Regret (Halo 2 level)/Walkthrough: Difference between revisions

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This next area, though, can be pretty tricky. There are five or so sniper [[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.
This next area, though, can be pretty tricky. There are five or so sniper [[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 [[Grunt]]s and [[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 [[Elite]] Minor in the outer wrap-around hallway, then a room full of [[Grunt]]s and [[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 [[Grunt]]s and [[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 [[Elite]] Minor in the outer wrap-around hallway, then a room full of [[Grunt]]s and [[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 [[Beam Rifle]]; there are many sniper [[Jackal]]s and some [[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 [[Elite]]s (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.
Hold on to your [[Beam Rifle]]; there are many sniper [[Jackal]]s and some [[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 [[Hunter]]s. 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.


Once you have taken out the [[Hunter]]s (for which is recommended to take the [[M90 Close Assault Weapon System|shotgun]] from one of your [[marine]]s if you haven't already) a [[D77-TC Pelican Dropship|Pelican]] will show up, dropping reinforcements as needed, as well as a few weapon pods. At this point, give your [[Marine]]s sniper weapons, and prepare to face the motley crew of the gondola, which consists of a [[Lance]] and an [[Elite]] and maybe more than two [[Jackal]]s. At the range you have, they shouldn't pose much of a threat.
Once you have taken out the Hunters (for which is recommended to take the [[M90 Close Assault Weapon System|shotgun]] from one of your [[marine]]s if you haven't already) a [[D77-TC Pelican Dropship|Pelican]] will show up, dropping reinforcements as needed, as well as a few weapon pods. At this point, give your [[Marine]]s sniper weapons, and prepare to face the motley crew of the gondola, which consists of a [[Lance]] and an [[Elite]] and maybe more than two [[Jackal]]s. At the range you have, they shouldn't pose much of a threat.


Once the gondola is secure start transferring weapons out of the drop pods and into the gondola. You are going to be wanting as much firepower as you can get pretty soon.
Once the gondola is secure start transferring weapons out of the drop pods and into the gondola. You are going to be wanting as much firepower as you can get pretty soon.
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Drop into the pit, bust out the sword, and use it to finish the two [[Elite]]s that dropped from the [[Phantom]] while you were getting over here. Then jump up onto the fallen pillar to your left. There will be a space through which you can jump to get to the next area. The [[Marine]]s can't follow you through here, but that only means they have to take the long way around, giving you some stealth time. There's a [[Jackal]] sniper hidden among the crates here, but the sword will end his reign of terror.
Drop into the pit, bust out the sword, and use it to finish the two [[Elite]]s that dropped from the [[Phantom]] while you were getting over here. Then jump up onto the fallen pillar to your left. There will be a space through which you can jump to get to the next area. The [[Marine]]s can't follow you through here, but that only means they have to take the long way around, giving you some stealth time. There's a [[Jackal]] sniper hidden among the crates here, but the sword will end his reign of terror.


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 [[carbine]]s 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 [[Grunt]]s 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 [[Grunt]]s 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 [[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 [[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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