The Great Journey (Level): Difference between revisions
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Move forward to the upward slope. Trigger the Brutes lines and snipe out as many as you can using the hide-behind-the-door-and-take-cheap-shots like with the first indoor battle. Then let any men you have go out. After they die, go out in camo and slice and dice them with your sword. The cutscene will trigger and you get a checkpoint. Grab a Banshee and fly through the rest. Johnson will eventually destroy the Wraiths, but help him out if he needs it, bombing the driver's hatch. | Move forward to the upward slope. Trigger the Brutes lines and snipe out as many as you can using the hide-behind-the-door-and-take-cheap-shots like with the first indoor battle. Then let any men you have go out. After they die, go out in camo and slice and dice them with your sword. The cutscene will trigger and you get a checkpoint. Grab a Banshee and fly through the rest. Johnson will eventually destroy the Wraiths, but help him out if he needs it, bombing the driver's hatch. | ||
When Johnson blows open the door, head in. Move along the left wall in camo and toss a few plasma grenades onto the Brutes. Hide and take cheap shots with whatever you have until you take them out. Grab what you want and go into the next room. | When Johnson blows open the door, head in. Move along the left wall in camo and toss a few plasma grenades onto the Brutes. Hide and take cheap shots with whatever you have until you take them out. Grab what you want and go into the next room. Or you can avoid fighting and camo a half second before they enter the room, then hop over them and into the door. | ||
The battle with Tartersauce, er, Tatarus, is simple. I usually let the elites go in. If you still have your weapons from earlier (Beam Rifle and Brute Shot) fire the Beam Rifle from a distance after hi shield are down. Headshots are best here. After you think he's been damaged alot, hop down and camo when his shields are down. Smack him in the back a few times and jump to avoid his hammer. Continue this (or shoot him alot in between sheilds, whichever) until he's dead. | The battle with Tartersauce, er, Tatarus, is simple. I usually let the elites go in. If you still have your weapons from earlier (Beam Rifle and Brute Shot) fire the Beam Rifle from a distance after hi shield are down. Headshots are best here. After you think he's been damaged alot, hop down and camo when his shields are down. Smack him in the back a few times and jump to avoid his hammer. Continue this (or shoot him alot in between sheilds, whichever) until he's dead. |
Revision as of 13:36, December 19, 2006
Summary
The Great Journey is the final level in the Halo 2 campaign. As the Arbiter, working alongside other Elites, and Hunters, you must battle your way to a Scarab, guide Sergeant Johnson to the door of Delta Halo's Control Room, and bring down Tartarus. Different from other levels this far in the game, the great journey does not consist any Flood.
Enemies Encoutered
Drivable Vehicles
- Ghost
- Spectre
- Wraith
- Banshee
Weapons
- Plasma Pistol
- Plasma Rifle
- Brute Plasma Rifle
- Needler
- Shotgun
- Carbine
- Beam Rifle
- Brute Shot
- Energy Sword
- Gravity Hammer (though you cannot use it as Tartarus uses it)
Transcript
First Cinematic: "Your ass, my size-24 hoof"
{Scene fades in on the Arbiter and "Half-Jaw", who is in a Wraith with its hatch open, conversing. The two are looking towards the Control Room of Delta Halo}
Arbiter: "What is that place?"
Half-Jaw: "Where the Councillors were meant to watch the consecration of the Icon." {Zooms in on Half-Jaw's face} "The start of the Great Journey."
{Focus on the Arbiter}
Gravemind {in a memory of the Arbiter's}: "There is still time to stop the key from turning."
{Arbiter turns to face Half-Jaw}
Arbiter: "I must get inside."
Half-Jaw: "Then mount up, Arbiter. I know a way to break those doors."
{Arbiter turns back to face the Control Room as Half-Jaw enters his Wraith and closes the hatch behind him}
Gameplay
{they travel to where a Scarab is visible}
Half-Jaw: "There, Arbiter. That Scarab's main gun will break the Control Room's door. At the far end of the beach there's a passage into the cliff. It'll take you up to the Scarab."
{after clearing the area}
Half-Jaw: "The Brutes control the cruiser, Arbiter. I'll remain here, make sure no reinforcements get in behind you. Then, I'm going to take the cruiser back!"
{Arbiter walks into a room with Elites and Hunters}
Elite: "The Arbiter? I thought he was dead! Hold your fire. The Hunters have come to our aid, Arbiter. They will fight by our side."
{Arbiter fights his way to a room where two Elite Councilors and two Hunters are being held prisoner behind force field doors}
(If the SpecOps Elite lives at this point and follows you to the room)
SpecOps Elite: Free our brothers! Death to the Brutes!
(Once you clear the room, free the Hunters and Councilors, then head to the top floor to the Scarab)
Tartarus (radio): "Mine will do, kill the others."
Brute: "Yes, Chieftain."
{Marines start fighting the Brutes, the Scarab starts moving}
Second Cinematic: "Backseat Driver"
{Arbiter turns around to see the Scarab's cannon aimed at him}
Sergeant Johnson (radio): "Listen, you don't like me and I sure as hell don't like you."
{cut to Scarab's helm, Johnson at the controls}
Sergeant Johnson: "But, if we don't do something, Mr. Mohawk's gonna activate this ring. And we're all gonna die."
{cut to Arbiter}
Arbiter: "Tartarus has locked himself inside the Control Room."
Sergeant Johnson (radio): "Well, I just happen to have a key." {the cannon powers up} "Come on, Grab a Banshee and give me some cover. He's gonna know we're comin'."
Gameplay
{Arbiter does so, Johnson fires on Wraiths}
Sergeant Johnson (radio): "Ha! How do you like it?"
{they approach the Control Room}
Sergeant Johnson (radio): "Stay clear of the doors. Hey, bastards. Knock knock!"
{Scarab cannon fires, destroying Control Room's door, Arbiter enters the Control Room, runs into some Brutes}
Brute: "Do not let the Arbiter into the chamber! The Chieftain must complete his holy work!"
{Arbiter kills the guards, heads into the Control Room's main chamber}
(Alternatively, if you stand in front of the doors that Johnson needs to blow up)
Sergeant Johnson (radio): "Stay clear of the doors!"
Sergeant Johnson (radio): "Are you tryin' to get killed? Gimme some room!"
(When you don't move)
Sergeant Johnson (radio): "Do I have to spell it out for you? MOVE!"
(Standing your ground)
Sergeant Johnson (radio): "Hey, listen, I'm gonna count to three. One... two... three. Don't say I didn't warn ya!"
Sergeant Johnson (radio): "Hey, bastards. Knock knock!"
Third Cinematic: "Delusions and Grandeur"
{Tartarus and some Brutes stand in front of the control panel, holding Keyes and 343GS}
Tartarus: "Come, it is easy." {he tries to get Keyes to insert the Index} "Take the Icon in your hands, and do as you are told!"
{he slams the Index on the console}
343 Guilty Spark: "Please, use caution! This Reclaimer is delicate."
Tartarus: "One more word, Oracle, and I rip your eye from its socket!" {he turns to Keyes} "Which is nothing compared to what I will do to you..."
{Arbiter walks in}
Arbiter: "Tartarus, stop!"
Tartarus: {turns to see him} "Impossible!"
Arbiter: "Put down the Icon."
Tartarus: "Put it down, and disobey the Hierarch?"
Arbiter: "There are things about Halo even the Hierarchs do not understand."
{Brutes start to engage, Tartarus waves them off}
Tartarus: "Take care, Arbiter, what you say is heresy!"
Arbiter: "Is it? Oracle, what is Halo's purpose?"
343 Guilty Spark: "Collectively, the seven-"
{Tartarus grabs 343GS and shakes it}
Tartarus: "Not another word!"
Sergeant Johnson (off screen): "Please..."
{Tartarus lowers 343GS to see Johnson standing next to Arbiter. He holds a beam rifle and aims it directly at Tartarus}
Sergeant Johnson: "Don't shake the light bulb."
{Brutes growl and approach}
Sergeant Johnson: "If you want to keep your brain inside your head, I'd tell those boys to chill."
{Tartarus barks a command, Brutes back off}
Sergeant Johnson: '{to Arbiter} "Go ahead, do your thing."
Arbiter: "The Sacred Rings, what are they?"
343 Guilty Spark: "Weapons of last resort. Used by the Forerunners to eliminate potential Flood hosts, thereby rendering the parasite harmless."
Arbiter: "Those who made the rings, what happened to the Forerunners?"
343 Guilty Spark: "After exausting every other strategic option, my creators activated the rings. They, and all additional sentient life in three radii of the galatic center, died as planned. Would you like to see the relevent data?"
Arbiter: {lowers his head} "...Tartarus, the Prophets have betrayed us."
{Tartarus pauses, then throws 343GS at Johnson's head, knocking him down, then grabs Keyes' hand and forces the Index into the console}
Tartarus: "No, Arbiter! The Great Journey has begun and the Brutes, not the Elites, shall be the Prophets' escort!"
{Tartarus grabs his hammer as his energy shield turns on. The main platform splits into three as Halo charges up}
Gameplay
{Elite reinforcements show up, Tartarus jumps to the platforms}
343 Guilty Spark: "Charging sequence initiated. Primary generators coming online."
Commander Keyes: "Well, shut them down!"
343 Guilty Spark: "Apology. Protocol does not allow me to interfere with any aspect of this sequence."
Commander Keyes: "Then, how do I stop it?"
343 Guilty Spark: "Well, it will take some time to go over the proper procedures, I-"
Commander Keyes: "Quit stalling!"
343 Guilty Spark: "Under more controlled circumstances, I'd would suggest the Reclaimer simply remove the Index."
Commander Keyes: "That's it? Johnson, I'm on it!"
Sergeant Johnson: "Hang tight, ma'am! Not until that Brute is dead!"
343 Guilty Spark: "Secondary generators charging. All systems are performing well within operational parameters."
343 Guilty Spark: "Power generation phase complete. The installation is ready to fire. Starting final countdown."
Sergeant Johnson: "Come on, Arbiter, kick that guy's ass!"
343 Guilty Spark: "And may I say, Reclaimers, it has been a pleasure to serve you both. Goodbye."
{Arbiter kills Tartarus}
Fourth Cinematic
{Keyes jumps onto moving parts, ducks to avoid one, reaches a main platform, grabs the Index}
{cut to exterior of Control Room, all the pent up energy fires up into space}
{cut to Halo exterior, a large pulsing ball of energy is in the center, the shot from the Control Room reaches it, the ball glows, explodes, then disipates}
{cut to interior of Control Room, Keyes stands in front of a holographic depiction, Johnson rides 343GS to her}
Commander Keyes: "What's that?"
343 Guilty Spark: "A beacon."
Commander Keyes: "What's it doing?"
343 Guilty Spark: "Communicating. At super-luminal speeds with a frequency of-"
Commander Keyes: "Communicating with what?"
343 Guilty Spark: {a bit surprised} "The... other installations."
Commander Keyes: "Show me."
{343GS interfaces with the hologram, it depicts the seven Halos, a red message points to one ring}
343 Guilty Spark: "Fail-safe protocol. In the event of unexpected shutdown, the entire system will move to standby status. All remaining platforms are now ready for remote activation."
Commander Keyes: "Remote activation? From here?"
343 Guilty Spark: {patronizing} "Don't be ridiculous."
Sergeant Johnson: "Listen, Tinkerbell, don't make me- (shoot those batteries out of you!)"
{Keyes puts a hand on his shoulder}
Commander Keyes: "Then where? Where would someone go to activate the other rings?"
{343GS is truly baffled}
343 Guilty Spark: "...Why, the Ark, ...of course."
{Arbiter comes up behind Johnson and Maranda}
Arbiter: "And where, Oracle, is that?"
{fade to black, fade in on a slipspace rupture in space, the Forerunner ship flies out and heads to Earth. Covenant and UNSC ships still engage each other}
Officer (radio): "We've got a new contact. Unknown classification.
{fade in on interior of Forerunner ship, Master Chief listens in}
Lord Hood (radio): "It isn't one of ours, take it out."
Master Chief: "This is Spartan-117, can anyone hear me? Over."
{cut to the Cairo's bridge, everything looks damaged}
Lord Hood: "Isolate that signal! Master Chief? You mind telling me what you're doing on that ship?"
{cut to MC}
Master Chief: "Sir, finishing this fight."
{fade to black}
{credits play}
Fifth Cinematic
{fade in on Flood-infested High Charity}
{a glowing ball (spore) floats through the air, the camera pans off to the walkway outside the Council Chamber}
{cut to a damaged door that keeps trying to close, Gravemind's tentacles creep through}
Gravemind: "Silence fills the empty grave, now that I am gone."
{cut to Council Chamber, Gravemind's tentacles reach across}
Gravemind: "But my mind is not at rest, for questions linger on. I will ask and you will answer."
{Cortana's hologram appears, she holds up her hand, the tentacles stop and move off}
Cortana: "Alright, shoot."
{fade to black}
Walkthrough
Normal Difficulty Walkthrough
Enter the driver's seat in the Spectre and boost through the path until you reach an open area with a cliff. A Brute-controled Ghost or two may follow you. If so, take them out. Slowly approach the Scarab until the Phantom is triggered, then stay behind the boulders until it goes away. After it does, move toward the opposite end of the area. While Half-Jaw fires on the enemy Wraiths, get out of the Spectre and strafe around the group of Brutes before attacking from the side. This way, you can take a Brute Shot from them.
When the door opens, trade your other weapon for a Carbine and follow your allies. After passing through the corridor, open the door to let your allies into the next room but stay behind yourself. This way, the enemy fire will be drawn elsewhere. After a moment, engage your active camo, open the door and use your Carbine to headshot the Brutes. If the Brutes bezerk at you, switch to your Brute Shot. After all the Brutes are dead, trade your Carbine for a Particle Beam Rifle and head through the next door.
Creep around the bend with your active camo and use your Particle Beam Rifle to snipe enemies on the far side of the canyon. Watch out for Jackal snipers! If you run out of ammo, replace your rifle with the other one in a previous room. If you drain that one, replace it with a Carbine. When you snipe all enemies you can snipe, run to the bridge and engage active camo just before you turn the corner. There sits a Brute on a Shade; toss a grenade on him. Wait for your active camo to charge and then walk slowly down the right side of the bridge until you engage a checkpoint. Now, a new batch of enemies should show up. Snipe what you can, but be ready to switch to Brute Shot if they come near.
When you reach the next bridge, use a Particle Beam Rifle to take out the Jackal sniper at the far end. Take out the shielded Jackals near you, but keep in mind that a Phantom will come and fire on you if you linger long. Just stay out of the Phantom's reach and wait for it to go away. Use the Particle Beam Rifles to snipe Drones at the far end.
In the next room, go up the ramp and switch your Particle Beam Rifle with the Energy Sword. Engage active camo, walk around a corner and use your sword to take out a Jackal, and then run back the way you came. Repeat until all Jackals are dead, then trade your sword for a Carbine. Engage active camo and head around the left side. Notice a small machine projecting a force field to seal an Elite in a cell. Take it out with your Carbine. While the Elite distracts the Brutes, free a pair of Hunters in a lower level cell. Procede to kill the Brutes. Follow the next corridor and fight the Brutes you find outside until the cinematic is triggered.
If you are low on ammo, it may be wise to return inside to collect weaponry. When you are satisfied, board a banshee and boost to reach maximum altitude. The Scarab will not be able to destroy the first three Wraiths on its own, so help it out. After they are killed, you can fly alongside the Scarab and fight the enemies that attack it, however, this is unecessary. The Scarab can not be damaged, so you may boost through the canyon at once and simply wait for the Scarab to catch up. When it opens the door, procede into the Control Room.
When the scarab blasts through the doors, do not fly straight through, unless you want a really ugly fight with several brutes. There is a way to fly in throuhg a side entrance, bypassing the fight
- Cutscene*
Wait for Sarge to headshot Tartarus, then move into attack with plasma grenades and whatever firearms you may have. Watch out for the hammer, it will kill you with one good blow. Rinse and repeat until Tartarus is dead.
Speed Run Walkthrough
Note: The techniques utilised in this walkthrough require correct Camouflage usage, precision and... speed. This walkthrough is good for Legendary, and is based on the current fastest Speed Run at High Speed Halo, Flechette's 12:48 Legendary run. It may be altered as and when faster runs emerge.
Take the Spectre. As soon as it's yours, activate the boost and charge straight for the first Wraith in the level, ignoring the Elite that gave it to you as well as the Brute-driven Ghosts that will pay a visit. You may want to use Active Camouflage when attempting to hijack the Wraith.
As soon as the Wraith's yours, make a beeline for the Scarab and take out the two Wraiths in front of the door, ignoring the fire from the Phantom that may attack. Now go around the right rock and assault the Brute waiting there. Get out and swap out your Plasma Rifle for his Brute Shot once he's dead. Now charge for the door. If you've been fast enough, you should get a checkpoint as you enter.
Swap out your Plasma Pistol for the Carbine and run right past the reinforcements. Once you get to the first room with Brutes, run right past them and activate Active Camouflage as you near the door. Skip the two Brutes that will run in, as well as the Brute in the turret. As you get to the other side of the chasm, you may come under fire. Use Active Camouflage once again and vault the low wall. Open fire on the enemy reinforcements with your Brute Shot, then run on. You will get a checkpoint as you reach an open-air bridge.
Jackals will arrive to greet you. Use your Active Camouflage once again to bypass them and slaughter the Jackal sniper at the end with your Carbine before he can get his deadly shot off. Then run on. If you've been following to the letter, you should get another checkpoint two rooms before the next enemy encounter.
As you reach the room with the prison cells, take the lower floor's right route and destroy the generator for the cell with the Hunters in it. Then take the left route and free the Elite Councillor. Feed the Brutes two Plasma Grenades, then head to the upper floor. Trade out your now-empty Brute Shot for the Energy Sword and free the last Councillor, then assail the Jackal waiting on the platform. As the next group of Brutes enter through the door, activate Active Camouflage and run through. You will get a checkpoint one door before the next encounter.
Backstab the Brute with his back foolishly to you, then stick the nearest Brute Captain with a Plasma Grenade. Camouflage yourself once more and stick the Brute nearest to the Scarab, then kill the final Brute with a Sword Lunge. Enjoy the cinematic if you want... Or skip it. You are, after all, on a speed run, and every second counts. Wait for the Elites to land the Banshees, then get into one. You get a checkpoint as soon as you're in the air.
Fly low to the ground as you engage the Wraiths. You will want to be close enough to the Wraiths to make them use their plasma turrets. Let them hurt your Banshee until it loses either wing, then retake to the skies and wipe them out from up high. As soon as you destroy the last of the three Wraiths, immediately start boosting towards the Control Room. You should get a checkpoint as you fly over the spare Banshee.
Ignore the Spectre charging towards the Scarab and head straight for the Control Room. If you've been boosting all the while, you should receive another checkpoint just before you go off the cliff.
Find a spot on the exterior of the Control Room and start... waiting. For Johnson to get the Scarab to the door. If you've been following to the letter and dashing madly on, the wait will take about two minutes. Watch Johnson blow up the door to the Control Room.
Here, you have two choices. Firstly, you can find the spot on the Control Room's exterior which will instantly teleport you into the final battle. If you followed this method, skip the next two paragraphs.
Or if you don't know where that is, don't despair, because Flechette didn't use it either. Fly the Banshee into the interior and head to the ceiling. Squeeze the Banshee through the hole in the rafters and down to the door. If you set off on the second method as soon as the door blew, you should get a checkpoint on the way down after squeezing past the rafters.
Get out of the Banshee and make the door open, then get back in and fly the Banshee past the Brutes that enter the next chamber, on to the next chamber.
Here is where both routes meet. Enjoy the cutscene if you want... Or not. You get a checkpoint as soon as the cutscene ends.
Leave the Brute Captains guarding Tartarus for Johnson and the Elite reinforcements that show up, and make a beeline for your Banshee. Get in and fly over to Tartarus.
It's mostly smooth sailing from here on. Simply pummel Tartarus with the Banshee Bomb and a bit of plasma fire whenever Johnson brings his shield down and dodge him as he jumps around. Luckily, he's too stupid to hit the Banshee with his Hammer. However, at times in the fight Brute reinforcements will arrive to aid their Chieftain and, ironically enough, they're not as stupid. However, they are much easier to wipe out. Feed them your firepower before they can take out your ride. Rinse and repeat until Tartarus is dead.
That's the end of The Great Journey... And Halo 2 as a whole. The current record is Flechette's 12 minutes 48 seconds. If you think you can best it, go record your own run and submit it!
Legendary Difficulty Walkthrough
When playing The Great Journey on Legendary, there are four rules that you must keep in mind in order of importance -
1. Never frontally attack... your foes are so numerous and powerful that you'll simply melt away from enemy firem just do hit-and-runs
2. Cloak when applicable
3. Always snipe when you can
4. Board a ghost when you have the opportunity (safely), otherwise the wraiths become a big problem. Do this by quickly moving to the side of a ghost speeding towards you, facing it and holding down X, or you'll be run over.
- The Beach - You can only operate the Spectre, not the Wraith. Remember that. Take the driver's seat of the Covenant medium vehicle. Be very careful in engaging the Ghosts. Always let the Wraith take care of 'em, and let your Elite clean up the damaged stragglers with the plasma autocannon from a safe distance. If you get close, the Ghosts will blow you to scrap. If you get hit, quickly use the gravity boost to zoom away and let your shields recharge. This is like guerilla warfare. After the first waves have been cleared out, try to slip around to the left while the SpecOps commander engages the Brute-controlled Wraith and its Ghost escorts. Attacking the Wraith with your Spectre's plasma cannon is futile. The richochets will hurt you more than the tank. =S. The SpecOps commander will dispatch them with ease and catch up to you later.
Now, you've reached the main stretch of the beach. Squirt around to the right. An enemy Phantom comes. If you are caught in the open, its three guns will do what the Brutes' Ghosts failed to do. Now, after you've evaded it, it's time to take on the main group of Brutes.
Picking up from where they left off, what seems to work for me is to hide myelf behind the large rock until the Phantom looses interest and leaves. Afterwards, I let 'Vadumee take care of the two Wraiths blocking the entrance and either
A: Go around the right formation and you'll be attacked by Brutes. I park the Specter at an angle where they can't see me and put my camo on. Sneak up behind one and smash it int he back. Grab the Brute shot and run like heck to the Specter. Do the same to the rest using the Brute Shot and run to the doorway, avoiding the Brutes on the left of the central path. Make it inside and grab a Beam Rifle when you get to the next doorway. Let your men go in and keep just in the doorway so it opens. Snipe out as many as you can. If you're hit, back off quick and wait for your shields to recharge. Then, take out the last of them and move forward.
Now you approach in my opinion the hardest part of the level. Across from you is a large group of Brutes. Don't bother going around the right side of the structure,m there's a turret waiting. Use your Beam Rifle to pick off as many as you can. Some tips: Hide behind the pieces of wall strutting up. Always camo yourself and pop out from behind hiding and take a few shots. After you take them out, more will come, with Jackal snipers. I suggest taking out the snipers first, of course peeking out with camo on and taking a head shot. After the snipers are down, take a shot or two with your Brute Shot to take out the shielded Jackals. Then snipe the Brutes out quickly. if needed, you can go back and pick up another sniper from where you got the one you've been using. Camo and head to the turret. Toss a plasma grenade onto the gunner and hide. After he's dead, move on to the next part.
DO NOT OPEN THE DOOR! Get out your sniper and stop as soon as the door opens. Take out the sniper on the far right end with a head shot. If you don't immediately take him out, he might come back knowing your position. Then switch to your Brute Shot and hide behind the first barrier. Jump up and shoot each group of Jackals as many times as possible with it. continue like this until they're all depleted. Then go out in the open a second to trigger the Phantom. Hide inside the doorway until it leaves. Then get a new snipe and jump up and snipe as many Drones as you can get. Then run like heck past them and get the door closed.
Next, you'll come to an area with two levels. Grab your snipe and take out the shield generators one at a time, camoing and firing, then ducking behind the wall. Then grab the energy sword and go nuts ont the Jackals. Snipe out the Brutes and shoot your Brute Shot at them. After you manage to kill all them, more might (doesn't happen all the time) come out of the door. Take them out and you can move on.
Move forward to the upward slope. Trigger the Brutes lines and snipe out as many as you can using the hide-behind-the-door-and-take-cheap-shots like with the first indoor battle. Then let any men you have go out. After they die, go out in camo and slice and dice them with your sword. The cutscene will trigger and you get a checkpoint. Grab a Banshee and fly through the rest. Johnson will eventually destroy the Wraiths, but help him out if he needs it, bombing the driver's hatch.
When Johnson blows open the door, head in. Move along the left wall in camo and toss a few plasma grenades onto the Brutes. Hide and take cheap shots with whatever you have until you take them out. Grab what you want and go into the next room. Or you can avoid fighting and camo a half second before they enter the room, then hop over them and into the door.
The battle with Tartersauce, er, Tatarus, is simple. I usually let the elites go in. If you still have your weapons from earlier (Beam Rifle and Brute Shot) fire the Beam Rifle from a distance after hi shield are down. Headshots are best here. After you think he's been damaged alot, hop down and camo when his shields are down. Smack him in the back a few times and jump to avoid his hammer. Continue this (or shoot him alot in between sheilds, whichever) until he's dead.
TIP: To take down his shield, keep on shooting him with a Covenant Carbine
Congrats, you've just defeated the final level on Legendary!