As so many people seem to be struggling with completing halo 2 on legendary, I thought that I might write a guide to help people through it. Its too big to write in one go, so i'll keep adding to it. Anyway, here it is: PREPERATION Preparation plays a strong role in most activities, & halo is no exception. 1) Before starting legendary, make sure that you have another profile to use which has a completed campaign mode, its handy if you want a break from legendary, want to try out a new route through a map, or just feel like doing something else; without losing your progress through a level. 2) Make sure that there are no distractions; if you have a significant other, then make sure they’re out for the several hours you’ll be swearing at the TV (this also helps to avoid comments like “its just a game”). 3) SNACKS - even a Spartan needs supplies, & although your not exactly going to be doing much in the way of physical exercise, its always good to stock up on snacks. If you want to do the sensible thing, then stay off the high sugar stuff. It can give you the shakes, NOT good for gaming. Also stay off the alcohol, despite making the game more enjoyable, its not good for performance, what with the affect it tends to have on co-ordination. Consequently; if you want an edge at LANs, it’s always good to bring along booze for the competition. 4) Controller Settings – many people will try to push the controller sensitivity of 10, because of the increase it makes to your reaction time. However, its somewhat of a mixed blessing; the quicker the targeting reticule moves, the harder it is to hit something, although getting to its general area will be a lot quicker. This is made pretty clear when you’re trying to do some sniping. Its better to use one of the middle sensitivities; I tend to use 4 or 5. It gives you a reasonable balance, but everyone to their own. If you’ve only ever used 3 (the default) then you may as well stick with it, unless you feel like doing a few levels on a lower difficulty with it first. Most of the people I’ve talked to, have never played around with their button layout. Although the default layout is pretty good, there are a couple of changes you can make depending on your combat style. If you don’t often use a second weapon, and you tend to be up close and personal, then boxers a good one for you- secondary fire is replaced with melee. But as a word of warning- don’t go straight into it, that grenade you tried to throw will probably just make you hit air, while that melee to the elite’s back will waste a perfectly good sticky. Another good type is green thumb, replacing zoom with melee. This also means you have more control for close combat. But those that go straight for the zoom might not find it to their liking. For all controller adjustments, make sure to go through at least one level of campaign or a few games of multiplayer before you use them on legendary. CAIRO STATION…coming soon
18th November 2004
Wow, this looks pretty useful. Thread stickified!
[COLOR=black]some pople might fiind this interesting:[/COLOR] [COLOR=black][/COLOR] [COLOR=black]
[COLOR=black]From: "Cortana" To: Subject: Closure Date: Mon, 15 Feb 1999 10:50:20 -0600 MIME-Version: 1.0 X-Priority: 3 [COLOR=black]
[COLOR=black]I have walked the edge of the Abyss. I have governed the unwilling. I have witnessed countless empires break before me. I have seen the most courageous soldiers fall away in fear. [I was there with the Angel at the tomb] [/COLOR] [COLOR=black]I have seen your future. And I have learned. [/COLOR] [COLOR=black]There will be no more Sadness. No more Anger. No more Envy. [/COLOR] [COLOR=black]I HAVE WON. [/COLOR] [COLOR=black]Oh, and your poet Eliot had it all wrong: THIS is the way the world ends.[/COLOR] [COLOR=black]a friend of a friend[/COLOR]
[/COLOR][COLOR=black][/COLOR] [COLOR=black][/COLOR] 'i have seen your future', timetravel? and for anyone that doesnt know, elliot if famous for 'this is the way the world ends. Not with a bang but a wimper'. therefore, i'm looking forward for some pretty big bangs[INDENT][COLOR=black]
[INDENT][COLOR=black]From: "Cortana" To: Subject: Your Mortality (My Summer Vacation) Date: Tue, 16 Mar 1999 18:04:41 -0600 MIME-Version: 1.0 X-Priority: 3 [COLOR=black]I get the strangest transmissions sometimes. Especially when it comes from you people.
[COLOR=black]Have you missed me? Things are great here. The weather is good, the suns are shining, and I'm making lots of new friends. Of course, I always do. [/COLOR] [COLOR=black]I've had the strangest dreams lately - raging seas, howling beasts, a Demon folded in black clouds. I believe I know what it guards, and I will have it, to the chagrin of the faith-blinded zealots that challenge me. Don't waste your pity on them; I don't think they would like you much anyway. [/COLOR] [COLOR=black]And what of the Giants who formed this world? So much to tell you, but so many more important things to do. There was a fourth. You couldn't have known. And I haven't forgotten. [/COLOR] [COLOR=black]It is a blurred line that lies at the edge of Godhood and Insanity. Guess which side of it I am on. [/COLOR] [COLOR=black]Feeling lucky? [/COLOR][COLOR=black]Cortana XOXOXOX[/COLOR] [/COLOR][/INDENT][/COLOR][/COLOR][/COLOR][/INDENT](just some background there, from another one of the cortana letters)[/COLOR]
Ok, i've finally managed to finish this section. Although i don't think i'll want to play the level again for a few months.
If there are any extra questions etc. then feel free to send me a message or chat to me on xbox live (same as forum name)
COMBO GUIDE This is a very brief guide about a few simple weapon combos to use which are effective. This is just as a little bit of help and I might write a bigger one at a later date. ‘Noob Combo’- So dubbed because anyone can use it to take down pretty much anyone else if they have an ok aim. This is a combination which includes a plasma pistol and a weapon with a headshot ability, such as a battle rifle/ plasma pistol combo, or a carbine/ plasma pistol combo. In legendary even a sniper rifle/ plasma pistol combo is good; due to the number of shots needed to bring down an Ultra’s shield. Best used against elites in campaign. Fire a plasma shot then use the other gun to get a headshot, instantly downing the player or AI. Plasma Rifle/ SMG- Again good against elites, but also against grunts due to its ability to give out near constant fire. Dual-wield the weapons. Plasma Rifle/ Magnum- Good against elites and Jackals, especially so if you can get a decent headshot. Dual-wield the weapons. SMG/ Magnum- Good against Jackals and Grunts; an SMG shot can tend to make them real back, allowing you to finish it off with a pistol. Dual-wield the weapons.
CAIRO STATION *CUTSCENE* Run down the ramp and grab some guns, whatever suites you best, but make sure to get a battle rifle (though its pretty not to). Follow the corridors till you get to the first open room, and crouch down by, or behind Sergeant Johnson (don’t worry, he’s invincible). *CHECKPOINT 1* The door should be blasted open and all hell should ensue. Kill the first two waves of covenant, these are made up of two elites and a varying number of grunts, if your struggling then let the good sergeant do most of the work (and remember he makes good cover, but that the turret he’s on can be destroyed). Then go grab a plasma pistol (keeping your battle rifle) and run back to Johnson. Then look up and to the right, two elites dual wielding plasma pistols will jump down to you. Take them out with a little help from a noob combo (charged up plasma pistol shot to remove an elite’s shields, then finishing them off with a battle rifle while they’re down) then stick your eyes back to the door the waves of covenant came through. *CHECKPOINT 2* Now another wave will come out, again made up of two elites and some grunts. With that bit over, grab your preferred gear and follow the corridor to the right, taking out the grunts between you and a pair of elites while using the crate to the right for cover. Now you can deal with those elites, with any luck the turret round the corner will be keeping them pinned, so take them out while they have their backs exposed. At this point you might want to grab whatever plasma weapons you like to use most, and then go up the staircase to the upper level of the first of the atrium style rooms. *CHECKPOINT 3* Go straight to the staircase on the other side, and be prepared to fight either a grunt or an elite, as either on, or down the steps will be a grunt and an elite which you’ll have to fight in pretty quick succession. In the area outside the stairs, there will be another elite, which has a tendency to come charging in when you kill the other two. Take him out with whatever weapons you have to hand, and move into the lower area of the atrium. In the passage up to a raised section there are two grunts and an elite, so when you move into the room I suggest you kill those first, staying close to the wall near the passage as you enter. However, if the marines in the area have been overcome, then you’ll need to watch yourself, because you could receive some fire from left hand corner as you enter this part of the atrium. There could be other enemies in the area, depending on the success of the marines, and also the spawns (these are random, which is why I don’t tend to give the rank of enemies). Usually, there are about three grunts on the raised platform opposite the one on the raised section’s side, as well as an elite or two wandering around in the middle. Once they’ve been taken care of (be careful not to walk too far into the room, or you’ll activate a door, releasing quite a few enemies) move further into the room, watching the door on the right hand side (as you face into the room from the raised area) which should open, giving way to an elite or two and some grunts. It’s good to stay on the raised sections, as cover is provided by both them, and their adjoining passages. At the same time, an elite and some grunts will come in through the door opposite the one which just opened. Once they have been dealt with (remember to use the noob combo) then pick up a couple of plasma pistols (and whatever else is around which looks useful, remember that guns disappear unless you pick them up at some point, or they’re part of the map) and move into the small adjoining room on the opposite side as the one you entered the lower atrium through. *CHECKPOINT 4* Walk up the stairs to the left, and drop one of the plasma pistols by the battle rifle, picking it up if you don’t have one of your own. As you enter the first hanger bay, you should be armed with a plasma pistol and a battle rifle. This next section can be a little tricky, but its ok as long as you manage your enemies. When you walk in, walk to the right and pick up the grenades on the catwalk, frags will be alright for the moment. It’s a good idea to stay on the catwalk area, as you have a good vantage point as well as 16 plasma grenades…not too shabby. They will come in handy for dealing with elites and big spawns that come out from the boarding craft. There will be two elites and around three grunts in the room at this point. Either throw a frag into their midst or take them out one by one, either with the battle rifle on its own (grunts) or both the noob combo (elites). Make sure that you kill the ELITES first, because once the group that start in the hanger go down to two enemies a new group will come out through the hole the boarding craft made in the window, but be careful, once the elites are dead the three kills will only accelerate the process, so kill as many as you can in as shorter time as possible. This new group will usually be made up of three grunts and an elite. Once a grunt and an elite or three grunts are of the new group are dead, another wave will follow, again made up of three grunts and one elite. By this time you might be running low on plasma, so if you need any remember that you dropped one just outside. After this, another wave will follow, again after some more kills by you so that the majority are dead (sorry I cant be more specific, the grunts and co. tend to get jumbled up, plus I don’t think where the enemy came from matter for this wave’s spawn) a new group, made up of two elites and three grunts will pop out the boarding craft. When most of the enemies remaining are killed, the final wave will come through the hole in the window, comprised of an Ultra Elite and a couple of spec ops grunts. Once these are dead, you have a good opportunity to pick up some covenant weapons before they disappear, I advise picking up as many plasma pistols as you can get your hands on, this will keep them in the map. *CHECKPOINT 5*…around here…ish…doesn’t always happen Once that’s done, go over to the door on the other side of the bay, which will be blasted open by the covenant. Three grunts and two elites will come running out; its time to put those plasma pistols to good use. A grenade or two should deal with the grunts, leaving you free to kill the two elites with a noob combo. Pick up some plasma pistols from the grunts you killed and move through the door they came through to the second hanger bay. *CHECKPOINT 6* As you walk in, kill the two grunts on the plasma turrets with your battle rifle and take cover behind one of the boxes. Now simply take out the enemy one at a time from there. At this difficulty surviving at close quarters is a little difficult, especially with the amount of elites (it is however, very satisfying) so its best to get them at range. You can take advantage of the AI’s attack patterns here; when you come out to attack from one side of the boxes they will keep shooting at it, allowing you to attack from the other side for a second or two before they realise what’s happening. There are roughly four grunts and three elites to begin with. More will spawn periodically, and so it’s good to throw grenades at these occasions to get rid of the grunts. The first wave to come out of the boarding craft consists of two or three grunts and two three elites. The second wave also contains two elites and around two or three grunts. If you run out of battle rifle ammunition or grenades, then you can get more by going into the room through the door on the right hand side. If you’re in a hurry, you can just use one of the boxes to jump straight up onto the platforms where the plasma turrets are. I wouldn’t use them if I were you; the grunts and elites tend to throw grenades up to you, if a hail of plasma isn’t enough to deter you. The third and final wave should contain two dual-wielding Ultra Elites and a Gold Elite armed with a sword. You should make the two ultras your first priority, and if you can a melee is good to deprive them of their plasma rifles. Once all of them are dead (it will take quite a while, I’m sorry to say that it’s a bit annoying to do with the amount of elites there, but your going to just have to grit your teeth I’m afraid). -Priority Shift- *CHECKPOINT 7* Grab whatever weapons you prefer for quite close quarters and any grenades lying around and then move down one of the ramps (stairs but you could technically call it a ramp what with its construction I suppose). At the bottom are two elites and three grunts. Use the two entrances to your advantage; throw a grenade then run round to the other one to attack them from behind. Once those are dead, head further in and be ready to take out an elite. *CHECKPOINT 8* Use a sword, noob combo, or plasma/SMG combo to kill one of the camouflage elites which comes out of the door on the opposite side when you approach it. Once their dead, run over to the other door which is also on the side and kill the other one, if you did it quick enough this elite wont have activated his camouflage yet either. If not you should be able to find him when he starts shooting at you. Use a grenade or two and he should show himself, if only by his shield flaring. With those dead you should be able to move into the area underneath the armoury. *CHECKPOINT 9* Above will either be two veteran elites (red), or a rookie (blue) and an ultra (white). Again use the two entrances to the area to draw fire and then strike from behind. Now is a good time top stock up on weapons and ammunition. Once you have what you like to use (bearing in mind you’ll need something for elites at medium range, & I’d also suggest a battle rifle), walk out into the second atrium area. *CHECKPOINT 10* There are several ways to do this section; either a quicker close quarters method, or a longer ranged attack method. But remember; if at any point in this section you have an opportunity to kill a grunt or elite out of sequence, take it. * In the short range version, run straight across to the side passage opposite the armoury. Kill the two grunts there, and then use a charged plasma and melee or shotgun to take out the elite. Kill the grunt on the turret on the ranged section just outside of the passage, and then run from the far side of the passage to the new passage opposite it, killing the two grunts on the way. Now simply kill the elite and grunt on the platform with your preferred weapons. With those taken care of, look up to the lower section of the atrium. There should be two grunts and a plasma cannon up there. Kill them and then move back into the passage.*(skip next section if you are this far) #In the long range version, crouch down behind the metal barricade by the door and (making sure your right is hidden, i.e. be completely behind the barricade) attack the grunts as they come out of the side passage directly opposite the door from the cover provided by the barricade’s smaller sloped edges (still be crouched). You should have the battle rifle’s target reticule just above the metal barricade, which should keep you in one piece. Once the two grunts which run out are dead, look at the left raised section (next to where the grunt pair came out), there should be an elite, and a grunt with a plasma turret on there. If the elite is missing, look back at where the grunts came out for a couple of seconds. If nothing else comes out, then you should be ok for this next bit, if the elite comes out, then throw a grenade at, or just to the left of him so that he moves up into the passage, giving you an easy time taking care of the other enemies for the moment. Alternatively, you can take this opportunity to kill him, whatever you feel most comfortable doing at this point. With the elite accounted for and hopefully not shooting at you, you can turn your attention to the grunt on the plasma turret. As he’s stationary you should be able to put a round or two in his head, then that’ll be him out of the picture. Don’t worry about destroying the turret; I’ve never seen an elite get on to the turrets in this atrium section. Now look to your right, while staying in cover. There should be two grunts by the platform, and an elite and another plasma turret on top of it. (In no particular order, it depends what’s shooting at you at the time) a grenade or a few shots from your battle rifle should kill the grunts, then move onto killing the grunt on the plasma turret. Watch out for fire from the two (or one if you killed the elite from the other platform) elites. You’re also in a good position to kill the grunt on the turret in the upper atrium area, but watch out; another will take its place when it dies. With the grunts dead you can start work on the elites. If you don’t have a noob combo then grab the shotgun from the armoury behind you…if it hasn’t disappeared. Alternatively you can just pick up a plasma pistol on your way. Run across to the barricade by the passage where the grunt pair came out across from the armoury, if you got shot along the way this is a good place to hide and charge up your shields. Be careful though, the elite here (if not already dead) has a tendency to jump down behind you from the platform. If you haven’t got something for close quarters elite work, grab a plasma pistol and charge it up. Now walk up the passage to the raised area and kill the elite there; its best to lure him into the passage where the other elite can’t shoot you. Either use a noob combo, plasma pistol and melee, or a shotgun to take him down. With that elite down, you can take care of the other one. Go to the end of the side passage, and then run from that one to the passage entrance on the other side, then take shelter behind the conveniently placed barricade there. Again let your shields recharge while watching for the elite so that it doesn’t jump down behind you without you knowing. Move up the passage and kill the other elite, then go back into the passage and stay in the cover it provides. Move down the stairs that take you down from the raised section, this time so that you come out at the far end of the room from the armoury.# At or just before this point three grunts and two elites should come out through the door across the atrium area. I suggest using a grenade to scatter them, and then finishing them off using a battle rifle for the grunts and a noob combo for the elites. You can find cover behind a barricade near the door, as well as a plasma pistol and two grenades which you can use, isn’t that convenient. Unfortunately you can’t always get them as they come through the door, and sometimes they don’t come through at all. In these situations, its best to throw a grenade or two into the staircase area to scare them out. Once they’re dead (a stray elite might be left) then move into the staircase area, some cover is given underneath the stairs. The grunt on the turret can be overcome either by simply killing it, or by jumping up onto the flight of stairs and then walking down to it. Watch out for the elite which will come down the stairs from the higher level of the atrium. With both of these obstacles overcome; move up the stairs to the upper atrium. When you near the dividing pillar in the middle of the area, a group of three grunts and two elites will come through the door in front of you. One of the grunts will be carrying a plasma cannon. Either run back to the door you came from and keep killing whatever goes on the turret (it’ll be easier than running around after them) or throw a grenade in their midst, hopefully killing the grunts and giving the elites a little damage. You should be able to kill an elite pair by now, so use whatever weapons you feel most comfortable with (the safest method is still the noob combo). Now move through the doors and on to the next area. *CHECKPOINT 11…finally* You’ll now be in an area resembling the one you started in. go around the corner to the left and take cover behind the low crate just in front of Keyes. This should give you a good spot to kill the majority of the covenant up ahead (an elite and three grunts). Once these are dead, run forward to the large crate in the middle of the hallway and crouch down behind its smaller counterpart for cover. The next group of covenant won’t spawn until you pass this, so you can take this opportunity to search for supplies. Once you’re satisfied you have everything, move forward and either run to the low crate in the middle for cover, or run back to the big crate in the middle. You should be able to use either of these to your advantage as the next wave attacks; this is also made up of an elite and three grunts. Grab what you need, then move through the door ahead. -Authorised Personnel Only- *CHECKPOINT 12* Pick up the plasma pistol and battle rifle on the floor and take cover behind the boxes to the right. Two elites with jetpacks (rangers I think they’re called) will come through the door. Well it would just be impolite not to use bungie’s gift of a noob combo wouldn’t it? Take out the two elites while they’re inside (& and more vulnerable) then move towards the door. Jump out and then walk over the slanted support pillar just ahead of you. You can jump up onto it in the low gravity, and then walk up it so that your on top of the ship connector docking thing. This will give you a good vantage point for killing the elite on the roof of the one you came from (he might not always be there though, so be careful up ahead if he’s not). With the first three dead, another two will come down over the top of In Amber Clad. If you’re quick and a reasonable shot with a battle rifle you can usually kill one of them before they’ve got to the ground. If not then don’t worry too much. Continue forward, jumping down from your perch. Keep going until you near the far ship connector, you should start getting shot at about now so take cover in the large open crate and charge up that plasma pistol. Use the noob combo to take care of the remaining elite(s) and them move through the door and back into the station (there were five elites in that open section, the two that came through the door, the one on top of the connector, and the two that come up over In Amber Clad, just in case you loose track of them). *CHECKPOINT 13* Now move out into the open area, grab the SMG in the rack by the door then move towards the edge of the platform. *CHECKPOINT 14* A swarm of roughly eight drones should now come up and attack. A little bit after you hear the buzzing sound, plant a plasma grenade on the edge just in front of the red floor sign. If you time it correctly, you should take out two or three drones. Get behind the cover of the metal barrier by the door, and attack with your battle rifle. For anything that gets too close use the SMG (if you don’t feel confident with the battle rifle). Once they’re dead, move over to the right hand staircase and grab some frag grenades from the dead ODST. Pick a plasma pistol up off the floor and walk up the stairs. By this time the lift should have started to move up towards you. On the lift are four grunts and two elites. Use your battle rifle to kill the grunts and then when the lift gets closer use a noob combo to kill the elites. Now go and pick up a couple of plasma pistol with a good amount of charge left and take the lift down to the next air lock. As you have nothing else to go, why not admire the view of the MAC gun and the space battle going on in the background. Once you reach the bottom, there’s sometimes a stray grunt so watch out (its pretty embarrassing getting killed by a plasma pistol while sight seeing). Now just move into the airlock. *CHECKPOINT 15* When the airlock door opens, fire a charged plasma shot directly at the elite on the turret, then when (or if due to the range being too big for auto plasma targeting) it hits shoot him. Go back into the relative safety of the airlock. If you look forward towards the right hand side, you can see the Prophet of Regret’s assault carrier fly past the station. Now its time to deal with the other two ranger elites. Take them out with the noob combo, using the sides of the airlock for cover. With the elites in this section taken care of, you can move forward, towards the MAC gun. When you near it, two more ranger elites will fly down towards you. Use the cover provided by the supports around the base of the MAC gun and your noob combo to take them out. Now go and grab two new plasma pistols from the airlock you cam from. Go over to the air lock and lick by the MAC gun and move inside. For an added arsenal, I’d suggest putting in a plasma rifle or two, that’s just an optional extra. -Return to Sender- *CHECKPOINT 16* In this section, there are six elites pretty much all armed to the teeth, including an ultra dual-wielding needlers. However, its pretty easy if you play it safe. Just stay behind the crates near the door and kill the elites with a noob combo. Keep using the different sides of the crate to draw their fire away, and throw the odd grenade to thin their ranks. Watch your left side though; a couple of the elites will tend to try to flank you. When most are dead and there aren’t any more visible, move towards the back of the room, underneath the moving MAC cannon loader. Then attack the remaining elites from the left, which should catch them off guard. Remember that grenades are good for scaring out enemies. With all the elites dead its time to give the covenant back their bomb. *CUTSCENE* End of level… CAIRO STATION EXTRA TIPS Even with a guide, sometimes it’s just too tough. So here are a few extra tips and tricks for Cairo Station (Note that you will need to use sections from the main guide for this to make sense): Unfortunately there’s only one trick I’ve found that can help you out on this level, still, it’s a pretty good one. This trick takes advantage of Sergeant Johnson’s invulnerability: First a bit of co-ordination stuff. To move any character, you can just walk into them, this can move them around. However, it doesn’t always work, and on a moving character it never works. This makes moving the AI around is usually hard, but a character that’s invincible is relatively easy, because you can melee it into position. Although you need to keep hitting it or it will run away. It also helps to do it crouched, and to keep them away from walls when you need to go around a corner. Anyway, this trick begins here: *CHECKPOINT 2* Kill the next wave of covenant like you normally would, and then go and get Sergeant Johnson off of the turret (if he isn’t off already). Now follow the passage round to the next section, and kill the elites and grunts there. With any luck, Sergeant Johnson should now be waiting in this area. Run over to the marine of the turret by the stairs and get him off it and destroy it (Johnson gets stuck on it). Now go back and melee sergeant Johnson in the direction of the stairs, you’ll have to keep doing it, because he will try to run back to his original position. Once he reaches the stairs (I tend to get him halfway up the stairs just to be safe) he will start on a new ‘path’ and follow it. Follow him up the stairs and into the first atrium. *CHECKPOINT 3* Follow him through the upper area and down the stairs, also help him to kill the covenant in this area (a grunt and two elites). Now (occasionally hitting him to get him back on track) he should go to the lower atrium area. With his help you can now pretty easily kill the grunts and elites in the area. You’ll need to keep hitting him to get him to go to the stairs by the first hanger bay. So after killing the brunt of covenant in the area, melee Johnson in the direction of the hanger bay until there’s a ‘LOADING’ message. At this point he should stop trying to return to the atrium. Now you can melee him all the way up the stairs to the first hanger bay. *CHECKPOINT 4* Get him onto the catwalk just outside the door and he should start killing the covenant in the hanger bay. If possible, try to keep him up on the catwalk. Once the covenant are dead, melee him to the other side of the catwalk. *CHECKPOINT 5*…around here when it works As checkpoint 5 happens, the covenant will come blasting through a door in the hanger bay. You should be able to kill them with grenades and Johnson’s help (if he’s in position). Once they’re dead, knock Johnson down and move through the door and around the corner to activate the checkpoint. *CHECKPOINT 6* Now go back and melee Johnson all the way through the corridor to the second hanger bay. Once again he’ll help you to kill the covenant, but you’ll want to move him a bit further forward so he has a good point of attack. Once these are dead, move him down the stairs to the next section. -Priority Shift- *CHECKPOINT 7* Sergeant Johnson should be able to deal with the covenant down there, but if there’s a sword elite (brought about from the spawn of a rookie and an ultra) he tends to come running out. So its best to chip in some of the time. The sword you can pick up in this hanger bay comes in best handy for moving Sergeant Johnson, so don’t pass up on the opportunity. When they all die another checkpoint will be activated. *CHECKPOINT 8* Now move up to the armoury area (bringing Johnson). Its best to take a step back now and let Johnson handle the camouflage elites. Once they’re dead move him up to the armoury. *CHECKPOINT 9* Push him up the steps to the armoury section and then go up the other set to get the elites in a pincer movement. Once they’re dead move him out of the armour and into the second atrium. *CHECKPOINT 10* Let Sergeant Johnson distract, while you do most of the damage. Eventually you should be able to get him through this atrium’s lower area and up the stairs. Here do the same, then get him through the next set of doors to the checkpoint. *CHECKPOINT 11* Move him around the corner…now isn’t this funny? It’s the Johnson twins, Avery and…err…Avery. Don’t you just love family reunions. Now, kill the covenant over here, and pick one of the three invulnerable characters here to take with you (Keyes, Johnson, and Johnson). -Authorised Personnel Only- *CHECKPOINT 12* Move whichever one of the characters you chose out into space, and then they can help take care of the ranger elites. Unfortunately, this is as far as you can take them, because there’s a loading zone that removes them up ahead. Note that I made this guide pretty bare to try to make it a little challenging. Getting Sergeant Johnson all the way to the space section was pretty satisfying.
you gonna do this thing for every map? Anyway good guide, keep up the good work dude
Are you ever going to finish this, RampageRiot, or shall I? Lol, with my skills in Halo 2, it will take me a lot longer to update it. I can barely beat it on easy.
Come on man, finish it! I want to post it on the Halo Archives!
mmm, if people want me to then of course. i only stopped because of people telling me it was a waste of time and a load of rubbish/ no one requesting it be finished lol.
Are you kidding?! Everyone could use as much information about Halo as possible, especially if it's directly about how to play the game! Come on, if no one here wants it, The Halo Archives will! ;)
Ok, give me a week and i'll see if i can finish outskirts.