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{{Status|Gameplay}}
{{Title|Outskirts Walkthrough}}
{{Walkthrough infobox
|era=''[[Halo 2]]''
|prev=[[Cairo Station/Walkthrough|Cairo Station]]
|next=[[Metropolis/Walkthrough|Metropolis]]
|name=Outskirts
|image=[[File:OutskirtsAchievementArt.jpeg|300px]]
|player=
|objective=
|location=
|starting weapons=
|new weapons=
|enemies=
|skulls=
|pagegamelabel=H2
}}


==Weapons==
==Weapons==
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*[[BR55 Battle Rifle|Battle Rifle]]   
*[[BR55 Battle Rifle|Battle Rifle]]   
*[[M7/Caseless Submachine Gun|SMG]]  
*[[M7/Caseless Submachine Gun|SMG]]  
*[[Sniper_Rifle#Halo_2_and_Halo_2:_Anniversary|Sniper Rifle]]
*[[SRS99C-S2 AMB Sniper Rifle|Sniper Rifle]]
*[[M19 SSM Rocket Launcher|Rocket Launcher]]
*[[M19 SSM Rocket Launcher|Rocket Launcher]]
*[[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]]
*[[Type-33 Guided Munitions Launcher|Needler]]  
*[[Type-33 Guided Munitions Launcher|Needler]]  
*[[Type-50 particle beam rifle|Particle Beam Rifle]]
*[[Type-50 Sniper Rifle System|Particle Beam Rifle]]
*[[Type-1 Energy Weapon/Sword|Energy Sword]]   
*[[Type-1 Energy Weapon/Sword|Energy Sword]]   
*[[Anskum-pattern 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]]
*[[M41 Light Anti-Aircraft Gun|M41 LAAG]]
*[[M41 Light Anti-Aircraft Gun|M41 LAAG]]
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*[[M12 Light Reconnaissance Vehicle|Warthog]]
*[[M12 Light Reconnaissance Vehicle|Warthog]]
*[[Type-32 Rapid Assault Vehicle|Ghost]]
*[[Type-32 Rapid Assault Vehicle|Ghost]]
*[[Ruwaa-pattern Shadow|Shadow]] (turret only)
*[[Shadow]] (turret only)
*[[Protos-pattern Scarab|Scarab]] (non-drivable)
*[[Type-47 Ultra Heavy Assault Platform#Halo 2|Scarab]] (non-drivable)
*[[Kez'katu-pattern Phantom|Phantom]] (non-drivable)
*[[Type-52 Troop Carrier|Phantom]] (non-drivable)
*[[Dropship 77-Troop Carrier|Pelican]] (non-drivable)
*[[Dropship 77-Troop Carrier|Pelican]] (non-drivable)
*Covenant [[Assault Carrier]] (non-drivable)
*Covenant [[Assault Carrier]] (non-drivable)
*[[UNSC frigate|Frigate]] [[UNSC In Amber Clad]] (cutscene only)
*[[UNSC Frigate|Frigate]] [[UNSC In Amber Clad]] (cutscene only)


==Easy Walkthrough==
==Easy Walkthrough==
===Part 01: They'll Regret That Too===
===Part 01: They'll Regret That Too===
You'll start off with the [[SMG]] and the [[BR55 Battle Rifle|Battle Rifle]]. Switch to your SMG, then wait for [[Sergeant Johnson]] to get off the crashed [[D77-TC Pelican Dropship|Pelican]]. Swap your SMG for his [[Sniper_Rifle#Halo_2_and_Halo_2:_Anniversary|Sniper Rifle]]. Now, switch back to your Battle Rifle and enter the doorway. There should be a [[Minor Grunt]]. Shoot him in the head with your Battle Rifle or melee him, and continue through the next doorway.
You'll start off with the [[SMG]] and the [[BR55HB SR Battle Rifle|Battle Rifle]]. Switch to your SMG, then wait for [[Sergeant Johnson]] to get off the crashed [[Pelican]]. Swap your SMG for his [[Sniper Rifle]]. Now, switch back to your Battle Rifle and enter the doorway. There should be a [[Minor Grunt]]. Shoot him in the head with your Battle Rifle or melee him, and continue through the next doorway.


This doorway will lead you into the Courtyard. You'll see a few Jackals and a few Grunts. Take them out with a mixture of [[Fragmentation Grenades]] and Battle Rifle bursts. Continue into the room opposite from where you came from. Again, there should be a few Grunts and an [[Elite]]. The Elite will be Minor or Major, depending on chance. No fret, they are no threat on [[Easy]]. Take them all down with your Battle Rifle.  
This doorway will lead you into the Courtyard. You'll see a few Jackals and a few Grunts. Take them out with a mixture of [[Fragmentation Grenades]] and Battle Rifle bursts. Continue into the room opposite from where you came from. Again, there should be a few Grunts and an [[Elite]]. The Elite will be Minor or Major, depending on chance. No fret, they are no threat on [[Easy]]. Take them all down with your Battle Rifle.  
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Now, jump off the building, and you'll see a Lance of Elites and Grunts. Take them down with your Battle Rifle. After that is done, more Grunts will come out. Again, take them out with Grenade and your Battle Rifle. By now, your Battle Rifle would have lost quite a bit of ammo. Reload both your weapons (the Sniper Rifle and the Battle Rifle) and strafe to the left of the turret. There should be some Battle Rifle, Sniper Rifle and SMG ammo, however, we don't need the SMG ammo.  
Now, jump off the building, and you'll see a Lance of Elites and Grunts. Take them down with your Battle Rifle. After that is done, more Grunts will come out. Again, take them out with Grenade and your Battle Rifle. By now, your Battle Rifle would have lost quite a bit of ammo. Reload both your weapons (the Sniper Rifle and the Battle Rifle) and strafe to the left of the turret. There should be some Battle Rifle, Sniper Rifle and SMG ammo, however, we don't need the SMG ammo.  


Some [[Kig-yar|Jackals]] and a Minor Elite will appear out of the crashed Pelican site. Take them out with some [[Plasma Grenades]] and Battle Rifle bursts and melees. Swap your Battle Rifle for the dead Elites Plasma Rifle. Don't worry about zooming, we got the Sniper Rifle for that, and there is plenty of Sniper Rifle ammo in this level.  
Some [[Jackals]] and a Minor Elite will appear out of the crashed Pelican site. Take them out with some [[Plasma Grenades]] and Battle Rifle bursts and melees. Swap your Battle Rifle for the dead Elites Plasma Rifle. Don't worry about zooming, we got the Sniper Rifle for that, and there is plenty of Sniper Rifle ammo in this level.  


Afterwards, a small swarm of [[Yanme'e|Drones]] will fly over. Use your Plasma Rifle to take care of that. Or for an even quicker and effective kill, use the Machine Gun Turret on the middle level of the building where you got a majority of your ammo from. But Be careful, the turret may not be able to turn all the way to face a few stragglers. Chances are your marines will get them. If not, hop out get it done yourself.  
Afterwards, a small swarm of [[Yanme'e|Drones]] will fly over. Use your Plasma Rifle to take care of that. Or for an even quicker and effective kill, use the Machine Gun Turret on the middle level of the building where you got a majority of your ammo from. But Be careful, the turret may not be able to turn all the way to face a few stragglers. Chances are your marines will get them. If not, hop out get it done yourself.  
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Then, go to the other side and kill the shielded Jackals with your Plasma Rifle. Then, backtrack. You'll need more Sniper Rifle ammo. Jump on the boxes opposite from where you are fighting the Jackals; also, where you came from. Jump up again, and there will be the body of dead Marines and dead Grunts. Strafe over the bodies to find some Sniper Rifle ammo. Then, go back to where the Jackals are. By now, Sergeant Johnson would have left on his Pelican. Follow the pathway down, and it'll lead you into Sniper Alley. There are a load of Jackals and Drones here.  
Then, go to the other side and kill the shielded Jackals with your Plasma Rifle. Then, backtrack. You'll need more Sniper Rifle ammo. Jump on the boxes opposite from where you are fighting the Jackals; also, where you came from. Jump up again, and there will be the body of dead Marines and dead Grunts. Strafe over the bodies to find some Sniper Rifle ammo. Then, go back to where the Jackals are. By now, Sergeant Johnson would have left on his Pelican. Follow the pathway down, and it'll lead you into Sniper Alley. There are a load of Jackals and Drones here.  


Kill all the Jackal Snipers with your Sniper Rifle, (if you need more sniper ammo go to the dead Jackal Sniper and take it's beam rifle) then take down the Drones and Jackals with your Plasma Rifle. Then, go ahead and follow your Marines into a pathway. A Sniper Jackal should come out. Stick it with a Plasma Grenade or snipe it. Take down all enemies here, there should be a few Jackal Snipers, few Grunts and a few Elites. Swap your Plasma Rifle for the dead Elites Plasma Rifle, as it should be running low on ammo by now. If you are playing on a harder difficulty such as [[Heroic]] or [[Legendary]], try to be careful,as there are also hidden Jackals in the ruined buildings and on the rooftops. There will also be two Elites of higher ranks, [[Zealot|one carries a sword]] and [[SpecOps Elite|the other is invisible]].
Kill all the Jackal Snipers with your Sniper Rifle, (if you need more sniper ammo go to the dead Jackal Sniper and take it's beam rifle) then take down the Drones and Jackals with your Plasma Rifle. Then, go ahead and follow your Marines into a pathway. A Sniper Jackal should come out. Stick it with a Plasma Grenade or snipe it. Take down all enemies here, there should be a few Jackal Snipers, few Grunts and a few Elites. Swap your Plasma Rifle for the dead Elites Plasma Rifle, as it should be running low on ammo by now. If you are playing on a harder difficulty such as [[Heroic]] or [[Legendary]], try to be careful,as there are also hidden Jackals in the ruined buildings and on the rooftops. There will also be two Elites of higher ranks, [[Zealot|one carries a sword]] and [[Spec-Ops Elite|the other is invisible]].


Once you're done, either go left or right to confront some Grunts & Elites in Hotel Zanzibar. Kill the Elite as he poses more of a threat with his turret, then kill the Grunts, who would all be Minor or Major.  
Once you're done, either go left or right to confront some Grunts & Elites in Hotel Zanzibar. Kill the Elite as he poses more of a threat with his turret, then kill the Grunts, who would all be Minor or Major.  
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You begin this mission by waking up to Cortana’s voice. Once you can move, follow Sergeant Johnson’s advice and secure the crash site. You can swap your [[BR55 Battle Rifle]] or [[M7 Caseless Submachine Gun]] for Sergeant Johnson’s [[S2 AM Sniper Rifle]] if you wish. Note however that he is immortal and always has infinite ammo. Whatever you do, head for the doorway next.It is suggested that you take the sniper as you need it when you are the in the alley for later(and of course now).
You begin this mission by waking up to Cortana’s voice. Once you can move, follow Sergeant Johnson’s advice and secure the crash site. You can swap your [[BR55 Battle Rifle]] or [[M7 Caseless Submachine Gun]] for Sergeant Johnson’s [[S2 AM Sniper Rifle]] if you wish. Note however that he is immortal and always has infinite ammo. Whatever you do, head for the doorway next.It is suggested that you take the sniper as you need it when you are the in the alley for later(and of course now).


As you leave the landing zone, a single [[Unggoy|Grunt]] will approach you, whack him before he can alert his friends near the building on the other side of the courtyard. As you charge across the courtyard you will see a small group of Grunts and [[Kig-yar|Jackals]]. Take them out with a quick grenade and some rifle shots.
As you leave the landing zone, a single [[Grunt]] will approach you, whack him before he can alert his friends near the building on the other side of the courtyard. As you charge across the courtyard you will see a small group of Grunts and [[Jackals]]. Take them out with a quick grenade and some rifle shots.


You can jump onto the truck to your right to get to the upper level of the building. There's an Elite and some Grunts in the atrium of the ruin. Flank them while your Marines distract them. You might want to check out the ammo supply by the steps in the western part of the building.
You can jump onto the truck to your right to get to the upper level of the building. There's an Elite and some Grunts in the atrium of the ruin. Flank them while your Marines distract them. You might want to check out the ammo supply by the steps in the western part of the building.
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A swarm of [[Yanme'e|Drones]] will fly in over the buildings. The machine-gun works wonders here,you can also use the machine gun turret as then you don't have to waste your machine gun bullets.
A swarm of [[Yanme'e|Drones]] will fly in over the buildings. The machine-gun works wonders here,you can also use the machine gun turret as then you don't have to waste your machine gun bullets.


After several waves, an enemy Phantom will make an appearance. Take cover inside to evade its fire. (Or destroy the guns with your machine-gun.) After it's done deploying troops, greet them with grenades. Take care of the last patrol, wandering into the courtyard through the alleyway leading to the crash site, and a [[D77-TC Pelican Dropship|Pelican]] should appear.
After several waves, an enemy Phantom will make an appearance. Take cover inside to evade its fire. (Or destroy the guns with your machine-gun.) After it's done deploying troops, greet them with grenades. Take care of the last patrol, wandering into the courtyard through the alleyway leading to the crash site, and a [[Pelican]] should appear.


The pilot will tell you the courtyard's too small and announces its intention to land on the other side of the buildings. After the Pelican flies away two Hunters will break through the metal gates. The easiest way of disposing them would be the machine-gun. Do note that it's now much harder to kill a Hunter by shooting its back than it was in Halo: CE. If you go for the machine-gun, take cover when the Hunter's weapons start to glow.  
The pilot will tell you the courtyard's too small and announces its intention to land on the other side of the buildings. After the Pelican flies away two Hunters will break through the metal gates. The easiest way of disposing them would be the machine-gun. Do note that it's now much harder to kill a Hunter by shooting its back than it was in Halo: CE. If you go for the machine-gun, take cover when the Hunter's weapons start to glow.  
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If you want, you can use/abuse Johnson's invincibility and force him over the edge; he'll then take out the Hunters, as he can't die. It is often entertaining to give him a Plasma Pistol and watch him take down the Hunters.
If you want, you can use/abuse Johnson's invincibility and force him over the edge; he'll then take out the Hunters, as he can't die. It is often entertaining to give him a Plasma Pistol and watch him take down the Hunters.


On the other side of the designated landing zone, Jackals await - and they have a sniper among their numbers. you'll find a welcome ammo supply in a niche and you'll discover a handy Sniper Rifle on the level above it. just jump on the boxes to reach it. You can take the jackals out with some grenades but your first priority should always be the sniper. Never underestimate them as not even the Master Chief can survive two well-aimed shots from a [[Type-50 particle beam rifle]].
On the other side of the designated landing zone, Jackals await - and they have a sniper among their numbers. you'll find a welcome ammo supply in a niche and you'll discover a handy [[Sniper Rifle]] on the level above it. just jump on the boxes to reach it. You can take the jackals out with some grenades but your first priority should always be the sniper. Never underestimate them as not even the Master Chief can survive two well-aimed shots from a [[Beam Rifle]].


At this point a Pelican picks up Sergeant Johnson, looks like you're on your own again.
At this point a Pelican picks up Sergeant Johnson, looks like you're on your own again.
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===Part 01: They'll Regret That Too===
===Part 01: They'll Regret That Too===
After you leave the crash site, advance quickly to the large building. Don't take [[Avery Junior Johnson|Johnson]]'s sniper rifle; you will not need it yet. Go to the second floor and fight off the waves of enemies. Keep an eye on the rooftops or you will be [[Jackal Sniper|sniped]]. Swap your [[M7/Caseless Submachine Gun|SMG]] for a [[Type-25 Directed Energy Pistol|Plasma Pistol]] as soon as possible—use the [[Noob Combo]] on the [[Sangheili|Elites]] and (if you wish) the shielded [[Kig-yar|Jackals]]. But for the latter, stick-flicking is preferable. When you encounter the [[Yanme'e|Drones]], use your [[BR55 Battle Rifle|Battle Rifle]]—nothing else is particularly effective. To kill the [[Mgalekgolo|Hunters]], take Johnson's rifle. Stick the Hunters with [[Anskum-pattern Anskum-pattern plasma grenade|Plasma Grenades]]. Unlike in the [[Halo: Combat Evolved|first ''Halo'' game]], this will cause them to turn around and retreat, giving you a straight [[No-Scoping|shot]] at its weak spot.
After you leave the crash site, advance quickly to the large building. Don't take [[Avery Junior Johnson|Johnson]]'s [[SRS99C-S2 AMB Sniper Rifle|rifle]]; you will not need it yet. Go to the second floor and fight off the waves of enemies. Keep an eye on the rooftops or you will be [[Jackal Sniper|sniped]]. Swap your [[M7/Caseless Submachine Gun|SMG]] for a [[Type-25 Directed Energy Pistol|Plasma Pistol]] as soon as possible—use the [[Noob Combo]] on the [[Sangheili|Elites]] and (if you wish) the shielded [[Kig-yar|Jackals]]. But for the latter, stick-flicking is preferable. When you encounter the [[Yanme'e|Drones]], use your [[BR55 Battle Rifle|Battle Rifle]]—nothing else is particularly effective. To kill the [[Mgalekgolo|Hunters]], take Johnson's rifle. Stick the Hunters with [[Type-1 Antipersonnel Grenade|Plasma Grenades]]. Unlike in the [[Halo: Combat Evolved|first ''Halo'' game]], this will cause them to turn around and retreat, giving you a straight [[No-Scoping|shot]] at its weak spot.


Alternatively, in the first hallway, [[Crouch Jump|crouch-jump]] to the light fixture, then again to the roof area where you find the [[Halo 2 skulls#Blind|Blind Skull]]. But don't grab it; instead, circle around sharply to the left and jump across. Turn right and [[Explosive jumping|grenade jump]] to the ledge above you. Turn left and jump to the lower roof. Behind the roof and to the right, you can jump to a higher roof (unless you want to skip the whole section). Jump to the balcony of the building to the left, cross the beam, and grenade jump to the roof of the black building. This is the best sniper spot for this section. If you want to pursue this option, take Johnson's rifle in exchange for your SMG from the start. Remember: keep an eye everywhere for snipers. Known snipers:
Alternatively, in the first hallway, [[Crouch Jump|crouch-jump]] to the light fixture, then again to the roof area where you find the [[Halo 2 Skulls#Blind|Blind Skull]]. But don't grab it; instead, circle around sharply to the left and jump across. Turn right and [[Explosive Jumping|grenade jump]] to the ledge above you. Turn left and jump to the lower roof. Behind the roof and to the right, you can jump to a higher roof (unless you want to skip the whole section). Jump to the balcony of the building to the left, cross the beam, and grenade jump to the roof of the black building. This is the best sniper spot for this section. If you want to pursue this option, take Johnson's rifle in exchange for your SMG from the start. Remember: keep an eye everywhere for snipers. Known snipers:


*Rooftop with Blind Skull
*Rooftop with Blind Skull
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*40 meters ahead, patrolling.
*40 meters ahead, patrolling.
*Three of them in the destroyed building at the far end.
*Three of them in the destroyed building at the far end.
*On the roof to the right of the area with the [[Methane recharge station|methane tanks]].
*On the roof to the right of the area with the [[Battlefield Methane Tank|methane tanks]].
*Two on the roofs to the left.
*Two on the roofs to the left.


After they are down, go back and stock up on sniper ammo. The Elites are too much of a threat on the ground with snipers around, so jump to the rooftops. To do this, go to the area with the methane tanks, face left (looking from where you came) along the leftmost edge of the ledge. Crouch-jump to the awning, then to the beam. Crouch under the higher awning, then jump to the next awning, then the roof. Hotel Zanzibar is in the direction you faced when you first jumped from the ground. Jump across the alleyway, then jump past the covered bridge and turn around. Kill the sniper with a Battle Rifle (sometimes you will see him spawn), then continue to the ramp. To the left-forward, low, another sniper will appear. Kill him (again with a Battle Rifle) then drop down to the one-story building with the damaged roof. [[Assassination|Assassinate]] the three [[Unggoy|Grunts]], then enter Hotel Zanzibar.
After they are down, go back and stock up on sniper ammo. The Elites are too much of a threat on the ground with snipers around, so jump to the rooftops. To do this, go to the area with the methane tanks, face left (looking from where you came) along the leftmost edge of the ledge. Crouch-jump to the awning, then to the beam. Crouch under the higher awning, then jump to the next awning, then the roof. Hotel Zanzibar is in the direction you faced when you first jumped from the ground. Jump across the alleyway, then jump past the covered bridge and turn around. Kill the sniper with a Battle Rifle (sometimes you will see him spawn), then continue to the ramp. To the left-forward, low, another sniper will appear. Kill him (again with a Battle Rifle) then drop down to the one-story building with the damaged roof. [[Assassination|Assassinate]] the three [[Unggoy|Grunts]], then enter Hotel Zanzibar.


The hallway is dark, but it isn't too bad. Be ready for an [[Ultra Elite]] and several Grunts. Continue outside and kill any Covenant in the area. Take cover from the [[Kez'katu-pattern Phantom|Phantom]]'s cannons, then deal with the infantry. Go to the bridge and look right. Destroy the [[Type-32 Rapid Assault Vehicle|Ghosts]]. Once they're scrap, get in the [[Warthog]].
The hallway is dark, but it isn't too bad. Be ready for an [[Ultra Elite]] and several Grunts. Continue outside and kill any Covenant in the area. Take cover from the [[Type-52 Troop Carrier|Phantom]]'s cannons, then deal with the infantry. Go to the bridge and look right. Destroy the [[Type-32 Rapid Assault Vehicle|Ghosts]]. Once they're scrap, get in the [[Warthog]].


===Part 02: A Day at the Beach===
===Part 02: A Day at the Beach===
Drive around to the [[Skar'wa-pattern Mantis|AA battery]]. First snipe the Jackal, then kill the Elites with your sniper or the [[M41 Light Anti-Aircraft Gun|LAAG]]. Don't try to splatter. Drive around the bend, then kill everyone in the structure ahead of you. There is an Ultra and a few Ghosts, as well as a Phantom. Go to the structure that the Marines are using as a hold-out and swap your Battle Rifle for a [[M19 SSM Rocket Launcher|Rocket Launcher]]. Snipe the enemies, including the Jackal on the tower that is 200 meters away. If you see a Ghost, scrap it with a tracking rocket. Beware of orbital insertion pods and additional Ghosts, then continue to the tunnel.
 
Drive around to the [[Anti-Aircraft Battery|AA battery]]. First snipe the Jackal, then kill the Elites with your sniper or the [[M41 Light Anti-Aircraft Gun|LAAG]]. Don't try to splatter. Drive around the bend, then kill everyone in the structure ahead of you. There is an Ultra and a few Ghosts, as well as a Phantom. Go to the structure that the Marines are using as a hold-out and swap your Battle Rifle for a [[M19 SSM Rocket Launcher|Rocket Launcher]]. Snipe the enemies, including the Jackal on the tower that is 200 meters away. If you see a Ghost, scrap it with a tracking rocket. Beware of orbital insertion pods and additional Ghosts, then continue to the tunnel.


===Speed Zone Ahead===
===Speed Zone Ahead===
Take a Ghost or a Warthog (It is recommended to take the Warthog because the Marine on the LAAG provides some firepower) and drive past the Covenant barricades. Alternatively, you can stop about 60 meters from them and drive back and forth perpendicular to the tunnel while the LAAG does the killing work. As much as you may like the “flying Warthog,” avoid driving off a high ramp. Your flight will be uncontrolled and your Warthog will take damage when it lands. When you reach the convoy of {{Pattern|Ruwaa|Shadow}}s, drive past them (or kill the drivers and gunners), then drive past the [[Shade]]s and Ghosts. This will require you to drive under the parked Shadow. Continue through the tunnel to end the level.
 
Take a Ghost or a Warthog (It is recommended to take the Warthog because the Marine on the LAAG provides some firepower) and drive past the Covenant barricades. Alternatively, you can stop about 60 meters from them and drive back and forth perpendicular to the tunnel while the LAAG does the killing work. As much as you may like the “flying Warthog,” avoid driving off a high ramp. Your flight will be uncontrolled and your Warthog will take damage when it lands. When you reach the convoy of [[Shadow|Shadows]], drive past them (or kill the drivers and gunners), then drive past the [[Shade|Shades]] and Ghosts. This will require you to drive under the parked Shadow. Continue through the tunnel to end the level.


== Speed Run Walkthrough ==
== Speed Run Walkthrough ==
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Belgariad - Before going into the tunnels I suggest stopping at the building that the marines are defending and pick up the rocket launcher, then give it to your passenger in the warthog. this is helpful on legendary because he can take out a few enemies with one Rocket so you can pass without being killed.
Belgariad - Before going into the tunnels I suggest stopping at the building that the marines are defending and pick up the rocket launcher, then give it to your passenger in the warthog. this is helpful on legendary because he can take out a few enemies with one Rocket so you can pass without being killed.


{{succession box | before = ''[[Cairo Station/Walkthrough|Cairo Station]]'' <br />| title = Halo 2 Campaign Walkthroughs | years = '''''Outskirts''''' |after = ''[[Metropolis/Walkthrough|Metropolis]]''}}
[[Category:Halo 2 walkthroughs]]


==Video Walkthrough==
{{succession box | before = ''[[Cairo Station (Level)/Walkthrough|Cairo Station]]'' <br />| title = Halo 2 Campaign Walkthroughs | years = '''''Outskirts''''' |after = ''[[Metropolis/Walkthrough|Metropolis]]''}}
<div class="floatleft">{{#widget:YouTube|id=s-FOY_NRyjA|width=300|height=200}}</div>
[[Category:Walkthrough]]

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