-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- _ _ _ _____ ______ | | | | /\ | | / ___ \ (_____ \ | |__ | | / \ | | | | | | ____) ) | __)| |/ /\ \| | | | | | /_____/ | | | | |__| | |____| |___| | _______ |_| |_|______|_______)_____/ (_______) FAQ/Walkthrough >>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>== For Microsoft X-BOX Version Final By Chris Zawada User: antseezee E-mail: chris@z-wad.com Website: www.z-wad.com Created: 12/15/04 Last Update: 03/10/11 Copyright 2011 Chris Zawada -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- Author's Note ---------------------------- Ah, the inevitable love for playing first person shooters. Halo defines the meaning of a "system killer", as it literally represents the X-BOX in every shape and form. Combining several unique elements, along with great graphics, music, and gameplay, Halo was the ultimate reason to purchase a Microsoft system. Its enticing action, full of aliens, mysterious threats, and one kickass hero named Master Chief, it was the ultimate gamer's dream. Now with Halo 2 out, that ecstasy has just about continued, featuring our favorite hero, along with numerous alien representatives. Not only does Halo 2 continue the great FPS legacy, but it adds a whole new realm of online gameplay with X- BOX Live support, not to mention viewable stats, and plenty of updates to arrive in the future thanks to Bungie. Pull that trigger back in the name of the universe, or be slaughtered like another glorious hero! Contributing/Feedback ---------------------------- If you have any contributions, feedback, or strategies you'd like to have added to the guide, contact me via e-mail or on GameFAQs. I'll be more than content to add your segment of information, and will also provide credit. If you have any questions you'd like added to the Common Questions section, ask. I simply don't have the time to sit around thinking of questions. Provide me with what you want to know! Updates ---------------------------- =03/10/11= vFinal Final update. =05/06/05= v Final Added the following sections/details: - Converted strategies from my PDF guide to this guide. I am no longer accepting submissions, suggestions, or strategies. This is the final update for this guide, as I recently sold Halo 2 for personal reasons. However, I'm also not selling the guide anymore, so the exclusive rights have been released. I know the Autoupdate has fixed some of the suggestions in this guide, and new maps have been released, but it's the final update - so too bad. =02/06/05= v1.5 Added the following sections/details: - Locations of all Skulls (special thanks to www.gamewinners.com) - Few Custom Gametypes (thanks to puppy) - Sniper Ammo Cartridge Pack Locations under Sniping section - More Sniper Spots (thanks to Dutch Hayabusa) =01/29/05= v1.4 Added the following sections/details: - Combo Ratings section (thanks to Masked_Moogle for inspiration) - Elite vs. Spartan section (thanks to TimeOfRogues for idea) =01/22/05= v1.3 Added the following sections/details: - More locations to Sniper Spots (thanks to Dutch Hayabusa) - CTF Methods section (thanks to Dutch Hayabusa & Dutch Sephiroth) - Minor Guide Corrections (thanks StarAdder007, AndrewDude1812) =01/15/05= v1.2 Added the following sections/details: - Sniping section (under X-BOX Live Chapter) - Counter to each weapon (under Weapons Chapter) If you have anything else to suggest adding to the guide, feel free to do so. I'm currently brain-dead on new ideas to add, besides custom gametypes, more generic multiplayer tips, and so on. Somewhat interested in adding a "Legendary" section to help players struggling on the insane game mode. =01/03/05= v1.1 Added the following sections/details: - Sword Flying & Rocket Flying (credit to Poomeister) - Getting to Top of Maps - More Q&A's under X-BOX Live Troubleshooting - Custom Game Variants - Dawn of the Dead section Still looking for more multiplayer tips. Seems like most of the Halo 2 experts are holding back. Stat resets are probably coming soon, so expect them Halo 2 players. =12/19/04= v1.0 Finished the FAQ. The guide is 100% complete, although I'm expecting a plethora of extra submissions via e-mail. Trust me, I've had experience before when I wrote the Ninja Gaiden guide. I'm not too keen on finding secrets in the game, which the guide lacks. However, I'm more interested in providing X- BOX Live tips, which I believe people will benefit from greatly. Feel free to contact me at antseezee@epix.net, on AIM (antseezee), or via GameFAQs (antseezee). =12/15/04= v1.0 Started the FAQ. This is going to be close to being one of my best guides, relative to that of my Ninja Gaiden guide. I'm writing for Halo 2 not out of popularity, but because it's one of the most played games in my X-BOX collection. You can expect a single player walkthrough, and MANY X-BOX Live tips. - I've now added a Quick Search function to the guide. Press CTRL + F, and type in the designated (#.#) to be quickly forwarded to that specific section of the guide. ============================ - Table of Contents - ============================ 1) Introduction 2) Game Basics > Controls > Screen HUD > Characters/Enemies 3) Game Modes > Description of each 4) Walkthrough > Level 1: Cairo Station (4.1) > Level 2: Outskirts (4.2) > Level 3: Metropolis (4.3) > Level 4: The Arbiter (4.4) > Level 5: Oracle (4.5) > Level 6: Delta Halo (4.6) > Level 7: Regret (4.7) > Level 8: Sacred Icon (4.8) > Level 9: Quarantine Zone (4.9) > Level 10: Gravemind (4.10) > Level 11: Uprising (4.11) > Level 12: High Charity (4.12) > Level 13: The Great Journey (4.13) 5) Weapons > Profile of each w/ ratings > Combo Ratings (5.1) 6) Vehicles > Profile of each w/ ratings 7) X-BOX Live > Game Modes > Matchmaking > Map Strategies (7.1) > Troubleshooting/Glitches/Solutions (7.2) > Custom Game Variants > Dawn of the Dead (7.3) > Sniping (7.4) > CTF Methods (7.5) > Elite vs. Spartan Comparison (7.6) 8) Secrets > Skulls > Sword/Rocket Flying > Getting to Top of Maps 9) Common Questions 10) Copyright/Distribution/Reproduction Guidelines 11) Proper Credits -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 1) Introduction - ============================ Your typical first person shooter is either loved, or despised by gaming communities. If developers manage to mold the right elements together, then you're rewarded with a nice 8.0 rating by various gaming sites. However, the games that go beyond the call of duty earn the 10s. Halo, which originated out of an authored trilogy of books involving humans and aliens in the future, ended up turning into one of the best shooters of next-gen gaming in the early century. A company named Bungie, which was known for inspiring new and intriguing methods into first person shooters, developed the first Halo exclusive for the X-BOX system. It turned out to be a system title, that became a reason to own the X-BOX. Now, Halo 2 is the sequel to the original, featuring the same hero, along with varying perspectives from both the alien race (Covenant), and an epic siege that only can be solved through intense firefights. You're basically tossed back into the Master Chief role (hero from the first game), who is a souped up Human Space Marine, with an enhanced armor system. By using futuristic technology, you must do melee and close combat with opposing enemies (along with some vehicular slaughter), and save the Earth from an invading threat of an alien species. Of course, the storyline takes place around 2500+, so technology is much more advanced than your typical spork. Suddenly, incoming scout reports show a large mass of Covenant ships approaching the home planet of Earth. It's up to you, and thousands of fellow space marines to defend Earth from the oncoming threat. Are you ready to kick some hard-boiled butt? Here's a brief excerpt from the instruction manual (credit to Bungie): >>_+= SECRET TRANSMISSION =+_<< To: Office of Naval Intelligence (ONI) From: Cortana, UNSC Pillar of Autumn shipboard AI Re: SPARTAN-117 and the Destruction of Halo Sir. As the rich data-bursts attached in this transmission make clear, we have been to hell and back. I'll be brief. After Reach fell, I followed Cole protocol, and slipped the Pillar of Autumn. Using astronomical symbols SPARTAN 117 captured from a Covenant vessel, I chose an exit-vector that would place us in an uncharted system near a late- life gas giant planet (new classification, "Threshold"). To my considerable surprise, in orbit around the planet was an artificial ring construct, 10,000 kilometers in diameter. Initially, I feared the ring was a Covenant installation. It was not. But the enemy has tracked us and was lying in wait around the ring. Rather than disk capture, Captain Keyes ordered my uploading into SPARTAN 117's neural network. While we abandoned ship, the Captain managed to land the Autumn on the ring, saving the lives of many of the crew. - The Covenant referred to the ring as "Halo." It seems a prophecy about Halo's existence is central to our enemy's religion, and its discovery was cause for much celebratory chatter on the Covenant battle-network. During our initial operations on the surface of Halo, we encountered an alien artificial intelligence, designation "343 Guilty Spark." This AI claimed its primary purpose was tactical containment of a virulent, parasitic life form called "The Flood." - Through a connection to Halo's deep data cores, I ascertained that the ring was built by an race of beings (referred to by the Covenant as "The Forerunners") as a weapon of last resort against the Flood. A sizable production of Flood was in stasis on the ring, and the Covenant, either by accident or design, released the parasite. Not their most brilliant maneuver. - 343 Guilty Spark convinced SPARTAN 117 to activate Halo's primary weapon system and eliminate the Flood. The AI neglected to tell him however, that because the Flood consumes any suitable sentient host, Halo would make no distinction between the Flood and other life forms. In short: if Halo fired. it would destroy every thinking being in the galaxy. Human, Covenant, everything. When we realized that Halo could destroy all life, SPARTAN-117 and I decided our only choice was to destroy Halo - stop 343 Guilty Spark from completing his assigned task, and deny the Covenant a weapon of unthinkable power. We used the Pillar of Autumn's fusion reactors to start a chain reaction that utterly destroyed the ring. I'm sorry to report that Captain Keyes was lost to the Flood. With respect to out ongoing fight against the Covenant, our time on Halo was well spent. I have gathered a wealth of new information for our database of Covenant weapons, technology, tactics, and society. Additionally, SPARTAN- 117's proficient use of arms, and the destruction of the ring, resulted in a significant loss of enemy personnel and material. That being said, I fear that the Covenant will not take kindly to our obliteration of their holy relic. Having thus struck the hornets' nest, we are now heading home with all speed. ---------------------------- _____________________ ##### GAME INFO ##### //////////|\\\\\\\\\\ Players: 1-16 (w/ X-BOX Live support or system link) Developer: Bungie Released: 2004 Rarity: very common Special Features: HDTV 480p, Content Download, Scoreboards, X-BOX Live, Voice, Clans ESRB: Mature (17+) Cover Art on box: - Shows Master Chief standing near ground level to a desolated Earth -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 2) Game Basics - ============================ The X-BOX controller fits great for any first person shooter, mainly because of dual joysticks, and the ability to switch between numerous functions with the overwhelming amount of buttons. Halo 2's controls are simple, and take not much time to get use to. I recommend you put inverted controls on, if you're use to them that way. KEY representation for each button: Thumbstick = left/right thumbstick pads (black) Control Pad = left directional pad (black) A = A button (green) B = B button (red) X = X button (blue) Y = Y button (yellow) R = R trigger (black, underneath right side of controller) L = L trigger (black, underneath left side of controller) START = Start button (black, center) BACK = Back button (black, center) Black = Black button (black, right) White = White button (white, right) ______________ /Game Controls/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= Left Thumbstick - moves character, strafes left/right Left Thumbstick Click - crouches, hold down to stay crouched Right Thumbstick - aims up/down, turns left/right Right Thumbstick Click - zooms scope, click only once L - throws grenade, fires left weapon, boosts vehicles, brakes on warthog R - fires primary/right weapon, honks horn on warthog START - pauses game, shows settings BACK - brings up current score Up (control pad) - enables team chat A - jumps B - melee attacks X - reloads (press once), action button, hold down to enter/hijack vehicle Y - switches weapons (press once), hold down to pick up second weapon and dual wield Black - swaps grenade types White - turns on flashlight, press once to enable team chat - Moving your character is the same as before. Simply use the two joysticks, left for moving, right for aiming. Crouching makes your overall body smaller, and also makes you invisible to radar, but it must be held down. This can make your thumb sore. Certain guns have scopes. The sniper rifle can be zoomed twice, along with the beam rifle. If you have one weapon in hand, you can toss a grenade by pressing L. If you have two weapons, you must drop one by pressing Y once. Team Chat is a special feature that let's you talk to teammates across the map. If they're not viewable on your radar, press the White button once, then start talking. They will hear you no matter what. The team chat feature is proximity activated, meaning it will stay on until you stop speaking across your voice communicator. You DO NOT have to hold it down. Jumping is great for reaching hard to find spots, or getting over a ledge quicker. However, you're somewhat easier to hit. - Melee attacks are very useful, especially when close to an opponent or out of ammo. It basically takes your weapon, and swings it like the butt of a handle. If you hit someone from behind, it's an instant kill, also called an assassination. You can reload by pressing X once, or holding X down when over a weapon to pick it up. You can carry two weapons at a time, either in dual wield, or on different slots. To hijack a vehicle, try to get near the person, jump, and hold X when close to it. This is fairly hard to do on Banshees, but can be done if you time it right. Dual wield let's you handle two weapons at once, and fire them as if you had two pistols in hand. Simply hold Y when over another weapon (of any kind, doesn't have to be same), and you will pick it up. You cannot throw grenades in dual wield, but you can mix-n-match guns until you find a powerful combo. Some guns are not dual wieldable, such as the Shotgun, Rocket Launcher, or Sniper Rifle. There are two different types of grenades in the game, explosive and plasma. You can switch between the two by pressing the black button (if you have both in inventory). ___________ /Screen HUD/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= The following section will briefly describe what the Halo 2 interface looks like, and what each bar stands for in the game. __________________________________________________________ | | | /=======/ [2] /========/ | | / [1] / / [3] / | |/=======/ /========/ | | [7] | | # _ # | | /^./ / \ \.^\ | | / / | [6] | \ \____ | | / \ \ _ / \ _| | | ________/ __| \ / | | \==[5]=/| / | | | | / \ \/ \/ | | | [4] | | | | | [8] | | \____/ | |__________________________________________________________| Meaning KEY: [1] - Left Weapon Indicator - shows how much ammo you have left in your left weapon, or grenades (if no dual wield). [2] - Secondary Weapon - shows what item is in your secondary possession if in dual wield, or normal wield. If you only have one weapon, this will be blank. [3] - Right Weapon Indicator - shows how much ammo you have left in your right/primary weapon. [4] - Radar - shows enemies with red dots, friendlies with yellow. This only picks up objects not in a crouched position, or who are moving with relative speed. Sometimes misses stationary/slow targets. [5] - Shield Indicator - In Halo 2, you only have a shield, and basically no life bar afterwards. If your shield bar runs down to the left and is empty, HIDE. If you get shot or hit with no shield, you will die immediately. Your shield automatically regenerates after a set amount of time (usually 10+ seconds). [6] - Aiming Reticle - this is where your gun will fire when shooting a weapon. Use this whenever you want to aim something. You can zoom in on other weapons, so make exclusive use of that. [7] - Warning Indicators - various indicators will be shown whether you have to reload, are low on ammo, red beams around the reticle indicate location of oncoming damage. For example, a left red flashing beam means there is an enemy shooting you to your left. [8] - Weapon Skins - your primary visuals on your weapons will be displayed here. ___________________ /Characters/Enemies/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= As with any first person game, you have your typical characters who help navigate the plot, but don't do too much roleplaying to influence the storyline. Halo 2 tends to get a little more in-depth, featuring more cutscenes than your typical Star Trek game. Anyhow, this section will provide some basic background info on the main characters, ALONG with information on enemies (and how to defeat them). ---------------------------------- `@` SPARTAN-117 - MASTER CHIEF `@` |||||||||||||||||||||||||||| - "Spartan 117, the Master Chief, is a member of the SPARTAN-II project. He is a genetically, biologically, and technically enhanced fighting unit, standing seven feet tall and weighing half a ton in his armor. His reflexes are unmatched, his strength and endurance quite unlike any other human, and his tenacity molded by a lifetime of conscripted military training. The Master Chief is proficient in all current ballistic weapons and tactics, incursion, and unarmed combat, and has extensive experience with Covenant military tech." = Basically your John Rambo of the game. Looks cool, kills enemy targets in cool manners, and really knows how to lay a whooping. His unique appearance gives him a Robocop-like feeling, meaning he's the good guy of the game. About 70% of players on Halo 2 multiplayer use the Spartan model, so don't feel bad about using him too. Cannot jump as high as an Elite, but possesses a smaller overall frame. -------------- `@` GRUNTS `@` |||||||| - "The basic infantry unit of the Covenant, Grunts are dangerous in groups but present little threat individually. Short, stocky, and relatively slow, they will often panic when faced with superior forces. However, if they are being led by an Elite, they will stand and fight." = These guys are like ants, almost squishable in instances. Grunts are very weak, can usually be knocked down with minimal ammo. Most of them are equipped with needles or plasma pistols. Toss grenades to take out packs of em', or use burst shots to knock them down. Can easily be melee attacked for a quick kill. --------------- `@` JACKALS `@` ||||||||| - "Excellent shots, the Jackals seem to be higher in status -- if not necessarily rank -- than the Grunts. They will often be found in defensive positions, fighting from behind their distinctive energy shields. A well-used shield makes a Jackal a difficult target, but the notch they use to return fire provides a weak spot that can be exploited." = You'll usually find these guys up in higher positions with Beam Rifles, or plasma pistols with a shield. These guys can be tough. Grenades work best to knock them out from behind, that or well-placed melee attacks. Don't concentrate on them too much unless they have a long-range weapon. --------------- `@` HUNTERS `@` ||||||||| - "Hunters are incredibly dangerous foes, deployed more like equipment than soldiers. They are brought in for demolition or heavy defense, and always work in pairs. These massive creatures appear to be composed of multiple organisms that exist within the Hunter armor, creating a bipedal hive creature. Near- impenetrable armor and a devastating hand-held fuel rod weapon make Hunter pairs very problematic." = Probably the worst enemy you could face on foot. Hunters are very big, almost like a tank, yet move slow. These guys shoot large green blasts of energy which do explosive splash damage. Best recommendation is to take shelter, get a high-damage weapon and fire it at them. Combine this with grenade tosses, and hope for the best. Hunters are most often encountered while in a vehicle, so they shouldn't be TOO bad. -------------- `@` ELITES `@` |||||||| - "The Elites are the core of the Covenant military. Excellent soldiers, brilliant tacticians, and disciplined, aggressive fighters, they are the primary strength of the Covenant force. Faster, stronger, and tougher than Humans, they fight in relatively small numbers but often lead squads of Grunts. Armor color seems to indicate rank, and we believe Elites are promoted based on numbers of casualties they inflict." = Elites are the "Spartans" of the Covenant army, simply put. These guys have large plasma shields, but are exposed when no shield is activated. Try nailing them down with dual weapons (plasma pistol + SMG), or use grenades to sparse them apart. Taking an elite down amongst a group makes the group easier to kill. Stuck plasma grenades also work EXTREMELY well against them. -------------- `@` BRUTES `@` |||||||| - "Not as readily understood as Elites, Brutes fight together in a pack and are physically stronger. Brutes demonstrate similar battlefield abilities to Elites, and their numbers have demonstrably increased since the conflict began. They carry a ballistic explosive weapon with an attached bayonet device." = Brutes are similar to smaller Hunters, but a tad quicker and more agile. Their primary weapon is a grenade launcher that does iffy damage, but their melee attack is a blade equipped near the handle of the gun. Try to avoid getting up close to them, but rather, use grenades and bullet weapons to weaken them. They have no shield though; killing them is just a matter of aiming. -------------- `@` DRONES `@` |||||||| - "Like the Brutes, Drones appear to be new additions to Covenant fighting forces and are being deployed en masse. Apparently insectoid in origin, in addition to maintaining Covenant spaceships, they have a limited ability to fly and are excellent shots. Highly intelligent, their mastery of antigravity flight assistance has given them an almost insurmountable strategic advantage in combat." = And you thought Hunters were bad, these guys are a pain in the kalush. They buzz around like bees, and sting with multiple plasma pistol shots. Problem is, there are usually up to 10 at once, meaning your shields will be cut down like stretched out cheese. Try to get a plasma rifle, and hit them down (their life bar is weak). Get in cover when there are a ton in the air, because their flying advantage is too overwhelming to take head on. ---------------- `@` PROPHETS `@` |||||||||| - "Little intel is available on these creatures. We know that they are administrative or religious in nature and have little to do with actual battlefield circumstances. None has ever been killed or captured, and they appear to be few in number." = The Elders of the Covenant race, prophets act like the overwhelming Psychology professor at your local college. These guys have mystical powers (the ability to float). Horrible in combat, but rather, more like a Pseudo wizard you don't want to mess with. Their main attack consists of a large sentinel beam attack, launched similar to a Fuel Road Projectile. Unfortunately, you only encounter one during the game. ------------- `@` FLOOD `@` ||||||| = These are parasitical creatures that absorb themselves with living organisms and morph the user into a cross-hybrid. The Flood often appear in various forms (molded marines, molded Covenant, molded eggsacks). Many of them will carry weapons, but have somewhat bad aim. Their melee attacks are powerful, and a few whacks can put you out permanently. They often go down to spray-fire weapons. Sentinel Beams and SMGs seem to work well against them. The Eggsack versions explode to release parasites, so be careful. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 3) Game Modes - ============================ The real concern over many new first person shooters is whether or not they have online multiplayer, and a rock-em-hard campaign mode. Thankfully, Halo 2 has both. This section will explain some of the game modes available. _________ /Campaign/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= This is the universal mode that just about every Halo 2 owner out there has or will play. Campaign mode is designed for single-player, where you must go out, and save planet Earth as Master Chief. Along the way, a developing story will progress, giving you access to the Covenant as well. Campaign mode can be played through co-op with another friend on the same X-BOX, but cannot be played on X-BOX Live. There are 13 levels. If you beat campaign mode on the Legendary difficulty, an extra map is rewarded. However, in the recent update, that secret map has been released publicly (Foundation). ___________ /X-BOX Live/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= This is the ultimate way of getting every pound or dollar you spent into Halo 2. XBOX Live play allows you to play online games in various modes under ranked conditions, custom games, or training grounds. You can matchmake against other opponents of similar ranking, or practice with your own custom settings and parties of friends. Parties are composed by inviting online friends to join your "party." If they join, then the group stays together (as if they were plugged in right next to you). Very useful stuff, but only for those who have X-BOX Live. This is described in detail under the X-BOX Live section (Chapter 7). ________ /Profile/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= This is where you create your character's basic appearance both for online play and to hold your own custom settings. You can give your player his own custom avatar, which can be enhanced to a degree with various colors, symbols, and backgrounds. Anyhow, profiles are designed to hold user settings, such as controls and visual displays for one specific person. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 4) Walkthrough - ============================ As with any action game, sometimes the action gets too intense that you lose track of your objectives. This is the primary feature of the guide. The walkthrough section will guide you step-by-step through each level, tactics on getting past sticky situations, and when to use certain weapons. I'm going to let you know now that I wrote this walkthrough on the HEROIC difficulty, not LEGENDARY. The only real differences between the higher difficulties is stronger/more enemies, more life bars, less ammo, special secrets (only on Legendary), and less damage propelled from enemy attacks. For the most part though, it's relatively the same. Of course, completing the game on Legendary is a task within its own. Levels are split into their individual sections, each with objectives. Anyhow, here goes. *The game begins with a FMV showing the Covenant Holy City, with a meeting proceeding onward. An Elite is telling a story to the fellow Prophets, about the Pillar of Autumn Space Marine ship which crash landed on the planet Reach. The Prophets criticize the commanding Elite for not stopping Master Chief, and allowing him to destroy the Halo ring. The Prophets declare him a heretic, and he is taken away. The game then shifts to the Earth Defense Plateau, which protects Earth from opposing forces. We're then brought to Master Chief placing his helmet on, and talking to one of the tech heads aboard a Marine ship. Apparently, Master Chief has gotten a nice upgrade to his armor. The better the merrier.* ____________________ /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 ass 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 bitch! 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 arse.* 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. _________________________________________ /Troubleshooting/Glitches/Solutions (7.2)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Often, many players may have trouble connecting with X-BOX Live. This section will address some of the more specific problems you may have with Halo 2 that aren't glitch related, or in-game play. <<|>> PROBLEM: I can't hear a certain person, even though other players can in the room. ANSWER: This is actually a networking error. Some people have special LAN connections which use software and not actual routers. For some odd reason, you will not see their MIC symbol move, nor hear them speak, while other players in the room can. This use to happen to me frequently on Black Arrow. Try muting the person's voice by entering the player's menu, then turning their voice on. The voice will eventually return after a timed interval, but sometimes it can last up to 45 minutes of no hear. PROBLEM: My LEVEL icon disappeared. What happened? ANSWER: As far as I'm aware, this glitch only happens if you leave a clan. I use to be apart of a clan, but left. After leaving, my LEVEL ranking disappeared. My icon was gone until I rejoined a clan. To fix this problem, create your own clan by sliding to the clan tab. Now, once you've made the clan, leave the clan. Your ranking should reappear. PROBLEM: How do I do the special "echo" effect some people have on their MICs? ANSWER: Once your MIC is fully plugged in, slightly jiggle out the part where the pin plugs into the receptor (which is in the controller itself). Pull it out far enough so you don't hear anyone's voice anymore, yet your icon will mimic their every word. PROBLEM: During the game, a bright blue window appeared. It takes forever to restart the game. What happened? ANSWER: Halo 2 uses a special optimization sequence where the person with the best connection is the host. In some cases, they MAY not be the party leader. If they leave the game, and they were the connection host, Bungie attempts to relocate the next best connection to host the game. That's why it can take anywhere from 15 seconds to a minute to find the ideal host. PROBLEM: I was playing a matchmade game when the blue window appeared. Suddenly, I was dead, and/or the flag was captured. ANSWER: This is actually a router glitch that people have been performing. Thankfully, the Autoupdate has fixed the Standby glitch, meaning players cannot use it to cheat anymore. They can still perform standby, but the game will actually freeze their screen too. PROBLEM: I've been hearing something about a "dummy" glitch. What is it? ANSWER: This glitch has been fixed in the Autoupdate. PROBLEM: What's the stand-by glitch? ANSWER: Some players have special routers which have a setting that let's them halt the game temporarily. All other players in the game will see a blue status window saying it's looking for a connection host, yet the player performing the glitch can still move around in the game. Thankfully, it has been corrected in the Autoupdate. _____________________ /Custom Game Variants/ -=-=-=-=-=-=-=-=-=-=-=-=-= As some of you may know, Halo 2 incorporates a special feature which let's you create your own gametypes. Unfortunately, many people haven't taken advantage of this feature to the fullest extent. This section will list some custom gametypes that I have used/played during my Halo 2 experience, types that others have created, many of which are fun and exciting. Dawn of the Dead has its own section after this. Please contact me with your custom gametype, and I'll list it here. ____________________ ___/// RAINBOW SIX 3 ///___ -- credit to: UNKNOWN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ |TEAM SLAYER| 6-16 Players| =========================== Starting Weapon: Battle Rifle Secondary Weapon: Magnum Grenades: On No Shields: On Lives Limit: 2 Weapons on Map: None Turrets: Off Powerups: Off Vehicles: Off Map: ONLY Headlong Radar: Off RATING: *** - "The idea is to illustrate Rainbow Six-like gameplay with realistic deaths, quick battles. Each team starts off with a typical zoom rifle and secondary weapon. Grenades are the easiet way to get kills, but you'll expose yourself when tossing them. It's very easy to die, so camp and use teamwork. Each player only has two lives, meaning you'll want to avoid death as much as possible. This is only fun on Headlong, since the map is big, in an urban setting, with lots of camping locations. First team to entirely die loses." = Personally, I've had fun with this for a good hour or so. Most people will stick together. No radar makes it a real challenge, and everyone has battle rifles which can almost yield instant kills. Get a height advantage on the map, preferably where the bomb normally would spawn, or at the opposing portal building. __________________ ___/// PAINTBALL ///___ -- credit to: UNKNOWN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\ |TEAM SLAYER| 4-12 Players| =========================== Starting Weapon: Magnum Secondary Weapon: n/a Grenades: Off No Shields: On Lives Limit: 2 Weapons on Map: None Turrets: Off Powerups: Off Vehicles: Off Maps: Lockout, Midship, Beaver Creek Radar: Off RATING: ** - "First of all, there should be an even amount of players in the game. There should be multiple teams of 2 players each, so you basically have a paired buddy. Again, this is just like paintball. You have two lives to survive with, and it's almost one-shot kills with the Magnum. You must be the surviving team at the end. This map is most fun on Lockout." = I tend to hate this gameplay mode, although others are more fond of it. It's practically camping madness on small maps. Try to get headshots with the Magnum, and dual-wield for full efficiency. __________________ ___/// HIDE N SEEK ///___ -- credit to: UNKNOWN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\ |JUGGERNAUT| 8-16 Players| ========================== Time Limit: 5:00 minutes Starting Weapon: Magnum Secondary Weapon: Energy Sword Active Camo: On (except for Juggernaut) Grenades: On No Shields: On (only for regulars, not Juggernaut) Lives Limit: 1 Rounds: 2 Weapons on Map: None Turrets: Off Powerups: Off Vehicles: Off Maps: Midship, Ivory Tower, Beaver Creek, Ascension Radar: Off (on for Juggernaut) RATING: **** - "Hide N' Seek is one of the more modern game modes that's fairly popular. The basic idea is that all of the people in the game are invisible, have no shields, and must HIDE from the Juggernaut (who is chosen at random at the beginning of the game). The Juggernaut is the seeker, and must kill all Hiders before the round ends. The Hiders are NOT suppose to kill the Juggernaut, and the Juggernaut has a radar, while you don't. The idea is to find creative spots that you doubt the Juggernaut will find you. Since you only have one life though, it can be fairly risky. Also, the Seeker can use either the Pistol, Grenades, or Sword. The Juggernaut should be visible too, so turn off Active Camo for him." = There are many creative spots. Don't go to the usual hiding spots, but rather areas with bushes, weird ledges, or behind corners. Avoid direct sunlight, as it shows your camo away instantly. _______________________ ___/// METAL GEAR SOLID ///___ -- credit to: puppy \\\\\\\\\\\\\\\\\\\\\\\\\\\\\ |JUGGERNAUT| 6-16 Players| ========================== Time Limit: n/a Starting Weapon: Magnum (either can use) Secondary Weapon: Sniper (for Juggernaut), Battle Rifle (everyone else) Active Camo: On (only for Juggernaut) Grenades: On No Shields: On (only for regulars, not Juggernaut) Default normal shields for Juggernaut Lives Limit: 1 (even for Juggernaut) Weapons on Map: None Turrets: On Powerups: Off Vehicles: Off Maps: Zanzibar (ONLY) Radar: Off (on for Juggernaut) RATING: *** - RULES - 1. Juggernaut must start "behind" the beach seawall, meaning no players should engage him while he moves there. Meanwhile, all defending guards must move to a 'perimeter' zone, which is no further than the Giant Wheel, or invisibility tower building. They're suppose to guard the base. 2. The sniper for the Juggernaut is designed to eliminate any exposed threats defending the base. Hence why it's smarter to actually defend the base rather than run near the wheel. 3. Snake, or the Juggernaut, must kill all enemies on the base defending the map. This is somewhat easy because enemies have no shields, but he can be ganged up on. The guards are suppose to kill Snake at all costs. 4. The person who kills the Juggernaut becomes the next Snake next time through. 5. If Snake runs out of ammo, you must melee people to death. No hiding permitted for Snake. = As you can see, there are quite a few rules for this game type. Overall, it makes decent sense, and puppy did a great job creating it. The whole myth behind Zanzibar actually relating to MGS seems to be confirmed. This game variant just needs some decent players to follow the rules, and it can be extremely fun. Remember that the Juggernaut is invisible, but should have normal speed and normal shields. _______________________ /Dawn of the Dead (7.3)/ -=-=-=-=-=-=-=-=-=-=-=-=-= Quite possibly the greatest game variant created thus far, it has invaded the Halo 2 gaming community like malaria on a hot, steamy day. Dawn of the Dead is a fun custom variant which requires some honesty on certain players, and a degree of teamwork. Here are the settings as follows: ___________________ ___/// DAWN OF THE DEAD ///___ -- credit to: UNKNOWN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ |TEAM SLAYER| 8-16 Players| =========================== Starting Weapon: Shotgun/Magnum Secondary Weapon: Energy Sword Grenades: Off No Shields: On Lives Limit: Unlimited Weapons on Map: Shotgun/Magnum (depends on which type you're playing) Turrets: Off Powerups: Off Vehicles: Off Map: Foundation, Zanzibar, Lockout, Ascension, Burial Mounds Radar: Off Friendly Fire: Off Time Limit: 5:00-10:00 minutes Kill Limit: 50-100 kills (if not using time limit) RATING: ***** - "The idea is to reinact a Resident-Evil like environment, with a red/green team. Everyone except one person starts out as the red team, which are known as the Slayers. Slayers can use only Shotguns/Magnums, even though they have an energy sword in their inventory. The green team starts out with one Zombie, who can ONLY use the Energy Sword. The idea is for the zombies to kill all of the slayers. When a Slayer is slashed by a Zombie, he/she MUST switch to the green team and be a zombie. Once you turn into a Zombie, you must hunt the Slayers. Basically, you only get one chance at being a Slayer, then you must stay a Zombie for the rest of the game. Since Zombies can only use the Sword, it becomes challenging to kill the Slayers who armed with Pistols/Shotguns. However, no radar makes it easier to sneak up on people. Depending on the size of the map, a time limit will count down. If the Slayers can survive after the time limit ends, they win the round. If the Zombies kill all the Slayers, then the host should end the game. If a kill limit is planted, the Slayers must "fend off" the Zombie attack for a certain amount of kills." = This is by far the most addictive and fun gameplay type I've had with Halo 2. Some key items to remember are that the host has complete control over which type of DotD you'll be playing. Many die hards believe in Shotgun-only, with no Magnums. This makes the gameplay extremely hard as you have no long- range capabilities. Other players believe in Magnums-only, or Mixed. I personally believe in Mixed. The Magnum is the best weapon to use since Headshots yield instant deaths, and you can dual-wield for shutdown power. I use to not believe in Dual-wielding, since it's fairly cheap, and two slayers can mow down an entire army. Some hints to remember are that you can hide on some cheap places on the map. On Zanzibar, you can get onto the top of the wheel by hopping via the rotating part onto the bridge, then up to the top. On Ascension, you can hide in the two inlets. In Foundation, you can barricade yourself in via boxes, or boost up to an upper portion. Foundation is where you will have the most fun, but you need a TON of people for this game mode to work. ^^ NOTE: Remember that this game mode is based off of honesty. If Zombies start to use weapons on you like guns, tell the host to boot them. If Slayers don't switch over after being killed by a Zombie, then check the Zombies Kill Total. It will always reflect how many Slayers have been killed. If it says 6 for the zombies, then there should be 7 Zombies (one which is the initial one). Sometimes deaths will occur from suicides off of falls on the map. Penalize people who repeatedly suicide, or boot them from the game. Also, watch for explosive If your own slayer shoots them, and you die, you do not have to switch over. Try to use teamwork with the other slayers to survive. Camping a corner of a room, the beach on Zanzibar, or a tower in Ascension is a solid strategy. ______________ /Sniping (7.4)/ -=-=-=-=-=-=-=-=-=-=-=-=-= To become a complete player in Halo 2, it often requires the essential weapons and sheer luck to come out on top. Believe it or not, being a great sniper is one of those key elements which can make the difference between a team stopper, or real flopper. Snipers are one of the most dangerous player "types" out there that you can face. They're the only long-range threat in the game, when well-equipped. They can also isolate camping positions to sheltered, narrow spaces, and take out some of the most skilled players who cannot counter-attack. This section will specifically talk about how to increase your skills as a sniper, along with map spots that are perfect for sniping. - Before we jump to any conclusions, there are truly two classes of snipers. __:" ALL-AROUND SNIPERS ":_______________________________________________ | |>> Setup: | - Sensitivity set to (5) | - Offensive/Defensive \ | All-Around snipers are practically your typical "great" sniper seen during a game. The idea is to get a hefty sensitivity which is fast enough to utilize the scope at different angles from various heights. Mainly, great snipers will look for the height advantage. In many cases, it might be the corner hill on Zanzibar, the sniper tower on Ascension, or one of the ruin blocks on Burial Mounds. Get a nice spot, get cozy, crouch for no radar detection, then snipe away. Most all-around snipers are better with the Beam Rifle, due to the unlimited cartridge (when shot correctly). They can also combat in close range fairly well, but you'll find these guys a true show stopper. __:" SWIPE SNIPERS ":___________________________________________________ | |>> Setup: | - Sensitivity set to (10) | - Defensive \ | Swipe snipers are considered "unfair" to an extent, and was actually invented only a short while ago in the Halo 2 gaming world. Basically, the idea is to set your sensitivity to the highest setting, then find a target, and start 'swiping' left and right across the upper portion of their body. Rapidly press the aiming joystick back and forth. Now, press the fire button right when it appears to be in the middle. The idea is to press the fire button right when the "auto-aim" feature of the sniper rifle turns red. As many of you know, when you have a headshot targeted, the reticle circle turns a bright red. Press the trigger while swiping rapidly, and it supposedly makes it easier to snipe people (rather than aiming manually). Of course, it takes some practice getting use to the insane sensitivity, not to mention swiping and sniping. It's a lot quicker than you'd normally think. Unfortunately, swipe snipers "usually" must be standing still to perform the miracle, which means they're really just a defensive threat. They can be offensive juggernauts in closer ranges if backup is provided. ______________ +/MAP STRATEGIES\+ -- ASCENSION -- > Mini-Sniper Tower Roof < = Proceed here, jump on the side ledge, then jump up to where the roof is. You cannot be grenaded, and only a Battle Rifle will expose your position. The opposing sniper tower which is much larger is too snuffed in, although you can get some good shots off near the side platform ledge that overlooks the brown undercut pathway. > Sniper Tower High Roof < (thanks to Dutch Hayabusa) = Get a sniper rifle and Banshee (which seems to be the toughest to do). Fly up to either tower with the Banshee, and land on one of the roofs. You now have the highest overall view of the map, not to mention a height advantage, along with protection from opposing snipers. The shots may take time getting use to though, especially on the bullet velocity delays. -- BEAVER CREEK -- > Your own Base Roof < = Rarely will get you grenaded, not to mention you get a view of the entire map, along with ANY tangos who try to go on the sides of the map where the Overshield, and Shotgun are. The center hill is too tough to get on, and even so, you can get exposed by Needlers, PP, or a BR. Make sure you crouch while on the roof. Going on the opponent's base is nice, but often has a strong weakness because you'll be TOO close to actually snipe the players. > Mini-Sniper Tower Roof < (thanks to Dutch Hayabusa) = Go right where the Sniper Rifle spawns, along the pathway opposite of the Rocket Launcher pathway. Now, hop along the left, and there's another small ledge you can stay from. While this spot is good, you're still exposed to grenades and RPGs. Great for a change of pace when crouched. -- BURIAL MOUNDS -- > Elevated Black Ruin Block < = Get the Beam Rifle and head towards the ruins. Look at one of the segments near the Sword Tunnel, and hop onto it. Now, crouch to get off radar. You should have a heads-up view of the enemy base straight in, not to mention a few shots on the charging battlefield. Only a smart Ghost will catch you. > Right of Base, near large rock & BR < = Another great spot on defense is to get the Sniper Rifle, jump down, and go right with the large hill in front. Grab the BR for support. Now, snipe anyone who tries to crouch in the front of your base, or walk across the upper bridge path from the small black cave tunnel. You can even snipe people travelling through the ruins. > Top of Ruins < (thanks to Dutch Hayabusa) = Head to the Ruins with the Beam Rifle (preferably). Look for a wall which looks like this: ____ \ __/ \_/ There are actually two of them. The one closer to the large slanted black pillar is easier to get on. Anyhow, you can hop onto these, then hop left/right to the upper portions of the ruins. The "v" crack on the right is tougher to get on, and requires a well-timed crouch jump. However, if you get up here, and you can actually get high enough to match yourself in the black shadow of a large pillar, and be almost completely unnoticed. -- COAGULATION -- > Either Elevated Canyon Position < = Get up to the slanted canyon overlooking the base, by either a Ghost or Banshee. You can also get onto the flat pillar ledge that sticks out way above the other base via a Banshee. While you can get grenaded, you'll have a wide arrange of shots to nail down people with. > Small Rocks near Portal / Pine Trees near Portal < = Again, both of these spots are safe bets, because rarely will the opposite team rush your exiting portal. You have solid protection, not to mention ammo/powerup control at these locations. Strafers in the middle get pelted down. You can ALSO go to the opponent's exit portal, crouch on it, and snipe anyone who dares try to make you move from blocking the portal. Melee people who try to telewarp you. > Top of Pine Tree < (thanks to Dutch Hayabusa) = This one is extremely tough, but can almost cause opponents to go crazy mad. Get a Banshee and Sniper Rifle (which is tough again), and proceed to where the pine trees are near the exit spawn portal. Now, get out of the Banshee as it moves "slightly" past the tip of the pine tree. When you get out, the Banshee should pop your body out behind it, on top of the tree. Now crouch and snipe for invisibility in a tree. This one takes lots of practice to time to get out of the Banshee. I recommend practicing it first in a custom game. -- COLOSSUS -- > Red/Blue Upper Corner Hallways that lead to middle < = Get the Beam Rifle or Battle Rifle, and camp these locations. The upper corner pathways give you a dual-wall for backup support, two long halls, to snipe out of, plus easy access to a newly spawned weapon. > Your own spawn < = Get the Beam Rifle, and navigate back to your "main" spawn. Now, simply camp this location with ease. You'll have spawning reinforcements, rarely get rushed, and only an accurate BR can halt your progress. > Window above Overshield < (thanks to Dutch Hayabusa) = Get the Beam Rifle, head back to your natural spawn, and look against the base ledge. You should see a high blocking wall. Jump onto this, then leap over to the nearby yellow window. You should now be directly above the Overshield, and pretty much have an "Overview" of the map. > Column Support behind Battle Rifle nests < (thanks to Dutch Hayabusa) = Proceed to either base, and head to the special upper ledges where you find Battle Rifles and can usually snipe from. Now, turn around, and you should see a large column support. If you time your jump, you can land on this column support and shoot from here. This is also a great hiding spot as well. It looks like this if you're having trouble: ----------------------- [ ____ [ {BR} X___ [ ----------------------- -- FOUNDATION -- > n/a < = There are no Sniper Rifles on Foundation, although there are BRs. Simply put though, there are no true advantageous spots. While you can camp a room entrance with a BR, grenades still reach with little effort. -- HEADLONG -- > Red Broken Bridge Area on Left < = Get the Beam Rifle, then head to where the Warthog usually hops across via a missing road section. Make sure you're on the left, against the wall though. Go to the ledge, and snipe anyone who uses the portal, middle flank, and anyone who rushes from behind. VERY annoying on defense, not to mention out of view from the offensive Sniper Rifle. > Red Rocket Launcher spawned spot < = Camp your home RPG on this cozy balcony. Overlooks the main field, gives you access to explosives, plus you can get angled shots on people coming out of the portal. > Red Upper Back Bridge Entrance < = This works for either team. Get a rifle, mount yourself near this bridge, and snipe anyone who tries to defend the 3rd floor. Makes it easier for the attacking team on infiltration missions. -- IVORY TOWER -- > 3rd Floor Sniper Spawn < = Simply snipe where the Sniper Rifle spawns. I personally hate this spot, but it's still VERY effective to this day in taking out exposed defenders. VERY useful on CTF, where you can kill anyone near the flag not on the sides. You can get flanked by an Overshield, but you're out of range from Plasma Pistols. Grenades can be a weakness. > 2nd Floor Circular Platform < = Get on either side of the 2nd floor platform close to the enemy base. Crouch, and take out players from an angle. You can get flanked though with a well-comboed player. > Trees < (thanks to Dutch Hayabusa) = Get a Sniper Rifle, and head to the upper wooden platform where the Plasma Pistol spawns over the flag spawn point. Jump onto the center trees, and try to land on the very top. You can crouch snipe here and be disguised extremely well. Gives view to cover RPG, any opposing snipers, and even the Shotgun. You can also do this for the trees where the Shotgun/Covenant Carbine are by hopping from the same wooden upper platform. -- LOCKOUT -- > Large Building Roof with dual barrels < = Get up here, and snipe away with a Sniper Rifle OR Battle Rifle. You'll be nearly unstoppable. Highest access on map, and the barrels are behind some walls which pushes off the explosive damage. > Lower Pathway to blue jump-pad room Side Ledge < = Go to the lower pathway which enters a blue jump-pad room. Now, look for two side flaps. Crouch on them, go against the wall, and you have EASY access on anyone who dares take the corner exposed pathway. -- MIDSHIP -- > Highest Center Anti-Grav Platform < = This spot can spell rapeage if you have a friendly supporting fire with a Plasma Pistol. While there is NO sniper rifle on the map, get one of the Battle Rifles near the lower anti-grav spots, then hop up here, and snipe away. Great for offense/defense, hits exposed targets in the enemy base, and can guard the newly-spawned Sword (if that situation ever occurs, rarely). > Dark Upper Halls near Anti-Grav Platforms < (thanks to Dutch Hayabusa) = Again, head to the upper pathway which is OPPOSITE of where the Needler spawns. Along the back corner walls, you can find a left/right tunnel shell that blocks the light and makes dark shadows. Hide here with a Battle Rifle, and snipe away. This strategy is used by MANY high level Team Slayer people, where one uses a Plasma Pistol, and the other sweeps up with the Battle Rifle. -- WATERWORKS -- > Your Own Portal Exit < = Proceed through your portal with either Sniper Rifle, then stay AT the exit. Eventually, you'll get a freshly spawned RPG, you can snipe anyone who approaches from the side flank, eventually guard against vehicles with the new RPG, not to mention blocking your own portal. Why would you do that? Simple. You can stop opponents from taking your flag through your own portal, and running away with it. This only works on defense. > Upper Middle Platforms near third Sniper Rifle < = Another common spot is to stay up where the 3rd Rifle usually spawns, and simply pelt the base with shots. You can even go on the extended canyon ledge, and rain down fire on the base. These spots are great because the Sniper Rifle will keep spawning, giving you more ammo without scattering. Some players will go higher, near the base of the stomper using a Banshee. I think it's a waste of time though, due to the height and inaccuracy of shots. > Hanging Pipe above Enemy's Roof < (thanks to Dutch Hayabusa) = Get a Banshee and Sniper Rifle. Fly to the opposing base, and above their capture point should be a hanging pipe which looks slightly twisted. Get out of the Banshee on top of it, and crouch. You can now snipe the enemies from this location when they go to their roof, or hit them from behind. -- ZANZIBAR -- > Upper-most Hill overlooking building base < = By far the most common sniping spot in all of Halo 2, this upper hill is past the second Sniper Rifle. Simply cut a jump around the corner, and run to the top. You can get grenaded sometimes, but it overlooks the enemy base, and is great for laying down suppressive fire. Ensures no defender gets NEW rockets. > On Top of the sub-Wheel Platform < = Get up to the top of the wheel by one of the rotating ledges. Now, hop onto the solid midsection platform supporting the tunnel that loops. You can snipe on this very high ledge OVERLOOKING both the offensive & defensive sides of the base. Tough to get headshots though. ____________________________________ +/SNIPER AMMO CARTRIDGE PACK LOCATIONS\+ - Believe it or not, there are actually Sniper Ammo packs available that regenerate MUCH quicker than getting a new sniper rifle for ammo. They're available on a few maps that contain Sniper Rifles which can be picked up, but are NOT available on all. This section will describe the location of each based on the map. A very unique strategy is to camp these areas where the ammo packs respawn, and simply regathering ammo so you never run out. You'll never let another Sniper Rifle respawn (the original one you picked up), and if you use stealth, can rarely die. -- COAGULATION -- > Three rocks by Red Base < = Located in the middle of the three rocks; this spot is a tad more tough to snipe from. You'll usually be too close to the action, and some offensive players will take shelter here. > Three rocks by Blue Base < = You'll find the packs right before the Shotgun, in the middle of the trio. Thankfully, this is the best sniper spot for where the packs respawn. Stand up, and you won't be on radar. Walk slowly to avoid radar detection. Simply hold this area, fire away, pick up some ammo, and repeat. You'll get a view of wide open fields, and be slightly out of the action to avoid being detected. -- HEADLONG -- > Next to Green Crate where Blue Base Sniper spawns < = There's one small ammo pack which spawns right next to the horizontal green crate, that sits besides where the Sniper Rifle normally spawns. Pick this up, with the Rifle, and you'll instantly have 20 rounds. This is the better spot in my opinion, because you have a better overall view of the map. > Top Right area near Overshield < = Run up the stairs that lead to the Overshield, then turn right, and jump to this upper area where a slab protects you from view. You'll find two packs lying behind it. While this is a great spot, and the Overshield spawns for protection (plus overkeeping of the RPG), the view is quite limited. I'd rather have the other spot. __________________ /CTF Methods (7.5)/ -=-=-=-=-=-=-=-=-=-=-=-=-= Arguably the most popular match type when it comes to matchmaking, CTF, or Capture the Flag, is a simple game where you must be the one to capture your opponent's flag the most. You must infiltrate the opposing base, grab the flag, and somehow, manage to get it back to your own spawn where you can score it. While there are varying types of CTF (One Flag Offense/Defense - Multiflag - and so on), each has the same simple goal. Most team-based players try to split their team into "offense" and "defense", where each guy will try to prevent or assist in your team's ultimate goal. This section will describe CTF strategies for each map. I'd like to thank Dutch Hayabusa for coming up with the idea for this section, and also for submitting many of the strategies. I'd also like to thank Dutch Sephiroth for helping him perform many of these tricks. -- BEAVER CREEK -- > Portal Snatching < (thanks to Dutch Hayabusa) = Portal Snatching is a very secretive technique, but works well. This is perfect for multiflag games. Start off by having one person on defense, two on offense, and another person who does intermediate things (grabs powerups, new weapons, so on...). Now, have the two offensive people get onto the base of the opposing team. Make sure your defensive man is right next to your own capture point, preferably near the back portal that is right against the wall. Your first offensive man should jump through the enemy's window panel, grab the flag, then toss it straight up and out of the area he dropped down. The second offensive person should grab the flag tossed up, and then run to the enemy's portal. Warp through, and toss the flag inside the green portal. Your defender can actually grab the flag THROUGH the portal wall, and make a quick capture. -- BURIAL MOUNDS -- > Wide-Open Toss < (thanks to Dutch Hayabusa) = Since Burial Mounds is only One Flag CTF, do your best to get inside, and simply toss it out into the open. The best spot is the desert field right out in front of the enemy's base, with the turret overlooking the broken ruins. Hopefully you'll have a Sniper or Carbine who can nail off the turret man. Now, simply hop-toss the flag back towards your base. Try to get it out of the field as quickly as possible, and off the canyon ledge so the turrets cannot suppress fire. -- COAGULATION -- > Quick Roof Toss < (thanks to Dutch Hayabusa) = This is similar to the Beaver Creek plan. You need 3 people, all who can preferably get into one Warthog. Now, have one person get out near the enemy's spawn portal exit. Leave the Warthog here. The other two should get onto the enemy's roof. One person should drop down, and toss the flag through the roof to the second person waiting. The second person should run through the enemy's portal to the third person, who is waiting with the Warthog. This takes efficient teamwork, but is effective. Make sure your third person blocks the portal with the Warthog, to prevent enemies from interfering with the plan. > Floor Snatch < = By far the most common method of snatching the flag, simply get under the enemy's base, where the Banshee usually spawns. Hop onto a Banshee, then jump upwards, and hold down X to snatch the flag through the floor. If there is no Banshee, use your Warthog for a boost, and grab it. This plan is highly predictable, and you will often be ambushed down below. The escape plan can also be tricky as well. -- COLOSSUS -- > Conveyor Belt Bounce < (thanks to Dutch Hayabusa) = This is a very useful trick, which DOES require practice. Sometimes you can do it all by yourself. Get somebody to snatch the opposing flag, then jump off the ledge. Time their release so the flag bounces and hits the metal conveyor belt on the mid-ground floor. It should bounce up with huge height, and sometimes can land on the other side (where your base is), or fray against the wall. Sometimes it is better to have a second person waiting to pick up off the large bounce. This plan is not 100% fullproof as it requires a good flag bouncer to do so. -- HEADLONG -- > Sneaky Snatches < (thanks to Dutch Hayabusa) = These are two tips combined into one. Simply get two people, one to stand on the third floor (directly above the flag capture point). Having them crouch makes the plan more effective. Get a second person to grab the flag, look straight up, and toss it up. Your second person can grab it through the floor, and then run out through the roof exit. However, you will usually get gunned down before reaching the flag point. The other method is to grab the flag, jump down to ground level, and toss it into the corner doorway near the front, that overlooks the large open field. Players on your team can grab it THROUGH the wall where the front corner is. -- LOCKOUT -- > Mid-Floor Toss < (thanks to Dutch Hayabusa) = Probably the most common way of capturing the flag, get 2-3 people. One should stand on the middle platform, where most of the battles traditionally occur on Lockout. Have your two other people attempt to grab the flag, and run up the SLANTED path (not down into the blue anti-grav room). When they reach the section, cut a left, then toss it up where the opening is to the middle platform. Toss the flag, and the person standing there from before can grab it. He can now run directly straight back to the Battle Rifle Tower by hopping on the walkway side ledges, and then onto the slanted section. -- MIDSHIP -- > Bouncey Bounce < (thanks to Dutch Hayabusa) = Another common technique on this map. Get three people to stay together. One should grab the flag, and immediately jump-toss the flag to the middle of the arena, where a second person is crouched waiting to grab it. The second person runs back towards their own base, and tosses it upwards to the third person playing defense, who can grab it off the ledge. This is the most efficient way I've personally seen CTF go on Midship. -- WATERWORKS -- > Quick Roof Toss < (thanks to Dutch Hayabusa) = As usual, get two people to go together to the enemy base. You can do this with Banshee flying, but it takes too long. Once there, have one person jump to the enemy roof, but make sure they're crouched. You can get up to the enemy's roof quickly by using a large green side box, to the right of their base, or by taking their back portal path all the way to the front. Once there, the second person should grab the flag, and toss it up through the hole in the enemy's roof. The first person should grab it, and run through the portal. ___________________________________ /Elite vs. Spartan Comparison (7.6)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A common misconception, and still questionable topic among many Halo 2 players is the differences between the Spartan & Elite models that you can choose to use over X-BOX Live. As most of us know, the Spartan is the human version of a superwarrior, while the Elite is the Covenant version of a superwarrior. In essence, each seems to have their own advantage/disadvantages although Bungie is not willing to admit anything. I'd like to thank TimeOfRogues for telling me to create this section! __________________________________________________________________________ --------------------> SPARTAN <-------------> ELITE <--------------------- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 1 - Same Jumping Abilities >> - Same Jumping Abilities @ 2 - Default Hit Boxes >> - Irregular Head Hit Boxes @ 3 - Default Melee Attack >> - Default Melee Attack @ 4 - Default Shield >> - Thicker Shield Radius @ 5 - Both can Glitch fly >> - Both can Glitch fly @ 6 - Can't Dummy glitch >> - Can Dummy glitch @ 7 - Smaller Body Frame >> - Larger Body Frame @ [1] - Jumping - Originally when the game came out, most players thought that Elites had a higher jumping ability, to make up for their other shortcomings. This is completely false. Both Elites and Spartans have the same jumping ability; it's just the operator that sucks. Remember that crouch jumping to maximum height is usually achievable by hopping against a wall with a running boost, then hitting the crouch button at the peak of the jump. Holding it down earlier lowers your height on the jump. [2] - Hit Boxes - Hit Boxes are defined as the polygons surrounding a character model, which represent where you can get HIT by enemy projectiles. It has BEEN proven that Spartans have a straight-up hit box frame (like the human body), while Elites have a slightly hunched forward head (as if they're leaning over). This is why you MAY find it easier to snipe Elites while walking along the side, because you're actually pelting their head at a crouched angle. The same amount of hit boxes are there, it's just that they're shifted into a more adversarial position. [3] - Melee - This is one element that I've yet to prove, and it probably is still questionable to this day. I played an Elite for 3 months, and still got the same amount of melee kills as playing as a Spartan. Both characters have equal damage on melee attacks, ALTHOUGH this case is different with the Energy Sword. You may find it easier to hit Elites from the front (because of their hunched forward head), why it's usually easier to lock-on. This is the only exception. ONE key difference I have noticed is the Spartan's melee attacking speed. It is MUCH faster than the Elite's, which is why I recommend going Spartan. [4] - Shield - This is actually a questionable element in the game, and I do believe it quite extensively. Both Spartans and Elites have plasma shields which protect them from enemy bullets until the shield wears off from damage. The Spartan's is colored a yellow-brown mix, while the Elites have a sky-blue color. It seems like the Elite's shield is thicker, as if you could shoot slightly out of their body radius, and still hit the shield. This could be due to the positioning of their hit boxes, but regardless, I am dying less when I switched back to a Spartan after 3 months. Could be my increase in skills, or a proveable rumor? [5] - Glitch Fly - Removed in Autoupdate. [6] - Dummy Glitch - Removed in Autoupdate. [7] - Body Frame - As stated before, the Elites are slightly stockier with their body, because of the hunched head, and items of sort. This can also attribute as to why their body shield gets hit easier than a Spartan's body shield. Because of this, your chances of being hit as a Spartan are more common, with exception to an Energy Sword to the back, because your head is bent slightly forward. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 8) Secrets - ============================ Thankfully, the developers at Bungie were a tad more deceptive than one would think. Unlike most developers which are thankful for getting a game onto the shelves, Bungie actually took the time out to toss little secrets into each level. Whether the secrets or details are large and small, they make quite an impact on expanding the replayability of the game. The following section will describe some of the available secrets, but I will not go into detail on how to obtain them. Refer to some of the other FAQs available on www.gamefaqs.com if you're looking for specific details. _______ /Skulls/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= As many of you already know (from playing Teamball), you must carry around a "skull" as part of the iconic way of winning. Well, apparently, Bungie has an odd obsession with skulls. During campaign mode, only on the LEGENDARY difficulty, you can collect hidden skulls which each have separate names. Each of them activates a special "mode", onto your character. Better yet, someone is trying to link them together to figure out exactly how and where they originate from. Perhaps there is a greater purpose amongst the skulls? We'll only know with time. **************** I'd like to give a *SPECIAL THANKS* to www.gamewinners.com **************** - for providing the location of these cheat codes. Here's the following list of them: +*+*+ Envy +*+*+ `~~~~~~~~~~~~~~` LEVEL: Delta Halo "Start off near the level and land. Move up towards the main temple, and look for some mounted Plasma Turrets to start lay down some fire on you. Look past the turret on the left, and you should notice a small (yet well disguised) door along the wall. There's a rock in front of the door. Jump onto the rock, the nearby ledge, then onto the next one to the left. The next part is fairly tricky. You'll have to frag grenade jump to reach the top of the sealed door building. There should be some Elites dancing with the Envy Skull on the ground. Pick it up to receive active camoflauge." EFFECT: Active Camoflauge +*+*+ Ghost +*+*+ `~~~~~~~~~~~~~~~` LEVEL: Uprising "Make it through the level all the way up to the armory where you usually re-equip yourself with human/covenant weapons. Head to the "L-shaped" room right past this. Grenade jump up to the rafters immediately after this door, or push a box out, and boost up to find the skull. Enemy awareness will decrease after picking up the skull." EFFECT: Decreased Enemy Awareness +*+*+ Anger +*+*+ `~~~~~~~~~~~~~~~` LEVEL: Gravemind "Make your way through the Covenant City all the way till you reach outside. Move along the right side, and proceed against the wall. Look for a red railing in the distance. Crouch-jump to reach it. Run to the end and you'll discover the skull. Apparently, it motivates the enemies even further, and causes them to shoot faster." EFFECT: Increased Enemy Fire Rate +*+*+ Thunderstorm +*+*+ `~~~~~~~~~~~~~~~~~~~~~~` LEVEL: Cairo Station "Proceed through the level, killing the Covenant Boarders, till you reach the first major room where there are several Elites streamed along platforms (with nice artificial trees/plants) and a plasma turret mounted near the end of the room in a window. This is one of the first tough rooms you'll face. Anyhow, kill all enemies, then proceed to where the turret is. Jump to the ledge on the left. Then, diagonally jump across from pillar to pillar till you reach the other side of the room. Hop onto the ledge, knock some cans over, and voila, the skull. All Grunts and Elites become like the Spec-Ops leader, meaning they'll be superior in knowledge and abilities. Also, all Jackals will be given shields. This skull makes it extremely tough to complete." EFFECT: Upgraded Enemy Status +*+*+ Famine +*+*+ `~~~~~~~~~~~~~~~~` LEVEL: Oracle "Continue battling through the Flood till you reach a room where you see some breakable glass (in which a battle between the Flood and Heretics will occur). Proceed down, and after a certain amount of Flood are killed, the Heretics will finally open a door to proceed onward. Now, stand on the lower pillars that reach up to the second floor. Crouch jump to the opposing ledge right below the broken glass where you first entered. The skull is on this ledge, also surrounded by some Flood. All default weapons in certain locations will only have half ammo." EFFECT: 1/2 Ammo for all Preset Weapons +*+*+ Sputnik +*+*+ `~~~~~~~~~~~~~~~~~` LEVEL: Quarantine Zone "Right near the beginning, look for an Elite to your left. There should be a narrow opening to the left of this Elite as well. Proceed through the tunnel until you reach a cliff edge. Turn left, and follow the wall till you reach a rock wall. Move to the right of the wall, and head down the passage to find the skull. This will increase explosion physics, and cause more melee push on close attacks." EFFECT: Increased Explosion & Melee Physics +*+*+ Blind +*+*+ `~~~~~~~~~~~~~~~` LEVEL: Outskirts "When you crash land into the land, rush through the door straight ahead, then, look above for a bright ray of light. Crouch jump along the ledges around the room until you reach the top near the left. Turn left, and run down this narrow dark hallway. The skull will be at the end of the route. Strangely enough, it causes most of everything in your HUD to vanish, which makes it tougher to aim if you're not already skilled at doing so." EFFECT: Weapon, HUD, and Flashlight Sprites do not work +*+*+ Grunt Birthday Party +*+*+ `~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~` LEVEL: Arbiter "Keep making your way through the level till you reach the Banshees. Fly directly down till you reach the bottom where there are 3 column supports. Fly around the middle one, and search for an opening where you'll see some grunts dancing around. It's usually right where another support beam crosses over horizontally. Drop on in once you've found them, and pick up the skull. This adds a unique explosion effect on any headshot." EFFECT: Ranged Headshot Projectiles cause Explosive Damage +*+*+ Black Eye +*+*+ `~~~~~~~~~~~~~~~~~~~` LEVEL: The Great Journey "After defending the Scarab gun with your Banshee, make your way to where it just blasted up and opening inside the facility. Fly directly above the opening and jump out onto the small roof ledge. Slide down a rail onto a sphere area, and move over to the column opposing just where you were. Walk up and you'll find the skull protruded slightly under the area. This makes your shield not regenerate at all!" EFFECT: Shield Regeneration ceases except when Melee Kills performed +*+*+ Catch +*+*+ `~~~~~~~~~~~~~~~` LEVEL: Metropolis "Proceed through the level until you reach the area where a Warthog is circling, and there are 8-10 Jackal Snipers positioned around this upper walkway where you just entered. Make your way to the middle, and look for a path that leads up to a nearby building against the wall. Grenade jump to get high enough, proceed up till you reach the wall, then slide along it to find the skull. Your opponents will throw and drop many more grenades than usual." EFFECT: Enemy Grenade Tosses more common and more Grenades dropped +*+*+ Iron +*+*+ `~~~~~~~~~~~~~~` LEVEL: High Charity "The last anti-grav lift in the level has a skull right in the beginning of proceeding up it. Hold down X as soon as you hit the platform, and you should grab the skull. You will not be able to respawn on the levels, or make use of checkpoints. EFFECT: Level Respawning eliminated +*+*+ Mythic +*+*+ `~~~~~~~~~~~~~~~~` LEVEL: Sacred Icon "Move through the level, and you'll eventually drop down to a room filled with Flood fog. Cloak yourself, jump onto the nearest stack of crates, then jump up and over into the last hole against the wall. The skull should be lying next to a dead Flood body." EFFECT: Human Vehicles stronger +*+*+ Assassins +*+*+ `~~~~~~~~~~~~~~~~~~~` LEVEL: Regret "Make your way across the lake via the gondola, and drop off at the new building structure. Head on in, and immediately look to your right for a box. Hop onto it, then onto a nearby light structure, and crouch jump to the top ledge. Run out, and you'll be where the plasma turrets were firing from before. Now, use grenade jumps to boost to the roof, and move along the right. The skull is on a small grassy ledge with two dancing Elites right near the end. It should be fairly visible if you made it this far. The skull causes all enemies to have Active Camo and be invisible on radar." EFFECT: Enemy Active Camo and No Radar Detection +*+*+ (NO NAME) +*+*+ `~~~~~~~~~~~~~~~~~~~` LEVEL: Armory "After the tutorial tests are performed, wait for Sgt. Johnson to keep saying quotes telling you to get in. When he says "Would it help if I say please?", then run against the wall and huge the window facing Earth. Hold down X the entire way, and you'll pick up the Skull which is on a stack crates as the elevator passes by. The skull causes the Covenant to know your position, regardless of crouching or walking." EFFECT: Your Location always revealed ____________________ /Sword/Rocket Flying/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= * THIS TECHNIQUE HAS BEEN REMOVED IN AUTOUPDATE * ^ Can still be performed if you remove the Autoupdate, and play some of the levels with friends. One of the most well-known tricks in all of Halo 2 is Sword/Rocket Flying. Basically, it's a quick way of glitching into maps to explore the hidden secrets that the Bungie mapmakers placed into each map. In your spare time, make a custom game variant mode to test these items out. Here are the settings you need in order to do this: MODE: FFA Slayer STARTING WEAPON: Energy Sword SECONDARY WEAPON: Rocket Launcher OVERSHIELDS: ON DAMAGE RESISTANCE: ON VEHICLES: Wraiths/Ghosts/Spectres/Banshees (depends on map) ______________________ ()*) SWORD FLYING (*() - Now, in order to sword fly, it's VERY simple. As you normally know, your target reticle turns RED whenever you are in range to do a homing sword slash. A neat little trick to do is to run up to somebody, press R when you're in range for the slash, then QUICKLY tap X to cancel the sword slash. You must do it before you slash the person. This basically cancels the homing attack, and your character shall do a short fake-stab. Now, try doing it with your opponent jumping straight up in the air. Time the slash, and cancel it. You should fly upward. Now, try doing it with someone standing on a ledge. You can actually boost upwards onto special roofs and areas of the sort. This is useful for making close-ranged long jumps, without using your rocket launcher. ^^ WARNING: Make sure the person is facing you when jumping. Many people are not quick enough with the buttons, and will often assassinate a friendly in the meantime process. _______________________ ()*) ROCKET FLYING (*() - Rocket Flying is tougher to do, and actually took me a couple of days to figure out. As you know, when you aim someone with a rocket launcher, the reticle turns red. It's actually possible to use the long-range redness of the Rocket Launcher reticle, and make it act like a "sword-homing" attack, and actually fly towards somebody. Please note that rocket flying is reserved for longer jumps, especially at far distances. You MUST aim at someone with your Rocket Launcher, and the reticle MUST turn red. If it doesn't turn red, you don't have it centered on them, or they are too far away. Tell your opponent to stand still. Now, steady the aim on the person, and quickly press the following sequence of buttons (Y + X + R). Do Y, then X, then R. Now don't tap them like a combo on Street Fighter 2, you must do them VERY quickly and consecutively. I found it easiest to hold my right thumb over the upper part of the controller, invert is diagonally, and have the tip of the thumb on X, the midsection on Y, and your index finger on the R trigger. - So aim somebody with the reticle, hold your fingers into position as stated above, then press down Y, press right into X (with your one thumb), then quickly tap R with your right index finger. Keep repeating the sequence until you suddenly "fly" up towards the target. Rocket Flying basically locks you on to the opposing person, and you will fly straight up towards them. You can get straight up vertical cliffs, hills, and ledges normally unaccessible. ^^ WARNING: It is best to empty out all of your rockets before attempting this trick. Sometimes you'll accidentally kill the aimed target if you fire 2-3 rockets at them. _______________________ /Getting to Top of Maps/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= By using the above two glitch techniques, you can actually surpass the "invisible" barriers on the edges of maps, and see the top secrets of each. The great thing about getting to the top of maps is that you can impress fellow Live friends, show them neat little tricks, and explore the realms of scripted maps. You MUST know how to do the above two tricks, otherwise you'll run into some trouble. Some of these tricks require vehicles on the map. Go to Quick Options, and set them accordingly to fix the problem. _________ ___________________________/Ascension\___________________________ --=> Only a few things to be done on this map. Someone can ploop out of a Banshee on one of the two large pillars, then have others Rocket Glitch up. There are TWO hidden spots on this map great for Dawn of the Dead. - ONE: Go near the center radar dome, and head over between the cut-off bridge and Banshee Path. Jump on one of the small stones. Now, crouch and jump diagonally to the left. You should see a support pillar under the Banshee path. You can land on the diagonal trim near the bottom, and crouch their in secracy. - TWO: Go back to the same spot above, except position yourself on a larger rock to the right, that is more Overshield-aimed, and towards the large Sniper tower. Now, look down the at the support base which holds up the large sniper tower. You should see the pillar fade away. Jump down, and stay against the wall. Hold down the crouch button. You'll land on a small cut-in ledge that is right before the "dead" zone where you receive a suicide penalty. Crawl up, and you can actually hide here. Note that sometimes people will die attempting to fall there. ____________ ___________________________/Beaver Creek\___________________________ --=> Probably one of the least-glitched maps of Halo 2. You can get onto the roofs of each building by either jumping from the RPG hill/mound, one of the large side rocks, or one of the rocks by the Needlers. You can also block the portals by warping through them, and crouching right where you land. _____________ ___________________________/Burial Mounds\___________________________ --=> This one takes some practice to do, and a good Wraith driver. Everyone can get to the top of the map, but it takes TIME to do. You will need at least one WRAITH on the map, Energy Swords, Rockets, and your typical Overshields. Now, head over to the base of the bridge where you normally get the RPG rocket. Move past it till you see 3-4 large headstones sticking out of the ground. Turn right, and you should see a small wall hill. Have someone bring the Wraith over. Now, hijack the Wraith, but don't take it over. Just hold X to "catch a ride" up. The Wraith should boost up the hill, turn sideways to let you off, then go back down. Now, the person up top should turn around and notice there's a hill behind the invisible barrier. Have themselves stand right where the pointed ledge on the rock mound is. Make sure they're facing the Wraith, against the invisible barrier, and not moving. The Wraith should move slightly up the hill, full-boost speed, then blast the person through the barrier. Don't worry; it takes some tries, but the person will eventually go through the wall. - NOW: Try to boost everyone through the wall. The Wraith Driver should be the person most experienced with the rocket glitch. Now, the people on the other side can explore the lower portion of the map. There are bright "sun" spots that look like gold, and are truly sizzling. Have the people go left, and you should see a higher ledge. Move against the end of the map, run, crouch-jump on the declining hill. You should land on the next ledge. The others can Sword Fly up. Keep on running over until you start to see some cracks to your left. Find the one crack which OVERLOOKS the turret base straight-on. Have one person stand at the BASE of the crack, but not in it. Now, tell the Wraith Driver to get out, and come to the turret base. Tell him to line himself up to the person in the crack. The former Wraith Driver must rocket fly straight up to the person in the crack, then Sword Fly to make it over the ledge of the crack. From there, all people should be up. - NOW: Run over to the giant saucer. Go underneath, and a cut a left. Go near the edge where it looks like you'll fall off. Start to run up. There's actually an invisible path that looks reminiscent of the HOLY bridge in the last Indiana Jones movie. The path splits into two directions. One leads straight up to the top of the map, which looks like you're floating into heaven. The other curls upwards around the saucer edge into a trouble end. You will need a second person to get to the top of the saucer. To get there, have the first person who curled around the edge crouch-jump three times till they reach the corner of another wall. Have them turn around and start to jump. You should do the same, and try to Sword Fly off of their jump. If performed correctly, you'll go flying up onto a solid cliff ledge. Go near the ledge, have the person Sword Fly up. - NOW: Here comes the tricky part. Go back where you helped the person Sword Fly up. At the ledge, crouch jump agianst the wall. Each time, you'll notice you gradually slide back. There's an invisible stump against the wall. Try to land on it and crouch. Have the other person jump back down off the ledge so they're on the invisible path. Now, they should Sword Fly off of your elevated position on the invisi-ledge, and fly up to ANOTHER cliff ledge. They should be slightly below the tip of the saucer. Rocket Fly up yourself. This final part sometimes requires a third person. Have the one person move against the saucer wall and start to jump. You'll have to try and Sword Fly off of their jump, up to the top of the Saucer, and land on the flat ledge. If it doesn't work, have a third person come up, and jump off of the other person's head for an even higher jump boost. There is NOTHING at the top of the saucer except pure dignity of knowing you have conquered Burial Mounds. - HOLOGRAMS: A neat little trick to do on Burial Mounds is to get flying holograms. Place a Scorpion on Burial Mounds. Go over to the pillar which looks like it's burning in the ground. Have one person stand straight against it, right at the lowest point where the ground touches the pillar. Now, bring the Scorpion over, and the tank should push straight on into the person against the pillar. They'll eventually get pushed into the pillar, and die. However, their dead body will suddenly appear straight up in the sky over the ruins. Random holograms are displayed, such as Giant Energy Swords, Giant Master Chiefs, and even Rocket Launchers. They only appear for about 10 seconds. ___________ ___________________________/Coagulation\___________________________ --=> Another map with nothing interesting up top. To start off, you'll need the typical glitch settings on, with a Wraith enabled, a Spectre, Ghosts if you wish, and a Banshee for quick transport. Head over to the base with the slanted hill which people can Ghost up to, and hide on. It's opposite of the one with the canyon pillar that certain snipers Banshee up to. Now, to get the Wraith up there, go right of the slanted pillar spot, and boost up. Keep going straight up till you're halfway, then cut a diagonal left with the Wraith, and boost up. You'll eventually get the Wraith on top of the slanted hill. Make sure some people get up there via Banshee, Spectre, or the Ghost. Now, go near the right edge, and have them move a little to the left. Try to boost into them slightly head on with the Wraith, and they should go through the barrier (another hole like Burial Mounds). When they're on the other side, they can run to their left up an invisible path which leads to the top of Coagulation. Up top is basically more barren landscape. Some spots are shiny, but not as bright as Burial Mounds. On the other side of the map is a small ledge that is the highest point in Halo 2 on the map. Other than that, there's nothing else to explore. ________ ___________________________/Colossus\___________________________ --=> There's only one minute trick I've seen performed on Colossus, and it isn't much. Have two people go near the base of the jumping pad, on the conveyor belt in the front. Have them run in, both spaced out by small variables. The second person should Sword Fly off of the first person, and you can actually land on one of the upper portions of the white lift that doesn't work. __________ ___________________________/Foundation\___________________________ --=> Turn on the usual glitch settings as usual. Go to the room where there is a ventilation fan that spins, with a ceiling to reach the outside world. It also has a tall flap to the top of a large box. Have one person stand against the flap-edge of the box, while another pushes it against the wall. Push it over to where the ventilation fan is. Now, have one person jump on top of the flap box, with another one Sword Flying over them. They should land on the diagonal ledge under the fan. The second person should Sword Fly up from the diagonal ledge through the ceiling. Once above, you can explore the four realms surrounding the place. ________ ___________________________/Headlong\___________________________ --=> The most useful glitch on this map involves traditional overshields/damage resistance. You will also need a Wraith somewhere on the map. Now, go near the building where you normally plant the bomb. Head over to the odd side, where there are pillars lined up along another road. It's the road next to the portal building, but not where the bridge is. Now, have a person line up in the middle, between two of the pillars. The Wraith should boost-speed directly into them. If done correctly, and at the perfect angle, the person should go flying straight up in the air. The person flying in the air should hold forward. If performed correctly, they should fly up to a giant crane above the building, and time their landing so they're directly on it. You'll be visible to patrons below, and you can walk up the balance beam to the top where the beacon is flashing. ___________ ___________________________/Ivory Tower\___________________________ --=> This is by far one of the toughest glitches to perform in my Glitchtacular career. To start off, you'll need typical glitch settings. Go over to where the Overshield normally spawns. Have a second person go up to the top of the stairs, right where the corner is and crouch. Now, you should go on the other side of the transparent window, either on the ledge, or on the platform. Just make sure you're opposite of the person across the window. Pull out your Sword, and Sword Fly into the person. Cancel your sword slash right before, or when you hit the transparent window. I got lucky on my first try, although others seem to do it with ease. You'll actually glitch through the window, and make it to the outside world. Sometimes you'll land on an outside building ledge, or on a canopy of a platform on Ivory Tower. I actually fell through the floor all the way to the bottom of the map, where it gave me a Matrix-reminiscent feeling. If you keep dying and it says "Killed by the Guardians", then try moving somewhere else. You're going right into a solid pillar when attempting the trick. _______ ___________________________/Lockout\___________________________ --=> Lockout has really nothing up top except a nice view. Basically, have one person go into the center arena. One should attempt to get onto a pillar and jump, while the other Sword Flies off of them upwards. The other can Rocket Fly up, and there's just an unpleasant view of a wintry storm. There's nothing up top. _______ ___________________________/Midship\___________________________ --=> Two simple words - nothing here. __________ ___________________________/Waterworks\___________________________ --=> Again, not much here. There are pillars on the top of each spawn which can be shot down by the Banshee. You can actually crush/betray people with the falling debris. ________ ___________________________/Zanzibar\___________________________ --=> There are really 2-3 interesting items which can be performed on Zanzibar. First of all, you'll need glitch settings on, although vehicles are not a necessity. - ONE: To get on top of the rotating wheel, go up to where the RPG normally spawns. Now, turn around, and there should be a brown wall sticking out. Have a second person jump up to it, and continually jump facing you. Make sure they're backed away from the ledge. The second person should Sword Fly straight up. If done correctly, they'll land on top of the Rotating Wheel. Now, have the previous person run over to the platform where the Sniper Rifle normally spawns (along with explosive barrels). You should lean over the edge of the top of the wheel, and they can Rocket Fly up top. - TWO: The second spot is fairly easy as well. Go to the Zanzibar Base, and move to the top of the stairs. Jump on the wall at the top of the stairs. A second person should sword fly off of the ledge person up to the roof of the base. Now, have the person Sword Fly as well. One person should go to the right part of the Zanzibar base, farthest away from the invisible barrier opposite of it. Have them position themselves down a declined ramp, but slightly down. The other person should go against the gray cliff, into the farthest corner against the brown wall. Make sure they stand still. The person on the ramp should Rocket Fly over to the other person, and they should fly over the invisible barrier because of the declined ramp. They'll be on the other side of Zanzibar. From here, you can doodle around through the map even further. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 9) Common Questions - ============================ )) Gameplay (( ---------------------------- << What is Halo 2, and why is it so popular? >> - I'll keep this one brief. Halo was originally released as an X-BOX starter title, and was a huge success. Halo 2 is the sequel to the futuristic shooter, and fills the shoes with seismic proportions. It's extremely popular due to the overwhelming amount of players who play online via Live play, stats, and community that follows Bungie. Not to mention, the game originated from a literary trilogy, and follows quite well. I've never read any of the books, but just search for Halo on amazon.com for more info. The storylines' are different from the game-to-story translation, so don't expect more of the same. << What is Halo 2: Collector's Edition? >> - It's a special edition of the game which features a "Making of Halo 2" DVD, along with some extra inserts, and a special cover. It had a slightly higher cover price than the normal game itself, and was released in a somewhat smaller quantity. DO NOT be excited though. MANY copies of the game were made because of excessive preorders, and you can find sealed copies in certain stores. While they're uncommon, you'd be better off holding onto a sealed CE, and waiting a few years before selling it. << Who exactly is Master Chief? >> - In a sense, he's almost like a cybernetic warrior. Master Chief was part of the SPARTAN program which was designed to create futuristic soldiers capable of fighting with extreme tactics and power. Not only that, but the SPARTANs are equipped with top of the line armor suiting, the best Marine technology, and were designed only for combat. We never see Master Chief's face, so we don't "actually" know who he is. All we know is that he is a man, because quite often you'll hear him referred to as "he." << Who is the Arbiter? >> - The Arbiter is the one who is selected by the Prophets to guide the Covenant to an "enlightened" state. He's sort of like the Elite, of the Elites, literally. Equipped with an ancient armor which is passed down as tradition, it is his duty to protect the Covenant empire from outside threats, and any conflicts that rise within. << I never heard of Bungie. How did they rise to a top gaming company? >> - Bungie actually originated back in the early 90s, making small time first person shooters via BBS boards. Their first game turned out to be the first "actual" 3D shooter. They've never been behind, technology wise. Slowly but surely, they grew, and took on greater challenges, one of which was Halo. Their entire staff is dedicated to one game at a time, and the Halo series is one of their greatest accomplishments. << What do you rate the game? >> - I try not to be a fanboy, but what can I say. This game deserves an outstanding [9/10], not for the single player, but for the multiplayer. The X- BOX Live experience is quite possibly some of the most entertaining and challenging online play I've ever experienced. Now I know for sure that I'm not one of the top gamers in the world, when I'm only ranked a level 13. If you do not have X-BOX Live, it still makes a great addition to your collection [8/10]. But I'm not sure if you'd get as much replayability out of it, as the traditional online player. << Are you good at this game? >> - I use to be. Peaked myself to an 18 with the help of a few friends, but declined to a 16 recently. I retired from playing the game, and have gotten rid of it for personal reasons. )) X-BOX Live Play (( ---------------------------- << How do you get better? >> - Practice, practice, practice. For most new players, they're going to have a disadvantage. Most of the Halo 2 community has been playing since the release of the game. However, not everyone progresses the way they'd like. You're going to hit a "phasing" point where you simply cannot advance your level. This is basically the skill breaking point where you need better friends when playing other opponents. I personally play for fun, and stick with some of my friends who are of a lower skill level. Others play only with their best friends, to attempt to raise their own rank in the meantime. A good tip is to always do 1-2 team training games before doing matchmaking. Get in the groove; get a solid pack of friends. Too many single players quit matches and are unorganized. << How do I view my stats? >> - Go to www.bungie.net and click on Halo 2. You need to link your X-BOX Live gamertag to a microsoft.net passport. Don't worry, it's all free. They just want critical information to know what games you're playing. You can still search random players by clicking find player (or a clan). After you log in with your new Passport, click My Stats, and be in a viewer's galore. << What are the rankings in a clan? >> - There are four rankings - Overlord (master, highest), Staff (like a sergeant), Member (typical mojo), and Peon (lowling). You can have up to 4 Overlords (I believe), and multiple Staff members. Everyone except Peons can invite new members to the clan. A good rule of thumb is to make people new to the clan (or you don't know) Peons, Members should be traditional good players, with Staff members being the most active/influential. Overlords are obviously the leader. You can get promoted by people of a higher ranking. << How do I link my Bungie.net logo to my gamertag? >> - First of all, sign up for an account on Bungie.net, then make sure you have a Microsoft.net Passport that is completed and linked to your X-BOX Live Gamertag. You usually have to give them your account # & password to verify. Anyhow, after logging in, go to My Profile. There should be a My Settings button. Check a small box that says something about linking your gamertag to Bungie.net. Afterwards, a small delay (5-10 minutes), and it should appear live behind your name transparently. This is the ONLY way to get the logo to appear. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ====================================================== - 10) Copyright/Distribution/Reproduction Guidelines - ====================================================== This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO NOT steal anything from this FAQ. If you want to use some information in your own guide, simply ask me. If you want to place this guide on your website, either link to the GameFAQs game page, or download the file and place it on your own web server. Basically, you can post this on your website as long as its in ORIGINAL form, and not linking directly to GameFAQs. Aside from that, all proper credit is due when necessary. Also, don't even think about selling FAQs. Trying to prosper off of other people's work will get you in big time trouble (coming from an eBay seller myself). Any site out there has permission to host my FAQs (following the above terms), however, these are a list of current sites that host my FAQs officially: - http://www.gamefaqs.com/ - http://www.ign.com/ - http://www.neoseeker.com/ - http://www.cheatcc.com/ - http://www.cheatplanet.com/ - many others... -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 11) Proper Credit - ============================ I'd like to thank the following people for their help in making this FAQ possible: )) CJayC (( for constantly updating GameFAQs, and dedicating his entire life to it. Takes a lot of effort to keep a site going this long. )) Rootsecure.net (( for providing an ASCII generator to help make the HALO 2 title. You guys are great for having that free one, which fits perfect to the entire theme of my FAQs. )) Glassgiant.com (( for providing a useful Image-to-text ASCII generator. Absolutely lovely, although I did have to do several editing features myself to get it to match correctly, and with the right font. Thanks nonetheless. )) Gamewinners.com (( for providing everything about the skull locations. Very useful info, and great if players want to add a certain "challenge" to their gameplan. )) Bungie (( for producing an excellent sequel in Halo 2. Single player was great, nothing exceptional, but multiplayer is some of the best I've ever played. This is coming from a player who tuned into online Half-Life games for nearly 6 years. )) Bungie.net (( for providing bandwidth, money, and resources to host our statistics, clan results, and message boards. Quite an awesome work of art, and amazing community you've established in only a few years. )) THE BEAR CLAN (( for sticking with me during the early parts when I first got the game. While I was a veteran of X-BOX Live, and known as "the guy who wrote the Ninja Gaiden guide", I'm still having fun to this day on Halo 2 multiplayer. )) Poomeister (( for teaching me some basic sword/rocket glitching moves. This eventually motivated me to search the top of each map in Halo 2. )) Dutch Hayabusa (( for e-mailing me some ADDITIONAL sniping spots that are useful. Also like to thank him for suggesting the idea for the CTF section, which seems to be a popular matchmaking trends. Gotta catch em' all! )) Dutch Sephiroth (( for also helping Hayabusa in performing some of his keen tricks. )) Andrewdude1812 (( for recognizing a minor mistake I made in my Profiles section. I actually wrote Covenant/Elite; what was I smoking! Thanks for fixing this though. )) StarAdder007 (( for recognizing a Fuel Rod Gun mistake in my gun. You can't use the gun during multiplayer games, and I thank him for correcting me on this. )) Masked_Moogle (( for inspiring me to create a Weapon Combos section, under the Weapons Chapter. While it wasn't exactly the idea you mentioned, it was close enough, and you definitely deserve praise! )) TimeOfRogues (( for inspiring me to create a Weapon Combos section, under the Weapons Chapter. While it wasn't exactly the idea you mentioned, it was close enough, and you definitely deserve praise! )) puppy (( for creating the Metal Gear Solid game variant. Very creative, although a tad tedious at times. Great inspiring ideas. "Some people make sacrifices to make other people happy." - Chris Zawada "Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)