few rocket rounds on the Elites aboard the Scarab, use the turret to finish them off. Only when the coast is clear should you jump across to the Scarab; before you do, though, switch out one of your weapons for a shotgun, and make sure you get all of the frag grenades near the turret. The one thing you have on your side as you descend into the belly of the Scarab is the element of surprise.

If you hit him dead on, he may die from this; if not, chuck in all of your grenades and then retreat up to the top of the ramp before switching over to your shotgun. When the ultra pursues you, blast him until he goes down. After you kill off the remaining Elites, all you need to do to clear the level is walk towards the instrumentation panels nearby. Locate the Heretic Leader After making landfall, follow your squad down to the doorways leading into the Heretic base.

Your stealth only lasts for a few seconds, though, so retreat back to the doorway before the Grunts here kill you, and let your squad move in and start working on the rest of the nearby enemies. The second half of the room features more Elites and Grunts; you can kill off the Grunts fairly easily, but you may want to use the stealth and energy blade combo to cut through the Elites. At the bottom of the conveyor belts, move gingerly across the small paths - a fall here means death - and clear out the small area beyond to reach an elevator.

Said Sentinals have powerful lasers, but can only take a few hits from a carbine; go into stealth mode if you want to target them safely. The Sentinal beams are fantastic weapons, albeit not very useful against Elites. When the Sentinals are dead, you can lift Sentinal beams from them, if you wish. You can check around for more weapons; you may be able to find both a fuel rod gun and another energy sword. If you choose another array of weapons, you may have a harder time dealing with them, but deal you must.

You may have an easier time getting through if you stick to the upper level of the room and throw grenades at the largest concentration of forces. Another series of downward-leading corridors follows this battle, eventually leading to another door; go figure that one. Enemies tend to clump up behind this door, so use your stealth ability to attach grenades to them before ducking back behind cover.

Fresh troops will arrive to accompany you, so, as usual, let them take the lead while you use your energy sword to get stealth kills on any Elites that pop up into your path. An Elite here will sic a number of Grunts on you while he motors off to protect the Oracle, whatever that is.

Pursue the Heretic Leader If you want to survive, stay back and let the dropship draw most of the enemy fire while you carefully pick and choose your targets. Not much to say here, except "Have fun! Follow the dropship along, taking out the turret stations and any airborne enemies that you encounter.

Keep an eye out for grounded Banshees that you can switch to if yours becomes damaged. Escape the Infested Labs Just when you thought it was safe to go back in the water If your Elites happen to die, which they eventually will, you can hide underneath the walkways and let the Sentinals take out any Flood corpses which might be milling around. The Sentinals are hostile to you as well, of course, but hey, an enemy of my enemy is my friend, at least until I have to blast my friend into little itty-bitty pieces and take its weapon.

After you break through the glass to drop into the lab, though, you can stealth yourself and make your way around to the turrets on the far end of the room. 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.

The Flood has spread throughout the station, and your task - to find and kill the Heretic leader - has become more urgent. Regardless, your enemies are now exclusively Heretic, including numerous Elites and Grunts. Fight your way up the ramps to the door on the far side of the station and watch for Sentinals. Inside the large room within, more Sentinals will be gutting Flood corpses; let them finish their work, then destroy the Sentinals themselves to trigger a cutscene.

Slice these cables to send the station crashing away. To where? Dunno, but it sure takes a while to get there. Start walking up the ramps in the large room, ignoring the fighting betwixt Flood and Sentinals as best you can. 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. Just ignore any incoming fire; if a Flood corpse gets too close to you, just slash it to death and move on.

After all three cables have been severed, wait a moment until the station goes into freefall, then walk back down to the elevator. Two Elites and a pair of Grunts await you, so stick a grenade on one of the Elites, then back out of the chamber while they go crazy. If you want, you can melee your way through the remaining troops with your energy blade. So, despite the fact that the Heretic leader had an impenetrable door between you and he, and an elevator to take him far away from the combat above, he decides to open said impenetrable door and let you follow him?

You can refit your weaponry from that of the corpses near the door; afterward, do the familiar stealth-and-grenade bit on the Elites near the far exit before moving on to the Banshee platform outside and giving chase to the head Heretic. All you have to do in the Banshee segment of the level is fly to the checkpoint indicated on your HUD, so use the left trigger to blast your way over there, ignoring any other Heretic craft in the area. What you have to do, then, is use the cover given to you.

You remember all those meaningless crates that were being moved around pointlessly in rooms like this earlier? Well, the small corridors they were cycling into are still here, even though the crates themselves are no longer moving. These chambers are going to be your best friend, and your only real protection against the Ginsu Knife-like attacks of the Elites in the main room. Your strategy? When the grenade goes off, that should be one bogey down, and you can retreat back into the corridor to recharge your shields and wait for the enemies to stop moving again.

If you need more grenades, check near the ramps leading up to the second floor here. After your launcher locks onto the turrets, fire away to destroy them. Well, guess now we know why this game is called Halo As soon as you take control of Master Chief, flip yourself over to your rockets and start gunning for the three turrets higher up on the hill near your landing spot.

Each turret will take one rocket to destroy, and there should be three turrets total, so keep an eye out for them as you scale the hill. You should also use whatever remaining rocket rounds you have on the Elites; aim at their feet to eliminate most of their shields, then switch over to another weapon and finish them off.

A good plan of attack is to withdraw a bit from the dropzone, use your battle rifle to kill any Grunts or Jackals, then quickly switch over to dual-wielding to finish off the Elites. A Warthog will get dropped to you at this point, along with a couple of soldiers with which to man it. The building here houses controls for the bridge, so ignore all of the fighting outside and slam on the gas until you reach one of the entrances, then hop out of your ride and head inside.

Push Through the Covenant-held Ruins By the time you reach the exterior of the building, everyone should be dead, including the Covenant forces, which will allow another Pelican to drop a Scorpion for you. You should be able to make exceedingly short work of the Wraiths with it, so take them out. If you cross the bridge immediately after destroying the Wraiths, the Banshees will get you from behind.

Ghosts will also appear as you cross the bridge, so stay on your guard as you proceed through the ruins. As soon as you see this header pop up, stop your Scorpion and start shelling the far side of the little courtyard. Your goal here is to penetrate into the central building; you can find a passageway to the left of the large concentration of forcefields near where you came into the courtyard, on the upper level.

As you walk along, your movement will, of course, encourage more enemies to spawn in, so keep a beam rifle handy and try to snipe as many of them as possible when you spot them. You should have plenty of sniper ammo or a fresh beam rifle from the pods near the exit from the clearing, so use your long-distance weapon to pick off any Jackals or Elites that you can spot from your little perch.

Your shots will attract Drones, however, so be prepared with a short-range weapon. After the initial firefight here in which you should, as always, hang back while your teammates do the hard work , scavenge for equipment before heading up the ramps and to the right.

Use your teammates as human shields, as necessary. The large land bridge here, though, is the scene of a Hunter ambush; when you clear out the snipers, they get unloaded by dropships. 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.

This can be accomplished by staying fairly close to them and strafing around them. Obviously enough, this is easier if you focus on one of the Hunters and kill it with plasma grenades and beam rifle fire, then deal with the other one.

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. As you approach the tower, a predictable ambush will appear. Pass Through the Submerged Structures Head on into the rooms nearby and kill everything that moves before walking up the ramp.

The Grunt outside will pack a fuel rod gun, though, so proceed with caution, lest you get blasted. You have to kill him in order to trigger the appearance of an elevator in the room through which you just passed, so wait for it to arrive, then kill the Jackals within. Before you head down, though, a Pelican may appear to refresh your teammate loadout, so wait for that to occur before hitting the button.

A long elevator ride ensues. There are two entrances here: one on the ground level, one at the top of the nearby ramps. You may want to give one of them the fuel rod gun, if you still possess it, as they have the small benefit of unlimited ammo. Rather, all you have to do is escape, so proceed to the far end, head down to the bottom of the ramps, and exit through the door beneath them. The watery room beyond has a number of stealthed enemies, including a pair of Elites, with another one waiting at the door beyond.

You should be able to find a pair of plasma rifles underneath the ramp heading down, though, along with a couple of plasma grenades, so clean out the room with those. Kill off the Elites and Grunts, then head out to the doorway leading outside. Your path here is going to be blocked by Drones, which are easily dispatched as they cluster around the doorway, and Elites, which will be a bit more problematic due to their position.

Next up you have another gondola ride, so re-equip from the pods before heading aboard. Keep the other rocket launcher for yourself. After you hit the first checkpoint on the gondola, get to the rear of your ship and start locking on to the Banshees that will approach. They each require two rocket shots to take out, so hopefully your teammate will give you a hand here. If worst comes to worst, crouch below one of the low walls on the lower portion of the float and hope they miss you until your shields recharge.

If you still have a sniper along, try to coordinate your fire with his so that you hit the Elite just after he does; this will let you drop their shields much more quickly. Fight your way into the temple here, being mindful of the presence of energy blade-wielding honor guards, who can kill you with a single blow if they get close.

This is essentially an arcade-style fight, where you have to find his weakness before the never-ending floor of honor guards and Grunts kills you; the Prophet is immune to all forms of ranged attacks, and plasma grenades just bounce off of his energy shield. The solution? When you weigh a half-ton like Master Chief, you can put a little power behind your punches. The basic string of actions here, then, involve starting out from one of the upper platforms on either side of the room.

If you did get an energy blade, equip it before you charge in, and click the right trigger as soon as your reticule changes red to get off a powerful melee attack. When you get the prompt to jump on his vehicle, though, hold X to do so, then start wailing on him with your fist.

Just keep an eye on your radar as you proceed in the fight, as the honor guards have a habit of coming up behind you and getting cheap one-hit kills by slashing you in the back. Aim directly for the white holes in the wall to destroy the Sentinal generators. If you walk around it and point your gun at the white spots on any of its four faces, you should notice your targeting reticule turn from white to red over one of them.

Shoot it to reveal a passageway leading down. You can kill these guys as much as you want, but more spawn after a short time. Since you have an endless supply of Sentinal beams from killing Sentinals , feel free to use them to destroy the generators. Or something like that. After it kills off any of your followers, drop down into its lair and use the walls and small bunkers to hide, then dart out into the open while stealthed and fire away at it from behind its shields.

You should notice parts of it falling away as you do so. After you dish out a beating, retreat back into cover and wait for your stealth to recharge before repeating the process, and the guardian will eventually fall to the floor with a clatter. While the Guardian is dealing with the Flood zombies, shell it with whatever weapons you can find on the ground until it pops, then make your way through the Sentinals and zombies by jumping into the next corridor.

Said corridor has another energy-absorbant elevator thingy in it, so whack it a few times to unlock the passage downwards. Keep moving onwards ever onwards until you hear a human voice in your headset. This is when you should take stock of your ammo and weapons, and get ready for the first really difficult Flood battle thus far. Sentinals will also spawn in this area; not in infinite numbers, but enough to let you use Sentinal beams without hesitation.

Make your way through the masses to another elevator. This will lead to an exterior walkway where more Guardians are fighting off Flood zombies; ignore the combat and hang a left until you reach another elevator. Wow, spooky dust-filled rooms! Anyway, more Flood zombies appear. This one will lead to yet another elevator, which leads to Congratulations, you get to do it all over again! Regardless, fall into the passage until you come to another landing bay, where Flood zombies are fighting off a Covenant dropship.

Although the zombies are your kinsmen, give them no quarter, and slay as many as you need to get to the elevator, which leads to - you guessed it - another ventilation shaft-esque passageway down. After you fend off the horde, the chapter ends. Your best bet is to hop into the Spectre, which is essentially the Covenant version of the Warthog.

Speaking of which, as soon as the mission begins, a Guardian will pop out of the doorway leading into the Library. You have two Ghosts along with you as well, which should distract the Guardians while you pound away at it. The Guardians, of course, should be your priority here, so repeat the process of killing them before taking on the Sentinals. There are also Flood zombies here, driving human vehicles, such as a Warthog and Scorpion.

If your Spectre is hurting, you can keep an eye out for other vehicles to jack, but be sure the area is relatively clear before you do so.. Also, watch your radar to detect any enemies; there are Heretic forces in the room, some of which will drive Ghosts, so it can be a bit confusing to discern between friendly Ghosts and enemy Ghosts.

Be mindful of the fact that any vehicles you left behind in the Guardian room will pursue you to here; the Warthog or Ghosts will be an especially cumbersome load to shake. Rather than kill every single thing that moves, your best bet is to charge to the bottom of the ramp and proceed on to the next area, where multiple Heretic Wraiths will be contending with Guardians. None of your previous foes are likely to follow you through here. To begin with, distract the first Wraith near the entrance and try to get it to swing around; this will let the Guardians blow it without taking much damage.

After they refocus themselves on other targets, start making your way across the makeshift paths to the right. As you cross a chasm, more Ghosts and Flood forces will spawn in. As you approach, prepare for two scripted events: the spawning of pairs of Ghosts from the cave, and the appearance of four Sentinals and a Guardian from without.

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. In general, if Sentinals are firing at something other than yourself, let them do so. Another exterior canyon follows where guess what! As ever, do your best to avoid any enemies you come across, and make your way across the canyon floor to another cave towards the northwest.

If they spot you, start chucking grenades; if not, just leave them be and move on. One of them, a converted human soldier, packs an energy blade, so try to stealth your way across the floor towards the upper platform on the other side to find him. When you have the energy blade, you should be able to clear out the rest of the Flood easily, then turn your attention to the Sentinals in the passage beyond. Load up with a rocket launcher before heading out, though. 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.

The Scorp is obviously the biggest prize here, but getting to it in one piece can be difficult. From this ledge, you should be able to take out the incoming vehicles without having to face them head-on. If you still have the Scorpion, this is obviously a downgrade, but the Spectre will remain here, if you want to return to it as the Scorpion runs low on health.

Now, as you move on, more enemies, both Flood and mechanical, will spawn in, so do your best to take it slow. You might want to avoid the tunnel across the chasm at first, and instead roll up further along the near side of the canyon, blasting away at the Flood vehicles as they arrive. Next up is another big melee between Flood vehicles and mechanicals. As ever, an energy sword is your best bet for dealing with the zombies, so search around for one on a fallen ally. The threshold minimum damage has been increased, such as from 3 stories building height will not cause player any damage while on the previous game , it gives the player some damage.

The most benefits come from splatter damage as a slight touch from the object now is no longer kill anyone instantly including player Except some who are designed to be invulnerable. The player now needs more effort to score a splatter kill.

Halo 2 has been the only game in the series to have the most content either cut from the game entirely or redesigned completely as evidenced in many forms of media. In the Halo 3 Essentials disc featuring the "Director's Commentary" of the cutscenes, three separate levels were discussed as having been proposed but ultimately scrapped due to time constraints: Covenant Ship , Forerunner Tank , and Forerunner Ship.

In the "Making of Halo 2 " documentary there was concept art seen regarding a level location The Ark , although the design was later placed into Halo 3 's The Storm as the Portal. The former could have been a part of pre-production for Halo 3. Marty O'Donnell was also quoted in a Bungie Podcast Episode 13, at saying that all the actors had recorded the lines to the original Halo 2 ending and that it still exists today, but he will never show it.

The Flood Juggernaut was a character that was modeled and placed in the coding of the game but never had AI programmed or had been placed on any level, similar to the Engineer in Halo: Combat Evolved. The head writer for Halo 2 was Joseph Staten. With the Halo 2 campaign, Staten was interested in expanding the game's scope from solely the Master Chief and humanity, [4] fleshing out the Covenant antagonists through the perspective of the Arbiter.

The core idea behind the Arbiter was to create a character who suffered the consequences of the Master Chief's victory in the first game. In one of these, the Master Chief would be standing on an orbital above Earth and look down on the carnage inflicted by the Covenant, saying "Only blood will pay for this. Jones also wanted to have Miranda Keyes play the role of an antagonist and have her betray the Master Chief, strapping and bomb to his back and throwing him down a hole.

Staten was not fond of the idea and, though great effort, convinced Jones it would not work in the context of the story. A key theme in the story's development was bringing the war to Earth. According to Microsoft Halo Franchise Development Group employee Eric Trautmann , who liaised with Bungie on the development of the Halo story, Bungie was initially skeptical that fans would recognize the ODSTs during the Delta Halo level, and questioned the in-universe purpose they served.

This was the last work Trautmann worked on before leaving development on the Halo franchise in November 9, A total of 21, lines of dialogue was recorded. Unlike its predecessor, Halo 2 allowed players to compete with each other over the Xbox Live online service, in addition to the originals support for split-screen and System Link multiplayer. Halo 2's Xbox Live mode offered a unique approach to online gaming that is intended to alleviate some of the problems that have plagued online first-person shooters in the past.

Traditionally, one player sets his or her computer or console up as a game server or host , specifying the game type and map and configuring other settings. The game software then used a service like Xbox Live or GameSpy to advertise the game to the world at large; other players choose which game to join based upon criteria such as the map and game options each host is offering as well as the ping times they are able to receive. In Halo 2 , Xbox Live players do not choose to host games, and they do not get to specify individual maps and options to search for.

Instead, players sign up for "playlists" that are geared to different styles of play. For example, the "Rumble Pit" playlist offers a variety of "free-for-all" game types, primarily Slayer or variations there of; "Team Skirmish" offers a number of 4-on-4 team games, which are primarily objective-based games like Capture the Flag; "Big Team Battle Skirmish" is similar to Team Skirmish but allows teams of up to 8 players. Other playlists allow various things such as matches between different clans.

The Xbox Live servers create games automatically from the pool of players that have signed up for each playlist, choosing a game type and map automatically and selecting one player to serve as the game's host.

Players can create small "parties" with their friends and enter games together as teammates or, in Rumble Pit, adversaries. They can also play custom gametypes like regular multiplayer. Unranked gametypes allow people on the same Xbox console without an Xbox Live account to play with them as "guests". If the Xbox console hosting the game drops out, the Xbox Live service automatically selects a new host from among the remaining players so the game can continue.

Since launching in November , the service has been very popular with gamers. While some players resent the loss of individual control inherent in Halo 2 's approach to online gaming, others feel it provides a significantly improved gaming experience compared to more traditional online first-person shooters. Bungie's servers match players up by skill level, which tends to eliminate the kind of severely imbalanced games that less-skilled players often consider unfair and not enjoyable.

The automatic host selection process also eliminates the ability of the host to exert outsize control over the parameters of the game. Halo 2 players with Microsoft Passport accounts can log on to bungie. However, some of Halo 2' s fans left their Xbox's running after April These players continued playing online amongst one another but no new players could sign on. Nicknamed the "Noble 12", they continued to play games among themselves. In response, Stephen Toulouse, director of policy and enforcement for Xbox Live, tweeted "To those noble folk keeping halo2 alive: we see you, and we salute you,".

These hardcore fans were awarded Halo: Reach Beta keys because of their attempts to keep Halo 2 alive. Over the next 9 days, 10 of the 12 gamers would experience either Xbox malfunctions or Internet malfunctions. Some were reported as logging off voluntarily to play the Halo: Reach Beta they received. Only two people remained online in Halo 2.

On May 10, , "Agent Windex" was quoted as saying "I just got kicked off guys. Good Job Apache, you're the last one". In , Bungie released the first glimpse of Halo 2 in a pre-rendered CG trailer. Cortana is also heard and has dialogue with the Chief. The UNSC seem to be losing in the battle. The events of this trailer were featured in the final version of Halo 2. Some of the events and dialogue of this trailer was changed to fit the finished storyline of the game.

Most of this now appears in the Halo 2 level Cairo Station. E3 featured the release by Bungie of footage of a playable in-game demo of the Halo 2 campaign. The demo featured the battle on Earth in the city of New Mombasa. The demo showed off new features like Dual-Wielding the Master Chief could actually keep both his dual-wielded weapons when he switched to his secondary sidearm; this was changed for the final product , Vehicle Damage, and Boarding. Three new vehicles shown were the Gauss Warthog , Type Shadow , and the Covenant Phantom , which at the time had only one plasma turret on its underside instead of three.

New enemies such as the Brutes were shown in this demo, but as a secondary warrior race by the side of the Elites. The events of this demo were featured in the final version of Halo 2. Some of the events and dialog of this demo was changed to fit the finished storyline of the game, such as the AA Gun becoming a Scarab. Most of this now appears in the Halo 2 level; Metropolis.

Halo 2 also had a significant presence at E3 May 11—13, On May 8, Microsoft held a preview event in a private home in Beverley Hills, California, which had been transformed into a replica of "the stunning futuristic world of Halo, complete with camouflaged marines and roaming Cortanas. During the event itself, Halo 2 held a central position in Microsoft's showcase. At the pre-event Xbox conference on May 10, Bungie released footage of a playable in-game demo of the Halo 2 multiplayer.

It also showed off some of the weaponry of the game and some special features. The Gauss Warthog and the Ghost also made an appearance. The demo also featured the official announcement of the release date, November 9, It first went live on May 11, [15] and had national or regional varients, such as the Australian site www. During the summer of , the website ilovebees. Ostensibly a beekeeper's personal site, the server appeared to have been taken over by an unstable A.

These included a number of " Axon " clips, which when put together formed an audio drama. This alternate reality game acted as a prologue to the story of Halo 2. In October , a short trailer for Halo 2 was shown in movie theaters and cinemas throughout the United States. It featured short clips of game play, some newly rendered scenes, as well as materials recycled from the E3 demo.

The trailer also featured a brief promotion of i love bees. In October through November , a television advertisement for Halo 2 aired throughout the United States. It consisted of footage from cutscenes and gameplay. There were two versions of the ad, a seconds and a seconds spot. There are two volumes of the Halo 2 soundtrack, one released alongside the game, and the other released in Early You can usually find them at any retail store that sells music or games, or Ebay.

Halo 2 was very successful in sales. In company with PlayStation 2's hit of the year, Grand Theft Auto: San Andreas , it was the most sought-after video game among critics and gamers in Three weeks prior to launch, stores in the U. When it launched for the Xbox on the 9th of November, over video game, toy and electronics stores in the U.

Halo 2 instantly began to prosper. One national retailer sold 8, copies of the game in just 11 minutes, and another had sold , units by daybreak. One single store sold Halo 2 units in three hours, of them being sold between midnight and 1 a. The video game software retailer GameStop sold more than half a million Halo 2 copies in one day.

In Australia, where more than 42, gamers had pre-ordered the game prior to its release, Halo 2 shattered retail sales records by selling more than , units in no more than one week after launch, generating nine million dollars and beating the previous record holder by 38, copies.

Before its release in New Zealand, more than units of Halo 2 had been pre-sold. The game also had the most successful opening night of any game up until Halo 3 , and, later, Grand Theft Auto 4. The game had a generally amazing reception, gaining a 9. It gained more Game of The Year awards in than any other game that year.

X-Play, in late , included it as 3 in their top 4 greatest shooters of all time 4 was Resistance , 2 Half-Life 2 , and 1 was Gears of War. In early , it made 8 on their top 10 Games of All Time countdown. The game had an average meta-score of 95 out of , making it the 3rd most critically acclaimed Xbox game, right behind Halo: Combat Evolved and the Grand Theft Auto Triple Pack. The games multiplayer was held to be one of the best of all time, staying consistently number 1 the most played Xbox Live title from November up until November of , when Gears of War released.

Most critics noted that Halo 2 stuck with the formula that made its predecessor successful, and was alternatively praised and faulted for this decision. The game's campaign mode has received some criticism for being too short, in addition to some dissatisfaction with the abrupt, cliffhanger ending that sets up the sequel, Halo 3. GameSpot noted that the story switching between the Covenant and Human factions made the plot more intricate, but also distracted the player from Earth's survival and the main point of the game.

There is also some criticism of the game's on-the-fly streaming and level of detail adjustment, which can sometimes result in textures loading erroneously and "popping in" when the camera changes in cutscenes. Bungie has stated that this issue had been fixed for Halo 3 and the Windows Vista port.

In an interview with Edge magazine in January , Jamie Greisemer, one of Halo 's design leads, said that the main reason for Halo 2 's shortcomings was a lack of "polish" period near the end of the development cycle. Article Discussion Edit History. Spoilers end here.

This section needs expansion. You can help Halopedia by expanding it. Halo Recruit. Halo: Fireteam Raven. Halo: The Master Chief Collection. Categories : Video games Halo 2 Canon. Meta categories: Articles needing references Articles with spoilers Articles with incomplete sections. Contribute Halopedia's pages can be edited. Is this page incomplete? Is there anything wrong? Change it!

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At the bottom of the ramp, exit out to the ledge where the Heretic Banshees await if playing on Legendary. Hop into the nearest one to unlock Dirty Bird. If speed running, skip past this part about the skull. Once in the Banshee, fly down to the lowest point of the structure, where you should see three support-like structures. On the ledge underneath the cross beam on the middle one, you'll find a group of Grunts having a party, and the Grunt Birthday Party skull Back to where you first jumped into the Banshee, if speed running, take an immediate degree turn to the right as you fly off the ledge.

In remastered mode, you should see a large blue glowing light on the outer, vertical portion of the structure in the distance. To the right of this glowing light is an opening, at the top of which is a ledge you can land on with the door that is your destination. You'll see a waypoint on the door as you near it.

Land on the ledge above the door and drop off of it, activating your camo just before you drop off. Make sure you don't bump a Grunt as you land, then enter the door and duck around the corner immediately to end the mission. Near the beginning of the level you can obtain the 10 Minutes Too Early achievement, and it's right near where we'll go for the speed run anyway. Pass through the first two doors you come to at the start and enter the large room with the square platform in the middle with glass tubes leading to it.

Drop down and head straight forward to the middle of the room. Ditch your Plasma Rifle in favor of a Carbine, keeping your sword as your backup weapon. Fill up the Carbine's ammo from the bodies laying around, then head over near the door on the far side of the room from where you entered.

Drop your Carbine right at the door by picking up the Sentinel beam. Your allies should be following you into the room soon. Before they arrive and engage the Heretic leader hologram near this far door, you need to jump and crouch-jump your way back up to the upper walkway using the pillars around the room.

Just jump up onto one of the small ledges along the walls, then up onto one of the ledges sticking out from the pillars, and from there back up onto the walkway, crouch jumping if necessary. Make your way to the right-hand side of the upper walkway nearest to the far door, on the side of the room where the Heretic leader spawns. Jump on the nearest of the four pillars in front of you between your walkway and the wall where the door is , then to the one on the left closest to the glass tube leading to the center structure.

Shoot out the glass tube nearest you so it doesn't get in your way, then crouch-jump onto the upper level of the square middle platform. Head to the left side of it from where you land and do a , so you're facing back toward the side of the room where the hologram appears below. From this position, you can see the two vents in the far corners on the side of the room where the heretic leader hologram appears, as well as being able to look down into the upper level of this central structure.

If speed running, simply wait here on this corner and kill the tiny Infection form flood as they spawn, either in the middle of the central structure or up in those two vents in the far upper corners of the room. This next bit describes the achievements, so skip it if speed running.

From the corner where you took position to kill the Infection form flood, crouch-jump again up onto the ledge above and to your right. The corner in front and to the right of you is where the holo-drone resides, awaiting its cue to float down to the floor below for the scripted scene.

You'll have to grenade-jump up into the vent in the corner where it's sitting it will be in the right-hand one of the two vents in this corner. Check This Video for a visual walkthrough of this one. If not going for the achievement, you should still be on that upper corner. When the Infection form flood stop spawning, drop down into the room and exchange your sentinel beam for the Carbine you left by the exit door and enter it as soon as it opens.

This takes you out onto the 'elevator' portion of the level. You simply want to kill the enemies as they spawn as fast as you can. Use your sword primarily for the Flood, as it destroys them so that they can't regenerate, and your Carbine for the Sentinels. If you kill a Flood with your Carbine, make sure to punch its dead body with the sword to destroy it so it can't come back to life.

Do try to snipe 'headshots' on any Flood you see high up on the ledges if possible, before they jump down to the elevator, in order to conserve sword ammo. As the elevator descends, it will rotate twice. The first rotation, just continue fighting. The 2nd time it rotates, you will want to take up position on the far side of the platform from where you entered, to the right of the support.

It's best if you watch Eli's video linked in the playlist for the speed runs, but if not I will try to describe it. On the platform there is a sort of U-shaped upper ledge that has two ramps leading up to it on either side. Don't do this until the 2nd rotation starts, but then quickly move into position before you get spotted by the next wave of enemies. If done correctly, you should be able to hide in this spot through the rotation and the following fight sequence while the platform is stationary.

As soon as it starts to go down again, turn around degrees and face away from the platform, toward the wall of the shaft. Above hat and slightly to the right, you should see a narrow, sloped grey ledge. You want to drop off of the elevator and land on that sloped ledge, then drop down to the lighted ledge below.

Enter the door to find more Carbine ammo and a long hall to your left. At the end of the hall, enter the door to your left, leading into a large room with Heretics fighting Flood. Drop forward off the ledge directly in front of you and look to the left behind the wall for Terminal 5.

Go back out into the middle of the room from the terminal and turn 90 degrees to your left, so that you're facing toward the ledge directly opposite from where you entered. Jump up onto the low platform nearby and grenade jump up onto that upper ledge on the far side of the room.

Look to your left here between some twitching Flood for the Famine skull. Both the terminal and skull can be found at in the collectibles video. Of course if speed running, when you entered this room you would ignore the terminal and skull and immediately set to work killing things. As soon as you enter, drop your Carbine for the Sentinel beam to your left before jumping down into the room.

Start off by jumping in and killing the two Grunts on the turrets immediately. Use your sword to take out the Heretic if he's still up, then mow down the Flood, especially the fatty ones, with the Sentinel beam. The beam helps clear the Infection forms quickly when they scatter from the fatty ones.

A trio of Heretics will come in from above, so position yourself accordingly and take them out with your sword. Around this time you want to replace your sword with the fresh one sitting on one of the low platforms, and swap out the beam for one of the Carbines scattered about the room from dead Heretics.

From here on, try to stay near the door at the far end of the room, the opposite end from where the terminal is. After the trio of Heretics, you'll fight a good deal more combat form Flood as they drop in one after another.

If for some reason the fighting seems to stop but the door doesn't open, look up to the ledges high above to see if a Flood got stuck up there and didn't drop down. Once the door starts to open, immediately activate your camo and run in past the Grunts and Heretic as they come out. Turn around and stick the Heretic with a plasma grenade, and finish off the Grunts with Carbine headshots. They all have to die to trigger the door to close to advance the mission. When the far door opens, run out onto the bridge and angle across to the far-left corner.

If the Grunts to the right target you, you may have to turn and shoot as you run past, but it is crucial to keep moving. Just as you pass the 2nd to last pillar, activate your camo so that you can run past the enemies just around the corner and continue up the ramp. Continue along the pathway above, and again activate your camo just before turning the final corner, so that when the door opens around the corner you can run in past the enemies inside if they spawn.

Move through the doors and into the large interior room. Use your Carbine to immediately start sniping the Sentinels as soon as you enter. Drop the three Sentinels first, then polish off the combat form Flood and move to the center of the room to trigger a skippable cut scene. Move up the ramp in the center of the room.

There are a couple of trick jumps Eli does in his video to shave seconds off the ascent, or you can just take the normal path. At the top, take out the Sentinels if you want to play it safe, or just ignore them and pray to RNG they don't kill you before you do the God launch here. There is an elevator pad here at the top of the ramp, with a button to activate it. Rather than standing on the elevator, go behind the wall where the button is and activate the elevator.

Once it starts rising, activate it again and immediately run around the wall and stand underneath the elevator as it comes down on top of you. Rather than killing you, the elevator launches you up its shaft, and you become invincible for the rest of the mission. Once you land up top, just move around the upper ledge and use your sword to cut the three tethers on the three corners of the platform.

As soon as you cut the 3rd, go down the ramp nearest you and out to the hole in the center where the elevator would have been. Count to three once you reach the hole one thousand one, etc and drop down the hole. The platform beneath should spawn under you as you fall. If you drop down too early, just restart checkpoint to practice the timing. As you drop into the room below, look for an open doorway with lighting coming from it.

It's hard to say where it will be depending on which direction you were facing when you dropped down, but it should be quite obvious. Drop off the upper platform where the elevator was, crouching while in the air to make yourself fall faster, and head for that doorway. Go in and ignore the enemies, dropping down the shaft on the far side of the room, again crouching to fall faster. When you land at the bottom, exit via the nearby door and go down the ramp to the right outside to a door below.

Don't jump, as the low gravity here wastes time when jumping. Once you enter the door at the bottom of the ramp, another skippable cut scene will start. Skip it and you'll be in a Heretic Banshee out in the storm. Turn slightly left and make a bee line for the waypoint at the door opposite your location. Again skip the cut scene and you'll be inside moving up a ramp corridor.

At the top go left through the door, then drop off the ledge and go through the door off to the right. Turn right inside this door and go through the next one. Follow this curved hall around to the left and look for a door to your right at the end.

Continue up several ramps here, spiraling up and taking multiple right-hand turns before reaching the top and going through the door to revisit a familiar room from the Arbiter level. You should see blue energy coils scattered about the room. Go directly across to the far left corner of the room, through the door, and up the ramps in the next corridor. At the top a door will open and another cut scene will start for you to skip. Thanks to your invincibility, this fight should be easy, but it can take several minutes if you don't know how to optimize it.

As soon as you enter, activate your camo and jump up onto the ship, using your sword to lunge at the Heretic leader as soon as you get near enough on the approach. He will fly off into a tunnel. Standing on the top center of the ship, spin around and look at the four tunnels on the sides of the room to locate which one he is inside while he does his dialogue. Once you have a bead on him, you can jump over to that side of the room and crouch jump up onto the ledge nearest the tunnel using one of the platforms below.

This will allow you to jump up and sword lunge him in the back as soon as he flies out. Alternatively, since you're invincible, you can just unload on him with your Carbine as he flies out. Either way, rinse and repeat watching for which tunnel he is hiding in and attacking him as soon as he flies out to end this fight more quickly.

After the initial sword attack when you enter the room, it takes another three sword attacks as he flies out of the tunnels to finish him off and end the mission. Oracle Halo 2: Complete The Oracle. Although this can be a rather lengthy mission via the normal route, the speed run route clocks in under five minutes. With that said, let's get to it. From the start, turn 90 degrees right. Move forward and trade your SMG for the rockets the nearby ally has, and jump up two levels of the slope in the hill behind him.

Turn left and shoot a Grunt off a turret, then back to the right to deal with Grunts in the hill gap ahead of you as well as a few coming in behind you on the slope. Turn back toward where the Grunt on the turret was and go up through the arched opening in the hill on the right side. Once through it, turn to the right up the path and follow it to where it dead ends on the cliff, switching to classic mode so you can see the level geometry. Jump up onto the first slope of the hill edge, then onto the angular tip with the steep slope at the very edge of the cliff.

Turn left and hug the edge of this geometry as you walk back toward where the temple is down in the level proper. Continue hugging this left edge. Look to your left to see a sniper Jackal at the top of the structure below and kill him with a BR shot or a rocket. Keep moving along to where the lower portion of the level goes into a valley.

Right at the bend in the valley below, inch down the slope up here outside the level. You have to go all the way down to where two of the polygon edges of the outsdie-the-level geometry come to a point right at the base of the ledge, before falling off, and crouch down to trigger a checkpoint.

This also triggers the next portion of the level to load. If you don't get the checkpoint right at the tip of the ledge, you aren't in the right spot. Once it triggers, turn around and face roughly opposite to where that valley was and move up the hill outside the level, angling slightly to the left. If you stay in classic mode, you'll come up onto a greyish rock ledge up here outside the level. Along this rock ledge, you should trigger another checkpoint if you killed that one sniper Jackal down below when looking out from along the left ledge earlier.

Again, the video will make much more sense than this description. Now, along this roughly level rock ledge that you're traversing, you'll see a portion where it slopes down to the left in a sort of crescent, with some tree-like green textures popping up out of the slope. You want to walk down through these trees you'll slide a little. Exiting the tree texture, you should still be on the grey rock ledge and should now see the level proper below you, with a tree directly in front of you or slightly to your left, and the structure with the bridge activation button ahead of you.

Drop down off the rock ledge with the tree to your left. You should now have the bridge structure ahead and to your left, with the two Ghosts sitting in front of it, unoccupied. As you run toward the Ghosts, take out your rockets and shoot the turret up on the ledge ahead of you, then turn and shoot a rocket right at the edge of the walkway just behind the Ghosts, where the exit from the structure is.

This 2nd rocket prevents the Elite that is coming out from jumping into one of the Ghosts and chasing you. Quickly jump into the nearest Ghost and move to the right around the structure. Stay in classic mode. You should see a waterfall to the right. To the left, you should see the bridge supports extending across the ravine.

In front of you, between where those bridge supports are and the waterfall, you should see a patch of grey texture on your left, with a narrow strip of green between it and the ravine edge. Drive forward and position your Ghost at an angle, facing slightly left, so that the tip of your left wing is about at the mid point of that grey texture.

You should see a sharp angle on the ravine cliff edge where it slopes toward you, then makes a sharp point and slopes off to the right. Your right wing should be parallel to that ledge that slopes off to the right, with the tip of the wing lined up even with the sharp point between those two edges that come to a point on the ledge again, check the video, this is extremely difficult to describe.

Hop out of the ghost and you should see that you're on a slightly lower portion, with a tip of the ravine ledge just in front of you and slightly higher. Throw a frag grenade right at that tip, then quickly jump in the Ghost and drive over it. If done correctly, the frag grenade should explode under the rear half of the Ghost and launch you across the ravine.

Continue forward in the Ghost into the tunnel ahead and around the corner to the right. Midway down the hall, hop out and get into the fresh Ghost sitting in an alcove to your left before continuing on. Just boost past all the enemies on the ramps and continue to where the tunnel opens up into a large outdoor area. There is a fountain like structure in the center of the area.

There will be Ghosts coming up the ramp around the corner to the right, so you have to get lucky with RNG here not to get nailed too much by the turrets as you cross the area, or the Ghosts as you round the corner on the right. You only go down here to trigger the next loading zone. So round the corner and dodge the Ghosts as best you can and go down the 1st ramp, and the 2nd. Once down the 2nd ramp you will have triggered the loading zone, so juke the enemies as best you can and drive back up the two ramps you just came down.

At the top, angle to the far-right wall and hug the wall as you move back across the large open area, using the pillars on the left to block as much turret fire as possible. At the far side, angle to the left underneath the platform rather than going up the ramp.

Move to the far end under the platform and boost up the path on the hill to the left. Just drive straight into the steeply sloped wall at the top of the hill. Your Ghost should tip up a bit, and when it does hit the boost to drive up the slope. At the top of this first steep slope you should see a large tree to your left. Again, continue straight into the wall and drive right up it in your Ghost. Once you reach the top, you'll be outside the map once again.

Turn slightly left and follow the mountain edge along the zone for a very short distance. You'll come up over a rise and see the grey rock area sloping down and away to the left. Boosting here will keep you from sliding down to the left, as this part is tricky.

You should see two parallel treelike vertical textures in front of you. Drive between those, boosting. Just ahead you'll see another two parallel tree textures, these closer together than the last. Boost between them as well.

About this time you should start sliding down to the left. You want to still try to aim forward as much as possible and boost a little so that you don't slide off the cliff too fast. Your goal is to 'land' at the base of the green hill below, just to the right of the flat stone wall just over the hill. If you fall too far to the left and hit that stone wall or fall down below it, you'll have to revert checkpoint. Once you hit the base of the green hill to the right of that stone ledge, it's ok if you slide down onto it for a second.

Then you'll need to angle approximately 45 degrees to the right in relation to that stone ledge and boost back up the hill ahead of you, over the lip at the top, and slide down the far side to a corner-shaped stone platform at the base of the far side. Facing out toward the 'tip' of this corner-shaped stone platform, you should see a narrow hill protruding ahead of you.

You'll know it's the right hill if it switches from grass texture to rock texture at roughly the halfway point, and has a sharp ridge line running down the middle. You want to position yourself to the right of the 'tip' of this platform, and do a partial boost so that you shoot out off the platform and 'land' on the right-hand side of the ridge line of that narrow hill.

As you land, you'll have to turn left slightly and maybe boost a little so that your momentum doesn't carry you off, over, or down the hill. Once under control, turn 90 degrees to the left so that you're facing perpendicular to the ridge line, and let yourself start to slide down the hill backwards on the right-hand side of the hill when referenced from that corner-shaped platform you just boosted from. As you slide down, flutter tap your boost so you don't pick up speed, and just inch down a little at a time.

Follow it around a curve to the right, and you'll see the Forerunner structure off in the distance. Once you do, look down off the hill, ledge and look for the valley that forms the exit from the Jackal sniper valley the thing that you triggered with that last loading point.

Drop down into this valley and you'll 'exit' out onto the platform after Jackal sniper valley, just before the Forerunner structure. If all the textures are present and the UNSC supply drop pods are on the platform, you did it correctly.

Hop out of your ghost and swap your rockets for a Plasma Pistol on the ground here before driving down the ramp to the structure. Enter the structure and noob combo the Elite ultras inside to make quick work of them and end the mission. Now, you'll need to restart the mission with Scarab and Envy skulls activated on Legendary. You have to complete the mission without entering a vehicle at all, and you need to be on Legendary for the skull to be present.

Camo-on-demand with Envy along with Scarab guns will make this easy. Rather than going outside the level, just progress as normal through the mission. In the building with the button to extend the bridge across the ravine, just look to the wall on your left in the same room where said button is located to find Terminal 6. This one starts at in the video, but you shouldn't need it. From the building where the terminal was above, head outside and grab a ghost. Drive back toward the beginning of the level until you reach the area where the Jackal snipers were waiting for you to the right just before the ravine that leads back to the beginning of the level.

Facing that ravine, use the ghost to drive up the hill to your immediate right next to the jackal snipers' spawn and follow the ledge around to the right to a "point" at the end. Make sure to be in Anniversary mode once you reach the end to get the toy, although classic mode makes it easier to navigate the hill while getting there.

Check the video starting at for this one. And So It Begins The skull is difficult to describe. When you reach the ruins just before Jackal sniper valley, you will enter a smaller area where ghosts show up in the area below you and the paths and a UNSC ship drops off some weaponry for you. From where you first enter this area, jump onto the ledge on your left. Head forward and jump up onto a square block, then up onto an overhang, and finally up onto the higher ledge to the left.

Then grenade jump up onto the upper ledge that you were facing when coming from the entrance to this area. From there, just finish out the mission without entering any vehicles to unlock He Never Gets Me Anything. Ok, if you're following along Eli's videos, he will make the beginning of this mission look simple. However, the jumps he makes are extremely difficult, so it's going to take a lot of practice. For what it's worth, I simply used the Sputnik skull to make the jumps easier.

It makes the 'god despawn' he does slightly trickier to do, because you have to avoid launching yourself off the platform, but it is doable with Sputnik, and the skull makes the first portion of the mission vastly easier. I will still attempt to describe Eli's path, but I suggest using Sputnik and altering your strategy accordingly for the novice player. Sputnik allows you to make a single jump to the top of the building at the start, rather than several trick jumps, and a single grenade to cross the gap outside.

From the start, turn 45 degrees to the right and jump from the ramp you start on up to the upper walkway, throwing a frag grenade at the base of the wall ahead of you mid jump. Run to the grenade and immediately turn around approximately degrees and jump so that the grenade launches you up to a higher ledge above the room.

Crouch jump from this ledge to the far ledge directly ahead of you where a beam across the room meets a 'corner' ledge. Keeping your momentum, crouch jump up the slope of the support pillar on the right side of this ledge. At the top, crouch facing the wall and throw a frag grenade at your feet, then turn left and jump with the grenade assist up onto the ledge above.

Jump over the slope to your left and immediately start scanning the area across the gap building to your right, platform to your left for Jackal snipers and take out as many as you can between three and five, depending on their spawns. This next jump is VERY hard. From up here, throw a plasma grenade down so it lands on the edge of the broken bridge below, and jump down to it.

If done right, it will launch you across the gap to the top of the far side's bridge. If not, you'll have to crouch jump across to the piece of rock sticking out of the base of the far-side's bridge, then grenade jump up onto the top of the bridge from there. Be wary of a straggler sniper that may be hanging about at the top. Move around the left-hand side of the walkway and crouch jump across the gap to the nearest corner of the platform hanging out from the edge of the level.

This is where the 'god despawn' occurs. It requires nearly pixel-perfect grenade throws, perfect timing, and some quick thinking and accurate shooting to pull off. Jumping across to this platform, you should see the right side of the platform in shadow, and the left side of the platform in sunlight.

At the leftmost edge of the platform, there is a small roughly calf or knee high wall separating the platform from the courtyard. Switch to classic mode if not already in it. Just on the other side of that short wall is a sort of U-shaped, taller wall that is fully in the courtyard. The back side of this higher wall will be shaded and parallel to the wall that separates the platform from the courtyard. Facing that wall from the platform, line yourself up on the left end of it, so that your crosshair is roughly a plasma grenade's distance to the left of where the shaded part of that higher wall makes a corner with the lighted, angled part.

You should be approximately 4 BR lengths if lain end to end from the short wall that separates the platform from the courtyard. Once again, please check Eli's video, because just trying to do it based off my description, you will likely never get the positioning right. Once in position and facing the short wall, look straight up at the sky. Throw one plasma grenade. Take one step to the right and throw a 2nd plasma grenade. Take two to three more steps to the right and throw a frag grenade.

Look back down and jump onto the short wall, at the other end from where you started in relation to the taller interior wall, and try to land on the 'inside' edge of the shorter wall to trigger the enemies to spawn. If done correctly, you should be facing an Elite on the right-hand side of the enemy group that spawns. Quickly stick him in the back with a plasma grenade, and run out onto the platform before the four grenades go off. The part you're running on is actually an extension that retracts, so make sure you jump across to the moving platform itself as the grenades detonate.

Quickly turn around and face their spawn as you land. If you got them all, you'll get a killtrocity six kills. If not, snipe the remaining enemies as fast as you can. The gondola the moving platform will be moving away from the courtyard now, and a Phantom will come flying in. This Phantom normally drops off the Hunters in the courtyard, but if you did the grenade throws right and got the kills quick enough before the gondola started moving, the Phantom will disappear, letting you know you hit the 'god despawn' correctly.

If the Phantom doesn't despawn, all is not lost. You still got on the gondola early, but without the despawn working, you'll have to stop and change gondolas halfway across, hit a button, and change back, killing a bunch of enemies in the process. Having the despawn work means your gondola won't stop, and should save you several minutes of that transition between gondolas and fighting.

Once on the far side, enter the buidling and immediately jump up onto the ramped walkway above, making your way to the top of the interior. Kill the Grunt at the top and grab the Fuel Rod, then look down from the upper walkway to rain Fuel Rod death down on all the Jackals below. Staying up here until all the Jackals are dead also prevents the Drones from spawning in this room. Drop down once all is clear and look down the pit where the elevator is rising. Throw a plasma down onto its roof to kill the Jackals inside.

Once it arrives, head in and activate the button to descend for a scenic underwater tour. At the end of your trip, head up the ramp and around the corner to a long hall with sleeping Grunts. Pick your path, or follow Eli's down the right side, where he uses the Fuel Rod to deal with the two in the center after beating down the first, backup up the ramp at the far end to cover his six.

Upon entering, angle 45 degrees to your right and look up as you run toward the low ledge. The Jackal there should drop his weapon and run away. Turn left as you land on his ledge and follow underneath the overhang, sniping the next Jackal just around the pillar if he's there.

At the far end of the room, drop off this low ledge and jump over the two Hunters as they enter, escaping through the door from whence they came. A lot of that room is RNG though, and your path may need to be adjusted depending on where the Jackals spawn. Entering the next long hall with water in the floor, look for the cloaked Elites and snipe them quickly, followed by any Grunt stragglers as you cross the room and up the ramp on the far side.

There is a cloaked Elite with an Energy Sword that may or may not have come out of the next room yet. Enter the elevator and activate it. At the other end of its path, exit and you should see an Elite ultra in front of you with a sword. Crouch jump up onto the wall to the right as you exit the elevator, and turn to the right so you're facing the direction that the back end of the elevator is, along the wall ledge. You should be looking down into the hallway on your left at this point.

Move forward up against the wall at the end of this ledge. When you see an Elite ultra pass beneath you, drop in behind him and go around the corner to the right. This next bit is extremely difficult. As you exit the building, turn 45 degrees to your right and jump over the corner of the walkway. From there, jump up onto the path on the hill, then angle slightly more to the right and jump up onto the higher part of the hill, so that the large rock sitting on it is to your left again, the video makes this clearer.

Jump up another ledge or two and you should be looking down over the stone structure and walkway area. Walk forward and drop down onto the stone walkway, continuing forward through a narrow gap, where you'll drop down to the lower portion of this area. Turn left down this lower portion and run out onto the ledge, where you should see another gondola waiting off to your right. Drop your Plasma Pistol in favor of the Rocket Launcher sitting in the ammo pod on the left just before heading out onto the gondola.

At this point you should still have your Energy Sword as well as the rockets. Head up to the front of the gondola and press the switch, grabbing some more rocket ammo nearby before dropping down to the lower level and facing back toward land. Switch to classic and watch for the Banshees flying out. Lock on with your rockets and take them out as quickly as you can. Once the Banshees are down, drop your sword for the Sniper Rifle in one of the ammo pods.

Switch to rockets and fire them at the center of the lower area of the oncoming gondola. Take cover behind the wall where the gondola's button is and snipe the enemies on the upcoming platform as you approach. Make sure to take out anyone occupying the turrets first, then mop up the rest.

From here, you can play really aggressive if you feel comfortable taking the risk, or you can play it safe. The aggressive strat as you land is to go up the ramp and sword lunge at the Grunt carrying out his turret on the right, then throw plasma grenades into the right corner as you enter the structure, then the left corner as you enter the next room, allowing you to rush up the interior ramp and into the fighting room to face the Prophet of Regret.

The safer strat would obviously be to kill all the enemies outside first before rushing into his room, giving you a checkpoint and a safer approach to his Elite ultra and Grunt infested chamber. The fight itself is highly RNG based. Do this until you've boarded and punched him five times to end the mission. Regret Halo 2: Complete Regret. Just use your Scarab-enhanced gun to clear all the enemies at the start of the mission, including the ones outside in the courtyard and the Hunters once they get dropped in.

Once everything is safe and dead, look to the building across the broken bridge gap. With Sputnik on, it should be easy enough to grenade jump across either gap between the starting area and that building across the broken bridge. Once across, go around the right-hand side of the structure the right side being with the bridge to your back to find a darkened room.

Just behind the 1st pillar on the left in this room, look up at the corner of the ceiling where it meets the pillar. Activate your flashlight and zoom in with the beam rifle at that corner. If in anniversary mode you won't see anything, but the achievement should still unlock.

In classic mode, you should see the letters on the ceiling. Either way, Hi Ben should pop. Check This Video for a visual aid. Go back outside the building that had the Hi Ben easter egg. Using another Sputnik-assisted grenade jump, launch yourself up onto the upper ledge of the building and follow the ledge around to the back side to find the Prophet of Regret toy After crossing the first gondola ride the one where you would have done the god despawn , use the Sputnik skull once more to grenade-jump onto the roof of the building on the right-hand side.

Follow the roofline around to the right and on around to the back side of the building, where you'll find two invisible Elites dancing on the ledge below you. The Assassins skull sits between them Once you reach the interior room midway through the level that has lots of Jackal snipers, as well as a huge hologram on the left-hand side, look on the wall behind the hologram on the middle level of the room to find Terminal 7 Enamoured Halo 2: Activate Terminal 7 on Regret.

From the start, turn around and head diagonally to your left to the structure with vertical blue energy bars. En route, switch to your Plasma Pistol and drop it in favor of dual-wielded Plasma Rifles from the box on the left. Shoot the vertical blueish-white energy bar on the pillar in the corner as you approach it until it vents steam and the pillar rises up.

Drop down the 'garbage chute' beneath it. At the bottom, repeat the process to open the next pillar, turning 90 degrees to the left as you drop through it to enter the next corridor. Run to the end of the corridor and open the next pillar, turning 90 degrees to the right as you drop through its opening. Turn left down the hall beyond and hug the left side to the end of the hall before angling through the door ahead to the right and across a bridge.

If speed running, skip this next bit. If not speed running, at the end of the bridge, turn to the left side of the corridor. Jump up onto the short pillar in front of you, then drop a grenade at your feet and grenade-jump up onto the higher ledge along the wall. You should see three darkened alcoves along the left side here, and in the 3rd one you'll find the Arbiter toy If speed running, in this corridor beyond the bridge, go along the right-hand side.

Make sure to watch for a Sentinel ahead of you and take it out before turning right at the end of the corridor to see another pillar. Light it up once again to open it, and turn 90 degrees to your left as you drop through its opening. Move through the corridor below, once again shooting open the pillar at the end and turning 90 degrees to the right as you drop through it, at which point you'll be facing out into a large open area.

Jump out onto the platform, shooting the vertical lights on the four pillars to open them up the same as the previous ones while avoiding the large enemy above firing at you. Drop to the lower level to break its line of sight after the 4th one is opened, then run up the ramp and activate your camo so that you can move over and hit the floating hologram switch in the center toward the leading edge of the platform the leading edge being the far end from where you entered this area.

Once the switch is activated, drop down below and the Enforcer should die automatically, so you can head back out onto the platform and watch the scenery during the gondola ride. As you approach the end of the ride, another large Enforcer will come out. Switch to your Carbine and shoot its 'legs' off, then stick two plasma grenades onto its body to finish it off.

As you enter the docking point of the gondola, move to the front-left edge of the platform and jump up to the large door in the wall, activating your camo. If your quick enough doing this, before the gondola rises into position, you'll be able to duck into this door as it opens without fighting any of the Sentinels or Flood outside. Head to the far end of the corridor and shoot open the pillar at the far end.

Dropping into it, turn around so that you'd be doubling back on the path the tunnel above took, into the tunnel below. You'll have to jump over two low walls in this corridor. Just as you jump over the 2nd, activate your camo to run past the Flood that come out of the door ahead. Shoot open the pillar at the end of the hall and turn right as you fall through its opening.

Grab the frag grenades off the dead bodies at the start of this hall. I prefer to grab the shotgun as well in favor of the Plasma Rifle , but Eli keeps the Plasma Rifle in his run. Make sure to grab a 3rd frag from a dead body just around the corner as you move through the hall as well. Just after this, Eli jumps across the gap in the center of the structure.

I prefer to camo and run past the next group of enemies. The jump is safer, if you can make it consistently, but I always miss it for whatever reason. Continue to the end of the hall, tossing one frag into the room with the pillar you open at the end as you approach it.

Open the pillar via shooting it and drop in, turning right as you fall through. You'll exit out to a outer edge of the structure, with a ramp leading down to a lower level off to your left. Ignore that ramp and hug the left wall, jumping up into its interior portion on the right side of the opening in it.

Activate your camo just as you turn to the right in this interior portion in case an enemy spawns here, and hug the right wall to drop back down to the exterior area. Again, hug the left wall here, jumping over the sloped support. You'll see another pillar to shoot open in the interior area of the left wall, so shoot it as you approach and jump up.

You should pick up another frag grenade if hugging the left wall here before jumping up. No turning here, just face straight ahead if the exterior area is to your back as you fall through its opening. Move forward down the hall. You will see a stack of three boxes in the middle of the hall, followed by a short square structure. Just behind that, you should see a stack of five or six boxes, stacked three-boxes high. Activate your camo and jump onto these, then up onto the walkway up above, directly in front of you with your back to the direction you came from.

In the third darkened alcove up here on your right, you'll find the Mythic skull If speed running, obviously you won't jump up to that skull. Instead, just move past the first trio of boxes, then hang a hard right at the second stack of boxes, activating camo to avoid engaging the enemies. Hug the right side of the corridor to the end, then move out and across the bridge.

At the end of the bridge go down the left side of the next corridor, then back out onto another bridge at the far end. At the end of this 2nd bridge, move along the left side of the next corridor once again, and turn left at the end to shoot open another pillar. Drop down facing straight ahead and shoot the next pillar open. Dropping down through this one, you should land on a cross beam if you dropped through the center, and looking down you can see the opening of the room below in front of you.

Terminal 8 can be found on the back of the wall on the right side of this room as you enter. Move forward into the room and shoot the next pillar open to drop down another garbage chute beneath it. As you land in the room below, move straight forward and press up against the pillar in front of you until a checkpoint is triggered.

Activate your camo as you come out from behind the pillar. Get about halfway to the next pillar that you have to shoot open before firing, then unload on it as you approach around its right-hand side. As soon as you've shot enough to open it, drop the Plasma Rifle in favor of the Energy Sword laying on the ground before quickly falling into the opening once the pillar rises.

This bit is risky, and you may die once or twice before making it through. Move across the bridge in front of you, slicing any combat form Flood that get in your way. At the far end, angle to the left toward the cave entrance in the zone wall to the left of the floating platform that hasn't yet risen.

Throw a grenade or two down the tunnel as you approach it, then activate your camo as you enter so that you run past any remaining flood inside. When you exit the far end, run past the Flood hanging around as fast as you can and make your way to the far side of the area. This area consists of several waves of Flood.

There is on definitive way to finish it, but the faster you finish all the waves, the quicker the mission ends. This is one of those rare fights that requires not only skill, but good RNG on the enemies' spawns and movements to get you a fast time. Destroy the two turrets with plasma grenades to force the white Elite to run around with his sword, which will help you clear things faster.

Also switch to classic mode to spot enemies easier. Finally, move to the far end of the area from where you exited the cave to hopefully spawn an extra couple of Elites to help you. Keep an eye out for any Flood hanging out atop the cliff ledges not jumping down, because they can prevent the next wave from spawning, costing you several minutes or more easily.

Use your sword on combat forms. If you shoot a Flood with your carbine or it's killed by an ally, make sure to sword the dead body so that the infection forms can't bring it back to life. Save your active camo for times when your shield is down to break line of sight and use it to drop aggro. Once the drop ship arrives, the mission will end. From the start, do a and head down the tunnel behind you. Upon exiting, go straight across the area and out onto a small ledge that runs along the perimeter of the bottomless pit.

At the end of this narrow ledge, you'll find the Sputnik skull From the start, jump into the Ghost and drive up to the large door. As soon as it opens and the enemies come out, just boost in underneath them and down the hall. At the far end, exit into the next area and boost diagonally to your left around the large wall ahead of you.

Hook a right back into the center of the platform, then a sharp left so that you're hugging the left side of this central platform. Hold down the jump button different based on your control scheme as you reach the far end so that you clear the 'lip' of the edge and fly over to the lower area.

In the far-right corner from where you land here, there is a Scorpion tank that you can hop into for the Six Pedals, Four Directions achievement. There is also another unoccupied one later in the mission, but we'll be staying in the Ghost for now for speed's sake. You can check out the achievement opportunity at this location in This Video.

Having held jump to clear the lip and dropped down onto the lower area at the far end of this room, wait for the door to open directly ahead of you. A Flood-occupied Warthog should drive out, but you should be able to slip to the left of it and boost down the corridor unbothered. In the next room, boost down the path just until you get to the edge of the tall wall to your right. As soon as you get past it, do a quick , hold jump, and boost over the ledge to the left of that tall wall to drop down to the area below, holding jump the entire time to stick the landing.

Quickly duck into the first alcove on your right. Turn right as you exit the door and head for a sloped, snow-covered ledge protruding from the cliff wall to your right. You should see a small tree at the top of this ledge. Aim for the gap between the tree and the larger cliff wall to the right and drive up the slope, then boost as you near the top to launch over the top and land near the large pit on the far side.

You should see Wraiths on the hill in front of you shooting at one of the flying enemies. Hug the pit to your left and cross between it and another pit to the right. On the far side of this path between the two pits, head straight into the wall, holding the jump button once again to lift the nose of the Ghost up onto the wall. Boost up the wall and you should clear it, then drop down the far side into the orange-glowing wreckage area.

Make sure you slide down the wall and don't just fly off of it, or you may die. Normally there would be enemies to greet you here, but you've arrived too early, so head into the tunnel on the far side, switching to classic mode to see things easier. You can drive through the tunnel while still on the Ghost. You just have to turn and angle it up the wall and around the parts protruding on the left and right. Turn 90 degrees left upon entering the next room and boost to the far wall, then turn 90 degrees to the right and boost forward into the next tunnel.

Hug the left wall in the next room and boost into the next tunnel past the flood and the Enforcer flying above. As you move through this tunnel, hop out of the Ghost, activate your camo, and hop back in. Even though your camo will run out, according to Eli, the game will still treat it as if you're invisible and the Flood here won't see you.

In the next room, hug the right side and boost to the ramp on the far side of the room. Here, you'll finally hop out of your Ghost. Go left at the top of the ramp and take an immediate right down a narrow gap leading outside. The room you just left has Terminal 9 beneath the ledge on the exit-side of the room, to the right of the tunnel you just boosted into. Midway through the short gap to the exit, make sure to pick up the Rocket Launcher sitting behind a box, dropping your sword in favor of it.

Hug the left side as you exit and drop off the ledge, going to the left immediately as you land to jump into an unoccupied Ghost. Turning around as you get in to face the opposite side of the room, you should see three pillars with a Wraith behind them. Boost through the gap between the leftmost one and the middle one, and on into the tunnel behind the Wraith. Hug the right wall outside, and just as you round the bend in the wall, hop out of the Ghost and activate your camo. Hop back in and boost forward, avoiding the Warthog that comes down the path ahead of you.

Continue on up the path and under a rock archway at the top. If you stall for a second under the arch, you should get a checkpoint according to Eli, which you may need for this final run up to the gondola. Boost straight ahead until you come even with the corner of the building to the left, where you can see the pathway between the left structure and the larger right structure where you're headed. Bost down that path to the left and slip into the door as it opens on the right.

Once you get inside and boost up a couple ramps, a cut scene will trigger the gondola ride. Now here, Eli climbs up to the very top of the gondola to wait out the ride. I've found that if you just go down to the very bottom level and go inside the tunnel where the Flood spawn, you can avoid all the fighting on the ride.

Once inside the flood spawn tunnel on the bottom level, just go all the way to the end of the tunnel until you hit a small slope and can look down on the bottom of the level. Here, you can just crouch down and wait out the ridiculously long gondola ride to the end of the mission. Once the gondola comes to a full stop, just run up the ramp and activate your cloak before crossing the open area of the gondola and jumping over to the platform at the end of the mission.

Once on the exit platform, just move forward and follow the path all the way around a large curve to the right before entering a narrow tunnel reminiscent of The Library mission in Halo CE to reach the mission's end. If you're not speed running, once the gondola stops, make your way to the front-right side of it.

Sputnik isn't necessary, but it will make this jump easier. Alternatively, with sputnik, you can move out onto the ramp leading down onto the exit platform, and grenade jump from the midpoint of the ramp where it levels out to reach said location. Here you'll find the Tartarus toy Alright folks, welcome to one of the most difficult missions to speed run in the entire game. There aren't a ton of massive skips in this one, and it really boils down to sheer skill in taking down the fights quickly.

However, I will give you this advice. Don't bother speed running Gravemind until you have all the other 12 missions done. The reason I say this is because my first run of Gravemind ended in a time of around minutes. I never bothered going back to it, because after I finished speed running the other 12 missions, I got the three hour Legendary speed run achievement.

So I didn't even need to bother attempting a Gravemind speed run. That said, I will still give you the narrated version of Eli's speed run video in case you want to give it a go. Before even starting the mission, watch the cut scene in Classic mode not remastered to unlock the Marathon Man easter egg achievement. No further explanation needed, but HERE 's a video if you really want to see it in action.

Also right at the mission's start, on any difficulty, you can unlock Go Ape Shift. Just kill one of the first two Brutes, which will cause his partner to go enraged and run around like an ape on all fours. When it does, simply punch it to death for the achievement. You can weaken it with gunfire, but the final blow must be your fist.

You can see this in action HERE. He's Running a Marathon Tip for skull users: If you can't get the despawn at the start, you can use the So This can make the mission much faster even if you don't do any tricks or despawns, as you only need to kill one Brute in each pair. It isn't a 0.

Welcome back to Earth, Master Chief. Please go shoot those aliens. More Wiki Sections. Was this guide helpful? YES NO. In This Wiki Guide. Summary: Budget-priced add-on to the FPS, with nine new multiplayer maps that can be loaded onto the Xbox's hard drive. Franchises: Halo. Genres: Shooter. Blood and Gore, Violence. Platforms: Xbox. Developers: Bungie Software. Publishers: Ingram Entertainment, Microsoft. Release Date: July 5,