mitä teen xbox:in halossa oon jumittunut 4:teen tasoon mitä teen vastatkaa pliis
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Miten joku voi jäädä HALOSSA jumiin?
Koko pelihän on suoraviivaista räiskintää,ammuskelua ja räjäyttelyä.
SHAPEUPMANORWOMAN.
ei siinä voi jäädä jumiin!!!!!!!!!
mutta toiset on vähän onnettomampia pelaamaan ku toiset
juokset tarpeeksi kauan kunnes löydät lisää tapettavaa. etsi nappeja joita painaa ja löpöti löpöti nhööh
jos osaat yhtään englantia ohjeet on tuossa!
Level 4: The Silent Cartographer
This level is one of the easier levels to beat on legendary. There are plenty of stashes of ammo and weaponry to be had around the island as well as a healthy supply of overshields. There are also many checkpoints, some of which can be triggered multiple times. There are several ways to approach this level. Some players have even found a way to hop out of a warthog fast enough to get through the shaft entry door before the Covenant lock it. This bypasses a good portion of the level. My approach to this walkthrough will be taken as the level designers intended, triggering each intended event.
After the insertion cutscene, you’ll jump out of your Pelican onto the sandy beach where you will face a large group of Elites and Grunts. To your left, two Grunts are hanging around some large rocks by the edge of the cliff. Immediately switch weapons to your pistol and pop them both in the head (zoom in if you need to). If they are not taken out first, they will ream your marines from the side –and this first sequence is all about saving all the marines you can. Head directly over to their bodies and pick up the needler that was dropped and open fire on the Elite. He won’t see you flanking him, and a volley of needles will take him out. The grunts will turn tail and run away, making them easy targets. Switch to your pistol and finish the first wave of Grunts off. Proceed forward, concentrating fire on the next Elite; toss a grenade or two. The last wave of enemies is the toughest. They will be better fortified, and this time it will be several Elites and Jackals. They will easily finish off your Marines unless you take them out quick. Hail them will all the grenades it takes to finish them off.
The beach is now clear, go back and salvage what weapons and grenades you can. You’ll want to hang on to your pistol, as it proves indispensable in this level.
Shortly, Foe Hammer will drop off a Warthog for you. When you hop in, two Marines will follow suit. Check their health meters when they get in. If one of them is in the red, you may want to hop out, get beside him and push the X button to make him hop out. Get back in, drive over to the rest of your Marines, and see if someone with better health won’t get in.
Head around the cliff and you will be met with a small group of Jackals. Although they don’t pose a huge threat, you can often take them out by fishtailing your Jeep into the ones on the ground, and lobbing a grenade onto the large chunk of fallen rock the remaining Jackals are standing on. Head up the hill. There will be a small group of Covenant at the base of the hill. It’s always fun to try and run them over, but real easy to get stuck on a rock and become a sitting duck for a plasma grenade. With the warthog, the trick is to keep moving, and you can usually avoid grenades while your gunner and bumper make mincemeat of the enemy. Once you’re done messing with them, proceed up the hill.
Ahead will be a large platform with a large group of Covenant guarding the entrance to the Silent Cartographer. Stop just before it. Under cover of trees and rocks, zoom in with your pistol and snipe any grunts you can. They carry grenades and post the greatest threat to your Warthog. Once you’ve taken out as many as you can, hop back in the jeep and gun it to the platform. Taking care that you don’t drive off the edge, smash the Elites against the walls by doing donuts, fishtailing and everything else you can think of to make them purple road kill. You’ll probably want to drive through the entranceway once or twice, but don’t go down the hallway. It’s too easy to get stuck. If your shields get too low, head back to the grassy Grunt-sniping spot and allow them to recharge. Once you have cleared the platform, park your hog in front of the entrance, giving your gunner a clear shot down the hallway. Hop out and go to one of the other entrances and flank any remaining Elites with guns and grenades. There are a lot of hiding spots in this hallway so be careful. Let your shields recharge if you need to.
Once the hall is clear, hop back in the driver’s seat and drive right in. Keep driving downward. When you get to the open door, park your Warthog (making sure your gunner has a clear shot) and toss a grenade or two at the cluster of enemies below. Head down and finish them off with gunfire. Cortana will call the Captain and give you instructions to find the switch that unlocks the doors on the island. At this point, drive back out of the structure, off the platform and continue counterclockwise around the island. Don’t worry about the group of Jackals below the platform. They are just ammo wasters that won’t bother you if you don’t bother them. There is an overshield on the beach in front of them if you feel like becoming a target. Go through the field goal arch. Further ahead, you’ll find a couple health packs, a Warthog and some pistol ammo. Pick one up; you’ll probably need it by now. Use grenades, pistol and chaingun fire to take out the group of covenant at the base of the path that goes into the interior of the island. Drive your warthog up to the tree that blocks the path and hop out. Your gunner will stay there, picking off enemies that pass in front of him until he dies or clears the area. You’re done with him now. Proceed up the path, and take out the enemies in your way.
At the top you will see two Hunters on the shaft service entrance. They only fire their cannons at a distance, so pull your pistol out and head straight for them. Grab an overshield and blast their exposed midsections with your pistol. Wait under the large metallic beam for a few seconds, and a group of Jackals will filter in. Use overcharged plasma to remove their shields and follow up with pistol fire. Watch out for their overcharged shots as well. When they stop coming to you, you need to go to them. Zoom in with your pistol and take out a grunt or two in the clearing ahead. Use a grenade or two on the Elite, and finish him off with pistol fire. Take out the remaining Jackals and head towards the cliff. Four Grunts will be waiting at the security room entrance. When they are cleared away, go to the far side of the entrance and pick up one of the overshields. Since we won’t be coming back to this place, head back to where you killed the two Hunters and restock your health and pistol ammo from the dead Marine on the hill. Head back to the security entrance and go down the ramp. Two Hunters will be waiting inside. Spend the obligatory two bullets to take them out, and proceed down the hallway to the security override control. If you lost your overshields to a Hunter, go back up and grab another one; you’ll need it once you flip the switch. Once you’ve bypassed the security and seen the door open, head back the way you came. Several cloaked Elites will appear in the room where the Hunters were. There are so many openings and hiding spots, that it is easy to get surrounded in here. If you try to fight them in the open room, you’ll only die frustrated. If you just head straight down the hallway, jog left and go up the ramp, you can exit the room without losing any health. If you get up the ramp and feel like you took the coward’s way out, you can always turn around and go back to the doorway and open fire with your pistol, where your chances are much better.
When you get back to the entrance, grab the last overshield and look down at the beach. There will be a crashed Pelican and a ton of supplies scattered about. Snipe the enemies closest to the stash. Needles and overcharged shots are ineffective at this range. After you’ve cleared a few away, head over to the far right side of the cliff and step off onto the short embankment and slide down. Head over to the Pelican and stock up on pistol ammo, health, and a rocket launcher. Hop in the Warthog and head back to the beach where the level started. If your gunner is still alive, swing by and pick him up on the way. Grab a Marine or two at the beach where they will be faithfully waiting for you. Drive back to the Silent Cartographer entrance. Stop when you see the group of Jackals in your way. Hop out and shoot anything your chaingunner misses. Don’t go too far forward yet, or a Hunter will see you and open fire. Once you have eliminated the Jackals, walk towards the Hunters and dispatch them with your pistol. Head back to your hog, hop in and drive into the entrance. When you get to the newly unlocked door, park slightly askew with the chaingunner pointed at the entrance and the passenger (if alive) opposite the door. Hop out and turn right if you want a look at the shaft. Turn left to go kick some booty.
In the small room at the end of the corridor, an Elite will be fiddling with an uplink station. Whack him on the back. Going into the next room, there are three entrances. I prefer taking the ramp up. It lets you attack with a bit more stealth. You have eight rockets, so pick your targets wisely. This building has many alcoves; so it’s pretty safe to swap your SPNKr for another weapon and go back to pick it up later. I prefer to save my rockets for the trip back up to the surface, using alien weapons and my pistol on the way down. There is no more pistol ammo from here on out, so use that wisely as well. Once this room is clear, reinforcements will come through the door opposite you. Pick them off and head down the ramp. Go through the door the reinforcements came out of and be careful not to fall as you spiral down the ramp. The next room contains Jackals and Hunters. If you stay out of the central area, the Hunters won’t attack you. Take out the Jackals, then move inward. In legendary, it takes two rockets to bring down a Hunter. Your pistol is still more effective. Teach the Hunters how to bleed and move to the downward ramp at the far end of the main room.
Follow the ramp down and around to the large empty room at the base. This room has two doors on one wall. Face the wall and look at them. Contestant, will it be door number one or door number two? Door number two on the right leads you down a gauntlet where the enemy is firing from both sides. Door number one on the left takes you to a control platform with an invisibility powerup. Choose door number one and take a look at your prize. Just look, don’t touch. You’ll need this later. Hop over the ledge and take the ramp leading out of the room. Toss some grenades into the next room to take out a few inattentive grunts on the floor and the catwalk, then concentrate grenades on the Elite if he gives you trouble. Continue on clockwise through the room and you will come to a ramp down to your left. At the bottom of the ramp are two Elites. Take them out with grenades and gunfire, maybe even a rocket if they clump together.
Up ahead, you will see the panel for the Silent Cartographer. Don’t push it quite yet. Pass the panel and turn left. On the platform to the left is an overshield with several Grunts guarding it. Run through the area sweeping out all Grunts you come across. When you can find no more, pick up the overshield, head back to the Silent Cartographer control and flip the switch.
Head back to the room you came from; however, instead of taking the ramp that you came from, take the other ramp that leads up to a walkway and out door number two. Pull out your rocket launcher; it’s time to make somebody pay. As you pass a window to your right, you will see a group of Jackals headed down the ramp to intercept you. Toss a grenade at the closest one to you ad send him flying off the catwalk like an extra on the A-Team. If the grenade doesn’t kill him, the floor eventually will. Three more will start charging towards you. Fire a rocket at the wall behind them and send Jackals flying. Head out the door and turn to your right, blowing away the jackals in front of you and quickly escape to door number one where your triangular blue prize awaits. With yourself cloaked, run back up the ramp, out the door, and head straight for the ramp ahead, where five Jackals are clumped together trying to find you. Toss a grenade as soon as you emerge, then weave your way past the survivors, smacking a few on the neck as you go by, being careful not to reveal yourself. The walkway will weave left and right and out to the shaft and back inward to the left. A few grunts and an Elite will be waiting. Stealthily break the neck of the Elite as you go by, maybe a Grunt or two. You will probably de-cloak up here, so be ready to fire a rocket at the Jackals in front of you.
Proceed around the bend, blowing jackals off the upward ramp with grenades, using the wall on your right for cover. Proceed upward into the next room and head straight. At the far end of this room will be a doorway on the left. Chuck a grenade or two in it as soon as you can. A few Jackals will emerge just as the grenades go off and your path will be clear. Turn right and you’ll be back to the stash where the two Marines lay. Restock your pistol ammo, health, and frag grenades. An Elite and his entourage will pop around the corner. Lob a grenade down the hallway and follow up with a rocket if necessary. Make sure to save at least one rocket for the grand finale. Proceed up the ramp into the next room. Charge up the ramp to your left, firing your pistol and tossing grenades at the Jackals blocking your path. Toss another grenade at the cluster of grunts down below. Head around the corner and you will see the small entry room where the Elite was fiddling with the uplink station on your way in. Now there will be another one along with a few Grunty compatriots. Throw a grenade down there and finish them off with pistol fire. Hop down, collect grenades and head out the door to your left.
The gold Elite we saw in the unlocking cutscene will be here, engaging your men. Either let them take him out or saunter behind him and give him a firm whack with the rocket launcher. Hop in the warthog and head back up the ramp. Park it at the top of the ramp facing the entrance and hop out. Duck into the alcove in front of your jeep and wait for a second. Your chaingunner will open fire on several cloaked Elites. They will come out of hiding and open fire on your Marine. Launch your last rocket at the entryway floor directly in front of your jeep and watch the Elites de-cloak, defy gravity and dematerialize. If any of them survive the shot, toss a grenade or two and give your gunner a little help.
Head out the doorway to the platform where Foehammer will be waiting for you to climb aboard. Hit X and fly the friendly, albeit underground, skies.
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pelaa se kaveris kaa. mä tein niin ja pääsin koko pelin läpi