Pc game halo walkthru




















I expect many of these issues to be ironed out as Halo Infinite settles in for the long haul. There'll be more maps, more modes, and I'd like to hope that can settle on a more satisfying progression system as the months and years go on. I fully expect the shape of Halo Infinite to radically change when Forge comes out, with leaks suggesting Infinite's map editor is close to a game engine in and of itself.

But the real pain point has been all the small things that just don't quite work for me. Forgive me for a moment, but I'm about to get real nitpicky. Vehicles are flimsy and countered by too many tools—grappling hooks allowing for ridiculously easy hijacks and shock rifles rendering tanks and flyers useless though the terminally shit Banshee does a fine job of being useless all on its own. Combined with increased player counts and a spawning system that reluctantly throws each team a single vehicle every other minute, Big Team Battle becomes a mindless mob of players springing into each other in a hail of grenades.

But more than anything, there's a flatness to the game's weapon balance that robs it of so many chaotic Halo moments. Infinite has a wonderful array of bizarre weapons, but many weirder alien guns have been robbed of the utility they hold in campaign for fear of being too powerful in multiplayer.

Weapons like the Ravager and Hydra feel like they should pack a meaner punch than they do, and there are simply fewer guns that feel like they really shake up a firefight in the way the Brute Shot or the old Shotgun did.

Halo Infinite's maps are good, but none stand out as memorable in the way of classics like Hang 'em High or Blood Gulch. They're tightly and competitively designed, but lacking in set piece interactions or interesting focal points—nothing that compares to storming the windmill on Halo 2's Zanzibar or trying to squeeze a team through the tunnel on Avalanche.

Between both the maps and the arsenal, Infinite has the feeling of being designed for esports at the expense of daft fun. All that said, those nitpicks are still very much nitpicks. Jun 12, 1, This will be my Legendary mode walkthrough of Halo Infinite. I will not be upgrading any of the Abilities, in fact I'll only be using the base level Grappleshot.

These will be posted 3 missions at a time. I will be using only one skull, the one called IWHBYD, which stands for "I would have been your daddy", a line of dialogue from the original game. It basically just adds rare, humorous dialogue for Grunts, but IMHO, it really helps get me through the difficulty of such a project. This is no experiment though, as I have already beaten the game via this same challenge. The only difference now, is trying to do it with as seamless capture as possible, which means minimizing deaths, quite hard to do.

Banished Warship Gbraakon This is basically the prologue, which takes you inside an enemy ship where you're tasked with disabling a stasis beam that the enemy has your dropship caught in. It has just one tough battle in an area with multiple Brutes and a Brute Captain.

The Brute Captain can be tough one on one, but there are many ways in this large room you can lose him, and sneak up on him.

Reactions: Brian Boru. You must log in or register to reply here. This was today. Let me turn off cross-play until you guys can get an actual anti-cheat implemented. Halo Infinite players are understandably frustrated. A lack of client-side anti-cheat could be a big problem unless Industries gets on top of these hacks and can detect them properly. Halo Infinite has had a popular debut on PC, with an all-time peak of more than , players on its first day of release earlier this month.

The game has been averaging around , daily peaks since its release, too. While the cheating problems have certainly improved in games like Call of Duty: Warzone and Destiny 2 , thanks to new anti-cheat systems , Halo Infinite seems to be the latest target for cheaters who just want to ruin the fun for everyone else. Subscribe to get the best Verge-approved tech deals of the week. Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from.

By choosing I Accept , you consent to our use of cookies and other tracking technologies. Continue on, killing Covenant troops along the way. Eventually, Cortana will tell you that the Covenant are destroying the life pods, and will give you your first waypoint. Follow it to a nearby door; enter and turn immediately left. Use your flashlight to make your way through the tunnels--there are no wrong turns, so it should be easy. Cortana will enable your motion tracker to help you find a safe exit look for the door with a green light.

Follow Cortana's instructions to open the next door, and test out your melee attack on the deaf Grunt just beyond it.

Take the first left past the lone Grunt, and be ready--some Elites and a large group of Grunts wait just around the corner. Don't be afraid to retreat around the corner to reload or allow your shields to recharge if you need to. When the enemy is down, move past them to the side corridor, using the medical kit if you are injured. Keep going, killing any Covenant in your way.

When you find your way blocked by fire, make a left and go through the door into more tunnels. Follow them until you see more Covenant ahead through the exit. Take the left tunnel to come out behind them. Finish them off, and then continue; all paths lead to the same place. There are several larger groups of Covenant ahead, so be ready.

Use the standing energy shields to reload or let your weapons cool off, and you should be able to best them without too much trouble. When you come to a barricade, use it for cover while you pick off as many Grunts as you can reach.

You will have picked up some grenades as you approached the barricade; use them against the Red Elite that is hiding behind the energy shield. When they are dead, jump over the barricade and enjoy the ride. Halo Overview This level is your introduction to the ring world of Halo.

It is a big change from the close-quarters fights aboard the Autumn, with lots of long, narrow valleys mixed with wide open areas. You will get your first taste of vehicle combat, and will meet some new enemies as well. This level isn't all that tough, and, like the last one, you should use it as an opportunity to practice with different techniques and strategies.

Walk-through Ouch. If any landing you can walk away from is a good one, then eight Marines just had a very bad landing. Get out, gather up all the gear you can get you hands on, and head for the bridge over the canyon to your left. Head up the hill as fast as you can. If Covenant Banshee aircraft start strafing you, just ignore them and keep moving. As you round the cliff, you will come upon an Elite and some Grunts.

Kill them and exchange your weapons if you so desire. Consider keeping the pistol--its zoom and long-range accuracy will come in handy in the wide open areas just ahead. The Banshees should have broken off their pursuit by now, so slow down and make your way through the canyon.

You will soon come to an alien building. Save the day and approach the survivors. After a few words, you will be asked to help with the defense. You will face several waves of Covenant troops coming in on dropships. Each wave will have a variety of Grunts, Elites, and a new enemy, the Jackal with his energy shield. Take out the Jackals by circling behind them while they are distracted or by tossing a grenade just past them.

Beware of enemies carrying needlers. The pink projectiles don't look like much, but they can do significant damage, homing in on stationary targets and exploding after they hit. Keep moving, and take them out quickly! After the last wave, more life pods from the Pillar of Autumn are spotted, and you are tasked with searching for and defending the three new groups of survivors.

Gather up new weapons and ammo, find one of the medical packs scattered around the area if you need it there is a big stash on top of the building , and follow the nav point to the waiting M 12 Warthog LRV. Take a minute to get used to it, and then head down the hill into the canyon beyond, and into the tunnel. It is dark in the tunnel, but there is really only one way to go. At one point, you will reach a good-sized ramp leading upward. Be careful--there is a gap at the top, so you will need to get a good running start and hit the ramp with enough speed to jump it.

Don't worry if you miss--just use your action key to flip the Warthog back over and jump back in. Don't forget to stop and pick your gunner back up! When you get to this point, be ready to put on some speed and jump the gap. Around the corner, you will come to a room with a road down the middle, a bridge in the center, and Covenant troops on each side.

It is time to let your gunner pay for his ride! Drive down the road at moderate speed, letting the gunner take care of the Covenant troops. When you enter the bridge, stop; the middle of the bridge is missing!

Turn around, and go back down the road to where you started. After another round trip or two, the majority of the enemy troops will be dead. The secret is just to keep moving, making yourself a hard target, and let your gunner do the dirty work. Stop the Warthog and get out. On the right side of the room, against the wall, is an opening leading to an upward-sloping ramp. Head up, killing an Elite on the way. At the top is a console that will activate the center portion of the bridge.

Get back in the Warthog; head across the bridge and into the tunnel on the far side. A few more twists and turns, and you will be back outside. Halo - cont. Head up the hill, following the line of the cliff on the right side. You will soon come to a path leading up and to the right. Follow it to where some Grunts are moving near a large formation of rocks. Drive back and forth in front of the rocks a couple of times to let your gunner clear out most of the Grunts, then dismount and move in on foot.

As soon as you get close to the Marines in the rocks, Covenant dropships will start to land. Jump back into your Warthog and take the enemy troops out. It is easy if you keep moving and trust your gunner to get most of them. The easiest way to take out Jackals is simply to run over them. As you clear each wave, a new dropship will land. Try to maneuver so that you are beside it when the doors open, and your gunner will take out half of the wave before they even get off of the ship.

Keep moving to avoid fire from the dropship's plasma cannons. Two will remain behind. If your gunner is hurt, kick him out hop out of the Warthog and move to the back. Use the action key to get in, and he will get out. Hop back into the front and drive away before he can get back in. Pull up next to the healthy Marines and they will get in the Warthog, giving you a full, healthy crew.

Hop out to gather ammunition and medical packs near the crashed life pod. There are still two groups of survivors to save, so let's get moving. Exit the area through the same canyon you used coming in. Outside are two Banshees. If you keep the Warthog moving fast, your gunner will be able to take them out without too much trouble. Follow the river upstream until you get to the waterfall, and then make a left. Over the hill you will come upon another alien building under assault by Grunts and Jackals.

Plow in, running down as many Jackals as you can, and trusting the rest to your passenger and gunner. Head up into the hills above the structure to meet up with the Marines and call down the dropship. You will have to fight off a last wave of enemies before it arrives. Once they are safely away, replace your passengers, rearm, or heal as needed.

To get to the third crash site, follow the river back downstream just drive in the water to make it easy. When the river forks, take the right branch. Kill the small band of Covenant troops that you encounter and continue to follow the river until you see a road cutting off to your left. Follow it to the top of the hill. If you grabbed the sniper rifle earlier, this is a great spot to stop and give it a try.

Once you have sniped everything that needs sniping, hop back in the Warthog and circle around, letting your crew clean up the rest of the visible enemies. Once the outside is clear, you will receive a message telling you to clear out the interiors on foot.

Each of the two smaller buildings have entrances; both lead to the same place, so take your pick. Go in and clear the small underground area of enemies mostly Grunts.

When they are all dead, you will receive a communication and orders to dust off. Follow the waypoint to the Pelican Dropship and hop aboard. The Truth and Reconciliation Overview I hope you paid attention on the last two levels when it was suggested that you get used to your weapons.

Beginning with this level, Halo quits holding your hand and makes you work for your progress. You'll meet several extremely tough Covenant troops in it and take part in some pretty hairy battles. You will fight outside in the dark and inside a Covenant ship it is purple and green--no wonder they are so grumpy! Walk-through As soon as the cutscene ends, be ready to get moving. Head straight ahead toward the cliffs, and up the hill, hugging the wall on your right side.

The rest of the Marines will hold back until you are fired on. Bring up the scope on your sniper rifle, noting that you can use your 'flashlight' key to turn on the night vision feature built into the scope. There are two Shade stationary guns manned by Grunts. Snipe the Grunts, and then turn your sniper rifle on the enemies below. Focus on the Elites and Jackals until they notice you and things get chaotic.

If you want to play it safe, hold on the hill and provide sniper support for your comrades. If you want to cause carnage amongst the Covenant, get off the hill and run straight ahead to the Shade stationary gun, hop on, and clear out the valley. When everything seems to have calmed down, run to the other side of the valley and quickly mount the other Shade. Kill whatever comes down the path and wait for rest of the Marines.

Continue up the path and around the corner, killing the Elites and Grunts that you meet. When you get a message from Cortana concerning the 'path on the left,' stop. Find and snipe the Shade gunner on the cliff, and then move ahead along the cliff edge slowly, sniper rifle at the ready. The Marines will wait behind. Keep your eye on the top of the cliff and around the corner for Elites and Jackals, sniping them before they see you. When you round the hill, the other fire team will move up the center; that is your cue.

Move quickly toward the hidden Shade that you will see firing from on down the path. When you get close, take out the Grunt at the controls and jump on, blasting anything that isn't a Marine. A Covenant dropship will come and go, giving you more targets.

Once the dropship leaves, hop off the Shade, rearm from the nearby casualties if you need to, and head toward the corner of the canyon directly across from you, keeping near the left cliff face.

Jump the gap, hop on the other Shade, and again take care of any Covenant forces present. When they are all dead, get off the Shade and head down the hill. Jump this gap, get on the Shade, and try not to hit your comrades! Go up the canyon that the Covenant was coming out of.

Snipe the Shade and kill the mixed troops that are in the area, staying in the mouth of the canyon. When they are all dead, get your sniper rifle ready and move slowly out. If you stand on the light fixture on the ground to the right of the canyon mouth and look to the left, you will be able to see another Shade just ahead on a short cliff.

Snipe the bugger. Between you and the far wall of Halo is another Shade that needs sniping. Get ready. Do you see the big purple shimmering pillar of light? That is the gravity lift from the Covenant ship. Things are about to get nasty. Your next goal is to move along the left cliff as quickly as you can and get into the second Shade that you sniped.

Spin it around toward the gravity lift, and do your best to help the Marines fend off the hordes of Covenant troops that come pouring out. Get down and fight on foot if you have to, but when the Marines let out a cheer like they've won, and you get a checkpoint, get back in that gun fast! The next two fellows that show up are called Hunters.

Unless you have a pistol, kill them with the Shade. Focus on the one that goes to the right first--the Marines will slow the other one down. Pummel him with as much plasma as you can manage, wiggling your aim up and down a bit to get a better spread around his shield. He will go down, but it will take a while. By the time he dies, his friend should have finished off the Marines, so spin around and repeat the process.

The fuel rod guns that they fire do tons of damage, but the Shade should absorb most of the hits for you. The Truth and Reconciliation - cont.

Once they both go down, a Pelican dropship will drop off some more Marines. Rearm yourself; walk into the energy lift when you're ready. Welcome to the Truth and Reconciliation. Nice place. Stay in the center of the room, because you are about to be ambushed. The first Covenant through a door will be an Invisible Elite. He is fairly weak, but don't let him get near you--his plasma sword can kill in a single blow.

After he is down, mixed groups of Elites, Grunts, and Jackals will start pouring in through the various doors in the room. Keep moving from fight to fight, helping the Marines out as much as possible.

Be careful if you hear someone call "Frag out! When things calm down, the surviving Marines will head through one of the doors. Follow them down, have a chat, and then head back up to find a way around. Only two doors in the entry room will open, and both lead to the same place.

Follow the corridors, killing all the enemies in your path. Soon you will reach a large room. Kill off the Grunts, and snipe the Jackals and Elites from near the door including those on the lower level.

When ready, go across the walkway, out the door on the far side, and follow the corridors until you enter the lower level of the room you just sniped clean. Ammunition and medical kits await you just inside the door. Kill the newly arrived enemies, then head to the waypoint and activate the holographic panel to open the door for the Marines outside.

Follow the new waypoint to a new door opening into a hallway. Go down, turn left to the end, and follow the passageways. As in the Autumn, only the doors you need to go through will be unlocked, so it is impossible to get lost.

When you come to a closed blue door, be ready. Inside is the toughest fight yet. Enter and immediately head right.

A door will open in front of you. Toss a plasma grenade or two in, then lay down some fire to slow down the troops inside until it explodes. Turn around and fight. You will be assaulted by a constant stream of Elites, Jackals, and Grunts, while more fire on you from unreachable ledges above.

Don't be shy to use lots of grenades and ammo. If you get injured, back off into the corridor you entered from until your shield recharges, then charge in again.

The Marines you entered with will likely die early. Cortana will call in for reinforcements, but until they arrive, all the Covenant inside the room will be focused on you--a very dangerous situation, so consider retreating into the corridor until your backup gets there.

When the Marines arrive, move back in and keep mowing down Covenant troops. Soon, you will receive a communication about getting a door open. This is your warning that a pair of Hunters are about to arrive. Shoot them in the orange areas from behind to take them out. Be careful with plasma grenades; if you get too close to throw them, they may charge you before it explodes. When they finally go down, follow the waypoint to the next set of corridors.

Follow the corridor, shooting Covenant forces on the way, but beware of an Invisible Elite amongst them. Go out onto the ledges above the shuttle bay and follow your waypoint to a console. Activate it to allow a shuttle with a load of reinforcements to arrive. With your newfound friends in tow, go through the only other unlocked door on the walkway, through the corridor, and out onto the next walkway. Go around the walkway to the door on the far side.

When the corridor forks, go left for grenades and a med pack. The door straight ahead goes out into a room full of Covenant troops. There are a couple of Gold Elites in the room. These are the nastiest Elites, and can take out your entire squad yourself included in seconds.

If you still have your sniper rifle, approach the door cautiously. It will open, and, with luck, the troops inside won't notice you. Snipe the Gold Elites first use head shots , and then move in with other weapons to take out the remainder of the Covenant forces. If you don't have the rifle, then you are in for a heck of a fight. Focus all your firepower on the Gold Elites first. When everything is dead, a group of Grunts will come in the far door.

Take them out, then go through the same door they came out of. You are close. Down the corridor you go, and left at the intersection.

Follow the open corridors, ignoring the red doors. When you come to a white door on your left, go in. Close, but no Captain. Use the holographic console at the end to open the cells; one has a med kit and grenades. Exit the cell block and go straight, past the open white doors, then left. When you see the white door on the right, get ready; Gold and Invisible Elites wait within. Toss some grenades in from the doorway to soften them up before going in yourself. When they are dead, open the cells and watch the cutscene.

As soon as you are in control again, two Invisible Elites will come through the door. Dispose of them and retrace your route back to the shuttle bay. Be careful, though. If the Captain dies, you will lose, and the Captain is a bit of an idiot.

You will have to move fast to stay ahead of him and keep him from charging into danger. When you get to the control room, you'll find out that your ride left without you, forcing you to borrow a Covenant ship. Follow the waypoint to get back to the shuttle bay, kill the Covenant troops waiting there, and activate the holographic console.

Enjoy the ride. The Silent Cartographer Overview This level puts you on a small island with a large underground complex.

You will fight on foot and in vehicles, in wide open areas and in close quarters. It is a fun level, not too tough, but enough of a challenge to keep you moving. Walk-through Enjoy the view on the way in, because you are about to be dropped into the middle of a battle. When you are on your feet, quickly toss a grenade into the rocks to your left and one into the rocks straight ahead, taking out lots of Grunts.

Sprint straight ahead into the midst of the fight, helping your comrades wherever they need it. Once the situation is in hand, a dropship will deliver a Warthog. Hop in and get a crew. Try not to get anybody that is already too badly injured. Rearm as you see fit, but hang on to your pistol. Continue down the beach, keeping the water to your right. Around the bend are a few Jackals that need to be run over. Do so and continue straight ahead and up the ramp. As you round the curve on the ramp, you will see the road split.

Take the left route, leading toward a large structure. Drive out onto the concrete platform, killing the Covenant troops you see. There are three Elites up there, so be careful. Hop out, head into the structure, and down the ramp. Toss a pair of plasma grenades into the group below, finish off the survivors, and listen to the conversation with Captain Keyes.

Time to go exploring. Hop back into the Warthog and make your way back to where the road split. This time take the right branch, going down to the beach below the structure. There are a few Jackals down there that need killing, so oblige them and grab the overshield they were guarding. Continue down the beach, the ocean again at your right, under the stone archway and into the next area. Jackals and Grunts and Elites, oh my!

Run over as many as you can while your gunners take care of the rest.



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