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Halo 2: Uprising walkthrough — the Arbiter's way through the Brutes

· Games / Halo 2

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Halo 2: Uprising walkthrough — the Arbiter's way through the Brutes **Halo 2: Anniversary in The Master Chief Collection. Mission spoilers. Normal route with Heroic and Legendary advice, not an out-of-bounds shortcut.** Uprising puts the Arbiter back in your hands, and having camouflage again makes a real difference. Use it to get into a better position. Don't spend the whole charge walking toward an enemy, then discover you're visible again just as you reach him. **Get armed and reach the other Elites** Follow the grassy starting path to the dying Elite and collect the sword beside him. You begin with a plasma rifle; you don't have to fight the whole opening with it. Brutes occupy the trail and the higher ledge ahead. Break up the encounter instead of fighting the lower enemies while the upper group shoots down at you. Cloak, move behind an isolated opponent, strike, then find cover while the ability recovers. Reach the structure's entrance, where a cloaked Elite helps you. Clearing the opening opposition brings additional Elite reinforcements. These are allies, unlike the Elites Chief was fighting in Gravemind. Let them help. A friendly sword user already engaging a Brute is not a good target for your grenade. **Climb through the cavern** Enter the structure and follow its connecting passages into the large cavern with Forerunner platforms. Work up the ramps toward the upper doorway across the room. Brutes, Jackals and Drones contest the route, including enemies arriving near that exit. Keep something that can shoot. A sword is useful when a Brute comes close, but it doesn't solve a Drone hovering above the next platform. Check your ammunition before climbing into the upper fight. Past the upper exit is a smaller defended room. The cowering Grunt here is an optional conversation stop; don't automatically fire at everything small that moves. Continue through the corpse-strewn corridor afterward. **Descend the tiered room** The next major room drops through several levels. Look down before jumping. Clear the near ledge, then the lower positions, rather than landing in the middle of the Brutes. Keep the weapon racks intact where possible. On Legendary especially, destroying a supply while throwing grenades can leave you with a much less convenient fight. When reinforcements come through the bottom doorway, use the elevation you still have. You don't need to rush down to meet them. Once that route is manageable, descend and continue through the hallway. The following room has another mixed defense and a turret. Watch the ramp as enemies move up toward your entrance. Take ammunition from the cleared area before heading for the exterior door; fuel-rod ammunition is available in this stretch. **Back outside: get the sniper before the Ghost** The next section announces “Step Aside, Let the Man Go Through.” Clear the enemies immediately outside, then deal with the next group farther along the path. Some Brutes carry human shotguns, and a Jackal sniper supports them. Don't run into shotgun range just because camouflage is available. A precision weapon lets you address the sniper without spending an entire power-weapon magazine trying to hit a small distant target. Once the area is safe enough, take an available Ghost and follow the canyon route. This is where the mission changes from close interior fighting to connected vehicle encounters. **Through the canyon camps** Advance around the bends a little at a time. Look at the high ledges before concentrating on the enemies beside the road. If a sniper has an angle on you, dismount behind cover and deal with it rather than sitting still in the Ghost. The route leads through Brute camps, hostile Ghosts and a Spectre encounter. Your Ghost's mobility is useful here, but boosting removes your ability to fire. Pick whether you're crossing exposed ground or fighting; don't drift halfway between both plans. Spare vehicles are worth remembering. If your Ghost is badly damaged and a safer replacement is available, change it before committing to another arena. Continue past the smaller camp and down toward the waterfall and river. Explosive containers form part of the roadblock. Shoot them from a distance instead of parking next to them while enemies have a clear shot. **The waterfall encampment** At the “Fight Club” area, inspect the lower arena before descending. Snipers, Brutes and Wraiths cover different angles. Removing the visible sniper threat first makes the rest of the approach much easier to read. Use the structures and ramps for cover as you move into the encampment. Don't attempt to board a Wraith while nearby infantry can shoot you throughout the animation. Clear a workable approach first, then destroy or capture it as the situation allows. There are two Wraiths in this larger area; dealing with the first doesn't make the whole encampment safe. Continue checking the opposite section and elevated positions as you advance. More friendly Elites can arrive here. **Collectible stop:** Terminal 11 is outside, on the raised right-hand walkway behind pillars in this late encampment. Check it before entering the armory, not after you've reached the ending tunnel. **Use the armory, then clear the last approach** The route passes through a room stocked with human and Covenant weapons. Stop and choose a useful pair. A precision weapon plus a heavier or close-range option gives you more flexibility than two nearly empty weapons carried from earlier. After passing through the weapon room, the Ghost skull is on the shelf above its far doorway: turn around in the L-shaped hall rather than continuing straight onward. The separate location guide covers the climb. Don't confuse the skull with the Ghost vehicles you've been driving. Outside the onward door, deal with the nearby Brutes before exposing yourself to the farther snipers. Use the doorway as a retreat point and work toward the cave ahead. Another group, including enemy Ghosts, can emerge from that final approach. Clear your path, enter the tunnel and continue through its far door to trigger the ending scene. The meeting with Rtas is the end of Uprising. You do not fight Tartarus in this mission. On Normal, you can afford to experiment with the weapons and vehicles. On Heroic or Legendary, the same route works, but give yourself time to recover between engagements. Camouflage is most useful when you've already decided where you'll be standing when it runs out.

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