It’s no substitute for the stealthing ability of the Arbiter, but it does serve some purpose at times. 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. If you manage to keep it in place, though, you can use it to clear out the third and the bottom tier by stealthing up to the edge, shooting off around a quarter bar’s worth of ammo from each needler onto one of the Brute’s heads, then retreating. When everything’s cleared out, you can use the gondola to take you to the far tower. Since you have to deal with these guys in pairs, try to focus on one at a time to cut their numbers in half. Find a Way Onto the Forerunner Ship Although the title of this subchapter would seem to be the perfect opportunity to have Master Chief burst out in song, he regretfully declines the invitation. If you hit a hologram, it’ll fritz out, but when you get the leader, he’ll fall to the floor. When they’re dead, head past the turret gunner to reach a room with another turret in it; hop in and start blasting away at the aliens below. 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. Gamespot Staff 1 Weapons 2 Vehicles 3 Easy Walkthrough 3.1 Part 01: They'll Regret That Too 3.2 Part 02: A Day At The Beach 3.3 Part 03: Speed Zone Ahead 4 Normal Walkthrough 4.1 Part 01: They’ll Regret That Too 4.2 Part 02: A Day at the Beach. 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. Instead of sticking inside a specified zone, though, your goal here is to capture and convert a set of five flags; for each flag under your team's control, you'll accrue time, and if your team reaches a set allotment of time before the other team does, then you'll win. Keep an eye out for grounded Banshees that you can switch to if yours becomes damaged. A Head Start: Often enough, the team that can successfully perform an early-round blitzkrieg and capture a few flags before the other team can will wind up winning; it's difficult to pull off come-from-behind wins on the timer games. Players will be getting fresh, Xbox One graphics running at 1080p, 60FPS. Dual plasma rifles will be your usual recipe for success, since they’re easy to find and deal a good amount of damage, and don’t need to be reloaded, but you’ll need to be mindful of your surroundings when using them, as they’ll take a few seconds to penetrate an Elite’s shields, during which your foe will have plenty of time to return fire. After all the Drones are dead, you won’t have much time to recuperate, as the elevator down below will begin rising, and it brings with it a load of a couple of Elites and numerous Grunts. Included are the complete story of the Master Chief on one console for the first time ever -- Halo: Combat Evolved Anniversary, Halo 2 Anniversary, Halo 3 and Halo 4. When you reach the waterfall, kill off the Jackal sniper that’s walking along the creek, then use his beam rifle to start picking off any more foes in the clearing below you. You’ll have to take down a few waves of these guys before they let up, so prepare for a long haul. In the next area, you’ll have to deal with some Elites at close range, so you might want to avoid picking up a Brute shot; elites can take up to three direct hits from the grenades, making it less than stellar when used against them. Link Up with the Spec-Ops Leader, and Break Through the Flood Barricade. Halo players are probably going to be inconsolable when they hear this, but it’s our duty: there’s no scope on the pistol. Fight with them for a bit, then head through the pressure chamber at the end of the hall for a brief excursion into space. If it does, let it run around; don’t waste ammo trying to bring it down. 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. Retrieve the Sacred Icon Before the Humans. The Covenant rocket launcher is perhaps a bit less powerful than its human analogue, but it makes good the deficit by being able to fire more rounds without recharging (up to five), and by being able to hold more rounds in all (25 or more, although you’ll rarely have this many at once). Walkthrough - Superjumps on Ascension Walkthrough for Halo 2 X-BOX: There is two kinds of superjumps on Ascension, theres the small tower jump and the high tower one. 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. There’s an SMG near the door, so if you’re having trouble, grab that and try to lure them towards you; one of the good things about Drones is that they can’t take a beating, so a second or so of concentrated SMG fire will usually drop them. In other words, you have to deal all of your damage in a short period of time, meaning that you can’t leisurely strafe in and out of cover, whittling away at an Elite’s health reserves. 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. The two snipers are going to be the worst of it; they take up positions directly on top of one another, so it’s nearly impossible to strafe out so that only one of them is in your line of fire. From this ledge, you should be able to take out the incoming vehicles without having to face them head-on. 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. 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. 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. The shotgun is another weapon that doesn’t appear all that often, although it does crop up a bit more than the rocket launcher. Your best bet when attempting to take them down? Luckily, the bomb carrier in Assault can ride - but not drive - in vehicles, which will help your mobility quite a bit. Before you can head into battle, you’ll need to get geared out. Drones will eventually start appearing again, though, so you’ll want to have some kind of rapid-fire device at your disposal. After you kill all of them, the level ends. SMGs, on the other hand, deal more damage to unshielded opponents than do Plasma Rifles, making a Rifle/SMG combo quite lethal. 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. In the early portions of the game, dual SMGs will be great ways to wear down Elite shields and kill them. It appears the battle lines have been drawn, with Grunts and Elites on one side and Jackals and Brutes on the other, but unfortunately, there aren’t any of the latter enemies around. The Warthog won’t stick near you if you fall back; it’ll instead choose to move on down the tunnel, where it’ll engage the troop transports on its own. You shouldn’t have a problem with these guys, so long as you stay on the stairs and retreat belowdecks if you need to recharge your shields. None of your previous foes are likely to follow you through here. Keep moving onwards (ever onwards) until you hear a human voice in your headset. 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. Your teammates are particularly bad about this, especially when they have to duck and cover, but they do get infinite ammo, so you may want to risk trading out a rocket launcher with one shot left to a teammate if you’re willing to balance the chance that they might kill themselves with the chance that they’ll kill numerous enemies before they go. Full game walkthrough for all 126 Achievements in Halo Wars 2. (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.) Push on until you reach an elevator, then head up. The watery room beyond has a number of stealthed enemies, including a pair of Elites, with another one waiting at the door beyond. Trials Evolution, Copyright 1996-2013, IGN Entertainment, Inc. Guide and Walkthrough (PC) by arandomgamer02 v.1.2 | 2007 | 53KB Spoiler-Free Walkthrough by Subliminal Celsius v.2.50 | 2004 | 71KB Guide and Walkthrough (Incomplete) by … Although these weapons are quite useful in the singleplayer campaign, their efficacy is muted a bit in multiplayer due to the fact that all of your enemies are shielded. Territories isn't an incredibly popular gametype, but it does offer up a nice change of pace when compared to the other modes of play. If they succeed, or if the timer runs out, the teams will switch offensive and defensive duties. Full game walkthrough for all 41 Achievements in Halo 2 (PC). The level begins with a series of three unskippable battles, where you are beset on all sides by infection, combat, and carrier forms. Although the Battle Rifle doesn't feature as powerful a zoom as the Sniper Rifle, it'll still let you fire from well out of range of enemy return fire in most cases. Halo wouldn’t be much of a game without some guns, now would it? 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. You’ll require three or four runs of melee attacks on the Prophet before he goes kaplooie, after which time the level ends automatically. The dropship will assume a gunning position above the fortifications, which are well-manned by Covenant forces, so you’ll have a difficult time breaking through, but just keep in mind that your goal is to survive, not blast everything that moves. In open spaces, though, your teammates can use these weapons to great effect, especially since they get infinite ammo for them. Luckily, their weapon fire is easy to dodge, and they move slowly enough for you to keep out of range of their melee attacks. When that’s done, you can use the Ghost to strafe-and-kill every single Jackal and Brute around the side of the rock, using the rock itself as cover. Hop on into the driver’s seat if you wish to drive; if not, you can hop into the turret position and blast away while one of your teammates drives. As befitting an explosive substance, they can be fired on and detonated with just a couple seconds worth of SMG or Plasma Rifle fire, and they'll kill anyone nearby in most cases, without having to go through all the bother of wearing down their shields and the like. X360 Don’t worry about keeping them fresh for any upcoming threats; you’re almost to the Scarab. Your goal isn’t to kill everything in the Prophet-room, though, and the appearance of a pair of Hunters, in addition to the numerous other enemies, will likely make that impossible. Energy blades will let you pop most zombies with a single swing. Eventually soldier nearby will start talking about the Malta; look out the window to witness that battle station’s unfortunate fate. In the second room, try to maneuver yourself around the pathway to get the attention of the Brutes before they start shelling your Hunters with rounds from their Brute shots. Since this is a sniper weapon, though, this shouldn’t be a problem unless you intend to drag the beam rifle into close-range fighting, for which it’s wholly unsuitable. On higher difficulty levels, you won’t be using vehicles for as long as you would on normal or easy difficulties, if only because they don’t last as long, but you can still jack vehicles, especially Wraiths, to prevent enemies from using them. The first is that, so far as such a thing is possible, this is a spoiler-free walk-through; we’ve done our best to avoid discussion of cutscene events or plot details. There’s nothing in Halo quite as fun as flying a Banshee around, we find, especially when you have an indestructible dropship accompanying you and drawing almost all the enemy fire. Dark Souls Get a ride: On the big maps, such as Coagulation, you're going to find it incredibly difficult to walk all the way from the enemy base to your own if you're carrying a flag; this is where a bit of coordination will come in handy. There should be two elites at first, with two arriving after a moment from the doorway on the far side of the room, Brutes hot on their tail. If you have a teammate along, they might hop in and drive it for you! The two primary gametypes here are Neutral Bomb, which sees both teams fight over a single bomb, and a round-based variant which splits the teams up into offensive and defensive squads. 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. What's more, it's difficult to actually hit people with them, as they fire with an arc and its difficult to predict precisely where they'll land. When you're going up against someone with a weapon like a Plasma Pistol that doesn't need to be reloaded, it's often best to just close in and melee them if you run out of ammo; they're going to kill you if you stop to reload anyway, so you might as well just try for a desperation frag. When you’ve cleared everything out, head down to the far end of the corridor to hit the checkpoint, then gradually peek into the corridor on your right to check for yet more snipers. Rescue the Marines Being Held in the Detention-Block Continue moving along until Cortana points you towards a room with another lift. At this point, you’ll get an ammo and personnel refresh, which is good, because a dropship in the next area will drop numerous Jackals, Elites, and Grunts into a small, walled-off area. It should take between 50 and 70 hours to complete. If you do happen to get a hologram first, and want to save your game, stealth and move towards the large hangar door; there’s a checkpoint that you’ll hit as you move towards it, but make sure you’re not getting fired on when you reach it. On maps with flag return on, your opponents will also usually just make a dash for it and attempt to return it to their base if you drop it, but on 1 Flag CTF maps you won't have to worry about this; just drop the flag, defend yourself, and pick it up again if you survive. It’s incredibly annoying (especially when you’re standing next to them), so be wary of giving such weapons to teammates when you know that you’ll have to duck and cover a lot, or when you’re all going to be in tight quarters. Heck, even if your teammate doesn't have a sword, you should still attempt to pair off while in Team Slayer; lone wolves don't stand much of a chance when going up against coordinated groups of enemies. 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