Question:
My boyfriend is a HALO 2 fan...and?
emjay
2006-08-11 11:40:30 UTC
I want to seem like Im interested in the game, which I am, but I don't know anything about it..except Master Chief is the main dude... any facts on halo anybody???
Thirteen answers:
RS
2006-08-11 11:47:22 UTC
The series are about the war between future humanity and a group of alien races known as "The Covenant". The player takes the role of a human super soldier, known as "the Master Chief" or Spartan-117.
Girlshapedlovedrug
2006-08-11 18:48:48 UTC
If you want to have a better appreciation of Halo, watch something called Red vs. Blue... it's kind of a parody on Halo. It is very tongue and cheek... but whenever your boyfriend is playing you can always think of Red vs. Blue and it should at least give you a giggle and make it more bearable if you're really not that into it. Here is where you can find some episodes.



http://rvb.roosterteeth.com/archive/
Halo Blogger
2006-08-11 18:49:02 UTC
Im a halo freak and I even started my own religiond about it. Ive read all the books played both the games.

And by the way if you would like to check out my religionds homepage go to:



http://www.360.yahoo.com/Ertrob2



For the ultimate halo info go to bungie.net they have everything halo there. and it really is the homepage of bungie studios the people who created halo!
mikah_smiles
2006-08-11 18:45:00 UTC
I'd suggest reading the Wikipedia entry for it. It's a long read, but hey, it'll be worth it.



http://en.wikipedia.org/wiki/Halo_2



On the other hand, you could just come clean to your guy and say, "Look, I know very little about it, but I really want to learn more. Will you teach me to play?"



That way, he'll get to share something he loves with you and you get to spend some time with him. Trust me, it's quality time when you're both having fun. My guy and I play games together all the time, and even if it's a one player game, the other one is watching and making stupid comments.



Good luck!
rjay2693
2006-08-11 18:48:25 UTC
well on halo 2 there is MC and the arbiter which is the alien that is disgraced by the covenant. which u get to play.

and there's this aliens called the flood which r freakin annoying and if u ever played halo you'll know my misery. ...(thinking)...

oh and there's cortana which is MC's A.I. friend. there's also tartarus which is this brute that's a freakin donkey @@$.
kim
2006-08-11 19:11:42 UTC
Halo 2 is a futuristic based game where you have to fight futuristic monsters and stuff. u fight aliens and u can team up with your boyfrined and play it. is sooooooooooooooooooooo fun, u should play.
crackalac
2006-08-11 18:47:29 UTC
its good that your are taking an interest in what your bf likes. you can go to the console website that your bf is using and look for more info about the game there.
Joktan
2006-08-11 22:33:54 UTC
halo 2 is really fun i play it myself. but word of advice is.. never let ur bf touch World of Warcraft. you'll lose him forever
2006-08-11 18:46:43 UTC
hmm its a shooting game



you shoot aliens if ur in co op, like u can team up with r boyfriend



or u can verse him if u want to.. but he would win so it wouldnt be fun lol



please give em 10 points
2006-08-11 18:44:41 UTC
Halo 2

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Halo 2



Developer(s) Bungie Studios

Publisher(s) Microsoft

Engine Proprietary (incorporates Havok physics)

Latest version 1.1

Release date(s) Microsoft Xbox:

November 9, 2004

November 11, 2004

November 11, 2004

PC: Microsoft Windows Vista exclusive, 2007/2008

Genre(s) First-person shooter

Mode(s) Single player, multiplayer, Xbox Live, Co-Op, System-link

Rating(s) ESRB: Mature

PEGI: 16+

CERO: 15 and up

OFLC: MA15+

OFLC/NZ: R16+

Platform(s) Xbox, PC (Windows Vista only),Xbox 360 (backwards compatible (With HDD unit)



Halo 2 opens with Master Chief receiving an award aboard Cairo Station, a MAC gun platform orbiting Earth, alongside Miranda Keyes. Miranda is the daughter of Captain Keyes, who died during the course of Halo: Combat Evolved, and Miranda is accepting a posthumous award for her father's bravery. This ceremony is juxtaposed with the judgment and torture of the former Elite admiral of the Covenant fleet Particular Justice, who is being punished for his incompetence. Both events are in response to the destruction of Halo during the events of Halo: Combat Evolved. Master Chief is awarded for his bravery and sacrifice, and the unnamed Covenant admiral is being tortured for his inability to prevent the destruction of Halo. It is also revealed that the Covenant's interest in Halo lies in the belief that the activation of Halo would bring about the "Great Journey", which would cleanse the universe of lesser lifeforms (including the Flood) while providing salvation for the Covenant.



The action begins during the Master Chief's ceremony. A Covenant fleet jumps out of slipspace near Earth and sends boarding parties towards a battlecluster of stations. These boarding parties are secretly carrying explosives designed to take out the MAC (Magnetic Accelerator Cannon) guns. Master Chief finds and disarms a bomb located on Cairo Station with the help of Cortana, while the flagship of the Covenant fleet speeds past Earth's defenses and heads toward Earth itself. Master Chief and Cortana join the UNSC ship In Amber Clad, which is en route to New Mombasa to deal with the Covenant flagship. In Amber Clad is carrying Staff Sargeant Johnson, and is piloted by Miranda Keyes.



Before reaching New Mombasa, Cortana decodes transmissions revealing that the flagship carries the High Prophet of Regret. The UNSC successfully repels the Covenant invasion force with the help of Master Chief, and the Covenant ship begins preparations for a slipspace jump to an unknown destination. In Amber Clad follows, and discovers a second Halo installation dubbed "Delta Halo". The crew of In Amber Clad learn more about the Covenant's belief regarding the Halos, and Master Chief ultimately slays the High Prophet of Regret while attempting to prevent the activation of Delta Halo.



The action switches to the condemned Covenant fleet commander assuming the role of the Arbiter. His first mission is to silence a heretic who doubts the Prophets' teachings, in turn starting the Arbiter along a path which ultimately results in Arbiter doubting his own beliefs. Seeds of discord are further sown within the Covenant when the Prophets decide to grant the Brutes control of the military instead of the traditionally favored Elites. During his missions, The Arbiter realizes the danger that the rings represent: they are weapons designed to destroy most of the life in the galaxy, not the religious artifacts the Covenant believes them to be.



The Master Chief and the Arbiter meet upon the release of the Flood from Delta Halo. A mysterious Flood creature called the Gravemind sends the Arbiter and Master Chief in separate directions to prevent The High Prophets from activating Delta Halo. Master Chief finds himself aboard the Covenant Holy City High Charity, a gargantuan space station, and pursues the remaining Prophets. During Chief's mission, he finds himself in the middle of an erupting Covenant civil war between Brutes and Elites. After capturing the In Amber Clad, the Flood, led by the Gravemind, arrive at the city and begin to consume and infect the populace. The only remaining High Prophet, Truth, escapes on a Forerunner vessel hidden in the core of High Charity. The Master Chief manages to stow away on board while Cortana stays behind in order to detonate the In Amber Clad's engine reactors to destroy Delta Halo and High Charity, stopping Tartarus from activating Halo.



The game comes to a close with The Arbiter's missions as he is aided by a group of Elites as well as surviving members of In Amber Clad's crew. Together, they pursue and kill Tartarus and his Brutes on Delta Halo. Tartarus, however, has already succeeded in inserting the Index, making Delta Halo fully operational. Miranda Keyes manages to snatch the Index out of Delta Halo's control panel, thus halting the firing sequence. Despite this success, Delta Halo's deactivation sends a signal out to the other Halos, sending them all into a "standby" mode so they can be remotely detonated from the Ark. Meanwhile, the Forerunner ship that Master Chief has stowed away on approaches Earth. One of Earth's remaining orbital forces contacts him and asks what he is doing aboard the Forerunner ship. He replies, "Sir, finishing this fight," ending the game on an abrupt cliffhanger, and setting the tone for Halo 3.



After the game credits finish rolling, a scene appears in which Cortana and Gravemind are conversing. This is meant as a further teaser for Halo 3.
2006-08-11 18:44:19 UTC
look at the official website



bungie.com
2006-08-12 22:51:47 UTC
your question is pretty vague but ill give some tips

1 SAVE AMMO

2 HIde behind mad things when yur dying (duh)
jeremy
2006-08-11 18:54:27 UTC
/Cairo Station (4.1)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: **

SECRETS: n/a

OBJECTIVES: + Repel the Covenant boarders

+ Find the Covenant bomb



Start off by following the Sergeant's instructions. Look at the red lighted

beams, and then follow him over to the control manual. Walk into the machine,

and hold X over the hand imprint to start the zapper test. Once you're done,

enter the elevator along with Sgt. Johnson (whom you might remember from the

first Halo). Enter the train cart once you're above to proceed to the "real"

first mission.



*Another FMV sequence shows the rest of the command staff congratulating

you on your success back at planet Reach. We're then forwarded to the

Elite who was taken away. Some Brutes strap him into an orbital device

of plasmic proportions. The Elite is then tortured via powerful red

beams. Now that we're back at the Defense Grid, Master Chief is saluted

by the ship Commander. More torturing is performed on the Elite, without

his armor this time. Captain Keyes daughter is rewarded with a medal for

her father's valiant actions. The Elite is then marked with a symbol for

heresy for his failing actions. Cortana informs the commander that a

large group of Covenant forces have been spotted on radar. Strangely

enough, this group is 50 times smaller than the one that invaded Reach.

Boarding ships are detected. They're going to try and take your MAC

cannons offline. The commander orders you to defend this station.*



Go down the stairs to where Sgt. Johnson is. Pick up the SMG and Battle Rifle.

Follow the marines till you reach a large room with some barriers on the

ground level. Crouch behind the one in the center, and wait for the Covenant

to blast the door open. Start nailing the Elites and Grunts that pop out.

Shouldn't be too bad. Once the sector is clear, head on through, turn right

around the corner, and proceed ahead. The other marines will stay back to

guard the perimeter. Go up the stairs. Cut through the double doors, and

you'll see some broken windows to the left. Grab the turret by the first

window, and reign down some fire on the Elites behind the plants. Once they're

down, go right through the upper hall. Proceed down the stairs, eliminate the

elite and his fellow friend, then enter the main hall. Enter back to the main

lobby, and take out the remaining tangos. Then, continue back to where the

stairs were, and proceed through the open hall.



Several elites and grunts will be there to greet you. Nice time to toss a

grenade. Go through, and a brief Loading message should appear. You'll know

you're at the right place. Go up the stairs. Enter the hangar, and aim at the

purple tube. Knock out the Covenant who jump through. Jump down to ground

level and look out the window. One of the MAC guns will be blown to pieces by

an interior bomb. While the Covenant were retreating, some elite forces

managed to sneak in and plant a bomb. The door behind you should pop open.

Nail the forces, and head on through. Go left down the hall, then enter where

the retreating marine is coming from. Again, more Covenant will be popping out

of the boarding ships via the purple tubes. Use your grenades to clear out the

masses.



*Apparently, the Athens MAC gun was blown up, just like the Malta. The

explosions are coming from inside. There's a bomb on your MAC gun as

well. It's time to lock-n-load. Find the bomb and save the day.*



Look near the middle of the room for a declining slant which leads to a door.

Head down and engage the aliens. This next part is a partial ambush. The

corridor on the right has an Elite that will pop through the door, along with

the lights darkening. Once he's down, you'll hear a shotgunning marine die. Go

up, engage the 2 elites, and watch out for one invisible one. Once they're

dead, make use of the shotgun on the ground. Go into the next room, but take

slight cover. Nail the grunts along the left, along with the people manning

the turrets. There's one plasma turret along the far wall as well. Use your

Battle Rifle. Plasma grenades work well here. Take out the elites, move ahead,

and enter the left corridor. Proceed up the stairs, and take out the 6 aliens

who pop through the new door. Move ahead.



You'll meet up with Daughter Keyes, who seems to be having some trouble.

Grenade and shoot the Covenant in the hall, and help the other marines

eliminate the remaining tangos. Once clear, go right. You'll run into some

flying Elites who ambush the room. Take them down. Refer to your radar for

their positions. Once you're in the open, make use of your Battle Rifle for

sniping them out of the air. Backtrack under your previous position until you

see a door marked "Portside." Enter inside. When you see the two marines,

prepare for a tough part. Several Drones will fly up and ambush you. Try to

take cover along the right wall, and snipe them periodically with a long range

weapon. Plasma rifles work as well. Now that they're done, wait for the

elevator to rise. Snipe off the Covenant aboard it, then hop on, and hit the

switch to go down.



When you reach bottom, head through the door, and make sure you have the

Battle Rifle. Start sniping the Elite on the plasma turret, then the other

flying elites. Once they're down, proceed ahead, hop on through, up to the

door in the upper left corner. Head into the Ground Control elevator. The next

part has some Grunts, and about 5-6 Elites guarding the bomb. Use your plasma

grenades to stick



*Cortana enter Master Chief's head, and defuses the bomb. An enemy cruiser

is heading up on their position. Master Chief decides to use the Covenant's

bomb against them by flying out into space, and leeching it onto their

ship. He jumps before landing on the ship itself, but the bomb plants

itself and explodes. There goes one big mother clucker Covenant ship.*



________________

/Outskirts (4.2)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: **

SECRETS: n/a

OBJECTIVES: + Defend the Marines until help arrives

+ Rendezvous with the Pelican

+ Find the Marines from second downed Pelican

+ Destroy the Covenant on the shoreline

+ Take the highway tunnel to the bridge.



*Apparently, the Covenant managed to land on Earth, but only in one specific

spot. It's your job to land onto Earth, and help save what can be salvaged.

Unfortunately, along the way, a giant Covenant creature blasts down your

transport vehicle, and you crash land inside an urban setting. Time to lock

N' load marines.*



Shake off the crash landing, and follow the marines out towards the open.

You'll face numerous enemies on this level, including more random ambushes.

Make use of your teammates, and stick together, until it's time to rock n'

roll. Once you reach the open area with a three-story building, you'll see

some Covenant reinforcements arrive from above. This is where it gets tricky.

Make your way to the building with the machine gun up top. Several Covenant

Elites and Grunts will pop out from the side alley along the right. Again,

more Jackals will pop out into the courtyard, so make use of the height

advantage. Several Drones will appear from up above, so make use of the turret

at hand. You may have some Beam Rifles on the extreme heights as well,

although they appear occasionally. Get a Battle Rifle to deal with them.



*The Pelican says that if you can make it to the other side of the area,

they can pick up the Marines via a new LZ. Johnson commands a marine to

satchel open the gate.*



Two new Hunters will arrive, thanks to the destruction of the gate. Not much

you can do, except try to toss plasma grenades at them and hope for the best.

Use the turret, along with close fire to eliminate them. They take a lot of

hits to go down as well. The Gate is right near the courtyard, fairly dark.

Head on through, and round the corners towards the Pelican. Johnson will get

picked up by one of the transports, as they need him elsewhere. Continue ahead

with the fellow marines. Make sure you have a long-range wep to take out the

Jackal beam rifle snipers ahead. Around the corner is a lone Jackal. Nail him,

grab his Beam Rifle, and hit the two snipers straight ahead on the two

different floors of the destroyed building. Then, start sniping out the

Drones. You'll have more Jackal snipers along the left/right balconies, along

the far sides. Some Elites will pop in as well, to help erupt the party.

You'll find them under the side balconies, one may even have a sword at this

point.



Once the area is clear, head down the alley to the left where some fellow

marines are. Watch out for the two Beam Rifle snipers (one on left alley,

second straight ahead). The Elites will pop out from the right. There are also

several scrambling Grunts. Go down the left road where the flipped vehicle is.

Move ahead, clear out the remaining Covenant, and enter the Hotel where the

other marines are. Go down the dark hallway, and turn on your flashlight. A

small ambush of Elites is ahead. Make use of your Plasma grenades. When you

reach the open, nail the tangos to the left, then watch for the Covenant ship

in the open on the right. Kill the reinforcements that are dropped out. Now,

get into the driver's seat of the Warthog that appears. Time to clear some

alien forces out on the beach. Drive down through the ditch, and take out the

aliens next to the Pelican. Then, move ahead, and here comes the tough part.

There will be a beam rifle sniper in the floating tower, along with several

Elites/Grunts on the ground level near the beveled cargo boxes. Take your

time, spiral around, and let your gunner do the work. If your warthog is

destroyed, go back to the Pelican, and make use of the Ghost there. Watch out

for some Elite Ghosts as well.



Now that you've made it past this part, gather some ammo, because you'll be

facing more of the same. Round the corner, and drive up ahead. You'll have

numerous Covenant forces under both large turret things, along with a

rebounding ship that will drop a few Ghosts. Try to get behind the ghosts, and

let your gunner nail out the driver. Otherwise, if it gets hairy, you can try

to run them over for the splatter kill. Again, keep the plasma fires off of

your warthog, because you need your gunner alive. If you're restricted to no

vehicle, try to hijack a Ghost, or kill the driver with a Battle Rifle, and

take over one. Get the gunner to shoot off the turrets on the Covenant

Carrier, and head up over the next hump. This next part will have a repeat of

before, with several Ghosts, along with a sheltered building near the

beginning. If you lose your warthog, retreat to the shelter, because the

Carrier will continue to pound down red plasma fire. Once the area is clear,

head towards the marked waypoint on your map. You won't be able to get the

Warthog up there, so try to grab a nearby Ghost, and boost ahead.



Eventually, a Marine Warthog will come up from behind, if you want to hitch a

ride, but I recommend you stay in the Ghost. Zoom up ahead, and nail the

Covenant at the checkpoint. Boost over the ramp, but watch out for the flying

Drones. Try to take them out first (along with anyone on the turret inside the

pile of mass). Then, clear the next blockade, and blast ahead. Suddenly, a

large phason beam will blast through the highway. This is that big mother

clucker from before that shot us down. Three to four Ghosts will appear and

try to ambush you. Strafe and nail them down. Once it's clear, move ahead

again. Watch for your human warthog; he might get stuck next to the cargo box.

If he does, redirect him out, and through the right side. Blast ahead. You'll

run into several Elites at a checkpoint. Nail the turret first, the

concentrate on the men behind the barriers. They're easy to kill in a Ghost,

and you'll find a spare one behind the blockade in case you need on. Make a

right up ahead, and continue forth. Suddenly, you'll notice a fleet of Shadows

making their way down the Highway. You'll have to blow each of them up from

behind.



I found that it's best to take out the back plasma turret, then boost ahead,

and nail the Elite Driver. If you're in the Warthog, try to avoid the shots,

and hit both turrets since your driver won't be experienced (unless you're

driving). If you destroy them early, you'll run into yet another Shadow ahead.

Intercept it as well. Use the same plan as before. This one is just a test

before reaching the end of the level.



_________________

/Metropolis (4.3)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: **

SECRETS: n/a

OBJECTIVES: + Crush Covenant resistance on the bridge

+ Make your way to the surface

+ Regroup with Marine forces in the city center

+ Board and destroy the Scarab



*Remember that big mother clucker from before? Well, it's actually a Scarab.

Unfortunately, it wiped through one of the marine platoons. Instead, your

reinforcements drop down a Scorpion tank which you can use on the Covenant.

Now we're talking. Where's my Cuban cigar? I'm gonna be smokin' em all

away. Anyhow, the Sarge makes one more smart comment about what the ladies

like.*



Make your way onto the Scorpion Tank by holding down X. This tank has got a

machine gun turret with the L button, and a tank cannon on the R button. Use

the cannon for explosive situations, and the machine gun for infantry

problems. Remember, don't let any infantry get near your tank, otherwise, they

can blow it up. If you run into a Banshee, and can't seem to take him down,

use the Machine Gun to lower his shields and eventually blow him up. Board the

tank, and head up the bridge. If you want, you can let some fellow marines

hitch a ride on your tank, although they'll probably die in the process. The

tank has a "slight" arc on its shots, so try to aim slightly above on FAR

shots (300 meters or higher). A trio of ghosts will be along the right. Fire a

couple of shots to blow them up. An enemy Wraith up top will start firing

Plasma shots from the top. Ignore it for now, until you're in range. Just

don't get hit by the blue plasma balls. It takes about 3-4 shots to eliminate

the Wrath permanently. Fire a couple of shots, and wait for the blue explosion

to know you've done good.



Along the way, you'll run into casual ghosts, but they're easy pickings with

the caliber on this tank. When you reach the peak of the bridge, it's gonna

get tougher. Some Carriers will ambush you from behind, on the sides. Fire a

few shots at em', and let your fellow marines RPG them. Watch for 2 Banshees

behind you on the diagonal flanks. Move downhill. About eight ghosts will come

up the bridge, but at timed intervals. Take them out in their 2-3 groups. When

you get close to the embankment, 3-4 Banshees will appear from above. Take

them out with the turret, and watch for the series of Ghost that attack on the

ground as well. Once they're taken out, another series of Banshees appear.

It'll get a ton more serious when the two Wraiths appear from the tunnel. Use

your tank gun, and the assistance of any alive marines if possible. Proceed

down the tunnel, and eliminate the small alien survivors. When you reach the

yellow-jutted doorway, you'll notice a friendly Warthog appears. Hop out of

the tank, and get the Shotgun that the marine gives you. Now, head up the

right pathway, and over through the crack.



This is where it gets sticky. Several Elites will be mixed in with the

barricades below, with Grunts of course. However, there will be Beam Rifle

snipers in the background. Hopefully, you'll have some Marines left who have

Rockets equipped. Leave them to take care of the ground forces. You should

concentrate on sniping off the background snipers if possible, since they're

very annoying. Move ahead to where the red flashing light is, along the right

wall, and grenade the remaining Covenant. Head through the hallway. You'll run

into one or two Covenant, then a wide open space up ahead. Grab a Beam Rifle

from the Jackal before, and snipe off ALL of the Jackal Snipers. These guys

are very annoying because of the wide open arena. One of your Warthogs will

spiral around distracting the enemy. If you have any RPG guys left, they'll

take out the Ghosts. If not, then concentrate on sniping the Jackals first,

this is the biggest priority. Try to get the Ghost drivers second. If your

Warthog is alive, hop in the back with the Fuel Rod Cannon. Your driver will

take you into the next area. If you're on foot, grab a Beam Rifle, and snipe

off the Jackal at the far end by the tunnel. Two to four Ghosts will bum rush

you. If you're in the Warty, pick them off. Otherwise, stick with Plan B, get

cover, or pick up the RPG on the ground right near the entrance. Either way,

you'll have to get close to the Wraith, unless you have the Warthog with you.



Now that this is done, proceed through the open tunnel ahead. You'll meet up

with yet ANOTHER Warthog who is battling some Ghosts. Take the Ghosts out

first either via a Warty or rocket launcher. Now, I recommend driving the one

you currently have. Your marines are not smart enough to evade the upcoming

Wraiths, so you should drive. Make sure you have a Gunner though. Proceed up

the road, and cut a left. You'll intercept 2 Wraiths, along with a Carrier.

The Carrier will be dropping Ghosts as well, so get the Ghosts first, then

nail out the Wraiths. They'll be fairly immobile, not too much of a threat.

Also, watch out for the 3 Beam Rifle Jackals on the bridge. You can probably

evade them, but if you're on foot, they're going to be your prime priority.

Once the area is clear, a new waypoint should appear.



*The group of marines will inform you that their Lt. was hit upon landing.

Not to mention, there are several Convenant forces in the perimeter, and

the annoying Scarab from before. It's time Master Chief took a peek on

how the Scarab exactly works.*



Follow the soldier as he takes you through their landing zone. When you reach

the top, you should be out on a balcony. The Scarab should blow up your

Scorpion, then proceed overboard. Go up the slanted edge of the roof, then

move back past the water and through the sliding door.



*After all of the *** whoopin', Master Chief pops out fine as a dime. The

Sarge is there in time to pick him up as well. Unfortunately, the Prophet

Regret is jump warping back to his hometown in the middle of the city.

Daughter Keyes decides to go in after him because he'll escape in otherwise

flawless condition. She warps in with him. We're then brought back to the

Covenant world where our tortured Elite is brought into a room with the

Hierarch Council. These guys rule over the previous Prophets like yellow

butter on a toasted rye. Anyhow, once the Brutes leave, the Hierarch wants

the tortured Elite to become the next Arbiter, sort of like a hero who

protects the code of the Covenant. The tortured Elite places on the new

armor, and is instructed to go assault a true heretic (not him), but

rather one who has been speaking against the higher council. Your mission

is to kill this Heretic for his betraying actions, along with those that

follow him. Unfortunately, his position is on a remote planet. You are

shipped off to this location, along with some Elite troops, and are to do

some stealth killing for your countrymen.*





__________________

/The Arbiter (4.4)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: ***

SECRETS: n/a

OBJECTIVES: + Locate the Heretic Leader

+ Pursue the Heretic Leader



So, the game decides to take a twisting turn and put you in the role of one of

the covenant. Strange, no wait, very strange. Anyhow, you're start off on the

landing pad of the ship. Head to the nearby door. One of the neat features of

your Arbiter armor is the ability to cloak. Press the white button when you

want to cloak. A small clock will appear in the upper left corner. When it

runs out, you're visible. Also, it will recharge, so make sure you note when

it does, and continue to use the cloaking function. You'll also start off with

the nifty, yet lethal, Energy Sword. This baby can almost spell instant kill

with the amount of organic blood it spurts out from your opponent's body. I

recommend using it only on Elites, since it has limited ammo (about 5 plasma

per swing). Quickly move through the series of doors, cloak, and hit the guard

from behind. Up ahead will be a few more Heretics. Grab a Carbine, and use it

as your primary gun, with your sword as a backup. Pick off the Grunts that are

down the decline, and the remaining Covenant. Head down the pathway. Be

careful not to fall down.



Round the corner, and then cloak, and engage the roaming guards by the

elevator. There will be 1-2 Heretics inside the elevator, so keep your guard

up. Proceed inside, and your fellow Elite will lower it with you. Once you

reach the bottom, cloak and enter the room. You'll notice that some of

the "Sacred Librarians" have sided with the heretics. Anyhow, start engaging

the enemy. You'd probably be best grenading the cluster on the right. Try to

make your way to the far window, and hit the switch. This will open the door

for your ship to come in, and provide reinforcements. Along the way, several

Grunts will appear from the right with Fuel Rod Cannons. Snatch one up, and

use it some of the approaching troops. You'll get an Elite or two to help you.

Watch out near the far end, as a Swordsman will enter the arena. Take him out

from afar, or behind, because his sword does an instant kill all the time.

Once the room is clear, get some fresh ammo, nades, and move onward. In the

next room, you'll have several Grunts and Heretics to lay waste to.

Fortunately, none of them will be opposing threats until you reach the blue

conveyor belts. Watch out for a heavy ambush from the sides, including several

Heretics. Stick to grenades and Dual Needlers for carnage.



Proceed through the blue door, and sneak up on the lone guard. Eliminate the

Grunts to your left, then turn around, and make quick existence of the

Heretics. Continue down the spiral stairs to the left, and you'll run into

small scatterlings of Grunts and Heretics. Use your plasma grenades to take

out the bunches, and Carbine them down. There's a reload to your Sword down

below. Now, head through the next alleyway. Go around the circular path,

eliminating the Heretics as they appear. Use your plasma grenades near the

canisters to help get some explosive material. Once you've cleared it out,

compose yourself, and head through the door to the right at the end. Head into

the left door.



*Suddenly, the Heretic Leader escapes into a Banshee, and says he will

protect the Oracle. As he flies away, you receive orders to help escort

your mothership as they track his coordinates down.*



Start off by looking on your radar. An ambush will come either to your left,

or your right. Intercept the oncoming forces, then proceed outside, and hope

into either Banshee. Follow your waypoint to your mothership, and defend it.

You'll have a series of numerous Banshees attempt to attack it. This is fairly

simple, since you just have to shoot the opposing Banshees down. They're weak,

and have limited maneuvers. My best recommendation is to boost with the L

trigger after them, and just keep firing. Get use to the slow range on the

plasma lasers. Fire them ahead of distant targets to intercept their path of

flight. The Banshee also has a VERY useful Banshee Bomb. Press B to fire it.

It's similar to a Fuel Rod Cannon. It's best to use on stationary targets,

like plasma turrets, but works also on flying vehicles. Your next goal is to

take out all of the Banshees until they discover which one is the Heretic

Leader. Keep following your ship's waypoint, and keep destroying the Banshees

that follow. If you get close to the base, and the turrets fire at you, simply

destroy them as well. Believe it or not, the fuel rod turrets are way more

damaging than the flying Banshees.



When you reach the upper echelon of the base, you'll find 2 spare Banshees

resting near the location with most of the Fuel Rod turrets. I recommend

switching to one of them to replenish the damage done to your primary hull.

Continue the search for the Heretic's ship. As usual, Banshees will continue

to come in pairs of two. Eventually, your mothership will inform you that the

position of the Heretic's ship has been located. He landed on one part of the

base. Clear the landing zone via your Banshee bombs and plasma fire. Wait for

the guards to come out, and take care of them as well. Land once your Grunts

are on the ground. Head on in.



_____________

/Oracle (4.5)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: ****

SECRETS: n/a

OBJECTIVES: + Escape the infested labs

+ Find the Heretic Leader

+ Cut the three cables holding up the station

+ Pursue the Heretic Leader back to the hangar

+ Kill the Heretic Leader



*Your fellow forces will enter on in where the supposed Oracle is. However,

one of your Elites reminds you that he has smelled this stench before.

Smells like chicken tonight!*



Move ahead into the narrow corridor, and move through the door. You'll be able

to see a firefight down below with some Covenant & Flood (zombies from the

first Halo). Unfortunately, it appears the Flood were victorious. Head through

the next door. Jump down to ground level. You will then start to hear groaning

and moaning sounds in the background. Be careful as an onset of Flood

parasites will start to attack you from all sides. You'll get an occasional

Flood Zombie who pops down, but they'll be fairly easy to kill. Your fellow

Elite will tell you to move on, while they wait for more reinforcements. Move

through the open door ahead. When you reach the elevator, numerous Librarians

and Flood Zombies shall appear. Try to pick up a Sentinel Beam, and start

firing at all the bogies around you. You may have some Elites left to help

you, but they probably won't last long. Keep alternating your Sentinels so you

have a fresh load of ammo. Make sure you do not fall off the elevator, as it

equals instant death. Keep firing down the motherload as they jump from above.

Again, more Librarians will appear along with them, which makes aiming at them

ease with the Sentinel Beam.



When you reach the bottom, a door should open. Go through it. Move through the

halls up ahead, and grab a Carbine if you can. Then, enter through the next

door. You'll hear some Covenant forces duking it out. Smash the glass windows,

and start engaging both the Heretics and Flood. When the area is partially

cleared, jump down, grab a Sentinel, and start blasting away the Parasites.

More Heretics will pop up above to try and snipe you. Grab a Carbine and take

em' out. Take shelter if necessary, because you'll be shot quite often.

There's also a plasma cannon at one end of the room, but it's fairly

ineffective at killing the Flood. After you've killed the drop-down enemies,

look BEHIND you immediately. Heretics will pop out of the door. Start

grenading them, and taking shelter on the opposite side. A mix of Flood will

pop down as well. Once it's clear, move to the locked room that opened up. The

door will open. Cloak, and proceed forward.



*Your Elite informs you that the storm is about to hit, so you must find the

leader of the Heretics, now!*



Quickly move ahead using your cloak as you go. Avoid the right pathway as a

series of Heretics and Grunts will rush down with Needlers. Take the left

side. You'll run into minimal resistance, but nothing you can't handle with

your sword. Move ahead, and you'll also have some reinforcements for backup.

Reach the top, but be careful. Some Heretics will be waiting inside the

pillars to ambush you. Try sticking them, but use your cloak as well. When you

reach the top, cut back into the open area. You'll see a large arena. Move in,

and engage some troops. The Heretic Leader will retreat, and hide himself

inside an energy barrier on the other side of the room.



*A cutscene will reveal that the Heretic is protected from the storm in a

minor room, and he curses you and your troops to die in the storm.

Fortunately, the nifty Arbiter says he'll cut the cables holding the

station together, to scare the Heretic out of his hiding hole.*



Start go back towards the beginning of the room, and climb the stairs. As you

proceed upwards, a series of Librarians and Flood will drop down. Continue

your way to the top, until you reach the elevator switch, and hit it. When you

reach the upper echelon area, it gets tougher. There will be about 4-5

Librarians at once, along with several Flood Zombies ambushing you. You should

see three blue/white dotted pillars, at triangular coordinates surrounding

your position. Run up to these locations, pull out your Energy Sword, and

uppercut them to destroy them. Once they're all down, the station will start

to go into freefall. Quickly run back to the elevator that brought you up, and

press the switch. When you're back in the room, hop back down to the ground

floor, and go to the force field room. Eliminate the Heretics inside, then

drop through the elevator hole. Proceed through the next door. You'll run into

a frenzy of Flood that rush you. Pull out your sword and decapitate them. Now,

run down the spiral until you reach a bottom door. Nail the Elites guarding

the Hangar entry. Proceed inside.



*The Heretic Leader jumps in a Banshee and flies away. Our Arbiter does the

same to pursuit him to his death!*



Apparently, he ran away again to another hangar station. Quickly follow your

waypoint which should be slightly to your left. You'll have about 4 Banshees

to deal with, and they're stronger than from before. Make use of the Banshee

bomb to eliminate them, and plasma them down. Use your boost if you're flying

up too quickly.



*When you reach the waypoint, the Arbiter crashes and misses the landing!

Thankfully, he did it for suspense, and was holding onto the ledge. He

climbs up, and proceeds to sneak upon the Heretic Leader.*



Run up through the next door, and start to engage the Flood/Librarians. Many

of the Zombies will be very aggressive, and attempt to jump-rush you. Jump to

ground level, and cut a right through the open door. Go right again. Follow

the Heretic to the left, and go through the doorway. Proceed up the spiraling

stairwell. Note that you'll face several Zombies, and plenty of Parasites.

Toss occasional grenades behind you to hold off the oncoming rush as you rush

upstairs. You can catch a couple of Heretics from behind as well. When you

reach the top door, you'll enter the conveyor section from before. Cloak past

them, and eliminate some of the Heretic guards along the left wall. Enter the

left "open" doorway, not the upper area. Proceed to the top.



*The Heretic Leader attempts to jump onto his spaceship, but you intercept

him. Unfortunately, 343 Guilty Spark is back, and ready to cause some

deceitful chaos. The Heretic Leader then fires at the Arbiter, and spawns

two Heretic bosses. Time to duke it out.*



This boss battle can be extremely tough on higher difficulties, because of the

almost instant-death you're yielded if you're seen by 3 of the enemies. The

idea to remember is that only one is the true Heretic Leader, while the two

others are holograms. Start off by immediately cloaking and running to the

left. You'll find a Sword reload to the right, but more important, a fresh

Plasma Rifle along the left. There are also some important plasma grenades. If

you kill a hologram (either by sticking or slicing), the Heretic Leader will

respawn another one. Pay attention to which one he is. Usually, I notice that

the Heretic Leader stays on the upper part of the map. Keep using your cloak,

and try to get under him. Jump up, toss a grenade and try to stick him. If you

do, jump again, and do a swinging sword slice. It takes about 2-3 slices

without his shield to yield death.



*After killing him, the Arbiter drags his body out so he can show the

High Council of his accomplishment. A Brute then zap controls the annoying

Oracle, and places him in a containment jar. After all, 343 Guilty Spark

was responsible for the first Halo game. Now, we're fast forwarded to

our human allies, where they have just jump warped into the area of the

Covenant Battleship. Yet again, another Halo is discovered revolving around

a Covenant planet. It's activated, and ready to be used at any second. It's

time to lock N' load Master Chief.*



_________________

/Delta Halo (4.6)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: ***

SECRETS: n/a

OBJECTIVES: + Clear the landing zone for the Pelicans

+ Extend the bridge, and cross the chasm

+ Push through the Covenant-held ruins

+ Reach the towers in the lake



*You and some other Marines will be launched via your landing pods onto

Halo's surface. Suddenly, a few Covenant forces realize your presence,

and start firing their plasma turrets.*



When you reach the ground, immediately look up, and hold down R (with your

Rocket Launcher) to lock onto the plasma turret. Blast it out. Now, move up

the hill along with the other marines. When you reach the entrance to the

steps, take cover as you'll face several Elites and Grunts coming out of the

temple. Watch on the far left as an Elite will sneak behind you. Use your

Battle Rifle, or Dual Plasmas to move on up. You can get great reload cover

behind the temple pillars. There's a beam rifle sniper at the center of the

temple, close to a dark window. Take him out as a priority. Once clear, go up

top, and grab the beam rifle. The Pelicans will start to come in, but there

are some Covenant Phantoms as well. When the Phantom approaches, pull out your

Rocket Launcher, and nail the turrets on the Phantom. If you time it right,

you can also hit the reinforcements that drop down as well. Yet again, some

Elites may sneak into the bottom of your base, so eliminate them with some

well-timed nades. Once you're confident it's clear, go out, grab some

scavenger ammo, then retreat back in. Another Phantom will be dropping troops

in. Use the same strategy as before. Ammo will be more scarce, so try to get

your allies to help you out on this one.



Now that the landing zone is clear, two Pelicans will arrive. Jump into the

driver's seat of the Warthog that appears thanks your fortunate Space Marines.

Now, drive straight ahead and to the right of the main temple. You'll see a

hilly road that leads up to the "big building" in the center of the island.

Three Beam Rifle snipers will be ready to greet you. Strafe and sidewind to

avoid them. Go right. When you reach the area up ahead, there will be about 3

plasma turrets that need to be taken out. Watch out for the two Ghosts by the

station. There's also a Wrath on the other side of the bridge. Start off by

eliminating the Ghosts and nearby Elites. If your Warthog flips, hijack a

Ghost, and finish off the remaining hostiles. Take cover behind the building,

and go inside. You should see a hole up top. Jump down into it, and engage the

enemies. It might be wise to toss a few nades first to let them know you're

here. Press the switch against the window (past the idol), and the bridge will

be extended. Now, head on out, eliminate any survivors, and wait for your

Pelican to drop down a Scorpion. Hop in, and make sure your allies are on as

well. Now, start firing your cannon at the two Wraiths on the other side. Move

across once they're down. Two Banshees will hit you from the left, along with

four Ghosts from the tunnel.



Cross through the yellow zone, and take the low route. Nail the oncoming

Ghosts. Move ahead, watch out for infantry troops, and cannon out the two

plasma turrets. Continue ahead to the next open temple area. Knock out all of

the turrets, troops, and about 6-8 Ghosts with your cannon/MG. Shouldn't be a

problem at all. Take the right path, past the fountain, up through the temple

stairs. Continue into the next area, but very slowly. Take out the flanking

Ghosts from the left pathway, and watch for plasma grenades being tossed by

Grunts by the pillars. Go down the left decline, and use the same strategy.

Cut a right, and you'll see another "large" structure. Be weary of when you

fire your cannon shots. More Ghosts will bum-rush from narrow alleys and the

steps on the left. Take out the plasma turrets too. Go along the left side,

and spiral through the center (under the temple). Eventually, you'll receive a

message from Cortana that says to clear a landing zone for the Pelican. Go

along the right side of the temple, and get out near the spikes. Help your

ground forces clear the Covenant forces by the shields. Move ahead near the

pillars, and start taking out more Grunts/Elites. Head into the inner tunnel.



When you reach the next grassy opening, be prepared to engage some mix of

Elites/Jackals/Grunts. Nothing too spectacular, but concentrate on the blue

Elites since they're a tad stronger. Move up the left stairs when cleared, and

run ahead. Engage more commoners at the ambush spot ahead, but take shelter

behind the large boulders. Go down through the left cave. Here comes one of

the trickiest parts in the level. You're going to face several "Jackal"

snipers, and many of them are hidden behind the trees, bushes, and wilderness.

If you have any teammates alive, watch them go forth, and see where the

attacks originate from. You can use that to pinpoint the Jackals. Otherwise,

take your time, zoom through the leaves, and hope for the best. There are

usually two Jackals in the lower left. One is to your right, slightly below

the upper pathway. You can get a fresh load of beam rifle there. You'll also

find a Battle Rifle inside a canister along the path. Jump down, then cutback

near the waterfall, and two more enemies will be present. Suddenly, you'll get

ambushed by about 5-6 Drones from the air. Take them out, then backtrack along

the lower left side. Go up the hill, and take cover. Some more Jackal snipers

will appear at the far end from a dark tunnel, along with a guided Elite. Cut

up into the left path, but be careful as some Drones will ambush you from

behind. Kill the Elite ahead.



Move through the tunnel, along the left path, and regain some of your lost

ammo. Snipe off the Elites/Jackals ahead, or close combat them. Either way,

there won't be any flanking snipers, so you're doing good right now. When you

reach the dead end, curl a left up the path. You'll reach the end of the path,

with a wide-open view of the installation in the center of the lake. You have

to make your way into the belly of the beast. Start off by sniping off the

Jackal snipers patrolling the deck. There are 2-3 around the perimeter. Now,

concentrate on the Elites/normal guards. Jump down to the normal deck, and

grab the weapons in the canisters if you need a weapons reload. The Pistols

work well on the Drones. Run down the pathway, and enter through the sliding

doors. Crouch and peak around the corner. Pull out your Beam Rifle, and snipe

off the center Honor Guard. Now, 3-4 more Guards will hop down. Some will have

Swords, others will have skills. Try to take them out as they get near, or

stick them. DO NOT let them swing their swords near you. Grab a sword while

you're at it.



*Before moving onward, Cortana says to stop here. She translated the

Covenant message of the Prophet of Regret to be that he's going to release

the firing mechanism on Halo, and carve an explosion in the universe beyond

belief! Keyes will try to stop the index from occurring, but you must take

the Prophet out, and set a universal record for the first Prophet being

killed!*



_____________

/Regret (4.7)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: ***

SECRETS: n/a

OBJECTIVES: + Make your way through the first set of towers

+ Ride the gondola to the far towers

+ Pass through the submerged structures

+ Reach the main temple

+ Kill the Prophet of Regret, and escape



As usual, you'll start back in the same temple room with the hologram.

Immediately run upstairs and take shelter on the left ledge. Nail the 2-3

Elites that pop out, along with the Drones. You'll have two marines for

backup, which is rarely enough these days. Now that this area is finished off,

go through the right doorway and out into the open area. There will be two

Jackal snipers to nail off, along with some Grunts and Elites along the main

pathway. You'll also face a Swordsman Elite. Take him out immediately, grab

his sword, and wield it against the opposing foes. Move across the small

plateau, but don't go over the top. Instead, take the under route, and grenade

the beam rifle sniper on the other side. Now, rush the left along with the

Elite, and take the covert entrance. Go through this spiral room, taking down

the minor opponents. Up ahead will be a narrow walkway, with some pillars. Use

the pillars for cover, peak out, and snipe of the Jackal snipers. It can get

fairly tricky. If you run out of ammo, you may have to grenade rush, and steal

a Beam Rifle. Anyhow, rush the Elites with the sword, and you may also note a

ship blasting off from the station.



Get up to the fountain area, and proceed onwards. Suddenly, a Phantom will

drop down two hunters. Take shelter in the little stone hut, and try to Beam

Rifle snipe the heads of the Hunters. These guys are tough, and sticking them

with grenades will weaken, but only stir them. Avoid melee attacks or getting

within their range, as you'll be toast. Once you're through, wait for your

Pelicans to lay down some reinforcements. You'll get some human support, along

with several weapons. Grab the Sniper Rifle, and the Shotgun, as the Sword is

nearly out of ammo. Start sniping the Covenant on the gondola approaching from

the ship that detached before. Then, get up close, and eliminate the rest of

them. Go to the head of the ship and activate the switch. Now, you'll face a

series of Drones. These guys are easy work thanks to the shotty. When you get

close to the mid-floating gondola, try to snipe as many Drones and Elites as

you can. It may get tough, because these Drones have dual pistols, but you'll

get use to it. You can jump over, and re-equip if you wish. Now, jump back to

your main gondola, and it will float towards the ship. When you get fairly

close, get a long range weapon (preferably Carbine or Sniper Rifle - from your

remaining ally), and nail the 2 Jackals on the landing platform. Snipe off the

turret guards as well. A few more will pop out. Repeat the procedure, and

enter through the lower doorway.



Engage the Jackals/Grunts inside the small room, and enter the next one. Jump

onto the stair-like platform, and go up. Wait a bit, and some Jackals will pop

up from an elevator. Apparently, the structure is going to submerge

underwater, and you better hurry unless you want to swim. Jump into the

elevator, and hit the switch.



*During the brief transport, Cortana informs you that Regret was asking for

forgiveness after prematurely attacking Earth. Apparently there's some

hidden conspiracy going on, and we're about to find out what it is.*



You will then be at the submerged state of the ship. Move out, and head to the

next room. You'll reach a long narrow substation. Kill the 10 Grunts inside

the room, then head up the slanted walkway. In the next large room (with a

large hologram of a Regret), start to snipe the Jackals on the left/right

sides of the room. You'll run into several drones that appear once your

stealth entry has been breached. Make your way along the right side of the

room. When about three red dots appear on radar, these are the Honor Guards.

Be careful. Take out the Swordsman, grab his Sword, and wield it against them.

The tough part is to avoid the two Hunters that appear in the middle of the

room. You do not have to kill these guys, since you really don't have the

firepower to take them down. Concentrate on getting to the far door, and watch

for the quick rush of an Elite and his fellow Covenant. Once cleared, head

down the floor. The Hunters should chase you into this small room. Now, go

onto the opposite side of the room (where most of the Jackal snipers were),

and pick up some fresh Beam Rifle ammo. Now, here comes the tricky part. They

should be "stuck" in the room you were just in. Start tossing plasma nades

onto them, and start Beam Rifling them in the head. Make sure you fire one

shot every 2 seconds, so it doesn't overcharge, yet keep a constant stream of

fire. One should go down. Repeat for the second one.



^ NOTE: If you have trouble, you can try to find Dual Plasma Rifles lying

around, attempt to dual fire both at once. A Hunter will go down after about

one full clip, and a couple more shots. Only problem is that Plasma Rifles are

fairly rare in this room. One of the Hunter Guard carries one, along with one

of the Drones.



Once cleared, move back to that small room where you had the hunter, and round

the corner. Enter the small doorway ahead. Some cloaked Covenant will be in

the next room under the water. These are similar to veteran troops, so be very

careful. You can Beam Rifle sniper if you desire, although it's fairly

difficult locking on. I prefer to run in with Dual Plasmas, hide behind the

pillars, and gradually take them out. Careful for the Swordsman who sprints

out at the end. Make sure you refreshen your Sword. Move up the inclined path.

Round the path, then enter the next elevator.



*Again, Cortana intercepts another encrypted message across the Covenant

battle network. Apparently, Truth has disregarded Regret as a complete

fool, and that he will be spared from public humiliation. Of course,

you're going to be killing him, so that's one more favor.*



Jump out of the elevator, and crouch towards the Swordsman. Assassinate him

from behind for the easy kill, and swipe the opposing foes that attempt to

stop you. Refresh your sword is necessary. Now, move ahead. Again, we'll see

more foolish propaganda from Regret. When you reach the open, be very careful.

Grab a Carbine from the previous Honor Guard, and start sniping off the

Drones/Grunts. Make your way up the hill, and nail off the 2-3 Elites. You'll

get more human weapons up from above, thanks to some Pelican reinforcements.

Take the Sniper Rifle and Battle Rifle. Move ahead towards the yellow cave.

Look to the right, and start sniping off the beam rifle Jackals. Make your way

over towards the left, and take out more of the same Grunts with their

friendly Elites. Their shields "seem" stronger, so take it a tad slower than

normal. Reach the far end, and you'll find one last gondola which leads to the

main temple. Pick up some Sniper ammo, and make sure you grab the Rocket

Launcher. Jump onto the gondola, and hit the switch. About 3-4 Banshees will

engage you as you cross to the main temple. Use the Rocket Launcher to lock on

and shoot them down.



^ NOTE: It is IMPOSSIBLE to hijack the Banshees. I have tried several times.

Bungie disabled the feature during this part so you couldn't jack one

and fly it straight to the main temple. Instead, they want you to take

the gondolian way - hehe.



You'll also have some Gravitational Elites to nail on the mid-gondola. Not too

much trouble for your sniper rifle. When you get fairly close to landing with

the temple, start to snipe off the normal grunts near the turrets. Then, focus

on the shield Jackals. Once clear, jump aboard.



*A large Covenant fleet is seen flying overhead. Cortana says to hurry and

kill Regret before that fleet can interrupt the mission.*



Suddenly, several Covenant forces will pop out of the main entrance. Engage

them with your sniper rifle. Make use of a couple of plasma nades to spicen up

the party. Board the main entrance, and then round the corner. There will be a

few normal enemies, but several Elites, including Honor Guards from the upper

door. Take out the two Swordsman, and make sure to grab an energy sword.

Remember, sticking plasma grenades on these guys are your safest bet. Move to

the upper door, but be CAREFUL. Several Grunts will appear, along with Honor

Guard Elites down below. The Prophet is straight ahead in the room, near the

center. You can actually launch rockets at him, which take severe damage,

which is why it's best to conserve them for later on. Don't equip the Sword

yet. Instead, put on Dual Plasma Rifles so you can battle the normal guards

first. The best strategy is to lure the enemies towards the large sliding

doors, then retreat back to the hall, and shoot them as they come in. The door

has a delay open/close, which means you can reload, or regather your shields

quite easily. If you look ahead in the room, you'll notice the Prophet Regret.

Regret has a large Sentinel Beam attack, except it does nearly twice as much

armor damage. You can lock rockets onto his form, and attempt to destroy him,

but it's best to clear the room of default hostiles first. Now, to kill

Regret, you have to get close, jump up, and hold down X to grab a hold of him.

From here, you must tab B to melee attack him. After awhile, he'll teleport

around the room to various spots. It shouldn't be any trouble though, because

the Honor Guards sort of taper off during the fight. Keep beating him down,

and he'll eventually die.



*Master Chief starts to run as the Phantoms fire a phason beam which

eradicates the entire temple. Master Chief is thrown into the depths below

of the treacherous seas. Then, some giant tentacle creature grabs him. We

are brought back to the Holy City in the Covenant Empire. The Arbiter

returns to find out that the Brutes have been designated as "official"

guards of the Prophets, rather than the Elites which have been for many

years. After intense interrogations with the Librarian, a Sacred Icon

is the key to controlling the power and astonishment of the Halo weapon.

The Hierarch wants you to retrieve this key, and bring it back to them

so they may yield the power of the Halo. You're then dropped down onto the

surface of a strange, yet futuristic temple.*



__________________

/Sacred Icon (4.8)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: **

SECRETS: n/a

OBJECTIVES: + Lower the Containment Shield

+ Power-up the four Absorbers to lower the Containment-Shield

+ Make your way through the Flood-infested Wall

+ Rendezvous with your allies in the Covenant camp



Start off by moving forward, and engaging the two Librarians that appear. Your

Carbine should be your primary weapon of use, but find a Sentinel Beam as your

secondary. Some of the Librarians will have plasma shields around them. Look

along the wall for a big white hole near the top. Shoot it till it explodes.

Look along the right wall, and blow the other one up. This will stop the

Librarians from spawning. Look at the left pillar, and shoot the blue pylon

symbols on it. This will drop the pillar. Jump down the pit that appears. When

you reach the end, shoot down the next pillar the same way. Proceed down, and

move ahead. Nail down the numerous Librarians that spawn, and continue down

the small tunnel. Again, you'll be able to notice some spawn holes for the

robots along the walls. Make sure you shoot them, otherwise you'll have a ton

of chasers. Yet again, you'll have to engage another pillar and drop down a

floor. You'll notice some Covenant being engaged up ahead. Rush to the Savior,

and knock out the spawn points if you wish. Then, criss-cross over the bridges

as you move ahead. Again, move forward, and your Elite will warn you that some

Brutes have fallen attempting to nail the Shield Generator. Knock off the

usual spawn points and Librarians.



You'll finally reach a corner with another pillar (boy they know how to build

bases). Nail it down, and drop down with your fellow comrades. Repeat the

procedure for the next room, and you'll finally reach a wide open area ahead.

There'll also be a large Librarian in the center. Have your allies distract

the large robot, and pull out a Sentinel Beam (or Carbine). Pelt off his two

legs first, then leap under him, and shoot the underside. This should blow him

to smithereens. Now, look at the four large blue pillars surrounding your

position. I actually goofed up at first, trying to get all 4 to light up at

once. Instead, grab a nearby Plasma Pistol, and rapidly short-shoot the blue

insignia on the pillar until it shoots upward. Do the same for the three

others ones. You don't have to get them to semi-light at once! Hit the switch

that pops up from below. Some minor robots will try to bother you, but they'll

be futile to your powerful Sentinel Beam.



*You'll start to drift across the chasm towards the inner sanctuary of

the Library. Your Phantom will attempt entry, but is quickly ambushed by

several plasma turrets and multiple Flood creatures. It pulls back,

leaving the rest of the forces to you.*



Start off by immediately nailing as many shots as you can on the "big"

Librarian. Remember, legs first, then work on the smaller Librarians. They'll

keep spawning, so try to make it for the large black door. Get on top of the

platform, then leap over. Meanwhile, several humanistic-Flood zombies with

weapons will engage you. Problem is, they tend to constantly hop out of the

walls, along with Librarians. Make your way to the end of the hall. Nail the

pillar with the blue insignias, and it should drop.



^NOTE: The best combination to take down the Flood is the Sentinel Beam &

SMG. A shotgun works well in close quarters, but they're fairly rare.



Move down the hole, and proceed to the right. Use the same plan, and move to

the pillar at the end. You'll run into a small ambush of Flood troops, but

nothing you can't handle. When you start to hear marine radio commands, heads

up. Grab the Shotgun on the ground (or spare Sentinel if you prefer), and the

SMG. You're going to run into some Shotty Flood, along with melee ones. The

Shotty ones are dangerous, so avoid them. My best bet is to cloak yourself and

simply run straight ahead to the end of the tunnel. If you try to combat them,

they will keep rushing from the walls, and the Librarians will get into the

mix. Also, Suicide Flood will appear to intercept you as well. Make it to the

end, nail the pillar, and drop down. Run to the left, and continue your

pattern. Let the Librarians and Flood duke it out, Romanian style. You should

find another pillar to sink along the left corner, and proceed along with it.

The air should be a dirty green now. Be careful, as you'll have to cross some

narrow ledges, or else you will fall. I recommend that you continue to cloak,

and even when uncloaked, DO NOT fire. The firing of a weapon sort of puts the

Flood on hyper-alert. You'll reach a checkpoint, and start to cross some

invisi-bridges.



Another Marine radio command recognizes that the opponents are not Covenant.

You'll find one more staggering pillar to knock down along the left wall, near

the end of the tunnels. Drop down two more sets of pillars, and you'll finally

notice a large open arena of some sort. Go to the lower right corner, and pick

up the Energy Sword. Shoot the pillar in the center, and drop down. Your

Phantom will be laying down suppressive fire on the Covenantal-Flood, but it

seems fairly ineffective. Again, avoid firing your weapon. These guys are much

stronger with their melee attacks. Instead, cloak, and nail the pillar in the

middle. Avoid the melee attacks and drop down. Now, move ahead into the open

field. You'll have some allied Elites to help you. Move across the bridge, and

continue to engage the Flood. You'll reach a small encampment to the left. Use

the booster pad to take shelter, and the Plasma turrets for heavy fire. I

found it best to slice-n-dice with the sword for this part. Once cleared,

you'll discover that your Covenant Camp is a little further in. You can find a

Rocket Launcher on the ground near the beginning of the stone hedges. Grab it,

then enter the left cave. Again, move out into the open, and engage the

surrounding Flood around the plasma turrets. Once you're ready, get ready for

an ambush attack by the Flood. Several will approach from all sides of the

base. Try to use the RPG and pelt them down. Sword swipe the larger Flood

creatures. Plasma turrets are fairly ineffective.



*Your reinforcements will arrive to greet you. A brief emotional speech is

given to motivate the Elites for the final push into the location with

the Sacred Icon. It comes down to this mission baby, for Covenant and

freedom.*



______________________

/Quarantine Zone (4.9)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: ***

SECRETS: n/a

OBJECTIVES: + Push through the Quarantine-Zone towards The Library

+ Link-up with the Spec-Ops Leader, and break through the Flood

barricade

+ Retrieve the Sacred Icon before the Humans



Start off by immediately jumping into the Spectre. You should get a gunner,

and any Elites that are alive. Now, proceed towards the brown shutter door. A

large Librarian will appear, along with minor ones. Avoid the explosive float

mines, and take them all out. Guide yourself through the tunnel, and you'll

run into another ambush of Librarians. Fortunately, your gunner focuses on the

strong points of the creatures (although he does have a tendency not to fire).

The great advantage is that you DO NOT have to eliminate all these creatures.

Instead, work on the Librarians first. Now, an enemy Warthog and Scorpion,

along with minor Ghosts will appear from shudder doors below. I recommend

getting off the Spectre, going invisible, then sneaking up on the Scorpion,

holding down X to hijack, and keep tapping B. Kill the driver, but don't blow

up the tank. Instead, jump in, and use the tank against the Flood. The

Scorpion has extreme power. Move to the far end where the reinforcements came,

and proceed through. Go up the path and you'll reach part of the outside. The

robotic Librarians are easy to knock down thanks to the tank cannon. Use

machine gun fire for the legs on the BIG Librarians. There are about 3-4 along

the way, along with minor Flood on an ambush.



Go into the small narrow tunnels at the bottom. Your Phantom will lay down

some reinforcements, some of his "best" warriors. You should still have the

tank by now. Those BIG Librarians can easily be nailed. Start knocking off the

Wraiths, one by one. These are ENEMY Wraiths, not friendlies - the Flood

hijacked them. Wait for your 3 Elites to be dropped, and let them board. Go

down the left pathway, and eliminate the two Ghosts. TAKE shelter behind

either the statue, or VERY close to the ice cave. A Flood RPG will ambush you

on a time delay (about 15 seconds) after engagement. This guy can easily

destroy you. Make sure he dies. There's also another RPG on the other side of

the bridge which must be eliminated. Move across, and more Ghosts/Flood to

kill. Cross back over to the left, and it will get tricky. There will be 4-6

more Ghosts to engage, along with several Librarians. They try to cluster at

once, so get fairly close to the cave. Proceed on in. When you reach the other

end, there will be another combating Scorpion. Don't engage it, but hope the

major Librarian kills the driver. If he does, bail out, and board this one.

Your allies will take over the other one, and help you out - double time.

Focus on the mini Librarians, then make your way down to the small crevice

along the wall. Bail out, and run through the hole. Round the corner and reach

the end.



You'll notice SEVERAL Librarians battling the Flood. This next part is tricky

because there are too many Librarians to actually fight, but rather, you must

cloak all the way to the other side. I found it best to cloak, take shelter

under the first lava pillar, wait for it to recharge, recloak, and sprint to

the underalley over there. Run through, and keep cloaking. You'll be near some

large lava crystals when a large Librarian plummets to the ground. Cloak, and

go through this crevice towards the opposite side of the room. Enter through

the next caveway to proceed onward. You'll be in a room similar to before

(with all the Librarians), but with only a few Flood. Don't get confused, this

room is different than before. Originally, I thought I took the wrong tunnel

backwards. Move ahead, through the series of boxes, and cloak. Sneak up, and

use your Rocket Launcher to take out the enemy Wraith. You can avoid it as

well. There's a spare Ghost in the middle. Several Ghosts and normal Flood

will engage. Look in the left corner for a Scorpion. Grab it, and wield it

against them.



Move through the tunnel where the series of Ghosts came from. You'll have to

engage a few Warthogs and Ghosts. You'll also discover a Spectre dropped down

in the middle of the field. Move on up the hill, and engage the majority of

Ghosts/Wraith which engage you. Crossover via the small bridge, and head up

the hill towards the peak of the base. There will be another Scorpion opposite

of you, 2 Large Librarians, and a Wraith to the right. Your allies are

probably dead by now, thanks to some horrible driving skills. Move towards the

right, and watch for a bum rush of Ghosts. Enter the large open doorway to the

building. There will be several infantry Flood to the left, along with 3 MG

turrets, and possibly a few Ghosts. Keep blasting away at the cannon, and

protect any allies fighting the enemy. Move up to the tall column door, and

get out of the vehicle. Go in on foot for the icon!



*The Arbiter and the Spec-Ops leader run up to the elevator which leads to

the Icon. Fortunately, the leader says he will stay behind and attempt to

hold off the Flood. Meanwhile, you must ride the elevator to the top

where the sacred object can be found.*



The next part is very repetitive, so I'll keep it to a minimum. A constant

flow of Flood Swordsmen, Gunners, and mini-munchers will keep hopping onto the

platform. You must fight them off as the elevator slowly travels to where the

object is. There's nothing really distinct, except the Swordsmen increase near

the end of the ride. Use plasma grenades, your sword for eliminating them, and

Dual SMGs to push them back. Your Phantom will lay down suppressive fire near

the end of the ride as well, to help you through the ease of mowing the aliens

down. When your leader gives you the command to hurry and get the icon, before

the humans do, quickly sprint off the boat and go left.



*Unfortunately, Captain Keyes grabs onto a vine, and reaches over to grab

the Icon with ease. Thankfully though, the Arbiter knocks out Sgt. Johnson,

kicks the girl's bootay, and grabs the Icon for his Hierarch. Another twist

is added to the story. The Brutes come in and snatch both of the human

hostages. Not only that, but they inform the Arbiter that they will be

taking credit for retrieving the Icon. The Arbiter says that he will inform

the high council of their deceit, but Tartarus, the Brute, says they

ordered him to. The Arbiter is shocked and plummets into the depths.*



*We're then forwarded into Master Chief's head, where we see a giant Flood

creature grappling both the Arbiter and Master Chief. It appears that the

giant creature is the Parasite, or leader of the Flood. Apparently, he

tries to tell both sides of the story, and make both men understand that

the Icon must be retrieved, and stopped before Halo is launched by the

Hierarch Prophets. The Arbiter is mildly convinced that Halo is a weapon,

and Master Chief thinks the Parasite is right. He then warps both of them

off to individual locations where they can attempt to stop Halo from being

launched. Suddenly, Master Chief gets warped right in the middle of the

Prophets' ceremony, where they are announcing that they have the Icon.

This can't be good, because several Brutes are lurking, and ready to kick

butt.*



_________________

/Gravemind (4.10)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: ****

SECRETS: n/a

OBJECTIVES: + Locate the Prophet of Truth and the Index

+ Rescue the Marines being held in the detention-block

+ Follow the Prophet of Truth to the far tower

+ Stop the Prophet of Truth from boarding his Phantom



The circumstances are very slim, as you're instantly spawned into the king

room of the Holy Covenant Empire. Damn that Parasite to hell. Suddenly, two

Brutes, along with some Grunts will rush you. Kill the Grunts first, take

shelter, get Dual weapons, and fire back. Brutes have no shields, which makes

them extremely easy to kill. They're also slower, and less intelligent.

However, they have a rushing melee attack, and can be devastating in close

quarter battles. Eliminate the first wave, and the doors will lock. A second

wave will rush in from the sides. Use the corners of the room to recharge your

shields, and work slowly - one at a time. Fortunately, Brutes are exposed to

plasma sticks, but keep the Needlers. The Brute Plasma Rifles eat away more

plasma energy, but hardly do damage to themselves. Again, you'll face 2-3 more

series of enemies which are laying down trouble. Keep making sure you pick up

Needler ammo as it's absolutely necessary. Eventually, some Carbine Brutes

will come down. Make sure you take the Carbine. After the guards have been

eliminated, Cortana will tell you to go to a nearby pedestal, in order to open

the door. Move to the door in the bottom corner which has some red on it.



*Cortana accesses the Covenant battle network and discovers the Prophet

Truth is holding the Index. You must retrieve it at all costs.*



Move ahead, and the front door will open. Engage the Grunts that appear, and

peek around the corner to engage the 2 Brutes. They'll have Covenant Rifles,

so try to pick them off with yours. If that doesn't work, you may have some

trouble advancing. Try sticking them with Plasma Grenades otherwise. Reach the

top, and proceed through the door. Two Honor Brutes will be standing there

right away. Make quick use of their insolence, and dispatch of them. Watch for

a bum rush of melee attacks though. Now, move slowly into the room, but stay

close to this base entrance. Several more Grunts will appear, along with Dual

Plasma Turrets, and several Brutes (including a Captain). Focus on the

underlings first, because the Brute Shot isn't "really" as devastating as

you'd think. Use the Carbine to eliminate targets, and when you run low, pick

up Dual Needlers, and take out the annoying Brutes.



*Cortana says that Truth is travelling through the lower depths of the

tower. She wants you to use the anti-grav pad. Just drop into the hole

below. It doesn't look too safe.*



Jump through the hole below, and you'll slowly be lowered. Turn around, and

engage the 5 minor troops that appear. Make sure you grab the Beam Rifle as a

secondary weapon. Head on through the door where the enemies appeared.

Continue up ahead, but wait for the enemy troops to scatter on by. Go left,

and proceed to the end. Engage the two Brutes, along with their Grunts.

Cortana says she is picking up Marine locale responders below your position.

Your new priority is to rescue those Marines being held below. Move ahead, and

you'll have several Covenant beings to deal with. When the Brutes retreat

backward, try to snipe them in the head with the Beam Rifle. Move ahead to the

end, and again, there will be a lift up ahead. Unfortunately, there are about

4-5 Brutes, including a Captain, along with your traditional forces. You can

ignore the forces if you wish, but I'd recommend taking out the Captain with

the Covenant Carbine or Beam Rifle. He usually hides in the center. The lift

is on the ground floor in the center; just hop onto it. When you reach the

bottom, IMMEDIATELY toss a plasma grenade at the Brute in front of you. It's

extremely hard to assassinate him. Run away, and drop down a level. Do the

same before, engaging small enemies as you move along. It's too hard to fight

in the upper levels, because reinforcements keep getting pounded out. When you

reach the third bottom floor, you should be able to find a Brute Force against

the wall. Try using it on the enemies. Works quite well. Move towards the door

at the end, and you'll have 4-5 Brutes to engage. They're guarding 3 human

Marines. Once freed, proceed ahead to the next group of Marines.



Now, move back through the door you came through. Back in the center room,

more Brutes/Jackals will appear as reinforcements. Nail them down as they come

to the elevator, and take out the Captain with the Brute Shot. Head up one

floor, then look for Cortana on one of the pedestals, and proceed through this

door. Again, you'll have some guards to eradicate, and the remaining Marines

should be freed. Now, head back out the same way. Make sure you pick up some

of the Brute Shot ammo on the rack at the end of the hall. Move back to the

center room, and some more reinforcements will arrive to intercept you. Shoot

them down as usual (they'll come down the grav lift), and then proceed up the

bouncing pad. Go back to the center grav lift, and jump up. You'll now fly

back up to where you were before. Suddenly, we can overhear a conversation of

Truth as he broadcasts to some of his fellow Covenant. Move straight ahead,

and Brute Shot the group of Elites in your way. Some Drones will try to

intercept as well. Make sure you pick up the Energy Sword right where the lift

landed you. Move through the door, and there will be some Elites up ahead. The

interesting thing is that the Brutes and Elites will be fighting each other,

so this alleviates some pressure off of yourself. When you reach the door up

ahead, a quick Drone rush will protrude out. Be very careful, because they're

led by a Captain Drone. It's best to just Dual Plasma fire anything that pops

out.



Continue onward as usual, and you'll run into more Covenant resistance.

They'll be engaging each other, so it shouldn't be too bad. Cut a left after

the door, and you'll be in a fairly quiet room. BE CAREFUL. There are two

Hunters around the corners. Rather than attempting to kill them, distract the

first one by leaping onto the block, and shooting him. Run around the other

corner, towards the door, and ignore the second Hunter. This next part is very

tricky. As the Covenant are fighting each other, run down the right side,

avoid the Beam Rifle fire, and make it to the other side. Take out any Jackals

or Elites that follow you. Now, continue through the door. Refill on any lost

grenades or ammo. Cortana informs you that the Covenant just destroyed two of

their own ships. Apparently, an uprising is taking place. Move ahead, and jump

onto the Warp Bridge pad. On the other side, start to engage the minor forces

attacking you. The Elites will be distracted by the Brutes. Slice-n-dice if

necessary. Proceed along the left path. When you reach the other end, snipe

off the remaining Honor Brutes from the Covenant battle. Move up, pick up a

recharged Sword on the rack, then continue ahead, and up the upper-left path.

This next part is VERY annoying, because two anti-grav Elites will ambush you,

and they're very hard to hit. I recommend luring them back to the empty room,

and Plasma Rifling them down by shooting slightly ahead of their projected

path. Then, go back to the room, eliminate the remaining troops with the

sword, and grab the Carbine. Snipe off the two Honor Brutes across the bridge.

They both have Brute Shots. Once across, head through the door and go left.



In the next room, the Drones will engage the flying Elites, and there are some

Brutes on the other side. Use your previous tactics, and there are some Beam

Rifles on the right which can be used. Move across to the door, head on out,

and cross the bridge. Grab the new sword, and Beam Rifle on the rack. Go left.

Again, you'll see some Brutes nailing down poor little Grunts. Take out the

Brutes, then move along up, and go across the bridge. Finally, you'll reach a

doorway which appears to enter the far tower. Once inside, you'll notice a

huge incline. Snipe the 3 Brutes which attempt to rush you with the Beam

Rifle. Run up the incline, and go through the door. Move left, and take out

the Jackal with the Beam Rifle. Jump down, move along the left, and slowly

make your way to the upper right. Avoid engaging any enemies unless they

approach you. A Fuel Rod Cannon can be picked up along the way, which is like

the Covenant version of the Rocket Launcher. Move up the left path, and you'll

see a Sword rack. Be careful though. Two cloaked Swordsmen will attempt to

nail you from behind. Nail them with the Fuel Rod, grab a fresh sword, and

move to the right. Enter through the door, but be careful in this next room.

There's one cloaked Elite, and several Grunts. Proceed onward, and use the

same strategy. When you reach the third room, there will be many patrolling

units.



Get to the center on the ground floor, and jump through the gravi-pad. Now,

slice anyone who pops up the Gravipad, and shoot the surrounding Elites. Move

towards the North door. When you move through, several Brutes will be fighting

each other. You can engage some of them, but you'll need to clear the way

first. A series of Drones will attack the Elites in the middle for support.

Rush ahead towards the incline of the hill. This next part is VERY tricky

because about 6-8 Grunts, 4-5 Drones, 2 Hunters, and 2-3 Elites will appear.

If you don't have a Fuel Rod Cannon, take out the lead Grunt, and use his

against them. Otherwise, toss lots of Plasma Grenades and hope for the best.

You may have to retreat for a previous weapon if the situation gets bad.

Continue ahead into the battle arena. Several enemies will appear, including

Brutes versus Elites. Focus on the Fuel Rod Elite in the upper right. Take him

out, get the Fuel Rod, and start taking out the Hunters. The Brutes will die

quickly, so work best against time. Move to the main door at the head of the

room. Cortana informs you that she detects Johnson and Keyes position nearby.

It's time you kicked some Bolivian butt!



Move through the door, and 6-7 Royal Elites will rush you. Concentrate on

taking out the ranged ones with the Fuel Rod Cannon, as they're a serious

threat. The Swordsman isn't too bad, but don't let him get close. Sprint

forward.



*Tartarus takes the human prisoners away (Keyes and Johnson), and Truth

hands the Index over to Tartarus. Unfortunately, some Flood beings rush

the Covenant, and one of the Prophets is engaged by a headeater. Truth

tells him to back off, and not worry about it. The Great Journey is

ahead for Tartarus.*



________________

/Uprising (4.11)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: *****

SECRETS: n/a

OBJECTIVES: + Defend yourself from the Brutes

+ Exact vengeance on the Brute traitors

+ Fight your way to the canyon floor

+ Raze the Brute encampment



*The Arbiter is warped into some mysterious location on the planet, with

a temple in nearsight. He picks up the Plasma Rifle, and prepares to

avenge against the very Brutes who betrayed him.*



Head up along the path to your left, and pick up the sword. Engage the 3

Brutes, slicing and dicing. Dual Plasma Rifles work well. Use your cloaking

when you need a recharge. You'll have 4-6 more Brutes up ahead, with 3 Brute

Shots to deal with. Try to keep cloaking and slicing whenever possible. Plasma

sticking is your best choice, as it conserves your energy sword ammo. Once

they're dead, move ahead up the hill. You'll meet a fellow Elite who has a

sword equipped. Time get some vengeance, eh? Several other Elites will be

dropped in from above. Move through the door. This next area will have about 7-

10 Brutes, a few Jackals, and some minor Drones. Try to focus on Brute

Shotting the Brutes, or sneaking up with the cloak. Try to keep your allies

alive but flanking the Brutes via the side pathway. Reach the end door, and

move on through. Eliminate the Jackals below, along with the Brute that enters

through the door. Move through, and you'll see a large dropoff ahead.

Gradually, make your way down each lower level. Cloak on entry, stick a couple

of Brutes, then eradicate the remaining ones. The lowest level has 4 of them,

so be careful. Don't take heed to take shelter. Move on ahead, and there will

be another Sword reload. Engage the Brutes in the pit down below, and be sure

to take out the plasma turret. Focus your efforts on the right flank, since

they can walk up the stairwell. Once clear, move ahead. Pick up the Fuel Rod

Cannon off the floor. Grab more of the Fuel ammo ahead, then poke through the

door.



Blast away the Brutes and Jackals. Go to the left, and several more units will

approach. Use some sticking tactics, and sneak behind some of the hidden

Brutes to eliminate them. Grab the Shotgun. Move left into the cave up ahead,

and jump onto one of the Ghosts. Boost ahead, and simply zoom past all of the

enemies, down the right route. Trying to engage all of these Brutes/Jackals

will only get you killed, and there are plenty of more to come. Go down to the

right, continue past the next area, and past the Shadow. Zoom down the river,

until you reach what appears to be a barricade. Boost up the RIGHT hand side,

which leads up to the top where the Beam Rifle Sniper is. Kill the Jackals

(ignore the Brutes), and shoot down the other Jackals. Boost off the ledge

onto the river. When you reach the area up ahead, nail the two Beam Rifle

snipers, on the center and right ledge. Now, boost off the waterfall ledge and

up to the right side. Jump out of the Ghost, and start to engage the Brutes

along the right hand side. Ignore the ones in the center, or the Wraiths on

the left. As you move up to the right, take shelter in one of the acloves.

Pick up the Carbine, and start to peak out near the ledge. Snipe off the

Brutes that are quite the distance away. Some will get in close, which is

perfect for cloaking and the Sword. When you're ready, cloak, and move up an

area. Repeat the process. Do one final push for the door where the

reinforcements keep coming from. When inside, start meleeing any Brutes alive.

Proceed through the hall.



You'll find an armament full of weapons. Grab the Rocket Launcher, and keep

your Sword. You may also switch your Sword (if extremely low, 25 or less) for

the Fuel Rod Cannon. Proceed into the next room, RPG the Jackals on the left,

and whack the one on the right. Lock-on to the nearby Wraith 3 times and

destroy it. Now, cloak, and hold down X on the second Wraith. Tap B until the

driver dies. Press X to hop off, then press X again to jump in. Now, use this

Wraith against the opposing Brutes that come near you. Some may be on Ghosts

and so forth. Head under the tunnel to the right. Now, go back to where you

were before, run back up the ledge, and head back to the Armory. Reload, and

take back your Sword if necessary. Run back to the left this time, but don't

jump down. Continue along the ridge to the doorway.



^NOTE: Alternatively, you can cloak through the doorway, go left, and hide

in one of the acloves. Recloak, nail both Brutes from behind, RPG the

Ghost, and head through the door. Either way, both are very, very fun.



When you reach the caveway, be careful for two Ghosts. I usually hijack one,

and use it against them.



*Our Arbiter joyfully meets a Wraith to only find out that it is one of his

fellow Elites from the previous voyage. The Elite asks him of what

happened to the Council, and the Arbiter says they were murdered by the

Brutes. The sequence is followed by Tartarus entering one of the temple

structures with 343 Guilty Spark in hand, along with Daughter Keyes.*



____________________

/High Charity (4.12)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: **

SECRETS: n/a

OBJECTIVES: + Fight your way back inside the Mausoleum-tower

+ Stay ahead of the wave of Flood sweeping through the High Charity

+ Find a way onto the Forerunner Ship



*We're then brought back to where Master Chief is. Unfortunately, he's too

late, and the three Phantoms fly away. Cortana says that Truth is heading

to the Forerunner, and the possibility of an attack on Earth is possible.

Not to mention he has the power to launch Halo on demand. You must stop

him. Cortana will stay behind and attempt to blow the nearby crashed

Marine mothership in case manual detonation of Halo is triggered. It's up

to you, big boy.*



Apparently, Gravemind used you as a distraction in order to bring his own

forces into the Covenant capital. That son of a *****! No matter the reason,

we have to get back inside. As you start off, several Flood creatures will be

dropped in via infested Pelicans. Go towards the right, and nail the Flood

that approach. One will have an Energy Sword which you'll find very useful. Go

right into the door. Three to four Brutes will pop out. Engage them, and put

them down for the count. It's best to stick some of the Captains, and then

sprint forward leaving the others behind. In some cases, Flood will intervene.

Use them as a distraction. Head onto the anti-grav pad and leap up. When you

reach the top, move forward. Grab the Beam Rifle, but keep your Sword. In the

next room, snipe some of the Drones down. Go onto the gravi-pad to the left,

and again, engage some of the Flood. Wait for the next pathway to open up, and

go on that pad. Once you're on the third platform, go into this door. Swipe

away the Flood that rush you. Grab the Shotgun, or any close range weapon if

possible. In the next area, rush ahead. The stench of the Flood has returned.



Sprint forward, past the Flood behind you. Eventually, a large amount will

collect behind you. When you encounter some of the pure Covenant, jump over

them, and let the Flood interact with them. Continue along the left side,

through a series of doors, until you hear Truth speaking again. Go right

through the green water into a series of one of the under tunnels. The Flood

will rush this room as well. The door you have to reach is in the upper left

corner. When through, Cortana informs you that the security systems are fairly

robust up ahead. Sprint along the left side, through another under tunnel, and

to another left door. This is starting to become an enjoyable habit. When you

reach the tri-way with the doors, go left, and you'll enter the Hierarch's

private sanctum. Hold down X to start the elevator. When you reach the top,

there will be tons of Honor Brutes, Grunts, and Jackals to deal with. Use the

occasional columns for cover, but try to eliminate smaller threats to minimize

damage taken. Stick the Brutes for easy kills. Make your way to the far door.

When the Flood overrun this area, the big door should open up. Head inside.

Grab the fresh sword off the platform, along with the Plasma Rifle. Head over

to your right where the small door is, and enter. Move onto the next lift.



*Master Chief jumps into the Forerunner engine source, and is warped into

the ship itself. He lands inside with perfect timing. Cortana stays behind

in case of the launching of Halo. It is up to Master Chief to stop Truth

from causing a full-out assault on the universe.*



_________________________

/The Great Journey (4.13)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

DIFFICULTY: ***

SECRETS: n/a

OBJECTIVES: + Crush any Brutes in your path

+ Commandeer the Scarab

+ Escort Johnson's Scarab to the Control Room

+ Enter the Control Room, and deal with Tartarus



*Back with our Arbiter friend, he believes he still has time to prevent

Tartarus from turning the key and causing immediate chaos. His Elite friend

lends him a Wraith to go kick some Brutian Bootay.*



Start off by hopping into the Wraith. Turn around, and follow your fellow

Spectre. You'll run into a series of 6-8 Brute Ghosts, which are fairly

stupid, and easy to explode. Boost into them if you're overrun. There will be

an enemy Wraith to your right, and take it out with priority to save your

Elite allies. Boost up ahead, and we'll face more Brute Ghosts. When you get

near the mouth of the base, and you see a Scarab, watch to your left. A

Phantom will lay down support fire. Blast off the turrets on it. Now, in order

to breach the Scarab, you must take out the two Wraiths to the left of the

Scarab. This one will be tough. Take shelter behind rocks if necessary. Once

you clear out the Wraith, nail the remaining Brutes behind the rocks. Go up to

the large doorway. A Hunter and an Elite will assist you, because they thought

you died centuries ago! How wonderful. Proceed ahead. Follow your troops

through the side route ahead. When you reach the room with the sliding doors,

cloak, and sneak up on the right. Stick and assassinate as many of the Brutes

as possible. Try to keep your Hunters alive. Then, move ahead, and repeat.

Cloak, sneak up, but don't round the right corner. Deflect some brute shots

off of the wall to take out the turret. Repeat the strategy, and keep cloaking

to assist the heavy Hunters.



Watch out for a Jackal Sniper ambush, and awaiting Brutes behind the yellow

bunker to the left. Move ahead, and then open the door to the outside world.

Cloak through, and start sniping the multiple Jackals. One Beam Rifle sniper

will appear on the top of a horizontal cross-beam bridge. Nail him, and

continue to snipe. You can get more Beam Rifles on the rack to your right.

Move ahead, but take a slow break in the middle. An enemy Phantom will be

waiting. Cloak into the next doorway. You'll reach a room with an odd temple

appearance. You're getting close. There are several trapped fellow allies. To

do this, I recommend cloaking, running up, and shooting the switch (purple

object) in front of the two Hunter cell. They're in the lower right corner.

Continue to release the prisoners, but also make use of the Sword next to the

armory (when you first enter), along with the Beam Rifles, Carbines, and

Needlers. Once cleared, gather your group, and proceed onward.



*Sgt. Johnson apparently locked himself inside the Scarab. While he hates

the Covenant's guts, both of them must work together if they want to save

the day. He tells you to grab a Banshee and give him cover. One of your

allies will drop one in. Hop in, and prepare to cover his ****.*



Start off by flying towards the head of the Scarab, and look out for two

Wraiths in the distance. Blast towards them, and blow them up. A third one

will appear from the left as well. When you move slightly ahead, you'll

discover an annoying Spectre. Try ignoring it. The Spectres will eat your

Banshee up alive. I found it best to concentrate on enemy Banshees first, any

turrets second, and the Spectres third. When you see the tower in the horizon,

a flurry of Banshees will rush. Don't let them get behind you, or else they'll

eat you alive. Stay clear of the door as Johnson blasts it open. Zoom up there

in your ship, and then land off. Enter through the blown open hole.



*Tartarus tries to force Keyes, who happens to be a Reclaimer (one capable

of arming Halo), to turn the Icon into the arming device. She refuses. The

Arbiter shows up and attempts to convince Tartarus that the Prophets

betrayed them, and that Halo will kill everyone, rather than bring the

Brutes as the supreme class. Tartarus dismisses the claim, but Johnson

backs the Arbiter with a Beam Rifle, and tells him to explain his point.

343 Guilty Spark explains that the Halo was designed to destroy everything

in the universe, and has accomplished that task 3 times already. Tartarus,

shocked by the news, refuses the theory, and says that the Brutes will be

supreme no matter what.*



Tartarus can be really annoying - or really easy, if you understand how to

beat him. To start off, there will be a wall of 4 Brutes surrounding him,

along with 2-3 Brutes helping him during random times (usually spawn once or

twice during the battle). After you nail them down, he will hop onto the

center platform. Chase him there. Make sure you have a Shotgun with you.



*The Reclaimer asks 343 Guilty Spark on how to deactivate the ring.

Apparently, all that has to be done is the Icon pulled from the activation

device. Only problem is that Tartarus is guarding the position, and seems

invincible.*



Now that you're on the center platform, here comes the tricky part. Johnson

will occasionally beam rifle 2-3 shots at Tartarus. When this happens, you

MUST rush up to him, and pop him in the head with the Shotgun. Basically,

Johnson's Beam Rifle fire eliminates Tartarus's Shield temporarily, giving you

enough time to stick him with a plasma grenade, or shoot him while exposed. Be

careful though. Tartarus hates your guts, and will try to melee you. Use

cloaking for temporary relief. His melee attack is "usually" an instant kill,

so avoid it. About halfway, his pesky Captain Brutes will drop down, eliminate

them as well. Repeat this strategy, and the battle will end.



*Now that Tartarus has died the horrible death, and the perimeter is secure,

Daughter Keyes leaps onto the center platform and pulls the Icon out of the

launcher. Disaster averted. The Halo abort sequence is initiated, and a

small explosion results. Another twist is added to the story. Because of

the abort sequence being initiated, the Halo ring has split into several

different subsections, each which can be remotely detonated aboard the

Forerunner ship. Oh boy. The Arbiter joins with the Marines to help fight

off the chance of a threat.*



- From here on, the credits display showing the entire Bungie staff and

associates responsible for Halo 2. Afterwards, if you wait, another movie is

shown.



*We're brought back to the Covenant Holy City, which is a complete mess now.

Remember Gravemind from before? Well, the Parasite has infected the entire

city, inhabiting it with ease. Suddenly, he's chatting with someone who is

being held captive. It's...Cortana! Remember how she stayed behind in case

of the remote detonation of Halo? Well, no one is there to pick her up,

and since Master Chief is on the Forerunner ship, she's all alone.

Gravemind begins to interrogate her on many, many secrets...*

___________

/___________\

// \\

// \\

// THE \\

|| END ||

|| ||

\\ //

\\ //

\\___________//

^^^^^^^^^^^



^NOTE: There is no special ending on Legendary. It's the same one. You just

get the dignity of knowing you beat the game on the hardest difficulty

available.



-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-



=============================

- 5) Weapons -

============================

As most gamers know, if you give them a gun, they will kick butt in the name

of their character. Every FPS is about weapons. Depending on your weapon,

enemies will either fall in a painful death, be blown to pieces, suffer

poisons from unexplorable realms, or simply be knocked out forever. Halo 2

features MANY weapons, of two different races (Covenant and Humans). You'll

also find variations of these weapons during multiplayer games, and on

vehicles. This section will rate the weapons and describe them in detail. Just

so you know, I won't be giving them their TECHNICAL names, but rather what

most people refer to them as. Ratings are based on a 1-5 * scale, with 5 being

the best.



_____________________

<.> HUMAN WEAPONS <.> (500 years later, and we still have bullets...)

=====================



|}@ PISTOL @{|

-000000000000-

[ POWER: ***

[ RANGE: **

[ DUAL: YES

[OVERALL: **



- The typical UNSC sidearm, the Pistol is great for packing some whallop with

limited punch. Unfortunately, this weapon got a huge downgrade from the

original Halo. It no longer has a long scope, and it does about half as much

damage as it did before. Players from the original Halo remember the Pistol as

almost a mini-sniper rifle, capable of mowing down occasional threats with

ease. This is more of a secondary, and should NOT be relied upon. Personally

though, Dual Pistols can be useful, and can inflict heavy amounts during

Slayer games.



^ COUNTER: Use a Rapid-firing gun, preferably 2 SMGs or a combo PR/SMG. Many

players will rarely use pistols, unless dualed together, or sided

with an SMG. Shouldn't be a problem at all.





|}@ BATTLE RIFLE @{|

-000000000000000000-

[ POWER: ****

[ RANGE: ****

[ DUAL: NO

[OVERALL: ****



- The Battle Rifle is an absolute beast when wielded correctly. It is designed

as an infantry support weapon, mainly for long range fire, and has the ability

for upclose battles with its burst fire technique. Clip is somewhat large, and

it does reasonable damage per shot. On multiplayer, these guns can absolutely

rape an opposing team if used correctly. Find a solid spot with a height

advantage that is fairly close to the battlefield. From here, you can wear

down your opponents' shields, and make easy kills with the scope on damaged

opponents. Unfortunately, it does take about 12 shots to really put an

opponent down, but these are useful nonetheless.



^ COUNTER: Sniper Rifle, or another Battle Rifle seem to work. Battle Riflemen

at ranged positions are quite a hectic problem to deal with. The

idea is to prevent them from scoping you for headshots, or to

kill them before they get a 5-second interval to kill you. Never run

straight towards a Battle Rifle.





|}@ SMG @{|

-000000000-

[ POWER: **

[ RANGE: **

[ DUAL: YES

[OVERALL: **



- The Sub Machine Gun, or SMG, is one of the most common weapons during the

game. It's basically the typical primary weapon for every human Marine, but

it's also the one you spawn with on ALMOST every matchmaking game during X-BOX

Live. It features a fairly large clip, has a high rate of fire, but does not

do much damage. Depending on your range, it usually takes an entire clip to

wear a shield down and/or kill someone. Thankfully, when dual wielded with

another SMG, or Plasma Pistol, it can become lethal. However, these only seem

to have appeal for knocking down the Flood during campaign, and just a typical

machine gun. Nothing rare or exceptional about em'. For maximum effectiveness,

combine with a Plasma Rifle or Plasma Pistol.



^ COUNTER: Pretty much any weapon can counter a SMG with exception to the

Pistol. Getting 2 SMGs can "easily" outmatch someone with a lone

weapon. Due to its common spawning as a primary amongst all players,

SMGs are by far the most common you'll see. Try to move away from

the opposing player to make each bullet do less damage, and become

less accurate.





|}@ SNIPER RIFLE @{|

-000000000000000000-

[ POWER: *****

[ RANGE: *****

[ DUAL: NO

[OVERALL: *****



- Regardless of what anyone says, the Sniper Rifle is quite possibly the most

influential gun in the game (besides the RPG). This is exactly what it states,

a sniper rifle with huge calibre bullets. It only can hold 4 bullets at a

time, and must be shot in semi-automatic mode, however, these bullets upon

entry automatically kill the opponent, or disable their shield. Awesome for

killing on multiplayer, and also for long-range with a huge 2x scope. While it

has limited ammo, always get this gun on multiplayer maps. Hold a spot on

defense, or get a high advantage with a Banshee, land somewhere, and prove

otherwise.



^ COUNTER: Battle Rifle, Covenant Carbine, or an opposing sniper will do.

Simply keep a steady rain of fire down on the Sniper, but make sure

to be moving while doing so. You'll want to prevent your sniper from

scoping you, which can only be accomplished by strafing while

while firing. The Rocket Launcher can be applied into long-range

scenarios, aka Headlong (one of the upper buildings), or a wedged

hill.





|}@ ROCKET LAUNCHER @{|

-000000000000000000000-

[ POWER: *****

[ RANGE: ****

[ DUAL: NO

[OVERALL: ****



- The Rocket Launcher is a rocket-propelled weapon (also known as RPG, even

though it doesn't shoot grenades). You can launch explosive masses at people

with this thing. The rockets can lock-on to vehicles by holding down the

firing button over a vehicle. Please note that if the target is out of range,

you will NOT see a range reticle around the vehicle. The Rocket has extremely

limited ammo (4 rockets initially), but on multiplayer maps, it spawns at set

locations. The RPG is another decisive weapon in taking down tanks, warthogs,

and banshees. It can also instant kill opponents when launched and exploded

near them. A good strategy is to leap in the air and fire down at the ground

where your opponent is. Stay near the vicinity of where the rocket ammo

spawns. Keep getting more ammo, and kicking more butt.



^ COUNTER: One of the most common tactics of any Rocket Launcher personnel is

to jump, and fire at the rocket at the peak of the jump (to minimize

their own taken damage). Simply time your jump with their's, and

perform it an angle to avoid taking direct damage. Since they'll be

aiming at your feet, try to keep them distracted, or off-balance.

The Battle Rifle, dual combos, or a quick sniper kill makes them

raw meat. The higher you are, the better, as it makes it tougher

for your RPGer to hit you near the feet.





|}@ SHOTGUN @{|

-0000000000000-

[ POWER: ***

[ RANGE: *

[ DUAL: NO

[OVERALL: ***



- The Shotgun is a specialty weapon, designed for close-quarters specifically.

This can instant kill somebody, the closer you are, or nail their shield down

quite efficiently. Sadly enough, it can barely do any significant damage past

the 10 feet range, making it horrible in long range scenarios. This IS the

ultimate defensive weapon, especially when guarding the flag or a bomb site.

Be careful though, your opponents that come in first on rushes will usually

knock out initial guards with these. Note that it can only carry a limited

amount of shells, and they must be reloaded manually.



^ COUNTER: This is the only gun you "truly" cannot counter against, unless you

have 2 SMGS, a PR/SMG, or PP/SMG. Since it's extremely tough in close

range, the idea is to move AWAY from the attacker while laying down

hundreds of bullets. The BR can be effective at times, but you'll find the

area to hunched to zoom in. Try to get their shields down as quick as

possible with grenades, then hail down the bullets as they charge.





|}@ FRAG GRENADE @{|

-000000000000000000-

[ POWER: ****

[ RANGE: ***

[ DUAL: n/a

[OVERALL: ***



- The fragmentation grenade is the human's version of pure chaos. These babies

can be tossed into corridors, bounced off walls, and have a metallic surface.

They'll be a tad more resistant than normal. They can explode, killing anyone

who is already damaged, or eliminate shields. Unfortunately, they DO NOT stick

to opponents, and lose a seeming edge in battle. Their range is slightly

longer than the Plasma grenade though, along with splash damage upon

detonation.



^ COUNTER: Use physics. Watch how high, and listen for bounces when a frag is

tossed at you. Sometimes you'll anticipate the frag rolling under

you, when it really bounced off of an adjacent wall, and explodes

directly in front of you. Remember that frags are tossed slightly

to the right from the opposing player (all grenades are tossed from

the left hand, most of the time...).



________________________

<.> COVENANT WEAPONS <.> (500 years into the future, and Plasma kicks butt)

========================



|}@ PLASMA PISTOL @{|

-0000000000000000000-

[ POWER: *

[ RANGE: ***

[ DUAL: YES

[OVERALL: ***



- At a first glance, the Plasma Pistol is useless. It barely fires any

significant damage, and doesn't seem to really hurt any opponents during LIVE

play. However, combine this weapon with another gun (or Battle Rifle), and you

have a beast. If you hold down the fire button, it will charge up. Release the

shot at an opponent, and it will do a semi-lock towards the person. A charged

up plasma pistol can INSTANTLY knock out any opponent's fully charged plasma

shield. This is great for exposing key players. Unfortunately, you have to

wait while it seeks the person. If you miss someone when firing a charged

shot, then you're bound to lose the battle. DO NOT use this as a primary

though.



^ COUNTER: Any long-range weapon will make the Plasma Pistol a waste. The

easiest evasion technique is to simply use any map structure as

cover. When a shot is fired at you, the Plasma charge will zoom in

on you. Simply stand behind a pillar, wall, or little barrier to

diffuse the charge. Then, counter while your opponent is armed with

a singular weapon of their choice. In open areas, you are TOAST

against a Plasma Pistol.





|}@ PLASMA RIFLE @{|

-000000000000000000-

[ POWER: ***

[ RANGE: **

[ DUAL: YES

[OVERALL: ***



- Plasma Rifles are the "Battle Rifle" of the Covenant army. These guns are

high firing, automatic rifles that pulsate lots of energy out in a small

amount of time. They cannot be charged, although they can overheat. These are

most effective in taking down opponent's plasma shields, but do little damage

when the person has no shield. Try to combine these with another PR, an SMG,

or something to do combined attacks. Fairly effective when matched correctly.



^ COUNTER: Either a Plasma Pistol combo, or Battle Rifle will do. While Plasma

Rifles are uncommon, they're useful for depleting shields fast.

Your main focus is to remember that Plasma shots "move like bubbles"

as in, they do not move like an instant hit. The bullet velocity is

slow enough to move out of the way from. Try to get ahead of the

direction your opponent is moving, then pelt them away as you're too

far to be hit.





|}@ NEEDLER @{|

-0000000000000-

[ POWER: **

[ RANGE: **

[ DUAL: YES

[OVERALL: **



- Needlers are like fragmentation guns. They shoot out a bunch of energized

crystals which pierce and penetrate your opponent's shielding systems. The

great thing about these is that if you connect enough of them into an

opponent, the person will receive a minor internal explosion instantly killing

them. Needlers have a fast firing rate, but fairly small clip, and SLOW

movement after being fired. They seek towards people, but the slow firing rate

limits range. They're truly only effective when paired up with another

Needler. In the original Halo, these were one of the worst guns to have.



^ COUNTER: Again, much like the Plasma Pistol, use ground structures to deflect

away shots, combined with rushing diagonally towards the needles.

You can rush at an angle where the needles are moving too fast to

cut a sharp turn and hit your body. Use a Battle Rifle to easily

take them out.





|}@ COVENANT CARBINE @{|

-0000000000000000000000-

[ POWER: ***

[ RANGE: ****

[ DUAL: NO

[OVERALL: **



- The Covenant Carbine shoots out green lasers which do basic energy damage,

sort of like a Rail Gun. Their damage is not as great as it should be, and

they can only carry a few rounds per clip. I rarely use these because they're

bulky, and don't seem fitting for combat. You'd be better off with a Plasma

Rifle. Great for campaign mode though, especially when taking out Brutes.

Excellent range for taking out immobile targets. Have fast penetrative shots.



^ COUNTER: Only a BR, or Sniper Rifle can counter these. Carbines are effective

beyond degree when your opponent aims near the head of yourself.

Try to get a nice comboed weapon, and hope for the best. The

bullet velocity is extremely fast, making it impossible to avoid.





|}@ BEAM RIFLE @{|

-0000000000000000-

[ POWER: ****

[ RANGE: *****

[ DUAL: NO

[OVERALL: ****



- The other snipe rifle in the game is the Beam Rifle. This high-density

energy gun shoots out a purple stream of almost instantaneous energy that

strikes the person with high definition. These can be just as damaging and

yield an instant kill when a person is struck in the head. Unfortunately, they

can be overcharged if you fire too quickly, which limits the explosiveness of

the weapon. It also takes 5 energy per shot, meaning you only have about 20

shots. Human sniper rifle is "slightly" more damaging. Get this weapon though

if you want to control maps, especially on Burial Mounds.



^ COUNTER: To be honest, only an opposing Sniper Rifle can counter this. The

Beam Rifle's lack of a ammo restriction (besides energy) makes it

tough to attempt Battle Rifling it out. Since you cannot count the

shots fired, you'll have to do your best, and hope for an easy kill.





|}@ BRUTE SHOT @{|

-0000000000000000-

[ POWER: **

[ RANGE: ****

[ DUAL: NO

[OVERALL: *



- Great during campaign mode, horrible during multiplayer. The Brute Shot is a

basic grenade launcher, except it does less damage than it should during

online play. It can only hold 4 shots at a time, and sometimes 4 direct hits

aren't enough to take down an opponent's plasma shield. Has a considerable

melee attack that does great damage, but not worthy of a traditional weapon. A

disgrace during online play.



^ COUNTER: Combo weapons, Battle Rifles, or pretty much any combo can counter

the Brute Shot. It's 4 ammo restriction per clip, and lack of

damaging power shouldn't make it a priority at all.





|}@ ENERGY SWORD @{|

-000000000000000000-

[ POWER: *****

[ RANGE: **

[ DUAL: NO

[OVERALL: *****



- Quite possibly the most lethal weapon in all of Halo 2, the Energy Sword is

the only "designed" close combat weapon, especially for melee sequences.

Whenever you are within about 7 feet or less of your opponent, you can lock on

by holding the reticle over the person, and press the normal fire button. You

will actually "zoom" towards the person like a lock-on, and render an instant

kill if the person is hit. Sometimes it will knock their plasma shield down

all the way. Either way, the Energy Sword has UNLIMITED ammo during

multiplayer, making it almost a weapon to be reckoned with. It's perfect for

defense, as you can annihilate anyone who attempts to infiltrate the base.



^ COUNTER: Dual SMGs, PP/SMG, or PP/Pistol can really put this down for the

count. The Battle Rifle is effective too, although you'll rarely

see a Swordsman charge you full speed while you're equipped with a

long-range weapon. Dual SMGs work surprisingly well, as they "jolt"

the Swordsman from performing the Homing Uppercut. They're not

superiorly great, but sufficient enough to slow down a melee

warrior.





|}@ FUEL ROD GUN @{|

-000000000000000000-

[ POWER: ****

[ RANGE: ***

[ DUAL: NO

[OVERALL: ***



- This is the Covenant's version of the RPG. It basically launched out highly

radioactive fuel cells which detonated upon impact. They're launched out

fairly slow, but do extensive damage. Can carry five units at once, and has

more ammo "normally" than a rocket launcher. Only problem is that this weapon

is only available during single player [thanks to StarAdder007] for confirming

this.



^ COUNTER: Battle Rifle and the same height jumps used against RPGs. Remember

that Fuel Rod shots have a delayed period, right before they ZOOM

quickly towards their destination.





|}@ PLASMA GRENADE @{|

-00000000000000000000-

[ POWER: ****

[ RANGE: **

[ DUAL: n/a

[OVERALL: ****



- These, in my opinion, are much more destructive than typical frag grenades.

Plasma grenades are basically large balls of pure plasma energy, that explode

after a set amount of time on the ground (or on a target). You can "stick"

opponents by hitting them with the grenade (after pressing the fire button).

If the grenade sticks to the person, it's a guaranteed instant kill. Their

splash radius is somewhat smaller than a frag, however, it also sticks to

vehicles, yielding an instant kill. The sticking ability overrides the frags

to an extent, skill-wise.



^ COUNTER: Strafing and jumping. Plasma grenades are tossed slightly from the

right of most opponents. Don't enter predictable areas on your

radar.



____________________

/Combo Ratings (5.1)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Obviously, one of the newest features (weapon-wise) in Halo 2, when compared to

the original, is the ability to dual-wield weapons. Now you can be like John

McClane from Die Hard, with a literal vengeance. To dual wield, simply hold

down Y over a weapon (that's normally held with one hand), and you'll be able

to a hold a second. You can alternate guns by holding down X. It's quite a

simple process if you ask me. Anyhow, this section will basically list the best

combos in the game (based on my personal experience). You're free to disagree,

but oh well! I'd like to thank Masked_Moogle for inspiring me to write this

section.



Meaning KEY:

SMG = Sub Machine Gun

PP = Plasma Pistol

PR = Plasma Rifle

BR = Battle Rifle



|\\\\\\\\\\\\\\\\\|

|%| Magnum/Magnum |%|

|=================|

RATING: ***

\

"Not only is this combo rare to attain, but even dual-wielding pistols can

be tough to yield quick kills. The Magnums provide quite a whacking punch

per shot, but that can only travel so far with a limited cartridge of 12

bullets per gun. Very effective on Dawn of the Dead maps, but the scarcity

and lack of rapid fire (without rapidly clicking the triggers) makes them

only an average combo."



|\\\\\\\\\\\\\\|

|%| Magnum/SMG |%|

|==============|

RATING: *****

\

"Probably the second best combo in the game, the SMG/Magnum mix is quite

common as well. Basically, the Magnum is designed to be aimed at the head of

the opponent, while you lay down a constant reign of fire with the SMG.

While it doesn't "seem" as powerful as the dual Magnums, simply keep the

reticle aimed high, and you'll be amazed at how quickly you kill your

opponents. All you really need is a random Magnum anywhere on the map to be

a threat. Unfortunately, it suffers from the "one-kill" syndrome, as this

combo tends to only be able to kill one person, then MUST be reloaded. Don't

expect multi-kills. Useful on assaults."



|\\\\\\\\\\|

|%| SMG/PR |%|

|==========|

RATING: ***

\

"Another fairly common, yet fairly above average combo that is rarely used.

For starters, the PR/SMG combo gives you the ability to constantly knock

someone's life down, just not as quick as you'd expect. While the PR is

great for reducing shields, and the SMG to finish them off, this combo

strictly lacks range, which is necessary against players with BR's, and so

forth. This is a decent combo on defense, but not recommended as there are

better ones out there."



|\\\\\\\\\\\|

|%| SMG/SMG |%|

|===========|

RATING: **

\

"A very common combo that is only effective against killing people who spawn

with one SMG, or against a warrior with a Sword. Two SMGs lack range, but

have a decent amount of firepower up close. Fortunately, it does take a bit

of time to wear the shields down, then hope you have enough ammo left to

nail the final shots for the kill. You will find this combo overused in the

game, because you would believe two Uzis is better than two Needlers. You be

wrong."



|\\\\\\\\\\|

|%| SMG/PP |%|

|==========|

RATING: ****

\

"This is a very good combo in the game. The Plasma Pistol combined with a

SMG (or pistol if you're good) can really kill anybody in almost

instantaneous proportions. Simply charge a plasma shot up, release it at

somebody, watch their shield instantly get removed, then fire away with

the SMG. A good tip is to fire with the SMG constantly right after launching

the Plasma Pistol shot, as the first reaction of a player is to turn towards

you, rather than ignoring the Plasma Charged shot. You will rack up almost

instant kills, and can even take out people with extreme weapons or

Overshields with ease. The only combo that can counter this is an Energy

Sword, or SMG/Magnum."



|\\\\\\\\\|

|%| BR/PP |%|

|=========|

RATING: *****

\

"While this isn't a dual wielding combo, it's certainly one of the more

commonly used single-wep combos you'll see during matchmaking. The idea is

to get a Plasma Pistol and Battle Rifle. Now, shoot somebody with the PR to

remove their shield, then quickly switch your Battle Rifle and lay down 1-2

burst fires. It's an instant kill. This combo can rape on maps with wide

open space, especially where you have the height advantage (Coagulation,

Midship). It's even easier if you have a teammate who only holds the Plasma

Pistol, and sticks with you, to make it easier to pop targets down. Really,

the only disadvantage is the delay time between switching from the PP to

BR."



|\\\\\\\\\|

|%| PR/PR |%|

|=========|

RATING: ***

\

"While most players don't quite love this combo, I DO. Two Plasma Rifles is

like buttering up toast, and giving it one hell of a ride. Basically, this

ALMOST instantly takes a player's shield down in close quarters combat,

especially on defense. Simply lay down an overwhelming amount of firepower

on the player, and now, you can either keep firing at their shieldless body,

whack them, toss grenades, or get allies to finish them off. One of the more

remarkable facts is that you can aim these at long range by firing ahead of

enemy targets, and watching the firepower intercept their paths. Try to NOT

overfire them in automatic mode, but rather, burst fire, and keep it at a

constant rate not to go overboard. The batteries in Plasma Rifles also have

a remarkable amount of ammo. You can fire them straight across as

projectiles on smaller maps, and literally annoy opponents as long as you

don't overcharge. Try doing it on Midship, and it can be just as effective

as using a Battle Rifle."



|\\\\\\\\\\\\\\\\\\\|

|%| Needler/Needler |%|

|===================|

RATING: ***

\

"One of the worst weapons in the original Halo can actually turn out to be

an effective combo in Halo 2. The Needlers upgrade in power and accuracy

makes them a well-warranted combo, especially in dual mode. Simply get two

Needlers, dual wield, and fire away. There are some keen strategies that you

must be aware of to use them effectively. When firing the Needlers, try to

stand still, and aim straight away without rotating the reticles. You'll

notice the shots move faster, and actually home better onto targets. Even if

your reticle doesn't turn red, just get the player's name to appear, and the

needles will still zoom towards the target. Always move away from players

rushing you, and fire while moving backwards. You'll notice the shots slow

down, but will still pelt the approaching enemy. The only disadvantage of

dual Needlers is the fact that you can easily get overpowered in close

combat, not to mention bad needle velocity while rotating your reticle

around. Also, try getting a height advantage and firing these. Needles don't

work well in areas with rocks and pillars protruding out of the ground."



-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-



============================

- 6) Vehicles -

============================

Probably one of the best features of Halo 2 is that it includes vehicles as

interactable devices, rather than just any other generic shooter. You can

ride, target opponents, and engage in groups with allies, rather than being a

part of some scripted event. This section will describe the in-game vehicles,

their advantages/disadvantages, and ways of eliminating them.



++++++++++++++++++

| HUMAN VEHICLES |

==================

__________________

~#: MG WARTHOG :#~

-0000000000000000-

[VERSATILITY: ***

[ POWER: **

[ LOAD: 3

[ ARMOR: Medium

[ OVERALL: ***



- The Machine Gun Warthog is one of the most common vehicles in the game.

Commonly found on most multiplayer maps, this vehicle is basically an armored

jeep without a mounted machine gun turret on back. It's great for fighting

infantry troops, airborne units, and on random assaults. The MG is more

powerful, as it does extra damage against lone persons, however, it suffers

from a lack of any "true" damage. There's a seat for the driver, passenger,

and one to aim the turret. Not as great as the Gauss version, but the armor is

fairly well, and only the RPG has true stopping power. Some neat tricks to try

with Warthogs involve aerobatic stunts, boosting to certain ledges, and

running over other players.



_____________________

~#: GAUSS WARTHOG :#~

-0000000000000000000-

[VERSATILITY: ***

[ POWER: ****

[ LOAD: 3

[ ARMOR: Medium

[ OVERALL: ****



- The Gauss version is a hefty upgrade for the typical player out there.

Rather than the foolish machine gun, it is modified with a high-density

explosive Gauss Cannon. Explosive splash damage is done to units, which means

you can tip over opposing Ghosts by landing a shot near them, and almost

instant-kills on infantry units. The rate of fire is slower, but the damage of

the round is extensive. Great for knocking out airborne units. Gauss shot has

a slightly slower speed of fire, but still is a great alternative.



________________

~#: SCORPION :#~

-00000000000000-

[VERSATILITY: **

[ POWER: *****

[ LOAD: 1

[ ARMOR: Heavy

[ OVERALL: *****



- This is the best vehicle in the game. The Scorpion is a fully armored tank

with a machine gun mounted on the L button, and a shell cannon on the R

button. You can explode targets with the cannon, which is more powerful than

the Gauss Cannon. The infantry gun is great for taking out enemy units that

approach your target. You are susceptible to tangos that jump aboard and

attempt to destroy your tank, but the destructive power is too much to pass

up. Speed of the velocity shell is extreme, yielding almost instant damage. To

board or destroy a tank, you have to get close, hold down X, then start

tapping B. Once you've destroyed some of the outer hull, tap L to toss a

grenade in. If you toss a grenade inside, it will blow the vehicle up. If you

don't, and keep tapping B, you will kill just the driver. You can do some

trickey by killing the driver, then boarding the tank. Some people will jump

out before you can plant or take it over. When this happens, try to take the

tank right away. Some people quick-switch thinking you'll jump off. You cannot

ride on the sides of the tank like campaign mode. You can also run over other

vehicles. It's very slow though, and has no boosting abilities.





+++++++++++++++++++++

| COVENANT VEHICLES |

=====================

_____________

~#: GHOST :#~

-00000000000-

[VERSATILITY: ****

[ POWER: **

[ LOAD: 1

[ ARMOR: Light

[ OVERALL: ***



- The Ghost is sort of like a recon-esque vehicle, capable of weaving in

between enemy lines, yet lacking heavy firepower. It's basically a floating

vehicle with mobility, and has dual plasma cannons. You can boost by holding

down L, and this speeds up your vehicle. You cannot fire while boosting. Use

boosting if you want to rush locations. This is useful for being the first to

get the RPG on Coagulation, or chasing down an enemy Warthog. The Ghost can

also be taken into some remote locations, near enemy capture points, where you

can splatter people by boosting over them. The cannons are fairly ineffective,

but enough shots can easily taken down infantry units or vehicles. To hijack a

Ghost, try jumping in the air, and holding down X while one approaches. If

you're lucky, you should kick him off (press B to melee him off). The armor on

a Ghost is fairly light though, and can be blown to pieces without a rocket

launcher.



_______________

~#: BANSHEE :#~

-0000000000000-

[VERSATILITY: *****

[ POWER: ***

[ LOAD: 1

[ ARMOR: Medium

[ OVERALL: ****



- The Banshee is the only flying unit in the game, and probably the most

effective if used correctly. It's basically a small pod with two booster

wings, and dual plasma cannons. You can hold down L to boost for a speed

upgrade. Holding down R fires the cannons. You can do evasive maneuvers by

pressing a control pad direction + A. You can do a loop, or side twirls

left/right. The Banshee Bomb is not available during multiplayer (pressing B).

The Banshee can reach places on the map that you normally cannot reach on

other maps. A solid example would be flying up, getting out, and then sniping

people from an advantageous ledge. It also has the ability to easily shoot

down exposed tanks, Ghosts, and Warthogs. The only true disadvantage is that

an RPG yields an instant kill. Learn to become a weapon with this, and you can

annoy snipers, defenders, just about anyone on the map.



______________

~#: WRAITH :#~

-000000000000-

[VERSATILITY: **

[ POWER: ****

[ LOAD: 1

[ ARMOR: Heavy

[ OVERALL: ***



- The Wraith is the Covenant version of a kick-butt tank. It's basically

another heavily armored plasma structure, that launches large blue plasma

balls. This the only attack it has. Fortunately, the plasma balls do extreme

damage to infantry AND vehicles. There is extreme splash damage as well. They

also have boosting abilities with the L button, but it's temporary. You can

run over vehicles, people, or any oncoming threats this way. Personally, these

are awesome on Waterworks, where you can border up your base by moving large

green boxes in the back and front entrances. Aside from that, they're very

exposed though, as ANYONE with a Banshee can easily shoot these guys down.

There are NO auto plasma turrets as seen during campaign mode. Try to have a

teammate on support with an RPG to help you in case you're being ambushed.



_______________

~#: SPECTRE :#~

-0000000000000-

[VERSATILITY: ***

[ POWER: **

[ LOAD: 4

[ ARMOR: Medium

[ OVERALL: **



- The Spectre is quite an odd vehicle, and unfortunately, never used during

matchmaking. It resembles a cargo vehicle with a trailer, except it has a

plasma propulsion drive, and has a rapid plasma turret mounted on back. This

is great for shooting down Banshees, Warthogs, or infantry units. It's slower

than a Warthog, and the boosting abilities are not impressive. Since it's

rarely used during online play, it has no true significance.



-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-



============================

- 7) X-BOX Live -

============================

Obviously, some of the most entertaining aspects of any shooting game is

multiplayer. You get to test your skills against the wide array of other

players out there, ranging from the good to the bad. X-BOX Live is yet another

way of competing against other players of your kindred, and seeing who

prevails. Halo 2 is one of the best X-BOX Live experiences you'll ever have.

There are several different game modes, ways of interacting with players, and

a plethora of statistics that you'll find yourself overwhelmed.



- http://www.bungie.net/



is where you can find all of your official stats, game results, etc...after

you play a game. It's surprising nowadays to see gaming companies actually

paying to support these items. The following section will describe Live play

for Halo 2, along with key strategies, and troubleshooting tips. I REFUSE to

post glitches in this FAQ, so do not submit them to me. If you're not sure

whether it's a glitch or not, try contacting me, and I'll find out more

information.



---> PROFILES



>>> Before you can jump into action, a profile must be made in order to

represent your appearance and settings during online play. First of all, you

must have one X-BOX Live account to play from. Secondly, the profile controls

numerous settings. The most important one is your settings. You can alter the

button layouts if you wish, however, the most important FEATURE is Look

Inversion. I'm use to playing games with Inverted Y-axis for looking up/down,

so you may want to do the same. Otherwise, another neat feature of online play

with Halo 2 is the ability to setup your character's avatar/appearance. Under

appearance, you can alter the following:



- Player Model - either Spartan/Elite [thanks to Andrewdude1812]

- Primary Color - your character's primary color, base color of avatar

- Secondary Color- your character's secondary color, base color of avatar

- Primary Emblem - main color of symbol selected in avatar

- Secondary Emblem - secondary color of symbol selected in avatar

- Emblem Foreground - this is your avatar's symbol, and the insignia

printed on your character's body. There are roughly

around 100 of them.

- Emblem Background - this is your avatar's background symbol, or pattern

that appears. It is not visible on your printed

insignia, but gives you avatar key boldness. There

are about 30 of them, ranging from gradiants to

stripes



>>> Your Voice Output settings can be altered to place output in the

communicator, both, or speakers only. The option for Voice Masking is also

available, but you can't pick your "type" of voice masking. You may also

select whether or not you want your online status to be on/off during Live

play. Finally, you can alter whether or not subtitles are said during

cutscenes. This sums up your typical profile. After you're done, name it with

something familiar, and then log in under your Live account.



*MY RECOMMENDATIONS*



In order to become the most efficient Live player, there are some controller

settings I highly recommend you select, if you plan on increasing your overall

level. To reach this menu, go to the Settings, Edit your Profile, and select

Controls. There are a few guidelines you should follow first, before attempting

to log in a few games.



- Button Layout == Boxer or Default

- Look Sensitivity == 5-6, or 8

- Automatic Look Centering == Disabled

- Controller Vibration == Disabled (learn to rely on screen indicators)

- Your button layout determines what the controls should be set to. I

personally prefer the Boxer layout, which is alternate version of the default

controls, except the Left Trigger performs melee attacks, and the B button

tosses grenades. This setting is extremely efficient in close quarters

battles, where you can repeatedly melee opponents within range. My overall

level received a +3 upgrade by just switching to this. Tap the L button in

succession to perform melee attacks much faster than before. While grenades

are not naturally accustomed, they can still be used occasionally, and suffer

no firing delay.



- Look sensitivity should always be set to 5 or higher. I personally use 7, as

it gives me a hybrid combination between CQB, medium-ranged combat, and

sniping abilities. Certain level 20 and above players use 10, which is not

recommended, unless you have mastered the art of Swipe Sniping (which is

described later on in the guide). If you feel uncomfortable with a sensitivity

of 5 to 6, then play a few levels on Campaign mode, and get use to it. You

will never become a top player unless you're willing to sacrifice accuracy for

turning range and mobility.



- Automatic Look Centering is another simple function that brings your cursor

plop down to the middle if you don't press the right thumbstick down for a few

seconds. Always disable this, as it can cause mis-aims on your part.



- Controller Vibration is not necessary in my opinion. It can be considered a

secondary alarm during combat situations, but also a distraction. Besides, the

red LEDs mark which direction you're being shot from.



___________

/Game Modes/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Halo 2 has roughly around 3 different types of game modes, with several other

ways of "joining" games. To start off, the primary way of selecting games is

via Optimatch. This setting allows you to select which type of matchmaking, or

ranked, game you would like to play. Matchmaking is the term Bungie uses for

official matches, although you may also play clan matches too. Any stats

logged during matchmaking are held on their website, and you can play in large

parties with other people during matchmaking games (1-8 players depending on

mode). You may also Quickmatch for a game, which automatically searches for a

random matchmaking game. If you want to start your own custom game, simply

select Create Party, and then invite people by pressing Y to access your

Friends list, and sending out party invites. The final option on the Live menu

is Content Download, which will be available once Halo 2 releases some

downloadable items. So far, something "big" is coming out 02/09/05.



____________

/Matchmaking/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before you can jump right into the action, it's essential as to how you

understand how matchmaking works. As stated before, matchmaking is a way of

seeing how "good" you are at playing a certain type of Bungie-based game type.

Basically, in Halo 2, you're assigned a level rating, ranging from 1-50. So

far, some of the highest players in the world are barely at 35 so far, but

they'll gradually make their way up there. In order to raise your level, you

must WIN a large amount of games out of the ones you play. It's not all about

getting the most kills, the most medals, or the most vehicular homicides as

everyone is inclined to believe. Basically, you're given experience for each

game you win. That experience is split over your entire team during a victory,

or some experience is lost when you lose a game. If you quit during a game,

you'll receive an experience penalty, and not really gain anything if your

team wins (or lose more if you lose). Each time you reach the full setting

under a given level, then you'll raise a level, and the experience raising

continues. Unfortunately, because of the high volume of Halo 2 players out

there, you'll meet your skill level both quickly and efficiently. Most people

will "stall" out around 10, and find it hard to raise.



The idea behind matchmaking though is to find your fairest fit. It attempts to

match your levels with people who are matchmaking that are closest to yours as

well. You'll rarely face the same group of people twice, unless it's due to

extreme cases. However, you have to remember, the game bases your opponent's

rating off of their level, and not their "actual" rating. For example, a

person who plays Slayer a lot, and is extremely good, might be a level 21.

However, if they just started to play Team Slayer, they might only be a level

3. This can be deceptive, because they have the "skills" of a level 21, but

you don't know that. To find out the actual level of a player during a game,

press Y, scroll over to players, and look for their names in their column tab.

The great thing about matchmaking is that each game type has different level

settings. Your level will be different under Team Skirmish than it is under

Big Team Battle. You basically must play and concentrate under one type of

game mode. Players become accustomed to playing on one game type setting more

than the others. Your OVERALL level is determined by your highest level in ANY

game type setting. Don't confuse this with being an average of your levels

combined.



Other features about matchmaking...



.../ GAME TYPES \...



# RUMBLE PIT #

/==============

/ Places you on a map as a free-for-all against 7 other opponents. There

/ are no teams, and it's basically slayer with some objectives mixed into

/ play (king of the hill, etc...). This one is fairly popular, but designed

/ mainly for one person alone.



TIPS: - Get best weapons possible

- Know location of the Overshield ALWAYS on the map

- Find a good sniper spot, and stick with it

- Energy Swords usually determine the leader



# TEAM SKIRMISH #

/=================

/ This is a 2-team game of up to 8 players total. You basically attempt to

/ complete objectives set before you (assault, planting bombs, capture the

/ flag) against an opposing team. This is VERY competitive, and is one of the

/ top 3 most played modes. Lots of competition, and teamwork necessary to win.



TIPS: - Try to get in a party of good players you know; you won't last long

alone trying to join a random party

- Best weapons are key to your team's effective offense/defense

- Groupwork necessary



# HEAD TO HEAD #

/================

/ Another somewhat popular game mode, Head to Head is designed for players

/ who want to duel to the death with an opposing player of similar skill.

/ Unfortunately, Head to Head lacks some popularity, as it only holds 2

/ players, and many people may camp in a nifty spot with a sniper rifle.



TIPS: - Get best weapons possible

- Know location of the Overshield ALWAYS on the map

- Find a good sniper spot, and stick with it

- Sword can be extremely dangerous

- Radar disabled in all modes



# BIG TEAM BATTLE #

/===================

/ One of the top 3 most played modes, Big Team Battle allows you to bring

/ a party of up to 8 people. It's exactly the same as Team Skirmish, except

/ the teams can go up to 8 on 8. Mainly features objective-based themes, but

/ also plays on bigger maps and some odd alternatives (more vehicles).



TIPS: - Snipers are key to helping your team on offense/defense

- RPG is great for defense, eliminates threat of oncoming rushes

- Get tanks no matter what. They're great for pounding down infantry

units that spawn near bases

- On certain maps, try to rush key weapons with the Ghost. A great

example is rushing the Sniper Rifle on Headlong with a Ghost via the

invisibility path



# MINOR CLANMATCH #

/===================

/ Uses the same variants as Team Skirmish, except it is designed for 6-8

/ players in different clans. You must form a party of 3-4 online clan

/ members, and duke it out against an opposing clan. This is the most popular

/ lag-free way of getting official matches in.



TIPS: - Get best weapons possible for dominance

- Organize and know what you're doing. Small groups of people mean a key

weapon can spell victory/defeat

- Look at the players' levels during the game to see what you're going

up against. Sometimes a level 8 minor clanmatch ranking means the

players could be level 15s.

- Tab B if you notice a one man disadvantage during Step 2 of matchmaking



# MAJOR CLANMATCH #

/===================

/ Nearly the same as Big Team Battle, except it is designed for groups of

/ up to 10-16 clan players. You'll duke it out against an opposing clan

/ with similar variants, and hope for the best. Major clanmatches can get

/ laggy sometimes, which pushes most clans away from this option.



TIPS: - Get best weapons possible

- STICK together. You can crush teams if you have huge masses on assaults

- This mode is very vulnerable to matching you up with a one-man

disadvantage - especially when your party #'s are low (5-6). Tab B if

you count more yellow boxes than your party of clanmates



# TEAM SLAYER #

/===============

/ This is actually a new game type released in a recent patch. Team Slayer

/ pits you in teams of up to 4 players, totaling for 8 players during the

/ game. It's basically strictly about putting the most kills up during a

/ certain time limit, or kill limit to win the game.



TIPS: - This is the MOST popular game variant on Halo 2, so expect tons of

competition. Because of its post-patch release, many levels are lower

than their equivalency. Level 9 team slayers "really" play like level

13s killing wise

- Best weapons spell victory, pure and simple

- Overshield is critical to taking out strong-weapon enemies

- Assassination is a key way of knocking out opponents if you can find

invisibility

- Focus on sticking together. A group of 3 can easily take down a lone

man with no support



>>> NOTE: There are also two additional modes. Team Training and Rumble

Training can be selected as matchmaking modes. However, they're just

training sessions (doesn't count), and have the same variants

as Team Skirmish/Rumble Pit.



_____________________

/Map Strategies (7.1)/

-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This following section will describe each multiplayer map of Halo 2, along

with map strategies, where to get key weapons, and the best way to win each

level. Maps are going to be organized alphabetically.



_________

___________________________/Ascension\___________________________



- "This relay station is part of a network that has kept Delta Halo

functioning smoothly for untold centuries."



= Personally, Ascension is a sniper-based map, pure and simple. There are

three extending paths from a middle "radar dome" which dips into the ground

like a soggy pothole. One path has a sniper rifle, the other a useable

Banshee, and another sniper gun. Simply put, get the sniper rifles first

and you'll win. Secondly, there is a somewhat secret RPG on a jumping pad.

To get there, go to the circular platform between the Banshee and sniper

rifle tower. Jump down off the pad and you should see a pad slightly below.

Pick up the RPG in the center, and then use the jumping pad to get launched

up. If your team has the RPG, get the Banshee at all costs. You can rape

anyone who attempts to snipe, and also nail them as they approach the center.

There's a teleporter which has a Shotgun nearby. This map is ALL about

getting your team to rush the sniper rifle first. Do this, and you will

control victory. You'll find this map often associated with King of the Hill.



____________

___________________________/Beaver Creek\___________________________



- "These forgotten structures were once the site of many bitter battles

but have since been reclaimed by nature."



= Probably the smallest map in all of Halo 2, this is a mirror image red/blue

base scenario. You're basically in a rural setting with a large upper path

in the middle, two mirrored bases opposite of each other, a teleport in

the back of each base, and a two sidewinding hills near each base. The RPG

is in the center of the map, on the large upper path hill. Most people rush

for it. On one side, you'll find a Sniper Rifle on one of the side paths,

while the other side path is closer to the Rocket Launcher. This map is

associated with CTF usually. The best way to capture the flag is to:



> Have a teammate get on the roof of your opponent's base by jumping on

the side rock. When your teammate grabs the flag, have him stand on the

pilon that is usually above the flag capture point. Have the person

press the R button to throw the flag up through the ceiling window.

Your other teammate should grab the flag as soon as it's tossed. From

there, he can easily jump down, enter the back portal, be warped to their

base, and then re-enter the ceiling window down to the capture point.



> Grab the flag and make your way to that base's back portal. The portal is

a quick way of avoiding the middle chaos.



> Sprint through the middle while being covered. This is very risky though.



> Make sure you grab the Overshield which spawns in the small creek on the

one side. You'll also find a Shotgun on the other side.



_____________

___________________________/Burial Mounds\___________________________



- "This makeshift Heretic camp on Basis is littered with wreckage from

the destruction of Installation 04."



= Burial Mounds is probably the most hated map in all of Halo 2. It features

a non-mirrored setting in a stingy desert, designed for snipers, and

includes twisting ruins which makes it difficult to navigate the Warthog

which spawns on the offensive side of the map. You'll find the RPG on a

lone stone bridge close to both spawns. Most people rush for this first.

Have someone on your offensive team sprint over to the Beam Rifle (most

critical weapon, always pick it up), and then look at where the bridge is.

Snipe any opponents who try to grab the RPG. The defending team always spawns

with a Sniper Rifle, so be weary of the enemy sniper. Since both teams get

sniper rifles, it becomes a waiting game, and one of long range. This map is

usually played with Assault/1 Flag CTF Fast, so you won't have much time to

score. Some key tips include:



> There's a Ghost that spawns next to a black column to the right of the

defending base. Rush over to it, and harass/kill the enemy Beam Rifle

Sniper immediately. Get both sniper rifles for supremacy. You can also

snatch the Energy Sword in the tunnel behind the black spaced ruins.



> There are two turrets in the defending base. While they're somewhat

useful, you'll often be sniped out of them. The enemy Warthog that

approaches can usually be exploded via grenades. It doesn't have much

space to navigate through either the back tunnel, or through the sides.



> You can actually jump-run through the front of the base. You have to

get a running start first though. It's great to toss the bomb up, or

crouch in the front to contest it.



> This map is extremely difficult on offense, and it's uncommon to see

people score. Don't feel ashamed if you do horrible, because a slight

majority do as well.



> You can boost yourself as a Beam Rifle sniper on some of the broken ruins

for a height advantage. Make sure you crouch though, because an enemy

Ghost will usually streak on through.



___________

___________________________/Coagulation\___________________________



- "Recent excavations have failed to shed light on the true purpose

of the outposts in this bloody gulch."



= This is one of the most POPULAR maps in all of Halo 2. Coagulation is a wide

open grassy field with small hills, a trivial road, two mirrored bases, and

tons of vehicles to play around with. During certain times, tanks will spawn

(depending on settings). There are Banshees in each base, Ghosts/Warthogs,

and a turret up top. You'll also find a sniper rifle on the top of each base,

teleports which lead to the left/right sides of the map, and an RPG right in

the dead center of the map. The best strategy is to spawn, run straight for

the Ghost, boost to the center, jump off, grab the RPG, nail anyone who

approaches in a vehicle, then sprint back with the Ghost, and defend the

base. You'll often find RPG ammo near the three pine trees on this map. Pick

it up to keep the RPG streak going. A Shotgun can be found inside three

stones near your base. Use this for defense. This map is often played with

CTF or Assault, so here are some strategies:



> Have your team get organized inside one of the Warthogs - max load. Get

a Ghost to come, along with a Banshee. The Banshee should drop in first

onto the roof of the enemy base. Toss some grenades in the flag room.

Most players hide crouch in the corners to the flag. Meanwhile, your

Warthog, and Ghost should unload and all rush in now that the defenders

are moving to avoid the grenades. Usually guaranteed on assault missions

but it might be hard to pull the flag out.



> This is a new tactic that is being used quite often. People will rush the

base with a Warthog, drive it around back, then park it where your Banshee

spawns. From there, one man will jump onto the top of the Warthog, and

hold down X through the floor to take the flag. This really isn't a

glitch because of the way Bungie programmed the game. If you're in

proximity with any flag, and can reach it, you can usually take it through

walls, and items of the such. HOWEVER, this is still very cheap, because

the enemy doesn't have to interfere with your defenses at all. He just

snatches it through the floor. If this happens, toss some frag grenades

down the exit hole in the flag room to disrupt their plans.



> Use your base's portal, and make your way to the slim rocks on the left.

Get your bomb man to wear the Overshield powerup. Rush over with a

Warthog, and have him go in on mixed assault. It becomes difficult for

defenders to kill an overshielded bomber.



> There are also two "secret" hiding spots on this map. You can take a

Banshee to reach either of them, or a Ghost to reach one of them. Take

a Ghost and go up to the backside where the elongated grassy field is

with some rocks. Look along the wall for a V cut along a slanted

mountain. It should be slightly past the first boulder. Now boost, and

try to ride up the wall. If you get the right angle, you can boost

the Ghost all the way up top. Get off, and you can now snipe up there.

The other spot is a column sticking out of a mountain with a small

platform that can be reached by flying up to it. Very useful spots if

you have the Sniper Rifle.



________

___________________________/Colossus\___________________________



- "Numerous scientific expeditions have failed to reveal what the Forerunners

intended with all this damn gas."



= Personally, Colossus is all about getting the Beam Rifle. You're basically

tossed into a fairly small arena mirrored, with a large anti-grav pad

near the upper middle. Jump onto the pad, and it launches you up to an

area with a spawned Beam Rifle on the balcony. You'll find tons of plasma

barrels spaced throughout conveyor belts, two ledges with Battle Rifles,

nearby Shotguns, and a plethora of Plasma weapons. There is only one

Beam Rifle though, and it's essential you get this, because it guarantees

victory (almost). With the Beam Rifle, the opposing team can spawn camp

players from their own base. The only way to counter this is to grab a

Battle Rifle, and shoot him to prevent him from scoping. You'll find this

map played mostly with CTF or Team Slayer. Here are some tips:



> You can reach the enemy's base quite easily by running up the lower

stairwells. When you reach the first turn on the stairwell, jump on the

railing, then jump up to the enemy's platform. This is the quickest way

without being forced to run all the way up the stairs.



> You can be an absolute killer with the Battle Rifles that spawn on each

base's ledge (or by the flag capture points). Simply stay on this balcony

and hit anyone who drops down to the middle, or uses the anti-grav pad.

Jump on top of the railing to get the height advantage, and nail the

people hiding where the Beam Rifle spawns. Be careful for people who come

from where your ledge starts, or other Battle Rifle snipers.



> An Overshield spawns in the lower end of the middle between two pits. Grab

it for assaults on capturing the flag.



> Shoot the energy barrels if you see people near them, and then snipe them

off with the Battle Rifle for a quick kill.



> GET the Beam Rifle at ALL costs. This is essential to victory.



___________

___________________________/Containment\___________________________



- "One of the largest recently released maps by Bungie."



= Containment is roughly three times the size of Coagulation set off in a cool,

snow-crusted environment. Because of its tremendous size, Gauss Warthogs,

Banshees, and Scorpion Tanks are considered default. Both sides are mirror

images of each other, with functional ramps, side flanking routes in caves, and

some key weapons to be grabbed (Snipers, Brute Shots, Rockets).



__________

___________________________/Foundation\___________________________



- "Deep in Chicago Industrial Zone 08 lies the decommissioned Tactical

Autonomous Robotic Defense System testing facility."



= Originally designed as a secret map, Foundation could only be unlocked if

you beat the game on Legendary. However, the recent patch has made it

available to everybody. Foundation is basically a mirrored four-way map

with an upper path that circles the entire map, two turrets, a center

bunker, and four exterior rooms. The RPG can be found near a construction

zone on the ground, under a turret platform. An Energy Sword is in the

middle as well. This map is rarely played under matchmaking, unless it's

Team Slayer. Some tips are to:



> Man a turret, and have someone protect your back. You can get a few

nifty kills using the big guns alone. The RPG is not an absolute must

as you can usually overrun the person going for it.



> Get the Energy Sword, then camp one of the entrances to a room. Crouch

and slice anyone who attempts to rush by.



________

___________________________/Headlong\___________________________



- "Although during the day Section 14 monitors almost all harbor

traffic, at night it's one of the city's most notorious hangouts."



= Headlong is primarily a Big Team Battle map, designed with odd extremities

and a fruitful design. Each team spawns in a large building, one which

is a construction building featuring a series of stairwells that lead to

the "defensive capture point." The other contains a nice structure with

the "offensive capture point." Outside, you'll find a large dirt field, with

a winding road to the left, and one that circles the defending base. Down

the concrete road is an RPG under a bridge, with an Overshield overhead.

Another RPG is located at the defending base on the top balcony ledge. There

is also a Sniper Rifle on the bridge to the right of the offensive spawn.

A Beam Rifle can be located in a room past the bridge to the left of the

defending spawn. These sum up the critical weapons. Oh, and there's an Energy

Sword in the building to the right of the defending base. This building also

features the receiving location of the portal at the offensive base. There's

an invisibility powerup, small tunnel, and broken string of bridges near the

middle/left. This map is mainly played on 1 Flag CTF/Assault. Here are some

tips:



> There are "really" two ways of assaulting the defending base. Going

through the ground floor is only good when you go up the stairwell in the

enemy's base (not the spiraling paths up to the capture point).



> The first way is to have everyone run up the stairs and go through the

portal. From there, go through the building, jump down to the small

balcony, then sprint over to the back bridge that leads to the defensive

base. Storm it all at once, and do your thing.



> The second way is to have someone rush for the RPG via the 2 Warthogs to

the left. The other players should go upstairs, then curve a right and

cross the bridge. Have your best Sniper nail down anyone who exposes

themselves on the top floor. The rest of the team should rush the Beam

Rifle room, then run through the top window opening near the boxes, and

move down one floor to the capture point.



> On defense, get the top floor RPG, and the Beam Rifle if possible.



> Pick up the nearby Ghost, and boost towards the left hill where the broken

bridge is. Go into the left tunnel, and zoom ahead (don't flip the Ghost).

You can actually rush the first people who reach the normal Sniper Rifle,

and nail them with dual plasma cannons. Also, try to grab the Sniper

Rifle, and bring it back to your base. You now should have both sniper

rifles, limiting your opponent's range.



> There are turrets on two sides of the offensive base. Use them if your

team drops the flag into the open dirt fields on the ground level.

You can slaughter opponents since they're all in a frenzy to rush the

flag carrier.



> A secret path can be taken via the floating ledges in the middle of the

map. Jump from the peak of the broken bridge to the hanging bridge, then

onto the beam, and right onto the enemy's top floor. This is great for

extracting the flag as well.



> If time is running out, zoom over to the left part of the defending base,

and crouch next to the wall behind a column. You'll be able to contest

the bomb/flag and keep sudden death going. STAY CROUCHED. You'll give

your team a chance to regroup and win.



___________

___________________________/Ivory Tower\___________________________



- "Once home to the famous socialite Lance O' Donnell, the top floor

of this building is now a public park."



= Ivory Tower is another small-town setting with two spawns directly opposite

of each other. You'll find a Sword in the middle under the waterfall, a

Sniper Rifle on the 3rd floor via the elevator, and an RPG in the center

arena behind the waterfall. A shotgun can be found via two floating air

pumps, and an Overshield is on the right, along with a Battle Rifle. This

is usually played with Team Slayer, Assault, or CTF Fast. Try your best to

rush one of the key spots, especially the Overshield. Here are some tips:



> If you're on offense, immediately grab the Sword, but AVOID bringing

it to the defending base. You'll actually do worse, than any good. The

defenders will almost immediately get the RPG, and giving them the

Sword guarantees victory.



> Try to get on the upper ledge and drop down from behind defenders. Many

people like crouch hiding on the side stairwells and ambushing you when

you go for either capture point.



> On defense, get the Overshield, and try to rush the Sniper. He can pelt

anyone exposed in the middle under-area.



_______

___________________________/Lockout\___________________________



- "Some believe this remote facility was once used to study the Flood. But

few clues remain amidst the snow and ice."



= Lockout is a VERY small combat arena, in a ice-filled environment. You

will discover pretty much an upper and lower structure to the map. There

is a center battle plateau that links to four different locations. One is

an upper battle tower where the "offensive" capture point is, and the

other leaders to the defending spawn (which has a jump pad, and lower

green area with a Shotgun). The third link is to a small building locale,

and the final one is to the sniper tower. The Sniper Rifle spawns on the

highest tower, but you must curl around to reach it. There are numerous

explosive columns around the area. Shoot them to explode and hurt other

players. The jump pad area links to a low corner pathway where the defensive

capture point is. You'll usually play this map on 1 Flag CTF Fast/Team

Slayer. Here are some tips:



> Get the Sniper Rifle no matter what. While it's not overwhelmingly

dominant, you can snipe defenders on the low pathway, and move to another

spot for cover fire. Even if you rush on defense, you'll prevent the enemy

from getting it. There are explosive barrels right where the sniper rifle

spawns. Shoot them if an enemy is there.



> The Energy Sword spawns near the offensive base, on a small pathway. Grab

it, and use it on offense. Even if the enemy gets it, you can snipe them

away quite easily.



> Get one of the Battle Rifles (peak of offensive tower, or defensive

stacked tower). Jump down the gravi-pad tower, and walk in the lower path.

You should be able to see some side flaps where you can crouch off the

walkway, yet snipe anyone defending the flag. Useful location, but easy to

find when exposed.



> For capturing the flag, grab it, run up the path, then cut a left, and

get a teammate to stand on the ledge of the center plateau. Toss is up

to him, then he can run for the capture.



> Grab the flag, run left through the stacked tower, then up the path, to

the lower plateau, and then left. Jump across this small pit, rather than

cutting around the path.



> There's a quick way of reaching the offensive capture point. When you're

on the central plateau, and you're right below the capture point, jump

onto the side railings. Leap up to the slanted ledge, then run up to the

point. It's quicker than curling around the sidewinding path.



_______

___________________________/Midship\___________________________



- "Don't let its luxury fool you - the Pious Inquisitor is one of

the fastest ships in the Covenant fleet."



= Midship is VERY, VERY small, and reminiscent of a gladiator arena. You'll

find yourself tossed into a circular mirrored room with two anti-grav spawns,

with an upper & lower level. In the center is a small dip, with side paths

that twirl up and down. An energy sword is accessible in the top middle via

a small floating platform. Battle Rifles are under each spawn in the corners.

This map is played with Team Slayer/Multiflag CTF/Multibomb Assault. Here

are some tips:



> Get Dual Plasma Rifles, and fire away. These can really eat away your

opponent's morale.



> Try to stick opponents if possible. Plasma Grenades are prevalent on this

map.



> Use the Energy Sword in offense/defense. Many people tend to crouch in the

corners, or grab the Shotgun in the middle.



_______

___________________________/Warlock\___________________________



- "Another recently released map that was previously known as Wizard in the

original Halo."



= Warlock is very reminiscent of a small enclosed battle arena, with jungle

grapevines growing along the walls, various platforms stationed in four

corners, and small watery moats near the floor. Unfortunately, there are hardly

any key weapons on this map, enhancing grenade, Shotgun, and Battle Rifle use.

You'll find yourself very mobile on this map. The Invisibility powerup in the

center has its uses.



__________

___________________________/Waterworks\___________________________



- "While the Forerunners excelled at mimicking natural beauty, the

machinery in this cavern exemplifies their true genius."



= Waterworks is a huge Big Team Battle map featuring Wraiths, Ghosts, Warthogs,

and Banshees. It's mirrored with a large machine press high above. There are

dual caves on the sides, with dual upper pathways, a bridge in the middle,

and an upper plateau in the middle with a Sniper Rifle. Two Sniper Rifles

also spawn on top of each spawn, with turrets, Banshees in the upper launch

platforms, and an RPG close to each teleport spawn. Oh, and the teleports

are past each Banshee. Basically, this is a Sniper inclined map with wide

open side roads, and easy access to the main bases. However, you can do

many interesting things with this map. It's usually played with Multi CTF/

Neutral Bomb/1 Flag CTF. Here are some tips:



> There are large green boxes around your base. Jump in the Wraith, and

push these boxes into the back entrance. Get them lined up so nobody

can crouch through. Repeat the same for the front entrance, and you

should have a few spare boxes. You can push them near the entrance to

the left cave. If you're really skilled, you can push the one box up

the pathway to the right of your base which leads to the portal. Players

will sneak up this path and enter the capture point above. Push the box

far enough up where they can't just past it, or above it.



> Immediately get in the Banshee, and rush the opponent's base. Try to

take their RPG, or nail their Wraith as he stacks the boxes.



> Get the RPG near your base all the time. You'll be doomed if you don't.

Someone should be a dedicated sniper on your team as well. You can use

the Banshee to reach the upper parts of the base that are normally

inaccessible.



> If you manage to touch the flag, toss it near the open-window bunker style

opening right by the point. Someone can reach it through the small hole.

Another thing is that you should crouch next to this small opening to

contest it.



> There are a ton of powerups that most people miss inside the middle

structure machine press. This includes the Energy Sword.



________

___________________________/Zanzibar\___________________________



- "Wind Power Station 7 sites as a mute reminder of the EAP's late

25th-century attempt at re-nationalization."



= Zanzibar is one of the most played maps in all of Halo 2. It's basically

a coastal setting near the beach, that progresses into some stone-walled

structures with a giant energy-revolving wheel in the middle, and an enemy

structure which holds the defensive capture point. You'll find 2 Ghosts and

a Warthog near the beach, along with a snipe rifle inside the wall structure.

There's a second sniper rifle in the left plateau, a Shotgun/Invisibility

power up in the right tower, and an energy sword in the middle of the wheel

which can be accessed by blowing a trigger switch on a bridge. There's not

much in the defending base, except for an RPG on the upper pathway which is

a must-grab item. This is usually played with 1 Flag CTF/Assault/Land Grab.

Here are some tips:



> On defense, always get the RPG first, and do it QUICK. Sometimes an

opposing sniper will nail you if you run back to your base. Never let the

RPG get into the hands of thy enemy. Secondly, on offense, do the same.

Rush the sniper rifle, and try to take the RPG man out. Also, another

quick way of getting a sniper rifle is to sprint out of the defending

base, or jump on a Ghost (on offense), and blast over to the left

plateau. Then, grab the Rifle and run. Usually, your opponents will shoot

the explosive barrels nearby and attempt to blow you up.



> A quick way of getting to the second floor is to boost yourself via the

rotating wheel. Jump into the center, and wait for one of the moving

pylons to get close to you. Start to get dragged upwards by it, then jump

up and land on it. Now you have a quick way of getting upstairs without

being forced to go through their base.



> After you grab the flag, run towards the stairs. Sometimes it can be best

to go out the top of the base, rather than the front entrances/



> After you grab the flag, run towards the stairs. Toss the flag in the

corner that curls to the second set of stairs. It looks like this:

_____

/ \

^ - Toss it there



Now, have a person outside waiting there. They can grab it through the

wall by boosting on a nearby cargo box.



> On defense, some good positions involve the four pillars surrounding the

rotating energy disc. There are 4 slants you can jump onto, crouch, and

sit. You're undetectable on radar, and you can nail anyone who tries to

plant without taking grenade damage.



> The switch to the gate is often well-guarded by opposing teams. One

nifty idea is to sit close to the switch up above, yet crouch near a

doorway. Melee attack the players from behind as they sprint for the

switch.


This content was originally posted on Y! Answers, a Q&A website that shut down in 2021.
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