Also, beware of the sniper on the opposite side of the valley near the door; if he's still alive by the time you make the jump, you may want to take him out, as well. Tips and Tricks You'll also need to watch out for a sniper after you cross the first light bridge; although he doesn't make an appearance in the previous video, he's lurking somewhere around the crates. Fan Creations In my opinion, this is another good reason to go the elite route, as they can eventually end up fighting one another. As you might be expecting by this point, you'll have to deal with several waves of enemies if you stick around to fight. Unfortunately, as you receive a checkpoint on the way down shortly before you land, once you encounter this scenario you'll be stuck with it. [Abandoning the Prophet of Mercy to the infection form attacking him] The Great Journey waits for no one, brother...not even you. Note that you can also drop down without using the lift, if you prefer. When you receive a checkpoint, I'd highly recommend that you save and quit, for reasons that I'll explain later. Note that the behavior of the brutes is not always the same, and sometimes the group will not even appear from the opposite door. Wallpaper You'll have to fight the brutes at the top of the lift once again, but if you just can't survive when you reach the bottom for whatever reason, it may be the easier course of action. Brutes basically play the same role in battle as elites, in the sense that they tend to show up about 1-3 at a time accompanied by a supporting group of grunts or jackals, and use similar weaponry, with the exception of their eponymous grenade launcher. Note that the elites actually have to pass through two doors to reach you, and it really helps to exploit both of them as opposed to waiting until they enter the Mausoleum itself. News Minor Yanme'e: 1. {Cutscene}{Anniversary Cutscene} A blurry camera shot focused on the floor, before clearing and focusing on the back of Tartarus. Usually, I ignore them right back and follow them through the hall to the left, where you should receive yet another checkpoint as you discover the fight already in progress. This battle is sort of interesting, as you have the ability to steer the outcome in two different directions. Eventually, he is brought towards the head of a massive creature: the Gravemind. However, they are highly vulnerable to headshots from the beam rifle and carbine. Whatever you choose, make sure that you at least pick up the fuel rod gun, even if just to drop it temporarily in favor of another weapon. The Great Journey : Great level, I just wonder if the boss fight could be improved by spawning ennemies sentinels with the brutes. Part of the difficulty here is due to your inability to control your entrance into the area; you're dropped out of the lift right into the midst of the enemy, with no choice but to hope for the best. Destroyer's Invocation (4:36) begins with eerie low strings … As you can see, your first priority is obviously to eliminate the two brutes with your needler, using the small pillar for cover. Through the door you'll find a long, sloped room, but don't go too far as three brutes wielding brute shots will emerge from the door at the far end. The whole point of this video is for you to listen to the song and seeing the covenant fighting each other. If not, outta my guide! In my opinion, plasma rifles tend to work best. If you feel that you may have accumulated any negative karma by running through Sacred Icon and Quarantine Zone, I guess you could consider this level to be payback time. There's Halo 2, Halo 3, and most recently, Halo 5: Guardians. After that, the grunts will just run around in panic, presenting no threat to you, and you can take out the invisible elite in the next hallway at your leisure. In the center of the chamber is a large suspended sarcophagus that held the armor of the Arbiter. Sometimes, for example, the hunters and brutes will run up near where you make the jump to the top of the area. From this point on, elites will be joining the fray, squaring off alongside the grunts against the brutes, jackals, and drones. Use your motion tracker to keep an eye on any jackals walking around below you and descend only when their backs are turned. Nevertheless, there are a few aspects to this battle that actually make it quite a bit more controllable than "Belly of the Beast," if not necessarily any easier. I'd suggest taking the left path out of here, as you'll avoid having to deal with a charging brute. The roof will be very high up and the bottom will look like an endless pit, with water flowing in from the edges. Fan Fiction This section was fixed in Tbiesky mod for halo 2, I think you should take contact with him to fix this bug ;) Otherwise' the mausoleum fight is incredible in this mod. It is thought that this is not the same armor each time, as all Sangheili would (in reality) be different sizes. Having fended off the immediate threat and reached a position of relative safety, your next priority is to acquire a carbine. You may actually want to target the grunts first, as they'll throw grenades which can force you to move from cover. Music – popular memes on the site ifunny.co Also MCC for PC hype!Music: Blow Me Away by Breaking BenjaminiTunes: https://itunes.apple.com/us/album/blow-me-away-single/id355249132Spotify: https://open.spotify.com/album/46qZKapkVr7z9xJpPfp2l3===== Computer Specs =====CPU: Intel Core i5 2310 2.9 GHzMotherboard: ASUS P8Z77-V PRO (In this video: P8H61M-LE)GPU: Zotac NVIDIA GeForce GTX 750 Ti (In this video: GeForce GTX 550 Ti)RAM: Kingston DDR3-1333 4 GB (Total: 8 GB)PSU: FSP Group 650W 80Plus CertifiedOS: Windows 10 Pro 64-Bit (In this video: Windows 7 Ultimate 64-Bit) Using the little pillars along both sides of the room, you can jump up into the seats. Most of the time, you'll end up somewhere in between these two extremes, meleeing both of the brutes from behind while somehow managing to alert the rest of the enemies to your presence. Afterward, you'll face two more waves similar to the second and third, without any further complications. From here you work your way to Room 6 which is a much larger room where you will face off against Hunters and many Elites, similar to the 'Mausoleum' from Halo 2 in terms of gameplay. News Archive So, I'd advise doing this one the old-fashioned way. Honor Guard (7 brute honor guards on legendary) 2. Mind you, this isn't the first take. In this case, I'd definitely suggest taking out the sniper at the beginning before you make the jump. Other than that, though, there's not much you can do but keep clearing them out as they arrive from the lower levels. I usually exchange the carbine for the conveniently-placed energy sword. You Can’t Say you don’t care for Halo. In that case, ideally you'll want to thin out the elites as much as possible while still letting them do the work of taking down the drones for you. Honor Guard Ultra (corpses only) 3. Once you kill off the last enemy in the third wave, things start to get a little trickier. Over your dead body." The door on the left leads to the first of two oppositely-curved passageways. I had to re-record this segment a few times because I kept dying. Their size even makes them a bit easier to stick, compared to elites. Text reads, … Imagine Thel being with you at that point, having just killed the Prophet of Truth in the previous mission, and what that would … Honor Guard Councilor (Not intended, a glitch. Links This can be the most dangerous point in the fight, as you never know exactly where they're going to appear. Halo 2. At this point, another wave of Covenant troops, consisting of two brutes and several jackals, will appear on the level that she indicates. When you're ready, continue through the doors past the circular room, where you'll find a bridge. A total of one hundred eighty-two caskets are present, spreading far up into the ceiling. HBO PAL Two Betrayals (Halo: Combat Evolved) Gravemind (Halo 2) Halo (Halo 3) The Flood (Halo Wars) Shield World (Halo Wars) Repairs (Halo Wars) Beachead (Halo Wars) Video Games. As you could see in the last video, they are easily ambushed if you can make it up to the lift in time. I'd start by ambushing the sniper and brutes while their attention is diverted elsewhere. So you'll have use your own judgment to gauge the extent to which you'll need to clear the path. In the first section you'll initially find one brute and another two jackals. Halo 2 has a famously abrupt finale, and I recall fans being hung up on the disappointment of the final game versus this E3 2003 footage for a long time. History Talk (0) Comments Share. This next area is more or less the last conventional battle in the level; after this, we have an encounter with a sniper, a defense against some Banshees, a battle against a Grunt AP team and some Ranger Elites, an assault on an entrenched position, and a constant tango with Honor Guards as we fight a boss battle. Note that several elites and a fuel rod grunt will arrive from the door at the far end, but this path lets you reliably avoid them. Press Coverage Call of Duty 4: Modern Warfare; Modern Warfare 2; Halo 2; … Captain 3. Well, Bungie wastes no time on introductions and throws you right into battle with them literally from the very start of the level. The first elite is always in more or less the same spot, but the behavior of the others can vary. In that case, I'd still recommend taking cover by the wall, though you won't be in nearly as much peril at the beginning. To be specific, if all of the elites are killed off quickly enough (usually with your aid) while there are still at least 2-3 drones around, then you'll get the drone result. Halo 2 Previews It includes Destroyer's Invocation, Falling Up, Infected, and Shudder. When only two enemies remain, another wave of enemies will emerge from the lift: 4 grunts (including two with turrets) followed by three brutes, as shown in the next video. After the battle, you can find plenty of grenades, as well as carbine and needler ammo scattered around this area and the last couple of rooms. Turning their own weapon, the brute shot, against them is yet another possibility; three direct hits will usually take down a brute. For those complaining about the gameplay. Halo 2 Gravemind: Blow Me Away by Breaking Benjamin - YouTube Mausoleum Suite is the fifth track in Halo 2: Original Soundtrack, Volume 2. First and foremost, you should be aware that the next wave of enemies will never appear until you have killed every single member of the current wave. I'd suggest picking one end as your hiding spot, and then watching your motion tracker. Alternatively, you could suicide 5 times quickly to revert to your second-to-last checkpoint. One headshot on an un-helmeted brute with either of these weapons will do the job, though it may take additional shots—one in the case of the beam rifle, a couple in the case of the carbine—to knock off their helmets. Volume 1, released at the same time as Halo 2 on November 9, 2004, contains arranged instrumental pieces written by Martin O'Donnell and his partner Michael Salvatori, as well as "inspired-by" tracks from bands Incubus, Hoobastank and … Gravemind is the twelfth campaign level of Halo 2. That would have been such a brilliant contrast to the previous fight we had in the Mausoleum in Halo 2, where it’s this adrenaline-pumping, badass, all-out conflict between the different species of the Covenant. Halo 2 Overview. You can decide for yourself which outcome you prefer, but personally I always opt for the elites. In either case, you'll face a third wave consisting of two brutes and two jackals shortly after the second. Read, download Halo 2 Hacks - Tips & Tools for Finishing the Fight for free ( ISBNs: 9780596100599, 9780596515577, 9780596553364 ). (In the Anniversaryversion, he wakes up to himself being wrapped by a huge tentacle dragged along a corridor into a huge chamber.) This time, you'll find one brute just begging to be stuck with a plasma grenade, as well as several grunts. By now, you should have plenty of carbine and needler ammo, so just be careful and take your time. Each wave aside from the first consists of two groups of one brute and two grunts that emerge from two separate doors, which means that there's no bunching them all up as they arrive and you'll always be attacked from at least two directions. Daily Musings The trickiest part is sticking enough needles into one of the brutes, as they often dodge behind the wall; the second brute will usually go berserk once the first one is dead, making himself an easy target. A second wave of enemies will appear later to join up with the winner of the first round. One option is to stick them with plasma grenades, which are almost always a guaranteed kill. I'm not sure exactly what causes this behavior, though it seems to occur if I'm on one of the lower levels and don't return to the top immediately after Cortana issues her warning. Well, here we are: The Mausoleum of the Arbiters, which you may remember from the cutscene back at the beginning of The Arbiter. Shortly thereafter, the four grunts will return from the doors along the side of the room. If you decide to fight it out regardless, you'll have to start firing before you even hit the ground in order to kill the brutes as quickly as possible, preferably with dual needlers. ARG Forum There are a number of effective weapon choices that you could use here. In that case, you pretty much have two choices. About This Site Basically, if the battle swings in favor of the elites, the second group will be two flying elites and one carbine honor guard who enter from the opposite door. Fortunately, you'll have a sniper rifle at your disposal, courtesy of the sniper jackal in the first wave. As you continue onward, you'll cross another light bridge, as well as another rock garden area where some brutes are beating the hell out of a poor group of grunts. The advantages of the needler are that little aiming is required and it's fire and forget; so, you can just pop out from cover, fire off a burst, duck back under cover and listen for the explosion (it takes at least 7 needles). You'll face a total of five brutes in this area, including one that arrives from the entrance along with a couple of grunts, as shown in the next video. There were also more Arbiters. As you approach the door after the second light bridge, you should receive a checkpoint, and you'll see a couple of drones fly by, ignoring you completely on their way to the next battle. When the battle is over, fill up on grenades and carbine ammo and arm yourself with dual needlers. Like the last valley, you'll have another opportunity here to circumvent most of the trouble by running around the left side of the area, as shown in the next video. You can refill your brute shot at the back of the room, if necessary, and you should receive another checkpoint on the way out as two marines join up with you. As you resume your pursuit of the Prophet of Truth with the aid of your rescued marines (for as long as they last, at any rate) you'll fight (and sometimes run) through battles both indoors and out while the Covenant civil war rages around you. As usual, recover as much carbine ammo as possible after the battle; you might as well stick with the needler as your second weapon, as it will still be useful for a little while longer. One of those things was the ending, intended to close out the series as a whole, which was replaced by that infamous cliffhanger. To make matters worse, they can also throw grenades with devastating distance and accuracy. At first it seemed like a more sadistic version of the "Belly of the Beast" room, only with no marines, active camo, or opportunity to prepare before hand. 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