/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.