The Great Journey/Walkthrough: Difference between revisions

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{{Status|Gameplay}}
{{Title|The Great Journey Walkthrough}}
{{Walkthrough infobox
|era=''[[Halo 2]]''
|prev=[[High Charity (level)/Walkthrough|High Charity]]
|next=[[Halo 2 credits]]
|name=The Great Journey
|image=[[File:TheGreatJourneyAchievementArt.jpeg|300px]]
|player=
|objective=
|location=
|starting weapons=
|new weapons=
|enemies=
|skulls=
|pagegamelabel=H2
}}
This page is a walkthrough for the 15th and last campaign level in [[Halo 2]], [[The Great Journey]]. It is written to be played on [[Legendary]] difficulty. The player's initial loadout is a {{Pattern|Okarda'phaa|plasma rifle}} and [[Type-25 plasma pistol]] and four {{Pattern|Anskum|plasma grenade}}s. Upon beginning the level, there is a {{Pattern|Wuzum|Spectre}} piloted by an Elite that will approach from behind and is drivable by the player, or the player can man the plasma turret mounted on the back and the Elite pilot will drive.


==Weapons==
==Weapons==
*[[M90 Close Assault Weapon System#M90 Mk II|Shotgun]]  
*[[M90 Shotgun|Shotgun]]  
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
*[[Type-25 Directed Energy Rifle|Plasma Rifle]]
*{{Pattern|Okarda'phaa|plasma rifle}}
*[[Type-25 Directed Energy Rifle/Jiralhanae Variant|Brute Plasma Rifle]]  
*[[Kewu R'shi'k-pattern plasma rifle|Brute 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 Sniper Rifle System|Particle Beam Rifle]]
*[[Type-50 particle beam rifle|Particle Beam Rifle]]
*[[Type-25 Grenade Launcher|Brute Shot]]
*[[Type-25 Grenade Launcher|Brute Shot]]
*[[Type-1 Energy Weapon/Sword|Energy Sword]]  
*[[Type-1 Energy Weapon/Sword|Energy Sword]]  
*[[Type-1 Antipersonnel Grenade|Plasma Grenade]]  
*[[Anskum-pattern Anskum-pattern plasma 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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*[[Type-32 Rapid Assault Vehicle|Ghost]]
*[[Type-32 Rapid Assault Vehicle|Ghost]]
*[[Type-26 Ground Support Aircraft|Banshee]]
*[[Type-26 Ground Support Aircraft|Banshee]]
*[[Type-25 Assault Gun Carriage|Wraith]]  
*[[Zurdo-pattern Wraith|Wraith]]  
*[[Spectre]]
*{{Pattern|Wuzum|Spectre}}
*[[Type-47 Ultra Heavy Assault Platform#Halo 2|Scarab]] (non-drivable, can ride)
*[[Protos-pattern Scarab|Scarab]] (non-drivable, can ride)
*[[Type-52 Troop Carrier|Phantom]] (non-drivable)
*[[Kez'katu-pattern Phantom|Phantom]] (non-drivable)
*Covenant [[Assault Carrier]] (non-drivable)
*Covenant [[Assault Carrier]] (non-drivable)


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Interestingly, the level starts you out very close to your ultimate destination. Any attempts to head right for the control room, though, will likely be foiled by the cheap instant death barrier down below the cliff.  
Interestingly, the level starts you out very close to your ultimate destination. Any attempts to head right for the control room, though, will likely be foiled by the cheap instant death barrier down below the cliff.  


Your first priority is to upgrade your vehicle to something a bit more robust, as you'll be wading through quite a few enemy Ghosts, as well as a couple of Wraiths. Thus, rather than jumping right into the combat at the beginning, I'd recommend boosting ahead a bit and boarding the first available Wraith, as shown in the next video.  
Your first priority is to upgrade your vehicle to something a bit more robust, as you'll be wading through quite a few enemy Ghosts, as well as a couple of Wraiths. Thus, rather than jumping right into the combat at the beginning, boosting ahead a bit and boarding the first available Wraith is recommended, as shown in the next video.  


[http://files4.bungie.org/legwalk/Halo2_LgndWalkHBO_journey1.mov QuickTime] (3.9 mb) | [http://files4.bungie.org/legwalk/Halo2_LgndWalkHBO_journey1.wmv WMP9] (5.9 mb)  
[http://files4.bungie.org/legwalk/Halo2_LgndWalkHBO_journey1.mov QuickTime] (3.9 mb) | [http://files4.bungie.org/legwalk/Halo2_LgndWalkHBO_journey1.wmv WMP9] (5.9 mb)  
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As you can see, not only is this method quicker, but it also allows you to skip the brutes entirely and, surprisingly, even warps the banshee inside with you. Well, most of the time, at least. It's been my experience that the banshee doesn't always make it through in working condition (for example, I've run back to find it stuck in the floor). It's for this reason that I encouraged you to save and quit at the nearest checkpoint before you entered the control room structure. Be aware that you can't enter the control room in this manner until Sarge breaks down the door and the final chapter transition occurs, so there's no sneaking in early. Also, if you don't already have a beam rifle I'd recommend stopping by the bridge and picking one up before you proceed. You may not even end up using it if you have the banshee inside, but it gives you more flexibility for deciding how you want to deal with the brutes in the final battle. Anyway, it's not like you have anything else to do while Sarge is breaking down the door.
As you can see, not only is this method quicker, but it also allows you to skip the brutes entirely and, surprisingly, even warps the banshee inside with you. Well, most of the time, at least. It's been my experience that the banshee doesn't always make it through in working condition (for example, I've run back to find it stuck in the floor). It's for this reason that I encouraged you to save and quit at the nearest checkpoint before you entered the control room structure. Be aware that you can't enter the control room in this manner until Sarge breaks down the door and the final chapter transition occurs, so there's no sneaking in early. Also, if you don't already have a beam rifle I'd recommend stopping by the bridge and picking one up before you proceed. You may not even end up using it if you have the banshee inside, but it gives you more flexibility for deciding how you want to deal with the brutes in the final battle. Anyway, it's not like you have anything else to do while Sarge is breaking down the door.


And so we come at last to the final battle of our epic, galaxy-spanning quest.
And so we come at last to the [[Boss (gameplay)|final battle]] of our epic, galaxy-spanning quest.


[[Arbiter (Character)|The Arbiter]] vs. [[Tartarus]]
<center>[[Thel 'Vadam|The Arbiter]] vs. [[Tartarus]]</center>
[[File:Tartarus hammerhold.JPG|300px|thumb|center|'''Final Boss''': [[Tartarus]]]]


In light of this momentous occasion, Bungie added a entirely new weapon never before seen in the Halo universe, the [[gravity hammer]]. Tartarus wields this formidable weapon against the Arbiter in their final encounter.
In light of this momentous occasion, Bungie added a entirely new weapon never before seen in the Halo universe, the [[Gravity hammer (fiction)|gravity hammer]]. Tartarus wields this formidable weapon against the Arbiter in their final encounter.


Unfortunately, Tartarus is one of the easier of the three bosses(assuming that you don't use the fuel rod gun tactic on the Heretic Leader, at least). In contrast the other two bosses, Tartarus doesn't have a ranged attack, and so he can't hurt you as long as you don't let him get to close to you. His henchmen, meanwhile, attack only from one direction and only at fairly specific times during the battle. Thus, you can see them coming a mile away and there's little chance of being surrounded or taken by surprise.
Unfortunately, Tartarus is one of the easier of the three [[Boss (gameplay)|bosses]] (assuming that you don't use the fuel rod gun tactic on the Heretic Leader, at least). In contrast the other two bosses, Tartarus doesn't have a ranged attack, and so he can't hurt you as long as you don't let him get to close to you. His henchmen, meanwhile, attack only from one direction and only at fairly specific times during the battle. Thus, you can see them coming a mile away and there's little chance of being surrounded or taken by surprise.


The structure of the battle is fairly simple. Like the other boss fights, I tend to think of it in terms of several rounds, with each round ending when Sarge knocks out his shield and you damage Tartarus. Depending on your weapon choice, you'll probably need somewhere in the vicinity of 8-10 rounds to kill him. So, as far as Tartarus himself goes, the battle basically amounts to maneuvering to keep him at a distance until Sarge gets his shots in and you can do a bit of damage. Remember, Tartarus' shield only stays down for about 2-3 seconds at a time, so you have to be quick.
The structure of the battle is fairly simple. Like the other boss fights, I tend to think of it in terms of several rounds, with each round ending when Sarge knocks out his shield and you damage Tartarus. Depending on your weapon choice, you'll probably need somewhere in the vicinity of 8-10 rounds to kill him. So, as far as Tartarus himself goes, the battle basically amounts to maneuvering to keep him at a distance until Sarge gets his shots in and you can do a bit of damage. Remember, Tartarus' shield only stays down for about 2–3 seconds at a time, so you have to be quick.


The only breaks in this pattern occur when the brute reinforcements show up. Although the time of their appearance does not appear to be absolutely fixed, it's at least consistent to a pretty high degree. The first group almost always appears after you first damage Tartarus (he'll say "A lucky hit. You'll not land another"). Expect the second group to arrive about 2-3 rounds after that, and the third group after another two rounds or so. As long as you keep an eye on their platform, you should be able to see them coming long before they actually get close enough to present a threat.
The only breaks in this pattern occur when the brute reinforcements show up. Although the time of their appearance does not appear to be absolutely fixed, it's at least consistent to a pretty high degree. The first group almost always appears after you first damage Tartarus (he'll say "A lucky hit. You'll not land another"). Expect the second group to arrive about 2-3 rounds after that, and the third group after another two rounds or so. As long as you keep an eye on their platform, you should be able to see them coming long before they actually get close enough to present a threat.
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Congratulations!
Congratulations!
[[Category:Walkthrough]]
[[Category:Halo 2 walkthroughs]]
 
==Video Walkthrough==
<div class="floatleft">{{#widget:YouTube|id=7yVLknwCwcU|width=300|height=200}}</div>