Editing Regret (Halo 2 level)/Walkthrough

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{{Status|Gameplay}}
{{Title|Regret/Walkthrough}}
{{Title|Regret Walkthrough}}
{{Walkthrough infobox
|era=''[[Halo 2]]''
|prev=[[Delta Halo/Walkthrough|Delta Halo]]
|next=[[Sacred Icon/Walkthrough|Sacred Icon]]
|name=Regret
|image=[[File:RegretAchievementArt.jpeg|300px]]
|player=
|objective=
|location=
|starting weapons=
|new weapons=
|enemies=
|skulls=
|pagegamelabel=H2
}}
==Weapons==
==Weapons==
*[[M6C Magnum Sidearm|Pistol]] (if carried over)
*[[M6C Magnum Sidearm|Pistol]] (if carried over)
*[[BR55 Battle Rifle|Battle Rifle]]  
*[[BR55 Battle Rifle|Battle Rifle]]  
*[[M7/Caseless Submachine Gun|SMG]]  
*[[M7/Caseless Submachine Gun|SMG]]  
*[[SRS99C-S2 AM sniper rifle|Sniper Rifle]]
*[[SRS99C-S2 AMB Sniper Rifle|Sniper Rifle]]
*[[M19 SSM Rocket Launcher|Rocket Launcher]]
*[[M19 SSM Rocket Launcher|Rocket Launcher]]
*[[M90 Shotgun|Shotgun]]  
*[[M90 Close Assault Weapon System#M90 Mk II|Shotgun]]  
*[[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-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-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 Anskum-pattern 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]]
*[[Shade#Shade (Halo 2)|Shade]]  
*[[Shade#Shade (Halo 2)|Shade]]  
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==Vehicles ==
==Vehicles ==
*[[Type-26 Ground Support Aircraft|Banshee]] (non-drivable)
*[[Type-26 Ground Support Aircraft|Banshee]] (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)
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Once they're dead, another pair of [[Sangheili|Elite]]s will spawn in the hall; give them the same sword-and-headshot technique. Often, a Major [[Elite]] will run into the hall from the outside, but he should fall just as easily.  
Once they're dead, another pair of [[Sangheili|Elite]]s will spawn in the hall; give them the same sword-and-headshot technique. Often, a Major [[Elite]] will run into the hall from the outside, but he should fall just as easily.  


This next area, though, can be pretty tricky. There are five or so sniper [[Kig-yar|Jackal]]s inhabiting the area, not to mention another group which will show up a bit further on. The safest idea is that when you exit the door, stop and look around for a [[Type-50 particle beam rifle]], outside the exit to the right. Take out the snipers and then start working on any [[Elite]]s you happen to see.
This next area, though, can be pretty tricky. There are five or so sniper [[Kig-yar|Jackal]]s inhabiting the area, not to mention another group which will show up a bit further on. The safest idea is that when you exit the door, stop and look around for a [[Beam Rifle]], outside the exit to the right. Take out the snipers and then start working on any [[Elite]]s you happen to see.


Keep going and you'll run into a number of [[Unggoy|Grunt]]s and [[Sangheili|Elite]]s guarding a bridge. If you've taken out all the snipers it shouldn't be ''TOO'' difficult. If you haven't taken them all out, however, expect to have a [[Type-50 particle beam rifle]] shot at you, so be sure to double-check the area before engaging. When you get to the far side, there will be one [[Sangheili|Elite]] Minor in the outer wrap-around hallway, then a room full of [[Unggoy|Grunt]]s and [[Kig-yar|Jackal]]s all armed with Plasma Pistols; it's not hard to kill them all if you stun them with one shot and melee them to death (to save precious ammo). If you are using a [[Carbine]] or want a Carbine at this point, there's a pile of blocks semi-blocking a walkway outside. You can jump on and crouch-walk-through, and there are two Carbines (pick up one and snag the ammo of the other) and two [[Plasma Grenades]] if you're running low.  
Keep going and you'll run into a number of [[Unggoy|Grunt]]s and [[Sangheili|Elite]]s guarding a bridge. If you've taken out all the snipers it shouldn't be ''TOO'' difficult. If you haven't taken them all out, however, expect to have a [[Beam Rifle]] shot at you, so be sure to double-check the area before engaging. When you get to the far side, there will be one [[Sangheili|Elite]] Minor in the outer wrap-around hallway, then a room full of [[Unggoy|Grunt]]s and [[Kig-yar|Jackal]]s all armed with Plasma Pistols; it's not hard to kill them all if you stun them with one shot and melee them to death (to save precious ammo). If you are using a [[Carbine]] or want a Carbine at this point, there's a pile of blocks semi-blocking a walkway outside. You can jump on and crouch-walk-through, and there are two Carbines (pick up one and snag the ammo of the other) and two [[Plasma Grenades]] if you're running low.  


Hold on to your [[Type-50 particle beam rifle]]; there are many sniper [[Kig-yar|Jackal]]s and some [[Sangheili|Elite]]s in the next area, but they are next to an opening, so they don't have a lot of cover. Take out some of the snipers and one of the Elites (likely a Major) from the cover of the pillars just outside the Jackal-Grunt room, then close in and just melee the rest of the sniper Jackals and kill the Elite Minor (sticking is recommended, it's really easy to). Switch your [[Type-50 particle beam rifle]] for one with more charge and head back through the doorway where you entered the open area. In a second, a [[Phantom]] will pull up and drop off two [[Hunter]]s. However, with your new [[Type-50 particle beam rifle]], you should be able to put out two shots before they react. You can either choose to kill one of them or wound both.
Hold on to your [[Beam Rifle]]; there are many sniper [[Kig-yar|Jackal]]s and some [[Sangheili|Elite]]s in the next area, but they are next to an opening, so they don't have a lot of cover. Take out some of the snipers and one of the Elites (likely a Major) from the cover of the pillars just outside the Jackal-Grunt room, then close in and just melee the rest of the sniper Jackals and kill the Elite Minor (sticking is recommended, it's really easy to). Switch your [[Beam Rifle]] for one with more charge and head back through the doorway where you entered the open area. In a second, a [[Phantom]] will pull up and drop off two [[Hunter]]s. However, with your new [[Beam Rifle]], you should be able to put out two shots before they react. You can either choose to kill one of them or wound both.


Alternatively, in the very first room of the level, you could kill all the enemies, circle around to the left upper level, jump on top of the pillar that should be holding up the roof, jump over to the ledge above the door you came in by last level; from there, grenade jump up onto the ramp; from the top of the ramp, grenade jump onto the roof; from there, grenade jump to the far area with the five snipers. The bad thing about this is that it cuts you three grenades and puts you in a pretty bad position to deal with the snipers and Hunters. Oh well.
Alternatively, in the very first room of the level, you could kill all the enemies, circle around to the left upper level, jump on top of the pillar that should be holding up the roof, jump over to the ledge above the door you came in by last level; from there, grenade jump up onto the ramp; from the top of the ramp, grenade jump onto the roof; from there, grenade jump to the far area with the five snipers. The bad thing about this is that it cuts you three grenades and puts you in a pretty bad position to deal with the snipers and Hunters. Oh well.
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As you approach the far side, you could elect to sword-fly up to above the entrance, using the [[turret]]s, but I wouldn't advise it; the gondola will not dock if you do so, and that means losing your [[Marine]]s. Therefore, I find it works better to just exchange your [[beam rifle]] for a shotgun and use it to blast your way through the next area. There are two sniper Jackals and seven regular [[Kig-yar|Jackal]]s, not to mention a Drone swarm which will spawn further up in the room once you've killed the [[Kig-yar|Jackal]]s, but they shouldn't prove too difficult for a grizzled veteran of [[Outskirts (level)]].
As you approach the far side, you could elect to sword-fly up to above the entrance, using the [[turret]]s, but I wouldn't advise it; the gondola will not dock if you do so, and that means losing your [[Marine]]s. Therefore, I find it works better to just exchange your [[beam rifle]] for a shotgun and use it to blast your way through the next area. There are two sniper Jackals and seven regular [[Kig-yar|Jackal]]s, not to mention a Drone swarm which will spawn further up in the room once you've killed the [[Kig-yar|Jackal]]s, but they shouldn't prove too difficult for a grizzled veteran of [[Outskirts (level)]].


Once everything in the room except you (and hopefully a [[UNSC Marine Corps|Marine]] or two) is dead you should walk up the ramps to the top of the room. On the platform outside there is an [[unggoy]] and a [[Fuel rod gun]], good for later. An elevator thing will show up with some foolish [[Kig-yar]] inside. {{Pattern|Anskum|plasma grenade}} time! (Or instead if you don't have a {{Pattern|Anskum|plasma grenade}} or want to conserve some, a glitch allows you to shoot through the window on top of the elevator, so use your [[carbine]] or [[battle rifle]] to headshot the [[Kig-yar]] inside) Once the elevator is clear (or strewn with Kig-yar corpses, as the case may be), drop the shotgun in favor of a [[battle rifle]], then step on in. We're going down.
Once everything in the room except you (and hopefully a [[UNSC Marine Corps|Marine]] or two) is dead you should walk up the ramps to the top of the room. On the platform outside there is an [[unggoy]] and a [[Fuel rod gun]], good for later. An elevator thing will show up with some foolish [[Kig-yar]] inside. [[Plasma grenade]] time! (Or instead if you don't have a [[plasma grenade]] or want to conserve some, a glitch allows you to shoot through the window on top of the elevator, so use your [[carbine]] or [[battle rifle]] to headshot the [[Kig-yar]] inside) Once the elevator is clear (or strewn with Kig-yar corpses, as the case may be), drop the shotgun in favor of a [[battle rifle]], then step on in. We're going down.


You wind up in an underwater room with a pack of Unggoy running around. Empty the [[battle rifle]] into them.  
You wind up in an underwater room with a pack of Unggoy running around. Empty the [[battle rifle]] into them.  
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The next room has two invisible [[Elite]]s and four invisible [[Grunt]]s. They shouldn't be too difficult for you to snipe with the [[beam rifle]]. When they all die, a [[stealth Elite]] with an [[energy sword]] will show up at the far end of the room. Shoot him down and drop the [[battle rifle]]; from here on, we'll take our chances with the [[energy sword]].
The next room has two invisible [[Elite]]s and four invisible [[Grunt]]s. They shouldn't be too difficult for you to snipe with the [[beam rifle]]. When they all die, a [[stealth Elite]] with an [[energy sword]] will show up at the far end of the room. Shoot him down and drop the [[battle rifle]]; from here on, we'll take our chances with the [[energy sword]].


Whew. Moving on, enter the elevator and head on the next leg of your journey. At the end of the ride is a foolish [[Honor Guard]] patrolling in the other direction. Bop him in the back and kill him dead. Another Honor Guard, this one with a {{Pattern|Okarda'phaa|plasma rifle}}, leads a Lance down the next hall, so take them out with sword and grenades. Next, we'll be back outside, facing four [[Drones]], three or four [[Kig-yar|Jackal]]s and two Elites. Be sure to snipe the Drones first. I don't know why, but the Elites and Jackals will often retreat once the Drones fall. At that point, take out anybody still visible with the sniper before moving in with the sword and chopping them up.
Whew. Moving on, enter the elevator and head on the next leg of your journey. At the end of the ride is a foolish [[Honor Guard]] patrolling in the other direction. Bop him in the back and kill him dead. Another Honor Guard, this one with a [[plasma rifle]], leads a Lance down the next hall, so take them out with sword and grenades. Next, we'll be back outside, facing four [[Drones]], three or four [[Kig-yar|Jackal]]s and two Elites. Be sure to snipe the Drones first. I don't know why, but the Elites and Jackals will often retreat once the Drones fall. At that point, take out anybody still visible with the sniper before moving in with the sword and chopping them up.


Again, the [[D77-TC Pelican Dropship|Pelican]] will show up once you're done. One wonders why, again, he doesn't just pick you up and drop you off at your destination, which can be barely five hundred meters away. At any rate, he'll drop you some more Marines and weapons. Hand off your [[beam rifle]] to one of the [[Marines]]; that should leave one [[Marine]] with a shotgun, which will be fairly handy for him in the next area. Grab a [[sniper rifle]]. This next area is more or less the last conventional battle in the level; after this, we have an encounter with a sniper, a defense against some [[Banshees]], a battle against a [[Grunt]] AP team and some [[Ranger Elite]]s, an assault on an entrenched position, and a constant tango with [[Honor Guard]]s as we fight a boss battle. So, enjoy normal combat while it lasts.
Again, the [[D77-TC Pelican Dropship|Pelican]] will show up once you're done. One wonders why, again, he doesn't just pick you up and drop you off at your destination, which can be barely five hundred meters away. At any rate, he'll drop you some more Marines and weapons. Hand off your [[beam rifle]] to one of the [[Marines]]; that should leave one [[Marine]] with a shotgun, which will be fairly handy for him in the next area. Grab a [[sniper rifle]]. This next area is more or less the last conventional battle in the level; after this, we have an encounter with a sniper, a defense against some [[Banshees]], a battle against a [[Grunt]] AP team and some [[Ranger Elite]]s, an assault on an entrenched position, and a constant tango with [[Honor Guard]]s as we fight a boss battle. So, enjoy normal combat while it lasts.
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Whew. On to our last gondola. This gondola is the site of two and a half battles, and they're all fairly tricky, so stock up on guns. Get all the shotguns, [[energy sword]]s, [[plasma pistols]], [[sniper rifle]]s, [[rocket launcher]]s, [[beam rifle]]s, [[battle rifle]]s and carbines that you can find onto the gondola. Then, give your [[Marine]]s sniper weapons (preferably ones low on ammo, so you don't have to use them), grab the rocket launcher instead of your sword, and take off. Almost immediately, two [[Banshee]]s will show up behind the gondola. As they are so lethally damage-dealing, you'll want a bit of cover to unleash the awesome power of the tracking rocket on them. Two rockets each should do the trick.
Whew. On to our last gondola. This gondola is the site of two and a half battles, and they're all fairly tricky, so stock up on guns. Get all the shotguns, [[energy sword]]s, [[plasma pistols]], [[sniper rifle]]s, [[rocket launcher]]s, [[beam rifle]]s, [[battle rifle]]s and carbines that you can find onto the gondola. Then, give your [[Marine]]s sniper weapons (preferably ones low on ammo, so you don't have to use them), grab the rocket launcher instead of your sword, and take off. Almost immediately, two [[Banshee]]s will show up behind the gondola. As they are so lethally damage-dealing, you'll want a bit of cover to unleash the awesome power of the tracking rocket on them. Two rockets each should do the trick.


Soon, the other gondola will show up, heading the other way. There are two [[ranger Elite]]s and four [[Grunt]]s here. Two of the Grunts have [[fuel rod guns]], so I'd suggest boarding the other gondola, using the rocket launcher's remaining ammo to clear a path, and close with the [[fuel rod gun]]s Grunts before they can deal much damage. If you did this in vidmaster-perfect style, you should have gotten one or both Rangers confused enough that they're just sitting and staring at nothing—easy targets for a skilled sniper like yourself.
Soon, the other gondola will show up, heading the other way. There are two [[ranger Elite]]s and four [[Grunt]]s here. Two of the Grunts have [[fuel rod guns]], so I'd suggest boarding the other gondola, using the rocket launcher's remaining ammo to clear a path, and close with the [[fuel rod gun]]s Grunts before they can deal much damage. If you did this in vidmaster-perfect style, you should have gotten one or both Rangers confused enough that they're just sitting and staring at nothing--easy targets for a skilled sniper like yourself.


If you're feeling a little OCD about firepower, you could grab the [[fuel rod gun]]s in exchange for your spent rocket launcher, but I doubt you'll need it. Once everything on the far gondola is dead, hop back on to your own and continue. You have but two battles left on your arduous journey. The next one is actually remarkably pleasant, but the one after that is boring, difficult, drawn-out and contrived.  
If you're feeling a little OCD about firepower, you could grab the [[fuel rod gun]]s in exchange for your spent rocket launcher, but I doubt you'll need it. Once everything on the far gondola is dead, hop back on to your own and continue. You have but two battles left on your arduous journey. The next one is actually remarkably pleasant, but the one after that is boring, difficult, drawn-out and contrived.  


As you approach the temple, you should probably get rid of the rocket launcher, empty or not, and pick up a carbine or [[battle rifle]]—whichever you have more ammo for. There are a couple of [[Grunt]]s mounting a defense outside the temple. Slaughter them, and they'll panic and run. However, they will soon return, having enlisted the aid of two [[Elite]]s, two turret [[Grunt]]s, and two [[Kig-yar|Jackal]]s. Use this battle well, as the fun is pretty much over for now.
As you approach the temple, you should probably get rid of the rocket launcher, empty or not, and pick up a carbine or [[battle rifle]]--whichever you have more ammo for. There are a couple of [[Grunt]]s mounting a defense outside the temple. Slaughter them, and they'll panic and run. However, they will soon return, having enlisted the aid of two [[Elite]]s, two turret [[Grunt]]s, and two [[Kig-yar|Jackal]]s. Use this battle well, as the fun is pretty much over for now.


===03: Sorry, Were You In The Middle of Something?===
===03: Sorry, Were You In The Middle of Something?===
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Kill them with the 'noob' combo as needed.
Kill them with the 'noob' combo as needed.


[[File:H2A JohnVsRegret.jpg|300px|thumb|center|'''Boss 2''': [[High Prophet of Regret]]]]
Here, I'll insert the valuable (and wonderfully entertaining) notes of Mike Miller on this fight:
Here, I'll insert the valuable (and wonderfully entertaining) notes of Mike Miller on this fight:
"At first glance, it seems that the [[San'Shyuum|Prophet]] plagues us with the very same elements of [[Boss (gameplay)|video-game-boss cheesiness]] as the heretic leader (for all the good that it did him):
"At first glance, it seems that the [[San'Shyuum|Prophet]] plagues us with the very same elements of video-game-boss cheesiness as the heretic leader (for all the good that it did him):
*Endless supply of disposable henchmen. If you've tried sitting back by the entrance and eliminating all of the opposition in the room before moving in (which is probably the logical course of action), then you already know that it's impossible. This time, the designers don't even bother with the tenuous device of the holograms. The [[grunt]]s and [[elite]]s apparently just materialize directly from the Great Beyond, the [[grunt]]s throughout the main area, and the [[elite]]s in their little bare stone rooms with only one entrance (there are two such rooms at both the front and back).
*Endless supply of disposable henchmen. If you've tried sitting back by the entrance and eliminating all of the opposition in the room before moving in (which is probably the logical course of action), then you already know that it's impossible. This time, the designers don't even bother with the tenuous device of the holograms. The [[grunt]]s and [[elite]]s apparently just materialize directly from the Great Beyond, the [[grunt]]s throughout the main area, and the [[elite]]s in their little bare stone rooms with only one entrance (there are two such rooms at both the front and back).
*Arbitrary invincibility. The [[San'Shyuum|Prophet]]'s floating chair apparently comes equipped with the Standard Boss Defensive System with Only One Weakness. In this case, the weakness is being punched in the face. Curiously, though, he'll scream in pain and even bleed when you hit him with other weapons, but he won't actually take any damage, even from the sword (you can sit there and swipe away at him with the sword as long as you want, but he won't die). So, don't be deceived: I've yet to find a way to kill him other than the intended method of boarding his chair.  
*Arbitrary invincibility. The [[San'Shyuum|Prophet]]'s floating chair apparently comes equipped with the Standard Boss Defensive System with Only One Weakness. In this case, the weakness is being punched in the face. Curiously, though, he'll scream in pain and even bleed when you hit him with other weapons, but he won't actually take any damage, even from the sword (you can sit there and swipe away at him with the sword as long as you want, but he won't die). So, don't be deceived: I've yet to find a way to kill him other than the intended method of boarding his chair.  
*Improbable avenues of movement. Like most high-ranking video game bosses, the [[San'Shyuum|Prophet]] has the ability to teleport at will. Apparently he didn't read the manual for his chair very carefully, or it just didn't occur to him to teleport up to the ceiling where you couldn't reach him.
*Improbable avenues of movement. Like most high-ranking video game bosses, the [[San 'Shyuum|Prophet]] has the ability to teleport at will. Apparently he didn't read the manual for his chair very carefully, or it just didn't occur to him to teleport up to the ceiling where you couldn't reach him.


[[Regret]] is pretty tough, but pretty stupid. His general strategy is to whine at you in his irritating voice, fire a lethal blast from his gravity beam cannon whenever you stand still too long, and teleport from one side of the room to the other every so often. You have to press X to board his chair, then B five times in a row to smack his face around. You need to deliver twenty-five punches to kill him, which is a bit tricky, especially given the fact that infinite quantities of enemies will try to stop you and he himself will teleport away every five hits (or five seconds).  
[[Regret]] is pretty tough, but pretty stupid. His general strategy is to whine at you in his irritating voice, fire a lethal blast from his gravity beam cannon whenever you stand still too long, and teleport from one side of the room to the other every so often. You have to press X to board his chair, then B five times in a row to smack his face around. You need to deliver twenty-five punches to kill him, which is a bit tricky, especially given the fact that infinite quantities of enemies will try to stop you and he himself will teleport away every five hits (or five seconds).  
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"I’ve jumped (boarded) on the [[Prophet of Regret]]’s throne exactly 48 times, say again 48 TIMES!! And each jump consists of five melee attacks. All to no avail. The bastard still lives! It was hopelessly disappointing and painfully frustrating to go back to square one after ALL those efforts. Then I simply thought of something out of this inevitability; what would the [[John-117|Master Chief]] do in a circumstance such as the one I’m overwhelmed in. Surely there has got to be another way, instead of the 48 plus jumps and five melee attacks per jump. I collected my thoughts and recounted the options I had, had another hard look at the weapons at my disposal.  
"I’ve jumped (boarded) on the [[Prophet of Regret]]’s throne exactly 48 times, say again 48 TIMES!! And each jump consists of five melee attacks. All to no avail. The bastard still lives! It was hopelessly disappointing and painfully frustrating to go back to square one after ALL those efforts. Then I simply thought of something out of this inevitability; what would the [[John-117|Master Chief]] do in a circumstance such as the one I’m overwhelmed in. Surely there has got to be another way, instead of the 48 plus jumps and five melee attacks per jump. I collected my thoughts and recounted the options I had, had another hard look at the weapons at my disposal.  


It then hit me! Nothing can penetrate his immensely resilient force field. Other than the fact that once you jump on him you have the advantage of striking him with your melee attacks. So what to do? Well, it is quite simple; you throw a {{Pattern|Anskum|plasma grenade}} or a [[Fragmentation Grenade]] on him a split second before you board his throne. Picture it like this, your throwing arm penetrating his force field before you throw the grenades, with this objective the grenades will land or stay inside his force field. Therefore it is important that you throw the grenades inside his force field before you are unable to do so when you board. Remember that our [[John-117|Master Chief]] cannot throw or use his weapons when he has actually boarded the throne. Adversely if you throw them too early they will not stick or stay inside the force field. Or as in the [[fragmentation grenade]]s case they’ll simply rebound off his force field, thus musing the already contempt [[Prophet of Regret]]. At other times, if you are unlucky the {{Pattern|Anskum|plasma grenade}}s will also bounce, though feebly off his force field and may end up adhering to you instead, a big no-no to avoid. So you MUST throw the grenades a split second before you latch onto his throne and not a moment too soon.  
It then hit me! Nothing can penetrate his immensely resilient force field. Other than the fact that once you jump on him you have the advantage of striking him with your melee attacks. So what to do? Well, it is quite simple; you throw a [[Plasma Grenade]] or a [[Fragmentation Grenade]] on him a split second before you board his throne. Picture it like this, your throwing arm penetrating his force field before you throw the grenades, with this objective the grenades will land or stay inside his force field. Therefore it is important that you throw the grenades inside his force field before you are unable to do so when you board. Remember that our [[John-117|Master Chief]] cannot throw or use his weapons when he has actually boarded the throne. Adversely if you throw them too early they will not stick or stay inside the force field. Or as in the [[fragmentation grenade]]s case they’ll simply rebound off his force field, thus musing the already contempt [[Prophet of Regret]]. At other times, if you are unlucky the [[plasma grenade]]s will also bounce, though feebly off his force field and may end up adhering to you instead, a big no-no to avoid. So you MUST throw the grenades a split second before you latch onto his throne and not a moment too soon.  


If done correctly the Plasma/Fragmentation Grenades will drop inside his force field and not fall off. The resulting explosion will then knock him hard, so for added effectiveness commence punching him straight afterward or before the explosion (you’ll only land in two or three punches, as shortly afterward he’ll teleport in a fragile panic).  
If done correctly the Plasma/Fragmentation Grenades will drop inside his force field and not fall off. The resulting explosion will then knock him hard, so for added effectiveness commence punching him straight afterward or before the explosion (you’ll only land in two or three punches, as shortly afterward he’ll teleport in a fragile panic).  


Don’t worry about getting killed or damaged by the {{Pattern|Anskum|plasma grenade}} since the explosion occurs inside of his force field. It will not harm our [[John-117|Master Chief]]. Just be sure to throw the grenade before you press and hold on to the ‘X’ button with which to board his throne. If he is at a higher elevation than you are at, then all you need to do is press the 'A' button, throw the grenade and then board him. This is simply a brilliant tactic on Bungie’s forward thinking. You will need to do this about six times to finish him off entirely or maybe more if your grenades do not fall inside his force field. Use your EARS to listen and to home in on the direction he’ll spawn to next. It’ll guarantee and reward your efforts with a far better success rate. Your radar is your best friend in these given circumstances, as the battles to follow are hectic to outwit.  
Don’t worry about getting killed or damaged by the [[plasma grenade]] since the explosion occurs inside of his force field. It will not harm our [[John-117|Master Chief]]. Just be sure to throw the grenade before you press and hold on to the ‘X’ button with which to board his throne. If he is at a higher elevation than you are at, then all you need to do is press the 'A' button, throw the grenade and then board him. This is simply a brilliant tactic on Bungie’s forward thinking. You will need to do this about six times to finish him off entirely or maybe more if your grenades do not fall inside his force field. Use your EARS to listen and to home in on the direction he’ll spawn to next. It’ll guarantee and reward your efforts with a far better success rate. Your radar is your best friend in these given circumstances, as the battles to follow are hectic to outwit.  


You can also drop the grenades inside his force field without boarding his throne. Run up very close to The [[Prophet of Regret]]’s throne and throw your grenades at point blank. If done successfully the grenades will drop inside his force field. Please note that this method will not yield the desired effects on every attempt as it is at times hard to judge how close you are to the Prophet of Regret. Amidst all the battle commotion and pandemonium it is especially harder to pull off.  
You can also drop the grenades inside his force field without boarding his throne. Run up very close to The [[Prophet of Regret]]’s throne and throw your grenades at point blank. If done successfully the grenades will drop inside his force field. Please note that this method will not yield the desired effects on every attempt as it is at times hard to judge how close you are to the Prophet of Regret. Amidst all the battle commotion and pandemonium it is especially harder to pull off.  


Lastly, don’t forget to PATIENTLY take out the re-spawning [[Honor Guard]]s as well as the [[Grunt]]s who’ll make certain of your efforts being anything but a success. Take them out before engaging the [[Prophet of Regret]]. The best way of doing this is to run back up the side ramps and look out for them on the top level. Check your radar as well if you cannot see them from this higher elevated vantage point. And lastly don’t forget to MOVE! Otherwise the pesky but cute little [[grunt]]s will find you an easy target for {{Pattern|Anskum|plasma grenade}} shelling."
Lastly, don’t forget to PATIENTLY take out the re-spawning [[Honor Guard]]s as well as the [[Grunt]]s who’ll make certain of your efforts being anything but a success. Take them out before engaging the [[Prophet of Regret]]. The best way of doing this is to run back up the side ramps and look out for them on the top level. Check your radar as well if you cannot see them from this higher elevated vantage point. And lastly don’t forget to MOVE! Otherwise the pesky but cute little [[grunt]]s will find you an easy target for [[plasma grenade]] shelling."


And for those of use with slightly "less machine-like timing than Robert D. Perez", Sid Fleischmann has posted another possible tactic.
And for those of use with slightly "less machine-like timing than Robert D. Perez", Sid Fleischmann has posted another possible tactic.
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Once your enemy finally goes down, watch the pretty cinematic. Congratulations are in order.
Once your enemy finally goes down, watch the pretty cinematic. Congratulations are in order.


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[[Category:Halo 2 walkthroughs]]
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[[Category:Walkthrough]]


==Video Walkthrough==
==Video Walkthrough==
<div class="floatleft">{{#widget:YouTube|id=Zcrywrqmt4Q|width=300|height=200}}</div>
<div class="floatleft"><youtube width="300" height="200">Zcrywrqmt4Q</youtube></div>

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