Halo Reach Exodus Walkthrough – How to Complete Exodus Alone on Legendary

Halo Reach Exodus Walkthrough – How to Complete Exodus Alone on Legendary

Section 1: The Devil His Due

In this mission, there are no Elites and an enormous number of Brutes. Moreover, there is little DMR ammunition, so you won’t have sufficient ammunition to eliminate each Brute’s cap and afterward get a headshot with the DMR. For this explanation, you should change your loadout to utilize different weapons to kill the Brutes. I composed this walkthrough exhibiting how to play predominantly utilizing the Sniper rifle and gravity hammer as your auxiliary weapon. Notwithstanding, there are additionally a lot of attack rifles and shotguns dispersed all through the level, so use whichever loadout turns out best for you.

You start this level with a 24 ammunition magnum, 1 frag, run, and just 9 bars of wellbeing. You have recently arrived from circle in the city New Alexandria in the wake of annihilating the Covenant Cruiser and promptly start helping the departure endeavors. You start in an enormous square, which is the “Yard” multiplayer map. Go to one side and make a beeline for the highest point of the pinnacle, where you will track down more magnum ammunition. Then, at that point, head down the yard and exit through entryways under the second floor edge. In the wake of going through a subsequent entryway, you will see two Skirmisher minors and a 20 gauge shot shells major, so kill them with magnum headshots and take the more full plasma gun as your optional weapon.

Go on through a parallelogram formed way to one side, and you will enter a dim passage. An UNSC warrior over the radio will then caution you of self destruction Grunts ahead, so trade to your magnum. You will before long be defied by four self destruction Grunts. When you see the Grunts, promptly start killing the nearest Grunts with magnum headshots as you walk in reverse down the hall. Assuming they start getting excessively near you, pivot and run once more out of the dark court where you will have a lot of space to polish them off. As you go on down the passage, you will be defied by gatherings of two, three, and five more self destruction Grunts. Utilize similar strategies as before to kill them also securely. The passage will ultimately carry you to a marginally bigger room with stars as long as a subsequent level. Here you will find six Grunts on the high level. When they see you, some number of these Grunts will start suiciding while the others will stay on the high level to shoot you. Remain in the hallway and first shoot the self destruction Grunts, then, at that point, kill any excess Grunts on the high level. In a storage room at the highest point of the flight of stairs, you will find a wellbeing unit that you ought to use to restock the wellbeing you lost while tumbling from circle.

As you exit to one side, you will come outside to track down a modest bunch of regular folks and a soul with Brutes inside. Step back inside to stay away from harm until the soul leaves. When heading outside for the subsequent time, you will find two marines endeavoring to shield a few regular citizens from a Brute. Close to a marine body straightforwardly beyond the passageway, you will find two attack rifles and a magnum. Restock on ammunition and exchange your plasma gun for an attack rifle, then assist the marines with polishing off the Brute with this attack rifle.

Climb the steps along the left wall, where you will find a 8 ammunition sharpshooter rifle, a Sprint carton, two attack rifles, a wellbeing unit, and two marines. Trade your attack rifle for the expert marksman rifle. In any event, when you are playing on Legendary, this strong weapon is equipped for killing both Brute Majors and Brute Minors with a solitary headshot. Underneath you will find five Brute minors, every one of whom you ought to kill with expert marksman rifle headshots. Back up and involve the rise of your roost as cover when the Brutes bring fire back. Make certain to possibly shoot when you are positive that you will get a headshot in light of the fact that any extra ammunition will help you significantly in the following battle. One system I use to moderate ammunition is to eliminate the last Brute with a tacky projectile, however possibly endeavor this on the off chance that you are an accomplished explosive hurler, since, in such a case that you miss, you will have no decent weapons for killing the Brute very close.

In the event that you are an unfortunate expert marksman: I for one find it undeniably challenging to headshot foes with a sharpshooter rifle, in spite of the greater exactness and better zoom. In any case, I have fostered a few techniques which significantly help me, even with my unfortunate point. Tolerance, first of all, is the key. Despite the fact that it very well might be excessively hard for you to headshot a moving objective, you ought to have the option to basically follow them with your reticule while they are moving. Then, when they quit moving, move your reticule over their head and fire once you see a speck in your reticule. Be certain that the Brute is stopping long enough for you to hit it; you really should hit with virtually every shot in this mission on the grounds that your ammunition level is very low. Another key issue a starting rifleman might experience is that you will quit zooming in whenever you have been shot. To stay away from this, either continually continue to move, or on the other hand assuming that this is excessively hard for you, stand in a space where just piece of your body projects from behind your cover. Remember that while remaining in a higher situation than you foe, this can mean basically going in reverse sufficient that main your head is noticeable to them, while their whole body is apparent to you.

Subsequent to polishing off each of the adversaries in the court, bounce down from your killing roost and embrace the left wall as you push forward. After you move sufficiently far, three Skirmisher majors and a Brute minor will emerge from the way to one side. Utilize the back wall with the garbage bin image as cover, kill the Skirmishers with your magnum, and kill the Brute your marksman rifle. In the event that fundamental, there is a wellbeing pack, attack rifle, and frag projectile to one side of the food seller building.

As you progress forward through the entryway, you will come to an enormous indoor region with four marines, two wellbeing packs, a magnum, and a considerable lot of attack rifles dispersed across the floor region. In the first place, run up the steps to one side and kill the two Grunts straightforwardly before you to keep them from flanking you later on. Then, at that point, return down steps and kill however many Brutes as could reasonably be expected while remaining in this underlying room. In the Courtyard in front of you, there are three Grunts, three Jackals, five Brute minors, and one Brute major. Whenever you have exhausted all of your marksman ammunition killing Brutes, trade your expert sharpshooter rifle for one of the many attack rifles on the floor. Run out of the room and into the principal passage to one side, where you will find a DMR box with a 45 ammunition DMR. Swap your magnum for the DMR. Continue up the flight of stairs behind you and get additional DMR ammunition from behind tree grower. Involving this as cover, pick of each of the foes that you can see with your DMR. At this point, you have enough DMR ammunition to pop of the Brutes caps and afterward kill them with a headshot, in spite of the fact that you should hit with pretty much every shot.

Whenever you have killed every one of the adversaries that you can see from this cover, go to one side and head up the flight of stairs along the wall. Be ready for a couple of Brutes (contingent upon the number of you killed previously) to go after you when you arrive at the highest point of the flight of stairs. Kill them both with cap and head headshots. Subsequent to killing them, you have a decent perspective on the rest of the area, so can undoubtedly kill any excess foes with your DMR. After you have gotten out all free from the foes in the court, run back to the front of the space to restock on DMR ammunition, then return to the lift and restock on wellbeing from one of the wellbeing packs. When you are completely rearmed, initiate the lift.

By enacting the lift, you trigger two apparitions to drop a lot more pledge outside. Run through the entryway to the right of the lift and disengage the assault rifle turret on your left side. Then run into the gulf behind you along the left wall and drop the turret. Right now, one ghost will send straightforwardly before you, and the other will convey from the side inverse of the lift in the patio. The Phantom close to you will at first send four Grunts and two Brute minors. From your bay, you have the ideal point to kill the Brute minors with cap headshots when they hit the ground. Nonetheless, assuming you leave the delta to kill the Grunts, the ghost’s turret will kill you, so possibly kill them on the off chance that they cross before your line of fire. In the interim, the other ghost will convey three Skirmisher majors, two Brute minors, and a Brute major with a gravity hammer. In any case, these adversaries don’t represent a prompt danger. The ghost close to you will drop a Brute major with a gravity sledge and afterward leave. Contingent upon your inclination, kill the Brute major either with a cap and headshot combo or with your disengaged assault rifle turret. When killing him, exchange your attack rifle for his gravity hammer. Polish off the Grunts from the main ghost, then, at that point, kill any leftover foes in the patio with either the gravity hammer, DMR, or separated turret. When you have totally cleared the region, restock on wellbeing and enter the lift, however make certain to carry your turret with you on the off chance that it has any ammunition remaining.

Section 2: Too Close to the Sun

Leave the lift and travel through the space to a harmed edge ignoring a knot of steel and concrete designs. You will find a full DMR and shotgun box on this edge, so restock on DMR ammunition. Before you there are find three ODSTs battling two banshees. Assist them with killing the banshees with any ammunition left in your automatic weapon turret. Follow the edge right to two more ODSTs, all furnished with jetpacks. Trade out your run defensive layer capacity for a jetpack in the extra space straightforwardly behind you. This is expected to proceed with the level. Drop the turret and utilize the jetpack to follow the ODST bunch (the Bullfrogs) along the edges. In the wake of bouncing across the initial not many edges, the rest of the bullfrogs will go along with you. Stop on the last edge before the enormous stage, on which you will see many contract. The Bullfrogs will very quickly attempt to rush forward, however you ought to remain back and kill whatever number contract as could be expected under the circumstances from the edge you are presently on.

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