December 16, 2008

Halo (Addendum)

> — Cocopjojo @ 11:33 pm

Download the single-player Legendary saved film: File Share [slot 10] (30:06 in length)

Gameplay Tips

The beginning of this level is a bit difficult, but the majority of the level consists of driving.  The main key to getting through the ziggurat climb is to take out enemies as you see them, and don’t try and rush through, or you’ll get surrounded.

Ziggurat

  • You’ll start out with a rocket launcher, and the Flood will drop Fuel Rod Guns pretty early on in the battle, but I’d advise saving most of that ammo.
  • Let the Arbiter do the fighting here, instead of wasting your ammunition!  He will pull out his sword and tear through the Flood warriors, one by one.
  • Take your time here, and take out enemies as they approach you.  Don’t push forward too fast and let them get behind you.
  • As you move off of the snow and onto the cement, be careful: Flood combat forms will drop down behind you, sealing off your exit.  If you get pinned down by too much fire, don’t forget that you can jump back over the edge and down onto the snow for safety!
  • My advice as to how to best make it through this section is this:  Grab a BR or rockets, and a Brute Shot.  As you move back around to go through the small tunnel part at the front of the ziggurat, you’ll notice a very small lip lining the edge of the walkway.  If you stand on that lip, and fire a Brute Shot grenade at the ground as you jump, you can boost yourself up onto the fin, and bypass much of the fighting.
  • When you reach the top of the fin, you can climb on some protruding architecture on the wall and actually make it up to where Johnson is.  Once there, the Arbiter will quickly hurry to the door, and start fighting off the enemies that approach.  He’ll eventually get taken out, and you’ll need to use whatever ammo you have from the ridge to try and clear the enemies out before you drop down.  When you run out of BR/rockets and Brute Shot grenades, you can kill Johnson and take his laser for a few more shots.

Corridors

  • After triggering the Halo, you’ll run into a few enemies outside; nothing you can’t quickly dispatch.
  • As you exit back onto the ziggurat, take out the Sentinels quickly – their beam fire can kill you pretty easily if they decide to attack (which they will, after a few moments).
  • Use your long-range weapons to take out the Flood on the ridge before they get to you; their Spikers and Plasma Rifle fire can be deadly if they get close.
  • Once in the pulse generator room, play it like you would have in Halo 1 – give the enemies a few moments to kill each other before you move in to clean up the stragglers.
  • Moving down the hallway with the Carrier forms, be sure to pump enough fire into them so that they burst before you get close.

Trench Run

  • Not much to say about this final section: keep your eyes open and watch for the dropping panels in front of you.  Choose your jumps wisely – don’t take any ramps that are near Sentinels, as their fire can very easily spin you while you’re in mid-air.  And, lastly, avoid the carrier forms, since they’ll flip you as they explode.

3 Comments

  1. did you include the final battle in the control room?

    Comment by Christian Bethel — February 23, 2009 @ 6:37 pm


  2. To defeat 343 Guilty Spark, you must first be patient. Jump to avoid his defensive laser, and fire your weapons at him. Wait ’til he pins you to the door, and Johnson will fire the laser at him. Pick up the laser, and shoot spark with it 3 times to destroy him.

    Comment by Christian Bethel — February 23, 2009 @ 6:39 pm


  3. thanks it r helped alot

    Comment by AI ceriel nomber ctn 456219-0 — July 8, 2009 @ 2:45 am