Editing Gravemind (level)/Walkthrough

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{{Status|Gameplay}}
==Weapons==  
{{Title|Gravemind Walkthrough}}
{{Walkthrough infobox
|era=''[[Halo 2]]''
|prev=[[Quarantine Zone/Walkthrough|Quarantine Zone]]
|next=[[Uprising/Walkthrough|Uprising]]
|name=Gravemind
|image=[[File:GravemindAchievementArt.jpeg|300px]]
|player=
|objective=
|location=
|starting weapons=
|new weapons=
|enemies=
|skulls=
|pagegamelabel=H2
}}
 
==Weapons==
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
*{{Pattern|Okarda'phaa|plasma rifle}}
*[[Type-25 Directed Energy Rifle|Plasma Rifle]]
*[[Kewu R'shi'k-pattern plasma rifle|Brute Plasma Rifle]]  
*[[Type-25 Directed Energy Rifle/Jiralhanae variant|Brute Plasma Rifle]]  
*[[Type-33 Guided Munitions Launcher|Needler]]  
*[[Type-33 Guided Munitions Launcher|Needler]]  
*[[Type-51 Carbine|Covenant Carbine]]
*[[Type-51 Carbine|Covenant Carbine]]
*[[Type-50 particle beam rifle|Particle Beam Rifle]]
*[[Type-50 Sniper Rifle System|Particle Beam Rifle]]
*[[Type-25 Grenade Launcher|Brute Shot]]
*[[Type-25 Grenade Launcher|Brute Shot]]
*[[Type-1 Energy Weapon/Sword|Energy Sword]]   
*[[Type-1 Energy Weapon/Sword|Energy Sword]]   
*[[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]]
*[[Type-33 Light Anti-Armor Weapon|Fuel Rod Gun]]
*[[Anskum-pattern plasma grenade|Plasma Grenade]]   
*[[Type-1 Antipersonnel Grenade|Plasma Grenade]]   
*[[M9 High-Explosive Dual-Purpose Grenade|Fragmentation Grenade]]
*[[M9 High-Explosive Dual-Purpose Grenade|Fragmentation Grenade]]
*[[Shade#Shade (Halo 2)|Shade]]  
*[[Shade#Shade (Halo 2)|Shade]]  
*[[Type-52 Directed Energy Support Weapon#Halo 2|Plasma Cannon]]
*[[Type-52 Directed Energy Support Weapon#Halo 2|Plasma Cannon]]
*[[Halo 2 skulls#Anger|Anger Skull]] (Legendary Only)
*[[Halo 2 Skulls#Anger|Anger Skull]] (Legendary Only)


==Vehicles==
==Vehicles==
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A couple of prerequisites: You'll be taking on Brutes for the first time. They don't have shields, but they're quite tough. Brutes have far more health than Elites. Guys at [[Bungie]] call them "damage sponges". At least their damage is cumulative, unlike Elites whose shields recharge, so every shot you land sticks with that particular Brute, but they have their own cunning ways of killing you.
A couple of prerequisites: You'll be taking on Brutes for the first time. They don't have shields, but they're quite tough. Brutes have far more health than Elites. Guys at [[Bungie]] call them "damage sponges". At least their damage is cumulative, unlike Elites whose shields recharge, so every shot you land sticks with that particular Brute, but they have their own cunning ways of killing you.


Besides just being hard to kill, they also have one trait you haven't seen before. The last Brute in a pack will often go berserk. He will charge at you and attempt to melee you to death. Since he's faster than you when he's going berserk, you usually can't just retreat.<ref>[[Halo 2: The Official Strategy Guide]] page 131</ref> So you'll want to be ready to deal with a berserk Brute when you kill his pack mates, by attempting to stick him or shoot him down.
Besides just being hard to kill, they also have one trait you haven't seen before. The last Brute in a pack will often go berserk. He will charge at you and attempt to melee you to death. Since he's faster than you when he's going berserk, you usually can't just retreat<ref>[[Halo 2: The Official Strategy Guide]] page 131</ref>. So you'll want to be ready to deal with a berserk Brute when you kill his pack mates, by attempting to stick him or shoot him down.


There are two primary ways to kill Brutes in this level. A magazine of needles will kill a Brute easily, and in fact at the start of the level a Needler is the only weapon you have. Be warned, they tend to duck behind cover when threatened with incoming needles, which just wastes your ammo because the needles will harmlessly impact on a wall.
There are two primary ways to kill Brutes in this level. A magazine of needles will kill a Brute easily, and in fact at the start of the level a Needler is the only weapon you have. Be warned, they tend to duck behind cover when threatened with incoming needles, which just wastes your ammo because the needles will harmlessly impact on a wall.
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The level starts right as the Master Chief transports in and grabs a Needler dropped by a panicked Grunt.
The level starts right as the Master Chief transports in and grabs a Needler dropped by a panicked Grunt.


As the gameplay begins, you are under assault by two [[Jiralhanae Honor Guardsman|Brute Honor Guards]]. If you can, pick up the other Needler dropped by the other Grunt in the cutscene—it's a bit behind you and to your right. (You can get by with one Needler, but it's harder.) Use the Needlers to fire on the Jiralhanae, as the explosions can kill them easily. As soon as you kill the first Brute, get ready to start backing up quickly, because the other one will go berserk, charge you, and attempt to melee you to death. Pump needles into him as he charges until he's dead.
As the gameplay begins, you are under assault by two [[Jiralhanae Honor Guardsman|Brute Honor Guards]]. If you can, pick up the other Needler dropped by the other Grunt in the cutscene -- it's a bit behind you and to your right. (You can get by with one Needler, but it's harder.) Use the Needlers to fire on the Jiralhanae, as the explosions can kill them easily. As soon as you kill the first Brute, get ready to start backing up quickly, because the other one will go berserk, charge you, and attempt to melee you to death. Pump needles into him as he charges until he's dead.


Now get ready for a Minor Brute with a Minor and Major Grunt, who are about to enter from a door on the side of the chamber. The new Brute is not as tough as the guardsmen you fought a minute ago, but he's still difficult to take down, especially on Legendary. Use the time you have before they enter to grab a Brute Plasma Rifle as your backup weapon—the Honor Guards you just killed have left a couple behind. The general idea is to use the Plasma Rifle on Grunts and save your needles for the Brutes. An alternative is to dual wield the Brute Plasma Rifles (since there are two available) as your main weapon; I find that tedious because it takes a lot of plasma shots to kill a Brute, and you can't aim them that well from across the room. On the other hand, it still gets the job done well.
Now get ready for a Minor Brute with a Minor and Major Grunt, who are about to enter from a door on the side of the chamber. The new Brute is not as tough as the guardsmen you fought a minute ago, but he's still difficult to take down, especially on Legendary. Use the time you have before they enter to grab a Brute Plasma Rifle as your backup weapon -- the Honor Guards you just killed have left a couple behind. The general idea is to use the Plasma Rifle on Grunts and save your needles for the Brutes. An alternative is to dual wield the Brute Plasma Rifles (since there are two available) as your main weapon; I find that tedious because it takes a lot of plasma shots to kill a Brute, and you can't aim them that well from across the room. On the other hand, it still gets the job done well.


Use the areas in the corners close to the throne area for cover during the first group's assault, and come out to pick them off one by one. Later, move to the back of the room as more enemies appear. The cover in the back corners is even better than the cover in the front corners.
Use the areas in the corners close to the throne area for cover during the first group's assault, and come out to pick them off one by one. Later, move to the back of the room as more enemies appear. The cover in the back corners is even better than the cover in the front corners.
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Now to deal with the Unggoy. Use the Carbine if you have one to eradicate the Grunt on the turret, and then use it to kill any stragglers.  Reload, have your Carbine ready, and advance towards the door until it opens.
Now to deal with the Unggoy. Use the Carbine if you have one to eradicate the Grunt on the turret, and then use it to kill any stragglers.  Reload, have your Carbine ready, and advance towards the door until it opens.


Outside the door is a platform with a Grav Lift at the other end that you'll eventually need to get to. If you watched the cutscene where the Arbiter was tortured, the platform should look familiar. Another Jiralhanae Honor Guardsman will be outside the door a bit to the left; take him out quickly with Carbine headshots—you'll probably need four shots. After killing him, if you need ammo, this is a good time to dash to a weapons locker outside the door and to the left. It has a couple of Carbines to resupply the one you're carrying.
Outside the door is a platform with a Grav Lift at the other end that you'll eventually need to get to. If you watched the cutscene where the Arbiter was tortured, the platform should look familiar. Another Jiralhanae Honor Guardsman will be outside the door a bit to the left; take him out quickly with Carbine headshots -- you'll probably need four shots. After killing him, if you need ammo, this is a good time to dash to a weapons locker outside the door and to the left. It has a couple of Carbines to resupply the one you're carrying.


Use your cunning and superior firepower to eliminate the two Kig-Yar and another Jiralhanae. Keep your distance from the lift as Minor, Major, and Heavy Unggoy float up through the lift. Dispatch them before they can inflict too much damage. After that, a Brute Captain will appear from the lift. Kill him with the Carbine.
Use your cunning and superior firepower to eliminate the two Kig-Yar and another Jiralhanae. Keep your distance from the lift as Minor, Major, and Heavy Unggoy float up through the lift. Dispatch them before they can inflict too much damage. After that, a Brute Captain will appear from the lift. Kill him with the Carbine.


After dealing with them all, reload your Carbine—there's another Carbine locker at the end of the platform on the right. Pick up the Brute Shot from the late Captain. It doesn't have much ammo, but for the next mini-battle you don't need much, and in fact you can just melee your way through it with the Brute Shot if you prefer. But first you have to get to it.  
After dealing with them all, reload your Carbine -- there's another Carbine locker at the end of the platform on the right. Pick up the Brute Shot from the late Captain. It doesn't have much ammo, but for the next mini-battle you don't need much, and in fact you can just melee your way through it with the Brute Shot if you prefer. But first you have to get to it.  


Go to the end of the platform. Cortana will appear and tell you to step into the Grav Lift. (If you dawdle, she will tease you a bit with a few remarks.) Go behind the Grav Lift and enter it from that side, so you'll be facing the right direction when you land.  
Go to the end of the platform. Cortana will appear and tell you to step into the Grav Lift. (If you dawdle, she will tease you a bit with a few remarks.) Go behind the Grav Lift and enter it from that side, so you'll be facing the right direction when you land.  


Step in, and as you descend, you'll see Minor Grunts and a Jackal Sniper on the platform you're landing on. Take out your Brute Shot and fire a couple rounds, and then take out the rest by meleeing them. You probably want to kill the sniper early—he's the biggest threat, and you're going to want to use his rifle soon. Pick it up as you exit the platform, replacing your almost-empty Brute Shot.  
Step in, and as you descend, you'll see Minor Grunts and a Jackal Sniper on the platform you're landing on. Take out your Brute Shot and fire a couple rounds, and then take out the rest by meleeing them. You probably want to kill the sniper early -- he's the biggest threat, and you're going to want to use his rifle soon. Pick it up as you exit the platform, replacing your almost-empty Brute Shot.  


The next room is a copy of the previous, with the two walls at each end close to the doors. It's empty, though, so just charge right through. Open the next door, then run behind the wall, waiting for the Kig-Yar to pass. Stealth is the key to victory in the next rooms, so get ready.  
The next room is a copy of the previous, with the two walls at each end close to the doors. It's empty, though, so just charge right through. Open the next door, then run behind the wall, waiting for the Kig-Yar to pass. Stealth is the key to victory in the next rooms, so get ready.  
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Don't get in a hurry to charge in there. The room is a long passage that curves to the right, so you can't see all of it from the door. It contains a couple of Jackals, several Grunts, and three Brutes. Proceed in until you see enemies and dispatch them one by one. The Carbine works well against the Brutes, as before, but you can use the Beam Rifle if you prefer. Watch for charging Brutes.  
Don't get in a hurry to charge in there. The room is a long passage that curves to the right, so you can't see all of it from the door. It contains a couple of Jackals, several Grunts, and three Brutes. Proceed in until you see enemies and dispatch them one by one. The Carbine works well against the Brutes, as before, but you can use the Beam Rifle if you prefer. Watch for charging Brutes.  


When you take down the first Brute, you can either go straight ahead to deal with the rest, or you can jump up on the ledge/hallway on the left. If you want to switch back to Needlers, there's a weapons locker with a couple up there at the beginning of the hall, often with a Jackal hanging around it. If he's there, melee him. The hall will also have at least one more Jackal and a few Grunts, so take care of them. Don't forget the Brutes down at the end. If you take too long, one may sneak up on you. They're probably firing Carbine rounds at you, which at least gives away their positions, so take them out with the weapon of your choice: Needler, Beam Rifle, Carbine, or even grenades if you throw well. You should have picked up a few grenades by now, and there are plenty more coming. Don't worry much about running out of needles either—they're all over the place for the next few rooms.
When you take down the first Brute, you can either go straight ahead to deal with the rest, or you can jump up on the ledge/hallway on the left. If you want to switch back to Needlers, there's a weapons locker with a couple up there at the beginning of the hall, often with a Jackal hanging around it. If he's there, melee him. The hall will also have at least one more Jackal and a few Grunts, so take care of them. Don't forget the Brutes down at the end. If you take too long, one may sneak up on you. They're probably firing Carbine rounds at you, which at least gives away their positions, so take them out with the weapon of your choice: Needler, Beam Rifle, Carbine, or even grenades if you throw well. You should have picked up a few grenades by now, and there are plenty more coming. Don't worry much about running out of needles either -- they're all over the place for the next few rooms.


After you've dispatched the enemies here, rearm and get ready for the next room. It's similar, except that it curves to the left instead of the right.
After you've dispatched the enemies here, rearm and get ready for the next room. It's similar, except that it curves to the left instead of the right.
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It's random as to which level Cortana directs you to first. Whichever one it is, move around on the top level until you can sight in on the troops guarding the outside of the holding cell, and fire at them from above. Any weapon will do. Needlers work pretty well against the Jackals if you fire a full magazine, because their shield gets bounced aside and the last few needles hit the Jackal directly. Needlers, Brute Shots, or Carbines will work well on the Brutes. When there are two Brutes, the second one will berserk around a while, but since he's on a different level, he can't go near you. Wait until he settles down and hose him down with homing needles, or practice shooting a moving target.
It's random as to which level Cortana directs you to first. Whichever one it is, move around on the top level until you can sight in on the troops guarding the outside of the holding cell, and fire at them from above. Any weapon will do. Needlers work pretty well against the Jackals if you fire a full magazine, because their shield gets bounced aside and the last few needles hit the Jackal directly. Needlers, Brute Shots, or Carbines will work well on the Brutes. When there are two Brutes, the second one will berserk around a while, but since he's on a different level, he can't go near you. Wait until he settles down and hose him down with homing needles, or practice shooting a moving target.


Once the Covenant guards are down, you're ready to free the first batch of Marines. Collect more ammo for your Brute-killing weapons, and go to the area of the U that contains some lifts—they're the round things with a purple glow coming up from them. The ones on the left go down, and the ones on the right go up. (On the top level, the ones on the right are not glowing because you can't go up any further.) Take the one that goes down. If the Marines are on the bottom level, go down one more level.
Once the Covenant guards are down, you're ready to free the first batch of Marines. Collect more ammo for your Brute-killing weapons, and go to the area of the U that contains some lifts -- they're the round things with a purple glow coming up from them. The ones on the left go down, and the ones on the right go up. (On the top level, the ones on the right are not glowing because you can't go up any further.) Take the one that goes down. If the Marines are on the bottom level, go down one more level.


A Marine holding cell will have the usual assortment of Covenant. A good strategy is to Brute Shot most of them and use a Carbine to finish off the few remaining Grunts, but Needlers work pretty well too. When you've killed all the Covenant forces, the Marines will be released.
A Marine holding cell will have the usual assortment of Covenant. A good strategy is to Brute Shot most of them and use a Carbine to finish off the few remaining Grunts, but Needlers work pretty well too. When you've killed all the Covenant forces, the Marines will be released.
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Then find Cortana on the level below (if you have freed the Marines on the middle level), or the level above (if you have freed the Marines on the bottom level). Kill the guards, take the lift to that level, and repeat the holding cell action to free another batch of Marines. If you take too long, some of those outside guards may come up or down on the lift to meet you.
Then find Cortana on the level below (if you have freed the Marines on the middle level), or the level above (if you have freed the Marines on the bottom level). Kill the guards, take the lift to that level, and repeat the holding cell action to free another batch of Marines. If you take too long, some of those outside guards may come up or down on the lift to meet you.


Rearm, kill a few more Grunts and Jackals that show up, and get ready for the last fight before leaving that area. Cortana will warn you that reinforcements are coming down the lift—she means the main Grav Lift that you entered the area with, not the lifts that move between levels. Go to the tip of the U and take out the usual mixed bag of Covenant troops—watch for grenade-throwing Brutes and Grunts during this battle. Alternatively, you can—if you are fast enough—run to the bottom of the lift (directly under the enemies) and punch them with the Brute Shot as they come down; be sure to time the punches correctly. Also, load your weapons first, if possible, or get off before Cortana reverses the lift.
Rearm, kill a few more Grunts and Jackals that show up, and get ready for the last fight before leaving that area. Cortana will warn you that reinforcements are coming down the lift -- she means the main Grav Lift that you entered the area with, not the lifts that move between levels. Go to the tip of the U and take out the usual mixed bag of Covenant troops -- watch for grenade-throwing Brutes and Grunts during this battle. Alternatively, you can -- if you are fast enough -- run to the bottom of the lift (directly under the enemies) and punch them with the Brute Shot as they come down; be sure to time the punches correctly. Also, load your weapons first, if possible, or get off before Cortana reverses the lift.


Now, you and any surviving Marines are ready to go on to the next area. Grab a Carbine and a Brute Shot, both fully loaded, to deal with the fight to come. When you're ready, get on the main Grav Lift and it will take you back up to the general area you came from earlier.
Now, you and any surviving Marines are ready to go on to the next area. Grab a Carbine and a Brute Shot, both fully loaded, to deal with the fight to come. When you're ready, get on the main Grav Lift and it will take you back up to the general area you came from earlier.
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When you go through the door, two or three more Drones will show up, so be ready for them. There's also an Energy Sword lying there, if you're into slashing Brutes to death.
When you go through the door, two or three more Drones will show up, so be ready for them. There's also an Energy Sword lying there, if you're into slashing Brutes to death.


But the real story here is that you get to see your first internecine battle.<ref>[[Halo 2: The Official Strategy Guide]] page 134</ref> The Covenant Civil War is in full procession, and in this particular fight, two Brutes are up against two Honor Guard Elites, with a few Drones added to the mix to spice things up.
But the real story here is that you get to see your first internecine battle<ref>[[Halo 2: The Official Strategy Guide]] page 134</ref>. The Covenant Civil War is in full procession, and in this particular fight, two Brutes are up against two Honor Guard Elites, with a few Drones added to the mix to spice things up.


You're going to see several similar scenarios. The Elites have an advantage in these fights because of their shields and Energy Swords; they can wage a war of attrition against the Brutes and win if they can occasionally retreat to recharge the shields.
You're going to see several similar scenarios. The Elites have an advantage in these fights because of their shields and Energy Swords; they can wage a war of attrition against the Brutes and win if they can occasionally retreat to recharge the shields.


The best strategy would probably be to take down one Honor Guard, and then let the rest fight it out for the honor of being killed by you. However, your impatient Marines will usually charge in and screw that up. They also like to shout "We're gonna lose 'em!", as if that's a bad thing—it'd be a lot easier if you could ignore the fights.
The best strategy would probably be to take down one Honor Guard, and then let the rest fight it out for the honor of being killed by you. However, your impatient Marines will usually charge in and screw that up. They also like to shout "We're gonna lose 'em!", as if that's a bad thing -- it'd be a lot easier if you could ignore the fights.


The charging Marines often cause one of the Brutes or Elites to retaliate and charge you or your Marines. Things vary from there, so improvise until you get that room cleared.
The charging Marines often cause one of the Brutes or Elites to retaliate and charge you or your Marines. Things vary from there, so improvise until you get that room cleared.
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Get ready to say goodbye to most of your Marines. They don't have the brains that you have, so nearly all of them will foolishly try to rush at the Hunters, getting themselves killed. You can sometimes use them as decoys and shoot a Hunter in the back when it goes after them. If you have a Beam Rifle, you're in luck: one or two shots to the back will kill them.
Get ready to say goodbye to most of your Marines. They don't have the brains that you have, so nearly all of them will foolishly try to rush at the Hunters, getting themselves killed. You can sometimes use them as decoys and shoot a Hunter in the back when it goes after them. If you have a Beam Rifle, you're in luck: one or two shots to the back will kill them.


Otherwise, you've got to deal with the Hunters yourself, and you have no Rocket Launchers or Fuel Rod Guns to help out. You'll have to do it the hard way—or rather, one of the hard way''s'', as there are multiple ways to go about it.
Otherwise, you've got to deal with the Hunters yourself, and you have no Rocket Launchers or Fuel Rod Guns to help out. You'll have to do it the hard way -- or rather, one of the hard way''s'', as there are multiple ways to go about it.


Some like to melee the Hunters, and the Brute Shot is a good weapon for the task. You'll need good timing for this. When the Hunter raises his arm to strike, pivot around him and melee. Repeating this technique a few times will take him down.
Some like to melee the Hunters, and the Brute Shot is a good weapon for the task. You'll need good timing for this. When the Hunter raises his arm to strike, pivot around him and melee. Repeating this technique a few times will take him down.
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When you exit that room, you'll enter an outdoor area that is the stage for another battle in the Covenant Civil War. Usually an Honor Guard and a Brute are fighting in front of the door, so be ready to kill the survivor. There's also usually an Elite somewhere off to the right, and a couple of snipers to worry about.
When you exit that room, you'll enter an outdoor area that is the stage for another battle in the Covenant Civil War. Usually an Honor Guard and a Brute are fighting in front of the door, so be ready to kill the survivor. There's also usually an Elite somewhere off to the right, and a couple of snipers to worry about.


One of the snipers is in a platform to the right. A Carbine can make short work of him—sniper Jackals have no shields.  
One of the snipers is in a platform to the right. A Carbine can make short work of him -- sniper Jackals have no shields.  


You don't really want to get involved in this battle. You don't even need to go to the area at the bottom where most of the action is taking place; your path is along the rocks on the right. So hang back, pick off stragglers until things look safe, and rearm for the next section. Take a Beam Rifle and a Carbine—both can be found in the weapons lockers.  
You don't really want to get involved in this battle. You don't even need to go to the area at the bottom where most of the action is taking place; your path is along the rocks on the right. So hang back, pick off stragglers until things look safe, and rearm for the next section. Take a Beam Rifle and a Carbine -- both can be found in the weapons lockers.  


Your destination is the door that you see up on the wall across from the door you entered through. Bungie wanted you to think the door is your destination, and they've made it a bit of a puzzle to figure out how to get to it. It turns out that the rocks on the right can be leaped upon, and you can maneuver around on them to get to an area where you can drop down and enter the door.  
Your destination is the door that you see up on the wall across from the door you entered through. Bungie wanted you to think the door is your destination, and they've made it a bit of a puzzle to figure out how to get to it. It turns out that the rocks on the right can be leaped upon, and you can maneuver around on them to get to an area where you can drop down and enter the door.  
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While you're scrambling on the rocks, instead of dropping down, keep going higher. It might look too steep, but you can climb it. When you go over the peak, you'll see that the rocks meld into a wall, and the top of the wall is accessible to you. Walk or leap onto it, and begin walking to your left. Take the first right, which becomes a wall for the chamber you need to be in (you know, the one the door leads into, but you've avoided the door). Jump down into the chamber. The Brute won't appear. If you've taken really good care of your Marines and have managed to keep any alive, they'll follow you in through the door, but they won't trigger than extra Brute either.
While you're scrambling on the rocks, instead of dropping down, keep going higher. It might look too steep, but you can climb it. When you go over the peak, you'll see that the rocks meld into a wall, and the top of the wall is accessible to you. Walk or leap onto it, and begin walking to your left. Take the first right, which becomes a wall for the chamber you need to be in (you know, the one the door leads into, but you've avoided the door). Jump down into the chamber. The Brute won't appear. If you've taken really good care of your Marines and have managed to keep any alive, they'll follow you in through the door, but they won't trigger than extra Brute either.


The chamber you're in is empty, save for some Carbines and a few Plasma Grenades lying around. So go to the end, and exit. You're roughly half-way through the level—and that means you've got plenty more Covenant forces to kill before you're done.
The chamber you're in is empty, save for some Carbines and a few Plasma Grenades lying around. So go to the end, and exit. You're roughly half-way through the level -- and that means you've got plenty more Covenant forces to kill before you're done.


As you exit the empty room, you'll see a kind of plasma slide-walk thing; you'll be seeing several of these from this point forward. It is a '''one-way''' transport to the other end of the room. <!-- Is a "plasma slide-walk thing" anything like the Man Cannons found in Halo 3's Forge? If so, we should probably say that -- it sounds a bit more professional/encyclopedic than "plasma slide-walk thing". When changing this term, note that from here on out, the object is referred to as a "slide-walk". -->
As you exit the empty room, you'll see a kind of plasma slide-walk thing; you'll be seeing several of these from this point forward. It is a '''one-way''' transport to the other end of the room. <!-- Is a "plasma slide-walk thing" anything like the Man Cannons found in Halo 3's Forge? If so, we should probably say that -- it sounds a bit more professional/encyclopedic than "plasma slide-walk thing". When changing this term, note that from here on out, the object is referred to as a "slide-walk". -->
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As you exit the door, an Elite and a Brute will be fighting on the left, with a Jackal standing by making occasional sniping comments; you know what to do. Then freelance until all the enemies in the pit below you are dead. There are plenty of weapons around, and don't forget about the Brute Shots dropped inside the room you just left. Watch out for a Fuel-Rod-wielding Grunt across the way; snipe him if you can, and take note of where he drops the Fuel Rod Gun.  
As you exit the door, an Elite and a Brute will be fighting on the left, with a Jackal standing by making occasional sniping comments; you know what to do. Then freelance until all the enemies in the pit below you are dead. There are plenty of weapons around, and don't forget about the Brute Shots dropped inside the room you just left. Watch out for a Fuel-Rod-wielding Grunt across the way; snipe him if you can, and take note of where he drops the Fuel Rod Gun.  


When all is quiet, go down towards the right, rearm as necessary, and cross into a pathway that leads out of the pit area. Watch for hidden Brutes—occasionally the last one is injured and hiding along the path you'll be taking.  
When all is quiet, go down towards the right, rearm as necessary, and cross into a pathway that leads out of the pit area. Watch for hidden Brutes -- occasionally the last one is injured and hiding along the path you'll be taking.  


As you go up the path, you'll be challenged by two Energy-Sword-wielding cloaked Elites and a small contingent of Grunts. Brute Shot the swordsmen if you feel like it—there are numerous other effective ways to take care of them. After you're done, wind around to the right and start up a path towards another door. There will probably be a lonely Grunt hanging around guarding it.  
As you go up the path, you'll be challenged by two Energy-Sword-wielding cloaked Elites and a small contingent of Grunts. Brute Shot the swordsmen if you feel like it -- there are numerous other effective ways to take care of them. After you're done, wind around to the right and start up a path towards another door. There will probably be a lonely Grunt hanging around guarding it.  


At this point, gather up a few weapons to leave outside that door. The Fuel Rod Gun, plus a loaded Brute Shot, a loaded Carbine, or a couple of Needlers. There is a very large battle coming up a couple of rooms ahead, plus another couple of major battles after that, and if you don't grab those weapons now and drop them, they'll disappear (even the ones in the weapons lockers) when you go further ahead.
At this point, gather up a few weapons to leave outside that door. The Fuel Rod Gun, plus a loaded Brute Shot, a loaded Carbine, or a couple of Needlers. There is a very large battle coming up a couple of rooms ahead, plus another couple of major battles after that, and if you don't grab those weapons now and drop them, they'll disappear (even the ones in the weapons lockers) when you go further ahead.
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In the next room, a cloaked Elite is hanging around toward the end. Dispose of him, and watch for a Grunt who'll sometimes retreats there from the previous room. This room also has some useful weapons for the big fights coming up; weapons lockers with Brute Shots and Carbines, and a Fuel Rod Gun laying on the ground.
In the next room, a cloaked Elite is hanging around toward the end. Dispose of him, and watch for a Grunt who'll sometimes retreats there from the previous room. This room also has some useful weapons for the big fights coming up; weapons lockers with Brute Shots and Carbines, and a Fuel Rod Gun laying on the ground.


That Fuel Rod Gun is going to come in handy because you've got four—yes, ''four''—Hunters coming up before you finish the level. Pick it up and trot back to the porch to add the ammo from the earlier Fuel Rod Gun, and then take it back and drop it where you found it. You won't need it right away, but trust me, you'll be coming back for it in a little while. (If the Fuel Rod Gun is not in that room, it might be in the next room, but you'll have to clear the room out before looking.)
That Fuel Rod Gun is going to come in handy because you've got four -- yes, ''four'' -- Hunters coming up before you finish the level. Pick it up and trot back to the porch to add the ammo from the earlier Fuel Rod Gun, and then take it back and drop it where you found it. You won't need it right away, but trust me, you'll be coming back for it in a little while. (If the Fuel Rod Gun is not in that room, it might be in the next room, but you'll have to clear the room out before looking.)


Now get ready for a whole slew of Elites and their Grunt allies. When you open the door at the end of the room, one of the Elites will be on a ledge on the upper left, probably walking away from you. Try to stick him, or, if you suck at throwing grenades, have a couple of Needlers ready to fire at him. But watch out, because before you know it, you'll be getting hit from all directions.
Now get ready for a whole slew of Elites and their Grunt allies. When you open the door at the end of the room, one of the Elites will be on a ledge on the upper left, probably walking away from you. Try to stick him, or, if you suck at throwing grenades, have a couple of Needlers ready to fire at him. But watch out, because before you know it, you'll be getting hit from all directions.
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When you clean out the Elites and Grunts, rearm and go up to the ledge on the second level. Creep around towards the door at the other end of the room; you'll trigger a Brute and some Jackals to stream through. Deal with them, and get ready for the biggest Covenant Civil War battle you've seen yet.  
When you clean out the Elites and Grunts, rearm and go up to the ledge on the second level. Creep around towards the door at the other end of the room; you'll trigger a Brute and some Jackals to stream through. Deal with them, and get ready for the biggest Covenant Civil War battle you've seen yet.  


When you go through the next set of two doors, you'll come into a large straightaway that slopes down and then up again—it's also shown in one of the cutscenes early in the game. At your end, a group of several Brutes is shooting at a group of Elites in the middle of the straightaway. One of the Elites is on a shade, and there are some Drones and Jackals scattered around too. Everyone else is giving the Elites a hard time, and the Elites are actually out-numbered and outmatched in this battle. Take down the Brutes, before they turn around and take you out. Then let the battle proceed and clean up the survivors.  
When you go through the next set of two doors, you'll come into a large straightaway that slopes down and then up again -- it's also shown in one of the cutscenes early in the game. At your end, a group of several Brutes is shooting at a group of Elites in the middle of the straightaway. One of the Elites is on a shade, and there are some Drones and Jackals scattered around too. Everyone else is giving the Elites a hard time, and the Elites are actually out-numbered and outmatched in this battle. Take down the Brutes, before they turn around and take you out. Then let the battle proceed and clean up the survivors.  


Rearm, with a Beam Rifle as one of your weapons—a dead Jackal Sniper close to the entrance door dropped one, and there are two in a weapons locker in the middle of the straightaway close to where the Shade is (or used to be, if it was blown up in the fight). Take note; these are the last Beam Rifles available to you, and you'll probably need all three before you're done, so don't waste them.  
Rearm, with a Beam Rifle as one of your weapons -- a dead Jackal Sniper close to the entrance door dropped one, and there are two in a weapons locker in the middle of the straightaway close to where the Shade is (or used to be, if it was blown up in the fight). Take note; these are the last Beam Rifles available to you, and you'll probably need all three before you're done, so don't waste them.  


Approach the door at the other end. Don't get close, though—another set of cat-fighting Covenant are about to come through. As soon as it starts to open, hightail it back to your end of the straightaway, find some cover, and get ready to snipe the fighting Covenant at the other end. If anyone mans the Shade, snipe the bit that sticks up just over the Shade's shield. Watch out for Fuel-Rod-Gun-wielding Grunts.
Approach the door at the other end. Don't get close, though -- another set of cat-fighting Covenant are about to come through. As soon as it starts to open, hightail it back to your end of the straightaway, find some cover, and get ready to snipe the fighting Covenant at the other end. If anyone mans the Shade, snipe the bit that sticks up just over the Shade's shield. Watch out for Fuel-Rod-Gun-wielding Grunts.


If Drones are the last survivors, they'll fly down and give you some trouble, so be prepared—keep a Carbine ready.  
If Drones are the last survivors, they'll fly down and give you some trouble, so be prepared -- keep a Carbine ready.  


Head back and get your Fuel Rod Gun. Approach the opposite door, and again retreat as soon as it starts to open. Find cover at your end. Pick off the Grunts first while avoiding any green blasts from the Hunters. Then, wait for a Hunter to stand fairly still, aim with the Fuel Rod Gun, and open fire. Unlike Halo 1, the Fuel Rod won't arc like a mortar - it's more like a giant Plasma-Pistol-overload laser beam.  
Head back and get your Fuel Rod Gun. Approach the opposite door, and again retreat as soon as it starts to open. Find cover at your end. Pick off the Grunts first while avoiding any green blasts from the Hunters. Then, wait for a Hunter to stand fairly still, aim with the Fuel Rod Gun, and open fire. Unlike Halo 1, the Fuel Rod won't arc like a mortar - it's more like a giant Plasma-Pistol-overload laser beam.  


It will usually takes two Fuel Rods per Hunter, though sometimes they'll stand close together, and the one that isn't hit directly will take splash damage. They also move around a bit, so you may waste a few blasts—that's why you gathered extra ammo when you had a chance.
It will usually takes two Fuel Rods per Hunter, though sometimes they'll stand close together, and the one that isn't hit directly will take splash damage. They also move around a bit, so you may waste a few blasts -- that's why you gathered extra ammo when you had a chance.


When these guys are done, look for dropped Fuel Rod Guns to reload, and get ready for the final battle of the level. You'll want a Beam Rifle to go with your Fuel Rod Gun, but an Energy Sword is always good to have when its time to go against Elites and Brutes.  
When these guys are done, look for dropped Fuel Rod Guns to reload, and get ready for the final battle of the level. You'll want a Beam Rifle to go with your Fuel Rod Gun, but an Energy Sword is always good to have when its time to go against Elites and Brutes.  


====Mausoleum of the Arbiter====
====Mausoleum of the Arbiter====
Another set of double doors leads into the Mausoleum of the Arbiter, which you saw in an early cutscene. Cortana gives you some good advice: "You might think about sitting this one out." Hang around the door and watch. Three or four Ultra Elites are on the ledge battling with a group of Brutes in the lower middle area of the room. One of them is holding a [[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]]. To even up the odds, snipe the Elite that has a Fuel Rod Gun, and then let the rest of them just fight while the best music of the game plays; or run up and touch the Ultras so they will take out their Energy Swords and finish off the Brutes faster. After most of the combatants are dead, a pair of Hunters and some more Brutes will enter, and pump up the fight for a while. Look for an opportunity to snipe one of the Hunters in the back, which evens out the battle and ensures that you'll face no more than one Hunter when they're all done.  
Another set of double doors leads into the Mausoleum of the Arbiter, which you saw in an early cutscene. Cortana gives you some good advice: "You might think about sitting this one out." Hang around the door and watch. Three or four Ultra Elites are on the ledge battling with a group of Brutes in the lower middle area of the room. One of them is holding a [[Type-33 Light Anti-Armor Weapon|Fuel Rod Gun]]. To even up the odds, snipe the Elite that has a the Fuel Rod Gun, and then let the rest of them just fight while the best music of the game plays; or run up and touch the Ultras so they will take out their Energy Swords and finish off the Brutes faster. After most of the combatants are dead, a pair of Hunters and some more Brutes will enter, and pump up the fight for a while. Look for an opportunity to snipe one of the Hunters in the back, which evens out the battle and ensures that you'll face no more than one Hunter when they're all done.  


Eventually the survivors will realize that you are peeking through the door, and come after you. Fuel Rod anybody coming towards you.
Eventually the survivors will realize that you are peeking through the door, and come after you. Fuel Rod anybody coming towards you.
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Quickly back up, then take out the [[Jiralhanae|Brute]] [[Jiralhanae Honor Guardsman|Honor Guards]].  Kill the [[Type-33 Guided Munitions Launcher|Needler]] [[Unggoy|Grunts]], and then any Grunts with [[Type-25 Directed Energy Pistol|Plasma Pistols]].  But leave one Grunt alive to prevent the next wave from spawning.  The enemies in this room can kill you very quickly, but it's possible to enter some of the corridors from which they spawn, specifically the ones on the ends.  To do so, walk alongside the corridors, next to them, until you trigger the doors.  Then you can enter the corridors.  Carry all of the weapons (by [[dual wielding|dual-wielding]]) into your corridor of choice, then take out the remaining Grunt and quickly back into your corridor.
Quickly back up, then take out the [[Jiralhanae|Brute]] [[Jiralhanae Honor Guardsman|Honor Guards]].  Kill the [[Type-33 Guided Munitions Launcher|Needler]] [[Unggoy|Grunts]], and then any Grunts with [[Type-25 Directed Energy Pistol|Plasma Pistols]].  But leave one Grunt alive to prevent the next wave from spawning.  The enemies in this room can kill you very quickly, but it's possible to enter some of the corridors from which they spawn, specifically the ones on the ends.  To do so, walk alongside the corridors, next to them, until you trigger the doors.  Then you can enter the corridors.  Carry all of the weapons (by [[dual wielding|dual-wielding]]) into your corridor of choice, then take out the remaining Grunt and quickly back into your corridor.


[[File:Stockpile.jpg|thumb|Stockpiling weapons in a corridor will aid the player in dealing with the waves of Brutes and Grunts in the Council Chamber.]]
[[File:Stockpile.jpg|thumb|right|Stockpiling weapons in a corridor will aid the player in dealing with the waves of Brutes and Grunts in the Council Chamber.]]


The next wave will spawn.  Grab a [[Kewu R'shi'k-pattern plasma rifle|Brute Plasma Rifle]] (and another if you would like) and step forward to trigger the doors to the Council Chamber.  Fire a burst at any enemy you would like, then quickly back in.  Wait for the Brutes and Grunts to stop bombarding the door, then repeat.  When the Brute berserks, kill him with a Needler.  As before, try to leave one Grunt alive to suppress the next wave as you gather all of the weapons that the enemies dropped.
The next wave will spawn.  Grab a [[Type-25 Directed Energy Rifle/Jiralhanae variant|Brute Plasma Rifle]] (and another if you would like) and step forward to trigger the doors to the Council Chamber.  Fire a burst at any enemy you would like, then quickly back in.  Wait for the Brutes and Grunts to stop bombarding the door, then repeat.  When the Brute berserks, kill him with a Needler.  As before, try to leave one Grunt alive to suppress the next wave as you gather all of the weapons that the enemies dropped.


The next wave will feature a Brute Captain with a [[Type-25 Grenade Launcher|Brute Shot]].  Make him your priority target and be sure to dodge his grenades.  They can kill you in the small window of time in which you are exposed.  Two Brutes with [[Type-51 Carbine|Covenant Carbines]] will spawn near the top of the seats.  If they are both firing at you, they can kill you very quickly.  Take them out.  Leave one Grunt alive and gather all of the weapons.
The next wave will feature a Brute Captain with a [[Type-25 Grenade Launcher|Brute Shot]].  Make him your priority target and be sure to dodge his grenades.  They can kill you in the small window of time in which you are exposed.  Two Brutes with [[Type-51 Carbine|Covenant Carbines]] will spawn near the top of the seats.  If they are both firing at you, they can kill you very quickly.  Take them out.  Leave one Grunt alive and gather all of the weapons.
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After you collect the Brute Shot and the Carbine (as well as the duals), execute the Grunt.  The last wave is comparatively easy, thanks to the Carbine and your new toy, the Brute Shot.  Leave the room.  Don't worry about your stockpile; just take a Carbine and a Needler.  Even if you still have the Brute Shot, your Needler is more useful.
After you collect the Brute Shot and the Carbine (as well as the duals), execute the Grunt.  The last wave is comparatively easy, thanks to the Carbine and your new toy, the Brute Shot.  Leave the room.  Don't worry about your stockpile; just take a Carbine and a Needler.  Even if you still have the Brute Shot, your Needler is more useful.


The next section features a few Needler-armed Grunts.  Take them out, then deal with the Brutes and the [[Unggoy Heavy|Grunt Heavy]] on the [[Pek-pattern plasma cannon|Plasma Cannon]].
The next section features a few Needler-armed Grunts.  Take them out, then deal with the Brutes and the [[Unggoy Heavy|Grunt Heavy]] on the [[Type-52 Directed Energy Support Weapon|Plasma Cannon]].


Two more Honor Guard Brutes will greet you with gunfire; greet them in kind.  Do the same to all of the enemies that spawn on the platform below.  There's a generous amount of Carbine ammo here.  When Cortana prompts you to do so, drop down the [[Gravity lift|Gravity Lift]].
Two more Honor Guard Brutes will greet you with gunfire; greet them in kind.  Do the same to all of the enemies that spawn on the platform below.  There's a generous amount of Carbine ammo here.  When Cortana prompts you to do so, drop down the [[Gravity lift|Gravity Lift]].


Be careful; there is a [[Kig-yar Sniper|Jackal Sniper]] as well as a regular [[Kig-yar|Jackal]].  Obviously, you want to headshot the sniper before you engage anyone else.  Trade your Needler for the Jackal's [[Type-50 particle beam rifle|Beam Rifle]].
Be careful; there is a [[Kig-yar Sniper|Jackal Sniper]] as well as a regular [[Kig-yar|Jackal]].  Obviously, you want to headshot the sniper before you engage anyone else.  Trade your Needler for the Jackal's [[Type-50 Sniper Rifle System|Beam Rifle]].


Deal with the three Jackals in the antechamber ahead (a single hit from a Brute Shot will take one out), then kill the Brutes and Grunts in the two curved corridors.  Don't rush into the second corridor too quickly or you will be attacked from behind by Jackals.
Deal with the three Jackals in the antechamber ahead (a single hit from a Brute Shot will take one out), then kill the Brutes and Grunts in the two curved corridors.  Don't rush into the second corridor too quickly or you will be attacked from behind by Jackals.
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====Traveling to Mausoleum Tower====
====Traveling to Mausoleum Tower====
Open the door to Valley of Tears A.  Let the fight between the Brute and Elite come to an end.  The survivor will enter your room; take him out.  Before you actually enter the Valley, you need to deal with the four snipers.  One is on the platform directly across from you.  Another is on a covered cliff to the left of the first.  A third is on a [[Covenant watchtower|Deployable Lookout Tower]] to the right of your position, and the fourth is next to a drop pod to your left.  Grab a fresh Beam Rifle and snipe the two [[Sangheili Ranger|Ranger Elites]].  They will die to a single headshot.  The way out of the valley is to the far right.
Open the door to Valley of Tears A.  Let the fight between the Brute and Elite come to an end.  The survivor will enter your room; take him out.  Before you actually enter the Valley, you need to deal with the four snipers.  One is on the platform directly across from you.  Another is on a covered cliff to the left of the first.  A third is on a [[Deployable lookout tower|Deployable Lookout Tower]] to the right of your position, and the fourth is next to a drop pod to your left.  Grab a fresh Beam Rifle and snipe the two [[Sangheili Ranger|Ranger Elites]].  They will die to a single headshot.  The way out of the valley is to the far right.


There is no resistance on the ramp or the next gravity bridge, only news about ''[[UNSC In Amber Clad|In Amber Clad]]''.  But a Jackal Sniper waits for you at the end, and Elites and Brutes will come out.  In the central section of Hanging Gardens A is another battle between Elites and Brutes.  Wait for it to finish, then continue around the other wall.  Snipe the two Ranger Elites, then deal with the other enemies.  Ride the gravity bridge.
There is no resistance on the ramp or the next gravity bridge, only news about ''[[UNSC In Amber Clad|In Amber Clad]]''.  But a Jackal Sniper waits for you at the end, and Elites and Brutes will come out.  In the central section of Hanging Gardens A is another battle between Elites and Brutes.  Wait for it to finish, then continue around the other wall.  Snipe the two Ranger Elites, then deal with the other enemies.  Ride the gravity bridge.
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Two Drones will appear in the doorway to the Mid Tower, but they will not engage you.  Instead, they will join a much larger fight.  Wait for it to finish (it takes some triggering), then finish off the survivors (usually Elites).
Two Drones will appear in the doorway to the Mid Tower, but they will not engage you.  Instead, they will join a much larger fight.  Wait for it to finish (it takes some triggering), then finish off the survivors (usually Elites).


Continue into the next Hanging Gardens.  Two Brutes will spawn from around the far wall; kill them.  Don't worry about the Grunts because they will continue to flee after the Brutes are dead.  Snipe the Brutes on the other side of the last gravity bridge.  Unfortunately, your actions will not bring the Sangheili-led forces to your side, so take them out as well.  Three Brute Shot-armed Brutes will greet you on the ramp; take them out.
Continue into the next Hanging Gardens.  Two Brutes will spawn from around the far wall; kill them.  Don't worry about the Grunts because they will continue to flee after the Brutes are dead.  Snipe the Brutes on the other side of the last gravity bridge.  Unfortunately, your actions will not bring the Separatists to your side, so take them out as well.  Three Brute Shot-armed Brutes will greet you on the ramp; take them out.


Valley of Tears B contains another fight.  Assassinate the Brute, then take out the Jackal Sniper on the platform.  Sometimes, he will drop his Beam Rifle and try to kill you with his pistol, in which case the Beam Rifle will be fully charged when you pick it up.  Your primary threat after this is the Heavy Grunt with a [[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]] who will come on the platform opposite to you.  Go to the far left.  You will have to kill both the Stealth Elites and the Brutes because they will come from different directions.  When they are dead, drop your Sword for the Fuel Rod Gun.  If you can find a Carbine, walk it.
Valley of Tears B contains another fight.  Assassinate the Brute, then take out the Jackal Sniper on the platform.  Sometimes, he will drop his Beam Rifle and try to kill you with his pistol, in which case the Beam Rifle will be fully charged when you pick it up.  Your primary threat after this is the Heavy Grunt with a [[Type-33 Light Anti-Armor Weapon|Fuel Rod Gun]] who will come on the platform opposite to you.  Go to the far left.  You will have to kill both the Stealth Elites and the Brutes because they will come from different directions.  When they are dead, drop your Sword for the Fuel Rod Gun.  If you can find a Carbine, walk it.


====Mausoleum Tower====
====Mausoleum Tower====
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==Tips==
==Tips==
*The [[UNSC Marine Corps|Marines]] pick up weak weapons when they are freed. This doesn't stop you from giving them stronger weapons. If all 5 of them wield [[Type-51 Carbine|Covenant Carbines]], they are able to deal with a swarm of [[Yanme'e|Drones]] on [[Heroic]] or lower. As the level progresses, give one or two of them [[Type-50 particle beam rifle|Beam Rifles]], and they should be able to take down [[Sangheili Ranger]]s by themselves. In the battle inside the Mausoleum, give one of them a [[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]], and the Marines should be able to take down the pack of [[Jiralhanae|Brutes]] by themselves (if most of them are alive).  
*The [[UNSC Marine Corps|Marines]] pick up weak weapons when they are freed. This doesn't stop you from giving them stronger weapons. If all 5 of them wield [[Type-51 Carbine|Covenant Carbines]], they are able to deal with a swarm of [[Yanme'e|Drones]] on [[Heroic]] or lower. As the level progresses, give one or two of them [[Type-50 Sniper Rifle System|Beam Rifles]], and they should be able to take down [[Sangheili Ranger]]s by themselves. In the battle inside the Mausoleum, give one of them a [[Type-33 Light Anti-Armor Weapon|Fuel Rod Gun]], and the Marines should be able to take down the pack of [[Jiralhanae|Brutes]] by themselves (if most of them are alive).  
*In later parts of the level, [[Sangheili]] forces and [[Covenant]] are seen battling throughout the area. Choose to attack which side wisely. Enemies should be dealt with in this order: [[Mgalekgolo]] → Brutes → [[Sangheili|Elites]]→ Drones → Jackals → Grunts.
*In later parts of the level, [[Covenant Separatist]]s and [[Covenant Loyalist]]s are seen battling throughout the area. Choose to attack which side wisely. Enemies should be dealt with in this order: [[Mgalekgolo]] → Brutes → [[Sangheili|Elites]]→ Drones → Jackals → Grunts.
*If your wondering why some of your Marines have disappeared when you are outside, One of the reasons it could be is that berserking Brutes commonly push them off the edge, Its really hard coping when you just gave your last marine a fully supplied carbine {Type-51} and then a Brute just decides to push him off-....Well, anyway, There's lots of carbine ammo around the map, So it should be easy to get it back.


{{Ref/Sources}}
==References==
<references/>


{{Succession box
{{Succession box
| before = ''[[Quarantine Zone/Walkthrough|Quarantine Zone]]'' <br />
| before = ''[[Quarantine Zone (level)/Walkthrough|Quarantine Zone]]'' <br />
| title = Halo 2 Campaign Walkthroughs
| title = Halo 2 Campaign Walkthroughs
| years = '''''Gravemind'''''
| years = '''''Gravemind'''''
| after = ''[[Uprising/Walkthrough|Uprising]]''
| after = ''[[Uprising/Walkthrough|Uprising]]''
}}
}}
[[Category:Halo 2 walkthroughs]]
[[Category:Walkthrough]]
 
==Video Walkthrough==
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