halo 2 gravemind level music

Enter the curved corridor. It is a one-way transport to the other end of the room. Use whatever weapon you like, but try to avoid wasting Fuel Rod Gun ammo here, unless you like fighting four Hunters with just ordinary weaponry. Don't get in a hurry to charge in there. This object will be referred to as a "slide-walk." If you have dual Needlers, you'll be able to unload a lethal dose much faster. Sometimes, just one usage of this method will slay him; if not, the second try almost surely will. The left side seems to have fewer Covenant forces, but either end of the U will work as a starting point. The general idea is to use the Plasma Rifle on Grunts and save your needles for the Brutes. In a sense, by listening to this soundtrack, you will hear the musical representation of the story of Halo 2. There's one group on each of the two levels below you. When these guys are done, look for dropped Fuel Rod Guns to reload, and get ready for the final battle of the level. However, the Brute Shot works wonders when they fly in formation.

Quickly back up, then take out the Brute Honor Guards. To do so, walk alongside the corridors, next to them, until you trigger the doors. 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. The level starts right as the Master Chief transports in and grabs a Needler dropped by a panicked Grunt. The cover in the back corners is even better than the cover in the front corners. Here's how. The Carbine works well against the Brutes, as before, but you can use the Beam Rifle if you prefer. Quickly assassinate the Jackal Sniper on the bridge, then back into the room in serpentine motion. However, if you do that, you'll meet up with two brutes in the hallway on the other side, so you must be ready to take them down.

Finish off the winner of the resulting fight. Third area

Now to deal with the Unggoy. Go up to the middle level (if you are on the lower one) and do the same again. Control your spartan homoomons Don't get involved in this battle. There are 2 Honor Guard Brutes that will greet you with gunfire as soon as you open the door.

The Brute won't appear. Several Minor Grunts, led by a Major, will come charging around the wall; it's easy to dispatch them one at a time. Grab his rifle and return. You'll have to do it the hard way—or rather, one of the hard ways, as there are multiple ways to go about it.

Eventually, he is brought towards the head of a massive creature: the Gravemind. Three Brute Shot-armed Brutes will greet you on the ramp; take them out. They won't try to rush your position if you remain at the door. When Cortana prompts you to drop down the Gravity Lift, don't drop down.

He'll sometimes lower his shield arm to mask his weak point, in which case you have to wait for him to relax; you'll also need to stay alert and be ready to move if he green-lights you with an incipient blast. At least they stand still to be mowed down.

If you have a Beam Rifle, you're in luck: one or two shots to the back will kill them.

After passing a dead Hunter, you'll enter another similar room that curves the other way. The next room is a pattern you'll see several times. The ones on the left go down, and the ones on the right go up. This area's exit is a gravity lift at the opposite side of the entrance.

Now get ready for a whole slew of Elites and their Grunt allies.

Go behind the Grav Lift and enter it from that side, so you'll be facing the right direction when you land. Don't worry much about running out of needles either—they're all over the place for the next few rooms.

The Hunters will be in one of those rooms with a wall inside the door at each end, and in this case the room will slope upward. 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. There are many places in the level that require you to kill all the enemies present before a door will open for you. Some players have managed to whack as many as four of five before the alarm was raised. The ledge contains a mixed group of Jackals and Grunts scattered all over it. As you enter, three Brutes will come in from the door. 1 elite honor guard

Snipe them if you can, or Fuel Rod them if they get too close. Another is on a covered cliff to the left of the first. Cortana gives you some good advice: "You might think about sitting this one out." 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. But a Jackal Sniper waits for you at the end, and Elites and Brutes will come out. 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. Brute Shot the swordsmen if you feel like it—there are numerous other effective ways to take care of them. There's a generous amount of Carbine ammo here. Pick up the Brute Shot from the late Captain. On the other hand, it still gets the job done well.

But if you do, some or all of them will follow you down the grav lift, making the fight in the next area that much harder.

Then you can concentrate on the Brutes. 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. Take a Beam Rifle and a Carbine—both can be found in the weapons lockers. Open the next door, then run behind the wall, waiting for the Kig-Yar to pass. Not only do you get some extra needles, but you also trigger the elite rangers. Then jump down to the right and go up that last path to the next structure. In the central section of Hanging Gardens A is another battle between Elites and Brutes. Then scavenge for weapons, go to the back of the room near one of the pedestals, and wait until Cortana finishes talking about Truth and opens the door for you. You'll have to learn to aim them a bit high because the shot arcs. With some luck, you'll be able to take down the entire swarm that way. 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. Melee them as soon as you're free from the gravity lift, then fall to the lower level and prepare to defend yourself against an army of grunts and jackals who will rush your position. Brutes have far more health than Elites.

Later, move to the back of the room as more enemies appear.

Keep in mind that needles and swords are almost useless against Hunters. Occasionally, one of the Brutes stays over there instead of coming across for the previous battle. corridor troops- 2 brutes and around 4-5 grunts, The next room features a gravity lift in it's center, and this gravity lift is where the chief must take.

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.

Headshot the Grunts, then stick and no scope the Hunters. Stick and no-scope the Hunters as quickly as possible. Reload, have your Carbine ready, and advance towards the door until it opens. 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). After that, a Brute Captain will appear from the lift.

Snipe the Brutes on the other side of the last gravity bridge. There are 2 brute minors and 2 jackals on the bridge below. Check the other end with a zoom scope before you go.

In the battle that takes place after the two Drones fly past you, again quick running and dodging will get you through.

If Drones are the last survivors, they'll fly down and give you some trouble, so be prepared—keep a Carbine ready. You need to take out the Brutes; it's tedious because they move around so much, but you can just run past them.

Let the fight in the next corridor conclude, then finish off the victor. Take the one that goes down. As you exit the empty room, you'll see a kind of plasma slide-walk. When the Brute berserks, kill him with a Needler. Use a Carbine to kill the Stealth Elites on the far side. Watch out for grunts with fuel rod cannons.

Snipe them at long range, fuel Rod them when they get close. Valley of Tears B contains another fight. Assassinate the Brute, then take out the Jackal Sniper on the platform.

Take the slide-walk. They will die to a single headshot. The Mausoleum itself is too hot for you to charge, so wait for the Covenant to fight. Headshot any Grunts who engage you. Use the Needlers to fire on the Jiralhanae, as the explosions can kill them easily. If you have dual Needlers, you'll be able to unload a lethal dose much faster. One to three shots should take off his helmet. 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. room patrol- 1 brute and 2 jackals [2] 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. Don't charge right in, though. The way out of the valley is to the far right. When these guys are done, look for dropped Fuel Rod Guns to reload, and get ready for the final battle of the level. Go through the door ahead. If a Brute is the last survivor, he'll probably go berserk and charge at you. Kill him as soon as he appears, and use the Terminals to jump up to the spectator stand. Have your Brute shot out, and enter the next room. Once the Covenant guards are down, you're ready to free the first batch of Marines. If you can find a Carbine, walk it.

You're about to embark on one of the more tactical fights of the whole level. The area you are in consists of the central lift and a U-shaped ledge that runs around the edge. 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.

After dealing with them all, reload your Carbine—there's another Carbine locker at the end of the platform on the right. The best weapon for this section is the carbine.

The general idea is to use the Plasma Rifle on Grunts and save your needles for the Brutes.

A good tactic is to try and trip the door into the room, and then back up to deal with the Jackals. Whack him for his foolishness, and get ready for three or four silver Grunts that will come around the wall at the end of the room. Some players have managed to whack as many as four of five before the alarm was raised. Now get ready for a group of Elites and grunts. When you're done with them, go through the opposite door. When you've finished off the surviving Covenant, you can go either way on the sidewalk around the next structure. If you take too long, some of those outside guards may come up or down on the lift to meet you.

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