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*=============================================================================* +-+-----------------------------------+-+ Halo 2 FAQ/Walkthrough By: Dark Vortex (Quan Jin) darkvortexfaqs@ymail.com Version 1.3 +-+-----------------------------------+-+ *=============================================================================* This guide may be found on the following sites: [http://www.gamefaqs.com]--------------------------------------------[GameFAQs] [http://www.gamespot.com]--------------------------------------------[GameSpot] [http://faqs.ign.com]------------------------------------------------[IGN FAQs] [http://www.neoseeker.com]------------------------------------------[Neoseeker] [http://www.dlh.net]--------------------------------------[Dirty Little Helper] [http://www.cheats.de]----------------------------------------------[Cheats.de] [http://www.supercheats.com]--------------------------------------[SuperCheats] [http://www.thegamingonline.com]------------------------------[TheGamingOnline] [http://www.honestgamers.com]------------------------------------[HonestGamers] This guide is copyright (c)2004-2006 Quan Jin =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ Table of Contents ~-~ =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ 1. Introduction...............................................[1000] 2. FAQ........................................................[2000] 3. Basics.....................................................[3000] 3.1. Controls.........................................[3100] 3.2. The HUD..........................................[3200] 3.3. Dual-Wielding....................................[3300] 4. Walkthrough................................................[4000] 4.1. The Heretic......................................[4100] 4.2. Armory...........................................[4200] 4.3. Cairo Station....................................[4300]

4.4. Outskirts........................................[4400] 4.5. Metropolis.......................................[4500] 4.6. The Arbiter......................................[4600] 4.7. Oracle...........................................[4700] 4.8. Delta Halo.......................................[4800] 4.9. Regret...........................................[4900] 4.10. Sacred Icon.....................................[4010] 4.11. Quarantine Zone.................................[4011] 4.12. Gravemind.......................................[4012] 4.13. Uprising........................................[4013] 4.14. High Charity....................................[4014] 4.15. The Great Journey...............................[4015] 5. Weapon & Vehicle List......................................[5000] 6. Enemy List.................................................[6000] 7. Multiplayer................................................[7000] 7.1. Maps.............................................[7100] 7.2. Gametypes........................................[7200] 7.3. Look & Feel......................................[7300] 8. Miscellaneous..............................................[8000] 8.1. Easter Eggs......................................[8100] 8.2. Skulls...........................................[8200] 8.3. Resources........................................[8300] 9. Version History............................................[9000] 10. Legal Disclaimers........................................[10000] 11. Credits and Closing......................................[11000] To find a section quickly, press Ctrl-F and type in either the name of the section along with its content number (i.e. 1., 2., 3., etc.) OR you can use the codes on the far right. Simply type in the brackets with the code number to get a jump. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 1. Introduction ~-~ [1000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ I know I'm not the only one when I say that Halo: Combat Evolved is quite possibly the best shooter on the Microsoft Xbox. Winning the Game of the Year award, Halo: CE can be considered one of the finer games the Xbox has to offer. Now, a few years later, the sequel to the smash-hit FPS has finally appeared on shelves worldwide. The amount of hype surrounding Halo 2 was incredible. Even after Bungie had pushed the release date back a few times, loyal fans everywhere still counted down the days until the release... Was it worth it? Some say yes. Others say no. Nevertheless, there's no doubt that Halo 2 is a good game whether it may or may not be better than the prequel. You should perhaps know my name if you have read the joint FAQ written by Armin Jewell and yours truly for Halo on GameFAQs (and other sites). If you read that guide, you probably read one of my earliest too. I'm not promising that this FAQ is written in the same way, but at least you know how I choose to tackle the game. For those of you looking for in-depth analysis on weapons and enemies, you won't find them. I provide a modest listing, but nothing extraordinary or anything on the same scale as my previous Halo guide. However, I choose to shift my main effort to the walkthrough to hopefully provide a detailed guide through the campaign of Halo 2. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+

~-~ 2. FAQ ~-~ [2000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ +-----------------------------------------------------------------------------+ [Q] How many levels are in Halo 2? [A] There are 15 selections in all, but the first two are just cinematics and training. Therefore, you are to play a full 13 missions in all. Each is gigantic and very detailed. +-----------------------------------------------------------------------------+ [Q] Can you use the Arbiter's invisibility in multiplayer? [A] One word answer: no. +-----------------------------------------------------------------------------+ [Q] Can a Spartan's flashlight be used in multiplayer? [A] One word answer: no. +-----------------------------------------------------------------------------+ [Q] Does the Covenant Energy Sword's battery run out in multiplayer? [A] For some strange reason, there is no battery. As long as you stay alive and hold the Energy Sword, you can use it indefinitely without running out of battery. With that, you can easily make your opponents' lives a living hell. +-----------------------------------------------------------------------------+ [Q] How do you do aerial tricks with the Banshee? [A] Use the A Button and press in any direction on the Left Thumbstick. When up against opponents with Rocket Launchers, use aerial tricks like mad to avoid any locked-on rockets. Being able to use air rolls and loops to your advantage is a hard skill to master. +-----------------------------------------------------------------------------+ [Q] What is that "special" multiplayer map that can be unlocked? [A] It's called Foundation. You can unlock it by completing the Campaign and using all three Banshee tricks on the last level. You also get Foundation through a Xbox Live update. +-----------------------------------------------------------------------------+ [Q] I see people dashing 15 feet and killing people with Covenant Energy Sword. How do I do that? [A] To perform that special "lunge" attack, you Energy Sword in your hand obviously. To use at an opponent and wait for the reticule to press the Right Trigger and you should deal need to have an it, you need to look turn red. Quickly the strike.

+-----------------------------------------------------------------------------+

[Q] Okay okay. Now how do you "dodge" those lunges? [A] While it's almost impossible to dodge Energy Swords in small arenas, you can easily get out of an Energy Sword's path by just Sidestepping. +-----------------------------------------------------------------------------+ [Q] My friend dual-wields Magnums and he kills me every time. I thought Bungie weakened it! What is up? [A] Dual-wielding anything is dangerous in multiplayer. While the Magnum might be weaker than the Pistol, it fires twice as fast. Your friend probably aims at your head as headshots deal more damage. Counter him with dual Magnums of your own or use longrange weapons (Battle Rifle, Sniper Rifle, Covenant Carbine). +-----------------------------------------------------------------------------+ [Q] What would be the best weapon against the Flood? [A] The standard Shotgun would work. Projectile weapons (Covenant Carbine, Magnum, etc.) also do wonders. Even the Sentinel Beam is effective against them in comparison to its weakness against most other enemies. +-----------------------------------------------------------------------------+ [Q] How do you get to "Sniper Rock" in Coagulation? [A] Bungie has apparently made it much more easier to get to that little notch on the side of Coagulation. Yes, it's still there and plays an amazing sniping position. Take any Covenant vehicle that is fast. The Spectre and Ghost are the two best in my opinion. Line yourself up with the wall that appears to be less steep to the right of Sniper Rock. Use the boost and climb up the wall until Sniper Rock surpasses you on the left. When you can't move any further, turn right and slide across the surface. Drop down and you are there. Alternatively, you can use a Banshee to just _fly_ up there, but oh well. +-----------------------------------------------------------------------------+ [Q] Which is better of these two, the Sniper Rifle or the Beam Rifle? [A] The UNSC Sniper Rifle is basically a four-round clip that can shoot pretty fast. However, reloading in required. The Beam Rifle on the other hand doesn't need to be reloaded, but two or three shots fired consecutively will overheat the weapon. While the Sniper Rifle has a higher rate of fire, the Beam Rifle (overheats) doesn't need to be reloaded so I guess you can say that the two are balanced. As a side note, a Beam Rifle shot is much more easily noticed than a Sniper Rifle "trail" although both leave some form of a line. +-----------------------------------------------------------------------------+ [Q] Whatever happened to some of the maps like Damnation or Sidewinder?

[A] The only two maps Bungie remade are Beaver Creek (which is exactly the same with slight differences to the Sniper Rifle and Magnum location) and Blood Gulch, now called Coagulation. Well, at least those are the "obvious" ones. +-----------------------------------------------------------------------------+ [Q] Is Halo 2 Xbox Live "child-friendly?" [A] If you choose to play Halo 2 online, expect a lot of profanity and A WHOLE lot of racist remarks. If you are one of those that are easily offended, just know that the majority of Xbox Live players are greasy nerds with pimples all over their face of whom think that playing with the "1337" players on Xbox Live would somehow make them cool. But seriously, people just like to throw words around for fun. If you aren't easily offended, go ahead and play. +-----------------------------------------------------------------------------+ =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 3. Basics ~-~ [3000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ Basic know-how before you begin to play Halo 2. If you own the manual, the majority of the below information should be accessible already. ------------------------------------------------------------------------------3.1. Controls [3100] ------------------------------------------------------------------------------Left Trigger ---| |--- Right Trigger ___ | | ___ ,' `.__|___________|__,' `. / \ Left Thumbstick -----|_ (S-Controller) _|-------- Y Button | .' `. __(__)__ | / `._,' X Button ----(__)__(__)------- B Button | _ _ (__)---------| Back Button -------- (_) _ _| |_ _ _ | |--A Button | (_) |_ _| .' `. _ (_)--------- Black Button | | | |_| `._,' (_)-------- White Button | | |_____________|____ | Start Button --------| | | \ | \ .'| | `. / `.__,' | Right Thumbstick `.__,' | Directional Pad Right Trigger ------------~ Fire weapon. ~ Fire right weapon (Dual-wield only). Y Button -------~ Switch weapons. ~ Dual-wields another weapon. X Button --------

~ ~ ~ ~

Board a vehicle. Hijack a vehicle. Reload. Action.

B Button -------~ Get out of vehicle. ~ Melee attack. ~ De-select menu item. A Button -------~ Jump. ~ Select menu item. Black Button -----------~ Swap grenades. White Button -----------~ Flashlight. ~ Team chat (Xbox Live) Right Thumbstick ---------------~ Look around. ~ Press to zoom in with scope/binoculars. Directional Pad --------------~ Scroll through menu items. Start Button -----------~ Pause game. ~ Settings. Back Button ----------~ Score. (Multiplayer only) Left Thumbstick --------------~ Forward/Backward to move. ~ Left/Right to strafe. ~ Click to crouch. Right Trigger ------------~ Grenade. ~ Fire left weapon (Dual-wield only). ~ E-brake (Warthog only) ~ Boost (Certain vehicles) ------------------------------------------------------------------------------3.2. The HUD [3200] -------------------------------------------------------------------------------

The HUD of Halo 2 has been changed slightly from the original. The first thing you would probably notice is the lack of a health bar. That's right, there's no more "health" rating in Halo 2. If your shields go down, then a few shots extra will take you out. Below is a rough ASCII representation of the onscreen HUD (no dual-wielding): ____________________________________________________________________ ,' `. | _______ _______ [9] ___________________ | | ,' [4] | ,' [5] | --- | [3] | [6] `. | | |_______,' |_______,' --- `._____|_____________| | | |||||||||||||||||||| | | ||||||||||||||||||||[8]| | |||||||||||||||||||| | | | | | | | | | | | | / \ | | -{ [7]}| | \ / | | | | | | | | | | ___________ | | \ ___[2]/ | | \,' `./ | | / [1] \ | | \ / | | `.___,' | | | `.____________________________________________________________________,' [1] Motion Tracker - Detects enemy or friendly movement. However, it is not a radar, so if an unit isn't moving, then it will not appear. The Motion Tracker does not detect if an enemy is higher or lower than you. [2] Shield Indicator - The Shield Bar tells you how much of your shield is remaining. If all of it is drained, then you are very vulnerable to enemy fire. The Shield Indicator will flash red if it becomes critical. [3] Ammo/Battery Remaining - This number calculates the ammunition remaining in your clip or the amount of battery remaining. [4] Plasma Grenades Remaining - The amount of Plasma Grenades you have left is displayed here. Maximum of four. [5] Frag. Grenades Remaining - The amount of Plasma Grenades you have left is displayed here. Maximum of four. [6] Weapon Indicator - This depiction displays to you the weapon you are currently carrying. [7] Target Reticule - The direction in which you will fire is the Target Reticule. Aim at an opponent and use it to take them down. The reticule will turn red if you touch an enemy with it or green if you run it over a friendly unit.

[8] Ammo In Clip - The current ammunition you have in your clip is shown here. For certain weapons, this will not be shown. Keep in mind that by dual-wielding a weapon, you will have no access to grenades. The Grenade Indicator on the left will change to another Weapon Indicator to show you which weapon is being dual-wielded and how much ammo is in each. ------------------------------------------------------------------------------3.3. Dual-Wielding [3300] ------------------------------------------------------------------------------One of the key additions in Halo 2 is the ability to dual-wield certain weapons. Dual-wielding has many advantages in combat. You can obviously deal twice the damage with two guns blazing at once. Weapon combinations can be the difference between life and death in key portions of the game. To dual-wield a weapon, you must first be holding a dual-wielding "compatible" weapon. Step over another dual-wielding compatible weapon and press the Y Button. A note on screen will tell you if a weapon is capable of being carried as a secondary weapon. However, wielding two Rocket Launchers is just crazy. The following weapons can be dual-wielded. M6C Pistol (Magnum) M7/Caseless Sub Machine Gun (SMG) Plasma Pistol Plasma Rifle Needler Brute Plasma Rifle

While wielding two of the same weapons is still better than wielding just one gun, you should definitely take advantage of each gun's specialty. Two SMGs can be dangerous, but it is also ineffective at points. Instead, holding a Plasma Rifle AND a SMG together would increase your productivity greatly. The Plasma Rifle can rip away at shields and the SMG pounds bullets into flesh for heavy damage. The best combination depends on the player. Some people can wreak havoc with dual-Magnums or dual-Plasma Rifles. Others choose to hold a Plasma Pistol with a SMG. Whichever combination you choose, be sure to use it to its utmost potential. Keep in mind that with two weapons in hand, you cannot throw grenades without first dropping the other weapon with the Y Button. Likewise, meleeing will automatically drop a secondary weapon. If you are sure you will need grenades in upcoming battles, drop your secondary weapon ahead of time to save precious fight time. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 4. Walkthrough ~-~ [4000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ________ | 117 `._______________________________ | | | Re: SPARTAN - 117 - MASTER CHIEF | | |

| | | | | | | |

| | / == | | | 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. == | | |__,---._______,---._______,---.______.---| NOTE: This walkthrough was written while playing through Halo on Normal difficulty. Because of the lack of First Aid Kits or Overshields/Active Camo, I won't mention pickups. I can take it that you'd be able to find your own weapons. ------------------------------------------------------------------------------4.1. The Heretic [4100] ------------------------------------------------------------------------------======================================================= For failure such as this, no punishment is too great. ======================================================= Before we continue, I would like to tell you that this is a cut scene level. There's absolutely no action yet. For those of you that care about the story, go ahead. ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | [ Covenant Holy City, High Charity ] | | [ Ninth Age of Reclamation ] | | | | Around the wreckage of the original Halo, the Covenant have | | established a small fleet and base of operations. A large | | Covenant Cruiser flies in to join a majestic fleet while Banshees | | patrol the skies. The camera shifts to the Holy City center. | | | | Inside, a trial is most likely taking place. The Elite responsible | | for leading the Covenant forces against the Pillar of Autumn | | and landing on the original Halo is being tried. The Prophets | | nearby are discussing whether or not execution shall take place. | | The Commander Elite has failed to defend Halo, the Covenant's | | sacred realm. | | | | He states that he had chased the human fleet destroying all of | | their ships, but one. The Pillar of Autumn was able to evade his | | offensives. Jumping away, the humans had escaped to Halo. After |

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.

| they had landed on the already occupied ring, the Elite was made | | aware of a special cyborg commander, the Master Chief. A parasite | | had also infected the ring (or so the Elite thinks) and progress | | was staggering. | | | | Once the Elite figured out what the Master Chief was attempting | | to do, he was incapable of stopping him. With that, the Covenant | | believed that they had lost a gigantic religious structure. It | | was a "colossal failure" as the Prophets put it, and the Elite | | was tried for heresy. As punishment, the Great Journey shall | | begin soon, and the Elite shall be left behind while the | | Covenant rejoice in their glory... | | | | [ Earth Defense Platform (Cairo Station) ] | | [ 10.20.2552 (Military Calendar ] | | | | Scene shift to an armory. A marine is nagging an armored cyborg | | nearby. It seems the recent offensive on Halo had completely | | worn out his armor. Luckily, the Master Chief is to wear a new | | one. Putting on his helmet, he prepares himself to kick some | | Covenant ass. Before that however, we're going to have to undergo | | the standard battle-ready check... | | | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.2. Armory [4200] ------------------------------------------------------------------------------============================== Suit up, prepare for battle. ============================== >> Follow the Gunnery Sergeant's instructions. Here we go with the preliminary drill. If you were annoyed by the first Halo in this part, note that it goes through much faster. First off, you can't exactly move (They are holding you down in case you "crack.") so just look at the lights the Sergeant tells you to look at. Look to top, bottom, top, and bottom. Set the look inversion to whatever floats your boat. >> Enter the Energy-Shield Test station. With the look pitch set, the restraints are up and you can move around. Get a good feel for the controls. Jump around and look around the room. Head over to where the Sergeant walks you and step into the Energy-Shield Test station. >> Activate the Energy-Shield Test station. Nothing too difficult about this objective. See the handprint in front of you? Use the X Button to activate the shield. You should know when the shield goes down as the screen will start beeping. Watch how quickly your shields recharge (Fast huh?) and step back out. As of now, the checks are complete. Sgt. Johnson walks in and makes a few friendly wisecracks. Follow him out of the room. >> Join Sgt. Johnson in the elevator. The elevator is plain in sight, and even if you can't find it, Sgt. Johnson will lead you there anyway. Ride it down and exit.

>> Follow Sgt. Johnson to the tram car. The tram car is right ahead. Johnson will even walk into it for you. Step in with him and the door will close behind you. There are big windows so you can look out and see some of the activity going around at Cairo Station. The Sarge will tell you about the history of this station and some stuff that really doesn't have any relevance to anything. Get out, and some Marines will be cheering you on. The Master Chief is back in action. ------------------------------------------------------------------------------4.3. Cairo Station [4300] ------------------------------------------------------------------------------====================================================== Defend the station's MAC-gun from Covenant boarders. ====================================================== ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | At the start, Master Chief and Johnson walk themselves into | | the center control room. The Chief will talk about the cameras, | | and Johnson makes a subtle crack back. The two of you enter a | | doorway and the scene shifts to the Heretic again. | | | | The Commander Elite walks himself through to a Covenant court | | (perhaps facing execution). Grunts yell out Heretic while | | Brutes strap him down. For heresy, there can be no greatest | | punishment... With that, they torture him for his indisputable | | crimes against the Covenant and their Great Journey. | | | | As the Chief, you meet the Admiral of the UNSC fleet. You also | | meet Cortana again along with Keyes' daughter, Commander | | Miranda Keyes. A brief award session will occur, but a | | supposed attack from the Covenant will break the peace... | | | ===---===---===---===---===---===---===---===---===---===---===---===--Covenants are ready to board the ship. 15 Covenant Capital Ships are engaging Cairo Station's position. NOT COOL! Prepare yourself for battle once more. Follow the group of Marines down the stairs, and pick yourself some weapons. If you want to, dual-wield the SMGs with the Y Button. Be sure to pick up a Battle Rifle as well. The rest of the group is waiting below (Note Johnson and his really big gun). Follow them through the door, and you will be notified of a Covenant boarding party just through the next door. ============================ -- Home Field Advantage -============================ >> Repel the Covenant boarders. Prepare yourself and find a good position to shoot from (the various obstacles work well). The Covenant party beyond the door is a large one, but because of the tiny size of the door, they can't all come in at once. You can choose to go in with dual SMGs, but when your shields go down, you better find some

cover. If you want to, just wait out the battle as Johnson reigns supreme with his (better than yours) weapon. When the enemies fall completely, step through the door they came from and turn right. The Marines will follow closely behind you. Watch your step as a whole 'nother Covenant party is up ahead beyond a few crates. There are two or three Elites so don't just run through them. The various Grunts are easily defeated so focus all of your fire on the Elites. An even better idea would be to shoot out the Grunts with the Battle Rifle from far away so they don't pose any distractions. Follow through when all the Covenant are defeated. Turn at the corner and give your hellos to a Marine manning a Gun Turret. Ascend the stairs to the top. You should hear some more battle conversation. Once you go through the door, turn to your left and note the Covenant on the landing below. Take this opportunity to man the Gun Turret or use the Battle Rifle to rain fire down upon them. You should also see some Marines helping your position. When you think they took out the majority, jump down. To progress through the level, go to the left door at the far side (If you look at the room from the turret's point of view). However, make sure there aren't any stray Elites hiding behind walls waiting for the shields to recharge. Another Covenant platoon will make their appearance. Take them all down and turn right to find another set of stairs. Ascend these just as well until you reach the top. Go through the door into a hanger. The Covenant are taking full advantage of the wide, open space. The first thing you should notice is the warp sending in Covenant troops by the dozen. Don't jump down yet however. Turn to your right instead (while staying on the current platform) and find some ammunition and grenades laying on the ground. Turn left onto a platform jutting out. Help your Marines and take down the Covenant by either jumping down, or using the Gun Turrets on your current platform. After a few more waves, a Marine will report that the Covenant are for some reason retreating. Walk around a bit and some more Covenant will break through a door in the northwest corner of the room. It's a small party so you should have little trouble breaking through them. There's a bunch of cover around if you need it. Walk through the door they broke through and follow the hallway to another hanger area. This time, you appear on the bottom so rain fire on the Grunts manning the Plasma Turrets up ahead and watch as they pitifully fall off. Use the Battle Rifle against those on the upper deck. Once they are cleared out, make your way forward. Some Elites and various other Grunts are scattered throughout, so do your best to make the rest of their life a living hell. There is another boarding ship warp at the other end in which more Covenant will come through. Use grenades (if you picked them up before) as they are grouped up. The Covenant have destroyed the Athens (look out the window and watch a station blow up) which is a major blow to the defense forces. Cortana notes that the explosion destroying the Athens came from inside the ship. She concludes that the Covenant have probably brought a bomb. If they had placed it in the other stations, they had most likely placed one here... ====================== -- Priority Shift -====================== >> Find the Covenant bomb.

Your objective part, we shift the hanger are door will open of the lack of throw at you.

now is simple. With the Covenant forces repelled for the most our objective to locating a "bomb." Anyway, on the floor of little indents. Look for one of the two and head down where a for you. There are some Covenant occupying this space. Because room, watch out for stray Plasma Grenades the Grunts might

There are two doors out of here and to the Armory. One of them holds an Elite and the other holds an invisible Elite. Either way, you will have to fight them both in the end so it doesn't matter. Get out of that area into the Armory and the Gunnery Sergeant will be fighting back. He dies, so finish off the job and pick up the Shotgun that he dropped if you'd like. The next room is similar to a room we fought in before. It's completely infested with Covenant. Rushing straight in will only result in death. Take advantage of the various hallways on the wall. There are many Grunts using Plasma Turrets scattered around the room. The Battle Rifle is a great weapon to pick off a gunner from far away. Before engaging any of the Elites, take out the Plasma Turrets. Fight your way to the other end of the room (watch out for Red Elites) in which an opening appears to your left. Defeat the Grunts in that room and continue. The next staircase is to your right. Ascend them and go through the door. As you get through, another door will open to your forward. It's a large group in a small doorway so throw a grenade and mop up the rest of the "unfortunates." Walk through the door they busted through and ignore the stairs to your right. Go through the door ahead. As you enter, perform a U-turn and find some Marines along with Sgt. Johnson and Miranda Keyes working away at a stubborn group of Covenant boarders. Defeat that group and Sgt. Johnson tells you move forward. As you continue, turn to your right and go through the open doorway. You find yourself in a room. Look out the window to your left. We're going to be out there in about a minute. Exit and turn right. Some stray Grunts will enter the area. Continue... ================================= -- Authorized Personnel Only -================================= We're getting warmer at least. Leaving Johnson and the crew behind, the door ahead of you opens. Two Blue Elites will come in. Take them both out and jump out. Something's different huh? The muffled sound isn't a technical error with your TV. Yes, we are actually in outer space. Take a few moments to jump around and get a feel for the "zero-gravity" thing. However, our suit's personal gravity keeps us on the ground. As you jump down, turn straight around and walk forward. One or two Elites with jetpacks will make their appearance. Cortana will radio in stating that she has found the bomb, however, she needs your help to come in contact with it. Go through the door at the end and continue through. This large room is quiet at the moment, but on a whim, many insectoid creatures will begin flying in. The "Buggers" as the Marines like to call them are very weak, but they can fly. Use automatic weaponry suggestively and defeat the Drones flying around. They are fast so don't get frustrated if more of your shots miss than hit. By the time you defeat all of them, the elevator should be coming up. Jump off the ledge onto the elevator (?) and begin wreaking havoc with the Covenant platoon down there. Once you defeat all of them, venture to the main platform and locate the elevator switch. Press X to activate it, and watch out the gigantic

window as you slowly travel down. At the very bottom, a doorway will open up at the far end. (pretty cool huh?) Go through, and head back into outer space. The Admiral will note that the Covenant Carriers are moving in. While he's preoccupied with that, two Elites with jetpacks will fly in. A third will be at the top manning a Plasma Turret. Immediately take out the gunner with the Battle Rifle and take some cover. Shoot the remaining two out of the air. Beware however, as they are dual-wielding Plasma Rifles. With those three defeated, follow through and find the hallway (still in space here) leading back into the station. You should find it behind the Plasma Turret the Elite was using. At the fork, make a right and find the door leading back into the ship. It will open for you. The bomb the Covenant had left us is just below. The automated elevator will bring you down while Cortana tells you a bit about the number of Elites guarding the bomb. Heh. ======================== -- Return to Sender -======================== As the door opens, begin moving out. A large number of Elites and Grunts are guarding the bomb. Right off the bat, throw one or two grenades into the crowd to hopefully take down a few Grunts and at least one Elite. The rest of the forces can easily be killed if you know how to fight. Rushing gun-ho right into won't solve crap. Use the cover the room provides and take down the force to the last Elite... ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Cortana makes her appearance; she succeeds in disarming the | | bomb. Apparently, we were pretty close in losing the station. | | Master Chief will ask to leave the ship to give the Covenant | | back their bomb. With a chuckle, he gives a permission granted. | | | | The Chief will ride down an elevator and pull the bomb out. He | | opens the door out and watches the Covenant Cruisers heading for | | Earth. If any of you can remember, this was the scene of one of | | the original trailers for Halo 2. The only difference is the | | addition of a Covenant bomb. | | | | [ "What if we miss?" ] | | [ "I won't." ] | | | | Being the badass that he is, the Master Chief takes off as the | | bomb pushes him out. A UNSC SHIP explodes behind him as the Chief | | flies into the Cruiser. His success is confirmed with a resulting | | explosion destroying the "Sender." Finding a UNSC Cruiser to land | | on, the Chief prepares to take the fight to Earth. | | | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.4. Outskirts [4400] ------------------------------------------------------------------------------==================================================================== Rally scattered Marines, clear hostile contacts from the old-city.

==================================================================== ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Three Pelicans fly in to the city. Cortana notes a strange | | repeating message; Regret. Sarge makes a few cracks on to what | | it means. Cortana notes that Regret is one of the Covenant's | | Prophets. A few Marines on the ground notice a problem with the | | landing zone of whom recommend mission abort. Sarge chooses to | | rush in anyway. Regret is on that Cruiser, and he has all the | | information. The Master Chief's objective, locate Regret. | | | | A large multi-legged thing comes in and crushes a bus. Two | | Pelicans go down, one of which holds the Master Chief. We'll | | be fighting on foot from this point. | | | ===---===---===---===---===---===---===---===---===---===---===---===--=============================== -- They'll Regret That Too -=============================== Although a bit disorientated from the crash, Cortana succeeds in waking you up. Armed with a SMG and a Battle Rifle, begin making your way forward where a Marine waits outside a door. A single Grunt patrols the hallway so smash it in the head with a well placed melee. Follow the hallway and you should come to an outside courtyard-like area. Walk straight forward and take out the group of Grunts with a well-placed grenade. You have two options at this point. You can either stick around on this floor or head to the staircase opposite the doorway you just came out of to a ledge above. I'd suggest the latter as it provides a better firing position as well as a Gun Turret to your disposal. There are a few Elites hanging around that you'd probably want to take down. Either way, Covenant will begin to pour in. Sarge will notify you of which direction they come from. >> Defend the Marines until help arrives. First, after the preliminary enemies are defeated, some Grunts and Elites will pour of the alleyway to the left. One or two Elites will camp from a rooftop. Be sure to take them out. Once that platoon is defeated one way or another, a second group will come out of the same area. More Grunts basically, but an Elite also will make his appearance. After that wave, Johnson will notify you of Jackals in the courtyard. Avert your gaze to the opposite end of the area where you entered. Defeat the Jackals there through the Gun Turret or a few grenades. Remember the flying, insectoid creatures in the previous level? More of those Drones will begin coming over the rooftop. Against them, the Gun Turret (if it hasn't been destroyed yet) wreaks havoc so just hop on and blaze the guns at them to hopefully down them all. Once the Drones are defeated, a Jackal platoon will attack you from the same location as the last Jackal attack. When will they all be gone? Well, yet another group will appear from the alleyways. It mainly consists of a few Grunts and an Elite or two. Take them down. At this point, the music begins to change and a Phantom rides itself into the area. You can shoot down its guns, but the ship itself cannot be defeated. The

Phantom will hover there and drop some troops down. You should know how to plan your attack. Throw a few grenades to spread out the dropped troops and pick the rest of them off. While you fight them, some Jackals will run in as well. With those enemies defeated (too easy), a reinforcement pilot will speak of a good LZ further ahead. Before we follow, the last of Covenant attacks comes in the form of two Hunters. These two behemoths will break through a gate. Prepare yourself with a good weapon like the Battle Rifle. The Hunter's armor prevents most penetration so simply shooting at them won't cut it. Note the orange spots that can be apparent on the belly area or neck. If you shoot there, you can deal much more damage. However, the Hunters aren't just going to stand there and let you shoot them. Get up close to them so they stop using their Fuel Rod Cannon. They will attempt to hit you with their shields. Sidestep, and pound some lead into the orange spot. The best choice of weapon against the orange spots are bullets. The Battle Rifle and SMG are two good choices. Plasma weapons still do work, but they take much longer to take a Hunter down. Eat away at those two (avoid Fuel Rod Cannon and their melees) and they should fall. Once done, the only way forward is through the gate in which they broke through. >> Rendezvous with the Pelican. As you walk through, Cortana will have a conversation with some of the Marine leaders still in action around here. As you round the corner, note the amount of Jackals ahead. This alley can pose a problem because of the heavy amount of Jackal snipers. As you progress, try to move around a little and take all the cover you can find. Pick off the snipers with the Battle Rifle. Try not to get hit too much. If you do, find some cover and allow your shields to recharge. Advance forward picking off Jackals as you move along. Miranda Keyes will radio in telling Johnson that he needs to be picked up. Continue along defeating the opposition in your path. Note the Pelican that just dropped to provide you some reinforcements. Advance forward and Johnson will make his leave. >> Find the Marines from the second downed Pelican. The next alleyway is very similar to the last with the fact that it also carries a number of snipers. To add insult to injury will be a dozen Drones flying around along with some Jackals on the ground. Find a good vantage point to shoot from and take out the Drones first. Avoid the snipers and only pick them off when the others are defeated. Continue to the end of this street, and notice that there is a big hole stunting your progress. Turn back around and walk into an alcove on the right wall. The Marines should lead you there anyway. The Covenant have fortified the next position with a few snipers, a number of Grunts, and an Elite. A well-placed grenade should take out all of them. Defeat the enemies here and some more will pour in to your left and right. Find some cover while you take out the rest of them. To advance, you have two options. From the way you came in, you can go either right or straight forward. Both paths should bring you to another skirmish that has already started between a group of Marines and some Covenant. Help them out and take out the various baddies scattered around. Be careful of the Grunt manning a Plasma Cannon. Once the enemies there are taken down, a Marine will notify you that the crash site is on the other side of this building. Follow the team in past a vending machine (thirsty yet?) and walk forward. It's a bit dark so turn on your flashlight. Pay no attention to the intersections and just walk forward. At the end, two or three Elites will

greet you. Show your affection and stick a Plasma Grenade on one of them. Once back outside, take your time and defeat the Grunts scattered around. The area is large so you should have little trouble finding some good cover. Yet another Phantom will come in and drop a group of Grunts and Elites off. Defeat that threat before they even hit the ground. Once the Covenant are defeated in this sector, the Marines reward you with a Warthog. Jump in. If you are feeling like shooting, let the Marine drive for you. If not, hop in the driver seat yourself. ========================== -- A Day At The Beach -========================== >> Destroy the Covenant on the shoreline. I can tell you now that the Marines are horrible drivers, so if you'd rather take the chance, go ahead. Drive (or your Marine will drive for you) down the road and over the ramps dividing a portion of the land. With that, you will crash a Covenant party and what appears to be a large artillery piece. This area is infested with Covenant forces so be sure to watch yourself. If you'd like, hijack one of the Elites' Ghosts and drive it around yourself. The forces here should fall quickly if you are diligent with the gun. Once the enemies around have been slain, head to the other end and make a U-turn to another one of those artillery pieces. Like the previous one, this area is also crawling with Covenant. Various Ghosts will be flying around and I would suggest you prioritize them first. While you fight the group here, a Phantom will most likely be in the area dropping off Ghosts. Defeat those and continue over the next ramp. At the next area, a number of pods will begin to fall from the sky. Contained within them are battle-ready Elites. Deal with them whichever way you'd like, but keep in mind their numbers. There are quite a few of them and if you are fighting on foot that might be a problem. Still, if you happen to have taken up a Ghost, simply splattering the Elites by boosting right into them both works and can be pretty comical. >> Take the highway tunnel to the bridge. The tunnel is at the opposite end. Drive into there and pick up one of the new Ghosts if you'd like. Ride it to the end and then turn left. To reach the bridge, we need to make our way through this Covenant-infested tunnel. ======================== -- Speed Zone Ahead -======================== Begin making your way down the road. There isn't any Covenant resistance yet. However, within a few seconds, you should be making your way into a Covenant position. Mow this group down but watch out for some Ghosts that might be coming in. If you need a new vehicle, hijack it if you choose. You don't need to necessarily defeat this position; instead, just kill enough of them so you can continue forward. At the bottom of a slope is another fortification. Watch out for the Plasma Cannon. There are a number of enemies scattered here. Once defeated, advance again. Take the jump and some Drones will begin flying in. Before continuing, try to shoot them out of the air so they won't be a nuisance at the next fortification. Ahead is another group of Covenant. A Plasma Turret should stop you for the time being. Break through again and continue.

The next group is just as problematic as the last. Another Plasma Turret will surely annoy the hell out of you. However, it's nothing that you shouldn't be able to handle. Continue ahead and notice a hole in the ceiling. The Scarab will fire a large beam and destroy a Warthog position. Disregard it for the time being and advance forward. A bunch of Ghosts will attack your flank so perform the necessary operations: kill them all. Another Plasma Turret is up ahead. Destroy it as always and notice the Shadow. Destroy it if you like (although it really isn't necessary) and once again, continue after a quick stop. At the dead end, turn right and enter the next section of highway. Up ahead are three more Shadows transporting Ghosts to the next sector. Destroy them if you'd please. However, when engaging, try to kill off the gunner atop first so you won't have to deal with return fire as you defeat those. Once again, there's nowhere else to turn but forward. Continue to make your way through this repetitive area and enjoy the lapse in Covenant combat. Finally, after a long trip, you should note another Shadow up ahead. Shoot it down and defeat the remaining Covenant forces in the area. A number of Ghosts will also appear. The Plasma Cannon above will definitely cause you some problems so take it down as quickly as possible. Clear this room and advance again. The exit to the bridge is just up ahead... ------------------------------------------------------------------------------4.5. Metropolis [4500] ------------------------------------------------------------------------------================================================================ Take the bridge, break the Covenant's grip on the city-center. ================================================================ ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Across this bridge is the city-center that the Scarab is | | currently targeting. A few Marines are scattered here, but | | the majority of them were overtaken by the Scarab. Before we | | continue however, Johnson will fly in with a Scorpion. A little | | "motivational device" as he calls it. After a Marine demands to | | leave, Johnson will make a joke back (funny man, huh?). To get | | through this bridge, you will probably want to use the tank he | | left you. | | | ===---===---===---===---===---===---===---===---===---===---===---===--=============================== - Ladies Like Armor-Plating =============================== >> Crush Covenant resistance on the bridge. Well, we are going to have to cross that bridge if we are going to get anywhere. Hop in the tank that Sarge left you. If you want, take the run-down Warthog behind you. Although it provides speedier travel, I'd still suggest you take the bigger game. Begin making your way down the bridge and the Marines will hop on with you. The Scorpion is slow so bear with it. Soon, your first opposition will appear.

Basically, you will be meeting Ghosts for a majority of the bridge. Wave after wave of them will fly at you. Luckily, your Scorpion's gun should be enough to take each one down within a single shot. As you continue across, a Wraith will begin firing some plasma mortar shells at you. For the time being, disregard it as the shots are very inaccurate at this far of a range. By the time you reach it, the Ghost waves will be become more frequent. Hijacking the Wraith is optional if you like the speed boosts. Whether you destroy it or hijack it, continue once the Wraith is dead. The Ghosts are frequent still, but with your big gun, they shouldn't be too much of a problem. Just beyond the Wraith is a big hole in the bridge on the right side. Make sure you don't accidentally ride in or it's lights out for you. Just beyond the hole, a Phantom will most likely make its way across the sky. Take a chunk out of it by sending it a well-placed shot. On your left, a Marine with a Rocket Launcher should be running. Let him join your team. Advance along and some more Phantoms will zip by you. They should be carrying Wraiths so you do your best and shoot each one away from its package. While the Ghosts begin to dwindle in numbers, Banshees will begin flying at your Scorpion. A single shot should take those flying demons down before they pose a problem. By this point, your tank should be nearing the end. As you can probably tell even at this distance, a large fight will probably commence at that point. Take down some more stray Banshees and Cortana will remark about the "welcome party" The Covenant have set up for you. At least three Banshees will begin to fly in on your position. Take each one down with a quick shot of the barrel. Now that you're on the other side, break through the toll area and begin engaging the large number of Ghosts flying through the tunnel. Try to blow each one up quickly as two Wraiths will also venture out. A few tank rounds shot right into each one should overtake both with a few seconds. Some extra enemies or Banshees might be hanging around so do your best to blow whatever remains up. Now on the other side, our objective is to move forward. Make your way through the tunnel (very slow-going). Some solitary Grunts and Elites might make an appearance. If you miss, the Marines riding on your treads won't. As you round the first curve, a Warthog should appear as reinforcements. Follow it to a half-open tunnel. Since you can't really move forward as the tunnel hinders your movement, get out of the Scorpion as it's useless at this point. You can take the Warthog over the small indent if you'd like, but the area is crowded with cars so I'd suggest you just take it on foot. The next section of tunnel is full of Covenant bogies. Reload and rearm (if need be) before walking in. A number of Elites will be greet you as you make your appearance. The cars provide obstacles, but they also provide cover. In the midst of battle, Beam Rifle shots will zip by so try not to get struck by one. Because of the small area, grenades will scatter enemies if not blow them up completely. Once the tunnel is cleared, continue past another half-opened tunnel. It's a dead end, but on the right wall is a hole leading out. >> Make your way to the surface. Exit the tunnel and you should be back outside. Walk yourself forward a bit and smack the Jackal in front of you down. As you exit, a Marine in a Gauss Cannon Warthog will drive up. Saddle up and take either the gunner or driver position with your choice. Kill the enemies around. They are mostly Jackals and Grunts with a few Ghosts flying around. While you overtake this Covenant position, the Scarab will begin making its move again.

>> Regroup with Marine forces in the city-center. Whether or not you defeated all forces, the exit is a little niche on the far side opposite from the entrance area. The next area is big, but a Wraith and a few Ghosts occupy it. I'd suggest taking down the Wraith quickly. Hijacking it won't do anything as to continue, you need to transcend a small door that only a Warthog will fit through. The Gauss Cannon makes quick meat of the various Ghosts and the Wraith itself shouldn't be too hard to take down. From past experience, I can conclude that the Marine driving for you really likes to stick around until _everything_ is dead. If this becomes an annoying process, get out and drive for yourself. To continue, the doorway at the end can have a Warthog fit through. Turn left or right at the waterfall and you should find yourself in the downtown area. Some Ghosts and Covenant forces are apparent. Luckily, you have some Warthog reinforcements as well. As you enter the area, turn to your right (the Marine driver will do it for you if you're on gunner) along the road. Some activity to your left should draw your attention. Two Wraiths are taking the center position. Cortana will recommend taking down the Covenant tanks first as they pose the biggest threat. Although heavily armored, Wraiths still aren't a match for the Gauss Cannon that should still be infused on your Warthog. With the two Wraiths destroyed, a Phantom will appear and drop off two Ghosts. You can avoid fighting them by letting loose the Gauss Cannon against the still attached Ghosts. Once all the forces are defeated, Cortana will tell you about a group of Marines in the building nearby. Use the HUD marker and drive to the door. As you walk inside, a Marine will greet you and tell you about their situation. Follow him up the stairs. ===================== - Field Expedient ===================== >> Board and destroy the Scarab. Well, it seems the Scarab has scrounged its way up to your position. While the commanding officer tells you about what the hell is going on, a Scorpion down below will lose its head to the behemoth. Brace yourself as the thing begins to close in on your position. Get out of the way of its legs or you will be crushed. When it passes, turn to your left and ascend the stairs. The Marines will follow you. Continue along the building up some more steps to a door. Exit and the Scarab will be just a bit to your left. It's closing in fast so don't miss this opportunity. As you exit the building, walk straight forward onto a mesh bridge. Look to your left and try to align yourself with the Scarab body. It's rocking back and forth so it might be a bit difficult to find the center. At that point, jump down on top of it. If it passes before you have a chance, turn back around and continue in the Scarab's general direction. When you have the chance, get on top. The Scarab is heavily defended with a filthy amount of Covenant. The small deck offers a great strategy in your favor however. Chuck a grenade and the Covenant will have very little room to maneuver in. The first wave consists of Grunts and Blue Elites. Once they are down, some Jackals and more Elites will move in. Arm yourself with Plasma Rifles or Pistols against the Elites' shields. Use grenades in key locations to quickly take them down. Once you happen to kill off those, at least three Red Elites, most likely dual-wielding Plasma Rifles, should appear. Before they come onto the deck

however, chuck a grenade or two to hopefully lower their defenses. If you fail with the grenade, run away to the upper deck. Sticking around will probably get you killed. Slowly kill the Elites one-by-one until all of them are dead. Now, the pass into the Scarab should be open. Get through. The ship itself is defended very well. Two Red Elites in the rear should be a spawn of many problems. However, the White Elite, that will most likely appear once the two Red Elites are down, will become very dangerous. Armed with a Plasma Rifle at first, he will switch it for a Energy Sword once his shields go down. _Do not_ allow him to get a strike through you. Stick away and pound away at his weakened state to take him down. With that, the Scarab wlll be destroyed. ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | With their prize destroyed, Regret will attempt to pull his | | cruiser out of the area. However, Miranda Keyes needs to follow | | that ship. Creating a slip-space rupture, both Regret and the | | Cruiser warp out of the area leaving New Mombasa in ruins... | | Well, let's follow. | | | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.6. The Arbiter [4600] ------------------------------------------------------------------------------============================================================= Infiltrate a Forerunner facility, quell the heresy therein. ============================================================= ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | As the UNSC forces chase Regret away from New Mombasa, the | | scene changes once again to the Heretic... Groggily waking up, | | he's being dragged by two Brutes. A few of them will complain | | as they pass a rabid Jackal cell. One particularly barbarian | | suggests eating him out of exasperation. Bowing his head, the | | Elite expects execution around the next corner. | | | | The naked Commander Elite is sent through a heavily guarded | | hallway to meet up with the Prophets Truth and Mercy. Truth | | orders the Brutes that carried him here to leave and the Elite | | is dropped in his miserable state. The Prophets then asks the | | Heretic if he knows where they are. Indeed, this is the mausoleum | | of the Arbiter. Each and every dead Arbiter lies in this tomb. | | The Heretic Elite is noble, and doesn't want to belong here for | | his crimes. The Prophets then apologize for a small... | | misinterpretation. | | | | The Elite shall become the Arbiter and he will be set loose | | from heresy. With that, the Prophets bring out the armor that | | has been worn by Arbiters years and years ago. It will be a | | perilous journey and survival is not guaranteed. With little | | choice, the Elite takes it and gladly accepts. His mission: to | | find a Heretic Leader on the wreckage of the original Halo... |

| | | Three Phantoms sail toward the ruins of the first destroyed | | Halo emplacement. A white Commander Elite leads a platoon of | | Grunts and Elites giving a few words of motivation. The | | Phantoms closes in and the Arbiter makes his appearance out | | of the blue. With a few last words of battle, the Phantoms | | sail to the landing zone and drops off the platoon. | | | ===---===---===---===---===---===---===---===---===---===---===---===--============================ - A Whisper in the Storm ============================ >> Locate the Heretic Leader. The first objective you have (the Arbiter) is to locate this Heretic Leader who is thought to be taking refuge someplace on this installation. Armed with an Energy Sword and a Plasma Rifle, you are well-fitted for battle. Follow the rest of the group as they lead you down a ramp. Meet up with the rest of the group and an Elite attempting to crack the door lock. Head through and another door will be opened. The storm has masked your approach, so your opponents aren't expecting any attacks just yet. Use this to your advantage and activate your active camouflage with the White Button just before entering. A few Elites and Grunts are patrolling the area. Take advantage of your invisible state and use the Energy Sword to give this group a wake-up call. With that, some shots will begin shooting and the action begins. Hoorah. There are a few Elites around using Covenant Carbines rather than Plasma Rifles. Use this to distinguish between friend and foe... not to mention that those Heretics are wearing ugly headpieces anyway. Use the Sword or Plasma Rifle to take down the forces in this first area. A ramp to the right leads up a small slope leading downward. Some more enemies, including two or three Elites are also located here. Again, use your active camouflage to hopefully sneak Be wary of the blue paths on the ground. Stepping on slowly move down the slope. It can be hard to notice blue path. Just don't let yourself fall off the edge once you clear this area, make your way to the other either path on the left or right to head downward to fall off the edge by the way. behind another enemy. them will cause you to as you move along this at the other end. Anyhow, end of the area and take the next platform. Don't

Probably as of now, the battle has sort of died down and silence is flooding back in. The next room has a fully-charged Plasma Rifle on the ground that can be picked up. For the next room, I strongly suggest dual-wielding Plasma Rifles. At first, some Grunts will appear here and there. However, an elevator on the other side will send up a group of two Elites and a bunch of Grunts. Like I said, dual-wielding Plasma Rifles can quickly quell the Elite threat. Once they are down, the Grunts will fall like dominoes. Anyhow, this room is a dead-end. The only way forward is down the elevator. If your allies are still alive, lead them onto the elevator that the enemy group came up on and head downward. After about halfway down, you should notice some Sentinels holding blue containers floating around. Don't shoot until you reach the bottom to avoid letting your opponents know that you're here.

Now at the bottom, begin shooting like mad at the various Sentinels floating around. Plasma weaponry works best against them. Take care of those Sentinels as quickly as possible. Some Elites will begin flooding in through the doorways on the upper level. While fighting those floating scraps of metal, don't step into their beam for too long. It can wreak havoc against your subpar shield system. Your commanding officer at this point should order you to open the hanger door. The faster you get to that, the faster you will receive reinforcements so get over there as quickly as possible. The hanger door is the big window at the opposite end of the elevator. You can find the activation panel on either side of the door. Just press the X Button and the Phantom will fly in the save the day. Let it blast away at the enemies hanging around and take full advantage of the reinforcements it drops. Once the Phantom flies out, begin to mop up the remaining forces. Once again, enemy forces will scramble in through the upper pathways. If your shields are down, take cover while your allies attack the Heretic platoons. If possible, use the blue containers around the area as grenades. Shoot at them and they will explode hopefully on your enemy's side. Be wary of Grunts wielding Fuel Rod Guns around the area. They act like miniature Rocket Launchers. It should take quite a while before you can clear the room. If possible, keep as many of your allies alive as possible. The more you still have, the better. You will know when the Heretics in this room have been totally defeated when an Elite wielding an Energy Sword appears from a door just one level below the area where the elevator dropped you off. Don't stand too close (obviously) and kill off the final Elite. When the room is quiet, begin making your way through the doorway just below the elevator shaft. By now, it's probably open. Let your allies follow you as you round the next corner. Another large group of Grunts and Elites are just a few feet ahead. Quickly throw a grenade into the group and jump back. The tight corridor can be used in your favor as it disallows your enemies to move around too much. Mop up the remaining Elites any way you choose. Once opposing forces in this sector are defeated, continue once again. At the end, you will find an open door on your left. This medium-sized room is infested with enemy forces up and down. I'd suggest running to the top platform as there are less enemies up there. Use a liberal amount of grenades to scatter your enemy and then wipe them out with your mad skills. Use the upper platforms strategically and run up there when you need to recharge your shields. Once you clear out the majority of the enemy forces here, head to the door at the other end of the room. It's pretty easy to find considering the size of this area. Anyhow, exit into the next corridor area and some Grunts will make their appearance. Put them in their place and advance. The next intersection will have Elites coming out through the right door and Grunts on the other side. Throw a quick grenade to scatter the Grunts and finish off the two Elites which also appear. Now with that force down and out, have your team continue once again. Anyway, from this point on, it's all a matter of transcending the hallway down and down. Some more Grunts appear ahead of you. Watch out for the Elite that pops out the locked door in front of you. Round the next corner and some more Grunts will appear as if begging you to kill them. Finally, you should reach a doorway. Before you enter, suggest engaging your active camouflage. Some Grunts should be sleep in the little niche ahead of you. Give them a

good smack in the head to take down both of them. As soon as the Sentinels notice you, start shooting them down like mad. From the entrance, continue left making your way through the piles of Grunts. Watch out for the Elites and do not let them overwhelm you. Again, use the blue containers hanging around as grenades by making them blow up nearby enemies. It shouldn't be too difficult to make it toward the end of this area. However, if you aren't careful, prepare to be overwhelmed. There are a bunch of niches and areas where you can hide for cover. When ready, go through the other door at the end of the room. Just as you probably expected, more Covenant. Whee...! Once that team is cleared out, head through another doorway and you should notice some Banshees ahead of you... through a window of course. Some enemy Heretics are just outside. The two doors on your left and right are locked as of now. However, the one on the right (upper platform) will open to release another platoon of enemies. Once again, take your trusty Plasma Rifle and zip right through. Following, head through the door that the Heretics came out of... ================= - To The Hunt ================= Your commander will radio in again and tell you that the Heretic Leader is escaping. Objective now would be to follow him. With that, he offers to send one of his Phantoms to help clear the way for you. Judging by the looks of things, you will probably need it. >> Persue the Heretic Leader. Exit through the door and find yourself outside in the raging storm. Two Banshees are parked just ahead. Wait for the Phantom to appear and get in one of them. Once you begin flying, the Phantom will begin to move. This part of the level requires you to follow. However, there will be abundant enemy Banshee patrols throughout the area. Right off the bat, a Banshee will fly in toward the Phantom's rear. Use your cannons and Fuel Rod Gun to throw that enemy Banshee away. While the Phantom is slow, I'd suggest sticking near it anyway. It will help you destroy enemy Banshees as they come. Furthermore, you don't know where to go, so the Phantom will lead you. Anyhow, some cool music will pop in. Begin following the Phantom and defeat the various Banshees that attack your flank. Don't let your craft get too busted up at this point. As you follow the Phantom, you will occasionally come across platforms in which Grunts with Fuel Rod Guns attack you. Considering the power of those cannons, you will really want to do your best to avoid their shots. Kill off the Fuel Rod Grunts as best you can. After the first wave of these, the Phantom will lead you to another part of the installation. While the Heretic Leader is not here, you might want to take advantage of the two Banshees parked on top of the platform. Your Banshee is probably a bit busted up at this point so take either of the new ones. Continue to stay around the Phantom and it will lead you to another heavily guarded installation. This platform is also a dud and the Heretic Leader is nowhere in sight. Stay close to the Phantom and shoot off any enemy Banshees on its tail. The Phantom does bear heavy firepower, but it does have its blind spots. Destroy the Banshees and the Phantom will finally locate the supposed location of the Heretic Leader. Quickly begin destroying whatever is guarding the landing zone and get yourself on that platform. Lots of enemies are apparent so kill them off with caution.

Now the chase is on. ------------------------------------------------------------------------------4.7. Oracle [4700] ------------------------------------------------------------------------------====================================================== Kill the Heretic Leader. The Prophets' will be done. ====================================================== ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Opening the door, some Grunts pop in and the Elites secure the | | area. This is it, the Heretic Leader's somewhere around here. | | However, the Commander Elite notices something. The smell in | | the air... is somewhat familiar. | | | ===---===---===---===---===---===---===---===---===---===---===---===--================ - Juggernaut ================ >> Escape the infested labs. Something is fishy about your objective? It seems that we have stumbled across an infected lab... of what? Halo: CE players, you probably have a good idea of what you might be seeing within the next few minutes. Anyhow, begin making your way forward with the rest of your team, and you should probably notice some brownish colored blood on the floor...? Bypass that and walk into the next hallway. Once you open the door, the sound of battle should ring through the air, but no one's around! Your motion detector is going mad with red dots everywhere. Look through the glass floor. Below, the Heretic forces and some... weird things are fighting each other. The glass is way too fogged to really make out detail. Head to the other end of the room and walk through the door. Drop down the bottom floor. You can choose to inspect the brownish bodies on the floor. Yes, you guessed it. It seems the Flood are once again making their appearance. For the moment, there's little action going on. A few Elites will wonder what the hell just happened here. A few seconds later, the Heretic Leader... err... rather a hologram of the Heretic Leader will appear. With a few taunting words, he teleports out. Notice the red dots as they slowly appear on your motion detector! Suddenly, little Flood Infection Forms will begin to drop from the ceiling. Begin shooting them and popping each one. Some stray Infection Forms will most likely infect the already dead Combat Forms. Try to prevent that as best you can. The Energy Sword is very effective against the Flood. Slicing apart each one will only take up 3-5 battery as opposed to the 10 it wasted against other enemies. One thing you will want to avoid would be the Combat Forms' melee. They can hit you repeatedly very, very fast. Clear out every last Infection Form, and

a door on your level will magically become unlocked (turn blue). Walk through it into a strange room. The Commander Elite will tell you that he'd wait until reinforcements arrived. Head through this door and into the next. Ahead, Flood hold a very strong position. Begin ripping them apart with the Energy Sword and more will jump down. At the same time, Sentinels will also appear to take out the Flood threat. I would suggest using the Plasma Rifle against the floating Sentinels and the Energy Sword against the Flood. There is a small platform in the middle of this elevator-like machine. The best position to take here would be that platform. Get on top and start shooting away at the various Sentinels zipping through the air. The room will begin to move down and more Flood Combat Forms will jump toward your flank. If possible, pick up a Sentinel Beam as it is one of the more effective weapons against the Flood not to mention the fact that it works wonders against Sentinels themselves as well. If possible, have your Elite allies hold the Sentinel Beam as well by switching weapons with them. From this point on, everytime the elevator stops, you can expect more enemies, whether in the form of Flood or Sentinels, to pop in when you least expect. Stay on the upper platform to hopefully reign supremacy over the Flood that will appear down below. While fighting, be sure you don't be stupid and jump off the side of the elevator. That would suck now wouldn't it? Try to survive this on-and-off period of enemy attacks throughout the entire ride of this terribly slow elevator. After what feels like an hour, you should finally reach the end destination. Booyah! How do you know when you finally reach the end? Well, for starters, a door should appear at one point. Otherwise, you can just wait until the elevator stops moving for a prolonged period of time. Anyhow, walk through the hallway that the door leads you to. The lighting here is a bit creepy, and bodies line the area. Walk through this corridor and head to a door on your left at the end. Once again, we have fighting. Before rushing out, try to wait out the shooting between the Heretics and the Flood. That should hopefully clear out some of your opposition anyway. Jump down to the lower area and refresh some of your ammunition with all the guns and stuff lying around. More Flood will walk in. This should be your first encounter with Flood Carrier Forms. The big, balloon-ish Flood creatures carry Infection Forms. When up against one, don't stand too close or you will be caught once it self-destructs. Creepy, huh? As you spend your time tearing through the Flood threat on the ground, more Heretic enemies will break through the upper level. You can use the various Plasma Cannons around the counter some of them. Even though plasma isn't too effective against the Flood, they are still useful with their high rate of fire. Try not to die here, as the last checkpoint will send you back to the beginning of the battle. That can be very frustrating. Definitely take my word for it. Eventually, after a number of waves, some Heretic forces consisting of Elites and Grunts will break through a door on your level. This is the hardest part in this room, so if you die here, prepare to be sent back all the way to the beginning of this room. Be extra careful and use grenades liberally to defeat the Heretic threat. Be especially wary of Grunts using the Plasma Cannons scattered around. Defeat the Heretic platoon and any remaining Flood Combat Forms around. Once all the Flood is defeated down to the very last Infection Form, you will

at last get a checkpoint. Head through the doorway in which the Heretics punched through about a minute ago. The door at the other end is locked, but it will soon open for you. The annoying part of this mission is over. You have just escaped the infected labs. Phew. >> Find the Heretic Leader. Okay, with that problem down, another one will make itself apparent. The nearby storm is about to hit their position. Time to hasten before it comes to kill us. Back outside, a lot of Flood creatures occupy the area up ahead. A Phantom will fly in again to bring you some reinforcements... finally! Follow them as they round the next pathway onto a ledge. Mop up the Flood forces here and defeat the Heretic emplacement up ahead. Your Commander Elite is getting restless. You don't have much time. Head up the next slope into a well-guarded room. Throw a quick Plasma Grenade to quickly wipe out the majority of the small room. Then walk through and enter either door. There's a big door just ahead leading to the center of the level. The Heretic Leader is here... but before that, you are going to need to deal some pain on his guards. We have quite a problem here. Not only are the Heretic Leader's forces crowded here, but Sentinels and Flood are also taking their feuds up and around. Deal with the preliminary chaos and begin shooting away at the various enemies hanging around. Use the Sentinel Beam against the Flood and the floating tincans up in the air. At the other end of this room, the Heretic Leader has locked himself in a shielded room. Crap, we were so close! ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | The shield barrier will protect the Heretic Leader, but the | | rest of us will be taken down. However, the Arbiter has a | | plan. Three cables are at the top of the building. We scare | | him out... | | | ===---===---===---===---===---===---===---===---===---===---===---===-->> Cut the three cables holding up the station. The Commander Elite will round up his troops and leave the area. Your job now is to begin heading up the ramps circling the level. Now you cannot rely on your ally's help. Begin scaling the pathway with haste. Some Flood will jump on and begin to attack. Sentinels will also create a ruckus. We have an even bigger threat now however. Some Flood you meet while scaling these ramps will wield Energy Swords against you. Use all your ability to avoid getting struck. While avoiding Sentinel fire and ripping away at every Flood that gets in your way, quickly run to the top. After three levels of ramp, you will find yourself upon an elevator. Start it and ride it to the top. It's a long way up so prepare yourself by reloading your weapons and rearming yourself. Let's see what we're capable of. ====================== - Hey, Watch This! ====================== You enter the area while a large skirmish is underway between a force of Sentinels and the parasites. The three cables are those little stubs that pulsate a little blue. Once you get up there, you should be able to notice

each one. Again, there will be more Flood wielding Energy Swords. DO NOT let them get a hit on you. The cables you are to knock out are found in a triangle formation with one cable at each vertex. Head to the backside of each of them and strike each one. I suggest using the Energy Sword as a few strikes will destroy a cable. While locating each of them, be sure to stay aware of Sentinels and the Flood. They will mostly preoccupy themselves by fighting each other, but occasionally, they will come for you. Destroy each cable, and the station will begin to freefall without any support. Here we go, the climax moment! As the platform slowly slides free of the supporting structure, you will be greeted with a large hop as the station falls! Well, at least we succeeded. Slowly make your way back to the elevator doing your best to comprehend with the rocking back and forth. Get back to the elevator and ride it all the way down. >> Pursue the Heretic Leader back to the hanger. Your Commander Elite's voice will boom through the radio. Your objective is to find the Heretic Leader once again. That means that you are probably going to have to walk down the ramps once again. This time however, they are even more heavily infested with Flood everywhere. Once at the bottom, find the door in which the Heretic Leader had locked himself in. Well, time to follow! Some of his guards defend the elevator that he had gone down. You should have no trouble taking the two Elites down. Bring up the elevator through the control panel and ride it all the way down. We still have a long way to go. Once the elevator stops, head through the opposite door and defeat the Flood that might appear in front of you. Choose either the left or right path and follow it until you reach the opposite end of this giant chamber. The Arbiter will quickly get into the Banshee and follow the Heretic Leader. Flying through this will be very difficult considering how fast we are moving. It's a short trip. Follow the arrow on your HUD and ignore any other Banshees flying around. Our one objective is to reach the other platform. Another short cutscene... ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | The Arbiter crashes into the side of the building just as the | | storm blows him away. A major rip-off Halo: CE if you ask me. | | | ===---===---===---===---===---===---===---===---===---===---===---===--========================================== - Dead or Alive... Actually, Just Dead ========================================== Okay, here's the lowdown on our current situation. The Heretic Leader has flew to this platform and we have to follow him before this platform crashes at the bottom. Basically, you will be following him all the way back to the main hanger. Continue through this hallway through the next door. This first room is heavily infested with Flood and Sentinels, but with proper timing and sneaking, you can bypass it without having to fight anything. Watch out for the Flood around and use the Sentinel Beam to its highest potential. If you still have an Energy Sword, now would be a great time to

use it considering its amazing effect against enemy Flood. When you exit through the next door, immediately look to your left as three Carrier Forms will begin walking toward you. Kill all three and continue through this corridor. You should still be familiar with this next room. Remember the exploding blue containers? Well, now you can REALLY put them to use. Blow them up next to Flood and watch the body parts fly. This area is straightforward with only one possible path. Once you reach the end, turn right and head through this next door into yet another hallway. The lighting is a lot dimmer so watch out for Flood ambushes while walking through. As you round the next slope, you should see a Grunt getting overtaken by some Infection Forms toward your right. Round the next few turns and the explosions will much become much more frequent! Hasten your step and beware of Carrier forms that can just explode. When you finally do find yourself in another room, begin to take some cover immediately. Let the Heretic forces and the Flood dish it out themselves for a few seconds. Then jump out and finish off the rest of them. Once that's over, head through the other door at the opposite corner into the next section of hallway. There are no enemies here, but the final fight is yet to come. Cross the next corner and head through the door to meet the Heretic Leader. ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | You have found the Heretic Leader. The Heretic Leader summons | | his 343 Guilty Spark friend. Taking a few shots at the Arbiter, | | the Heretic Leader forces you into hiding. With that, he sends | | out two supercharged Elites against you. Battle time. | | | ===---===---===---===---===---===---===---===---===---===---===---===-->> Kill the Heretic Leader. Okay, we are up against three Elites with jet-packs. One of them is the Heretic Leader, but he won't be available until we take down those two ugly looking Elites. Note that their shields are much stronger. If you have an Energy Sword, throw it down now as it will be useless. Move to the left and find a Plasma Rifle on the ground. Use hit & run tactics and lots of cover to take down those two Elites. Now the Heretic Leader will make his appearance. With powerful shields, he is sure to give you some problems. There are a few Plasma Rifles scattered throughout this area that I strongly suggest you take advantage of. Knock him down as quickly as possible before he has a chance to defeat you. Jump on the UFO-looking ship if you must. Your only target is the Heretic Leader. Once he's dead, the mission is over. ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | As you drag the dead body, 343 Guilty Spark will appear again. | | The Arbiter still plans on calling the Monitor the Oracle. | | With a magnetic device, a Brute takes the "Oracle." Time to | | leave folks. |

| | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.8. Delta Halo [4800] ------------------------------------------------------------------------------============================================================================ A Covenant army stands between you and the Prophet of Regret. Get to work. ============================================================================ ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | A warp appears in space... Miranda Keye's Cruiser comes in taking | | wreckage from the original New Mombasa with it. The jump had | | sudden so some problems were to be fixed. The Cruiser has | | apparently followed the Covenant to a ring-world. Another Halo? | | Asking if this was the ring that her father had found, Keyes | | has a moment. The Covenant Cruiser is just up ahead, and Keyes | | intends on catching Regret and finding out the meaning of the | | recent offensive on Earth. | | | | To follow those Covenant forces, Sarge and the Master Chief are | | to occupy the ring. Johnson will lead in two Pelicans of troops | | and the Master Chief will fall with the Helljumpers through a | | "free-fall." As the Cruiser slowly makes its way over Delta Halo, | | the Master Chief and Cortana ready themselves for the fall. The | | pods are released straight for the surface. | | | | On the ground, a Grunt and Jackal are on patrol. Comically, the | | Grunt quickly gets on the Plasma Turret and attempts to take | | down the pods before they hit. Failing to take the majority out, | | the Master Chief appears fully armed and ready to fight. This | | party's over. | | | ===---===---===---===---===---===---===---===---===---===---===---===--================ - Helljumper ================ >> Clear the landing zone for the Pelicans. Just as you jump out of your pod, a Helljumper will appear telling you that we must take out those turrets. You start off with a SMG but you also have a Rocket Launcher at your disposal. Make your way forward into the above area. The Covenant have taken this position so fight them through. There are Elites in the back, but take out the preliminary Grunts and Jackals along as those turrets. While fighting, stay at this "ruin" area. Clear out the turrets along with any other infantry on the ground. Check the buildings thoroughly to flush out crouching Elites or hiding Jackals. After a pretty good deal of fighting, Cortana will radio in to Johnson. Before the Pelicans arrive however, a Phantom will appear and send in reinforcements. It mainly consists of Grunts and Jackals, but beware of the occasional Elite that flies down. If you still have your Rocket Launcher, now would be a great time to use it. Once again, flush out any hiding enemies and blow them out. After that wave,

another Phantom will appear to drop more troops. This one has more Grunts and more Elites however. The Red Elite has a chance of bringing out an Energy Sword so take care of that threat as quickly as you can. Finally, after both waves are defeated, the two Phantoms will move in. Sarge will notice a strange temple-like structure up ahead. A Warthog and two more Marines will be dropped at your disposal so get in and drive or shoot. Anyway, now saddled up, begin moving. The path forward is to the right of the "ruins" area so send your Warthog in that direction up a grassy ravine. At the next corner are two Covenant Snipers that you should take down. Have your Warthog drive along the cliff edge and a building will come into view up ahead. >> Extend the bridge, and cross the chasm. Well, it looks as if the Covenant are attempting to impede your progress by raising the bridge. That's nothing serious as we can always lower it again... by force. Park your Warthog right by the bridge control building and get out. There are a lot of Covenant nearby so watch your back. Kill off the Grunts manning the Plasma Turrets and the Elites in Ghosts. Move to the center of the building where a hologram of the Prophet of Regret appears. Kill the Blue Elite and the various Grunt scattered around. Hit the control panel and watch the bridge descend. With that, get back out. Once the bridge is down, Johnson will fly in with another Pelican and a Scorpion to help you against the Wraith on the far side. Take full advantage of it and get on. Now move across the bridge and take two shots at the Wraith to put it out of commission for a while. Some Ghosts will now fly in through the open pathway to your right as soon as you cross the bridge. They are easy meat considering the amount of firepower you have. >> Push through the Covenant-held ruins. Once they are smoldering pieces of wreckage, begin positioning your tank through the pathway they came from and enter the building. Some more stray Ghosts might appear so take care of them as needed. You will find the area ahead split up with one path going up and one path going straight. Take either one as they both lead you to the same place. Up ahead, you'll see a waterfall. More Ghosts will fly in. Take them down with a single shot and continue along. There are also some Grunts around the area that you might want to shoot out. Continue along and you will see Ghosts galore. Those still shouldn't pose too big of a threat as long as you still have your Scorpion. At the next corner is a Grunt manning a Plasma Cannon. Mow him down and continue past his leadfilled body. You will enter the building again. The inside path is just large enough to fit in your tank. At the next corner are three Jackals. They should not be a problem. Continue through the next corner to a larger courtyard area. ============================== - You Break It, You Buy It ============================== The courtyard up ahead is crawling with Jackals and Grunts everywhere. Along with that, Ghosts patrol the area and some Plasma Turrets guard the structure up ahead. I'd strongly suggest staying in your tank for the firepower. Blow up the Ghosts that come at you and take out the Jackal positions with your secondary fire. Clear this area of all enemies and bring your Scorpion to the next area. The pillars provide enough room to fit your tank through so take full advantage of it. Advance through the building.

More Ghosts will move in and begin shooting at you. Blow the utter crap out of them and shoot out any Plasma Cannon emplacements along the walls. Once they are cleared, make a 180 degree turn and ride the downslope. There are even more Ghosts here, and Grunts line the left wall with Plasma Cannons. Prioritize the Ghosts flying around first and then take care of the Grunts to your left. At the same time, mow down the remaining Jackals in this area. Move your tank forward and then right. There will be a clearing up ahead with a bunch of ruins grouped together. Cortana will notify you of another structure up ahead. You know what to do. Move your Scorpion forward and blast the Plasma Turret emplacements here and there. Some Ghost patrols will begin to engage you so get them off your tail. Before moving in, let's get familiar with this area first. To your left is a gigantic lake. Not only is it a great view, but it also has a strange structure right in the middle of it. The only way out of this area is through the middle ruins. However, don't go there until you blow up most of the Ghosts and Plasma Turrets around. Navigate your tank to the side opposite the lake and find the ramp leading up to the middle structure. Cortana will tell you about a Pelican moving in. Move up the ramp and you should notice the bird flying in. Wait for the supplies to drop down and re-arm yourself with a Battle Rifle. Also, you might consider picking up a Sniper Rifle or Rocket Launcher. It's your choice. Begin moving to the center of the structure you are currently on and engage the Elites, Grunts, and Jackals there. Eventually, the Marines will come to assist you. Follow to the center and defeat the enemies there. Use the pillars and walls as cover. Slowly advance while killing off the remaining Covenant and you will see that they are all coming out of a doorway at the corner. Clear out the remaining aliens, and then have your Marine force come with you into the next area. Right there, ready to greet you, is a Blue Elite. See it before it sees you and take it down. A number of Grunts are also in the area, and more Elites are at the ledge a bit forward. Once you clear them out, move forward and then turn left. Another hologram of Regret will be playing. There are Blue and Red Elites on the ledge above so take them out as needed. Remember not to shoot the purple crates surrouding Regret's hologram if your Marines are near as they can make quite an explosion. Once you clear out the majority of the occupying Covenant, make your way up the ramp to the left, and go through the smashed hole in the wall. There are some enemies here too. Luckily, they aren't in big numbers. Some Grunts will also run in through a small rock hallway to the left. Defeat the various enemies around, and make your way into the rocky doorway. Notice the waterfall. ======================================================== - Off the Rock, Through the Bush, Nothing But Jackal ======================================================== Continue along and smash the Jackal standing right in front of you. The next portion is a very easy area to get lost in. Not to mention being almost impossible on Legendary. Move forward and try to take out a few of the Jackals and snipers down below. Don't jump down however! Rather, turn to your right and take a small jump to the lower grassy area. Take the Battle Rifle in the tube if you need it. Defeat the Jackal nearby and jump off the ledge. Turn around and defeat the Blue Elite and Jackal nearby. If you are lucky, you will catch both of them

off-guard which allows you to smash both in the back of their skull. Anyway, once they are dead, turn around again and advance this way. Jump off yet another ledge and you will find yourself just in front of a tunnel at a corner. A bunch of Jackals and an Elite will rush out of this hole so throw a grenade. Finish off the rest of them. Once they are down and out, some Drones will fly down to make the situation even worse. These Drones are quick and can fly so pick your shots carefully. I find the Battle Rifle or the Covenant Carbine the best weapon against those buggers. Anyway, round the corner with the tunnel and continue this way along the edge of the area. Walk up the slope and turn left where a Battle Rifle awaits you. Pick it up if you don't have one already. Also nearby is a tunnel. An Elite has probably already sighted you. Kill him whichever way you'd like, and take the tunnel that he came out of. Transcend this hole to the other side where more wilderness awaits. Moving straight forward will just put you in an area you've already been so as soon as you leave the tunnel, turn to your left. Kill the Jackals here and pick up the SMG if you'd like. Move along the pathway in the direction of the waterfall. If you want an Energy Sword, you can follow the creek downstream all the way to the end. Backtrack through the tunnel and then continue in the opposite direction without going down the slope to the side. At the far end, you will find a lot of weapons that you might want to pick up. Hey, it's all your choice! Anyway, at this end is another "rockier" tunnel. Cortana will say something so you know that you're on the right path. >> Reach the towers in the lake. Once you clear this tunnel, you will find yourself at the structure that Sarge noted at the beginning of this level. Along with that, you are also in the middle of the lake that we saw before. A Pelican was nice enough to drop off some supplies here so pick up whatever you need. When you're ready, make your way down the slope and open the door at the end... The room is empty at first. Navigate through either side and go through the door. You will reach yet another hologram of Regret along with two Honor Guards! Defeat the latter and kill off the remaining Covenant here. ------------------------------------------------------------------------------4.9. Regret [4900] ------------------------------------------------------------------------------======================================================== You heard the lady. Locate the Prophet, take him down. ======================================================== ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Before the Master Chief leaves, Cortana will appear and stop you. | | It seems Regret will activate Halo. Cortana then translates it. | | and the Master Chief contacts his commander. It seems the Index | | must be used to activate Halo. Keyes will go to the Library and | | pick up the Index. Your job is finished here. Now it's time to | | get rid the Prophet... Regret. | | | ===---===---===---===---===---===---===---===---===---===---===---===---

=============== - Testament =============== >> Make your way through the first set of towers. As the level starts, you will have some Marines reinforce you. After a little wait, the first of the Covenant will appear. Take out the Drones flying through the air before the Blue Elite comes in. Take him down and find the only open doorway on the upper level. Go through and you'll find yourself back outside. The bridge to your right is down so go straight and meet some Covenant just waiting to be killed. There will be an Elite or two as well as a bunch of Grunts. Some snipers will also shoot at you so do your best to avoid those shots. Some grenades would help too. Follow the pathway along the balcony and more Elites will begin engaging your position. At the end, round the corner onto the platform. Take this bridge to the other side where some more enemies are waiting for you. The Grunts are easily defeated, but beware of the Elites as they like to sneak up on you. Turn to your left and begin moving in that direction. Kill off any Elites that you see. Advance along this balcony and you should move through a doorway. The next room is filled with Grunts and Elites so ready your weapons. The exit from this round room is just to the left of the entrance, but a large pile of debris will force you to move around the edge of the room. Take care of the remaining enemies and exit this room. Once again, you will find yourself back outside above the lake. Move a bit forward to a large center platform. There are a few Elites and Jackals guarding this open platform. Take care of them with a few grenades and some weapon fire. Try not to fall off while you're at it. Once those hostiles are cleared out, a Phantom will fly in shortly afterwards to drop two Hunters. You know how to deal with these things. I strongly suggest picking up a Beam Rifle and using it in the orange spot of each. Once both are defeated, Miranda Keyes will radio in and tell you that she's re-routing a few persuers to you to avoid capture (That's nice!). With a quick apology, she radios out. A few Pelicans will move in and drop off some supplies for you. Re-arm yourself as needed. Cortana will notice a gondola moving in from the far tower full of Covenant reinforcements. Get yourself ready for battle and engage the gondola as it speeds in. There are quite a few enemies here so watch your back. When they are down, get on. >> Ride the gondola to the far towers. We'll be making our way to the other building through this rather "unique" form of transportation. Well, it beats swimming. Anyway, to activate the gondola, head to front of it (or the back of it depending on how you look at it), and activate the control panel to get the car moving. ==================== - One-Way Ticket ==================== Not too long after you leave port, a few Drones buggers will fly in. Take them down quickly with a few shots each. Your gondola will slowly progress. Look forward and note the other gondola moving in on your position. When you reach it, jump over and take out the Elite threat on the far side. It shouldn't be too difficult. Once those Covenant are down and out, jump back and the gondola will begin moving again. Onward to the next tower!

It will take about a minute until you get into weapon range of the next tower. Snipe out the Grunts manning Plasma Turrets on the higher ledge, and get off the gondola once it stops at the next tower. The following room is full of Jackals which can easily be taken out with a well thrown grenade. Clear the room of them. There's a pathway leading up, but there really isn't a point to going up unless you want a Fuel Rod Gun which can be picked up. >> Pass through the submerged structures. Some Drones will begin to fly in once the Jackals are down for the count. Once you happen to clear out the buggers, Cortana will tell you of a submerged structure just below. There's a large elevator shaft down the middle of this room. Wait for it to come up and a Marine will notice that it's full of Covenant. Arm your weapons and throw a quick grenade into the elevator to flush them out. Clear out the rest of them and step right in. Wait for the elevator to begin moving downward... but it stops. Suddenly, the car hits the waterline and begins floating. Look out the window and observe the area below the lake. While you move through, Cortana will tell you a bit about Regret's current position. It seems that he is now "apologizing" to the Prophets for undergoing an offensive too soon. Eventually, your cart will hit another waterline and reach a second structure. The room is empty. Slowly advance through the next room and up the ramp. You will find yourself in a submerged tunnel. A bunch of Grunts patrol the area, but they shouldn't pose much of a threat. Kill them off before they get a shot in edgewise and advance. Once you go through the next doorway, turn to your left or right. There are ramps leading up to the top of this area. Walk up until you reach the top. You should find yourself in a gigantic room crawling with Covenant. In the middle is a very large hologram of Regret. This part can be very difficult if you aren't careful. Before jumping gun-ho right in this room, try to take out a few snipers or Drones from your current position. It might not be obvious as of yet, but there are also a few Elite Honor Guards hanging around with deadly Energy Swords. I strongly suggest against jumping down to the floor before taking out the various forces in the hallways on the upper level first. Eventually, some Hunters will appear on the floor. If you cleared out most of the snipers around, jump down and begin engaging the both of them. Beam Rifles again, work wonder against these Hunters. The snipers around drop them indefinitely so try to use one against the orange spots along the Hunters' backs and necks. Kill them both off, and advance to the opposite end of the room. On the floor, locate the door in the center and go through. Once again, turn either left or right, and go through the doorway at the other end. Ahead is another submerged tunnel completely empty... or so it seems. In reality, there are a bunch of Elites and Grunts down below on active camouflage. You should be able to see their outlines beforehand so watch your back. If you can, snipe some of them out before moving in. While fighting off these invisible heathen, beware of an Elite carrying an Energy Sword that will run in. Once all the invisible freaks are killed off, continue up the next ramp and turn left. A quick trip through this hallway will lead you to another one of those underwater cars. You don't have much of a choice so step in and activate it. Once again, the elevator will enter the water and sail through another portion of the lake. Cortana will begin speaking again; Regret has received a response from High Charity. It seems that the other Prophets, Truce and Mercy, have forgiven Regret for his actions.

>> Reach the main temple. Now we're on the same level of Regret. The only objective now is to find him. Move forward out of the elevator and defeat the Energy Sword Elite. Up ahead is another Elite along with a group of Grunts. Take all of them down and advance through the hallway. The next corner will have a hologram of Regret (He's popular around here isn't he?). Bypass it and exit the doorway to get back outside. At first, the area seems empty except for a small ledge up ahead. Move forward a little bit, and some Drones will fly in. A full platoon of Elites up ahead will also engage you. Don't rush in blindly yet. Take down the Drone threat as they pose a considerable threat. The Elites will also be a problem. Once the coast is clear, ascend the ledge and you will get a call from a Pelican. He's almost out of fuel, but he'll make one last pass. Defeat the Jackals at the peak of the ledge. Turn right and you'll reach some more ruins. Along with that, you'll find a sniper plus a few Elites patrolling the area. Advance through the area just as a Phantom drops off some more Covenant reinforcements. A quick grenade should clear the Jackals that drop down and some extra fire will take out the two Blue Elites. Once they are out of the way, move to the gondola just past the next corner. Activate it and admire the scenery as you close in on Regret. Miranda Keyes will radio in and ask how you're doing. She's currently at the Library. Afterwards, some Banshees will attack. Considering the weapons you have, do your best and try to take them down. At the same time, the opposite gondola will hold two Blue Elites with jetpacks. Ignore the Banshee threat for now and quickly take out the two of them before concentrating your fire on the Banshees. The opposite tower is heavily guarded with Plasma Turrets and Jackals almost everywhere. Kill off the Grunts on the Plasma Turrets quickly and then concentrate your fire on the remaining forces. ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | The Master Chief will walk to the door as some Covenant Cruisers | | zip by through the air. It seems that those Covenant are onto | | his intentions. They are going to try to stop the Master Chief | | before he can kill off Regret. Get inside quickly and kill the | | Prophet before they get to the Master Chief! | | | | | ===---===---===---===---===---===---===---===---===---===---===---===--================================================= - Sorry, Were You in the Middle of Something? ================================================= >> Kill the Prophet of Regret, and escape. If there are any remaining Jackals hanging around, now would be a great time to take them out. Make your way up the ramp with haste and go through the door. Turn to either side and clear out the Grunts guarding the door. At the other side, move up the ramp and open the big door... the Prophet is just ahead.

Some Elites with Energy is in this chamber, you even entering the room, hallway. Clear them out locate the Prophet.

Swords will probably jump at you. Considering Regret can expect the defenses to be pretty thick. Before let some of the Elites follow you out into the without getting killed yourself. Enter the room, and

Luckily, defeating Regret is a joke. When you enter, the evil voice that splits through the air is his. Move to the very end of the room, and find his little seat. The cannon that he uses against you is like the Fuel Rod Cannon that the Hunters hold. However, it's gold and is much more powerful! To get to him, jump over his attacks and quickly press the X Button as soon as you get within hijacking range. Now that you're the continually fighting of his he'll let out a crawling on his head, begin mashing the B Button repeatedly smack Regret in the head. For a Prophet that barely does any own, Regret can take quite a bit of punishment. Eventually, moan and die.

________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | The Phantoms, with the death of Regret, now has no use for this | | platform. As the shot readies, the Master Chief runs away as | | quickly as possible. However, he is too late to avoid the beam | | as he jumps into the sea... Even as he is dead, a strange | | tentacle and a voice will slip through the air... What will | | happen...? | | | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.10. Sacred Icon [4010] ------------------------------------------------------------------------------=============================================================================== Succeed where others have failed. Lower the shield protecting the Sacred Icon =============================================================================== ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | [ Covenant Holy City, High Charity ] | | [ Sanctum of the Heirarchs ] | | | | In the Holy City, Brutes walk past and rip off the armor of the | | Honor Guards. The Elites are no longer the protectors of the | | Heirarchs. The Commander Elite is currently pleading with the | | Prophets to not give the order to these Brutes. The death of | | Regret was one of high importance and enough to convince the | | Heirarchs that the Elites were... unreliable so to speak. | | | | The Arbiter converses with the Prophet as the Commander leaves. | | The Elites have apparently threatened to resign. Previously, | | the Halo had been destroyed grieving the Covenant. Now they had | | found another one! An Oracle was to be located. The key to | | Halo is the Sacred Icon... the Index. | | | | As a Phantom transports the Arbiter to the library, the Brute | | tells the Arbiter of his mission. He will ask of whom killed the |

| Prophet of Regret. It seems the "demon" is here. As the Phantom | | drops him off, an Enforcer will appear behind the Arbiter. The | | Phantom will chase it off. Your mission is clear. Godspeed. | | | ===---===---===---===---===---===---===---===---===---===---===---===--=========================== - Uncomfortable Silence =========================== >> Lower the Containment Shield. You are currently armed with a Covenant Carbine and a Plasma Rifle. Turn around and pick up any weapons that you'd like. I'd suggest taking the Sentinel Beam just behind you. Begin moving forward and shoot down any Sentinels that appear. Nearby, you will find a Grunt shooting at a piston. Clear out any other Sentinels around and activate the piston. Jump down...! It's a long ride down as you slowly but surely slide all the way to the bottom. Once walking again, strike the next pistol and jump down after it. At first, you won't see any enemies. The red dots on your motion tracker are mostly droids that are just flying around. They can't hurt you so no need to waste ammunition on them. Once you are about halfway through, some Sentinels will finally begin to engage you. Defeat any that pose a threat and move to the piston at the end. Activate that one and jump down. On this floor, you should meet some Grunt and Jackal reinforcements. There are a few more Sentinels floating around. If you look on the walls, you might find some points where Sentinels will float out of. If you shoot those positions, Sentinels won't attack you in that sector. Find your way to the left side of this room where a bridge over a deep chasm awaits. Near the end of this bridge, Tartarus will radio in. You are nearing the Containment Shields so Sentinels will become more abundant. At the other end of the bridge, turn left or right and defeat the floating Sentinels. They shouldn't pose too much of a problem considering they really only appear in groups of one or two. At the far end of this area, turn right and activate the next piston. When it goes down, jump down once more. This room might have a bit more going on. Blow up the "Sentinel Transporters" on the wall to stunt the Sentinels in this room. Head straight through this room to the end where yet another piston awaits. Getting repetitive? Jump and enter the Containment Shield room. There's a gigantic Enforcer floating around. As of now, it's invincible so don't even try to shoot it. Instead, avoid its fire. >> Power-up the four Absorbers to lower the Containment Shield. Tartarus will notify you of four Absorbers on the brown platform. They are in plain sight. The Plug Locks are the four stubs on the floor. Avoid the Enforcer's fire as you activate every one of them. Once all four of them are hit, the Containment Shield switch will appear in the middle. Hit that and your objective is complete. Wait a few seconds and the Enforcer will explode falling in pieces to the ground. ===================== - Buyer's Remorse ===================== The doors ahead of you will open and the brown platform will begin to move

out into the falling snow. Up ahead, your Phantom will escort your platform as you begin moving toward the Library. The doors up ahead will open up, and a particularly angry Enforcer will begin firing upon the Phantom. Looks like it's up to you now. >> Make your way through the Flood-infested wall. Hopefully, as the Phantom left, it blew a chunk a chunk out of the Enforcer for you. When battling the behemoth, be sure to shoot it where the shield is not active. If you have a Plasma Pistol, you can use an overcharge to take down one half of its shields. At the same time, a whole new breed of Sentinels will appear. The gold ones flying around have shield generators which can allow them to survive longer. Even so, they can still be taken down. Try to destroy the Enforcer as quickly as possible. Flood will begin to jump down from the platforms above making the situation even tougher. Whenever your shields are down, dive to the lower platform and take cover. To your front are two big, brown doors. One is on the left and one is on the right. About a minute into the wall, the door on the left will open up along with a few Sentinels. Clear out this area and get over through that door. At first, this large hallway appears empty. However, move forward a bit and the doors containing the Flood will open up as Flood jump out sporadically. If possible, allow the Sentinels and the Flood to do their own thing while you hide out behind a wall. Sentinel Beams are effective against both Flood and Sentinels themselves. Pick one up whenever possible. This area can take a very long time to clear. When your shields are down, take immediate cover. DO NOT allow the Infection Forms to stick to you. If you can, take a few shots at the various "Sentinel Transporters" on the walls to clear out the Sentinel threat. Eventually, the Flood will exhaust themselves and stop coming. Begin moving through this corridor all the way to the far end where a piston awaits you. Hit it and follow it down. This next corridor has a few more Flood although not in really big numbers. Clear out that group with a well-placed grenade and move forward to find another piston. Jump down. As soon as you enter the following hallway, be sure to pick up the Shotgun nearby the dead Marine. Move forward and your radio will catch a conversation between some Marines. It seems that those Marines are having just as much of a problem as us. Move forward with Shotgun in hand, and some Flood will hurry out of the following hallway. Take full advantage of the Shottie and blow their bodies to a fine powder. A Shotgun blast to a Flood's chest should usually be enough to take that one down. Round the next few corners and blast a few more Flood. Eventually, the Sentinels will enter the fight. Let the Flood and those floating Sentinels dish it out with each other. Move forward through this hallway. Pretty soon, you will find some balloon-like Flood. Watch out for these Carrier Forms as they can blow. Also beware of Flood holding Shotguns. They like to sneak up behind you and blast you in the head. When you reach the grayish area with Flood jumping at you from both sides, be sure to watch out for Flood sneaking up behind you. Don't let them push you into corners and you should be fine. The Sentinel Beam and Shotgun combos work wonders in this sector. Move forward and after quite a bit of walking and cleaning up stray Flood, you should find a piston. Activate it and jump away from this floor. Finally, you will find yourself back outside... partially. There are a bunch of Flood scurrying around so take them down. Up ahead is an Enforcer just

begging to be killed. If you have any plasma weapons at hand, use it to take down its shields. If not, try to aim for the unshielded portions of the Enforcer to hopefully knock it down before it does too much damage. At the other end of this ledge area, you will find a piston. Activate it and follow it downward. This next area is very dark so watch your back. Your motion sensor will come in handy here. Up ahead is a stack of boxes. Defeat any enemies around and turn right immediately. The bridge connecting the gap is up ahead. By moving this way, you can save time by avoiding most of the Flood here. Cross the bridge over the deep chasm, and defeat the various Carrier Forms standing stupidly at the end. Progress through this room shooting down any Flood that attack. At the other end, cross the bridge. Now at the other end, some more Marines will cross your radio. They too are having problems with the Flood. Only now have they realized that "they" are not Covenant. (What took you?) There are a quite few Flood infesting this area. Use the structure for cover as you dive around. You will find the exit out of here at the far end to your right. Activate this piston and fall down. Activate the next piston just up ahead. Fall down from that and you will find yourself on a small ledge overlooking a large valley. There's a piston in the middle of this room that can be activated. Use it and fall through the shaft. Enjoy the ride to the bottom before you land a small ledge above a larger room. Jump down and look forward long enough to notice a Phantom fly off. You are left here with a bunch of Flood Combat Forms everywhere. Load up your Shotgun or whatever weapon you intend on using against them. Clear out this room, and activate the next piston. Ride the next shaft all the way to the very bottom. It's a long ride so try not to fall asleep. ====================== - 100,000 Year War ====================== >> Rendezvous with your allies in the Covenant camp. You are back in the open in a desolate area still without any form of reinforcements. As you walk out, pods will fall from the sky revealing Elites to help you out. Hooray! Move forward through the various Flood forms. Pick up the Energy Sword on the ground if you'd like. Up ahead, you will find the Covenant camp. Well, glad we're out of that place. There are a few Flood to clear out. A nearby Elite will tell you that your Commander has landed further in. Go through the small tunnel behind the tunnel. Quite a lot of action here. Arm your weapons and help your allies blow the crap out of the parasite. The Commander Elite will be just as surprised to see you here as you are to him. More Flood will appear to be a nuisance. Be particularly wary of Rocket Launcher wielding Combat Forms. Clear the camp of these Flood to secure this area. Finally, a Phantom will appear and drop down some reinforcements. ------------------------------------------------------------------------------4.11. Quarantine Zone [4011] ------------------------------------------------------------------------------======================================================== Parasites, humans - no matter. The Icon must be found. ======================================================== ________

-~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | The Arbiter will tell the Commander of his mission. He must fight | | his way into the area and retrieve the Sacred Icon. The Commander | | ends with a warning. "The parasite are not to be trifled with." | | | ===---===---===---===---===---===---===---===---===---===---===---===--=================================================== - Objects in Mirror are Larger Than They Appear =================================================== >> Push through the Quarantine Zone toward the Library. The Flood are thick in the next few areas. The Commander Elite will begin to rally up troops so you should move out first. There's a Ghost and an Elitedriven Spectre that you can saddle up in. Take either one and immediately take down the Enforcer that appears. With plasma weaponry, it should fall quickly. There are a number of Sentinels around. Defeat them any way you see fit. Once those buggers are down, locate the brown door and go through. Good news, you're back inside... at the moment. Travel through this hallway to another brown door at the end. Be sure your reinforcements don't get lost or the next portion will be very difficult. When the cool music kicks in, prepare yourself for a fight. There are a number of Enforcers in the air. Try to take down as many as you could without actually moving too far in. Stick by the entrance area for a few seconds and let your opponents move to you. Begin moving forward through the area. Do your best to avoid getting directly under the Enforcers as they have a tendency to pick your vehicle up. If that happens, get out as quickly as possible. There are numerous Sentinels hanging around, but the Enforcer are the biggest threat at the moment. After taking down at least three Enforcers, your Commander will tell you that he's on your way. If you look in the center of the platform you are on, you'll find a Warthog sandwiched between two walls. Pick that up if you want it. If not, bypass it. Look to your right where a ramp leads down to the lower platform. Now this is where it gets interesting. The Flood will now make their appearance in Warthogs and Ghosts. Take note of the Scorpion in the corner and either take it or destroy it before the Flood happen to get to it. On the far side, you'll find a Wraith. Defeat the Flood here by zipping through them with whatever vehicle you chose to man. When all the Enforcers, Sentinels, and Combat Forms are down for the count, go through the brown door. Slowly make your way through this hallway. Exit the door at the end. ========================= - Healthy Competition ========================= Just hope that some of your allies stayed alive here. Numerous Enforcers are in the area, but with a vehicle, they can be taken down quickly. You will also find various niches along the walls which you can hide in if your shields go down. It's best to have a vehicle, but moving on foot still works. Make your way down the ramp all the way to snowy bottom. More of those pesky Enforcers might come out of windows in the wall. Beware. At the bottom of this slope, you should find some Flood stupidly stumbling around. Take care of them, but do keep in mind that they are capable of jumping onto your vehicle and hijacking it. Be sure not to fall into the big

hole in the middle of the area. When all enemies are defeated, make your way to the doorway at the other end. Hopefully, you still have some reinforcements alive. If not, sucks to be you. Once you clear the next doorway, you will find yourself in a whole new area. There are Wraiths and Enforcers making life difficult over the next pass. At this moment, you have two choices. Go either left or right. They will both lead you through a lot of combat so there really isn't much choice. For the record, I went left. At the next corner, you'll find a Wraith. Blow the crap out of it before moving forward. Try to take down the nearby Enforcer just as well. You should find yourself on a large cliff overlooking a fatal fall. The mist down below glows an eery green. You definitely don't want to step in there. Move to the left area of this valley through what appears to be a giant tube. When you clear it, I'd suggest getting out of your vehicle now. Up on top of a ledge are some Flood wielding Rocket Launchers. They aren't too stupid and definitely know how to lock on. This is a pretty big Flood battle so take caution. Appearing to your left should be some Combat Forms driving Ghosts. Either hijack them or kill them off the old-fashioned way. If you're sporting an Energy Sword or Sentinel Beam, by all means, use it against them. Clear this area picking up any necessary ammo and cross the bridge to the right. There are numerous Flood Combat Forms carrying Rocket Launchers on the far side. Do not let them hit you. Apart from a few Flood in Ghosts, you shouldn't have much of a problem in this sector as long as you cleared out the Rocket Launcher-wielding Flood. To your left and up the next slope, you'll see a Wraith. Hijack it or destroy it. When that's finished, cross the land-bridge nearby. There's another Wraith at the far end. However, when you pass it, another Enforcer plus numerous Sentinels will appear to attack you so be prepared! There will also be some Flood driving Ghosts around. Locate the cave and move through it. The size is big enough to bit vehicles so take it inside. Eventually, you'll reach a more orange-ish area with a skirmish underway between some Flood and the machines. At the very start of the area, you'll probably find a Scorpion Tank driven by a Combat Form. There are at least three Enforcers plus many more Sentinels so watch your back. Clear out the area any way you choose. Don't let yourself get overwhelmed however. Slowly but surely, progress through the area to lower area. Defeat all enemies and find the small cave on the ground floor. It's too small to fit most vehicles in so looks like you're moving on foot for now. Jump over the wreckage and move through the hallway. At the other end, you'll venture upon another blazing area. Luckily, you start off in a windowed area above the combat. There is a Battle Rifle and a Plasma Rifle that can be picked up nearby. Re-arm yourself if you need to and jump into the battle. Quickly take out the Enforcer and begin to engage the Sentinels. There's a lot of cover around so take any that you possibly can. There are numerous Flood here too. There is a catch though; they bear energy shields. It's nothing special but it adds to their stamina so watch out! Navigate through the wreckage on the ground floor and try to find a piece of ground that is indented in. That's the exit. Move through the rocky hallway and some blazing wreckage. When you reach the next room, a destroyed Enforcer will fall from the ceiling. Move out and immediately turn left. Clear the Enforcer in that direction followed by any Flood that are engaging you right

now. Beware especially of those wielding Energy Swords or Shotguns. Move through the wreckage on the lower level until you find a rock cave in a wall. Move around to it and more Flood plus a few Sentinels will fall from the ceiling. Once again, Shotgun and Energy Sword holding Combat Forms are difficult adversaries. Make sure they do not hit you. The Sentinels are also going to pose a threat with their laser so watch yourself. There are a lot of Flood here. Fall back when you need your shields to recharge and DO NOT let them overwhelm you. Clear them all out and go through the rock cave at the far end. Venture through here to the end where you'll find another wrecked room infested with Flood. Go straight from the entrance all the way to the other corner. Turn left and you'll find the exit area. Now you'll have to kill off most of the Flood so they don't kill you (Whee). Defeat the Flood here and exit. More Combat Forms will move in. Watch out for the one with the Rocket Launcher. If you can, let the Sentinels clear the way for you. Blow up the Sentinels and move back outside into the snow... >> Link-up with the Spec-Ops Leader, and break through the Flood barricade. Well, you did clear the Quarantine Zone. There are still some enemies to be killed back outside. Namely a Wraith up ahead that is wreaking havoc. There are a few Ghosts around which you can hijack. Clear out the enemies and go through the tunnel leading into the next area. Just as you enter, you'll find an Enforcer above. Turn to your right and watch as Flood drive in with Ghosts and Warthogs. Try to hijack one. Do your best to clear off the preliminary Flood and you should see a Phantom destroy an Enforcer. You can let it do most of the work by simply stepping out of the way. The Plasma Turret will do heavy damage against the Flood making your life easier. The Phantom will drop off the Commander along with a fresh Spectre to help you out. Drive or take shotgun and move across the area. Up ahead is another Wraith. Take it down with your Plasma Cannon. Make your way to the far end where more Flood in Ghosts and Warthogs will move in. Take careful notice of the Gauss Cannon Warthog and dispose of it. Drive to the other end up the slope to the next area which is pretty large. There's a lot of combat going on to your left, but all of that can be avoided. Move straight from the entrance forward. You will pass a Wraith which can be destroyed easily. Position the Spectre inside the structure and move left. You'll find a Flood manning a Gun Turret. Dispose of him. Clear the area with the help of your Elite allies. Watch out for the Gun Turrets on the upper level. There's a small doorway that you will be able to go through. Move with your team through the hallway. There's a large platform up ahead. Walk all the way to the end. Don't worry as there's no Flood around to cause problems. ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | As the camera moves in, the Arbiter along with the Commander Elite | | run to the opposite end. A Flood movement will appear in the | | distance. The Commander will run off so the job is now his. | | Your Phantom will appear behind the Arbiter and agree to help keep | | the Flood away. Now it's the Arbiter's turn to find the Icon. | | | ===---===---===---===---===---===---===---===---===---===---===---===---

====================== - Shooting Gallery ====================== >> Retrieve the Sacred Icon before the Humans. Your platform will slowly move closer to the Icon. Up ahead, the Flood will be ready to attack your flank. After a few seconds, you'll enter the Library. Help your allies keep the Flood at bay here. Use Flood-effective weapons such as Sentinels Beams and Energy Swords if they help you. On your platform, you will find that the Flood come out of small holes. If you can possibly throw grenades down these "Flood-spawners" for the majority of the ride, the opposition will be greatly oppressed. After a lot of grit and determination, you will reach the Index. However, have the Humans got here before us? ================================ - That Old, Familiar Feeling ================================ So we must hurry and get the Icon? There are hardly any enemies here apart from a few Infection Forms which don't attack you anyway. Progress through this area all the way to the center... ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Miranda Keyes will stand by the Index which she reaches by using | | a vine. She almost falls but Johnson picks her up. She has the | | Index until the Arbiter comes in. Knocking Johnson unconscious, | | he steals the Index while Tartarus takes her. The Elites are soon | | to be destroyed. Tartarus pushes the Arbiter off the edge in an | | act of shameless betrayal. | | | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.12. Gravemind [4012] ------------------------------------------------------------------------------====================================================================== The Prophets have the Index and plan to use it? Over your dead body. ====================================================================== ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | As the screen fades in, the Master Chief slowly wakes up from | | an interim of unconsciousness. He finds himself grasped by a | | large tentacle... who can talk! The Arbiter is also stuck in the | | tentacles. A quick heat-off between the Master Chief and Arbiter | | occurs as they notice each other. As the tentacle monster slowly | | analyzes them, the Arbiter demands to be released. | | | | Momentarily, Gravenmind will bring up 2401 Penitant Tangent, | | the monitor of Delta Halo. The Prophet of Regret of who was |

| thought to be dead (at the Master Chief's hands) also appears | | clutched in this purgatory-like place. The true purpose of the | | ring is to kill life. Something that the Arbiter still doesn't | | realize. The Master Chief reinforces upon it. | | | | "There is still time to stop the key from turning, but first it | | must be found." Their objective? Find the Index and stop it before | | all is lost. | | | | The scene changes to a Covenant ship as the Brutes throw off some | | Grunt rebels. In the chamber, a Prophet presents himself in front | | of a camera as the Master Chief appears behind them. Obviously, | | his presense is known. | | | ===---===---===---===---===---===---===---===---===---===---===---===--================ - Inside Job ================ >> Locate the Prophet of Truth and the Index. Well, here's to the first level in which you will be engaging in combat with Brutes. You start off with a Needler. I'd suggest taking down the first with an array of needles. Try to get them to explode to hopefully take the Brutes down. There's a nearby Needler you might want to dual-wield with. Cortana will warn of you of their berserking capabilities. Once one of them is down, the other will drop its weapon and attempt to crush you. Those two should be pretty easily defeated. If you would like, pick up the Brute Plasma Rifles that they drop. The Brute Plasma Rifle is red rather than the generic blue. It has a higher rate of fire, but overheats much quicker. Afterwards, a few Grunts will be called in. They should be easy meat. Tartarus will boom through the intercom and order that the demon be killed. Not cool, man. After a few moments of waiting, a Brute followed by two Grunts will engage your position. Rip apart the Brute and deal with the Grunt as you see fit. Wait a few more seconds and you'll hear a platform moving up from behind. Two more Brutes will appear as another one holding a Carbine camps from the top of the ledge. Once again, watch yourself as Brutes are dangerous once they begin berserking. Clear out the remaining enemies and Cortana will ask you pedestal near the main door. Head to the opposite end of appears to greet you. The Prophet of Truth has the Index have to take it from him. She opens the doors for you so can be a bit tough to clear out. It's full of Brutes and Plasma Grenades that you have (if you picked any up). to put her down on a the room as Cortana (uh-der!), and you'll leave. The next room Grunts so use any

Take down the Grunts first as they are more of cannon fodder than actual troops. There are numerous Brutes at the other end of this room. If you can take down one or two and retreat back to the door, you should be able to save your shields before the Brute comes in berserking. Clear everything out of this room, and go through the next to find yourself on a ledge back outside. Whee. Just as you leave the room, an Honor Guard will appear right in front of you. Take advantage of a surprise attack and stick him with a Plasma Grenade if you have one. If not, use the conventional method and take him out. Head down the ramp, and begin killing off the various Jackals. After those are taken

down, move forward along the platform. There are more Grunts up ahead and some are manning Plasma Cannons. Pretty quickly into the battle, Cortana will notify you of a Captain with a Brute Shot! The Brute Shot is a much like a toned-down version of the Rocket Launcher. The grenades it fires are capable of bouncing. One direct hit usually is not enough to kill you. However, don't step too close to him as he'll nail you with the sharp bayonet on the gun. Take down the Captain and pick up the Brute Shot if you'd like. Cortana has figured that Truth is moving through the lower levels of the ship. With that, she opens the gravity lift. Jump right in and you'll slowly fall to the bottom. At first, there are no enemies, but a platoon of Grunts and Jackals will become aware of your position. They are easily taken out with a quick grenade. Kill off those buggers, and go through the door. You will find yourself in a room similar to the previous one. There are no enemies so move to the opposite doorway. In the next hallway, you might find a few Jackals patrolling the area at first. Kill them now so they don't pose a threat later on. Progress through the hallway and some Brutes will become aware of your position. Apart from one or two Brutes however, this hallway is also empty. When you reach the other door, a Brute will pop in while Grunts try to flank you from your side. If possible, take out the Brute first and then avert your gaze to the Grunts running around. >> Rescue the Marines being held in the detention-block. Clear out this hallway and go through the door into the next. Cortana will appear again and tell you of some Marine transponder codes. How did they get on here anyway? There are numerous Grunts and Brutes here. However, there's nothing that you hadn't handled before. Take down the enemies and Cortana will tell you of another lift in the next room. That's great... if the room were not so protected. This room is an easy room to navigate through. You start off on the upper level. Jump down and head to the center of the room while fighting off any enemies getting in your way. The lift is right there and Cortana will appear too. Jump in and take the long journey down from the top to the bottom. Now would be a great time to reload your weapons for the oncoming fight. Once you reach the bottom, a Brute should be in front of you, but his back is turned. Give him a nice smack or two in the back and take him down. There are two groups of Marines. Right now, your job is to kill off the Grunts, Jackals, and Brutes here. Find your way onto the pathway to the ledge. Covenant will flood through. Use the cover that you can find around, and clear out the enemies. Watch out for the Brutes as they can berserk. Keep moving until you notice some small gravity lifts on the right side. Jump down to the lower level where even more guards are loitering around. You'll want to take caution here as recklessness will get you killed. There's nothing on this floor so jump through the gravity lift again to the next lower floor. Depending on how much noise you made previously, the guards here might or might not be aware of your position as of now. From the gravity lift, turn right. If Cortana had told you to come down to the lower level, one of the doors on this ledge should be open. There are a bunch of Brutes and other Covenant to take out first however. Don't move into the room until that threat is obliverated. Inside the dentention-block, you'll find the Marines... and a bunch of enemies too! If you entered and the Brute had its back turned, give it a nice strike in the rear. The Grunts are asleep and can easily be taken

out. Once all the enemies are defeated here, Cortana will open the cells to release two or three Marines to your aid. The second group of Marines is on the middle level. Find your way back to the gravity lift and let it take you up one level. There are a helluva amount of Covenant here so take caution. Keep your Marines alive as best as you can. The Brutes can be particularly problematic. If they berserk on one of your Marines, he or she is as good as dead. The detention-hold on this level can be found by turning left out of the gravity lift room. The layout of this next detention-hold area is the same as the other one. However, instead of Grunts sleeping by the side, Jackals are patrolling the area too. Clear out the prison guards and Cortana will open the bars to release another batch of Marines. With these guys collected, it's time to head back to the main gravity lift. Hasten out of the room back to the gravity lift on the upper floor. However, just as you reach the central gravity lift, more reinforcements will appear from it. It mainly consists of Jackals and Grunts, but the last batch of them consists of two Brutes. One of them holds a Brute Shot so take caution. Once the gravity lift is clear, have your Marines step in. Follow after them back up. >> Follow the Prophet of Truth to the far tower. Once you reach the next room, you'll find the area littered with the dead bodies of Elites. Nearby the lift, there's an Energy Sword on the ground. Pick it up if you want. Reload yourself quickly as the door up ahead will open to reveal a bunch of Elites and Drones flying in. Take advantage of the small doorway and chuck a grenade to weaken them. The Elites can be defeated quickly but the Drones will require more picking and shooting. Once those are killed off, move your team through the doorway they came in from. The next hallway has Elite Honor Guards still resisting the new order sent out by the Prophets. Try to stick low around the walls and let them do their own fighting to lighten the load on you. At the opposite end, a doorway will open to reveal Brutes and Elites. You should already know that these two hate each other. Let them dish it out with themselves, and clean up afterwards. Go through the door at the other end and notice a dead Hunter on the ground. The next door leads to a similar hallway to the previous one. Once more, let the Elites fight their own battle. Jump in after they are weakened. After the Covenant in this sector are taken down, Truth will provide another message in an attempt to calm the Elites. Move through the next door where you'll enter a familiar room. It seems Cortana has located Truth just outside this tower. The next room holds two Hunters. Considering the small space this room bears, fighting them off will be a difficulty. Aim for their orange spot to take them down before they do too much damage. Kill the two Hunters and exit this room. Now back outside, you'll find yourself in a raging skirmish. Up ahead, Hunters are fending off Brutes while Elites fight to the death. As you can see, the rough terrain will make navigating this area a major pain in the ass. However, I'd suggest you take note of the exit. When you enter the area, the door directly in front of you across the gulch is the exit. You don't want to just jump down though. Instead, turn either to your left or right and begin fighting through. There are still Honor Guards around which should be disposed of immediately. Eventually, you'll fight your way to the

center. If the previous enemies already took down the Hunters, you're in luck. If not, then you'll have to clear the Hunters yourself. Luckily, this outside area is much bigger than the previous room so they should be pretty easy. At the same time, Drones will probably fly in along with Elites on jetpacks. Watch out for those dual-wielding monsters because they can rip away at your shields very fast. Anyway, to get to the door I told you of before, you'll have to find a slope leading up to the side of it. When you reach the door, there will be a Brute to engage you. Clear him out as usual and move into the next building. Back inside, move down this slope. There are no Covenant attacks here so hasten your step. Go through the door at the end to find a long section. Cortana will appear once more and notice a slipspace rupture... in Amber Clad! The thingamajig up ahead is a transport device. Step onto the white circle and let it take you across the chasm to the other side. What a ride, huh? Once at the opposite side, try to take out the sniper with a quick shot and then turn left. A large group of Elites and Grunts will appear. If you have any spare Plasma Grenades, use one to hopefully take out the majority of the group. On the opposite side though, two or three Brutes will appear as well. If the Elites aren't dead yet, let the two sides clash and clean up as usual. Once enemies are cleared out, move to the next area by walking along either ledge on either side. Down below will be another major skirmish taking place between the two sides. Slowly make your way into the battle letting the majority of the fighting occur between the Elites and Brutes. It shouldn't take too long to clear this narrow platform. At the opposite end are two extensions leading left or right. Both will bring you to the same area. However, before you go, wait for the two Elites to appear on jetpacks. They can be very difficult to take down as they bear jetpacks and are dual-wielding. Counter them by shooting them with dual weapons of your own. Lucky for you, the battle between Elites and Brutes on the far side hasn't started yet. You will reach the next platform while the Elite side are still setting up Plasma Cannons. There is one particular Elite you might want to watch out for. The one with the Energy Sword can be a danger so seek him out and kill him. Brutes will begin to use the transporter and bring their fat bodies to this side. Don't let that happen and shoot them down. The Grunts are also fighting for the Elites. Those critters aren't much of a problem anyway. Use the transporter to bring yourself to the far side. Move through the door into the next tower. Some Drones will fly through, but they completely ignore you. There must be a battle in the next chamber. Turn left and go through the following door. The largest battle you've probably seen yet is currently taking place in this area. There are 10+ Elites shooting around plus 5+ more Brutes. Considering the number of enemies here, I'd strongly suggest you keep your profile low at the moment. Let the Brutes and Elites kill each other for the moment. Then move in and take down the weakened Brutes or Elites. If you fall down to the lower floor, you can get back onto the platform by using the gravity lift in the middle of the room. It should take a while, but clear out the Covenant here and move through the next doorway. This hallway will lead you to another door. The door will bring you outside again. Up ahead is another one of those transporter thingies. When you reach the other side, look to your left for a spectacular view of High Charity. A minor conversation will begin between Truth and Tartarus. Listen through it

if you would. Advance to the next area where only Grunts are running around. Brutes are also evident, so take them down. Show a bit of sympathy toward the Grunts and leave them be. Heh. Move to the next area which is at the moment, empty. The transporter will sprawl the Master Chief across the chasm to the door. Finally. >> Stop the Prophet of Truth from boarding his Phantom. As you enter, begin to climb the slope up to the next door. A total of three Brutes will appear at the top and begin to engage you. If you have a Covenant Carbine with you, give each of them a few headshots to take them out. Go through the door at the top. Turn either left or right and find yourself back outside. Remember that other canyon area? Well, the exit out of here is at the far end. However, we'll have to navigate through the rocks. As soon as you enter, some Brutes and Elites will appear at the bottom as well as jumping from the top. Watch your back as they move in. To avoid most of the combat, lurk through either of the two side passages to the far side. There are numerous Covenant here. Use Plasma Grenades liberally to take out the Brutes. The Elites are just as easy as before. Just before you move to the other doorway, watch out for invisible Elites with Energy Swords. Move through the big door into the next room. Up ahead, the area is infested with Elites and Grunts. There is a single Elite here that is easily defeated. The Grunts won't be too problematic. Move through the doorway and through the hallway. The next room WILL be a problem though. As of now, this sector is only patrolled by Grunts and Elites. Soon into the battle though, the door at the other end will open to reveal a group of Brutes. Take cover among the various obstacles here. Defeat all enemies in the room and go through the door the Brutes came out of. Cortana will finally make her appearance again. We'll be taking a shortcut through the mausoleum. Luckily, the Brutes and Elites still hate each other and will still dish it out with each other. The next room is basically a giant battle between them. If you think this hallway is already hectic as it is, wait until the real deal comes in. Move in and some Drones will fly in to add to the chaos. There are various Elites up ahead that should be killed immediately. Luckily, the crates scattered around can be used as cover. Once the hallway is cleared, move forward to the other door. However, as soon as it opens, move back. You'll see why soon. A VERY large force of Elites, Grunts, and Hunters will appear to make your life a nightmare. Move back really far as they begin to take their position. Lure the Elites in your direction and try to kill them off one by one. The Hunters will simply push your cover away so take them down. The idle Grunts will man the Plasma Turrets of which you should take down with grenades. Once the Hunters are down for the count, move forward and kill the remaining Elites. Go through the door and Cortana will suggest sitting this one out. That would be a great idea considering the amount of fighting going on up there. Luckily, you have some cool music to listen to while the Brutes and Elites kick each other's ass. Once you think that you can actually move in without getting your butt handed to you on a silver platter, begin to kill off the remaining enemies. Some Hunters might appear out of a door to the left. If you picked up a Fuel Rod Gun from one of the Elites, you're in luck as that weapon wreaks havoc against Hunters. There might be a few more Brutes scattered around. With whatever, go through the door that the Hunters came out of. Cortana will notice that Johnson and Keyes are in the area in hot pursuit of Truth.

Some invisible Elites will attack. Move through and defeat the Energy Sword Elite. Take the final walk through the hallway to the opposite door... ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Tartarus will move with the captured Johnson and Keyes. The | | Prophet will hand the Index to Tartarus. Suddenly, Infection Forms | | will appear and attack the group. One latches itself onto Mercy, | | of whom Truth has no longing to save. | | | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.13. Uprising [4013] ------------------------------------------------------------------------------============================================================================= This is certain: The Brutes shall pay for the blood that they have spilled. ============================================================================= ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Now back to the Arbiter, he is found warped to a forested locale | | on Delta Halo. Though Gravemind sent him weapon-less, the Arbiter | | finds a Plasma Rifle on the ground. His objective is clear and | | his vengeance is strong. | | | ===---===---===---===---===---===---===---===---===---===---===---===--============================= - Oh, So That's How It Is ============================= >> Defend yourself from the Brutes. You start off overlooking a spectacular view of Delta Halo. Turn to your left and begin to advance through the trees. There are no enemies yet as you can see. After moving a bit, you might notice some red dots on your motion detector. There is an Energy Sword up ahead which you will automatically pick up. Move around the corner and find the first of your enemies. Rip through them with your Energy Sword or blast them with your Plasma Rifle. There are numerous dead Elites here. It seems there has been a big battle beforehand. Around the next corner are two more Brutes. Use a Plasma Grenade to hopefully dispose of one of them. You might want to swap your Plasma Rifle for a Brute Plasma Rifle and its higher rate of fire. As you move, the path will widen up revealing a platoon of Brutes. There are at least two wielding Brute Shots so be careful. Take immediate cover to avoid the first of the Brutes. Slowly kill off the Brutes. Above that area is a door if you look upward. There are numerous enemies to kill so ignore it as of now. When all the Brutes are dead, continue up the ramp leading toward the door. It will open revealing a camouflaged Elite. Well, at least some of them survived. Some pods will fall from the sky revealing a whole platoon of Elites on your side. Time to move out.

>> Exact vengeance on the Brute traitors. After they group up with you, move through the doorway into the structure. Turn either left or right through the corridor to another door. Wait for your Elite allies to catch up with you, and the door will open. There are some Grunt reinforcements on the landing above. Follow your allies into this chamber and turn leftward. Engage your active camouflage at this point, and sneak into a group of Jackals and Brutes. Stick a few of them with your Plasma Grenades. Anyway, considering that you aren't fighting by yourself, taking out this group of Jackals and Brutes shouldn't be too hard. Move forward past the dead Brutes. Notice the ramp leading up. Move to it and follow it upward. Walk straight with your allies following behind you. Turn right to find another group of Brutes. Hopefully, you caught them off guard. If not, just use the conventional method of killing them. Once those are cleared, move forward. There's a door just above you. Keep walking straight until you notice a ramp on your left. The door up ahead is heavily guarded by a team of Drones and Brutes. However, with a well-placed Plasma Grenade, they can easily be taken out. Clear out the doorblock, and have your team (if they are still alive) follow you into the next room. It's empty at first, but move forward and look down to find another group of enemies. Rather than jumping down to engage, I'd suggest sticking on the ledge and shooting from that position to maybe clear out a few enemies. Once your allies jump, follow them down killing off the remaining Brutes. There's a door there that you might want to move through. Dead bodies litter this corridor. Follow it to the end into another room. It's similar to the last one except it's taller and has other ledges lined up below us. Move to the edge and look down. On the ledge directly below is a group of Jackals. Try to jump so that you land on that platform only. Catch them by surprise and slay those shieldbearers. Now jump to the platform directly below that platform and fight off two or three Brutes plus a few Jackals. Once those two ledges are clear, jump down finally to the lower floor. There are various Brutes here that look some schooling. Once those are cleared, a solitary Elite will join your team. There's a door on the lowest floor that you can go through. The next room consists of an upper ledge of which you start on, and a lower ledge which the Brutes come out of. Your allies will jump down the middle, but you should take the side route down on the right side as it gives you much more cover. From your secluded area, fight off the Brutes killing all of them. Beware of the one manning the Plasma Turret. Take him out with a Plasma Grenade. Once again, find the door leading out of here and advance through the corridor. The door at the end will lead you back outside. ======================================== - Step Aside, Let the Man Go Through ======================================== >> Fight your way to the canyon floor. Just as you step outside however, throw a Plasma Grenade immediately as there is a large force just outside the door consisting of three Brutes and a number of Jackals. Clear out those pesky foes and move outside. Turn to your left and begin moving into the secluded area. At first, the next sector appears empty. However, a Brute will soon ride in on a Ghost revealing yet another platoon.

While fighting these behemoths off, be wary of the Brutes wielding Shotguns. At close range, they are capable of blasting your head off. Use Plasma Grenades liberally to clear out the Brute forces. Stick one and avert your gaze to another. Kill off the Brutes and continue into a small tunnel. There are two Ghosts side-by-side. Pick up one and ride it through the tunnel and back out again. When the music starts playing, you know that you're in for a big battle. Up ahead is a well-guarded area full of Brutes and Jackals everywhere. On the upper ledges are snipers ready to shoot you out of anything. Because of the sniper threat, always be on the move. To one side, you'll find a Brute manning a Plasma Turret. Clear that threat before it becomes a problem. If you can, counter the snipers with Beam Rifles of your own. This battle is sure to take long. There is a lot of cover you can take though. If shields go down, dive somewhere the battle isn't at. Throughout the course of the battle, numerous reinforcements will appear from a pathway toward the rear end of this area. They will come in large numbers so take caution. Once all enemies in the area are cleared, haul your ass to the path at the other end of this sector. Advance to the next area. At the next area, move up to the left side where a ramp leads to a Plasma Turret. You can use it to surely take down a few of the enemies down below. Next to the Plasma Turret is a crate holding two Beam Rifles. Use those to take out the various snipers in the area before you actually jump down and engage. At the other end is a pathway. Sometime into the battle, a Spectre will move in. Use the Beam Rifle to try to snipe out the driver or gunner. If you want to, take the Spectre for yourself as long as you have the allies to man the gun. A light drizzle will begin to fall. Move into the pathway leading out of here where two Ghosts are parked. Take one and advance down the slippery slope. There will be various Jackals patrolling the area. They shouldn't be too much of a problem as Jackals are easily mowed down by a Ghost. Keep moving until you see an arch up ahead along with a bunch of crates. The next portion is heavily infested with Brutes. As you close in on the crates, they will all shoot in unison in an attempt to blow them up in front of you. Move backwards when they do this. Now it's your turn to kick ass. Tough as the Brutes are, they can't stand too long when a Ghost is lobbing plasma at them. Either splatter the Brutes against the walls or mow them down with plasma. The Jackals up above are also taken care of easily. Begin moving forward again past a fallen tree. Shoot off the Jackals and continue along. The rain will begin build up a stream. Follow it downward. ================ - Fight Club ================ >> Raze the Brute encampment. Finally, we reach a large building area. Take care of the two Jackal snipers at the beginning. One is to the side and one is on a rock. Then drive your Ghost into the center of the building area. There are numerous Brutes running around plus two Wraiths on the other side. Try to stay in this sector only killing off the Brutes in their vain attempt to kill you off. Once you clear the Brutes on the ground, turn left and go through the arch where two Wraiths are waiting for you. Luckily, you have superior speed and

rate of fire with your Ghost. Circle-strafe around them so they can't hit you while providing a constant rain of fire to take them both down. There's no point in hijacking either as you can drive them anywhere. Once both blow up in blue, get out of your Ghost and walk to the entrance area. Up along the right side is a ramp leading to the ledge. Now up on the ledge, have the remaining Brutes slain. Move along toward the door at the opposite end. Before you can enter however, Brutes will come out and try to bash your skull in. Plasma Grenades work well in killing off Brutes one by one. After about two waves of Brutes, the door is open for you. Not much else to do but enter, huh? The corridor will lead you to an armory area where the Brutes keep all their weapons. Take full advantage of it, and pick up whatever you'd like. Rearm and reload yourself. When you're ready, go through the door again and move through the next hallway. Exit this building and turn left. There are more Brutes scattered between the pillars of the next building. Also, there are Jackals and snipers all over the place. Using your active camouflage is a great strategy when moving in. If you chose a good close-range weapon like the Shotgun, use it. Head in as far left as possible and stick to the left wall as you clear out any meddling Brutes. At the far end, there's a tunnel in the wall. One or two Ghosts will fly out of whom you should kill or hijack immediately. Defeat the threat in this tunnel and in turn, move through. Go through the door at the end to find yourself back outside. ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | As the Arbiter walks out, a Wraith slowly moves in. Luckily, an | | Elite pops out the show that this is a friendly. While the | | Commander curses off the Brutes, two Phantoms fly in toward the | | large structure. Tartarus and Keyes and Johnson get off. Better | | stop them soon. | | | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.14. High Charity [4014] ------------------------------------------------------------------------------============================================================= Cortana can handle the Index - stopping Truth is up to you. ============================================================= ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | The Master Chief falls from a gravity lift above just as Phantoms | | fly out of the area toward High Charity. He notices a fallen | | Prophet on his dying words. Truth has the Index and can use it | | on a whim. Cortana notes that if he does, she'll activate the | | reactors on Amber Clad to destroy this city and the Ring. Time | | to stop Truth and save Keyes and Johnson. | | | ===---===---===---===---===---===---===---===---===---===---===---===---

==================== - Cross-Purposes ==================== >> Fight your way back inside the Mausoleum-tower. Up ahead, a Pelican will crash into the platform revealing a large group of Flood. Cortana will locate a conduit back in the mausoleum. Our objective now is to head back for it. Begin to move forward and fight off the various Flood in the area. Your weapons aren't really too great against Combat Forms, but do your best and pick up any better weapons. When you reach the crashed Pelican, look on either side of it to find a Shotgun and a Rocket Launcher. Pick either up if you need it. Behind you, the door will open possibly revealing a few Grunts and some Flood. Kill off the remaining enemies and go into the door back toward the mausoleum. This room has a bunch of Brutes waiting to jump out at the far end. Throw a quick grenade if you have any. Numerous Brutes with Brute Shots can easily take you down within seconds if you aren't careful. Take cover amidst the walls here. Kill off the Brutes and begin to advance into the next room. At the far end is a gravity lift leading upward. Jump into it and take the journey back up the tower. The top floor is dark. Get used to the darkness now as most of this level will be engulfed in it. Turn around and locate the glowing door leading out. Truth's voice will boom through the radio. There are some Beam Rifles if you want them. Move forward to a large centerpiece area. A platform will appear just before you. However, before you move and engage the enemies around, wait for the Flood and Drones to dish it out with themselves. Hopefully lightening your load a little bit, move forward and step onto the transporter to your left. The best course of action once you reach the other platform would be to take refuge in the little area to the left to provide cover for yourself. Hopefully, you still have your Carbine to use against the Drones flying around. If not, find another weapon to kill off as many as you can. Once the Drones are mostly cleared out, step on the transporter leading to the opposite end of the starting point. There's a door there; go through. =================================== - Please, Make Yourself at Home =================================== >> Stay ahead of the wave of Flood sweeping through High Charity. As soon as it opens though, watch out for some Flood ambushers. Kill them off and move through the next door. Most of this hallway is dark so watch your step as Flood ambushers like to sneak up behind you. As you enter and a little bit to your left, you should notice an Energy Sword pulsating on the ground. Pick that up as it's a very useful weapon against Flood especially when in close quarters. Advance through the door up ahead. Turn right immediately as some Flood will flood (pardon the pun) out of that hallway. Clear out the Combat and Carrier Forms, then move through the forward door. Covenant occupy this hallway as well as a few Flood lurking around. You know the deal, if you can possibly let the Flood and Covenant dish it out with themselves, a whole lot of combat should be saved. Beware of Brutes as well. Luckily, they should be pretty easy to beat by now. The door at the end will lead you to another hallway. At first, the hallway appears empty, but turn around and the door behind you will reveal two Carrier Forms. Up ahead, Combat Forms will drop from the ceiling.

Whip out your Energy Sword and begin to chop up anything that moves. The blade will make short work of most of them. Even so, clear out larger groups of Flood with a quick grenade. Once this corridor is cleared, find the door leading out and move through. This area is a bit larger with Brutes occupying the space toward your right and the Flood moving in through the doorway up ahead. First, move right up the ramp and kill off the various Brutes and Jackals. Advance across the area up the next ramp. There's a group of Flood chilling around up ahead. One of them holds an Energy Sword so take note as he lunges forward. Use an Energy Sword of your own and rip through their flesh. Once the Energy Sword Flood is taken out, the rest of them should be easy. The doorway out of this room is on the lower level. Go through it to find another corridor leading ahead. Flood slime lines the walls. Luckily, there are no enemies here. When you go through the next door, Cortana will notice the security in this room. Move to your right into the dark area. This room is a major toughie with consideration to the amount of enemies hanging around. Combat Forms can possibly bear shield generators making their demise more difficult. To add insult to injury, some Flood are also wielding Energy Swords and Rocket Launchers. Progress through the area doing your best to stay alive. Some Drone swarms will fly in through niches in the walls. Don't let them get the best of you taking them down while they fly through the air. If you reach the window overlooking the city, notice the gigantic Flood appendage hanging from the ceiling. Now that's disgusting. Find your way to the exit on the ground level and go through the door. There are some minor Flood creatures infesting this area. Cortana tells of a Prophet Inner Sanctum above. Turn to your left as you enter this four way corridor to find an elevator leading upward. Press the X Button to activate it and the elevator will begin to move. ================ - Sanctified ================ There's only one way out of here, and that pass is heavily guarded by Jackals and Brutes. As you enter, there will be some stray Grunts perhaps sleeping. Melee them to avoid waking them up. If you can, sneak up on a Brute and stick him with a Plasma Grenade. It's a big room so finding some cover shouldn't be too tough. Avoid the Brutes as they charge against you. The Jackals should be pretty easy to take down. A few minutes in, some Flood will appear to add to the battle. Once again, if you can possibly stay low and let the Covenant fight the Flood, the amount you'll have to kill will go down a lot. This room is tough, but once all enemies are clear, the pass will be open to you. Move through the final door. Cortana will tell you that she is failing to keep the launch sequence stalled. The next gravity lift will take you to the conduit she had noticed before. Go through the door and ride on. >> Find a way onto the Forerunner Ship. The door at the end will bring you to the lift. Now to quickly get onto the Forerunner Ship. Go up the lift to the very end. ============================= - Once More, With Feeling ============================= This is it, the final step. There is a battle raging ahead, but I'd strongly

suggest you skip it. Find the Forerunner Ship on the horizon. Step onto the warp panel and fly to it. ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | The Master Chief will ride the warp to the very end where the | | Forerunner Ship is released. As the Master Chief lifts off, | | Cortana provides the last of her goodbye biddings. Now it's to | | take down Truth. | | | ===---===---===---===---===---===---===---===---===---===---===---===--------------------------------------------------------------------------------4.15. The Great Journey [4015] ------------------------------------------------------------------------------======================================================================== - Form an unexpected alliance, keep Tartarus from activating the ring. ======================================================================== ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Now back to the Arbiter, it's time to stop the key from turning. | | Tartarus must be stopped. However, he has locked himself in that | | structure. The Commander knows of one way to break through those | | doors however... | | | ===---===---===---===---===---===---===---===---===---===---===---===--=============================== - Your Ass, My Size-24 Hoof =============================== >> Crush any Brutes in your path. You start off with a few choices. You can either take the Wraith, Spectre, or a Ghost that will engage you up ahead. For starters, I chose the Wraith for its superior firepower and the fact that I utterly despise the Spectre. Anyway, begin to move through the area following your Commander. Various Brutes will appear in Ghosts. Hijack one if you'd or like or blast the crap out of all of them. Move your vehicle through the forest floor taking down any Ghosts that get in your way. After a bit of blowing things up, you should reach a Wraith. Show that Wraith who's boss by destroying it. Turn leftward where some Ghosts will engage you once more. Make quick work of them and advance forward. There's a gigantic opening on the next pass. At this point, turn right. To your left is an amazing view of a lake with a Covenant Cruiser on standby just above it. A Phantom should move in while your Commander takes note of the revamped Scarab. The gun should be destroy the doors allowing you access to the control room. Try to avoid the Phantoms fire as it's futile to try to take it down. Move toward the Scarab taking down more Ghosts as they come in by the dozen. To the Scarab's left are some more Wraiths. Try not to get yourself killed while engaging those Covenant tanks. At the same time, be wary of Brutes wielding Brute Shots in the area. Although the grenades are fairly weak, repeatedly getting struck by one can kill you quickly. Find the door on the ground floor

which will lead you to the bridge up to the Scarab. >> Commandeer the Scarab. Get out of your vehicle and go through the door once you secure the region. Upon entering the structure, you will meet up with another Elite plus a few Hunters he salvaged. Pick up any new weapons if you need them and follow your team forward into the structure. Go through a corridor, but stop when you reach the door. The next room is controlled by many Brutes. Let the Hunters be your shields taking all the fire. Follow in after them and turn right up the ramp. Now it's time to sneak up behind the Brutes who are preoccupied with the Hunters below. Stick one or two of them with a Plasma Grenade and then move in with guns ablazing. Rain fire on the remaining Brutes killing off whatever is left. The next area is a bit more grassy. At the next sector, use the same drill. Have your Hunters provide covering fire while you sneakily move into the Brute's position. Use your unknown position and tag a few of the Brutes with Plasma Grenades. Going in with active camouflage is a good idea. This area might take a bit more time than expected. Occasionally, Brute reinforcements may appear. Clear out this room and move through the next corridor which will lead you to a bridge. Jackals hold this position with a few snipers at the far end. On your left, a Phantom will possibly appear to give the Jackals support. Be wary of Drones that will fly in from above or below. Although they are physically weak, Drones will kill you if you aren't careful. Secure the bridge and go through the door at the other end. Anotheer hallway awaits. Advance through it up through the next doorway. This room is heavily infested on the other side. Go up the ramp and pick up whatever weapons you'd like. There is a large number of Jackals and Brutes up ahead. Take caution while fighting. Also, there will be various Elites and Hunters trapped in prison holds both on the upper and lower level. Release them by shooting the little generator in front of each one. Have your team of newly escaped Elites and Hunters help you knock out the remaining Brutes. With the Hunters help, they should be easily killed off. The door will lead you into another hallway which in turn, leads you to the platform with the Scarab. However, there are numerous Brutes here which need some schooling. Surprisingly, there are Marines here... to help you! The Scarab is just ahead... ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Lo and behold, the Arbiter apparently was beaten in the race for | | the Scarab. Johnson is now piloting it. Both Human and Covenant | | have the same intention. Now it's your turn to help Johnson | | destroy the door to the control room. | | | ===---===---===---===---===---===---===---===---===---===---===---===--===================== - Backseat Driver ===================== >> Escort Johnson's Scarab to the Control Room. To get to the control room, you'll need the Scarab to blow a big hole into it.

Some Elites will fly two Banshees to the platform so you can escort Johnson to the door. Get into one and begin to fly. Right off the bat, two enemy Wraiths will appear down below attacking Johnson. Destroy them with your Fuel Rod Cannon and Plasma Cannons and move forward. It's best to stay ahead of the Scarab considering how slow it moves. At the next pass, there are some Plasma Turrets on ledges high above the ground. Brutes man them. They are easily destroyed with the Fuel Rod Cannon your Banshee comes fitted with. Blow the crap out of all of them and continue along. Below, you might find a new Banshee to replace your damaged Banshee. Keep moving taking down any Banshees flying around or Spectres attacking you on the ground. Around the next corner is the control room. Take down the Banshees patrolling the area while the Scarab prepares to fire. Stay clear of the door as Johnson pounds the door with the gun. Three full shots will be enough to destroy the door giving you access to Tartarus inside. Boo-yah! ============================ - Delusions and Grandeur ============================ >> Enter the Control Room, and deal with Tartarus. Fly to the platform and get off. Inside, there are smoldering pieces of wreckage everywhere. Find your way to the door leading into the control room. The final room before Tartarus is filled with Brutes. At the start, prepare to fight off 10+ of them. Energy Swords and Plasma Grenades will really help out here as these Brutes play tough. It will take a while; clear out all Brutes and go through the doorway. Tartarus is waiting for you... ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Tartarus is waiting beside the control room pleading with Keyes | | to activate the ring. The Arbiter appears shortly behind him. | | Johnson also moves in to provide help. Despite the Arbiter's best | | attempts to negotiate with Tartarus, the Index is still activated | | at Keyes' hands. | | | ===---===---===---===---===---===---===---===---===---===---===---===--There's nothing else to do now but to kill Tartarus and deactivate the Ring. Keyes is attempting to stop the Index while Johnson snipes from above. At the very start, throw a quick Plasma Grenade to kill off Tartarus's escorts before they kill you. Afterwards, jump onto the platform in hot pursuit. Tartarus has an energy shield that prevents damage against him. You can tell when it's up as he glows with a purple flame. The battle arena consists of three floors. The big beam in the middle will always take you to the top. Jump down from a platform by walking over the edge to the lower platform. The key in defeating Tartarus is allowing Johnson to shoot down his shields. You can tell when they are down as Johnson will yell it out. With your weapon, quickly blast as many shots into Tartarus's vulnerable body as possible. His shields stay down only a short while so take haste. However, Tartarus himself is a formiddable opponent. His hammer is capable of ending your life within a single strike. There are various weapons on the three levels. I chose to use the Carbine as it allowed quick shots to his head. By all means,

do not use the Energy Sword or any other close-range weapon. You do not want to risk it. Eventually, Tartarus will fall... ________ -~-|Cutscene|-~===---===---===---===---===---===---===---===---===---===---===---===--| | | Tartarus has fallen and Miranda Keyes is attempting to stop the | | Index. Jumping across the platform, she reaches the Index and | | stops the countdown. The weapon stops releasing a sonic boom... | | They have succeeded... | | | | The air is still and quiet as the Humans and Elite comes around. | | A beacon will appear, or so 343 speaks. The other installations | | are now on standby mode. Remote activation is still a possible | | threat. The Ark is the only place where it's possible... | | | | The Master Chief moves in with his Forerunner Ship. With that, | | he will finish the fight on Earth. | | | ===---===---===---===---===---===---===---===---===---===---===---===--_______ _ _ _______ | |_____| |______ | | | |______ _______ __ _ ______ |______ | \ | | \ |______ | \_| |_____/

=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 5. Weapon & Vehicle List ~-~ [5000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ The Halo 2 manual played a large role in the creation of this section. Taken were weapon/vehicle statistics and description. ===-------------=== - UNSC Weaponry ===-------------=== M6C Pistol ~ =--------= Ammo Capacity: 12 rounds per magazine. Description: Standard UNSC sidearm. Recoil-operated magazinefed handgun, firing a magazine of six 12.7mm semi-armor piercing rounds. Fired accurately in semi-automatic mode, can be powerful antipersonnel weapon. This stripped-down "C" variant does not feature a scope. The M6C Pistol has been downgraded from the original M6D. However, though the shells are less powerful, the M6C can be fired much quicker which adds to its advantage. When dual-wielded, both M6Cs can easily become dangerous as you slew enemies down. Because the M6C shoots faster, ammunition will run out much quicker. While the 12-round magazine of the original M6D lasted much longer, the M6C will run out of munitions in double the time. Keep this in mind before undertaking any attacks or offensives.

BR55 Rifle ~ =--------= Ammo Capacity: 36 rounds per magazine. Description: Battle Rifle fires 9.5mm rounds from 36-round magazine. Mounted with a 2X optical scope for targeting. Fires in short, automatic bursts of three rounds. Very accurate, relatively high rate of fire makes it a useful all-around infantry weapon. The new Battle Rifle is supposedly the follow-up to the rather "weak" Assault Rifle of the original Halo. It has been made more accurate with a "triple burst" scheme, but the rate of fire has gone down because of it. With a scope, the Battle Rifle can be used to pick off enemies from faraway. One particular annoyance around the Battle Rifle is the lack of ammunition capacity. The maximum that can be held is a full 108 rounds. Each magazine runs out fairly quickly, especially during large-scale battles. Watch your ammo while running around on the battlefields. M7/Caseless Sub Machine Gun ~ =-------------------------= Ammo Capacity: 60 rounds per magazine. Description: "Bullet hose" fires sustained burst of 5mm fire from 60-round magazine. SMGs, while not accurate over long distances, can provide withering fire at close quarters. Tends to "walk" upwards as compounding momentum from recoil takes hold. Therefore, careful moderation of aim required to maintain accuracy. The SMG is a whole new addition, but it's main purpose is to replace the Assault Rifle as the UNSC automatic weapon. The SMG holds a lot of similarities when compared the Halo's Assault Rifle. Sustained fire will become inaccurate and crazed. However, short bursts still make it so that more shots hit their mark. The ability to dual-wield these makes them even more deadly. Two SMGs in itself is lethal enough as it is. Especially at close-range, pouring bullets into an opponent by the 100s will be sure to take even the toughest down. When comboed with the Plasma Rifle or Needler, it becomes a deadly companion. S2 AM Sniper Rifle ~ =----------------= Ammo Capacity: 4 rounds per magazine. Description: Gas-operated, magazine-fed weapon utilizes a smart-linked scope with two levels of magnification (5X and 10X). Firing 14.5mm armor-piercing, finstabilized, discarding-sabot rounds makes it very powerful. Sheer size and limited magazine capacity

dictate strategic use. Devastating from a secured position, has clearly limited use as a close-range weapon. If you have a sharp eye and good hand-eye coordination, you'd love the Sniper Rifle. Shots are dead-on and incredibly accurate. Rounds aimed the head will most likely kill within one or two hits. Chest shots also deal more damage. Because of its slow rate of fire and long barrel, don't use the S2 AM at close ranges as it proves an incredible disadvantage. M19 SSM Rocket Launcher ~ =---------------------= Ammo Capacity: 2 102mm shaped-charged rockets. Description: Most commonly used light anti-vehicle weapon in UNSC arsenal. Man-portable, shoulder-fired, with single 2X level of magnification. Fires 102mm shaped-charge, high explosive tracking rockets. Reticule indicator denotes when launcher has achieved lock on target. The Rocket Launcher has many useful purposes both single-player and multiplayer. A direct hit to any single unit will be sure to knock them out while shots at vehicles will heavily damage them. However, because of the size and lack of ammo capacity, use should be saved to take out larger targets or groups rather than just attacking single units. The M19 SSM Rocket Launcher has taken a new feature. In the original Halo, the Rocket Launcher was completely dumb-fire, and accurate hits on faster vehicles required a lot of leading and marksmanship. Now, you can lock onto vehicles by holding the trigger until the reticule locks onto the targeted vehicle. Release and the rocket will home in on the target. Even if it locks on, a hit isn't completely guaranteed. M90 Shotgun ~ =---------= Ammo Capacity: 12 8-gauge shotgun shells. Description: Powerful, loud, pump-action, magazine-fed, firing 8-gauge magnum (3.5") rounds with strong recoil. Devastating at close range and in confined quarters, should be used with caution. Ineffective damage ratios at long range mean it should be used appropriately. "Used appropriately" is very simply explained. As a standard shotgun, the M90's shells will split up through the air as distance increases. Pellets will spread out if you attempt to shoot at a faraway. The point is usually to get all the pellets to strike a target. That is only achieved by shooting at close ranges. M9 HE-DP Fragmentation Grenade ~

=----------------------------= Radius: 15-30 feet. Description: Basic explosive device has changed little thanks to excellent design and flexibility. Well-thrown grenade will kill or stun most opponents. Fuse activates half a second after striking surface or object to avoid accidental detonation. Also allows combatants to "bounce" grenades into difficult to reach targets. Both the Fragmentation Grenade and the Plasma Grenade have their own purposes. The Fragmentation Grenade (Frag for short) is known to explode much quicker so opponents can't just jump away before it activates. Unlike the Plasma Grenade, a Frag can bounce around a lot thanks to its design. Frags can play a great role as an infantry scatter weapon. Throw it into a group of enemies to disperse, if not kill them all. When up against a single, unmoving target, a sneaky Plasma Grenade "stick" should do the job better than some unpredictable Frag. M41 LAAG (vehicle mounted) ~ =------------------------= Ammo Capacity: Unlimited. Description: 3-barreled, electric-powered, link-less drum-fed, vehicle mounted light anti-aircraft gun. Standard armament on Warthog. Fires 450-550 rounds per minute. Excellent armor penetration capability. The LAAG is one of the most rapid-firing guns in Halo 2, if it isn't already. Infantry targets can be mowed down by the dozens if they are out in the open. Up close, the rounds deal even more as less miss and the larger target is much easier to strike. Against vehicles, the LAAG is slightly effective. Against lightly armored vehicles (Ghosts or Banshees), you can wreak havoc easily. M68 Gauss Cannon (vehicle mounted) ~ =--------------------------------= Ammo Capacity: Unlimited. Description: Asynchronous linear-induction motor produces bipolar magnetic field to fire 25mm projectile at hyper-sonic velocity. Excellent armor penetration capability, but not as effective against multiple infantry. A new Warthog has been introduced with the release of Halo 2. Now mounted on the back is a high powered anti-armor Gauss Cannon. While still not as powerful as some others (Scorpion MBT anyone?), the M68 has a more rapid rate of fire which can push a bunch of shots into some wayward Wraith. While more effective against vehicles now, the Gauss Cannon is still fairly useful against large groups of infantry (although single ones will be

sure to give you headaches). With fair splash damage, the M68 acts like a mini-grenade or maybe a rocket. Take advantage of its anti-vehicle capabilities and you will be next to unstoppable ... with a good driver of course. ===-------------=== - UNSC Vehicles ===-------------=== M12 Warthog LRV ~ =-------------= Crew: 1 + 1 (plus one more in rear) Weight: 3.25 tons Armament: 12.7mm three-barreled machine gun Description: Light reconnaissance vehicle (LRV), a proven and reliable standard UNSC vehicle. Also unofficially known as "Warthog," LRV is equipped with powerful machine gun. Maneuverable and excellent in any terrain, Warthog relies on superb traction and updated braking system. To power-slide, pull the Left trigger for the E-brake. While the M12 Warthog might be devastating when fully packed with a experienced gunner and sideseater, when only one position is filled, the M12 becomes next to useless. If you only play as a driver, you won't have any weaponry capabilities. If you get into a gunner without a driver, then your stationary position will be a good target for Rocket Launchers or Sniper Rifles. It just goes to show, a fully-packed LRV is much more effective. While driving, you will want to take advantage of the "E-brake" which allows you sweep while turning. Using the Warthog's backside, you can easily squish any unexpecting enemies by maneuvering turns correctly. A smash with the backside (while turning) will most of the time, deal more damage than a straightaway catch. M12G1 Warthog LAAV ~ =----------------= Crew: 1 + 1 (plus one more in rear) Weight: 3.5 tons Armament: 25mm Gauss Cannon Description: Light anti-armor vehicle (LAAV) identical in every respect to other Warthog variants, except for turret-mounted Gauss Cannon. Be wary of the heavier weight which the Gauss Cannon carries on. Exceptionally effective against armored vehicles and larger groups of infantry. Again, a filled LAAV is much more effective than a one-man show. Use the same strategy as the above LRV. Just remember that your gun is different obviously. M808B Scorpion MBT ~ =----------------= Crew: 1 Human (neural interface required) or single cyborg

pilot Weight: 66 tons Main gun: 90mm high velocity shell Secondary/coaxial gun: 7.62mm AP-T (Armor Piercing Tracer) Description: Although Scorpion Main Battle Tank's primary role is an anti-vehicle platform, its effectiveness against Covenant infantry makes it a useful antipersonnel weapon, too. Ceramic-titanium armor makes it almost invulnerable to small-arms fire. Vehicle has single-pilot cockpit, but in emergencies can transport four additional infantrymen on "jumpseat" platforms. While the Main Battle Tank has a powerful gun, it holds a dead-zone that even the 7.62mm secondary machine gun can't reach. Nearby infantry will be difficult to take out. Therefore, you'd want to have four (or two on each side at least) other infantry riding on the tank's "side-seats." They can easily cover your flank and keep enemies from taking advantage of that "dead-zone." ===-----------------=== - Covenant Weaponry ===-----------------=== Plasma Pistol ~ =-----------= Core Power Output: 100-150 kV: 2-3 dA. Description: Understood better than most Covenant weapons, Plasma Pistol is semi-automatic, directed-energy weapon. Fires rapid bursts of superheated plasma, but holding trigger for extended period can build a powerful overcharged plasma bolt. Becomes temporarily unusable as it discharges excess heat. Both Plasma Pistol and Rifle use power core we don't fully understand. Originally in Halo, the Plasma Pistol was usually preferred over the Plasma Rifle because of its overcharge ability and potential rapid-fire. (Depends on your finger-speed of course.) The Plasma Pistol has been downgraded in the Halo 2 with a slower rate of fire. Still, the overcharge is still useful overtaking Elites' shields rapidly. Plasma Rifle ~ =----------= Rate of Fire: 420-600 rounds per minute. Description: Favored by Elites, but used by many Covenant troops, is a directed energy weapon and capable of both automatic and semi-automatic fire. Extended bursts of automatic fire cause weapon to overheat, temporarily disabling gun and depleting energy core. Once energy core has completely discharged, it is useless. The Plasma Rifle has taken on a quicker rate of fire. Shielded opponents will fall within seconds as bolts of plasma rips into them by the dozens.

Overheating can become a problem with faster fire. Brutes that appear later in the game also hold their own version of the Plasma Rifle. Red in color, the Brute Plasma Rifle is less effective as it overheats faster. While a single Plasma Rifle at a time may be deadly as it already is, dual-wielding Plasma Rifles can deal twice the damage in the same time. However, going gun-ho with two Plasma Rifles will make them overheat, and two overheated Plasma Rifles (in the midst of a large battle) gives you a major disadvantage. Needler ~ =-----= Ammo Capacity: 30 rounds per magazine. Description: Unusual magazine-fed weapon fires razor-sharp crystalline projectiles, using unexplained homing ability to center on soft organic targets, to pierce flesh no matter the angle of impact. Energy shields deflect them successfully, and they ricochet from other hard surfaces. Ammunition explodes after it impacts flesh, causing further damage. The Needler is one of the few weapons in the original Halo that was actually upgraded rather than downgraded. Now Needler rounds travel faster. but they can still be easier to dodge. Because of the fact that putting 10+ needles in an opponent will create a large explosion, the Needler is useful against enemies such as Brutes or Elites. The resulting explosion also sets off nearby grenades. Covenant Carbine ~ =--------------= Ammo Capacity: 36 rounds per magazine. Description: Rare Covenant projectile-firing rifle, a powerful, stocky weapon, and fitted with magnifying scope. Fires single rounds with high degree of accuracy and power. In some ways its technology mimics Covenant Fuel Rod Gun, although obviously on a smaller scale, but offers similar penetration to UNSC Battle Rifle. The Covenant Carbine is a great "sniper-killer." Both in single-player and multiplayer, the Carbine does great against those pesky snipers. Although not automatic, rapidly pushing the trigger can make the rate of fire very fast. The Carbine may not be the best Elite killer, but against Sentinels, Jackals, and especially Flood, the Covenant Carbine deals heavy damage. A great long-range weapon similar to the Battle Rifle, I'd prefer the Carbine over many other Covenant weaponry mainly for its precision accuracy. Particle Beam Rifle ~

=-----------------= Output Capacity: 18 bursts per charge. Description: Very precise, powerful weapon, uses relatively familiar particle beam acceleration method to fire devastating beams of energy. Limited battery capacity means weapon can fire only 18 bursts before depleting charge. Integrated scope enables two levels of zoom, approximately 5x and 10x. Makes excellent sniper weapon. The Particle Beam or "Covenant Sniper" has finally made its appearance. As a long-range weapon, you can expect it to have its limitations. The battery is quickly depleted, and although the rate of fire can possibly be higher than the S2 AM, overheating is still a threat. Two shots fired right after each other will put the rifle in the "red-zone." Firing a third shot directly afterwards will overheat it. Brute Shot ~ =--------= Ammo Capacity: 4 rounds per belt. Description: Type of grenade launcher used, as far as we can tell, exclusively by Brutes. Grenades it fires from a 4-round belt can be deflected deliberately for tactical reasons, such as firing around corners. One of the least precise Covenant weapons yet encountered, limited ammunition capacity is made up for by huge, razor-sharp bayonet attachment. Although incredibly inaccurate, the Brute Shot can be very effective in dispersing large groups. the bouncing capabilities of the shots are very similar to bouncing a Fragmentation. The only real difference is that the Brute Shot's grenades can explode at any time so any impact might cause one to explode, intentional or not. The melee is known to deal more damage in singleplayer if you strike an enemy, but in multiplayer, melee damage is unpredictable. Not yet confirmed whether or not it deals more damage. Covenant Energy Sword ~ =-------------------= Length: 3 feet. Description: Initially thought to be purely ceremonial. Few have been seen in combat, but they are invariably carried by high-ranking Elites. We don't understand how it functions, but it cuts through any armor with ease. Press B for regular melee attack and pull Right Trigger for basic undercut attack. Or wait until reticule turns red to lock on an enemy, then pull Right Trigger to perform a fatal lunge attack. In Halo, the Energy Sword was very rarely seen. With Halo 2 however, not only does it become much more apparent, but the player is allowed to wield

it! There are three possible slashes you can use. The first two can be performed by pulling the Right Trigger or B Button indefinitely, but the third can only be used if you "lock" onto an enemy. The last is the only "one-strike" killer. You should also take note that the Energy Sword does not last forever. There is actually a battery that slowly depletes with the more enemies you strike. Taking down a Covenant unit will usually take out roughly ten units, but ripping a Flood Combat Form to pieces will take up only three. It just goes to show, the Energy Sword is very useful against Flood. Fuel Rod Gun ~ =----------= Ammo Capacity: 5 rounds per clip. Description: Launching highly radioactive fuel rod projectiles, weapon is effective against both vehicles and personnel. Weapon is bulky, heavy and carries five fuel rods per clip. Single 2X level of magnification. In many aspects, the Fuel Rod Gun is similar to the M19 SSM Rocket Launcher with the fact that each shot is high explosive and the cannon has a 2X zoom. However, the Fuel Rod Gun is considerably weaker. Therefore, a good five rounds per clip would do better than the standard two rounders that the Rocket Launcher holds. Use the Fuel Rod Gun for large groups of enemies or armored vehicles. Because ammunition can be scarce, avoid wasting shots on single targets unless they pose a big nuisance (Commander Elites, Brutes, etc). Plasma Grenade ~ =------------= Radius: 30 feet. Description: Using unknown technology that can apparently differentiate between strategic targets and nonthreatening surfaces, this grenade, when thrown accurately, adheres to combatant or vehicle, but not to a wall. Three-second fuse is activated as soon as grenade comes to rest either on ground or stuck to intended target. The Plasma Grenade is a set-timer device that also has a set damage radius. The human Fragmentation Grenade is a bit more unpredictable but it explodes much faster than the "three-second" Plasma Grenade. However, the Plasma is capable of sticking to vehicles or enemy units which in turn, will kill or destroy the vehicle anyway. A good player knows when which grenade will be most effective. ===-----------------=== - Covenant Vehicles -

===-----------------=== Ghost ~ =---= Crew: 1 Propulsion: Boosted Gravity Propulsion Drive Armament: Twin Plasma Cannons (100-250 kW range) Description: Standard reconnaissance and rapid attack vehicle, deployed by Covenant in all ground combat. Usually, but not always piloted by Elites, is highly maneuverable and fires twin bolts of superheated plasma in 100-250kW range. Vehicle is also capable of sustained bursts of speed, although cannot fire and appears to be less maneuverable at such speeds. Pull Left Trigger to boost speed. Possible that it uses energy from weapons system to achieve speed increase. The Ghost appears to have been upgraded from the original Halo. Now faster, sleeker, and holding a quicker rate of fire, the Ghost will be sure to be problematic to any infantry. Speed boosts are best used to squish enemies as they have no time to respond. You can easily clear out a group of Elites just by "boosting" through them. Banshee ~ =-----= Crew: 1 Propulsion: Boosted Gravity Propulsion Drive Armament: Two Plasma Cannons Secondary Weapon System: Fuel Rod Cannon Description: Fast and maneuverable, a formidable aerial assault vehicle. Well shielded against small arms fire, Banshee can be crippled or destroyed by heavier weapons. Fuel rod cannon makes it a dangerous bomber as well as fast fighter. Banshee has been observed barrel-rolling and looping in turns and arcs that would be impossible with conventional aerodynamics. The original air-assault vehicle is back from Halo, except this time, it sees much more common use. All the weapons have remained intact and some new features have been added. You now are capable of boosting (activate Fuel Rod Cannon through B Button instead) with the Left Trigger as well as performing air stunts to help evade attack. To do barrel-rolls or loops, hold the A Button and use the thumbstick to roll or loop in that direction. Banshees are pretty lightly armored so heavy damage will take one down easily. In multiplayer, the Fuel Rod Cannon has been removed to even the fields a little bit. Wraith ~ =----= Crew: 1 Propulsion: Boosted Gravity Propulsion Drive

Armament: Plasma Mortar & 2 Auto-firing Plasma Cannons Description: Slow, bulky, and presenting a huge target, is nonetheless Covenant's most destructive mobile armor. Huge bulk is well shielded; covering fire it provides from massive Plasma Mortar makes it an inestimably dangerous foe. Piloted by a single occupant, who controls all vehicle and weapon systems, also features limited boost system for enhanced maneuverability. The Wraiths of Halo are still part of the Covenant armor regime. Incapable of being piloted originally, the heavily armored Wraiths can now be driven and used. At last, players can send out those gigantic Plasma Mortars that had been the pit of problems in the original Halo. Because the main cannon is a Plasma Mortar, it's impossible to hit enemies that are standing right next to the Wraith. You should find it impossible to aim the reticule too far down. In that case, the boost comes in a lot of handy as you can just "squish" those that are causing you problems by boosting through them. Spectre ~ =-----= Crew: 1 + 1 gunner (+2 riders) Propulsion: Boosted Gravity Propulsion Drive Armament: Plasma Cannon Description: Multi-troop armored transport is small and maneuverable and while slow, can move with ease in confined spaces. Main weaknesses are lack of speed and acceleration, and that occupants are fairly exposed. Rear-mounted plasma cannon is dangerous, and vehicle provides multiple firing positions. In many respects, the Covenant Shadow mimics the Warthog in terms of design. The LAAG in the rear is replaced by a equally rapid-firing Plasma Cannon. The only real advantage the Spectre provides is the ability to carry two side-seaters. Take advantage of the speed boost when driver as enemies are easily taken down by running through them. Shadow ~ =----= Crew: 2 + 8 Propulsion: Boosted Gravity Propulsion Drive Armament: Plasma Cannon Description: Covenant's main mode of moving large numbers of troops around on land. Can hold driver, gunner, and up to 8 occupants, depending on species of Covenant. Seems to be outfitted to carry Elites, Brutes, Grunts, and Jackals. Equipped with plasma cannon, but main purpose is to deploy infantry. When you meet one of these in combat, it will most likely be riding away. Keep in mind that both the

driver and the gunner aren't really protected from fire so if you concentrate your weapons on them, you can disable the Shadow before it even gets destroyed. When destroying Shadows, be sure to watch out for any goodies such as vehicles that they drop (and were once carrying). ===-------------------=== - Forerunner Weaponry ===-------------------=== Sentinel Beam ~ =-----------= Rate of Fire: Constant Description: The laser-like weapons the Sentinels hold can now be picked up and used. Using it is simple as a quick pull of the trigger will send out a blast of it. Holding down the trigger will create a constant beam. Hold the beam on enemies and watch as they fall. Although it is useful in dealing with Flood, you will find that the Sentinel Beam runs out of battery pretty fast. Either avoid holding the trigger down for too long, or use short bursts. Besides, the Sentinel Beam isn't too effective against Elites or other enemies. However, you will find that it wreaks havoc against other Sentinels and especially Flood as it burns right through flesh. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 6. Enemy List ~-~ [6000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ===------------=== - The Covenant ===------------=== Grunt ~ =---= Difficulty: Easy Weaponry: Plasma Pistol/Needler/Fuel Rod Gun/Plasma Grenade Possible Rank: Orange (Recruit), Green (Trained), Red (Captain), Black (Spec.Op.) Description: 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. Grunts are the cannon fodder of most battles. With low stamina and no shielding whatsoever, they can easily be picked off with a few shots. However, watch out for Grunts occupying Plasma Cannons or Turrets. The bigger firepower becomes much more dangerous. A single headshot with weapons like the Battle

Rifle or Magnum will take a Grunt down. Different colors appear to mean rank, but they really aren't too different from each other than the fact the lower ranks get killed much faster. Grunt's aren't good at throwing accurate grenades, but watch yourself when they do. Jackal ~ =----= Difficulty: Easy/Hard Weaponry: Plasma Pistol/Particle Beam Rifle (Sniper variety) Possible Rank: Blue (Trained), Orange (Major), Non-Shielded (Sniper) Description: Excellent shots, the Jackals seem to be higher in status -- if not necessarily rank -- than the Grunts. They often will be found in defensive positions, fighting from behind their distinctive energy shield. 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. Attempting to take on a Jackal from the front where their shields are located is not a very smart. The shield can take a lot of fire and will only be depleted to plasma fire (and a lot of it). However, using the notches on either side of the shield, you can stun the Jackal making them flinch and following up. With the introduction of the Particle Beam Rifle, Jackal snipers have become apparent. In many open areas, you will find sniper shots zinging right by your head. They deal a lot of damage (On Legendary, they can kill you in one shot) so you you might find it best to watch out. Look for cover when up against snipers. Locate them and take them out. They hold no shields so it's even easier. Hunter ~ =----= Difficulty: Medium/Hard Weaponry: Infused Fuel Rod Gun/Metallic Shield Possible Rank: N/A Description: 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. The gargantuan behemoths from Halo are still here. Although the "weak" orange spot on their back and belly area can still be exploited to deal more damage, you will find that the Hunter has been upgraded. Previously, they were easily killed with a simple Pistol shot to the back. Now you will

need multiple hits to take one down. While aiming for the orange spots, you'd still have to avoid the Fuel Rod Gun infused on their armor. Note that the gun acts like a beam more than a projectile. Getting up close will make the Hunter attempts to melee you. Sidestep to avoid it and pour lead into their orange spot. However, beware of their new back-hammer which sends their shield behind them squishing you if you choose to stick around for too long. Elite ~ =---= Difficulty: Medium/Hard Weaponry: Plasma Rifle/Needler/Covenant Carbine/Covenant Energy Sword/Plasma Grenade Possible Rank: Blue (Trained), Red (Warrior), Black (Spec.Op.), White (Commando), Silver w/ Headpiece (Icon), Gold w/ Headpiece (Honor Guard) Description: 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. Even the least trained of the Elites are fast and incredibly agile. The Elites are the only Covenant opponent that carry integrated energy shields like yours. Capable of recharging them, follow an Elite as he attempts to go into hiding and recharge his shields. Elites can also dualwield and throw grenades. Varied throughout are Elites with jump-jets and Covenant Energy Swords. Large forces of Elites will pose problems. Dual-wielding Plasma Rifles against this class of enemies will knock out their shields quickly. However, the stray grenade can always knock an unexpecting Elite off his feet. In short, you don't want to underestimate the Elites' power. Brute ~ =---= Difficulty: Hard Weaponry: Brute Plasma Rifle/Covenant Carbine/Brute Shot/ Shotgun/Plasma Grenade Possible Rank: Non-Attired (Trained), Helmet (Major), Gold w/ Headpiece (Honor Guard) Description: 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.

A brand new addition to the Covenant forces are the Brutes. Larger and less agile than the Elites, Brutes don't carry energy shields nor any real intelligence. Nevertheless, an average Brute can still knock you off your feet with incredible stamina and the ability to take multiple wounds without falling. Occasionally, a Brute will just drop its weapon and charge you head-on. Watch out for that. Drone ~ =---= Difficulty: Easy/Medium Weaponry: Plasma Pistol/Needler Possible Rank: N/A Description: 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. The two new additions to the Covenant fighting force completely differ in battle style. The Brutes are large behemoths that rush toward you without fail. The Drones however, are tiny, fast, and easily killed. Their ability to fly makes them much more difficult to take down, but that's nothing a good automatic weapon can't handle. ===---------=== - The Flood ===---------=== Flood Infection Form ~ =------------------= Difficulty: Easy Weaponry: N/A Possible Rank: N/A Description: The parasite grows itself through use of Infection Forms. These tiny little buggers are really easy to notice to their incredibly tiny size. Fast and incredibly slick, Infection Form spread the Flood by jumping onto prey and "infecting" them turning them into a Combat Form or Carrier Form. They can become incredibly lethal and difficult to shoot to their small size. Energy shields will just "pop" the Infection Forms. However, if an Infection Form touches an unit without a shield, it will send a needle into the victim to infect them. Grunts, Marines, Hunters, and basically all other forms apart from Elites and Spartans will be killed with the first hit. Keep in mind that once your energy shield is down, you are vulnerable. The same goes for Elites of which also lose their energy shields.

Compared to the first Halo, the amount of Infection Forms you meet in combat has diminished. Flood Combat Form ~ =---------------= Difficulty: Medium/Hard Weaponry: All Possible Rank: N/A Description: Savages in figure, the Combat Form looks nothing short of the average zombie you might find in some horror movie. A Combat Form is basically the final result of a Marine, an Elite, or a Brute getting stuck by an Infection Form. Once the Infection Form takes control of the body, it can use the body to its advantage. Therefore, when you see a Combat Form, expect resistance. Scrambling muscles and nervous system, the Infection Form can allow an unit to jump very high or smack an opponent with a strange claw-like growth on their arm. Their arm allows for multiple melee combos which can be very fatal especially on Legendary. Watch out for Flood carrying Rocket Launchers or other dangerous weapons. Sometimes, an infected Elite Combat Form still holds a portion of their energy shield. Don't be surprised when that flashes. Flood Carrier Form ~ =----------------= Difficulty: Easy/Medium Weaponry: N/A Possible Rank: N/A Description: Balloon-ish in terms of looks, the Carrier Form is what usually becomes of infected Grunts, Jackals, or any other unit that is either wounded or incapable of adequate combat. Those are then turned into walking blobs that spawn Flood Infection Forms in their gigantic girth. They can explode if you get too close. When they do blow up however, multiple Infection Forms can pop out and attack you. Not only that, but the explosion (if it blew up right by you), should put some punishment on your shields. With your shields down and multiple Infection Forms running their antennas on you, expect to be hurt pretty bad. Do your best to avoid that, and use projectile weapons from far away. ===---------------=== - The Forerunners ===---------------=== Sentinel ~ =------= Difficulty: Medium Weaponry: Sentinel Beam

Possible Rank: Silver (Un-Shielded), Gold (Shielded) Description: Small compared to some other enemies, the Sentinels are machines built by the Forerunners to enforce the Halo machines. Armed with a laser that burns through flesh, the Sentinels can deal heavy damage if they keep their sight on you for too long. Because of the fact that they are computer controlled, Sentinels aren't very battlefield strategic. They are easily brought down with Plasma weapons. While the Silver Sentinels are not shielded, the Gold ones carry a weak shield to deflect some fire. Nevertheless, it still won't block a heavy barrage of plasma fire anyway. When you take a Sentinel down, be sure to step out of the way as the Sentinel "explodes" when it touches the ground. The Sentinel Beam that these carry can be picked up and used as a weapon. Enforcer ~ =------= Difficulty: Hard Weaponry: Gatling Gun/Missile Cannon Possible Rank: N/A Description: A new addition has been added to the Forerunner forces. The Enforcer is a very intimidating machine that has been found defending portions of the other Halos. Armed with a missile-barrage system and a Gatling Gun-like weapon, they do well in defending Halo installations from attack. You should have problems taking the Enforcers down as they hold two energy shields in the front. Energy shields can be taken down, but a lot of fire will be needed. Unless you have a Scorpion or some Wraith at your disposal, taking down its shields will be a toughie. Therefore, you should attempt to bring it down by hitting any area not protected by the shield (side or back). =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 7. Multiplayer ~-~ [7000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ Halo 2's multiplayer is a great aspect of the game. If single-player wasn't exactly enough for you, spend the rest of Halo 2's days with your friends or online with Xbox Live. You can use this section both for Split Screen games or Xbox Live games. ------------------------------------------------------------------------------7.1. Maps [7100] ------------------------------------------------------------------------------============= ------------ Lockout ---------------------------------------------------------============= The only "winter" map in Halo 2. For those that have that "snowy"

multiplayer map fetish, I regret to tell you that maps like Sidewinder will not be included in Halo 2. The best of the winter maps is the first on the list. However, the fact that its completely made up of ramps, hallways, and a center platform really makes it entirely different from the open and wide Sidewinder. Lockout is preferred for smaller games. Games like Capture The Flag aren't really popular in this map due to the lack of open space. However, Lockout is nevertheless, a great map to try out if you are new to Halo 2 and Xbox Live. Each weapon is easy to find, and you should have little trouble getting at least a few kills. Stepping off the edge of ramps will usually send you tumbling down into the snowy abyss. However, Lockout is made up of platforms and ramps stacked above each other. If you ever fall off, just hope that there will be some random ramp below to save you. If not... oh well. Tips & Strategy ~ =-------------= - The Covenant Energy Sword is located in a small alcove along one of the hallways. Holding the Energy Sword can instantly give you a good advantage, but if you surprise your enemy by only whipping it out when you get close (use another weapon to move in), the kill is almost guaranteed. - The Shotgun is located in the green area by the main jumper warp. Camp this location and take advantage of the Shotgun whenever possible. Rain shells down on passing victims. - The jumper warp will be one of the more crowded areas of bigger games. Occasionally, throwing a random grenade down might actually hit someone if not "accidentally" kill someone. - There aren't really too many good sniping points in the game. I'd suggest the Battle Rifle over the Sniper Rifle. - Dual-wielding Magnums is great especially in the tiny corridors as your opponents have less room to react. Aim at the head for maximum lethality. - There are many hallways throughout this map and people like to camp in small alcoves and jump out with Energy Swords or dual-wielded SMGs. Try to stay in the center area and only venture to the hallways to pick up ammunition or to get the Energy Sword at beginning of games. =============== ------------ Ascension -------------------------------------------------------=============== Judging by the map's name, you can probably expect Ascension to be fairly high in the air. Ascension is a strange map in terms of geographic appearance. Here you are, on a rocky platform extending miles above the ground. Apparently, you are fighting on a constructed platform above a gigantic rock column. Stepping off the side accidentally will send you tumbling down. The only real vehicle you will see is a single Banshee on a platform. Fly it around and you should eventually learn the level's hidden walls. If you master them, using the Banshee will be much more advantageous, although in my opinion, is useless. The only really difficult weapon to find might be the Rocket Launcher. You will have to look below from a side of the level and jump down for it. There, you will pick up the Rocket Launcher and step into either a teleporter or a jump warp. Either way, you can get yourself back to the

main platform... or you can simply camp the Rocket Launcher area and take down those that try to pick up the prize. The Sniper Rifle can reign supreme, and if Gun Turrets are set, the middle of the map will become a living hell. The lack of obstruction in the middle of Ascension makes it a prime target for snipers. Also, you can climb to the top of that weird spinning thingy in the middle, but I strongly suggest against it if you don't want to become easy meat for sharp eyes. Tips & Strategy ~ =-------------= - Always be aware when someone takes the Banshee. You should usually hear the familiar roar of a Banshee starting up. If you have a Rocket Launcher on you, lock on and use it. Because the Banshee is the only vehicle in this map, expect to be ganged up on. Then again, having the only vehicle in the map can still be advantageous... just not when an opponent has the Rocket Launcher. - If you are sniping, always keep one eye on the spinning-thing in the center of Ascension. At times, people might climb up there... stupidly. Although you can, just don't. - When going for the Rocket Launcher, watch out for people hiding out there with Shotguns or dual-wielded Plasma Rifles. At the same time, you can perhaps rack up a few kills by camping there and waiting for the crowd. - Short-range weapons are useless when your enemy is 50 feet away. The Battle Rifle, Sniper Rifle, and Rocket Launcher all work wonders for long-range attacks. - Rockets are very useful for putting those pesky snipers out of hiding. - Against Overshield whores, use the Plasma Pistol (it spawns right by the Overshield). A single overcharged shot can seriously wreak havoc even on those that bear Overshields. I'd suggest dual-wielding a Plasma Pistol and SMG/Magnum combination. - If you use the Banshee to get on top of that fork-like structure, you'll find yourself an amazing sniping spot. ============= ------------ Midship ---------------------------------------------------------============= Midship is actually one of the few "smaller" maps of Halo 2 that are actually fun to play. The Covenant-esque atmosphere adds a great touch to a beautifully designed level. Weapons are strategically placed with a Shotgun placed in the middle and the Energy Sword on the highest possible level. If there's a good weapon there, expect riots to get to it. People like to camp the Energy Sword area. In fact, because of the shaky platform, you can just pick up the Energy Sword and stay up there slicing down any enemies that try to "take" your platform. The lack of any legitimate sniping spots (let alone a Sniper Rifle at all) makes it so that you don't have to watch your every step. Dual-wielding weapons work incredibly well in this map. The Covenant Carbine and Battle Rifle become useless when up against a dual-wielding Plasma Rifle maniac running gun-ho at you in a small hallway. The center area is the largest open area so most of the fighting will be taking place there. The Shotgun is also apparent, so you can expect a few brawls for it. Tips & Strategy ~

=-------------= - If you are going for the Covenant Carbine/Battle Rifle, be sure to isolate yourself from the rest of combat. You can also work as a scavenger by picking off units with lowered shields. - Hoarding the Energy Sword at the beginning of games would be a good idea. Keep it hidden from combat and only whip it out when you catch your enemy in a good position for a quick lunge. - Dual-wielding Plasma Rifles or Needlers is a good idea in this map. The lack of space especially in the narrow hallways makes it so that your opponent will have little place to run. - Spawn killing is always fun. Aim at an opponent while they are stuck with the single Plasma Rifle. While it is cheap, it isn't exactly cheating either so there's nothing wrong with it. - Most combat in this map will be close range (with exceptions to Covenant Carbine/Battle Rifle wielders) so there shouldn't be any snipers around (if you have the default weapon set). Close-range weapons are of course, a good idea. The best man for the job, the M90 Shotgun. - Because games start off with Plasma Grenades (default set), instead of shooting sometimes, you can just stick an opponent and run away like mad. Not only do you get an easy kill, but you also get a medal for "sticking" someone. Don't rely on Plasma Grenade kills however. ================= ------------ Ivory Tower -----------------------------------------------------================= Urban in theme, Ivory Tower is one of the few multiplayer maps that actually locate themselves to Earth (at least in terms of appearance). Halo fans finally got one thing that they wanted, a multiplayer map with an urban appearance. The original Halo only had maps of Forerunner areas on the Halo with a few Covenant overtones. Well built, Ivory Tower is one of the smaller maps, but definitely a good one overall. Ivory Tower contains the two weapons for destruction, the Energy Sword and the Rocket Launcher. Both of these gems in terms of combat superiority can be located, but they are hidden behind waterfalls or waterways. Scattered throughout the map, but most apparent in the center are various Rocket Launcher ammunition as only one Rocket Launcher can be active in the game at one point. Likewise, only one Energy Sword can be active at one point. Therefore, if you are caught whipping either of those two out, expect to be rushed. Because of the compactness of the hallways and the open feel of the center area, both short-range weapons and long-range weapons can wreak havoc depending on your position. Therefore, I'd suggest you hold both a Shotgun and Battle Rifle just to be ready for attack. However, getting those two weapons simultaneously without being killed can be a difficulty. Although getting prepared for the worst is a good idea, don't sacrifice your life when you could just be shooting back. The map itself is multi-leveled with an Overshield in the rear section on a sloped hallway. The Rocket Launcher is exactly one story higher than the Energy Sword in a small waterway. The Energy Sword below is just behind a waterfall. This set-up will disallow picking up both of these monstrosities simultaneously. Don't even try to fit yourself through that tiny drain hole either! If you could however, there would be instant access to the Energy Sword. Tips & Strategy ~ =-------------=

- The upper and lower floors of Ivory Tower can be a doozy to really memorize in terms of the passageways in and out. However, there is an elevator that you can ride up to all three levels indefinitely. The upper level holds the Sniper Rifle, the middle level holds the Rocket Launcher, and the lower level holds an Energy Sword. Expect crowds in all three for these invaluable weapons. - In the yellow-tinted hallways, there are small rooms that you can enter into. They all hold some Plasma Grenades and the Magnum so you should know which is which. If you have the Energy Sword, you can just hide out there and whip it out against passing foes. Be sure not to move before you hit an enemy to avoid popping up a Motion Tracker. - The "air-warps" scattered throughout the level can take a player to various weapons. Pick up the Shotgun or Battle Rifle by riding up a certain one. This can be used to your advantage by camping on one of those platforms. If you crouch, you are mostly shrouded from a passerby. - The three levels of Ivory Tower also provide strategic placement. If you are using the Sniper Rifle or some other long-range weapon, hop up to the upper level and pick off passing players. If you are holding more "assault"-esque weapons, stay along the lower levels. - The last story is under the middle level's floor so players on the upper level won't be able to see players on the lower level. - If you have the Rocket Launcher, keep it hoarded. Only use it when you have a clear shot. When more ammunition is required, hide the Rocket Launcher and run through the center (where the ammo is located) subtly. The less people know about your prize, the less of a problem you will have. ================== ------------ Beaver Creek ----------------------------------------------------================== Beaver Creek is one of two Halo map remakes. You may remember Beaver Creek originally as Battle Creek. The two maps are remarkably similar with exactly the same base locations with a creek running down the middle. Changes include a small revamp in the base layout along with removing the ladder leading up to the two ledges on either side of the map. Instead, ramps are placed there. One powerup change is the Overshield. Instead of being near the two teleporters, it can now be found where the Active Camo was located in the previous Halo. This difference counters those "Overshield" campers that like to stick by teleporters to kill off any incoming foes. Being in the middle of the map, careful planning will be required to take it and use it to the highest possible extent. The Rocket Launcher is still in the same location along with being as difficult as always to pick up. Once again, players will need to climb the strange rocky structure up to the top where the Rocket Launcher can be located. However, due to the lack of fall damage, players won't need to carefully make their way back down the bridge. Instead, they can just jump off without fear of damage. Most of the action will occur in the middle of the map during Slayer or King Of The Hill matches. If you are caught in the crossfire, rush the Shotgun. At close range, it deals incredible damage and holds the capability for one-shot KOs if aimed and used correctly. Tips & Strategy ~ =-------------=

- As soon as you see someone pick up the Rocket Launcher, run away to either base. You won't do too well against a Rocket Launcher foe at medium range so wait for whoever is holding it to slowly progress to your position. Then jump out with guns blazing. The closeness of the range will most likely disallow your foe to use his prize and force him to switch off. - The Overshield is good, but don't rely on it too much. Camping in the middle of the map is a very stupid thing to do. Whenever you pass by it, then pick it up. - In larger CTF games, you can lure your opponents into traps by using grenades. The small confinement the hallways provide will be perfect in catching foes with the blast. - Bringing a Shotgun into the bases and camping in a corner will be sure to rack up a few kills. Don't move a lot so you don't appear on other's motion sensors. - "Plasma Pistol + Battle Rifle" combos wreak havoc in this map. Charge up a shot from the Plasma Pistol to quickly take down an enemy's shields. Then pop a quick headshot to put them out of commission. The Plasma Pistol is also a good Overshield-killer as it takes down an entire Overshield with a single overcharge. =================== ------------ Burial Mounds ---------------------------------------------------=================== Burial Mounds surely wins out in terms of visuals. The sky is full of lively clouds and the atmosphere provides a rich, orange glow. In the distance behind large and deadly rocks, meteors fly and touch down far away. The battlefield is made up of rocky pieces from the destroyed Halo. Hidden within the walls are small hallways leading to big things. Because of the general "unevenness" of Burial Mounds, you probably won't find it too great of a map if looking to play CTF or Assault. Sure, Single Flag or Single Bomb gametypes work well, but there has been a noticeable flaw in the level design. Besides, the Rocket Launcher on a platform will almost always be rushed. Whoever owns the Rocket Launcher in this game really owns their opponent. Scattered on the sandy ground are various weapons ranging from the standard SMG or Plasma Rifle to Shotguns and Needlers. There are a few Ghosts and Warthogs around as well, but the bumpy landscape makes driving through them a treachery. A Warthog stuck on a rock is an easy target for snipers or rocket hogs so only use a vehicle when you have to. People hate this level for some reason. I personally don't find it to be pretty good, but definitely not the worst. Especially when compared to the worst level in my opinion (Foundation), Burial Mounds is actually pretty fun in Slayer or Juggernaut matches. Tips & Strategy ~ =-------------= - No matter which gametype you play, controlling the Rocket Launcher will give you a major edge. Grab at the start of each game and pull off a few kills before everyone else. - The Sniper Rifle is hidden in a hallway. You can choose to grab it, but not too many vantage points present themselves. - While playing, watch out for vehicle drivers. Ghosts are dangerous, but they can easily be caught by the hills or rocks scattered around. Whenever you see a struggling Warthog climbing a hill, chuck a grenade or two and finish them off. - There aren't too many places to camp, but the hallway that holds the

Sniper Rifle is a good place to stick around when your shields are down. - Take advantage of the "niches" in the walls of this level. They make great cover. The rocks and pulsating things that are around can be good covers. - In the center-ish area of Burial Mounds is a group of wreckage pieces that appear to make a rib-cage pattern. This is by far one of the better places to take your battles to. Lots of cover here can aid you well. ============== ------------ Colossus --------------------------------------------------------============== This is a map that is entirely indoors. Although it looks big, it really isn't too large. Colossus is made up of three floors. Each of them have a conveyor belt system running through it transporting both full and empty tanks of gas. If you shoot the pulsating blue ones, they will explode and usually take out the shields of anyone standing beside one. Down the middle is a very large jump warp. From the can hop up to the upper-most floor just by stepping great way to transfer from one end to the other and Assault games. If you are smart, you would be using utmost advantage in any team game. very bottom floor, you into it. This is a is even more useful in this jump to your

One thing that Colossus has that other levels don't is an almost impeccable sense of symmetry. Although it might not be completely dead-on straight, it is much more symmetrical than, let's say, Coagulation? Even the standard weapon set is similar to say the least. If there is a Plasma Rifle in one location on one side, you can bet'cha that there will be another Plasma Rifle in the exact same location on the other side. Tips & Strategy ~ =-------------= - As suggested, use the blue containers to your advantage by shooting them when enemies are near. A full explosion will usually be enough to knock shields out completely which will indefinitely make the job much easier for you. - The conveyor belt systems are all connected with the final belt on the lower floor leading to a bottomless pit. Jump down there and you will fall to your doom. However, the hole in the upper two floors that the conveyor belt leads into simply lead into the next. You can jump through these down to the lower level. - Colossus has a lot of "connections," so to speak. The second floor has two bridges connecting it and there are countless ramps leading up and down. Apart from just jumping over the side to the lower floor, you can just walk down a quick ramp or fall through a conveyor belt hole. ============== ------------ Zanzibar --------------------------------------------------------============== The Blood Gulch of Halo 2, Zanzibar has instantly risen from a simple multiplayer map to one of the most widely played Halo 2 levels. Zanzibar's design is very effective and makes it fun in Capture the Flag, Assault matches, and even modest Slayer games. A defending team for Capture the Flag or Assault will have access to the Rocket Launcher before the opposing team comes in. Turrets are optional

along the deck and can be used to throw off attacks and mow down opponents as they come. In larger games, tactical strategy will be required to break through an enemy's defense or to protect a base from attack on the outside. There really are no cheap areas to be exploited. The single Energy Sword is hidden in the large wheel-like structure outside. It is located in a niche facing the open sea. One can easily take it down with a grenade or a well placed rocket. However, unless you are taking it inside the structure to cut down unexpecting foes, the Energy Sword won't really be too effective outside. The rocky wall that overlooks the water provides amazing vantage points for those Sniper Rifle users. Zanzibar is not shy with vehicles. Included are Warthogs and Ghosts along the shoreline. If included, a Scorpion can be placed at the base entrance to blow stuff up. Various Gun Turrets along the building deck or the rundown wall can be deadly if a player happens to wander into one's sight. Tips & Strategy ~ =-------------= - If you are playing a team game on defense, have one of your allies take the Rocket Launcher. It plays a major role defending especially against vehicles and its ability to lock on. - When assaulting a base, try to take the upper route by riding the wheel-like structure up. If the Rocket Launcher is right there, you can pick that up while moving. Once at the top, you can simply look down and find a good time to just jump down and capture the flag or arm the bomb. - Scorpions are incredibly cheap vehicles. However, you can easily counter them with a rocket or a well placed Plasma Grenade. If none of those are available at the moment, don't even try to engage the Scorpion if it's in the hands of a good driver. - The Ghost is a great vehicle, but try not to get it stuck in the building area. - When transporting a flag, try to have a Warthog parked outside with a driver so the flag carrier can make a quick getaway. As long as you escape the area, the flag is as good as yours. - The gate-opener is on the upper level. However, if you are playing on defense, don't be stupid and open the gate to make things easier for your opposing team. Once the gate is open, it's impossible to close again until the next round. ================= ------------ Coagulation -----------------------------------------------------================= It doesn't take a rocket scientist to figure out that the Coagulation map included in Halo 2 is a full remake of the original Blood Gulch. Most of the map's elements are still included with two bases in the middle of a box canyon. However, it doesn't have that "desert" feel anymore as more green is added along with rocks jutting out in random locations. Also, the bases have been revamped from a two-floor base of operations to a threefloor monolith. One of the biggest vehicle changes would probably be relocation of the Banshee. Instead of being on top of each base (Halo PC version), it can now be found in the basement of both buildings. Exit would require a driver to fly out of a large opening in the back of each base. The top of both buildings are similar to the original Halo. You will find a Battle Rifle and a Sniper Rifle atop. Apart from the Banshee, there are Warthogs and Ghosts as well. A Scorpion

can be located beside each base. Because of Coagulation's open middle section, lots of vehicle combat can be expected throughout. Luckily, there are some Rocket Launchers hanging around of which you can use against those pesky Scorpions. Even better, sending a rocket against an escaping Warthog (that has probably collected your flag) and blowing the utter crap out of it is still as fun as always. Tips & Strategy ~ =-------------= - There are various sniping points, but the best would definitely be the Sniper Rock that can be found on the side of one of the bases. It's easy to notice as it looks like a stick jutting out of the wall (talk about outta place). One can easily get up there with a Banshee, but it is also possible to reach it through a Ghost or a Spectre. You just need to use the boost. - The Overshield can be found in a cave inside a small puddle. The tunnels, as I said, have been revamped to include more stuff. Along the way, you might find a Brute Shot lying around... And we all know how much fun those things are! - A Rocket Launcher is the definitive anti-tank weapon. If you see a player getting into one, send a rocket their way to quickly put that one out of commission. - If you need to get a few kills, take your Sniper Rifle and head over to one of the ledges of tunnels along the side of the level. The added rocks provide cover. Since most of the combat occurs in the middle of the map, aim your barrel in that direction and try to pick off some unexpecting victims. - A Banshee is a good vehicle to use but while flying, remember to watch out for incoming rockets. Banshees are favored by Rocket Launcher wielders. If you are locked, quickly fly away and do some aerial tricks while you're at it. ============== ------------ Headlong --------------------------------------------------------============== Headlong is a well-sized map that locates itself to New Mombasa. As a big city, you can expect some pretty big buildings. That's partially true as both bases are inside large buildings. Headlong is pretty wrecked however. Roads are split and crashed vehicles line the streets. In fact, near the center is a large ramp composed of two broken roads. With a Warthog, one can perform some pretty nice stunts on it. This area of New Mombasa definitely has a few vehicles. At one end of the map are two Warthogs placed side by side. At the other end, a Banshee plus two Ghosts appear. Having control of the Banshee will allow a player to fly to whatever building he'd like. Considering the amount of stair climbing required to get to and fro up a building, a Banshee would be very helpful in cutting the time in half. Even so, the Banshee still makes a great weapon. There are two Rocket Launchers in Headlong. One is at one end on a small incline and the other is at the other end. You will find SMGs, Plasma Rifles, and Needlers littering the floors of each building. On the upper levels, you can find Beam Rifles and Covenant Carbines to rain fire down on your opponents below. Most games here can easily be won by just rushing an enemy's base. If you can take advantage of the Banshee first, the game is usually yours. If you ever have the time, explore Headlong. You will find a bunch of signs around. Most noticeably, the "Hog" advertisement which is very interesting

to read. Tips & Strategy ~ =-------------= - Gain superiority of the Banshee. However, while flying, watch out for Rocket Launchers down below. A rocket creeping at you from behind can be difficult to avoid. If you know that you're being locked on, fly your Banshee around buildings and try to get the rocket to crash into some wall. - Especially if your team has control of the two Warthogs, rushing an enemy base with two full Warthogs plus wielding a Rocket Launcher or two can easily break through defenses. - The Overshield is located by the strange structure right by the coastline. The team closest to it should immediately pick it up at starting points in games. - The tops of the buildings make for amazing sniping vantage points with the Beam Rifle or Sniper Rifle. Banshee hunters can stick around in those high places and send rockets at an unsuspecting Banshee flying up there. - Don't fall off the edge into the water with a vehicle. Because it won't get destroyed (most likely) and stay stuck down there, the vehicle respawn time will take almost forever. - Camp by the stairs in the buildings. Fragmentation Grenades work very well when thrown at players ascending stairs. It's very difficult to escape dual-wielding SMGs after getting struck by a Frag Grenade. ================ ------------ Waterworks ------------------------------------------------------================ Waterworks is a very large level with vehicles galore. To add to the Ghosts and Warthogs, Waterworks also holds the Wraith tank along with a Banshee on the upper deck of each base. The two bases are separated by a large structure in the middle. To get from one base to the other, players must either go through this structure or take a pathway. The structure and the pathway connecting the two bases both have their advantages. The large building has an Energy Sword that can be obtained after climbing a ladder. The decks can be good sniping points if used correctly. The pathway that is closer to the blue base has a Rocket Launcher sitting right there. Blue base players should always grab it before the reds do. Waterworks is one of the few maps where infantry rushes can work depending on the size of the game. One can easily send players through the tunnel and into each base. However, Warthog rushes still work as good as ever. I have found the the Wraith is best left to defend both bases. The Banshee on each deck can also be used for rushes and can help counter Wraith threats. Tips & Strategy ~ =-------------= - Each base has vehicles for a reason. Send a fully packed Warthog in while using the two Ghosts as diversions. When your opponent is busy taking out the Ghosts, send in a Warthog quickly plus a Banshee to provide air support. If you organize your offensives well enough, you can easily take down an enemy team. - The Rocket Launchers plays a big role for infantry rushers. Pick it up if you possibly can before taking the fight inside bases. Take advantage of small rooms by launching a rocket right into it.

- The Energy Sword is really only useful when inside the bases. For the game, suggest keeping it hidden until you can actually make use of it. A base defender in CTF or Assault can really benefit by holding an Energy Sword. - Because of the Wraith's large girth, try to keep it as a base defender. If you are in a Wraith, beware of Rocket Launchers flying around. - You can find many sniper locations in Waterworks. One of the best is on the seismic apparatus where you can find a bridge between the two bases. Get a Banshee up there and use it as an incredible sniping spot. ------------------------------------------------------------------------------7.2. Gametypes [7200] ------------------------------------------------------------------------------When creating gametypes, the following options are available to you indefinitely: Match Options ------------[ ] Number of Rounds -- A game can end after a single round, after a fixed number of rounds, or only after someone wins a number of rounds. [ ] Score to Win Round -- Earn points by killing or doing something. A way of earning points is different for each type. [ ] Round Time Limit -- A round can be set to end after a set amount of time has elapsed. Use this to prevent games from lasting too long. [ ] Rounds Reset Map -- A new round can either keep the map in its destroyed state from the previous round or reset it to its original pristine state. [ ] Resolve Ties -- When resolves ties is off a game can end in a tie. When it is on a winner will be chosen based on secondary winning conditions. Player Options -------------[ ] Max Active Players -- This setting controls how many players are active in the game at once. In non-team games this is total players, in team games players per team. All other players must wait their turn as active players. [ ] Lives Per Round -- The Lives Per Round setting determines how many chances you'll have in the game. Once you're out of lives you no longer respawn. [ ] Respawn Time -- Respawn Time controls the amount of time that a dead player must wait before getting another chance at life. [ ] Suicide Penalty -- When you kill yourself you will have to wait the time specified for Suicide Penalty in addition to any other wait time before you respawn. [ ] Shield Type -- Shield Type determines whether players have energy shields, and if so whether they're normal strength or overcharged. [ ] Motion Sensor -- When the Motion Sensor is turned off, it no longer detects or indicates movement. [ ] Active Camo -- When Active Camo is on all players will be invisible. Firing a weapon or taking damage makes you temporarily visible again. [ ] Extra Damage -- When Extra Damage is on, all players will inflict more damage than normal.

[ ] Damage Resistance -- When Damage Resistance is on everyone will be tougher than normal. Team Options -----------[ ] Team Play -- This setting determines whether this is a team game or a free-for-all. The maximum number of teams for this game is determined by the map. [ ] Team Scoring -- A team's score can be the sum of all its member's scores, the score of its lowest player [minimum], or the score of its highest player [maximum]. [ ] Team Changing -- When Team Changing is on players are allowed to change teams while the game is in progress. [ ] Friendly Fire -- Unwary players can injure or even kill teammates. Friendly Fire can be turned off so that teammates cannot be directly damaged by each other. [ ] Respawn Time Modifier -- This setting determines whether players inherit dead teammate respawn time [inheritance], respawn together at fixed intervals [cycling], or respawn at a set amount of time after they die [none]. [ ] Betrayal Penalty -- This setting determines an additional amount of time a team killer will have to wait before respawning. [ ] Force Even Teams -- When Force Even Teams is on each team will only have as many active players as the team with the fewest players. All other team members must wait their turn to spawn. Vehicle Options --------------[ ] Vehicle Respawn Time -- Vehicle Respawn Time determines how quickly dead vehicles come back to life. Times are relative to the default settings for the map. [ ] Primary Light Vehicle -- This setting allows you to override the map-specific primary light land vehicle with a vehicle of your choosing. [ ] Secondary Light Vehicle -- This setting allows you to override the map-specific secondary light land vehicle with a vehicle of your choosing. [ ] Primary Heavy Vehicle -- This setting allows you to override the map-specific primary heavy land vehicle with a vehicle of your choosing. [ ] Banshee -- This setting allows you to specify whether Banshees appear on the map that supports them. [ ] Primary Turret -- This setting allows you to override the mapspecific primary turret with a turret of your choosing. [ ] Secondary Turret -- This setting allows you to override the mapspecific secondary turret with a turret of your choosing. Equipment Options ----------------[ ] Starting Weapon -- This setting determines which primary weapon players start the game and respawn with. [ ] Secondary Weapon -- This setting determines which backup weapon players start the game and respawn with. A backup weapon is optional. [ ] Starting Grenades -- When this setting is on players will start the game and respawn with grenades. [ ] Weapons On Map -- This setting determines the set of weapons that is available on the map. Weapons on map can also be turned off entirely. [ ] Weapon Respawn Time -- Weapon Respawn time determines how much time it takes to respawn weapons. Times are relative to the

default settings for the map. [ ] Grenades On Map -- If Grenades On Map is turned off there will be no grenades available for pickup on the map. [ ] Overshields -- This setting controls whether or not the Overshield powerup is available on the map. [ ] Active Camouflage -- This setting controls whether or not the Active Camouflage power is available on the map. The gametype-only options will be listed along with the gametype. Pre-set games will also be listed along with them. [-----------------------------------------------------------------------------] Slayer ~ =----= Kill as many of your opponents as you can. The player with the most points wins. Here's your classic deathmatch... with a few twists. Not only can you just play a regular free-for-all between as many players as you choose, but Halo 2 also allows you to play with teams or rounds. Likewise, you can change the weapon set to make an all-Swords game or something similar. Although simple deathmatches of free-for-all or classic teams may be fun, you may choose to broaden the Slayer aspect by adding rounds. Tournament-esque games can be created by giving each player one life per round. The winner of that match can move up a tier and the loser gives up their controller, etc. Slayers with Rocket Launchers or Swords can be very chaotic. Likewise, making everyone invisible can be even more fun. Vary your settings to get the best out of this FPS classic. Slayer Options -------------[ ] Bonus Points -- When Bonus Points are enabled players earn additional points for notable achievements like double kills and killing sprees. [ ] Suicide Point Loss -- When Suicide Point Loss is enabled a player will lose a point for committing suicide. [ ] Death Point Loss -- When Death Point Loss is enabled a player that dies will lose a point. Careful, this can lengthen games significantly! Preset Games -----------Slayer -- Prepare for a classic Slayer duel to the death. 25 points to win. Team Slayer -- Take on a small team of enemies in a straight Slayer throw down. 50 points to win. Rockets -- Get ready for an explosive game of Rockets. All Rocket Launchers, no motion sensor. 25 points to win. Swords -- Sharpen your Energy Sword and power up your overshields. 25 points wins this game. Snipers -- Steady your shot and aim high. All weapons are Sniper Rifles and there's no motion sensor. 15 points wins.

Phantoms -- Everyone has active camo, so watch your back. 15 points wins this game. Team Phantoms -- Everyone has active camo and you can organize into up to 8 teams. First team to 25 points wins. Elimination -- You have one life per round. The last player standing wins a round. First to win 3 rounds wins the game. Phantom Elim -- You have just one life and everyone is invisible. Last player standing wins a round. First to win 3 rounds takes the cake. King of the Hill ~ =--------------= Gain control of the hill to earn time. Keep your opponent off and earn the most time to win. This standard Halo variant is just as fun as the original. Players will do their best to run to the hill and keep it for themselves. To add even more to the chaos, you can try a "moving hill" or make the weapon set full of Rocket Launchers. Before you challenge the hill, try to get some good weapons. When you are on it, just remember that you are most likely the center of attention. Bring some good weapons up there and defend your flank. King of the Hill Options -----------------------[ ] Uncontested Hill -- When Uncontested Hill is on you can only earn time on the hill when there are no enemies contesting it. [ ] Moving Hill -- When Moving Hill is on the hill will change to to a new random location at the set interval. [ ] Team Time Multiplier -- When Team Time Multiplier is on you will earn time faster when you have more teammates on the hill. [ ] Extra Damage -- When Extra Damage is on a player on the hill will be more powerful than other players. [ ] Damage Resistance -- When Damage Resistance is on a player on the hill will be tougher than normal. [ ] Active Camo On Hill -- When this setting is enabled a player standing on the hill will have active camouflage. Preset Games -----------King -- Stay on the hill for a total of 2 minutes to win the game. Hill does not move. Team King -- Your team must take the hill and control it uncontested for 1 minute to win. Hill does not move. Phantom King -- Control the hill uncontested to earn time. Everyone has active camouflage and the hill oes not move. 1 minute wins. Crazy King -- The hill moves once a minute. Be the first to earn 2 minutes on it to take the crown. Team Crazy King -- Your team must earn just 1 minute uncontested

on the moving hill to take the crown. Oddball ~ =-----= Find the ball and hold on to it to earn time. The player with the most time wins. Here's another classic Halo gametype. It's a bit strange to say the least. The object of the game is usually to hold the ball (basically a skull) for a set amount of time. By adding rounds or making teams, you can make the game even more outrageous. Even so, smacking someone down with a skull is always as fun. Oddball Options --------------[ ] Ball Count -- This setting controls the number of balls in the game. More balls equals more chaos, but that's not always a good thing. [ ] Ball Hit Damage -- The ball is a weapon. This setting determines whether melee attacking someone with it hurts a little or a lot. [ ] Speed With Ball -- This setting determines the speed that a ball carrier moves in relation to other players. [ ] Toughness With Ball -- When Toughness With Ball is On a player carrying a ball will be tougher than normal. [ ] Active Camo With Ball -- This setting determines whether a ball carrier can be seen by other players. [ ] Vehicle Operation -- If Vehicle Operation is off a player carrying a ball cannot drive vehicles or operate stationary or vehicle-mounted guns. [ ] Ball Indicator -- This setting controls if and when you see an indicator revealing the location of the ball. Preset Games -----------Oddball -- Get ready for a classic game of free-for-all Oddball. Hold the ball for 2 minutes to win. Rocketball -- This game of Oddball with nothing but rocket launchers is a real blast. Control the ball for 1 minute to win. Swordball -- Tense rounds with swords and no motion sensor. Own the ball for 30 seconds to win a round. First to 3 wins. Team Ball -- Up to 8 teams can go head to head in this game of team Oddball. First team with 2 minutes ball control wins. Low Ball -- Team Oddball with a twist. Everyone on your team must hold the ball for at least 30 seconds to win. Fiesta -- An odd game of ball with random weapons. Earn 2 minutes ball control time to win. Juggernaut ~ =--------= Work together to take down the Juggernaut. Beware, you kill the Juggernaut, you become the Juggernaut, and only the Juggernaut can win.

Here's a game which goes back and forth a lot. Players that kill the Juggernaut are awarded with being the Juggernaut, but then everyone will go after that player. The Juggernaut is then required to kill as many as that player can before going down. It's a fast-paced game to say the least. While playing this gametype, expect a lot of action and a whole lot of ganging up on each other. As a Juggernaut, the best word of advice I can give would be to KILL EVERYONE YOU SEE. Juggernaut Options -----------------[ ] Betrayal Point Loss -- All players that are not the Juggernaut are considered teammates. When this option is on betraying a teammate results in losing a point. [ ] Juggernaut Extra Damage -- When Extra Damage is on the Juggernaut's weapons do more damage than normal. [ ] Juggernaut Infinite Ammo -- When Infinite Ammo is on the Juggernaut will never run out of ammunition. [ ] Juggernaut Overshield -- When Overshield is on the Juggernaut has recharging extra powerful shields. This setting overrides the Player Shields setting. [ ] Juggernaut Active Camo -- When this optino is on the Juggernaut has Active Camo. This setting overrides the Player Active Camo setting. [ ] Juggernaut Motion Sensor -- This setting controls whether or not the Juggernaut has a motion sensor. It overrides the Player Motion Sensor setting. [ ] Juggernaut Movement -- The Juggernaut Movement setting determines the Juggernaut's speed relative to the other players in the game. [ ] Juggernaut Damage Resistance -- When this option is on the Juggernaut is extra tough. This setting overrides the Player Damage Resistance setting. Preset Games -----------2 on 1 -- One player is the Juggernaut, the other 2 are teammates. Only the Juggernaut can score and 10 points wins the game. 3 on 1 -- One player is the Juggernaut while 3 others are teammates. Earn 10 points as the Juggernaut to win the game. Ninjanaut -- The Juggernaut has active camo and a motion sensor. You don't, so work together to corner him and take him out. 10 points wins. Phantom Fodder -- You're invisible but you have no motion sensor. You're being hunted, so watch out! 3 rounds wins, 5 points wins a round. Dreadnaut -- The Dreadnaut is an unstoppable beast. Fear him but work together to take him out. 20 kills as the Juggernaut wins the game. Capture the Flag ~ =--------------= Invade your opponent's stronghold, heist their flag, and bring it back to your base to score.

A very popular choice in many shooter other than Halo. Basically, you have two teams against each other. Each team has their own flag of which they must protect. Capture the Flag in Halo 2 can be set so two teams are both going for each other's flag or matches that work with one team defending and the other team on the offensive. There are many possibilities you can use here. Add rounds or use outrageous weapon sets to increase the fun. Capture the Flag Options -----------------------[ ] Flag Type -- In Single Flag there is only one defending team. In Flag Per Team each team has a flag and must play offense and defense at the same time. In Neutral flag there is a single flag that any team can capture. [ ] Sudden Death -- When Sudden Death is enabled a round will not end while a flag is being carried or contested. This can lead to exciting final moments. [ ] Flag At Home To Score -- When Flag At Home To Score is enabled you cannot score a point unless your flag is safely on its flag stand. [ ] Flag Touch Return -- When Flag Touch Return is enabled you may return your flag to the base by touching it. [ ] Flag Reset Time -- The time that must elapse before a dropped flag returns home. An enemy near a flag pauses this timer, an enemy picking it up resets it. [ ] Slow With Flag -- When Slow With Flag is on the flag carrier moves at a slower pace than other players. [ ] Flag Hit Damage -- The flag pole is a weapon. Flag Hit Damage determines whether a melee attack with the flag hurts just a little or is deadly. [ ] Damage Resistance -- When Damage Resistance is on a player carrying a flag is tougher than normal. [ ] Active Camo -- When Active Camo is on a player carrying a flag is invisible. [ ] Vehicle Operation -- If Vehicle Operation is disabled a player carrying a flag cannot drive vehicles or operate stationary or vehicle mounted guns. [ ] Flag Indicator -- Determines if and when you have an indicator showing the location of your flag. Preset Games -----------Multi Flag CTF -- Defend your flag while launching a coordinated attack on your enemy's flag. 3 captures to win. CTF Classic -- Defend your flag while capturing the enemy's. 3 points to win, flag must be home to score, flag may be returned. 1 Flag CTF -- Take turns on offense/defense. A capture wins a round. Flag may not be returned. Rounds last 3 minutes. First to 3 wins. 1 Flag CTF Fast -- Intense 2 minute rounds of alternating offense/defense. A capture wins a round. Flag may not be returned. First 3 wins. Assault ~

=-----= Carry your bomb into the enemy base and arm it. Once armed, drop it on the enemy bomb post to score. Here's a new gametype that is both fun and fast. Assault is really something you might see out of CounterStrike rather than Halo 2. Your objective is to carry a bomb into an enemy base while your opponent does the same. Once you arm it, run like hell before the thing blows up. Much of the time, the armer blows up with it. But hey! It's still a point. Assault Options --------------[ ] Bomb Type -- In Single Bomb there is only one defending team. In Bomb Per Team each team has a bomb and must play offense and defense at the same time. In Neutral Bomb there is a single bomb that any team may use. [ ] Enemy Bomb Indicator -- Determines if and when defenders have an indicator showing the location of an enemy bomb. [ ] Sudden Death -- When Sudden Death is enabled a round will not end while a bomb is being carried or contested. This can lead to tense final moments. [ ] Bomb Touch Return -- When Bomb Touch Return is on you may reset an enemy bomb to its original location by touching it. [ ] Bomb Reset Time -- The time that must elapse before a dropped bomb resets to its original location. Getting close to your bomb freezes this time, picking it up resets it. [ ] Bomb Arm Time -- The time it takes to arm the bomb after you've carried it inside the arming zone near the enemy bomb post. [ ] Sticky Arming -- When Sticky Arming is on you can pick up a partially armed bomb and resume arming it where someone else left off. [ ] Slow With Bomb -- When Slow With Bomb is on the bomb carrier moves at a slower pace than other players. [ ] Bomb Hit Damage -- The Bomb is a weapon. Bomb Hit Damage determines whether a melee attack with the bomb hurts just a little or is deadly. [ ] Damage Resistance -- When Damage Resistance is on a player carrying a bomb is tougher than normal. [ ] Active Camo -- If Vehicle Operation is off a player carrying a bomb cannot drive vehicles or operate stationary or vehiclemounted guns. Preset Games -----------Multi Bomb -- Defend your base while trying to deliver your bomb into the enemy's base. 3 successful bombings win. Single Bomb -- Take turns on offense/defense. A successful bombing wins a round. First to 3 wins. No bomb return. Rounds last 3 minutes. Single Bomb Fast -- Intense 2 minute rounds of offense/defense. A successful bombing wins a round. Bomb may not be returned. First to 3 wins. Neutral Bomb -- There's just one bomb that starts in the middle. Use it to bomb the enemy base 3 times to win. Blast Resort -- You have just 1 life and no motion sensor in this single bomb game. 10 seconds arming, 3 minute rounds,

first to 3 wins. Territories ~ =---------= Find and control territories on the map. The more territories you control, the faster you earn time. Territories is similar to King of the Hill, except it uses multiple territories which you can capture and hold. Your opponents have the ability to contest your territories and re-capture them. The more available territories, the faster your time meter goes up. Win with more time. Territories Options ------------------[ ] Territory Count -- This setting determines the maximum number of territories on the map. Note: Not all maps have this many territories. [ ] Contest Time -- Territory Contest Time determines the amount of time it takes to undo someone else's control of a territory. [ ] Control Time -- Territory Control Time determines how long it takes to gain control of a neutral territory. Enemy territories must first be contested, then controlled. Preset Games -----------3 Plots -- There are just 3 territories. Earn 3 minutes control time before your opponents by owning a majority of them. Land Grab -- Own a majority of territories to earn 5 minutes control time before your opponents. Gold Rush -- Grab your pistol and load your shotgun! 2 minutes wins a round. Rounds last 3 minutes. First to 3 rounds wins. Control Issues -- Bring out the big guns to fight for control of just 2 territories. Everyone has overshields, 5 minutes control time wins. Contention -- There's just one territory on the map. Work with your team to control it for two minutes to win. ------------------------------------------------------------------------------7.3. Look & Feel [7300] ------------------------------------------------------------------------------When creating a Player Profile, you have access to all of the following options: Controls ~ =------= This section allows you to change your controller settings including look inversion and all that jazz. Pick the settings that suit you the best and provide the greatest control. Everyone is different so don't think there's some sort of "definitive" setting. Appearance ~ =--------= This is a fun thing that has been revamped with Halo 2. Now instead

of just being able to choose your colors, you have the option to choose insignias and logos. Also, secondary colors are available to make your character as outrageous looking as possible. Voice Output ~ =----------= During Xbox Live, you will be using a headset to talk with the rest of the gamers. Set your Voice Output settings here. Voice Masking ~ =-----------= This is for Xbox Live users exclusively. Choose to mask your voice to other players or not. Online Status ~ =-----------= This option allows you to toggle in-between appearing not signed on or appearing signed on. Subtitles ~ =-------= Subtitles are only used in the campaign and cooperative mode. During cutscenes, you will see them at the bottom if you choose to turn this option on. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 8. Miscellaneous ~-~ [8000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ All the stuff that doesn't seem to fit anywhere else can be found here. Have fun. For a separate file that is written by Scooter McDue and me, check http://db.gamefaqs.com/console/xbox/file/halo_2_secrets.txt ------------------------------------------------------------------------------8.1. Easter Eggs/Glitches/Tricks [8100] ------------------------------------------------------------------------------Conveyor Belt Problem ~ =-------------------= In the multiplayer map Colossus, if you get killed on the conveyor belt system, you will begin to move along with it. However, the conveyor belt moves faster than your body does. That's quite an interesting glitch right there. The Hippo ~ =-------= When Halo: CE was still the big thing, Bungie set some Halo hunters out on a treasure hunt. The objective: find a Hippo. Well, people did manage to find the Hippo on the shotgun shell. In Halo 2, you can find the same Hippo. First, head to Headlong and find a yellowtinted inside a building. It has a few designs on it. The panels will have all Hippos. Also in the panels are CDS-MA9 along with a phrase, "PART OF THE SOLUTION." Very strange indeed. Floating Warthog ~ =--------------= In the level Delta Halo, when you have to bring down that bridge to cross the chasm, you can have some fun with a Warthog. First of all, try to take out that pesky Wraith on the other side. Then, park your Warthog right where the bridge will lower, although not on the actual bridge "area." When you lower the bridge, the Warthog will

get scrunched up, but won't actually move. When the bridge lowers all the way, you will find the Warthog floating. Blink If You Can Hear Me ~ =----------------------= On the level Outskirts, you start off the level groggy and Cortana usually says something to wake you up which is different for every difficulty. On Easy difficulty, she says something along the lines of "You all right, Chief?" On Normal difficulty, she says "Hey, wake up." On Heroic difficulty, she asks "Talk to me, do I start CPR? What's going on." And finally on Legendary difficulty, she says "Blink if you can hear me." Giant MC ~ =------= Go to Burial Mounds with at least two players and some sort of vehicle. You know the lava rock thingy, next to the Ghost and plasma pistol? Go there. Have one player stand with his back against it, and the other player crushes him with a vehicle. This can have some strange results: a) The player dies b) The player is shot straight into the air. Fun, but not the intention c) The player gets shot out to the side. See b) d) The player dies, and his body flies into the rock and through the level For b) and c), this can be the result of having an overshield. You want the player to die, so feel free to put on very little health. If you get a) but not d), try again. If you achive result d), hopefully the glitch will work. It should cause a giant hologram of Master Chief and/or his weapons to appear in the sky. If it doesn't work, try making sure the weapons were also pushed through the level. ------------------------------------------------------------------------------8.2. Skulls [8200] ------------------------------------------------------------------------------I separated the Skulls from the main easter eggs section as it really is a very broad subject. Thanks goes out to UltimateGamer5000 for providing the resources. Unknown Skull ~ =-----------= Level: Armory Difficulty: Legendary Description: After the marine in the armory tests your shields and Johnsons comes, just wait. Johnson will say different things, wanting you to get in. After he says, "Would it help if I said please?" get in the elevator. While on the tram seat, move forward so you're touching the window facing Earth. Hold X. After you pass a pile of crates, which the skull is on, you will have picked up the skull. Effect: This skull will cause the Covenant to know your location, even when you have active camo. Thunderstorm Skull ~

=----------------= Level: Cairo Station Difficulty: Legendary Description: After you take out the second room of Covenant boarding the ship, the new chapter, "Priority Shift" will appear at the bottom. Shortly after this you will go to the armory where you will have to take out a couple of Elites. The next room is "Commons B.01" ( a large room with trees and a window at the end on the second floor that has a Plasma Turret. The skull is on the highest ledge behind you, above the doorway where you enter this room. Take out all the baddies and proceed to the window with the turret. jump to the left onto the ledge from the window. you will notice several diagonal supports that lead up to two thin rails that run the length of the room. Make a well timed jump/duck from one of the diagonal beams to the rails. Follow the rails all the way to the other end of the room and you will see a ledge on the left with a trashcan. In between the trashcan and the wall is another cigar! Knock over the trashcan to reveal the "Thunderstorm" skull. Effect: This skull will make all Grunts and Elites into Spec-Ops. It will give all Jackals their orange shields, and all the Flood will have shields. Blind Mode ~ =--------= Level: Outskirts Difficulty: Any Difficulty Description: Right when you start out the level, after your vision clears, head into the door straight ahead. If you look up, you'll see a rectangular light right across from you. Using the crouch jump, jump up and then crouch jump up to the roof to your left. When you get out, turn left and you'll see a long, dark hallway. Go down and you will see a skull, some grenades, and a camera. Pick up the skull by holding X. Once you pick it up, your screen will flash and the word "Blind" will appear in the corner of the screen. Effect: This skull will cause your HUD and weapons to become invisible. Your flashlight will also not work. The camera right behind the skull might possibly indicate that this skull is used to take screenshots or something. It is also heard that it might mean "Search 4 Skulls" because of the camera thing being what the Marines use to scout ahead, the four grenades, and the skull. I Would Have Been Your Daddy Skull ~ =--------------------------------= Level: Outskirts Difficulty: Legendary Description: Get 7 checkpoints and make sure Sarge gets in the Pelican. Get on top of the level one way or another and after the part where there are millions of snipers, there will be two balconies opposite each other with laundry hanging on them. In the righthand one, there will be a Sniper Rifle, ammo, and a pool of blood. When you pick it up you are teleported to ground level and have to face off 6 waves of Elites, they go like 1

Elite, then 2 Elites, 3 Elites, 4 Elites, 5 Elites, and finally 6 Elites, when you kill all of them the skull will take effect and it will say "I Would Have Been Your Daddy." Effect: Effect is still unknown. Occasionally, the skull doesn't even appear at all. Catch Skull ~ =---------= Level: Metropolis Difficulty: Legendary Description: When you come to the Large semi-domed area with the Scarab in the background and the 8-10 snipers, go to the middle of the area and grenade jump and walk up the big structure to where the two towers connect. go to the left tower and walk around it. you will find a skull at the end of the walkway. Effect: This skull will cause your enemies to throw many more grenades as well as dropping more upon dying. Grunts Birthday Party Mode ~ =------------------------= Level: The Arbiter Difficulty: Legendary Description: Progress normally untill you reach the Banshees. As soon as you are in one, fly straight down to the bottom of the station. You will see 3 massive cylindrical thrusters. Fly down to the middle one and circle the upper portion of the cylinder until you see some Grunts dancing in a circle. The Grunts are in an area where the cylinder connects to the horizontal support beam so they are somewhat hidden under the support. Once found land near the Grunts and pick up the GBP Skull. Effect: This skull causes every enemy that you headshot with a projectile weapon (exp. Magnum, BR, SR) they will explode like a grenade, damaging everything around them. Famine Skull ~ =----------= Level: Oracle Difficulty: Legendary Description: After you've killed your first few Flood, you'll come to a room where there is breakable glass separating you from a battle between the Flood and the Heretics. You have to go down there to continue through the level, as after a set amount of Flood are killed here, the Heretics open a door so you can continue. Then, if you stay at the bottom floor of the "glass room" and stand on the lower part of the pillars that hold the glass on the second floor, and shoot the glass, you can crouch jump up to the OPPOSITE side that you first entered the room. Up here, there is the skull, surrounded by four mutating Flood. Effect: This skull causes all preset weapons that are picked up to start at half ammo, like the ones that fall from the sky in those pods.

Envy Mode ~ =-------= Level: Delta Halo Difficulty: Legendary Description: Progress until you reach the area during the "Push through the Covenant held ruins" where you have to clear a landing zone for the Pelican to drop weapons. You'll know you are in the right area when Cortana tells you, "They're pouring out of the center building." That area has Plasma Turrets along its borders. A little bit after the left side Turret you will see the outline of a door in a wall, but the door has a solid rock slab in it and a rock in front of it. Jump on the rock then jump to the ledge above the door then jump on the ledge to the left. Now jump onto the building with the sealed door using a crouch jump. Atop the building, you will find two dancing Elites and the "Envy Skull." Effect: This skull will enable you to use Active Camouflage like the Arbiter. Assassins Skull ~ =-------------= Level: Regret Difficulty: Legendary Description: Immediately after the gondola ride following the battle with the Hunters, there will be a building with two Turrets on it. Enter the building and turn to your right. There will be a box. Jump on it. From there, jump to the adjacent light fixture, then to the ledge. The ledge leads to the area with the two Turrets. Once there use a grenade jump to get onto the roof area. then, using crouch jumps and grenade jumps, follow the right side perimeter of the building. Once you have gone as far as you can go you will find a small, grassy area with, on Legendary, two cloaked dancing Elites and the "Assassins Skull." Effect: This skull will cause all enemies to have Active Camouflage. Mythic Skull ~ =----------= Level: Sacred Icon Difficulty: Legendary Description: There is a semi-outdoor area which has the same type of area right next to it. There is an Enforcer in front of each one. Go past this area and down the piston and you'll be in a very dark and dank Flood-infested area. There's a stack of 6 or 7 boxs as you enter the room, use them to jump up to the right ledge that is floating above a dead Human Flood in a vent. Effect: This skull will make human vehicles stronger. Sputnik Skull ~ =-----------= Level: Quarantine Zone Difficulty: Legendary Description: From the start of the level, look to your left for an

Elite. To the left of the Elite, there is a tunnel. Head into the tunnel and go straight until you reach a cliff. Now turn left and follow the cliff until you reach a rock wall. To the right of the wall and the cliff is a narrow passage. The skull is at the end of that passage. Effect: Causes explosives (such as rockets, tank missiles, and grenades) and plasma shots from Ghosts and Banshees to have more force, and can knock you around more easily. It also gives your melee some more force so that you can push around large boxes. Anger Skull ~ =---------= Level: Gravemind Difficulty: Legendary Description: Fight all the way through the Covenant city until you reach the outdoor area. As soon as you are outside, stick to the right-hand side and walk along the wall. You should see a Covenant wall thingy with a red rail on it. Jump up to it (crouch jump helps) and at the end, there is the "Anger Skull" in a small grav-lift. Effect: This skull will cause the enemies to fire at a faster rate, but the effect won't be very noticeable on Legendary difficulty. Ghost Skull ~ =---------= Level: Uprising Difficulty: Legendary Description: After the outdoor area with all the ghosts, there is an L-shaped room that is seen throughout the level. It is right after the "armory" room. Grenade jump up to the rafters and it should be up there. Effect: Effect is still unknown. Iron Mode ~ =-------= Level: High Charity Difficulty: Legendary Description: When you enter the final gravity lift, look up. A skull will pass through you very quickly so you must start holding "X" a bit before you actually pass it to grab hold of it. Once you grab the Iron Skull, "Iron Mode" will be activated. Effect: This skull will make it so that on co-op, there is no respawn on ANY difficulty level just like the standard on Legendary. Blackeye Mode ~ =-----------= Level: The Great Journey Difficulty: Legendary Description: When you get a Banshee and defend the Scarab to the place that Johnson blows up the door, fly above it and onto a railing, don't go too far on it or it will send the Banshee flying. Now jump out. You should be on the

railing of which if you look up, is aiming towards the middle of the big facility. Now go down a rail and head onto the spherical structure part and head to the pillar opposite of the one you were on; you can just walk on up and it is there. Effect: This skull will stop your shield from regenerating. When you melee someone and kill them, you get energy power back. So if you melee someone to death, you get a little bit of shield. So you can get a bit at a time all the way to overshield! ------------------------------------------------------------------------------8.3. Resources [8300] ------------------------------------------------------------------------------Below are various sites that you can visit for Halo/Halo 2 resources. Whether you are looking for fan-art, screensavers, wallpapers, stories, movies, forums, or just something to do in your free time, check out the below sites: [http://www.fileplanet.com/] Download Halo/Halo 2 resources here. You can actually find a Halo multiplayer PC demo including Blood Gulch. However, you have to be a member (the basic package still allows you to download). [http://www.gamespyarcade.com/] Play Halo online? Download GameSpy Arcade and play on their servers if you'd rather. [http://www.bungie.net/] Here's Bungie's official site. A very resourceful site in which along with various features, you can also check Xbox Live statistics of your account if you play online. [http://www.haloplanet.com/] A gigantic Halo resource. Run by the guys at GameSpy Arcade, it is quite a site. Look for videos, downloads, and the forum. [http://www.halo.bungie.org/] Quite possibly the biggest Halo/Halo 2 resource on the internet. You will find a mother load of downloads, videos, and easter eggs around. Various contests are held here often and the forums are very populated. [http://www.rampancy.net/] Standard resource. FAQs, guides, and a lot of other stuff. When you are bored, take a gander. [http://www.redvsblue.com/] Here is the home of the creators of the popular internet video, Red vs. Blue. Download various videos and watch them all. [http://www.subnova.com/] Although SubNova.com covers FPS in general, it is still a good resource to head to. While you are there, look for information on other amazing shooters as well. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 9. Version History ~-~ [9000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+

Version 0.1 - Weapon & Vehicle list completed. Various sections have been started and whatnot. Although very incomplete, you should have a general idea on what this FAQ will cover. Walkthrough is completed up to Outskirts. 108 KB Version 0.2 - Some multiplayer information has been added. Most noticeably, Outskirts has been completed. Expect Metropolis + Other Stuff to be completed in next update. 148 KB Version 0.3 - More missions in the walkthrough. I promise to start, if not finish the multiplayer section by next update. That basically means the Look & Feel section. Also expect (finally), additions on the Easter Egg directory. 199 KB Version 0.4 - A slight format change to the guide. Multiplayer section is completed. 228 KB Version 0.5 - The walkthrough is now completed through Regret. 255 KB Version 0.6 - Two more missions completed in the walkthrough: Sacred Icon and Quarantine Zone. 280 KB Version 0.7 - Walkthrough is completed through Gravemind. 300 KB Version 0.8 - Uprising mission completed. Expect the guide to be completed in full by the next one or two updates. 312 KB Version 0.9 - High Charity mission completed. The last mission should be done by next update. 321 KB Version 1.0 - Entire walkthrough completed. I will get to doing the Skulls eventually with thanks to UltimateGamer5000. 332 KB Version 1.1 - Skull information has been added. 348 KB Version 1.2 - Added http://www.honestgamers.com to the site listings. 348 KB Version 1.3 - Updated Legal Information. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 10. Legal Disclaimers ~-~ [10000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ This FAQ is the property of its author, Quan Jin. All rights reserved. Any stealing, selling for profit or altering of this document without the author's expressed consent is strictly prohibited. You may download this file for personal and private use only. Halo 2 is a registered trademark of Bungie and Microsoft Game Studios. The author (Quan Jin) is not affiliated with either company in any way or form. All other trademarks are the property of their respective owners. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 11. Credits and Closing ~-~ [11000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ This guide has been dedicated to GameFAQs' most prominent contributor, Kao Megura (or Chris MacDonald). You may be gone but you will always

be in our hearts. ~ RIP ~ "This world is spinning around me... This world is spinning without me." ~ Dream Theater (Pull Me Under) ------------------------------------------------------------------------------UltimateGamer5000 - Much thanks to UG5000 for allowing me to use his Skulls FAQ as a resource. Anon Anon - Thanks to Anon for a small, yet useful addition to the Waterworks Tips & Strategy. Steve Ludwinski - Thanks to Steve for a small, yet useful addition to the Ascension Tips & Strategy. Halo 2 Manual - All the relevant information I needed is sitting right here. Thanks to the manual for being a great reference for the lifespan of this FAQ. GameFAQs - The largest FAQ archive on the net. Thanks to CJayC for accepting this piece of work. He hasn't failed us yet. Y.T.W.S.R. - Only a few selected people might know what I'm talking about here. Since I'm not one to give it away, I would still like to thank this group for their support and motivation throughout the lifespan of this entire FAQ. The FCSB - They didn't help too much but what can I say, where would I be without a few of them? Major props to these great board members who are also prized FAQ writers. Some examples being; Crazyreyn, Psycho Penguin, Gbness, Karpah, SinirothX, Meowthnum1, Guitarfreak86, Joni Philips, War Doc, Merca, and last but definitely not least, Gobicamel1. You all rock! http://www.network-science.de/ascii - The wonderful ASCII generator I used for my signature at the bottom. - All outside sources which have contributed to the making of this guide in some form have been cited in this section. Any sources that have provided any information at all are listed in the credits. I am not taking credit for others hard work and I hope they do the same. Not giving proper credit is plagiarism and it's against the law. =============================================================================== ____ __ _ __ __ / __ \____ ______/ /__ | | / /___ _____/ /____ _ __ / / / / __ `/ ___/ //_/ | | / / __ \/ ___/ __/ _ \| |/_/ / /_/ / /_/ / / / ,< | |/ / /_/ / / / /_/ __/> < /____.'\__,_/_/ /_/|_| |___/\____/_/ \__/\___/_/|_| -= Game on Forever =-

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>_ _ _ _____ ______ | | | | /\ | | / ___ \ (_____ \ | |__ | | / \ | | | | | | ____) ) | __)| |/ /\ \| | | | | | /_____/ | | | | |__| | |____| |___| | _______ |_| |_|______|_______)_____/ (_______) 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 XBOX 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 XBOX 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

3) 4)

5) 6) 7)

8)

9) 10) 11)

> Controls > Screen HUD > Characters/Enemies Game Modes > Description of each 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) Weapons > Profile of each w/ ratings > Combo Ratings (5.1) Vehicles > Profile of each w/ ratings 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) Secrets > Skulls > Sword/Rocket Flying > Getting to Top of Maps Common Questions Copyright/Distribution/Reproduction Guidelines 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 latelife 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, SPARTAN117'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 present little threat will often panic when led by an Elite, they unit of the Covenant, Grunts are dangerous in groups but individually. Short, stocky, and relatively slow, they faced with superior forces. However, if they are being 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 plasma pistols with a shield. These knock them out from behind, that or concentrate on them too much unless --------------`@` 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. Nearimpenetrable 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. in higher positions with Beam Rifles, or guys can be tough. Grenades work best to well-placed melee attacks. Don't they have a long-range weapon.

-------------`@` 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 spot. It's your job to land onto Earth, and help save what can Unfortunately, along the way, a giant Covenant creature blasts transport vehicle, and you crash land inside an urban setting. N' load marines.* one specific be salvaged. down your Time to lock

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 Not the how group of marines will inform you that their Lt. was hit upon landing. to mention, there are several Convenant forces in the perimeter, and annoying Scarab from before. It's time Master Chief took a peek on 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 Bungie disabled the and fly it straight the gondolian way hijack the Banshees. I have tried several times. feature during this part so you couldn't jack one to the main temple. Instead, they want you to take 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 710 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 beyond Try to bullet BR, or Sniper Rifle can counter these. Carbines are effective degree when your opponent aims near the head of yourself. get a nice comboed weapon, and hope for the best. The 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: ARMOR: OVERALL:

***** 1 Heavy *****

- 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 competition. Because of its post-patch release, many levels are than their equivalency. Level 9 team slayers "really" play like 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 invisibility - Focus on sticking together. A group of 3 can easily take down a man with no support of lower level

find lone

>>> 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 longrange 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: STARTING WEAPON: SECONDARY WEAPON: OVERSHIELDS: DAMAGE RESISTANCE: VEHICLES: FFA Slayer Energy Sword Rocket Launcher ON ON 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 XBOX 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

___________________________,-=======================-,______________________ __________________,-=====================================-,_________________ ___________________,-=========================================-,____________ _____________,-=========='```````````````````````````'==========-,__________ _________,-======'________________________________________'=========-,______ ______,-====='_________________,-===========-,______________'=========-,____ ____,-====='_______________,-==================-,_____________'========-,___ ___,-===='__________________,-===='```````'======-,____________'========-,__ __,-===='_________________,======'`_______`'======-,____________'=========\_ __,-===='_____________\======='`___________`'======-,___________'==========\ \======='______________`''''''`____________`'=======-___________'=========== _\``````'________________________________~'========-____________'==========/ ______________________________________~'====`___________________'=========/_ ______________________________,^,_,~'====`_____________________'=========-__ ___________________________,~`===`====`______________________,'=========-___ ________________________,~`========`_______________||______,'==========-____ _____________________,==========`_________________/||____,'==========-______ _____________________```==========================```__,'==========-________ _______________________`=========================/___,'==========-__________ _____________,^,_________________________________,'===========-_____________ ____________/==='~._________________________,'=============-________________ ___________/======='~._____________,'=================-_____________________ ___________`~.============+======================-__________________________ _______________`~========================-__________________________________ _________________________/========-_________________________________________ Halo 2 Combat Guide version 1.08 By: Jeff Jochum Copyright 2004 All Rights reserved. <^> Contents <^> 1. Introduction 1.1 About this FAQ 1.2 Legal stuff 1.3 Version History 1.4 Finding Stuff on this FAQ 2. General Tactics 2.1 Controls 2.2 Shields 2.3 Using Cover 2.4 Using Weapons 2.5 Using Vehicles 2.6 Active Camouflage 2.7 Take it Slow 3. Weapons 3.1 Human Weapons 3.1.1 Intro 3.1.2 M6CPistol 3.1.3 Battle Rifle 3.1.4 Sub Machine Gun (SMG) 3.1.5 M90 Shotgun 3.1.6 S2 AM Sniper Rifle 3.1.7 M 19 SSM Rocket Launcher 3.2 Covenant Weapons 3.2.1 Plasma Pistol 3.2.2 Plasma Rifle 3.2.3 Needler

3.2.4 Fuel Rod Gun 3.2.5 Brute Shot 3.2.6 Carbine 3.2.7 Beam Rifle 3.2.8 Energy Sword 3.2.9 Brute Plasma Rifle 3.3 Sentinel Laser Beam 3.4 Grenades 3.4.1 Frag Grenade 3.4.2 Plasma Grenade 4. Vehicles 4.1 Warthog 4.2 Ghost 4.3 Scorpion Tank 4.4 Banshee 4.5 Shadow 4.6 Spectre 4.7 Wraith Tank 4.8 Phantom 4.9 Pelican 4.10 Stationary Plasma Gun 4.11 Shielded Plasma Turret 4.12 Stationary Machine Gun 5. Enemies 5.1 Grunt 5.2 Jackal 5.3 Drone 5.4 Elite 5.5 Hunter 5.6 Brute 5.7 Prophet 5.8 Sentinel 5.9 Flood 5.9.1 Infection Form 5.9.2 Combat Form 5.9.3 Carrier Form 6. Playing on Single Player 6.1 Playing on Easy 6.2 Playing on Medium 6.3 Playing on Hard 6.4 Playing on Legendary 6.4.1 Cario Station 6.4.2 OutSkirts 6.4.3 Metropolis 6.4.4 The Arbitor 6.4.5 Oracle 6.4.6 Delta Halo 6.4.7 Regret 6.4.8 Sacred Icon 6.4.9 Quaritine Zone 6.4.10 Gravemind 6.4.11 Uprising 6.4.12 High Charity 6.4.13 The Great Journey 6.5 Playing co-op 7. Playing on Multiplayer 7.1 Intro 7.2 Multiplayer Strategies 7.2.1 General 7.2.2 Vehicle 7.2.3 Weapons

7.2.4 Glitches 7.2.5 Map Specific 8. FAQ 9. Acknowledgments 10. Contact Info <^> 1.1 Introduction <^> >>> 1.1 About this FAQ <<< Hello, my name is Jeff Jochum and this is my first guide(w00t). First of all, this guide is designed to help you become better at playing Halo 2, in single player and multiplayer. This guide does not have a walkthrough of the single player levels. It does shows you how to defeat enemies though, so it will help you if you are having trouble defeating some enemies in a level. Since this is my first FAQ, there will probably be lots of things I need to fix and work on so if you have a suggestion, feel free to email me. My email is at the end of the guide. IMPORTANT: This guide is used to improve your skills. In order to do this, the guide contains minor spoilers for the game's single player campaign. I won't post spoilers hap-hazardly but there are some in this guide. >>> 1.2 Legal Stuff <<< Woohoo, my favorite part of this whole FAQ. all of my bases! The part where I get to cover

Anyways, this guide and all of its content were made by me, Jeff Jochum. This means you cannot post my guide, or any part of it, on a site or print multiple copies to distribute. And you definitely cannot sell my work. If you do, you are plagiarizing my work and breaking the LAW. You can only use it for personal reasons. If you want to post my guide on a website, please contact me at my address at the bottom of the guide. Put something about my guide in the topic title too so I don't delete it. I get way too much junk mail so I end up deleting a lot of stuff. So remember, you can't post my guide anywhere without my permission, you can only print a copy for your personal use, and you can't make a profit off it. Thanks. This document is Copyright 2004 by Jeff Jochum. Sites allowed to display my guide: www.GameFAQs.com www.Neoseeker.com www.wogaming.com http://halo2.xwiki.com http://www.supercheats.com www.gamerstemple.com >>> 1.3 Version History <<< The Version History is made just to show you what's been added on what dates. here is the key to what's different for the versions + stuff added * stuff changed - stuff removed Version 1.08 - 9/23/07 I'm writing a FAQ for Halo 3 so I decided to fix this guide as well. probably be the last update. * Grammar/Spelling changes. * Updated email. Email: Lost count IM: Don't use it anymore This will

Version 1.07 - 4/7/05 Whew... 4 months. Long time. I've been busy with other games plus I've been having some troubles with my email but I'm back. This should be nearly the final version. I'll keep it open for more errors and the like though. Please keep sending me strategies too. + new Hunter tip + new Multiplayer strategies. * some of the names of the creditors at their request * some spelling and grammatrical errors. * SMG's description a bit. * max ammo for Sniper Rifle. * max needler ammo. + new strategy for reloading with dual SMGs(and other dual weapons) * Sentinal Beam stats a bit. * elite types changed a little * full wall climbing tips + some more strategies to kill enemies + Several more sites can upload my FAQ. NOTE: I not adding a secrets section unless lots of people want it. There are plenty of good secret guides on GameFAQs though. Email: 164 IM: lost count. Version 1.06 - 12/18/04 This might be my last update in awhile. Unless I did something terribly wrong or made a huge error, I won't get to this guide for awhile. The next version will have a secrets section. It'll probably be more organized as well. + new sections- tips for beating the missions on Legendary + new Brute Shot strategy + several new multiplayer strategies + new questions in the FAQ guide + new strategy for the shielded plasma turret * updated achknowledgements * Fixed Brute Shot max ammo - a reason not to email me Email: 110 IM: 7 Version 1.05 - 12/7/04 + new website can post my guide + multiplayer strategy + strategy for Enforcer + all the stats for the ammo in guns is completed * needler information Email: 101 IM: 5 Version 1.04 - 11/26/04 + Tons of new strategies from people * Some elite types * Some descriptions for enemies Email count: 83 IM count: 4 Version 1.03 - 11/19/04 * fixed a few more spelling/grammar errors + white grunt description changed + Chieftan description changed + New hunter strategy

+ New multiplayer strategy + New Carbine Strategy added + More FAQs added in the FAQ section. Check them out. - a question in the FAQ section Email Count: 51 IM count: 2 Version 1.02 - 11/18/04 * Fixed a few more errors, including battle rifle description + more multiplayer strategies + more Legendary, Elite, and Brute strategy Email Count: 30 IM count: 2 Version 1.01 - 11/16/04 * ran through the spellchecker and fixed some typos/misspellings/grammar + several multiplayer strategies + Sentinel beam and Brute's plasma rifle + Two new general tactics + Flood strategy * Pelican description * Pistol description Thanks for all the tips/errors guys. Keep them coming. Email Count: 12 IM: 1 Version 1 - 11/14/04 + the format for the guide. + Introduction. + Contact Information. + Some basic tactics. + Weapons + Enemies + Vehicles + Strategies. >>> 1.4 Finding Stuff on this FAQ <<< This guide is extremely long and it make take you awhile to find the information you are looking for. In order for me to make this guide easier to read and find stuff, I added in a table of contents at the beginning of the guide so you can find what your looking for(duh). If you don't want to scroll through all the text to find section 4.5 or whatever, just hit CTRL + F to get the find option to pop up. If you are using a Mac, hit F and the special key. Type in number of the section you want and it will bring you to the first number it finds. If that's not the section, just hit next until you come to it. You can also just type in a word to find a section but that might be less effective because I use words multiple times. For instance, if you type in 'hunter', it will bring up the first word it finds, which might talk about how ugly they look. It might take a dozen word searches to find the section you need. Best just to type in the section number. <^> 2. General Tactics <^> If this is your first time playing any halo game, you'll notice that its different than any regular FPS. Instead of just collecting guns, going around and blasting aliens, and get to point a to point b and finally point c, you have to think on your feet. This game is about action. Lots of it. And in order to survive the fast pace of it, you have to be smart

and be quick. Charging the enemy won't always work(and in Legendary, it won't work period.). Using cover, throwing grenades around corners, and using each weapon to its advantage are just a few of the things you have to do. This section is designed to give you the basic things you should do when in combat in order to come out alive. >>> 2.1 Controls <<< NOTE: I won't get into what button does what, just read the manual. Controls are fairly simple once you learn them. Perhaps the hardest thing to adapt to involves vehicles and dual wielding. Dual Wielding allows you to hold two one-handed weapons at once. When you dual wield, you cannot use grenades nor can you switch weapons or use your melee attack without dropping your left handed gun. When dual wielding, its best to think of Y as left and X as right. When you come to a dual-wieldable weapon when you have another dual wieldable weapon, hit Y to pick up the weapon in your left hand. Hit X to switch your righthanded weapon with the one on the ground. When you want to switch a weapon on the ground with another, be sure to know which button will do it. Also, vehicles are a little different to enter than in Halo:CE. First, when you enter a vehicles, hold X. Same applies for hijacking a vehicle. Also, for some vehicles, like the Scorpion tank and the wraith, when you hijack the vehicle, you must use a melee attack to bash in the hatch to enter. Then you can either beat the person or throw a grenade. After a bit, you'll adapt easily. >>> 2.2 Shields <<< Another cool aspect of Halo 2 damage without worrying about shields will recover, it only to wait a few moments for the is shields. Shields allow you to receive finding an item to restore it. Although happens when your not taking damage. You have recharge to begin.

Shields are powerful but they don't make you invincible. They can be brought down fast if your being careless. And once your shields are down you take the hits. So when you start shooting, keep an eye on the bar and listen for the beep sound that tells you your shields are down. >>> 2.3 Using Cover <<< In many FPS games, using cover is important. In Halo 2, it is even more essential. There are four main things cover gives you: 1. Not exposed to enemy fire: Most weapons can not hurt you when you have a solid between you and them. Beware though, grenades and explosives can still get at you. 2. Gives you a chance to recharge your shields: When you don't have any shields, your in serious trouble. Hiding behind a corner when the covenant is shooting at you lets you get your shields back so you can enter the fray. 3. Lets you reload/switch weapons: If you only have 3 bullets left in your battle rifle and still have a lot of enemies, best to hide behind something so you can reload in peace. 4. Vehicles cannot run you over as easily: When your in the open, vehicles can run you over easily. But when you are behind a rock or tree, the vehicle is forced to move around it to get at you.

Both in multiplayer and singleplayer, cover is important. You cannot be at your best if you stand in the open all the time. >>> 2.4 Using Weapons <<< Halo 2 offers a slew of weapons at your disposal. Whether it is a Fuel Rod Gun that can be used to take out large clusters of enemies or the Battle Rifle that can be used to take out groups of opponents. Probably the most wonderful thing about Halo 2 is that every gun has a certain use and advantage over the other weapons. I'll go into detail about each weapon later, but always know each weapon's strengths and flaws. You never want to get into a hairy fight with the wrong guns. Also, always have the option of grenades available to you. Grenades are incredibly useful. The ability to take out hordes of covenant or a vehicle with just a toss of a grenade is really cool. So always carry some. -When using battery operated weapons, a good thing to do is always pick up replacements when you get the chance. Even if your energy sword has 50% energy left, you should pick another one up if it has 70% since you may need the extra battery power. Try not to replace weapons with 80% or higher batteries since ones you find on the ground are around 70%. Ones that haven't been in use(i.e. plasma rifles that are stuck in those covenant crate things) have 100%. You can pick up weapons easier by simply holding the x/y button until you come across the weapon to pick it up. -submitted by Eniphach --Triple Wielding-This process is for raising the maximum ammo capacity of clipped weapons. Here is the process: 1.pick up a clipped dual-wield weapon (smg) 2.press Y to switch it to your secondary weapon 3.dual-wield another smg 4.pick up another smg for your main weapon If done correctly this can raise the maximum amount of bullet for the smg from 360 (dual-wield) to 540 >>> 2.5 Using Vehicles <<< In Halo 2, there are plenty of times where you get to use a vehicle to take out enemies. It is important that you learn how to use each vehicle. Learn how they are controlled and what weapons they have because each is used differently. Vehicles are important to use so learn to use them. More about vehicles is explained later. Hijacking vehicles: Hijacking vehicles are fun, just to let you know. Nothing beats kicking an elite out of a ghost and then smashing him against a wall. You can hijack vehicles in multiple ways. From the front, the back, the top, or the side. You also have to make sure their moving pretty slowly. Trying to hijack a ghost from the front while they are boosting at you will only get you(or parts of you) smeared across the front of the ghost. Also, hijacking tanks and wraiths are different since they have hatches. More on that later. And finally, you cannot hijack vehicles with multiple people on it. A warthog with a driver and gunner cannot be hijacked until the gunner is killed. Multiplayer is the exception on that though. You can kick out the driver and drive, even when the enemy is sitting in the gunner's position.

>>> 2.6 Active Camouflage <<< In singleplayer, when you gain the ability to use active camouflage, be sure to use it! I cannot stress how awesome this ability is. There are a few things I should note about this. - The white button will activate camouflage instead of the flashlight. - Both the amount of time you stay camouflaged and the cool down time to use it again is short. Be sure to look at your timer icon next to the grenade icon to make sure how much time you have left before you uncloak are able to go into camouflage again. - As soon as you hit the white button, you are invisible. the enemies seeing you fade. That's just a visual thing. Don't worry about

- The Energy sword doesn't give away your position. I guess the covenant/ flood doesnt think floating energy swords are unusual. - If you are hit when invisible, the enemy can see you. Don't do into the middle of crossfire thinking the enemy can't see you when your hit. - As soon as you use a grenade, fire your weapon, or use melee, your active camouflage turns off. Make the strike count. -If you get too close to an enemy for too long, they will spot you. Active Camouflage allows you to sneak up behind enemies and melee them in the back. It also allows you to sneak past certain areas that are troublesome. Remember that active camouflage is short. 5-10 seconds short. Make use of the time! As soon as you move away from cover, turn invisible so you can use every precious second of it. -Thx to TheWhiteRook(gamertag) for reminding me to put in this section. >>> 2.7 Take it Slow <<< In the later difficulties, this game is hard. So instead of rushing every room you see, take it slow. After you clear a room, explore it for any weapon that might be of use to you. Make sure you killed everything. Don't leave a room that has a hiding elite only to encounter him when your shields are down as your retreating from some more elites. Take it slow when advancing into a new area as well. Scan the room if it appears empty. Chances are, its not. Look for entrances enemies can enter from. Also, try and pick off enemies from a distance before heading off into the firefight. If you try and complete a level just by running through it, you'll fail. It's probably possible on easy but don't try it. There are some sections that you should run through, like if elites and the flood are duking it out, but otherwise stop being lazy and kill those damn aliens. <^> 3. Weapons <^> ><>< 3.1 Human Weapons ><>< >>> 3.1.1 Intro <<< Here is a list of all the weapons found in Halo 2. Later, when I get better at this game, I'll list everything you need to know. I still don't have all

the ammo listings yet. >>> 3.1.2 M6CPistol <<< Function: balance between a sniper rifle and a smg. Very flexible weapon. Clip: 12 Max Ammo: 84 Accuracy: Good Range: Close - Medium Damage: 6/10 Special: Dual Wieldable Strong Against: Grunts, Jackals, Hunters, Flood, Vehicles. Weak Against: Elites, Brutes Dropped By: Marines and Flood What kind of FPS would this be if we didn't have the classic pistol? The pistol is a very flexible weapon that can be used well against most enemies. It packs a pretty good punch, has good accuracy and range, and is dual wieldable. The pistol is a good choice if you don't know what's coming up next. Although it is flexible, it is not the best gun for enemies. If you know Elites are coming, best to get a shotgun. Just because its flexible doesn't mean its the best. Dual wielding lets you make short work of an enemy but ammo runs out fast. On lower difficulties, dual wielding this gun is very useful against elites and flood but I wouldn't advise to you try it on Heroic or Legendary.

>>> 3.1.3 Battle Rifle <<< Clip: 36 Max Ammo: 242 Accuracy: Good Range: Medium - Far Damage: 6.5/10 Special: Zoom 2x, 3 fire burst Strong Against: Grunts, Jackals, Hunters, Drones, Elites(unshielded) Weak Against: Elites(shields), Brutes The Battle Rifle is a mix between the pistol and the sniper rifle. Like the pistol, it is a very flexible gun. But its also like the sniper rifle due to the range. Its zoom allows you to pick off targets before they have a chance to shoot at you. The gun is awesome but I don't advise using it against strong foes up close. They'll tear you apart. >>> 3.1.4 Sub Machine Gun (SMG) <<< Function: To hose down enemy units with bullets. Clip: 60 Max Ammo: 480 Accuracy: Poor Range: Close - Medium Damage: 5/10 Special: Dual Wieldable Strong against: Grunts, Flood, Drones Weak against: Vehicles, Brutes, Sentinals, Jackals Dropped By: Marines, Flood The SMG is a very fun weapon in my opinion. I just love putting grunts

down under a hail of bullets. This weapon replaces the assault rifle in the first Halo and its a nice trade off. The SMG is a very good weapon to take down weak enemies and provide suppressing fire. Unluckily, it's range is pretty poor. Sustained fire will jerk your aim around so fire in bursts if you want to have better accuracy. Don't count on doing much damage if the enemy is pretty far. Best to switch to another weapon. Also, this gun does poorly against shielded opponents like elites and Jackals. SMGs take a long time to reload when you dual wield. reloading: Here's a tip when

Here's how it works: when in dual wielding, do NOT press X to reload both weapons at once. Instead, simply press Y to drop your weapon, THEN reload. After that, pick up the second weapon again, and, if necessary, reload that one too. Think about it: it takes about 4 seconds to reload two smgs. It takes about 1 1/2 seconds to reload a single smg. That's an extra 2 1/2 seconds to defend yourself, which any veteran player knows can mean the difference between life and death. If your second weapon is a clip weapon too (needler, smg, or pistol), you can reload that one while in dual wielding mode, and be free to shoot with your main weapon while doing so. It sounds complicated, but with practice, it becomes automatic. -submitted by Dan C. >>> 3.1.5 M90 Shotgun <<< Function: Close combat weapon used to take out powerful opponents. Clip: 12 Max Ammo: 84 Accuracy: Poor Range: Close Damage: 8/10 Special: None Strong Against: Everything except for... Weak Against: Vehicles Dropped By: Marines, Flood (seeing a pattern?), Brutes The shotgun is the master of close combat. It can take out almost anything it a couple of shots if your close enough. it is a very powerful weapon. Due to its incredible strength, though, it has a few weaknesses. For one, its a shotgun. That means accuracy is zero at range and its ammo clip is pretty small. It also takes time to reload. You don't want to be swamped by flood when you need to reload. One way to prevent this is to conserve the ammo for strong enemies like Brutes and Elites. Shooting grunts is a waste of ammo when you could just take them out with a pistol. This gun really shines in multiplayer maps as well. You can take out a person in only one to two shots if you are close enough. The shotgun is good at taking out opponents in vehicles. The problem is, though, you have to get close, which is a bad thing. They can usually just run you over. >>> 3.1.6 S2 AM Sniper Rifle <<< Function: Long Ranged weapon used to take out powerful targets from afar. Clip: 4 Max Ammo: 24 Accuracy: Excellent Range: Far Damage: 9/10 Special: Zoom 5x and 10x Strong Against: Elites, Brutes, Hunters, any covenant really

Weak Against: Flood, Sentinels Dropped By: Marines, Flood Once again, another classic weapon. The sniper rifle does what it says. A favorite weapon in multiplayer and useful in single player. Just zoom in and pick a target. The weapon only has 4 shots per clip though, so, like the shotgun, preserve ammo. Elites and Brutes are perfect targets. The rest you can take out with the battle rifle or something. Like any other FPS, the sniper weapon is poor at any range other than far. Also, the weapon is used lots in multiplayer. When you hear sniper shots, look for the trail of the bullet to trace the shot. The trail only lasts for a second so be quick. The Sniper rifle can take you out in one hit if you just stand still, so don't. Remember: When you fire the rifle, there is a trail coming from you too. People like to kill snipers quickly. >>> 3.1.7 M 19 SSM Rocket Launcher <<< Function: Anti-Vehicle, Taking out groups. Clip: 2 Max Ammo: 8 Accuracy: good Range: Medium - Far Damage: 10/10 Special: Vehicle/Turret-Lock, Zoom 2x Strong Against: Vehicles, Groups, Turrets Weak Against: Nothing. Dropped By: Marines, Flood (agh!) Yay, the rocket launcher! This baby will cause havoc no matter where you are. The rocket launcher can cause massive amounts of damage in a large radius. The rocket launcher is invaluable in both single player and multi. But, once again, the rocket launcher is a specialized weapon. Designed mainly for vehicles, its not as effective indoors and pretty useless in close combat. Launching a rocket at a grunt a meter away from you is incredibly suicidal and wasteful of a rocket... and a life. So every time you come across the rocket launcher doesn't mean you have to pick it up. I will admit, though, that launching it in the middle of a huge group of grunts is most satisfying indeed. Elites can dodge these. So don't launch it at them. Due to its lock feature, this baby is the best anti-vehicle weapon out there. Simply hold down the fire trigger when you have a vehicle in your crosshairs to lock on and then release to let the rocket hit its target. Really useful against banshees. They can lock onto turrets and Enforcers as well. Highly contested in multiplayer, the rocket launcher is usually found in the middle of the map. Don't plan on seeing them lying around. People like to launch it at vehicles so always be aware of that when riding in one. Launching a rocket pretty much reveals where you are too. ><>< 3.2 Covenant Weapons ><>< >>> 3.2.1 Plasma Pistol <<< Function: Shield Destroyer Clip: 100% (battery) Accuracy: Poor - Average Range: Close - Medium Damage: 1/10, about 6/10 fully charged Keep that in mind.

Special: Chargable, Good against shields, Overheats, Dual wieldable Strong Against: Shielded opponents Weak Against: Everything else Dropped By: Grunts, Jackals, Drones, Flood The plasma pistol is not a favorite of mine. I really only like it due to the fact that it'll take out the shields of someone in a single charged shot. In fact, in legendary, this gun is necessary at some parts. Elites are a bitch in Legendary. So take out their shields. A single shot from this is really weak. Doesn't have a very good range or accuracy either. Even another drawback is the charged shot is slow. It'll track the enemy but its usually not very fast. Long ranged use is not advised. Even with its shield draining abilities, its not a very good in multiplayer. The pistol can overheat also, so watch the gauge under the ammo so you know it is about to overheat. After you use the charged shot, it'll overheat for a bit. You can tell its overheated when the gun is spewing green everywhere. A good thing about this pistol is that you can dual wield. A SMG with this can be lethal to elites. First, destroy their shields with the pistol and then finish then with the second weapon. >>> 3.2.2 Plasma Rifle <<< Function: Rapid-fire rifle that's good against shields. Clip: 100% Accuracy: Average Range: Medium Damage: 5/10 Special: Good against shields, Overheats, Dual wieldable Strong Against: Shielded Opponents Weak Against: Flood Dropped By: Elites, Flood The Plasma Rifle is the SMG for the covenant. It has a fast rate of fire and deals lots of damage. It really shines when you use it against the covenant themselves. An elite's shields drop much fast when you use this rather than a SMG. It does have drawback though. For instance, it'll overheat before long. The gun can get off about a dozen shots of rapid fire before it overheats so its best to pace your shots. One neat thing you can do is shoot it really fast against an elite until it overheats and then switch your gun to a different one and finish him off. Having two plasma rifles is really cool. You can kill off an elite and then switch to another gun to take out some grunts, then switch back to take out another elite. The range and accuracy leaves something to be desired but its a pretty good weapon. It's not really useful in multiplayer though. >>> 3.2.3 Needler <<< Function: Fires out crystals that tracks and attaches itself to an enemy. The crystals then explode, causing massive damage. Clip: 30 Max Ammo: 180 (with two) Accuracy: Good Range: Close - Medium Damage: 1/10 to 8/10 (depending on amount of crystals you stick in the enemy)

Special: Tracking, Dual wieldable, High damage when stacked Strong Against: Grunts, Elites Weak Against: Jackals, Hunters, Vehicles Dropped By: Some grunts, Some elites, Drones, Flood This gun has made a ton of improvements from the last Halo. First, it holds 30 crystals, not 20. Next, its faster and tracks a lot better. Finally, you can carry two. Put these things together plus its ability to make things explode equals a carnage of pink death. Although ammo is found easily enough, you'll sill find yourself running out of ammo if your reckless. Be sure you know about how many needlers will kill a enemy. Using two clips to take down a grunt is not using ammo efficiently. Don't try and take out shielded jackals. Their shield will bounce most of them away. Same thing with vehicles. Also, using it against the flood is a bad idea. It takes them out easily enough, but the flood charge you so when they explode, it'll be close to you. Dual wielded needlers reload as fast as single ones, take advantage of this. Dual wielding this with another weapon is a bad idea. The speed of the needler's projectiles is much slower than other weapons so you can't trail your shots and hit with both guns. >>> 3.2.4 Fuel Rod Gun <<< Function: The covenant rocket launcher. Clip: 5 Max Ammo: 30 Accuracy: Good Range: Medium - Far Damage: 8/10 Special: Zoom x2 Strong Against: Anything Weak Against: Nothing. Dropped By: Elites, Special Ops Grunts The Fuel Rod is an awesome weapon. This weapon can take out large groups of enemies and vehicles with ease. it also has a 5 shots per clip, 2.5 times better than the rocket launcher's. Use this weapon when you come across it. This weapon cannot lock onto targets and the speed of the projectile is slower than the rocket launcher's so don't use on banshees and ghosts unless you have a really good aim. Also, when you find this weapon, it usually doesn't come with tons of ammo so keep an eye on that. When the projectile has been in the air for a few seconds the plasma gets bigger causing more damage in a wider area. -submitted by Philip Bebbington >>> 3.2.5 Brute Shot <<< Function: A grenade launcher with a boosted melee attack. Clip: 4 Max ammo: 16 Accuracy: Fair Range: Medium Damage: 7.5/10 Special: Strong melee attack Strong Against: Covenant, Flood

Weak Against: Drones, Fast vehicles Dropped by: Brutes This is a really awesome weapon as well. its a grenade launcher with a blade on the bottom you can use to melee with the B button. Its not as strong as an energy sword but its better than your fists. The grenade launcher shoots grenades in a fairly straight line and explode quickly You should still aim a tad above the enemy to hit them though. If you miss the enemy, it will still explode and damage them. Its hard to use against fast or flying things so use another weapon. If you melee the flood with the brute shot it will act like the energy sword and disinigrate the flood. -submitted by CrazySpartan >>> 3.2.6 Carbine <<< Function: A powerful rifle used for mid to long range. Clip: 18 Max Ammo: 90 Accuracy: Good Range: Good anywhere Damage: 7/10 Special: 2x Zoom Strong Against: Covenant, Sentinels Weak Against: Vehicles Dropped by: Elites, Flood, Brutes The battle rifle for the Covenant. The carbine shoots out small green bolts that deal lots of damage. The great thing about this rifle is it has a rapid rate of fire. Once again, make sure you reload when you can. Ammo can be spent quickly on this. This is a very awesome weapon due to the killzone dot feature. When you point at an enemy in a certain spot (on some enemys it it is the head, some the shouder ect.) a dot appears in the middle of the rectile. Shoot at enemy without shielding and this is a sure kill. You need to destroy the Brute's helmet first if your aiming for them. Pistol and Battle Rifle both have killzone features as well. -submitted by Austin Miller >>> 3.2.7 Beam Rifle <<< Function: Sniper Rifle Clip: 100% (20 shots) Accuracy: Awesome Range: Far Damage: 8/10 Special: 5x, 10x, Overheats Strong Against: Covenant, Sentinels Weak Against: Flood, Vehicles Dropped By: Sniper Jackals, Elites, Flood The beam Rifle is the covenant's sniper rifle. It carries a battery so you cannot find more clips. But it also means that you do not have to reload. You can use the beam rifle 2-3 times quickly before it'll overheat. If you pace your shots, you never have to reload. They are also pretty easy to find. Just like the sniper rifle, best to use it at a distance. In Legendary, you should learn how to use this weapon fairly close since replacements can be found nearly everywhere in some levels and the damage is high.

>>> 3.2.8 Energy Sword <<< Function: A really powerful melee weapon that really kicks ass. Range: Close, about 3 (longer for the lunge) feet. Battery: 100%(Single player only, multiplayer has unlimited use) Usage: 10% per covenant kill, 2.5% per flood kill, 0% for infection forms Damage: 9/10 Special: Melee, One-hit kill lunge, Overheats Strong Against: Everything Weak Against: Moving vehicles, Hunters Dropped By: Elites, Flood A really cool weapon that you can use to obliterate enemies with. With its one hit kill lunge, you can really take out groups of enemies. To do the lunge, just have the enemy in your crosshairs and wait until it turns red. Then hit the R button to leap at them. You can take out some Elites, Brutes, and Flood with one hit so try and carry one all the time. When you spot one of these, bring it along. Its very useful against elites, flood, and brutes. Also highly useful and contested for in multiplayer maps. In the campaign, this weapon has a battery power so watch your energy and trade it for other energy swords you come across on. Don't use the energy sword against vehicles. >>> 3.2.9 Brute's Plasma Rifle <<< Function: A more powerful version of the plasma rifle. Accuracy: Average Range: Medium Damage: 7/10 Special: Overheats Strong Against: Covenant Weak Against: Vehicles, Flood Dropped By: Brutes, Flood Overheats quicker. Just don't...

This is a more powerful version of the plasma rifle. It is exactly like the plasma rifle except for the higher damage and the higher overheat rate. So which is better? I would have to say this since it can deal damage really quickly, therefore exposing you to less fire. Be sure to pace your fire so it doesn't overheat after every few seconds. >>> 3.3 Sentinel Beam <<< Function: Emits a powerful laser beam that deals rapid damage. Ammo: Battery Accuracy: High Range: Medium Damage: 7/10 Special: Overheats Strong Against: Flood, Sentinels Weak Against: Vehicles Dropped By: Sentinels, Flood, Heretic Elites This is a really powerful weapon that doesn't have lots of ammo and is the fastest to overheat(except for overcharged pistol). This beam comes in two

flavors, orange and blue. Blue is a bit more powerful than orange so choose the blue sentinel beam over the orange. The sentinel Beam can take out Flood and Sentinels quickly. Especially Sentinels. Even shielded sentinels can't last long against this. The down side is that it runs out of battery power rapidly. Count of about 20 seconds of fire before running dry. The second thing is that it overheats rapidly. About three seconds of fire will overheat. It also cools rapidly too so use bursts instead of just constant use. Since this weapon loses ammo fast, best to pick up fresh ones every chance you get. ><>< 3.4 Grenades ><>< >>> 3.4.1 Frag Grenade <<< Function: Blows stuff up. Carrying Capacity: 4 Damage: 8/10 Ahhhh... Damn near my favorite weapon. The frag grenade is really fun. If you've played any FPS, you know what it does. You can only throw it with the left trigger and when you don't have two guns out. What you do is you throw it, wait a couple of seconds, and it goes off, taking out everything near it. Very awesome to watch. It can be bounced off walls, thrown over high ledges, or pretty much anything else. Its very easy to time too. unlike a plasma grenade, you don't have to worry that the grenade won't go off in time. Both invaluable in single and multiplayer, don't underestimate the power of the frag. The grenade will explode on the ground after a few seconds after throwing. It has to touch the ground once though, and if its airborne long enough, it'll explode on impact. It can't explode way up in the air so don't try and take out banshees with them. Be sure to practice with it. Know how it bounces and how far you can throw it. A good player can take out many people with just a few well placed grenades. You can flush out people in cover or take out people in hard to reach places. Just be careful not to throw a grenade only to have it bounce back at you. I cannot tell you how many times I've done that... Once awesome thing my friend invented was a suicide grenade. In multiplayer games, when your about to bite the dust, just throw a grenade on the ground in front of you and hopefully it'll kill your enemy if he's close enough. Remember: a single frag cannot kill a player. second of SMG fire or so will kill them. >>> 3.4.2 Plasma Grenade <<< Function: Blows stuff up. Carrying Capacity: 4 Damage: 9/10 Can attach itself to people and vehicles. After you hit a player, a

The plasma is the covenant's grenade and is pretty impressive. The first thing you'll notice, its blue. Then you'll notice it sticks to enemies, vehicles, and you. Plus it has a long delay before exploding. This grenade is good for damaging vehicles and killing Elites. The plasma grenade is used differently than the frag. While frag is best to flush enemies out and to throw around corners, plasma is good for making direct hits on enemies and destroying vehicles.

A plasma grenade has a long delay, which means if its not sticking to anything, its easy to avoid. Its also very visible, so even in vehicles, you will be able to spot one flying at you. When you throw the grenade, throw it a little above the enemy. Don't use as a long distance weapon. <^> 4. Vehicles <^> >>> 4.1 Warthog <<< Function: Fast vehicle that can carry three people. Crew: 3 (driver, side, gunner) Weapons: A LAAG machine gun or a Gauss cannon. Speed: 8/10 Maneuverability: 5/10 Special: Power slide, horn The warthog is the fastest vehicle with the exception of the banshee or maybe the ghost on boost. It can hold three people, one driving and the other two firing. The warthog comes in two types. The LAAG machine gun, useful for infantry, and the gauss rifle, useful for vehicles. Driving the warthog can be a challenge at first because it's easy to tip it on some of the terrain you have to drive one so practice. Remember to compensate for any sharp turns so you don't swerve around a lot. The side passenger's seat allows you to fire from a 180 degree angle from left to right. You can use any weapon, switch weapons, and throw grenades in the passenger's seat. Even with all this, though, the gunner's seat should be taken before the passengers seat due to the full 360 degree rotation and powerful weapon. Also, when the warthog turns, you turn with it, so its hard to aim if the driver doesn't keep steady. The gunner's position is in the back of the warthog and behind the powerful gun. You can rotate all around you and not have to worry about the warthog moving around. Both weapons behind the warthog are extremely powerful and have unlimited ammo. The gauss cannon is my favorite because its rate of fire is very fast and it deals out lots of damage. Remember you have to keep pressing the R trigger to fire the gauss cannon instead of just holding the trigger. >>> 4.2 Ghost <<< Function: A fast, light vehicle with plasma cannons. Crew: 1 Weapons: Two plasma cannons Speed: 7/10 - 9/10(boosted) Maneuverability: 8/10 Special: Boost The Ghost is the covenant's light vehicle. easily. Its small, fast, and can explode

This is a fun vehicle because you can now do massive damage with the twin plasma cannons and then run over people with the boost. Very useful in multiplayer games. Beware though, its easy to have this hijacked. The controls are the same as the warthog except you can strafe now. gives you much more maneuverability. Use it to your advantage This

>>> 4.3 Scorpion Tank <<< Function: Heavy assault vehicle with massive firepower. Crew: 5 (1 driver, 4 side seats) Weapons: Main cannon, Machine gun Speed: 2/10 Maneuverability: 4/10 Special: Hatch The Scorpion tank makes its return with more firepower than ever. Its main cannon can now fire much faster and its machine gun is a lot better. Of course, there is a downside. The Tank is much slower and less maneuverable. This makes it easy to hijack it. Hijacking is harder on a Scorpion Tank since it has a hatch. You must first hop one and then bash the hatch open. This'll take about three punches. Then you can either kill the driver by continuously punching or by throwing a grenade. After this, you have to jump off the tank and then jump into the vehicle. If your being hijacked in the tank, jump out before you get blown up. Kill the hijacker outside the tank and hop back it. Note that grenades do not damage you nor the vehicle when you throw it into the driver's seat. >>> 4.4 Banshee <<< Function: A flying vehicle with good firepower Crew: 1 Weapons: Twin plasma cannons, Fuel Rod Gun (SP only) Speed: 7/10, 9/10 boosted Maneuverability: 9/10 Special: Flies, Barrel Rolls(w00t), Loops The only flyable vehicle in Halo 2, the banshee is a great vehicle. Its twin plasma cannons make quick work of other banshees and infantry while its fuel rod cannon can take out vehicles very quickly. Banshees are also a favorite target for rocket launchers so don't be surprised when you get blown out of the air. The banshee is used a couple of times in the single player campaign so its important to know a few things. First, the fuel rod cannon is your friend. Wraiths, other banshees, turrets, they all fall quickly to the power of the fuel rod cannon. Second, the banshee doesn't provide much armor for you so its easy to die in the banshee, especially in Legendary mode. Try and avoid huge firefights between a few turrets and multiple banshees. You don't need to worry about wraiths much, their artillery blasts are very slow and easy to avoid. Don't get too close though, because their auto turrets will kick in and blast at you. Your first priority should be other banshees. They will make short work of you, especially if they use their fuel rod cannon. >>> 4.5 Shadow <<< Function: A covenant ground transport with a turret. Crew: 10 (1 pilots, 1 gunner, 8 in transport) Weapons: Plasma Turret Speed: 4/10 Maneuverability: 5/10? I never see these move much Special: Unpilotable, Carries Covenant or Ghosts.

You can't drive these guys but you can man the turret. You only find these in one mission. They can either carry some covenant around or carry a couple of ghosts in the middle of it. They have a single turret mounted on top that fires red plasma at you. The Shadow is pretty easy to destroy and some are empty so you can use the turret on top. >>> 4.6 Spectre <<< Function: Mobile assault vehicle Crew: 4(driver, gunner, two side seats) Weapons: Plasma Turret Speed: 5/10 - 7/10 boosted Maneuverability: 7/10 Special: Boost. This is the covenant's version of the warthog. Its much slower than the warthog, even when its boosted, but it is much more maneuverable and can carry two additional passengers that can fire with their own weapons. The plasma cannon is good against anything except heavy vehicles. Most of the shots fired will bounce off the wraith and tank. Its better to use the turret against infantry or light vehicles. >>> 4.7 Wraith Tank <<< Function: Covenants heavy artillery vehicle Crew: 1 Weapons: Plasma artillery cannon, two automated plasma turrets Speed: 3/10 - 5/10 boosted Maneuverability: 6/10 Special: Boost, Automated cannons, Hatch The wraith is just like the one in Halo:CE except now you can drive it. and it also has automated turrets when the enemy drives it. Oh,

The wraith's artillery weapon is incredibly destructive, probably even more destructive than the scorpions turret. The catch is, it fires in an arc and the plasma flies slowly. The wraith is best used against vehicles or stationary targets. You can fire long range but its not recommended. It'll take a huge amount of time for the projectile to reach its target. And its near impossible to hit banshees with the wraith so don't try that. The wraith has a boost but it lasts only a couple of seconds, then you have to wait a few moments before you can use it again. The boost is very useful to run over potential hijackers. >>> 4.8 Phantom <<< Function: Covenants flying transport Crew: ? Weapons: Three plasma turrets on the belly. Speed: 10/10 Maneuverability: 6/10 Special: Unpilotable, Holds covenant troops. This is the covenant transport. It is AI driven and cannot be driven by the player. It has its own grav lift to drop down troops and three turrets on its underbelly to fire from. You can't destroy the ship but you can take out the turrets. I suggest you don't bother because the transport will end up leaving anyways. Just duck for cover to avoid the turrets.

Any covenant can be dropped from the Phantom, including hunters. >>> 4.9 Pelican <<< Function: Human's dropship Crew: 2(pilot and co-pilot) plus marines Weapons: Two chainguns Speed: 10/10 Maneuverability: 5/10 Special: Unpilotable, Holds marines and can hold a warthog or tank, Drops weapon capsules This is just like the phantom transport except its on your side. The pelican will drop off troops for you occasionally and sometimes a nice surprise: a warthog or tank. Additionally, the pelican will sometimes drop weapon capsules to you. Make use of them because lots of times, they carry sniper rifles and rocket launchers. Pelicans can't be shot down unless its part of the story. >>> 4.10 Stationary Plasma Gun <<< This isn't actually a vehicle but eh... The plasma turret is a stationary weapon that you can man and fire from. It has infinite ammo and is pretty powerful. It can be destroyed too. The turret is very powerful but leaves you exposed to enemy fire. I never use them unless Im low on ammo. Also, you can only rotate them 180 degrees. >>> 4.11 Shielded Plasma Turret <<< This is a better turret than the plasma turret. It can rotate 360 and has an energy shield in front of it. You can fire from it with some nice cover. Note that its hard to fight against them as well. Since most of the time grunts man the gun, you can snipe the grunts from the turret even when the shield is in front of you. Aim for the methane tank they have on their back. The point should go over the shield. Shoot that to kill the grunt. I discovered that it is possible to use the lock-on feature for the rocket launcher against shielded plasma turrets, which explains why the Chief is outfitted with one at the beginning of Delta Halo. I dont know if the same is true of regular plasma turrets just yet. -submitted by Kell Taurus >>> 4.12 Stationary Machine Gun <<< This is pretty much like the plasma turret except it fires bullets instead of plasma. Basically, its just like the LAAG machine gun with a 180 degree rotation. Once again, I hardly use them. <^> 5. Enemies <^> >>> 5.1 Grunt <<< Description: A classic enemy. These little guys are small, come in numbers, and are

hilarious. They have very ugly mouths too. Usually found waddling around, you can't miss them. They are the shortest covenant race and have very bulky armor, which houses their breathing unit. They are cowards at heart and are almost always running, waving their arms in the air like a maniac. They carry plasma pistols, needlers, and fuel rod cannons. Some can use active camouflage and man plasma turrets. Some even seen some drive ghosts around. Tactics to use: Just shoot. These guys are easy. If you need to draw fire away, elite and they'll run. You should watch out for grenades though, they like throwing them. Also watch out for grunts with fuel rod And finally, shoot grunts before they have a chance to get into a They can do some major damage in one. Camo yourself and get behind them, one melee hit to their back kills them. This was invaluable in a few sections of the game. --Meta Schism Types: Orange: Easiest of all the grunts. These guys get scared easy, have poor aim, and a burst with a battle rifle in the face will kill them. These guys should be no problem. Just don't let them swarm you. Red: Harder than the orange armored type, red grunts have better aim and more resilient. They still shouldn't be too hard. Black: Special ops grunts. They are better than red in everyway and some carry a fuel rod cannon. They have poor aim but with a fuel rod cannon, that doesn't matter too much. So watch out. They can also activate camouflage White: These are the toughest grunts. They don't scare easily and love to lob tons of grenades at you. They are very accurate. Beware. Green: These grunts are around the turrets. They have incredible aim and precision. Kill them before they enter the turret. Heretic: Grunts that have left the Covenant. They don't have the usual face mask and look really odd. They fight like red grunts. >>> 5.2 Jackal <<< Description: When you see a jackal, its usually behind an energy shield, a beam rifle, or when they are running away with their hands over their head. These guys have poor health, don't have very powerful weapons (except for the sniper) and yet they can be a pain. Tactics to use: The majority of the jackals you'll find will have a plasma pistol and an energy shield. These guys like to slowly advance on you with their body mostly behind their shield and their plasma pistol firing. They are usually found in groups as well. The best strategy is using cover and throwing frag grenades at them. Their shields reflect any ballistic weapon and absorb energy weapons. But their shields cannot protect them from explosives. So kill an because cannons. turret.

use them. They are slow to dodge as well. Try and avoid plasma grenades. Jackals are slow but they can dodge plasma grenades if it just sits there. Even though energy weapons can take out their shields, try and not to. It takes a lot of shots to get through and thats too much time your exposing yourself to enemy fire. If you must, use the carbine or charged plasma pistol to destroy the shield. And don't try needlers because most of the time, they'll bounce off. The Needler isn't entirely useless against Jackals. They all seem to be left handed, so they're soft spot is reached by strafing right. Needler shots bounce off of the floor. Aim low, either at their toes or at the floor a foot ahead of them while hosing Needles and circle strafing right. Many of the needles can bounce off the ground and glide upwards under their shield. -submitted by Eniphach If your close enough, just melee them. from melee. Their shields don't protect them

Snipers are worse. They can kill you before you know they are even there. One shot on legendary will kill you. Best option is another sniper rifle, a carbine, or a battle rifle. If our getting sniped at, just sit at some cover for a bit. They'll forget about you and then you can snipe them. Simply shoot them with a low class weapon(pistol) and run behind a corner. They follow and whack em. -Austin Miller Types: Blue Shield: These guys are the weakest. Easy to defeat.

Yellow Shield: They can take more punishment(but just a little bit more) and will charge their pistols. They are much more aggressive as well. No Shield(sniper): They carry a covenant beam rifle and plasma pistol. They have a long range of fire and will give no warning before they fire at you. Don't stand still. They'll abandon their beam rifle for a plasma pistol if you get close enough. These guys are hell on legendary. >>> 5.3 Drone <<< Description: Able to fly and attach themselves to walls, these guys replace jackals as my "pain in the ass" enemy. These little guys can fly fast, have awesome maneuverability and speed. They also like to attach themselves to walls to get a better angle at you. They can fire weapons while they fly as well. These guys are impossible to miss. They make an insect-like buzz and look like something off Starship Troopers. They carry plasma pistols and needlers. annoying. Not necessarily deadly, but very

Tactics to use: As you might of guessed, with all their maneuverability and speed, they lack armor. These guys will die easily, even in Legendary. Human weapons work best. If you can, take them out when they are on the ground because they are a lot harder to hit airborne. Don't let them swamp you either. Getting shot by four different needlers at four different angles is very bad.

Drones are petty rivals against any chain gun or SMG. But, watch your your vehicles. For the most part, they can board you. They can't take your vehicle per se, but they use the melee attack that you would use to bring down a tank. Hop out fast when they board, they surprisingly kill you fast. -submitted Dan Bompadre Types: Only one. >>> 5.4 Elite <<< Description: Elites, the 2nd coolest enemy. Also the hardest due to two reasons; they can take hits and they're smart. Most weapons don't work well against elites due to their shields can absorb a huge amount of damage. Lets face it, a blue elite in legendary can take more hits than you by 2 times. And don't get me started on the honor guard... They are also smart. They cover each other, flank you, take cover when their shields are low, and they don't just stand still. They also order around lesser covenant. Plus they are everywhere. Almost every battle you face, there is at least one elite. Elites are easy to spot. They are larger than most enemies and they usually pack some powerful heat. Ranging from plasma pistols to plasma swords and carbines, elites have almost every covenant weapon. They are usually shouting out commands to grunts or taunting you. Tactics to use: Like you, elites have shields. The power of their shields depends on the color of their armor and what difficulty you're on. Honor Guards on Legendary take several strikes with a plasma sword to down their shields while blue elites on easy only take a couple of bursts from the battle rifle. The best strategy is cover. Cover, cover, cover. Elites have powerful weapons and will strip you of your shields in seconds so use cover. They will do the same. Your best bet is dual plasma rifles and plasma grenades. Stick a plasma grenade on an elite and he's toast. Rifles will strip them of their shields in no time. You can also use a plasma pistol and another weapon if you wish. Use a charged plasma pistol to disable their shields and then finish them off with the second weapon. Heavy weapons work well against elites but you'd be better off if you saved the heavy weapons for vehicles or groups of enemies. Another weapon to use is the shotgun. A few blasts will do the trick if your close enough. Use the plasma pistol with the plasma rifle or human weapon to take down elites quickly. Plasma weapons are good against their shields and human weapons are good against their armor. Also, unless the elites are far away, don't use sniper rifles. Its hard to kill elites when their plasma fire keeps knocking you out of your zoom. Only use it when they don't notice you or if your really good at firing unscoped. They can also dodge frag grenades easily, so avoid that. Finally, don't melee them unless their back is turned. Their melee is a lot more powerful than yours and they can take more hits. Types: Elites come in many colors. tactics. With each color, they have different battle

Types of Elites ranging from easiest: Blue: These are the easiest elites. They usually carry weapons like

plasma rifles and needlers. They don't like to advance and rather sit from afar and shoot at you. Their shields are pretty low compared to other elites and they have little health underneath them. But they are still elites and are still dangerous. Rangers: Almost as easy as blue elites, these guys trade shield power for maneuverability. They still have shields but they are pretty easy to take down. They also dual wield plasma rifles so be wary of that. Red: More aggressive then the blue variant, the red elites like to advance on you, especially when your shields are low and trying to reload your weapon. They also have more shields and health. They are also better shots. Gold: Even better then the red, gold elites are tougher, smarter, and have better weaponry. They often dual wield and carry plasma swords. Use shotguns or plasma grenades. Seeing these guys is pretty rare. Silver (Ultra): They are, well, the elite of the elites. Fuel rod guns, plasma swords, dual wielding, these guys can have any gun and are near perfect shots with them. They can also be camouflaged. New to Halo 2, Silver elites can have an energy shield activated while camouflaged although it is weaker. Be VERY wary of Silver elites. Like Brutes, if they get pissed, they go crazy. And out comes a Plasma Sword. This can be the second coming of Jesus, or your death wish. Usually, you should piss them off when they are alone, kill them with a shotgun or something and take the sword for yourself. It's pretty easy and helps a ton in harder difficulties like Legendary. -submitted Dan Bompadre Black: These are the Spec Ops Elites. They carry any weapon and have powerful shields. They usually have some black Spec Ops grunts around. Spec Ops Commander(White): Well, I didn't spot these guys until the last mission. They have white armor and a weird(but cool) looking helmet. They are be improved versions of the black elite. Heretic: These elites are a mix between blue and red in skill level. They only appear in one mission and are fairly easy. Especially with the plasma sword and camouflage. Their armor is gold that looks radically different than a regular elite. They can carry sentinal beams too. Honor Guard: The sweetest looking elite by far. Their armor color is red and gold with yellow parts that glow. They are impossible to miss. Wielding either dual plasma rifles or plasma swords. They can take a huge amount of punishment as well. Don't plan on having lots of times to bring your shields back up either because they are really aggressive. >>> 5.5 Hunter <<< Yeah! The hunter! My favorite enemy of all time. They're just so cool.

Pretty much walking tanks that have bad attitudes, Hunters are much more tough this time around. They wear blue armor with two orange spots exposed, their neck and the small of their back. Carrying a huge shield in their left and a huge fuel rod gun in their right, the hunter is a force to reckon with. Tactics:

Hunters can't be taken down with a single shot, unless its a sniper rifle or rocket launcher aimed at their exposed skin. This means no single shot from the pistol. They also have more than one melee attack, including one where they strike behind them, so you can't just shoot them in the back and get to safety while the hunter turns around. Hunters also work better together. They'll get separated sometimes but they tend to stick together. Both their melee and ranged attacks are powerful so avoid both. The best way to defeat hunters is shoot them in their orange spots. Don't get too close to do this, or you'll get obliterated. Instead, stay at a good distance away. Their fuel rod cannons are easy to avoid if you keep your eye on both. If you can get them with a sniper rifle, do so. Hunter's fuel rod cannon don't have any splash damage. Just to let you know, throwing a plasma grenade on the front of a hunter will get his sense of direction confused, and will more then likely face his back to you, where you can shoot a sniper into his orange spot. -submitted by Peter Hunters are worse then Drones vs Chainguns. They can't even retaliate and fight back. Whenever you see a hunter, try to back track and find 2 SMGs, then lay down the hurt. They don't attack, but watch the other one. He may try to blast you. -submitted by Dan Bompadre When facing a hunter head-on, use the bouncing of the shot to your advantage. If you aim just where the neck armor ends, the shot will reflect up into the Hunter's head and kill it in one shot. -Blaze Ninja Types: One, the blue armored type. >>> 5.6 Brute <<< Description: The Brute doesn't appear until late in the game. They are as big as elites and very hairy. They have been known to wield the Brute Shot, shotguns, modified plasma rifles(red ones), or the covenant carbine. Tactics to use: Brutes have two modes, one is normal mode, the other is berserk mode. In the normal mode, they like to attack you from a distance. You may think this is good but really, its not. The Brute Shot hurts and is near impossible to dodge. I would rather have them charge me, which is what the do when they enter berserk mode. A brute enters berserk mode when another brute dies or if they are getting shot at a lot. When they enter berserk mode, they just go ape. They drop their weapon and charge. You can tell when a Brute is in berserk mode when they run funnily and make weird noises. When they are berserk, they will punch you. Their punches are fast and they hurt so try not to get that close unless your about to use the energy sword on them. The energy sword cannot kill them in one hit. Brutes in berserk mode are really stupid. Jump on a ledge or pillar and they can't do much except run around and

grunt. Brutes can be easily taken out by plasma grenades, plasma swords, sniper weapons, Brute Shot, or the fuel rod gun. Needlers work well. Brutes don't have shields so don't worry about them recovering any hits. Aim for their heads with the sniper or beam rifle. Two shots to the head will kill them. Other enemy Brutes will scatter but eventually regroup in the same area. -Submitted by Mat Green The brutes no matter the type can be killed by two shots to the head, one to get rid of he helmet one to kill, by the pistol, battle rifle, sniper rifle, beam rifle, and carbine. The shot gun however is horrible against brutes. -Submitted by SamFisherVer2(gamertag) A buddy and I were playing a later mission on Normal, one with Brutes. If you find a brute shot, pick it up. It is the most effective melee weapon against them, bar none. Just run up and start hammering on them. They cannot do anything while you are attacking. Plus, no battery. Only takes about 3-4 hits. Have a friend distract them in co-op for an easier time --submitted by Eric B. Types: Regular: These Brutes are the easiest. They don't have as much health and don't have the Brute Shot(I don't think). Chieftain: These Brutes have flags on their backs. They can have the Brute Shot and can lob plasma grenades at you. They are tougher as well. Honor Guard: These are the brutes that have been designated as the Honor Guard for the prophets. They wear the same armor the Honor Guard Elites where so sometimes it can be easy to mistake them for elite. These guys seem just like the Chieftains but they are probably tougher. >>> 5.7 Prophet <<< Theres only one prophet you have to fight and he's easy. He has one attack and its easy to dodge. He blasts some energy from his chair that acts like a Hunter's fuel rod gun. He also has an energy shield so the best way to kill him is to hijack his chair and melee him. He'll teleport around but just keep jumping on his chair and bashing him in the face. Its pretty funny actually. The biggest thing you have to worry about is his guards. >>> 5.8 Sentinel <<< Description: Floating robots that shoot lasers at you. These guys are mostly annoying until they team up on you. Then your in trouble. Tactics to use: Sentinels are easy to destroy. They have little health and if you have their beam weapon, even their shields won't last long. The thing is, lots of times, you have to fight lots of them and their energy beams hurt a lot. Sentinels are extremely aggressive and won't let you have cover. This can

be bad, especially on Legendary.

So as soon as you see one, destroy it

Sentinels get created by little panels on the wall. They are white and have a blue light under them. Shoot them to stop producing sentinels. You know there are these panels when you hear a distinctive whine. These should be taken out as soon as possible. Types: Regular: These sentinels fire a orange beam which deals lots of damage. Contrary to believe, I've seen some with shields. Gold: These sentinels fire out a more powerful, blue beam. Every gold sentinel has shields. >>> 5.9 Enforcers <<< Description: its hard to miss these things. They are huge. They float above then ground with two energy shields in front of them. Each shield covers half of it. The Enforcer also has two arms that hang off the side. Tactics to use: These guys seem dangerous but they are not that bad. They have two weapons. When you are on foot, the Enforcer fires a few dozen red darts at you. If you stand still, most will miss you but they do hurt. You can easily dodge them so you don't need to worry about it much. When you are in a vehicle, the Enforcer will launch multiple missiles at you. The missiles will fire upwards and come down at you in an arc. A easy way to dodge this is to drive under something so the rockets miss. You can also just dodge them by driving fast. One thing you should worry about is when your in a vehicle and the enforcer is nearly over you. Sometimes, the Enforcer will fly over you and pick up your vehicle with its arms. Then it'll crush you. Never let an Enforcer to fly over you if your in a vehicle. Enforcers can be taken down easily if your in a vehicle. Their energy shield doesn't last long against a tank or wraith and other vehicles can take out the energy shield rather easily as well. You can usually just avoid these guys when your on foot. If you have to fight it, get behind cover until it forgets about you. Then turn back and fire at it from behind. It takes a lot of hits to finally destroy it. Enforcers should be treated as vehicles since you can lock on them with the rocket launcher. Fastest way to take out an enforcer is to stand nearly under it and shoot at one of it's legs till it pops off then shoot at where it was a few times and it dies(alot faster then wasting entire clips on the backside of it)... -submitted by curlymon(gamertag) ><>< 5.10 Flood ><>< The flood are a race of parasite who go around, infecting everything in its path. The flood show signs of intelligence due to their ability to operate weapons and vehicles. It is not known weither they have some sort of leader or hive mind but the flood show no signs of individualism. They simply infest everything they find. When battling the Flood I find it incredibly rewarding to stand still and wait for them to come to me. Normally they are fighting something when you happen upon them. Simply unload ammo into them without moving. They will make life very easy by running straight at you, making it easy to land multiple head shots, and rarely will they make it to you before dieing. If

they do simply leap backwards and fire into their heads, or whip out a Plasma Sword and give them a good smack. -submitted by Mat Green In any level with the flood, try your HARDEST to find a are THE best weapon against the flood, even better than Go near them with one, melee attack them and watch them some nasty green stuff. They have infinite melee unlike work to your advantage better (not to mention a shorter -submitted by Dan Bompadre >>> 5.10.1 Infection Form <<< Description: The basic form of the flood. They look like bulbs with small tentacles on the bottom of it uses to infect the host. Tactics to use: This is the easiest form of flood. They only do two things in every difficulty. They either attack you by jumping and trying to infect you or two, reanimating dead flood. These guys are harmless except when your shields are down or there are dead combat forms lying around. If your shields are down and they attach themselves to you, its back to the checkpoint. If the infection forms attach themselves to dead flood, they enter the body and cause the body to rise once again. The reanimated flood seem to be weaker though. Types: Only one. >>> 5.10.2 Combat Form <<< Description: Humans or Elites that get infected by infection forms get turned into this type of flood. The infected humans/elites mutate and grow claws on the arm and gain enhanced strength that allows them to jump higher and do lots of melee damage. This type of flood can carry any weapon except for the fuel rod cannon, the Brute Shot, the Brute Plasma Rifle, or dual wielding. A new addition to Halo 2 allows them to drive and operate vehicles so don't be surprised when a warthog filled with flood run you over. Tactics to use: What can I say? These guys have one basic strategy: kill you. They don't attempt to flank you, throw grenades, or wait for you to regain your shields behind cover. This can be a blessing or a curse. The flood's lack of strategy makes them as predictable as rocks. Basically, they will melee you if your close enough or shoot you if your far enough. They will charge you if you a good distance to them and will jump over to you if your on higher ground. If they are in a vehicle, they will try to run you over. If your in a vehicle, they'll ram you until one of you explodes. They will do anything in their power to kill you. So don't be surprised when you get sniped by a flood a mile away. If they see you take cover, they won't wait for you to recharge your shields. They'll charge over to finish the job. Brute Shot. They the Energy Sword. turn to a cloud of the sword so they but useful lunge).

The best way to kill the flood is with the shotgun or energy sword. Both can take down Flood in one hit although the shotgun won't do it always. Using weapons like the carbine or battle rifle are a poor choice since they don't deal damage fast enough. Don't try sniper weapons because they just go through the flood. Needlers are a good choice. So are frag grenades. Plasma grenades is a poor choice since the flood you stick it with will be charging you. Shootin flood combat forms in the chest causes more damage than the head since the infection form controlling the body is situated there and when you shoot the head it just blows off. --submitted by SamFisherVer2(gamertag) The way they work is that an infector form burrows into the chest cavity of its target and takes it over from that point. Essentially, aim for the heart (Rather, where the heart would be), as this is where the infector form, and therefore the brain of the combat form is. It's effectively a head shot on a Flood, and because of this, I've found the Covenant Carbine to be a rather effective weapon if you're a decent shot. If not, shotgun/sword is still a brutally effective option. -submitted by Evan Types: Human - These guys are infected humans. They'll usually carry human weapons Elite - These guys are infected elites. They tend to carry covenant weapons including the energy sword. Also, some will carry an active energy shield. >>> 5.10.3 Carrier Form <<< Description: I have no idea if they are the next cycle after the combat form or if they are formed from infection forms but they sure are ugly. They are simply walking blobs. When they walk up to you, they explode. When you shoot them they explode. And they leave a few infection forms behind. The flood carrier form is actually created from infested Grunts, Jackals, or other smaller creatures not suited for combat forms. I noticed that in Halo 2 (because of the improved graphics) their legs look almost exactly like the grunts... -submitted by Quartz Tactics: You don't want these guys exploding next to you because they hurt. If you see one, shoot its legs so it trips and explodes. That's the best strategy. If you can, make them explode when they are close to other flood. They'll leave behind a few infection forms but they are not that much of a problem. If you get hit by their explosion, run because one of their infection forms will make a grab at you. <^> 6. Playing on Single Player <^> >>> 6.1 Playing on Easy <<< Easy is, well, really easy in my opinion. If you are having trouble with this difficulty, remember to always let your shields recharge. And get use to the controls. If you spend lots of time looking at the controller to see what buttons to hit, you should practice on where the buttons are. When you can, rely on your allies, they are really helpful in this difficulty. Also, learn how to use vehicles properly since there are a lot

of vehicle dependant missions. >>> 6.2 Playing on Normal <<< Medium is much more difficult than easy but it shouldn't be too tough. Allies are still useful so make use of them. Give your marines/elites sniper weapons since they can be a good shot. Shields go down a lot faster on this difficulty. your shields. Make sure you watch

Elites and hunters are probably the toughest enemy on this difficulty. Make sure you shoot at one elite at a time instead of firing on a group of elites and then taking cover, only to have their shields recover. Hunters have a lot more health and their melee attack is very powerful. Sentinel beams, The Beam Rifle, shotguns, and other heavy weapons will bring down your shields fast. If you have trouble, get a friend to help. Tartarus can be taken down really easily with needlers. >>> 6.3 Playing on Heroic <<< Shields drop even faster, so taking cover is critical. Elites and Brutes can be a pain in this difficulty. I always carry either a shotgun, a energy sword, or a heavy weapon with me to take out brutes and elites. Don't rely on your allies much. They are not as useful. You can still pair them with sniper rifles and rocket launchers though, they are a very good aim. Once again, if you need help, pair off with a friend. >>> 6.4 Playing on Legendary <<< This is hell. That's all I can say. I'll focus on this part of the guide once I beat more missions on this difficulty. Most missions will take you about an hour or more unless your really good. If you are having trouble with the first few missions, take heart for they are most likely the hardest. The first level, you don't get a lot of good weapons and there are just a ton of elites. The second has tons of snipers. Elites are evil in this difficulty. I highly suggest not using SMGs. The best thing to do is to use an overcharged plasma pistol and a human weapon against them. Plasma grenades work well. White, Gold, and Honor won't die from one plasma grenade. Use the pistol. Elites with two plasma rifles(white, rangers, Honor) can kill you in a second(literally) if your not careful. PLEASE USE COVER AND PLASMA PISTOL. Your new worst enemy on this difficulty will be the jackal sniper. One hit kills, no matter what. You will have to play an area over and over again just so you know where the jackals are and how to take them out. Allies get slaughtered in a few moments. use them to draw fire, thats it.

DO NOT TRY AND KEEP THEM ALIVE. Its just unnecessary work to do so. They are a liability. If you save them in one section, they'll just die in the next. Shields drop after a few hits from a plasma rifle. A couple of direct hits from a Brute Shot will kill you, sniper rifles will kill you in one hit, sentinel beams will kill you after a few seconds. Its just crazy. Be careful in vehicles, especially the banshee. that vehicle armor doesn't do much for you. I'd suggest Co-op, but its even harder in co-op. have to restart back at the check point. Your shields drop so fast When one person dies, both

One suggestion is to take it slow. Incredibly slow. Instead of rushing ahead and dying a dozen times before you pass the section, killing a few enemies from a range and going back to get another checkpoint can be really useful. Learn to use sniper weapons. These babies will help you avoid several long-drawn out firefights that may end getting you killed. Be patient with your shots too. Make sure you have a head shot. Here are some tips for the levels in Legendary. areas while others will be general. >-><-> 6.4.1 Cairo Sation <-<>-< The first mission is the hardest IMO. I must of spent hours on the level before beating it. The hardest part is at the hangers. Its really, really hard to kill two white elites, a yellow, several reds and blues, plus dozens of grunts with only basic weaponery and grenades. The first hanger has several allies that can draw fire for you. As soon as you enter it, go to the right and pick up the grenades. There should be about 3 frags and 8 plasma grenades. Use frags for grunts and plasma for elites. There are three waves of reinforcements from the dropship. The first and second consist of red/orange grunts and blue/red elites but the third has a white elite and two white grunts with needlers. Kill the white grunts first because of their needlers and they LOVE lobbing grenades. The white has two plasma rifles and an energy sword that he'll whip out if you piss him off. I HIGHLY suggest an overcharged plasma shot and then a headshot from the battle rifle. The second hanger is the hardest area. When you first enter, kill the two grunts manning the turrets. Beyond the grunts is three elites (2 red, 1 blue) and lots of grunts. I suggest a frag and then plasma pistol/battle rifle. Use plasma grenades and try and grab some when you can. There are either 3 or 4 reinforcements. The second to last one has a white elite and the last has a white and gold elite. The gold has a sword. I suggest that you get to the catwalks and fire from there when they appear. use the boxes for cover and watch your motion detector. Also listen to dialouge. If the elites start calling you coward or they talk to each other about charging, get back before they charge you. Afterwards, it is easier, but still hard. When your outside the station, take out those rangers as fast as you can. They have dual plasma rifles. >-><-> 6.4.2 OutSkirts <-<>-< There are huge amounts of snipers. Watch out here. Personally, I haven't Some include specific

played this mission on Legendary yet. But I'm pretty sure there will be tons of snipers. I suggest going with a ghost instead of a warthog through the driving part. The Marine AI is pretty good when it comes to driving or manning the guns, but not good enough. >-<>-< 6.4.3 Metropolis <-<>-< At the part where the Gauss Rifle-mounted warthog is driving around, DO NOT STAY AND TRY TO KILL ALL THE JACKALS. After about an hour on this section alone, in co-op, I figured out that jackals spawn here forever. If you stay near the pipe you come from, they come from the opposite end, and if you reach the platforms, they will come from the pipe you came from. I suggest eliminating as many jackals as you can see and running towards the platforms. Don't get on them though. Stay under. When you get under, wait for a ghost to appear and draw it towards you. Hopefully, you can jack it and continue on the level. Wait until the last second to jump on the Scarab. Blast it with rockets first and get as many enemies as you can. Especially the snipers. >-><-> 6.4.4 The Arbitor <-<>-< Use your active camouflage. Its really short on legendary so use right before you get spotted. Pick up fresh weapons as much as you can. Destroy sentinals as fast as you can, they do lots of damage. >-><-> 6.4.5 Oracle <-<>-< Pretty much the same as above. When you get in the banshee, destory other banshees as soon as you spot them. Use your fuel rod cannon. Also, watch out for grunts with the fuel rod. The Heretic leader is pretty hard. Get him with the sword or dual plasma rifles. Try to stick him with a plasma grenade. >-><-> 6.4.6 Delta Halo <-<>-< Allies die quickly, even if they are in cool armor. lots of jackals, again. Watch out for drones as well. There are

It might take you awhile in the area with the log and waterfall. lots of sniper jackals. >-><-> 6.4.7 Regret <-<>-< This has tons of sniper jackals again. Sigh... Pick up the fuel rod cannon. first elevator thing.

Its hiding at the top of the room with the

There are several hunters in this level. Shoot them with a sniper rifle. The last area is really hard. Pick up the 2nd fuel rod. There are lots of honor elites. Much more than what you'll first see. Plasma pistol, dual needlers, and the fuel rod all work well. Try and not to use the energy sword. I don't think it can kill them with one hit, even with lunge. They have a ton of shields.

Prophet is easy. He can take more damage though, so you might have to hijack his chair several times before he'll fall. >-><-> 6.4.8 Sacred Icon <-<>-< This level can get SOOOO annoying. The Enforcers are not your main threat. Keep an eye on them, but don't worry about them too much. In the room where you fight the first enforcer, destory the machines that make the sentinals first. The enforcer can wait. The 2nd large room(after you travel on the horizontal elevator) is harder. The flood and the sentinals duke it out a lot so not all the fire is directed at you, but its still tough. The sentinal spawning things should be destroyed first. You might have to wait a bit, some won't open until a little later. The flood are not hard but the sentinals are a pain. Grab their beams, especially the blue ones. Trade them often as well. The beams can kill the flood, the sentinals, and the spawners with ease. Beware shielded sentinals. They take about three times more firepower to destroy. Plasma pistols and sentinal beams are suggested. The flood will eventually get hard when they appear with swords and such. When you meet the other elites, don't protect them. They'll end up trying to melee a flood with a sword anyways. Pick up a sword. It's the best weapon here. The white elite in the turret can't die. >-><-> 6.4.9 Quaritine Zone <-<>-< Yay, another vehicle oriented mission. Take a ghost. The spector will end up getting picked up by an enforcer or blown up by a flood anyways. Enforcers are more of a threat. Their rockets and arms can do a lot of damage. Get a tank/wraith as soon as you can. for the enfocers. They give you the firepower you need Stay close to him.

When you come to the area with two wraiths taking on a couple of enforcers, beware of flood with rockets. One will appear on top of a cliff after you pass the first bridge. The second will pop up out of a hole a little ways after. They can kill you in one hit. Also, watch out for sniper flood. They are a couple too.

When you reach the elevator part, its pretty easy. Kill the sword/shotgun flood first. Give your elites shotguns(despite their whining)/swords. They can actually be useful if you give them good weapons. >-><-> 6.4.10 Gravemind <-<>-< This level is hard. Not many sniper jackals, but plenty of Brutes.

In case you didn't know, its Brutes, Jackals, and Drones vs Elites, Hunters, and Grunts. Elites will usually kill a Brute one on one, unless the brute

is berserking. Hunters will get owned by a beserked brute. Dones don't last long. Neither do jackals or grunts. If you see a battle going a bit uneven, kill a memeber of the winning side. The first part is tough. the first thing you have to fight is two Honor Brutes. Beserked brutes will kill you REALLY FAST. The final wave of brutes is tough. There is a chieftan, two other brutes, and two more up on the sides with carbines. Use cover. There are plenty of white grunts as well. Watch out for grenades. Skip as many areas as you can. Lots of times, the elites and brutes will be fighting each other but it won't stay that way forever. >-><-> 6.4.11 Uprising <-<>-< I've never seen so many apes in a single level... There are huge amounts of brutes and jackals. The elites don't last long, so don't rely on them. Plasma grenades, Brute Shots, needlers, and carbines are suggested for this level. There are about 10 or so sniper jackals in this level. more of a priority than the Brutes. >-><-> 6.4.12 High Charity <-<>-< This was pretty easy for me. to fight you. The flood and the Brutes are usually too busy Try and get the flood to Watch out. They have

The brutes at the beginning are the toughest. attack them. Shotguns and swords are highly suggested. >-><-> 6.4.13 The Great Journey <-<>-<

The last level. wooo! At the beginning, its up to you to either drive the spector or get in the gunner's seat. I suggest the gunners. You might want to switch before you get to the wraith. The driver is usually pretty good at avoiding the mortor fire but you'll get hit eventually. You want to keep the white elite in the wraith. It's indestructable as long as he is in it. Let him take most of the enemy fire. The Hunters will stay alive a long time as long as you keep snipers/beserked brutes away from them. Free the prisioners as soon as you see them. distraction. They serve as a good

When you get in the banshee, fly forward. Do not stick around with Johnson. The scarab cannot get blown up, despite what he says. Fly all the way to the index place. You'll get way ahead of the Scarab, therfor avoiding the banshees. Hid the banshee next to the building. You'll have to wait a bit but the Scarab will come and blow up the door. The brutes can be tough in the next section. As soon as you see the brutes, lob grenades, then go under the floor and hid in the corner. Shoot the glass above you to provoke the brutes to come down and take them out one at a time.

Tartarus is hard unless you get him stuck. Bring needlers or a carbine. I simply kept staying on the upper level, looking down at Tartarus while he stared up at me. Sometimes he'd jump on the lift. When he does, just avoid him, he'll eventually jump down. Eventually, he got stuck in one place and I easily took care of him with needlers. Congrats, you beat the game on Legendary. <^> 7. Playing on Multiplayer <^> >>> 7.1 Intro <<< This part of the guide focuses on tackling on other humans on Live. strategies can still help you when your with friends though. >>> 7.2 Multiplayer Strategies <<< This section will have strategies and stuff people use often on Live. I'll post ones you guys give me or that I use on Live. If I get enough suggestions, I'll add numbers and maybe even categories. >>> 7.2.1 General <<< --Stealth Kills-One way of easily taking out opponents on levels with multiple stories is to get on a ledge and wait for an enemy to pass from under you. Then jump down and melee him, preferably with the energy sword, for a easy kill. -submitted by bobby blockhead (gamertag) >>> 7.2.2 Vehicle <<< --Getaway Car-Used on maps such as Coagulation, this strategy is used when the flag runner or bomb carrier cannot drive vehicles. Even if you cannot drive them, you can still be in the passenger's seat of a warthog or Spectre. Get a driver to drive you to the enemy base to plant the bomb or to capture the flag. When you capture the flag, run back to your driver and get back in the seat for a peaceful(well maybe not peaceful but fast) ride back. --Vehicle Surfing-In maps that use vehicles, its possible to ride on top of them without entering. This is best accomplished by jumping on and staying in the middle of the vehicle. The driver should avoid sharp turns as well. This is really useful for capturing the flag. --Ghost Jump-Usually requires an ally or a stupid foe. I have repeatedly noticed that having your legs slapped across the hood of a ghost not only doesn't kill you, but it propells you far, far into the sky. By havign the pilot boost at you, and jumping at the right moment (when the ghost is about four feet from you) you can pull this off without dying. In level such as Headlong, you can get to the base of a flag-bearing structure, pop up, freak the defenders out (at which time the rest of your team should charge their base), and thin their ranks with a pair of rockets or grenades or whatever the hell else suits your fancy. -submitted by Carey W. Free These

--Energy Sword in Warthog-Cool little trick in multiplayer. I've yet to find a consistently successful way to manipulate it, but have had a couple neat effects from it. When riding in the passenger seat of the warthog, equip an energy sword. If you get sufficiently close to an enemy that your cursor turns red, swing and nothing will happen. However, as soon as you press X to get out of the vehicle, you will begin flying directly at that opponent, even if they're a long ways away from you. There might be some cool tricks for this in CTF, but the only truly cool things I've been able to do are take out the sniper up on the rock in coagulation (the post you can normally only reach via banshee) and steal an enemy banshee as it flew far overhead. Hope you can find some use for it. -submitted by David Schafer >>> 7.2.3 Weapons <<< --Shock and Awe-Stand outside the door to an enemy filled room. Have your teammates lace you with plasma grenades. Run like hell in circles around the room, throwing grenades everywhich way. Blow up. Laugh at the stupified looks on your friends' faces. For a bit of a twist, Get in a banshee. Fly low over your mates. Have them lace you with plasmas as you go by. Fly into a group of foes. Cackle. Blow up. -submitted by Carey W. Free --Damage Energy Sword Users-If your opposing player has an energy sword and is fixing to perform the lunge attack quickly look at your feet, jump, and throw a grenade (plasma perferable). If done correctly, they will miss and you will kill them with a plasma grenade or lower there shields with a frag grenade. This'll take some practice to get right because you have to be quick about it. -submitted by Madcat --Shotgun vs Energy Sword-On levels like Midship where there is a sword and a shotgun and a lot of close-range encounters you definitely want the sword. But if you only have a shotgun and are faced with an enemy who has the sword I wait until I know the enemy is about to perform the lunge attack and as soon as I see him make his move and lunge at me, I pull the trigger to fire the shotgun. The lunge attack is so quick that by the time your shotgun goes off, the enemy doing the lunge will be right in front of the barrel and the blast will kill the enemy before his sword reaches you. It will take some practice to get the timing right but I can kill a lunging opponent about 60% of the time using this technique with the shotgun. -submitted by Dan --Hopping ov vehicles with the plasma sword-When carrying a plasma sword and you spot some vehicles, you can use a very cool tactic. Watch as you opponent tries to mow you down, jump (or move sideways), try with the sword to get a lock, lunge, then when you get close enough, hold X. You have just boarded him from about 10 feet. Can save you sometimes in multiplayer. -submitted Dan Bompadre >>> 7.2.4 Glitches <<< --Throwing objects through stuff--

This strategy is useful when transporting the flag/bomb. There are certain areas where you can throw objects through if your right against it. A very useful location is the gate on Zanzibar. You and a friend can capture the flag easier if one grabs the flag, runs up to the gate, and throws it out so the other person can grab it. This is really useful when there are people after you as soon as you grab the flag. -Submitted by INT Remedy (gamertag) --Wall climbing-You can actually wall climb! Now, I tried this only once and I need someone to email me the rest of the details. I did it on headlong. Two people must stand against a wall you wish to climb. One person has to jump on the other and the person on the bottom has to have an energy sword. The one with the sword has to look at the other player on top of him. The top player needs to start jumping while the other player hits B + X (or R + X) as fast as they can. Eventually, your suppose to start climbing up the wall. -thanks to tgrdf fsdg for clearing this up. --Getting to someone really fast with the sword and the rocket launcher-To do this, you need a rocket launcher and a sword. Now, its preferable that the rocket launcher is empty, just so you don't accidently launch a rocket at the person. Take out your rocket launcher and aim it at the person. Make sure your crosshair is red. Next, switch to your sword and IMMEDIATLY hit the R trigger. If you do it at the right time, you'll fly towards the person just like you were in a lunge. I did it before. It takes practice though. >>> 7.2.5 Map Specific <<< --Getting the 'hog in Headlong on a high place-Go to headlong, and get in a hog (i think it might only work with the gauss one). Drive it up the launch ramp, and make a sharp right turn at the top so you land on the dangling highway section. Now, turn the hog so that it's facing the balance beam. Back up until the two back tires are just hanging over the end, and slam on the gas. The motion forces the platform forward into the beam. When they collide, the hog will snap forward and, with luck, it will skid across the beam and onto the agacent tower. Now you can drive the hog into any spot on either of the two buildings. -submitted by Nick Vovos --Going REALLY high on Headlong-Someone has to get into a wraith first. Drive the wraith to the building that's incomplete and position it against the building and facing the small ledge. A person has to be standing at base of the ledge. Face the person with your wraith and boost towards him. When you ram him, he'll go flying. Very funny to watch. The person can get on roofs and such as well. Best to have an overshield before you get rammed. --Ultimate Sniper Spot on Burial Grounds-On the map "Burial Mounds", at the base with the two turrets, grab the sniper rifle and a freind. You and your freind head to the turret on the left side of the base that you have to jump up too. Now have your freind stand past the turret in the wall opening, up the slight incline at the edge of the wall opening. Jump on his head, and then quickly crouch jump again up onto the roof of the base. You now are at the ultimate sniper post! -submitted by Yetti

--Coagulation Secret-At the blue base(if you don't see the blue flags, it's the base with the sniper ledge), there is a secret behind the base. Get the banshee and fly behind the base. Go all the way up, then jump out. If you can run fast, dodge the banshee and climb up to the top. You should be able to see the whole level. -submitted by Chris Heskett <^> 8. FAQ <^> Since I've released this FAQ close to release date, Im sure Im going to get lots emails asking me questions. So if I get a bunch of the same question or if I see the question a ton on the board, I'll post it here. I know what happened to Aggrosk8tor and his San Andres FAQ... 1800 emails in less than two weeks. Q: What difficulty are you writing this for? A: Legendary. Q: Can I add you as a friend? Can we play together? A: Sure. I accept any invites. And I like joining in parties or custom games whenever I can. Q: What are these skulls I keep hearing about? A: They are special skulls found in single player missions on any difficulty. One of the skulls is found near the beginning of the metropolis level. After the first doorway, jump on a light attached to the wall. Then jump on top of the roof. Wander around and you will find a skull lying around. Walk over it and hit X. You will then pick up the skull and your HUD and weapon will disappear. Even if you discard the skull, you will still be blind of your HUD and weapon. You can do other single player levels with blind mode and the only way to restart is to restart your Xbox or restart Metro(I believe). I'll probably add in a secrets section later, after I'm satisfied with the rest of my guide. Q: How do I see my stats for my gamertag? A: You have to register online at bungie's website. though it. They'll guide you

Q: I see this marine carrying this big ass weapon around but I cannot pick it up nor will he fire it. What's up? A: Its actually a folded up stationary machine gun. The marine will set it up when the enemy comes so he(or you) can use it. You cannot carry it. Q: Is there an alternate ending for Legendary? A: No, there is a minor difference. In the credits the words "Feburary 9th" appear though. <^> 9. Acknowledgments <^> I would like to thank Bungie and Microsoft for their hard work and effort they put into this game. I also want to send thanks to the people who emailed me and helped fix my guide and add content. I also want to thank the people who play with me online. broke, so I have to keep text messaging people. Too bad my mic

Thanks to LUE, they rock. Also thanks to LlamaGuy for the place that doesn't exist.(copiedBigRigsFAQ/10) Thanks to the sites that host my guide. Thanks to you, the reader, because...because...well... thanks. <^> 10. Contact Info <^> If you would like to contact me about my FAQ, go ahead. Please mention my guide in the subject so I know what its about. Here is what you may email me about: *suggestions for my guide *errors in my guide *giving strategies or additional information for me to put in my guide that will help people (you'll receive credit) *saying thanks *asking me to put my guide on a site *pointing out typos/misspellings/grammar issues Unluckily, there are some people that like to send stuff not relevant to this guide. I've learned this from reading other FAQs and seeing the author complain about all the unnecessary emails they receive. So don't send me an email if it includes the following: *spam *flames *anything irrelevant to this guide *a question that's been answered in the FAQ(section 8) My email is JefftheStrider@gmail.com. So thats my FAQ. -End of documentHope you liked it.

_ _ _ | | | | | | | |__ | | ____| | ____ | __)| |/ _ | | / _ \ | | | ( ( | | |( (_) } |_| |_|\_||_|_| \____/ FAQ/Walkthrough Version 1.45 Username: Cool Z Email: idshanks@gmail.com Copyright 2004-2005 Iain Shanks

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The following sites have permission to host this FAQ/Walkthrough: GameFAQs http://www.gamefaqs.com/ Gamespot http://www.gamespot.com/ Cheat Code Central http://www.cheatcc.com/ Cheat Planet http://www.cheatplanet.com/ IGN http://www.ign.com/ Neoseeker - http://www.neoseeker.com/ Cheats Ahoy http://www.cheatsahoy.com/ The Gamers Temple - http://www.gamerstemple.com/ SPOnG - http://www.spong.com/ Halo 2 Help - http://www.halo2help.cjb.net/ Keyes ODSTs - URL With-held ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *WARNING* This FAQ/Walkthrough contains many, many spoilers. If you use the level guide, I suggest you only do so after having attempted the level and seen the story up until that point. Once you have read the part you need help with, I suggest not looking any further until youve played through it in game. NOTE: SOME LEVELS ARE MISSING FROM THIS FAQ AT THE MOMENT. NOTE THE NAME OF EACH LEVEL, OR YOU MAY END UP READING INTO A LEVEL YOU HAVENT PLAYED BEFORE. IF THE NAME SOUNDS UNFAMILIAR, DO NOT LOOK AHEAD UNTIL YOU ARE CERTAIN IT IS THE ONE YOU WANT. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~~~~~~~~~~~~ Author Notes: [11/09/04] Lo peeps. Anything that I just feel like saying but doesn't really relate to the game will be posted here. Ive had many projects set up for GameFAQs, and many were put up on my own websites, but I always lost interest in them. This one actually looks like itll get finished. Wish me luck... Cool Z.

~~~~~~~ UPDATE: For the New Year [01/05/05] Due to the slow speed of update demonstrated by most sites, Ive chosen to make IGN my top priority submission choice. In other words, the latest version of my guide will be on IGN. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ EMAIL NOTES [last updated 18/11/04] Please, no more emails requesting help with a specific mission! I am working my ass off at this thing, trying to improve it. I find Legendary pretty hard. I dont have the time to write a walkthrough for one specific person. Please have patience and wait for that specific levels walkthrough. Either that, or find another walkthrough, if thats even possible at this stage. I believe I have one of the first on the net just now. Im not doing this for money, and it drills into my free time. Correction Emails: If you notice any errors in the FAQ (no spelling/grammar errors please, just game related things), please email me with the correct info, and it will be corrected as soon as possible, with credit given to the general senders under the words And all the others who submitted info to the guide. Your email must stay true to the following example: [Subject:] Halo 2 Correction [Main email:] <Insert correction here> Question Emails: Also, if you have any questions, please email them to me. Your email must stay true to the following example: [Subject:] Halo 2 Question [Main email:] <Insert question here> Also, any requests for a Gmail account will be ignored, and your email address will be blocked. It isnt worth a try. Theory Emails: If you have a theory you wish to submit, just email it to me. Your email must stay true to the following example: [Subject:] Halo 2 Theory [Main email:]

<Insert theory title here> <Insert theory here> <Insert Author name or alias here> +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Contents: 0. Version History 1. Weapons Human a. b. c. d. e. f. Battle Rifle SMG Shotgun Magnum Sniper Rifle Rocket Launcher

Covenant g. Plasma Pistol h. Plasma Rifle i. Brute Plasma Rifle j. Needler k. Covenant Carbine l. Beam Rifle m. Fuel Rod Cannon n. Brute Shot o. Energy Sword Forerunner p. Sentinel Beam (Silver) q. Sentinel Beam (Gold) Grenades r. Fragmentation Grenade s. Plasma Grenade 2. Vehicles Human a. Warthog b. Scorpion c. Pelican Covenant d. Ghost e. Spectre f. Shadow g. Wraith h. Banshee i. Phantom j. Scarab Miscellaneous k. Orbital Drop Pod 3. Allies and Enemies The Humans

a. Navy Crewman b. Marine c. Orbital Drop Shock Troopers The Covenant d. Grunt e. Jackal f. Drone g. Hunter h. Brute i. Elite k. Prophet The Flood l. Infection Forms m. Combat Forms n. Carrier Forms The Forerunner o. Sentinel p. Enforcer 4. Characters 5. Level guides a. The Heretic [TBC] b. Armory c. Cairo Station d. Outskirts e. Metropolis f. The Arbiter g. Oracle h. Delta Halo i. Regret j. Sacred Icon k. Quarantine Zone l. Gravemind m. Uprising n. High Charity o. The Great Journey 6. Theories 7. FAQs 8. Credits Note: Copy and paste the contents title (including the number) into the Find box (CTRL + F), then press find twice to bring you straight to that section of the guide. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -----------------0. VERSION HISTORY -----------------(DD/MM/YY) Version 0.0 09/11/04 This is currently just a blank page with nothing more than this text placed on it.

It is here that I begin the Great Journey. Version 1.00 11/11/04 First posted version at GameFAQs.com When this guide is updated, the next version will be 1.1, 1.2, and so on. Level guide section is currently in pieces. Ive done up to The Arbiter level, including part of it. Then, I went on to the ODST Assault and then High Charity. Its basically just the ones fresh in my mind. Ill be updating the rest in order from here on out. Version 1.10 13/11/04 Minor updates. Just had a taste of the email madness that FAQ writers have to put up with everyday. Its been up on GameFAQs for one day and Ive already received about 100 emails (good thing I recently changed to Gmail). Heh, as much as Id like to credit you all, I cant. Its way too much work. Sorry to all those that dont get a mention. I plan on having another couple of levels done by the weekend. Ive corrected some minor errors like rounds per clip and such. Ive also completed the guide for the Arbiter level. Version 1.11 14/11/04 Cosmetic update. Ive simply added a few things that I feel make the guide easier on the eyes. Also a few minor errors corrected, like shots per clip and such. The Outskirts guide has also been improved slightly. Ive put more detail on the harder part of the mission. Version 1.20 16/11/04 Due to popular demand, Ive written a proper guide to what I considered a simple enough level. The Cairo Station guide is complete. Ive also... at least I think Ive finished the Outskirts guide. Minor notes have been added elsewhere. Version 1.25 21/11/04 Bits and bobs added around the place. Nothing Veteran. Finished the Guide for the level Oracle. Done a little bit on Delta Halo. Completed the guide on The Great Journey. Version 1.30 28/11/04 Delta Halo walkthrough completed, Regret started. Some other walkthroughs have been improved. Smaller additions as usual. Ive updated the Elite and Grunt ranks. If you see any more ranks that need to be added, please email me. Version 1.35 10/12/04 The guide now covers everything up to the end of Quarantine Zone. It wont be long until the entire thing is finished. Version 1.37 05/01/05 Had a long break over the Christmas and New Year period. Hope you all had a good time. Back to work now. Ive made

minor changes to the guide. Gravemind has been started. Version 1.40 06/01/05 Minor changes made. Added Vegechans great theory to the file. Changing the look of contents. Some things in contents are in the wrong order right now. Done a bit more of the Gravemind level. Version 1.45 06/01/05 Gravemind guide completed. Yet to start the next mission. As usual, minor changes have been made. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------1. WEAPONS: ---------------------Battle Rifle -----------This is a great weapon. The bullets are fairly powerful, and with the three shot bursts it can be devastating. A great weapon for clearing out jackals, especially those damned snipers. On legendary, if an enemy sniper spots you, you will probably have no more than 2 seconds at the very most to react. If you can peek out of a corner with your scope set in the general direction of the Jackal, one quick burst should at the very least injure him, giving you the chance to set your sights for the kill. There is no single fire for the Battle Rifle. I believe it is to make the Carbine more useful. Otherwise, I doubt many people would take much notice of it. 36 rounds per clip. 2x Zoom. --SMG --In game, it is known as the SMG. For those [few] of you who dont know, this stands for Sub-Machine Gun. This weapon is, in my opinion, the best for Drones. On legendary, I very rarely used it for anything more than Drone and Grunt cleanup. Every now and then, it served well against a single Elite. If a tricky Elite is hiding in a corner, and you have no available grenades, this weapon is just screaming for it. Peek around the corner with two of these and BAM! No more Elite, lots more purple paint. It can be a bit risky though, so I tend to stick with Plasmas for Elites. 60 rounds per clip. Dual Wield. ------Shotgun

------This is a weaker version of the original. Its still a great Flood stopper, but Elites wont go down as easily with it. It used to stun them when hit by a point blank shell. Now, itll damage then, but it definitely wont stun them long enough for a clean kill. 12 rounds per clip. -----Magnum -----Thankfully, this is definitely going to be less of a favourite than the old handgun. It is still useful, but not so much past the first level. At least this shows it wont be the One man army weapon the old one was. Update: After trying this thing out a bit more, I like it a lot. It is pretty powerful. Add that with the good rate of fire, and you have a nice Elite stopper. I like using this with an SMG. Think about it: The SMG gradually eats the Elites shield away, and the Magnum packs a small punch every half second or so. The Elite will go down in no time. 12 rounds per clip. Dual Wield. -----------Sniper Rifle -----------Its the same as the one in Halo. I cant really say any more than that. Im not sure there is a Night-Vision feature anymore, but it wouldnt really be useful in Halo 2 anyway. A couple of headshots should take out the average Elite. Pretty useful, nothing special. 4 rounds per clip. 5x Zoom. 10x Zoom. --------------Rocket Launcher --------------Just another Halo replica. It has a new homing feature. You must hold your sights on the enemy vehicle. Once it turns red, hold R until a beeping sound plays, indicating a lock-on. Fire away. This feature is best used over a fair distance, but nothing too exaggerated. For the melee, the Spartan/Elite swings the launcher round the shoulder, and hits the enemy with the butt of the weapon from above. 2 rockets per clip. 2x Zoom. ------------Plasma Pistol -------------

Halo replica, nuff said. The charged bolt takes 10 charges from the gun. It used to instantly deplete an Elites Shield. Now, there is one that can take a blast and still have decent shielding. The Spec Op Elite (Silver) has a much more powerful shield than the rest. If you have something like an SMG as an alternative weapon, a good strategy is to dual wield Plasma Pistols and send two charges into the Elite. Not only will it be stunned momentarily, it will also be vulnerable to bullets. Quickly switch to the SMG and fire away. For the melee, the Spartan/Elite thrusts his fist straight at the head of an enemy of equal height. 100 charges per pistol. Dual Wield. -----------Plasma Rifle -----------This thing fires weak plasma charges. This paired with an SMG is an amazing anti-Elite combo. The Rifle takes out the shield with ease, and then the bullets pierce the physical armour, killing the Elite in the process. This is great against anything with a plasma shield of any sort. 100 charges per rifle. Dual Wield. -----------------Brute Plasma Rifle -----------------This is a Plasma Rifle with a faster rate of fire and slightly stronger bolts. It also overheats faster. 100 charges per rifle. Dual Wield. ------Needler ------It feels slightly different from the original one, but it is essentially the same thing. The needles blow slightly faster. This thing is an awesome Brute stopper. Dual wielding these is all you really need to take down those stubborn Brutes. If they wont budge, its all the better to pierce their skin. 30 needles per clip. Dual Wield. ---------------Covenant Carbine ---------------This thing is a single shot version of the Battle Rifle. I think this weapon is the sole reason that the Battle Rifle doesnt have a single shot. I havent thought much about this, but I think this is my favourite weapon. It

is a great weapon for Brutes. Two or three shots should remove the helmet, and the next couple should finish him. It is also quite useful for stationary drones and both types of Jackals. 18 rounds per clip. 2x Zoom. ---------Beam Rifle ---------Its basically the Covenant sniper rifle. Two consecutive shots will overheat it. One hit from this on legendary will usually finish you. [I think] It depends on where you are hit, but you will die 90% of the time with a full shield. 100 charges per rifle. 6 charges per beam. 5x Zoom. 10x Zoom. --------------Fuel Rod Cannon --------------I never actually used this thing, but my friend did when we were player co-op. I remember him saying that its more powerful that the rocket launcher. It may just be that the target happened to be weaker to this than to rockets, in the same way Plasma Shields are weaker against plasma than bullets. Ive found that it takes approximately four rods to kill a Hunter. However, I never got the rods to make contact with the skin. The Hunter was hit head on. 5 rods per clip. ---------Brute Shot ---------Its a grenade launcher, and a favourite of the Brutes. The grenades seem to explode randomly on first or second impact. Now, I am reaching when I say this, but I think the grenades explode automatically when locked on. I mean, you lock on and fire a grenade, but you can tell its going to miss. Well, just as its about to pass the target, it blows. This is a great anti-vehicle weapon. About three or four grenades can take out most smaller vehicles. Add this up with the firing rate, and youve got yourself a damn useful weapon. This also has an under-slung blade. This blade seems almost as, if not just as powerful as the Plasma Sword. 4 grenades per clip. -----------Energy Sword ------------

I prefer to call it the Plasma Sword, but thats the official name. The Sword has charges (ammo), and these go down whenever you kill an enemy. It starts at 100 (assuming the enemy you got it from didnt use it first), and goes down depending on the enemy killed. Killing the Flood loses three charges. Killing anything else drops it by ten. The lunge attack usually kills lesser enemies in a single swipe. Elites, Brutes, and Hunters can survive it. Hunters are practically immune to the thing due to their mass amount of armour. Elites without their Shields would be instakilled. The Brute can take the damage directly on their body and live. If you hit a Brute with this thing, it will probably get pissed, so be sure to finish it quickly. Another thing to watch out for with this is the Brute Shot, which, as said before, has an under-slung blade for close combat. If you do lunge for a Brute, back off as soon as possible, then lunge again as soon as youve locked on. The Sword will collapse to nothing once it has run out of charges. The handle can still be used, but I really wouldnt advise it. 100 charges per Sword. ---------------------Sentinel Beam (Silver) ---------------------This shoots the old orange/yellow beam from the original sentinels. Its relatively useful against Plasma shields and other Sentinels. This weapon is also the Holy AntiSon-of-a-bitch machine, as far as the Flood go. No other weapon compares in power. -------------------Sentinel Beam (Gold) -------------------This is a more powerful, blue beam, which can be retrieved from a Gold Sentinel. --------------------Fragmentation Grenade --------------------These have a shorter fuse than the one in the original. Its half a second as soon as it strikes a surface. Still mainly useful against the lesser Covenant and he Flood. 4 frags at once. -------------Plasma Grenade --------------

Its almost the same as the original. I find it useful for Elites, Brutes, Heavy Sentinels, and Vehicles. The fuse is slightly shorter. It starts counting once it settles on the ground (or an enemy). Its nowhere near as useful if you just get it to land near the target rather than on them. 4 plasmas at once. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -----------2. VEHICLES: ---------------Ghost ----Comes with dual Plasma Cannons, There is a boost function. Its single seat only. Its probably the most common Covenant vehicle. Luckily, they arent that hard to destroy. In Ghost-to-Ghost combat, just get a few bursts in right off the bat, and the front of the wings will collapse. The Ghost will jump a bit to one side and in that time you should be able to finish it. When boarded from the front, the Spartan/Elite leaps onto the left wing of the Ghost and jump-kicks the driver off the Ghost. To finish it off, he lands right on the seat. When boarded from the rear, the Spartan/Elite grabs onto the back of the ghost, and punches the driver in the back of the head before hopping into the now empty seat. ------Banshee ------These come equipped with dual Plasma Cannons and a Fuel Rod Gun. There is a boost function too. Its single seat only. These can be a pain in the ass. They have a pretty good aim. If youre in a Hog or Ghost, they can be safely ignored. If youre in something slower, like a Wraith, I would suggest getting out and hiding. Wait for it to swoop you and give it a good go with your rifle. Either that, or if youre feeling lucky, try to jack it. When boarded, the Spartan/Elite grabs hold of the Banshee. If it is AI driven, it will most likely go upwards in an attempt to shake you off to your doom. The Spartan/Elite will pull at the drivers leg and toss him out of the Banshee, before taking control of it himself. The driver will meet a sticky end. -------

Spectre ------Best described as a Covenant take on the Hog. It has a turret on the back, a driver seat (obviously), and two side wing thingies, which two other people can sit on. It is similar to the Shadow, which can be found in the pre-halo screenshots in Bungies official site. When boarded from the front, the Spartan/Elite jumps onto the front of it, a foot on either side of the pilot hatch. Then, he gives the driver a good whack and sends him out of the vehicle. The Spartan/Elite then jumps back off the vehicle to go for the kill. When boarded from the rear, the Spartan/Elite pulls himself onto the edge of the turret stand, and puts his arm around the gunners stomach. He then swings the gunner off the vehicle. The Spartan/Elite then jumps back off the vehicle to go for the kill. Note: Cannot be boarded and driven in the one action. The Spartan/Elite will always jump off the vehicle after boarding. You must then treat it just like you would any other empty vehicle to drive it. -----Wraith -----This is the Covenant tank. Its basically a mortar tank. When AI driven, it has two side guns, which fire when a target gets very near. I cant find out how to operate them as the player though. When boarded from the front, left, or right, the Spartan/Elite jumps on top of the Wraith and moves up to the left or right side of the hatch. You must then press B to beat the hatch. After three or four hits, the hatch will snap off, revealing the driver. You can then either press B again one or two times to kill the driver, or press L to plant your currently selected grenade in the Wraith, killing the driver and damaging or destroying, the Wraith. You must then press X to jump off the Wraith, and X again if you wish to drive it. When boarded from behind, the Spartan/Elite grabs onto the back of the Wraith and breaks a hole in the back. Once open, a grenade can be thrown in. Getting a grenade in here seems much more likely to destroy the thing outright. -----Shadow -----This is a Covenant War Bus. It has a gun turret on top, and looks like it can carry a Wraith underneath, though Ive only ever seen it carry a Ghost. I think they can carry passengers in the sides too, but Im unsure of this just now. Every time you destroy one of these, youll be

rewarded with a next to perfect Ghost. Theyre pretty tough, only because of their armor quality. This vehicle cannot be driven. However, the topside gun can be both boarded and used by you. ------Phantom ------This is the primary Covenant Dropship. It can be devastating in legendary if no cover is around when it makes a drop, as it has three high-powered gun turrets on the underside. These guns can be destroyed with small arms. A few bursts from the Battle Rifle should do it. Shooting rockets at the rear underside of the ship seems to have a cosmetic effect, but I cant seem to down it (as I expected). However, I may simply need more heavy weaponry. This vehicle cannot be boarded or driven by the player. Note: This ship seems to be AI driven, rather than driven by completely fixed paths that the Pelican and the U-Ship from the original went through. -----Scarab -----This is basically a large building, with four legs supporting it. It also has what resembles an eye. This eye is a large plasma cannon, and when I say large, I mean you havent seen anything in any way comparable to the destructive power of this thing. I found that on legendary, its very rare to get your Scorpion destroyed. In fact, it only happened to me once. However, when I came across this beast, there were a few marines with fixed machine gun placements on the roof of a building and a Scorpion on a ramp right below. The Marines werent really worth noticing for the Scarab. The Scorpion was doing its best to down the cannon on board the Scarab. However, after about 5 well-placed shots (well, its hard to miss something that big), the Scarab had its cannon fully charged, and unleashed chaos upon the tank. The turret of the tank was blown clean off and the rest of the tank was in pieces. IIRC, youll only come across two of these in the entire game. This seems to be driven by fixed paths rather than the games AI. ------Warthog -------

Comes with two different turrets. The first version, the one with the good old chaingun, can be treated in just the same way the one from Halo was. The only difference worth mentioning is that you must now watch the damage you take because after a good beating, this thing is just gonna give in to the strain. The second version has a Gauss Rifle on the back. I have completely fallen in love with that turret. On legendary, it should take no more than two direct hits to kill a Veteran Elite. A Spec Op Elite might take 3-4 shots. The best way, IMO, to describe a Gauss Rifle is to consider it a very powerful shotgun blast, point blank possibly. From what I can make of the word Gauss, this weapon fires a metal rod, or slug, at extreme forces using magnetism. The passenger seat is now in 3rd person too. I personally think this was a bad move. I dont find it very easy to get used to. It could just be that Im used to using the passenger seat in 1st person though. You can now reload in the passenger seat. Simply tap X, since you now have to hold X to get in and out of vehicles. I know that many of us had a problem with sitting in the passenger seat. Youd get to about 20 bullets in your rifle, then hit X to reload, and would be flung out of your Hog. Not a problem now. Note: As the AI marines can now drive Warthogs, you are free to use their turrets or laze around in their passenger seat. However, the AI is definitely inferior to the average player as far as driving is concerned. It can get you killed sometimes. And no, I dont mean that every now and then you will happen to die, just like you would with a player driving. What I mean is that sometimes they will do the stupidest thing possible, and get themselves trapped between a couple of Wraiths. When boarded, a similar scenario to that of the Spectre takes place. -------Scorpion -------This thing is probably the vehicle with the most similarities to the Halo counterpart. It just feels so similar. The only difference I can thing of seems more like a bug in the game more than anything else. When a player is driving the Scorpion on Coop, the other player cannot sit on the side of the tank, while the AI can. When boarded, a similar scenario to that of the Wraith takes place. ------Pelican ------Basically, its the same as the Phantom. It does have a

bit less firepower though. It has a high-powered gun on the underside of the nose. It also has a chain-gun just like the one on-board the Warthog. The gun is placed right at the edge of the passenger section of the ship. Like I said with the Phantom, it seems to be AI driven. ---------------Orbital Drop Pod ---------------These are the pods used by the Hell-jumpers and Elites for quick insertion into hostile territory. Survival is not guaranteed whilst riding in one of these. The arrival of these extra troops is enough to turn the tide of the battle. Not AI driven. Falls from the sky at preset points. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -----------------3. ALLIES/ENEMIES: -----------------***** Grunt ***** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Heretics 3. Covenant Rebels ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. 2. 3. 4. Plasma Pistol Needler Fuel Rod Cannon Plasma Turret w/ Plasma Pistol (for backup)

~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ They are pretty much the same as in Halo. Not worth noticing on the two lower difficulties. They're a minor annoyance on the higher difficulties when in small numbers. In larger numbers, they can be a bit of an ass. They are the weakest and simplest of the Covenant. Killing a more experienced Covenant around them can cause them to break formation and flee. Some of them also come with Active Camouflage.

If they get near an empty Ghost, they may attempt to drive it, but they are much easier to take down than an Elite driven Ghost. ~~~~~~ Ranks: ~~~~~~ Minor Grunt: Orange Armor. No challenge whatsoever. Veteran Grunt: Red Armor. Its barely a step up from the original. Occasionally (yet rarely), it comes with a Fuel Rod Cannon. Multiple of these Grunts can lead to a bad headache. Support Grunt: Green Armor. These guys come with Plasma turrets. Theyre the only ones who can set one of the turrets up. Can be a right bitch if you arent careful. Finish them before they complete their job. They sometimes come with a Fuel Rod Cannon too. Spec Op Grunt: Black Armor. Comes with the Fuel Rod Cannon more often. Elite Grunt: White Armor. The top notch, as far as Grunting goes. They use grenades much more often than the other types. Usually hangs around high ranking Elites. Heretic Grunt: Yellow Armor. These seem to be the equivalent of a Veteran Grunt, only on the Heretics side. ****** Jackal ****** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Loyalists ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Plasma Pistol w/ Plasma Shield 2. Beam Rifle w/ Plasma Pistol (for backup) Description: The first weapon set acts just the same as in Halo. The Beam Rifle weapon set takes the role of the Covenant snipers. In legendary, they almost never miss a shot. If you shoot the gun out of their hand or scare them a bit, they'll drop their Beam Rifle and flee, using a Plasma Pistol from then on. They won't have a shield though. The shield of a Jackal can be destroyed by being shot with heavy fire... a couple of Beams form the Beam Rifle or something similar should do it. They break formation and flee when their Plasma Shield is destroyed.

~~~~~~ Ranks: ~~~~~~ Minor Jackal: Blue Shield & Armor. Lowest Jackal. Veteran Jackal: Orange Shield & Armor. These are slightly stronger shield with higher accuracy. Sniper Jackal: No Shield & Grey Armor. Theyre definitely the more dangerous of the bunch. Takes fewer bullets than the average minor grunt. ***** Drone ***** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Loyalists ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Plasma Pistol 2. Needler ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ They usually come in swarms between 5 and 10, but I have seen slightly larger numbers. Can be a bit of a **Female Dog** to hit. Only difficult if surrounded by them, especially when they're using Needlers. The Marines refer to them as Buggers. I think this is a smart assed comment, about them being bugs, and a royal pain in the ass. ~~~~~~ Ranks: ~~~~~~ N/A ****** Hunter ****** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant

2. Covenant Rebels ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Tweaked Fuel Rod Cannon w/ Large Metal Shield. ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ The Hunters are actually as fierce as their appearance is intimidating. They move at approximately the same speed as in Halo. However, their close range attacks are pulled off in a swifter manner, meaning less time for those belly shots. No longer can you beat a Hunter senseless whilst standing at it's back. It will pull a big leap around on the spot and smash you into the ground with its shield. Close range attacks are absolutely devastating on Legendary, and almost as bad on Heroic. Now, the Fuel Rod Cannon from Halo was embarrassing. This weapon can now cause absolute chaos. If Hunters didn't always have a Bond Brother I would still consider them a pushover. One Hunter could distract you whilst the other demolishes your ass with a well-placed Fuel Rod. It is now slightly modified. It handles differently from the average Fuel Rod Cannon specially modified for the Hunters. The Cannon fires two large blasts which travel through the air faster than a rocket, though not by much. The blasts are always fired within half a second of each other. The recharge time for the Cannon has been shortened significantly, and the Hunter can now fire it whilst moving. ~~~~~~ Ranks: ~~~~~~ N/A ***** Brute ***** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Loyalists ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. 2. Brute Plasma Rifle 2x Brute Plasma Rifle

3. 4. 5.

Brute Shot Covenant Carbine Unarmed (Last resort)

~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Their behavior with the Brute Plasma Rifle and the dual Brute Plasma Rifle isn't that much different from the Elites. The Brute Plasma Rifle is slightly better than the Plasma Rifle though. Their version fires at a slightly faster rate, and the bolts are slightly stronger, but it will overheat at a faster rate too. When armed with the Covenant Carbine, they'll stand near the back of the bunch and take shots at who ever they can. With the Brute Shot, they'll stand at a fair distance and bombard you with grenades. The grenades seem to blow up on the second impact, but I'm not sure of this yet. Also, if you get too close to a Brute with this, they'll take a swipe at you with the under-slung blade. The damage dealt by this is similar to, but not quite on par with the Energy Sword. If a Brute is unarmed, you better have an Energy Sword on you, or else you better keep as large a distance as possible between you. A Brute is never initially unarmed. However, when it gets pissed (in a similar way to the Jackal getting scared), it'll toss it's weapon on the ground, and will charge any enemy it sees. If you are aware of the charge, and have access to an Energy Sword, you can line up your sights and slap it silly with the lunge attack (which is an insta-kill on most enemies on legendary). ~~~~~~ Ranks: ~~~~~~ Minor Brute: These ones come with a silver helmet. Pretty basic. Captain Brute: These ones come with a small, red flag on their back. They are always (AFAIK) armed with Brute Shots. Honor Guard: These are the Holy Guards of the High Prophets. They are the toughest of the Brutes. Watch out for them. They wear a red helmet, and have lighter fur than the average Brute... similar to Tartarus fur. They are also noticeably tougher and bulkier than the average Brute. Getting into close combat with these things isnt the best of moves. ***** Elite

***** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Heretics 3. Covenant Rebels ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. 2. 3. 4. 5. 6. 7. 8. Plasma Rifle 2x Plasma Rifle Fuel Rod Cannon Covenant Carbine Beam Rifle Sentinel Beam Energy Sword Plasma Rifle w/ Energy Sword (for backup)

~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ For the most part acts like it does in Halo. With the Carbine, it acts just like the Brute does. With two Rifles, it acts like it has one, except it fires two. Not hard to understand at all. Some Elites come equipped with a thruster-pack for maneuvering in space and other lowgravity areas. All the Elites that the Chief encounters are in full body armor. The true appearance of an Elite is seen only in the intro and one later sequence. Their skin is black, and lizard-like. Also, Silver Elites (which seem to have replaced Black Elites), now come with a Plasma Rifle initially. However, piss it off too much, or get too close with a couple of SMGs, and it'll whip out its Energy Sword and show you the meaning of pain. Back off quickly enough though, and you have an easy hit, as it doesn't seem to use the Plasma Rifle again (though I haven't yet confirmed it). If youre ever having a specifically hard time with an Elite, try your luck in close quarters. Elites have a noticeable weakness to melee attacks. They take about a second or so to recover from a hit. However, dont attempt close combat with an Energy Sword toting Elite (usually Commander), and NEVER attempt to attack a Spec Op up close, whether its armed with Energy Sword or not. If a Spec Op gets pissed at you, you know what happens. If youre too near when it happens, you have signed your own death warrant. Also note that while Elites attacks are fairly basic to dodge, it isnt always the smartest of moves to get into a melee fight with one. The Spec Op Elite not only gets pissed at you for smacking it one in the face as stated above, but it also gets especially pissed if you dodge its counter-attack.

~~~~~~ Ranks: ~~~~~~ Minor Elite: Blue Armor. It is the lowest Elite rank. On Legendary, even these can be challenging. Seems to concentrate mainly on ground combat. It sometimes drives a Ghost. These guys also take the Thruster Packs into battle when necessary. Veteran Elite: Crimson Armor. Its just a single step up from the Minor rank. Not a very noticeable difference, but still very challenging. Pilot Elite: Red Armor. They seem to solely concentrate on piloting. I never noticed them before, but recently I noticed two shades of red Elites, so I had a look and noticed the difference. These guys can be found piloting the more dangerous vehicles, like the Scarab, and Banshees and such. Spec Op Elite: Silver Armor. The Silver Armored rank seems to have replaced the old Spec Op [Halo 1 Black Armor] rank. Get them pissed, and theyll pull out an Energy Sword and ram it up your rear end. They also come equipped with improved Energy Shielding. Black Op Elite: Light Brown Armor. These are the Elites with Active Camouflage modules. Elites can now wear a weak Energy shield along with active camouflage. Spec Op Commander: White Armor. These guys lead Spec Op teams, and are in charge of important but small-scale operations. Like the Spec Op, the Commander Spec Ops also carry Energy Swords, and improved Energy shielding. Warrior Elite: Black Armor. These guys seem to be included in special operations, for important, heavy-duty tasks. Whenever the odds are against the Covenant, these guys seem to be there. Commander Elite: Gold Armor. This one always has an Energy Sword. These are the commanders of Covenant ships and fleets. If you see one of these, a couple of Spec Ops usually arent far behind. Heretic Elite: Yellow Armor. Seems easier than a Minor Elite, if you ask me. Well, nothing special to mention. Most commonly comes equipped with the Covenant Carbine. Honor Guards:

Fancy-assed armor. The Elite of the Elites. These are the High Prophets Holy Guards. Be very wary when faced with one of these. With two armor styles, they wear red armor similar to that of the Veteran Elite, or the silver armor of the Spec Op, but you can tell them apart from the other Elites by the red helmet they were. ******** Prophets ******** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Loyalists ~~~~~~~~~~ Equipment: ~~~~~~~~~~ Prophet Chair ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Flies around on a chair. The Chair has two yellow circles on the underside. These circles are capable of firing destructive lasers. Prophets are capable of teleporting from one location to the other within the one room. Prophets are also impervious to all firearms available to you. The only way to kill a Prophet is to board his Chair. Once on, you can press B to melee him. Generally you can get 4 or 5 hits in before he teleports, forcing you off. They take quite a beating, but without support from other forces, they are almost harmless. ~~~~~~ Ranks: ~~~~~~ N/A *************** Infection Forms *************** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. The Flood ~~~~~~~~~~ Equipment: ~~~~~~~~~~

N/A ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ These come in large numbers and swamp their targets until they are completely overwhelmed. They are just about exactly the same as those in Halo. Infections are slightly more damaging, so you shouldnt let them suicide on you as much. The Flood, contrary to popular belief, arent meant to be super-strong life forms that mercilessly slaughter all in their path. They are, however, supposed to be extremely lethal. They depend on numbers to swarm the enemy and infect others. Any Flood lost will be regained once their enemies have become infected. They will turn into a Combat Form of the Flood hours later. ~~~~~~ Ranks: ~~~~~~ N/A ************ Combat Forms ************ ~~~~~~~~~ Factions: ~~~~~~~~~ 1. The Flood ~~~~~~~~~~ Equipment: ~~~~~~~~~~ The Combat Forms can use all of the available weapons. ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ These are infected Humans and Elites. They dont bother with strategy anymore. They simply charge. They are capable of using all weapons, so their threat level varies. Their arms can be shot off to force them to drop their weapon. Im not sure, but I dont think a Flood can dual-wield. Ive never seen one do so. Combat Forms can drive vehicles any vehicle in the game in fact. ~~~~~~ Ranks: ~~~~~~ Human Host: There is generally no difference between the hosts, except appearance.

Elite Host: Again, just about no difference. Ah, these guys sometimes have a weakened Energy Shield. Nothing much more to note. ************* Carrier Forms ************* ~~~~~~~~~ Factions: ~~~~~~~~~ 1. The Flood ~~~~~~~~~~ Equipment: ~~~~~~~~~~ N/A ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ These are infected Humans and Elites. They dont bother with strategy anymore. They simply charge. They are capable of using all weapons, so their threat level varies. Their arms can be shot off to force them to drop their weapon. Im not sure, but I dont think a Flood can dual-wield. Ive never seen one do so. Combat Forms can drive vehicles any vehicle in the game in fact. ~~~~~~ Ranks: ~~~~~~ Human Host: Carrier Form: A badly injured Combat Form or an Infection Form, which has survived a long time, is thought to mutate into this form. Other beings, which are deemed unworthy of Combat status, like the Grunt or Jackal, are also thought to serve this purpose. They are basically a big bag on stumpy legs. Once they come within a few meters of a target, they explode, releasing a new bunch of Infections. ******** Sentinel ******** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. The Forerunner 2. Covenant Heretics ~~~~~~~~~~ Equipment: ~~~~~~~~~~

1. Sentinel Beam ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Its the same as in Halo. They have a new rank, which comes with a blue beam. These are stronger than the orange beam. ~~~~~~ Ranks: ~~~~~~ Basic Sentinel: Silver plating. They fire orange beams. Enhanced Sentinel: Gold plating. They fire blue beams. ******** Enforcer ******** ~~~~~~~~~ Factions: ~~~~~~~~~ The Forerunner ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Heavy Needler 2. Rocket Launchers Description: First off, these things have a large, 2 part shield similar to that of the Jackals. The Heavy Needler acts just like a Needler, except on a much larger scale. The needles are also red. The rockets are mainly used against vehicles. A burst of about 10 rockets is launched at the vehicle and that vehicle is demolished if it doesn't move. It also has the devastating ability to lift vehicles up and crush them instantly. ~~~~~~ Ranks: ~~~~~~ N/A ************ Navy Crewman ************ ~~~~~~~~~ Factions: ~~~~~~~~~ Humans

~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. 2. 3. 4. Handgun Battle Rifle SMG Auto Rifle

Description: Actually of some use in Halo 2. You won't see much of them, as they are only present near the start of the game. There isn't really much to say about them. ~~~~~~ Ranks: ~~~~~~ N/A ****** Marine ****** ~~~~~~~~~ Factions: ~~~~~~~~~ Humans ~~~~~~~~~~ Equipment: ~~~~~~~~~~ They can use all weapons in the game except Energy Swords. ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ You will see these throughout the whole game. The rest can be read above. Note: Sarge seems to be invincible now. He always seems to come to a set part of the level and leave all of a sudden. He never seems to die. ~~~~~~ Ranks: ~~~~~~ N/A *************************** Orbital Drop Shock Troopers *************************** ~~~~~~~~~ Factions: ~~~~~~~~~

Humans ~~~~~~~~~~ Equipment: ~~~~~~~~~~ They can use all weapons in the game except Energy Swords. ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ More commonly known as Helljumpers. Just think of them as beefed up marines. There is nothing more to say. ~~~~~~ Ranks: ~~~~~~ N/A +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------4. Characters ------------[SPOILER ALERT] **************** The Master Chief **************** The Chief (or Spartan-117) is a genetically enhanced soldier equipped with state of the art MJOLNIR BattleArmor. One of the few surviving SPARTAN-II supersoldiers, he is set to play a huge part in the war against the Covenant. He is one of the few survivors of Halo. If not for the Chief, Halo could have been set off, extinguishing all life in the galaxy. *********** The Arbiter *********** The Arbiter is an Ex-Commander Elite. He was in charge of the Covenant on Halo. Having allowed Halos destruction, and failing to kill the Chief afterwards, he is stripped of his position, tortured, and set up for execution. However, the High Prophets of Truth and Mercy have other plans. They decide that, while he rightly bears the blame for his failure, he is no heretic. He can be put to other uses. He is then given the ancient armor of the Arbiter. ******* Cortana *******

A Smart AI who works alongside the Chief, Cortana is capable of breaking into Covenant security systems, and all sorts of other high security computer systems. Based off of Dr. Halsey, the head of the SPARTAN-II Project, she is full of smart-ass comments for anyone unfortunate enough to walk into them. ***** Sarge ***** Sergeant A.J Johnson, more popularly known as Sarge, is a hard-assed Marine brought up with the pure hatred of the Covenant engraved into his very bones. Nothing pleases him more than a dead Covenant soldier... except maybe two dead Covenant soldiers. He is one of the few survivors of Halo. As the Pillar Of Autumn was set to self-destruct, he entered a Cryo-pod, and shot off into space, just in time to avoid the explosion. **************** 343 Guilty Spark **************** The Monitor of Installation 04, AKA Halo, he is the reason Halo had to be destroyed. After leaving Cortanas side, the Chief was tricked by the Monitor into fighting through the Library in order to retrieve the Index. The Index is a small key, able to fit into the Chiefs hand, which is capable of activating Halo and destroying all the life in the galaxy. Once he realized what was going on, the Chief refused to activate Halo. 343 Guilty Spark ordered his Sentinels to attack. Since 343 Guilty Spark use the Index by himself, his only option was to kill the Chief, and find another to use the Index. The Chief and Cortana had no other choice than to destroy Halo. More to come soon... +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ---------------5. LEVEL GUIDES: ---------------Note: The Veteranity of this guide is designed for Legendary, unless otherwise specified. ============= Cairo Station =============

Alert Boarders inbound! Miranda and a couple of others will take the Tram to their ship. Follow the Marines down the stairs and grab the weapons on the wall. You might want to switch to the SMG and pick up a second one for later. Sarge will pick up an Automatic Rifle from the crate below. Follow him and the Marines through to the next room. Hows it going Malta? Stand by... theyre latched! Check your targets watch the crossfire. Theyre in standard formation: little bastards up front, big ones in back. Good luck Cairo. Out of the window you will see a large ongoing battle out in space. A Covenant boarding craft will close in rapidly before a small pod is inserted into the ship and they unload. Muffled gunfire can be heard from the next couple of rooms. Sarge will deploy the Auto Rifle at the top of the stairs. The Marines will start scurrying around for cover. The center of the door starts to glow orange/white, as the Covenant burn through it. All you can do is sit... and wait. ******************** Home Field Advantage ******************** OBJECTIVE Repel the Covenant boarders. The door burns and burns, and then suddenly explodes into small pieces. Covenant forces come swarming in, and Sarge opens up with the MG. He will kill the Veteranity of them. Take out any stragglers with your SMGs. If its an Elite, draw him out in front of Sarge. Watch out for the Elites who come from the upper floor. Those ones have a tendency to end the party without you having any idea what just happened. They are armed with dual Plasma Pistols. They can fire them off at almost the rate of a Plasma Rifle. Run through the door with the Marines and turn right. A small group of Covenant forces will be attacking a lone Marine. He will be attempting to hold them off with an Auto Rifle unsuccessfully. Clear them out and move on. Go up the stairs and use the Auto rifle conveniently placed at the window.

A bunch of Covenant forces will come rushing at the two Marines below. Protect them as best as you can. Remember, an extra Marine is a great help in Legendary: You have more bait for the enemies. Careful as soon as that Auto Rifle starts rattling, an Elite or two may come up the stairs to investigate. Once the room seems clear enough, move to the lower floor. Move on to the other side of the room, with the Marines leading the way. Careful Elites and Grunts will come out from both doors. I suggest concentrating on those on the right first. Make sure to find something that covers you specifically from the left side of the room. This could take a try or two, but youll get there. Once youve cleared them out, take the left door and move up the stairs. Youll come to the upper floor of a room similar to the one in which you met your first contacts. Weve got boarders in the fourth Pelican bay! In here, a boarding craft has already been latched on and Covenant forces are attempting to kill some resisting Marines. Theres a bunch of Plasma Grenades lying around here. They are going to be very useful here. Finish everyone out in the room and then concentrate on the energy barrier fixed inside the craft. It shuts off every now and then for reinforcements to come out. Your job is to tag a couple with Plasmas before they make it onto the ship floor. Hey, check it out. The Maltas already driven off its boarders. Malta: what is your status? Over. I dont believe it! Theyre retreating. We won! As the Covenant ships withdraw, and the explosions die down, the Malta seems free in the distance. Suddenly, a blinding white light several times the size of the thing - erupts from the Malta. Pieces of the MAC gun fly off into the distance. This is bad... real bad. The Cairo station starts to vibrate from the extreme force of the distant explosion. Drop down to the floor below and move under the Pelican. Covenant parties will move in from the door ahead. A quick Plasma grenade and a few Battle Rifle bursts should be sufficient force. Move on through the corridor, ignoring the Auto Rifle. There is another Pelican bay ahead. The Marines in this one are at a disadvantage... or a bigger disadvantage, at least. A couple of Grunts above have the Marines pinned with

Plasma Turrets. A couple of head bursts should do it. Once that has been dealt with, concentrate on the boarding craft ahead. Hopefully you are well stocked on Plasmas. Toss any you have at the Elites, and kill off the Grunts. Remember, many more boarders will jump out of the craft. I believe there are three waves in total. The third wave includes Spec Ops. Read the Elite description for a hint or two on beating them. Oh oh! Hey, theyre leaving the Athens. In the same manner as the Malta, the Athens breaks into pieces and falls away into the distance. Cortana assessment! That explosion came from inside the Athens same as the Malta. The Covenant must have brought something with them: A bomb. Then they sure as hell brought one here. Chief find it. Repel the Covenant Boarders - COMPLETE ************** Priority Shift ************** OBJECTIVE Find the Covenant bomb. Proceed down the stairs and into the lower floor. Kill off the Grunts and Elites, the move to the next door. Be aware an Elite with Active Camo waits. There is another Elite with Active Camo walking through the door you didnt pass through. Be sure not to get back-whacked. Come on, now! Is that a weapon, or a flashlight? Marine Once the door opens, move up the stairs and kill the Veteran Elites. Move on through the door. Run over to the other wall, and through the small, dark corridor. Quickly take the grunts out with your SMG and then beat the Elite to death - that is, assuming he is still in the concealment of the corridor, otherwise, grab a Plasma Pistol and charge it up. Quickly burst him then finish him with your Rifle. Remember to swap your weapon back. Go out on the platform and back-melee the Support Grunt sitting at the Plasma Cannon. Hang on, Everyone! Lord Hood Once you reach the end of this small corridor, charge over to the adjacent one and kill off similar forces. Clear out the Gunners sitting up in the above room. Kill the Elites, with accompanying Grunts, in the final branching corridor. This party of Elites can vary from a

Minor, a Spec Op, and a Veteran Elite, to three Veteran Elites. Move into the corridor, kill off the supporting Gunner, and continue up the stairs into the Gunners room. As you move in here, a team of boarders will come storming through the door opposite. They are made up of a Spec Op, and Minor Elite, and a few Grunts (including a Support Grunt). Finish them and move on through the door. Ignore the stairs and move through the next door. Help out Miranda and her crew, who are pinned down by boarders. Miranda moves on through a corridor to her ship. Move on past the bodies and prepare for yet another group of boarders. Finish them and move on through the corridor. ************************* Authorized Personnel Only ************************* The door behind you locks and the one ahead opens, only to reveal Elites with thruster packs. They have dual Plasma Rifles and are extremely dangerous on Legendary. A plasma grenade or two will finish these ones in this oneoff close quarters opportunity. Move on out of the door and out into space. This area is low gravity. Watch out for the other Thruster Elites. Once you land below, immediately turn around. This is the way you must head, and people are easily lost in this area because of that. Sir: Boarders have breached the fire-control center. They have a bomb. Can you defuse it? Yes, but Ill need the Chiefs help to make contact with the detonator. Chief, get to the bomb double time! Cortana, prioritize targets and fire at will! Move on through the door along this part of the ship. Pick up the ammo from the dead Helljumper. A couple of Marines will be stationed ahead not fighting though. Registering all hostile vessels in the kill zone. Thirteen Cruisers, two Assault Carriers. Im going live! Since Cortana has just started fighting ships using the Cairo, youre going to have to put up with powerful vibrations and moving parts of the station for a while.

Move along to the end of the room. Suddenly, a swarm of Drones comes rushing from the freight elevator shaft! Use your SMG and pump em full of lead. Once theyve been cleared out, the elevator starts to rise. Get ready, as there are many Grunts and Elites riding it. Clear them out, then jump onto the elevator. Hit the switch to descend. Once you hit the bottom, go through the door, and out into space again. There are three Thruster Elites ahead, two of which are dual-wielding Plasma Rifles. The other is on a Plasma Cannon. The latter is more threatening at a distance, the former at close range. Kill them with your Battle Rifle and carefully move up the machinery. Once you reach the door at the other end, move on through it. The inside turns out to be an elevator. Just so you know, there are quite a few Elites guarding the bomb. You may need to get creative. **************** Return to Sender **************** Once the elevator hits the top, rush for cover behind the crate. Peek out slightly, and have a look around. Your best bet is to Plasma grenade the Elites as best you can, then dual-wield a Plasma Rifle with your SMG and finish everyone else off. The Grunt should be last on your priority list. ========================================================= ========= Outskirts ========= Three Pelicans fly from a Human ship towards the city. The Chief stands right at the edge of the passenger section. Underneath, four Warthogs are drive along the road. The message just repeats: Regret, Regret, Regret Catchy, any idea what it means? Dear Humanity, we regret being alien bastards, we regret coming to Earth, and we most definitely regret that the Corps just blew up our raggedy-ass fleet! Hooo-ah! Regret is a name, Sergeant. The name of one of the Covenants religious leaders - a Prophet. Hes on that carrier. And hes calling for help. A sniper and a spotter are laying prone on a rooftop, scanning the area.

Immediate: Grid Kilo-two-three is hot. Recommend mission abort. Roger, Recon. Its your call Sarge Were going in. Get tactical, Marines! The Marines grab all their weapons and equipment, preparing for insertion. Master Chief? Get aboard that carrier. Secure the prophet of Regret. This is the only place on Earth the Covenant decided to land. That prophet is going to tell us why. 30 seconds out, stand by to whoa! A Scarab stumbles around the Corner and faces directly at the Pelican. The Energy Cannon charges, and then fires, just scraping the top of the Pelican. In an attempt to evade, it pulls a hard left. A smaller Plasma turret opens up and gets a few hits into the belly of the Pelican as it passes over. The Pelican loses control, hits the roof of the nearby building, flips over, scrapes along, falls over the side and finally crashes in a large pile of rubble. Master Chief is forced to fight through the streets, along with a few squads of Marines, to repel the Covenant invaders. *********************** Theyll Regret That Too *********************** Chief, Blink if you can hear me... The screen blacks out and back in, indicating the blink. Sarge quickly takes charge of the remaining Marines. Shake it off, Marines. Clear the crash site. Go, go, go! From the burning wreckage of the Pelican behind you, move towards the doorway ahead. A Grunt will be heaving itself up the stairs. Give him a few shots from your SMG, and move on. Youll find yourself out in a courtyard littered with Covenant communication equipment and weapon crates. A couple of Grunts and Jackals will be walking around. Finish the grunts with your SMGs, and then toss a quick frag at the Jackals. Once they keel over, move into the large building next to you. An important thing to take note of is the wrecked, overturned truck that the Jackals were next to. This will be a common hideout for Elites and Grunts. Anyway, move into the building and take care of the Grunts. There will most likely be two Elites here. Usually, One of them is a Minor, and the other is a

random rank. Finish them and have a quick look around. The 2nd floor of this building is going to be your home for the next half-hour... if you are attempting Legendary. If they didnt know were here before, they do now. Says Sarge calmly to the Marines. Yup, here they come. Up high! OBJECTIVE Defend the Marines until help arrives. A few Jackal snipers will hop onto the rooftops along with a Veteran Elite. Sarge will most likely have taken care of the Elite by the time youve taken the Jackals. Once youve cleared the rooftops, swarms of grunts will come rushing down the alleys and, with every group, comes an Elite. Dual SMGs are very attractive at this moment in time. Pick one up from a dead Marine body. Spray n pray is my game here. Weve got Jackals in the courtyard. This is pretty self-explanatory. Run over to the Turret, and use it on the Jackals. The bullets will easily get through their shields. If you dont kill them fast enough, theyll gang up on you from several sides. In this case, get off the turret and use your SMG. Watch out for the Elite leader of the group. Finish them off quickly. Suddenly, a swarm of drones comes in from over the rooftops next to your Pelican. SMGs are my personal favourite for these gits. I see people using their Battle Rifle on them, but I personally consider this a waist. Those bullets feel a lot stronger, so I just get a sense of loss after downing one with it. Once theyve been downed, another bunch of Jackals (with the customary Elite escort) come storming through the building that the last came through. After these ones, more Grunts and Elites swarm out of the alleyways. Watch for reinforcing Snipers on the rooftops. Eyes up the Phantom is back. Upon hearing this message, hide in the building, and make sure you have a roof over your head (glass windows dont count). Itll drop out a few Grunts and Elites. Ah, and the drop includes a Commander and a Spec Op Elite, as well as one other. As soon as it clears off, make a run for the truck I told you to take note of earlier. A few grenades at the side of it should take them all out. Finish them off with the SMGs. More Jackals and Elites will come running from the Pelican. Finish them off. Defend the Marines until help arrives - COMPLETE A Pelican pilot informs Sarge that the courtyard is too

small to make a drop in, and hell make a drop one building along. Sarge orders someone to set a satchel on the large gate. OBJECTIVE Rendezvous with the Pelican. Suddenly, the gates will start vibrating violently. After ten good seconds, theyll suddenly stop. All of a sudden, the doors come flying off, and two Hunters walk out, tall and proud. The Hunters are seriously beefed up now. They are slightly more agile, recovering faster from shield swipes. They are also MUCH more accurate with their Fuel Rod Cannons. The Cannons can still fire two rods between recharges. They always fire two rods, one a second after the other. If you attempt to take them from close range, youre in for a shock. The Bond-Brothers work together a lot more now. If you tease one with close range pot-shots, youll quickly find the other has crushed your bones between his shield and his friends back. Luckily for you, this time at least, Sarge will make short work of them with his Sniper Rifle. If, however, Sarge happens to have difficulty with them, take them in the rubble out the front of the building. If you hide in the building, theyll probably get you in a Fuel Rod crossfire. On the 2nd floor, Im sure youve noticed the crumbling wall around the edge of the building. If you attempt to hide behind that, the rods will pound through it with ease, taking you out in the process. If you do manage to get onto the Turret safely, fire away and the Hunters will be too busy trying to stand still to fire at you. After a few seconds, theyll keel over. Move on through this building. The Pelican will make a drop in a clearing through here. Jackals are on the opposite end of the clearing. Take them with your Battle Rifle. Sarge will leave at this point. Rendezvous with the Pelican - COMPLETE OBJECTIVE Find the Marines from the second downed Pelican. After a while, youll come across a building full of Marines, attempting, in vain of course, to hold off some Elites. You happen to be behind the Elites, so charge them from behind and melee them to death, but be careful, as the Marines are using a fixed machine gun placement against the Elites. You dont want to be the receiver of that. Find the Marines from the second downed Pelican COMPLETE Once you go through this building, a Phantom should be dropping a Covenant raid party. There are a lot of them

here. Hide out in the rubble to the left of the exit of the building. Finish them and make for the Warthog under the bridge. Since this is your first encounter with an AI driven warthog, I recommend going into the passenger seat and testing out the AI. If things get sticky, swap seats, or get a Ghost from the nearby Pelican wreck. Watch out for the Ghost which attacks the Hog from behind. ****************** A Day At The Beach ****************** OBJECTIVE Destroy the Covenant on the shoreline. The highest concentration of Covenant troops is directly below the carrier. I dont think they want you to get on board. That bridge is the most direct route to the city center. [NOTE: This part of the guide assumes that you are driving, as being the Gunner or Passenger is basically a rail shooter experience, you need not know where to go then.] Drive down the road and onto the Beach. Note the downed Pelican to the right. There is a Ghost parked next to it, which you can use in place of the Hog, if youd prefer. I personally think the Hog is much more effective at this part of the level. Oh man I just love the beach. - Passenger I hope you packed a suit mate. - Gunner Cut the chatter we got trouble! - Cortana Drive along and over the bump. There is a large Plasma Gun here. Its just part of the scenery, but the area is very well defended. There are a couple of Elites hiding out around the gun, behind some crates. There is a Covenant Sniper tower. Theres also a Ghost, a few Elites and Grunts at the small tunnel ahead, and A Support Grunt, which is setting up a Plasma Cannon. Drive around in circles a bit, letting the Gunner mow them down. Once theyre down, move on through the small tunnel to the next beach section. Here there is yet another Ghost, a few Elites and Grunts, and an Elite hiding out in the small human tower. I personally recommend finishing the Ghost and Elites quickly, then heading off over the small bump to the third beach section, before the Phantom has a chance to drop reinforcing Ghosts.

Once over, I then recommend you drive straight through the Covenant camp-out, and straight into the tunnel. Once in here, drive along, and simply follow the road. Destroy the Covenant on the Shoreline - COMPLETE **************** Speed Zone Ahead **************** OBJECTIVE Take the highway tunnel to the bridge. Drive along to the first Covenant post. Force the Hog up onto the side of the road and run over the Elite. Another Hog will come from behind you and help out. Clear the whole post, for the Hog, then follow behind it. Follow along, and down the fairly steep hill. There is a second post here. This one has roughly the same defences: Elites and Grunts. However, there is also a Plasma Turret here. Your first priority should be the Elites on the road, run them down quick to stop them from getting in the Ghost. Next is the Plasma Turret. Small burst of Plasma should destroy it. Then there is the Elite up on the side of the road. Finally, there are the Grunts. After this, wait for the second jeep to make its way onto the side, so it can get past the damaged road. Follow him past the wrecked road. Youll now encounter the third post. However, if youre in a vehicle like you should be, this can be one of the most dangerous. There is a small swarm of Drones hiding out right under the broken road, waiting to ambush. The main problem is that Drones can board vehicles. They cant steal and drive them, but they can sit on top and melee the driver (similar to the scenario when faced with a Wraith or Scorpion). They should be one of the, if not the top priority. Luckily, as I previously stated, the swarm is small. There are less of all the usual defences, which balanced it out. Moving on, we come to the fourth post. This one is similar to the first one, but a bit weaker. Follow the second Hog up the hill. Now youll find yourself in a large square room, with a huge pile of rubble in the center. Follow the Hog through to the next road. As you get close to the rubble, a huge plasma beam fires through a hole in the roof and blows up another Hog which was sitting there. The Scarab can then be seen walking past overhead. Continue on. Two Ghosts come out from behind a large crate just as youre about to hit the next road. You take

one, the other Hog gets the other Ghost. Youll have some extra support from a Marine on an Auto Rifle and another Battle Rifle Marine, both sitting up on the side. You may like to pick one up. Anyway, moving on. Follow the road round the bend and into the large room. Youll see a Plasma Turret and a Shadow up ahead. The Shadow has a Plasma Turret on top of it. This Shadow has no driver, but there is a Gunner. Take out the Turrets, and Elites. Youll be getting reinforcements about now, in the form of a third Hog. Now, follow the Hogs through to the next road and along a bit. Youll see Shadows in the distance... three to be precise. An even match. Hurry on up to them and go up the ramp at the side of the road. This will give your Gunner even height with the Shadows Gunner. By the time the third Shadow (being the last in line, the first one youll reach) is down, your Hogs will have caught up for a full slaughter of the second and first Shadows. Soon, youll come to another large room similar to the one with the Scarab encounter. There are a few Ghosts, two parked Shadows, a Support Grunt w/ Plasma Cannon, and some foot soldiers. Once you clear this room, the exit to the tunnel is straight ahead. Take the highway tunnel to the bridge - COMPLETE ========================================================= ========== Metropolis ========== ************************* Ladies Like Armor-Plating ************************* OBJECTIVE Crush Covenant resistance on the bridge. Again, set in the New Mombassa East African Protectorate. The Chief meets up with a pair of struggling Marines, a Male and Female. They claim to have attempted attacking the Scarab with rockets, in vain. If this is single player, you have a Scorpion available. This is the tougher option, as youre about to go across a HUGE bridge (by game standards) at such a slow speed, under attack from many Ghosts, Banshees, a Wraith, and two Phantoms. You have those two marines though. The Male has a Rocket Launcher, and the Female a Battle Rifle. If this is Co-op, you have the much easier (but less tempting) option of a Warthog. You can simply zoom past the Majority of the Covenant, with the gunner taking most Ghosts out. However, youll be forced to leave behind one marine (which I wouldnt recommend considering an upcoming battle), or have one player take the Scorpion. If someone does take the Scorpion, I recommend the other player DRIVES the Hog, and waits behind the Scorpion.

The Scorpion can take the Majority of the Ghosts with one or two hits, and the Wraith with three or four. The Banshees will be a bit tougher for the Scorpion to take, so the Hog can deal with them. [NOTE: Ive had quite a few emails sent in informing me of a Warthog with Chaingun sitting near the start of the mission. I had a look around, and sure enough, its there. It is already damaged though. Take it if you wish. Just look to your right at the start of the mission and youll see the front peeking out of the barrier.] Back to SP: Halfway along the Bridge, youll have passed the Wraith. Most likely youll have taken hits, and possibly lost a Marine or two. There should be a couple more Marines running along the bridge wall. Stop and pick them up. After the Bridge, youll have to go through a few more Wraiths, which can be pretty tricky in a Scorpion, *hint, hint*. Get out of your Scorpion at a safe distance, and sneak up to one of the Wraiths. Board it from behind (tricky because of its fast turning speed, which is why you need to sneak), and press B to melee the weak plate at the back. This will break into the engine. Now, make sure you have Plasma Grenades selected, if you have any. Press L once or twice to toss a couple of grenades in. This should blow it outright. If you boarded it from the front, it takes more grenades, so dont bother. Instead, press B a couple more times to beat the Elites head. Once the Elite dies, press X to jump off, then again to drive it. Itll be damage a little, but you can use it to take the other Wraith. Go back to your Scorpion and travel through the tunnel. Youll meet up with another Warthog, and three marines riding it. The tunnel ahead is partially closed, so theyre forced to get out and go ahead on foot. Its tight quarters on the other side, Sir. Use this. The female Marine from the other Hog offers you her Shotgun. Take it, as itll be much more useful against Elites in here than the SMG. Be sure to keep your Battle Rifle. There will be a large firefight in here. There are a lot of Human vehicles in here. Civilian cars, trucks, an overturned school bus; it makes for plenty of cover. ***************************************** This Town Aint Big Enough for Both of Us ***************************************** Once you emerge from the tunnel, youll see the Scarab firing in the distance. It isnt a threat at the moment. However, there are marines in trouble over the ledge. The first thing you should notice, aside from the overly obvious Scarab, is the Sniper Jackal aiming at the Gauss Hog below. Melee him from behind, and jump down. Any surviving marines from the tunnel will take the structure

in the middle. The Hog will be wheeling round to you now. When it stops, get on the Gauss Rifle. This thing fires metal rods at an extreme force using magnetism. Try it out on the Covenant weapon caches sitting on the central structure. Now the driver will start circling the structure. Your job is to take out as many Elites as you can, ASAP, for the Marines above to take the structure by surprise. There are a few Plasma turrets, which you should make 2nd priority to Elites. After this area, the driver will wheel back and make for the small opening in the wall. Youll quickly find yourself facing two Ghosts and a Wraith. The Wraith, whilst more distant, is the larger threat. Take it as soon as you can. Once its down, concentrate on the Ghosts. Whilst you can only see two at first, therere about 6 in total. After this, the Hog will make for another wall opening. Once you go through a small corridor, youll see a Chain Hog taking on some Ghosts. Help them out; it should take two hits per Ghost from your Rifle. After this road has been cleared, the Hogs will move up the road and turn a corner to meet two Wraiths. The Gauss Rifle is the best you have for these things, so I hope you do still have it. Once youve taken these things, the Hogs will roll up next to a building. This is your queue to get out and run into the building. A Corporal Perez will brief you in a hurried manner, before running to the 2nd floor of the building. *************** Field Expedient *************** Follow him out, onto the balcony, and youll find yourself staring at a large, blue plasma beam, emerging from the road that your Hogs came round minutes before. Youll find yourself face-to-face with the Scarabs main cannon. However, you dont have to worry. There are a few other marines on the balcony, one manning the fixed machine gun. The MG Marine will be attempting to take the cannon out, but when rockets failed, he has little success. However, looking over the edge, youll notice a Scorpion sitting on a ramp down below. It holds position, firing at the cannon. The Scarab is closing in, slowly but surely. The cannon is glowing light blue. After about 5 or 6 shells, the tank begins to reverse down the ramp, but in a blinding blue light, the turret flies off and hits the building. The bodywork of the tank is in flames. The Scarab simply walks over the wreck, ignoring you and the Marines, and walks ONTO the balcony, climbing up onto the roof of the building, and over the side of a small tower. Follow Cpl. Perez into the tower and up the stairs. Youll see the Scarab walking by outside a huge building. Proceed up the next flight of stairs. Walk out of the door at the top, and youll find yourself on the ledge of the tower, overlooking a river. There are several connecting bridges to the next tower. Along the ledge and on some of the bridges, youll see crates with

Human weapons on them. Rocket Launchers, Sniper Rifles, SMGs, and many more. Choose whatever you want and be prepared for a big battle. Once youve got close and personal, there is no returning for ammo. The Scarab will be walking IN the river below. I suggest grabbing a rocket Launcher for now, whether you plan on taking it close or not. Now, take a few pot shots at the Elites on board. However, you must remember that with every stride the Scarab takes, it moves about 50 meters or something. Once youve expended your ammo, grab a Sniper Rifle or Beam Rifle if you have one. Now, take as many as you can. After this, run to the end of the ledge, before taking the final bridge across to the next tower. Run to the end of the ledge and pick up at much ammo as you can. Corporal Perez and a few other Marines will take the remaining Elites, or as many as they can manage in the 10 seconds that it takes for the Scarab to clear the Bridge. Make sure you have the nearby Battle Rifle. The Scarab will have turned the corner by the time youve reached the end of this ledge. Kill as many minor enemies as you can with it, then focus on the Elites. Now, take the Elites. Once it gets within a few hundred meters, get on the nearby Machine Gun placement. Take all remaining Elites. The Scarab will come to a halt. Now, its time to get personal. Grab the SMGs, (C) and a Rocket Launcher as reserve. Jump on board. More Elites will come to investigate from the inside. Switch to the Launcher, and kill any that emerge. Now, switch back to your SMG, and pick up the one you dropped. Run in and clear out any Elites that survived, most likely with damaged shields. Once youve finished everyone, turn the corner and you should see one final Veteran Elite. If you are like me, youll want to finish him off in a way that says Get the hell off my territory! Drop your off-hand SMG, (O) and run up to him, fire a single shot from your other SMG. Hell get pissed and turn on you. If youre as near as you should be, hell attempt to smack you in the head. Unlike in the original, this can be fatal, no matter your shield. Quickly dodge to the left. Now, circle round to his back and give him a whack. Youve just owned a Scarab. MC emerges on the Head of a wrecked Scarab, and, through the smoke, sees a Pelican. (O) Sarge is in the cockpit, and goes on his usual ranting about how the Covenant were dumbasses to try and take on the Human race and such. The nearby Covenant Cruiser, (L) which is currently in the city, starts charging a Slip-Space jump. For those of you who havent read the books, Slipstream space is a sort of alternate space, which can be used to travel light-years in seconds. Its similar to the border world in Half-Life. Transferring to Slipstream Space takes up so much energy

that making the jump will result in a large explosion, (Z) enough to lose the city. In their small cruiser (small as in a fly compared to the Covenant one), Miranda has the pilot charge after the ship, so that they are within the jump zone. It makes it, and is pulled across the galaxy. New Mombassa is no more. The huge explosion absorbs the entire city. Later, after the jump, the cruiser floats silently in space. Everyone stares at a foreign object in the distance. Cortana, what is it that were looking at. That is another Halo. ========================================================= =========== The Arbiter =========== The Elite seen in the intro is being dragged by a couple of Brutes to the Chamber of the Arbiter, where the High Prophet of Truth is waiting. Disgraced, he expects execution. However, what greets him is one of the greatest honors an Elite can wish for. A position in which they can go on suicide missions, fight to the last man, and die close and personal for what they believe in. This Elite is named The Arbiter. He is informed of a rebel group that claims the Prophets are false, and are using Brutes, Elites, and lesser races for their own purposes. The Arbiters mission is to land with a team of Special Operative Grunts and Elites at the Rebel hideout, fight through the Elites and Grunts, and take out the Rebel leader. However, there is another surprise in store. The hideout is none other, than part of the wreckage of Installation 04, AKA Halo. Aboard one of the Phantoms, the Arbiter, and his Spec Op 2nd in command, prep the large team of Elites and Grunts. They have an argument over the importance of each other and their lessers. Upon landing, the Arbiter draws his Energy Sword. The Spec Op gives you a little info over the radio: We are the arm of the Prophets, Arbiter. And you are the blade. Be silent and swift, and we shall quell this heresy without incident. In the middle of a huge storm, which Halo is rapidly being sucked into, the Raid party charges for the Forerunner structure. The Phantoms move away, and a sense of isolation takes their place. The storm has masked our approach, and it should have

their local battle net in disarray. We have the element of surprise... for now Once in the entrance, a Minor Elite fellow orders everyone to turn the Active Camouflage module on (White button). Engage Active Camouflage. Reveal yourselves only after the Arbiter has joined battle with the enemy. The strike team then melts into the background. You may wish to do the same, Arbiter, but take heed: your armor system is not as... new as ours. Your camouflage will not last forever. Your active camo is limited. It lasts for about 20 seconds, but it recharges. However, it also deactivates if you attempt to do anything threatening melee attack, fire a single shot, whatever. Now, instead of activating it immediately, wait until the lead Grunt opens the door. Exactly as the doors part, race for that button, and charge the first Elite you see. Swirl round to his rear and melee him. Now hide under the ramp for a few seconds while your camo recharges. Take out the sleeping Grunts below. Now, move up the ramp on the right side of the room. Once youre near the top, hit your camo and run up, and to the right. An Elite will be sitting by the door. Melee his back. Remember that your team will not start fighting until the enemies are aware of your presence. Jump over the edge and onto the energy conveyor belt. Activate your camo again once its available. Take out the Elites and Grunts. Most likely youre going to have to engage in active combat for this area. Now, follow the belt down to the edge, and then go along the walkway to the lower floor. Wait until your camo is ready again, hit it, and then run round to the front of the elevator and wait for it to come up. Immediately plasma the Elite and take out the Grunts as soon as possible. Once youve cleared the area, wait a minute or two for your team to get on the elevator. If youve managed to do it stealthily so far: A job well done, Arbiter. Push the button to start the thing. Sentinels, The holy warriors of the Sacred Ring, but... why have they sided with these Heretics? As soon as the glass window ends, hit your camo and jump off the elevator. Kill the nearest Elite and run for cover. I personally always end up fighting my way to the door.

A Phantom pilot tells you to open the hangar door so that he can bring reinforcements. The switch is to the left of the huge glass door. Hit it, and then keep the Heretics at bay. If everything has went smoothly so far, you should have four Elites and... four Grunts? A couple of my Grunts usually die, so I never get a good count. A couple of Heretic Grunts armed with Plasma turrets will run out of the door opposite the hangar door. Take them out before they set them up, as theyll mop up your team in seconds. Clear the area of any remaining Heretics and Sentinels. Run through the door the Turret Grunts came through, take a left, and hit your camo. Have a quick glance for the Elite, then jump over him and hit his back. Quickly wheel round and finish the Grunts. Two or three more Elites will run round the Corner. Finish them and move on. Hide next to the door, and allow your team to move through with camo on. Once they are five seconds clear of the door, hit your camo and run straight up the ramp, and round to the right side. Hide next to the stray Plasma Rifle. Once your camo is up again, run over to the end of the ledge and leap off behind the unsuspecting Heretic Elite. Finish him. Immediately backpedal to your teammates and help them out in the firefight, which will have inevitably broken out. Clear the Heretics out from your side, and then join the fight in the center of the room. The opposing forces will be divided by a couple of energy belts. Clear out the Heretics and move on up to the door. A few more will come out. Pick them off, one by one, as they come out. Run through the door and next to the pillar. Hit your camo, run round the pillar, behind the Elite, and whack him in the back. Let your camo recharge, but dont use it. Move along the corridor, and whack the two sleeping Grunts. Move around the next corner. Now, hit your camo and run down the slope. Take the corner to the left and hit the Elite who should have his back to you already. Run along the corridor and camo at the next corner, before turning and taking the Grunt. Be aware though, a Heretic Elite will come from your rear. Kill him, and then take the previously sleeping Grunts. Another couple of Heretics should come from ahead to take you on. Finish them. Move to the end of the corridor and checkpoint in front of the door. Immediately through the door will be two sleeping Grunts. Eliminate them. However, stealth isnt going to be an

option in here. Youll have to take on Heretics on two floors: your floor and the upper floor, and then Sentinels in the air. Basically, circle the room around from right to left. Through the door at the end there will be a few Elites and Grunts. There are plenty of pillars in the middle. Clear the area, and then move on through the next door. Walk up to the window straight ahead. Youll see a few Banshees. Deal with him, my brothers. I will defend the Oracle. The Heretic Leader jumps into a Banshee and flies off. Many Heretic Elites and Grunts jump into the room from both sides. Go to the top floor and pick them off as they come out, then concentrate on anyone left on the bottom. Sentinels will come in from vents after the ground forces are down. Destroy them before moving out. The Heretics are mobilizing their air forces, Arbiter. Get back with their leader, but watch your back! Im sending one of our Phantoms to support you. Jump in one of the Banshees and follow the Phantom. Heretic Banshees will come in pairs to attack you and the Phantom. The Phantom will remain virtually unhurt, but you will take a lot of pain. However, you will have to do most of the work, as the Phantom is rubbish at Air-to-Air combat. Its hard to provide a step-by-step guide for this part, so Ill just give a couple of pointers. First off, watch for the Phantoms red plasma. Most likely, youll see a Banshee on the other end of it. Secondly, Watch for Plasma turrets on the ledges of the structure. One Banshee Bomb will finish them easily. At the halfway point of the flight, there are a couple of fresh Banshees. Be sure to pick one up. Also, watch for those Fuel Rod Cannon toting Grunts. Eventually youll come to a platform with an unlocked door on it. Land here and clear the area of Heretics. The Phantom will then drop Elites and Grunts. Walk up to the door to complete the mission. ========================================================= ====== Oracle ====== A door opens to a couple of Spec Op Elites. They aim around the room with their weapons raised. Then, two Spec Op Grunts trot into the room ahead of them. The Elites move cautiously behind them. The Spec Op Commander moves

in after them, followed by the Arbiter. What is it? - Arbiter That Stench. Ive smelled it before... Spec Op Commander ********** Juggernaut ********** Move up to your strike team. If youre a Halo veteran, your heart will race at the site of... blood? Ah, but not just blood the sickly green kind. Move on over to the other side of the room. Your team will follow. Go through the door. Youll immediately hear gunfire... Covenant Carbines. Yet again... Halo veterans are going to recognize the all too familiar sounds... the squidgy sounds. Youll notice red blobs on your motion tracker... but the room is empty. Move in, and then look around. There isnt anything there... until you look down. You can faintly see through the dark glass... shadowed figures fighting each other. Melee combat being the favourite. Move on to the next room. Jump down off the ledge. There are bodies... rotten bodies... Flood bodies! It seems the Heretics have released the Flood. What happened here!? Spec Op Commander Me have bad feeling about this! Grunt A You always have bad feeling. You had bad feeling about morning Food Nipple. Grunt B A strange buzzing sound grows louder and louder. A ball can be seen floating down to the center of the room. Suddenly, the Heretic leader appears. See! Heretic! yells one of the Grunts as he fires at the Heretic. Hold your fire. Hold your fire! Spec Op Commander I wandered who the Prophets would send to silence me... an Arbiter Im flattered. Heretic Hes using a hologram. He must be close. Come out so we may kill you. Spec Op Commander Ha ha ha... get in line. And with that, he flashes into nothingness and the ball

drops to the ground. Leader, stand firm. The Flood is approaching. Quickly run around with your Energy Sword and destroy all the Flood bodies. The infections can reanimate the dead. You only lose three charges per Flood, as opposed to the regular ten charges. When the infections reach the floor, switch to your Plasma Rifle and fire away. Keep your attention focused on the Grunts, as a single infection is enough to kill a Grunt. Go Arbiter. Ill follow when our reinforcements arrive. Follow your orders and leave the Spec Op Commander to hold the Flood at bay. The others will follow you. Move on through the next corridor, and into the large elevator at the other side. Sentinels will be trying to control the Flood in here. Leave them to it for now. Once it seems clear enough, move in and take out anything thats lurking around. Once youre on the elevator, it will start moving, and youll be trapped in the middle of a fight between the Sentinels and the Flood. Remember, Energy Sword for the Flood, Plasma Rifle for the Sentinels. Be sure to care for your teammates, because they can be a great help in Legendary. The ride is quite long, and can be a real test of endurance at times. Once you make it to the end, watch the door for more of the Flood and move cautiously through. We should have brought weapons to bury these bodies. Every one is a vessel to the Flood. Move along the corridor, replacing your Plasma Rifle on the way, for a fully charged one. Move through the door and youll find yourself faced with a long row of windows. Watch as the Heretics attempt to fend off the Flood. Once theyre dead, smash a window and kill off all the Carriers. Focus on the Infections next. As long as there are Infections and Carriers, the Combats can come back to life. Drop down once the area seems clear. Heretics! Above! Quickly kill them off, then watch as the Flood swarm in from above and kill off any remaining Heretics. Quickly run to the far end of the room and hop on a Plasma Turret. The Flood will come racing in. Kill them off.

A lot of carriers and such will drop in, so make sure you destroy the Combat bodies before they are reanimated. Once clear, have a last look at your paint job, then move on. Once youre in the next room, wait until the door opens and move on through. A Phantom pilot breaks the silence with a warning: Leader, the storm is about to hit! We cannot maintain our position! Bring the Phantoms close to the mine. We are not leaving until the leader of these Heretics is dead. Spec Op Leader. Youll see some Flood chasing Heretic Grunts ahead of you. The Grunts cannot match the speed of the Flood, and meet their maker. The Phantoms will move in and kill off the Majority of the Flood. Help them out. Arbiter, the Flood have spread throughout the station. We dont have enough troops to manage such a large infestation. Find the leader of these Heretics! Kill him now! Follow the ledge anti-clockwise, and clear out the Heretics as you go. Head up the slope, and around the corner. A couple of Heretics will be hiding out here, so be careful. Sentinels will rise up and attack. Blow em up then continue on. More Heretics will come out of the door into the installation. Finish them with a Plasma grenade or two, then move on in. Heretic boss! You see? You see!? - Grunt The Heretic charges across the room, and away from you. Kill off the Sentinels in the room. Move over to the door he went through. The Heretic leader is behind an impenetrable Energy barrier. This will save me from the storm, but you will be consumed. The Spec Op Commander catches up with you at this point. Arbiter, where is he? Spec Op Commander ... Stinking flood-bait boxed himself in tight. Spec Op Commander We shall force him out. - Arbiter

How? Spec Op Commander The cable, Im going to cut it. Arbiter Run up the ramp, to the top floor. I personally like to jump past the Flood here, as there are too many swarming in too quickly. Once at the top, hit the elevator switch. He elevator heads up a long, dark shaft. **************** Hey, Watch This! **************** Once it hits the top, allow the Flood and the Sentinels to take each other on. Run up to the large support pillars. All my Phantoms are in the air Arbiter. Go ahead, cut the cable. Choose one, and beat it with your Plasma Sword. Watch for incoming Flood. Once the first one is down, the whole facility will tilt to one side. Thats one. By the Prophets! Look at the station lift! The second can make things a little tricky. Avoid jumping, or (whether by glitch or on purpose on Bungies part) you could find yourself falling unexpectedly. One final cable, Arbiter! Hit the last one, and then make a dash for the central elevator. Hit the switch, and wait. Once you hit the bottom, drop off the top floor all the way to the bottom. Move on through the door the Heretic went through. The Heretic leader is on the move! Do not let him escape! Well stay with you as long as we can! There are some Heretics here. Kill them off. Call the elevator, then move on and hit the switch for descent. Are you still alive Arbiter? Were keeping pace as fast as we can! Move through the door, and choose a side to go down this room. Watch for Sentinels, Flood, and Heretics on the way. Move through the door. The Heretic jumps into a Banshee, then backs around and fires in at the Arbiter. The Arbiter rushes for a Banshee and follows after him. What lunacy! Hell never escape this maelstrom in a Banshee. Wait! The hangar! There was a seraph fighter inside. Arbiter, you know what to do! Kill off the pursuing Banshees and then move into the structure he went into.

The Banshee will smash into the ledge, and the Arbiter, will grab onto the ledge, then hop up. ************************************ Dead or Alive... Actually, Just Dead ************************************ Head up the exploding structure, and move on through the door. There are Flood in here, along with Sentinels. Ignore them and move on through. You should recognize the area. You are heading backwards through one of the parts of the last level. Move through the corridors, fighting as you go. Head all the way back to the Hangar, where you had to open the door for the Phantom. None of the rooms on the way are especially difficult. The Arbiter confronts the Heretic. They talk for a while Turn, Heretic! The Heretic turns slowly, dual Plasma Rifles aimed directly at the Arbiter. Arbiter... I would rather die by your hand than let the Prophets lead me to slaughter! - The Heretic Leader Who has taught you these lies? Then, the Oracle descends. The Oracle? Hello. I am 3-4-3 Guilty Spark. I am the Monitor of Installation 04. Ask the Oracle about Halo, how they would sacrifice us all for nothing. The Heretic Leader More questions? Splendid. I would be happy to assist you. The Heretic fires a burst of Plasma at the Arbiter, forcing him to back off for cover. The Heretic then jumps on top of the Seraph fighter, and throws two Hologram balls out. They form to replica Heretics. The Elites are blind, Arbiter! But I will make them see. The Heretic Leader You must eliminate him. However, there is a minor complication: The holograms. This minor facility predates Installation Alpha by several hundred years. 343 Guilty Spark It was retrofitted to research the possible offensive and defensive measures against the Flood. 343 Guilty Spark

Indeed, I designed and oversaw the construction of this facilitys various outbreak management systems. 343 Guilty Spark Simply kill any Heretic leader you see. Two of them, being holograms, will simply flash into nothingness. This isnt really anything especially difficult. If you can do it right as the battle starts, itll be easier. Simply jump up past the holograms and go for the out of the way leader. He will be the real one. End it there and its easy. Best thing to do is just go all out on the real one with the Plasma Sword. The Arbiter drags the Heretics body out of the Hangar door. Unfortunate, his edification was most enjoyable. 343 Guilty Spark I had no choice Holy Oracle. This Heretic imperiled the Great Journey. The Arbiter Oracle? Great Journey? Why do u meddlers insist on using such inaccurate verbiage? 343 Guilty Spark Suddenly, the Oracle gets pulled out of the hangar, by a Brute... Tartarus. Oh my-y! That... is the Oracle! So it is. Come, we are leaving this system. ========================================================= ========== Delta Halo ========== The In Amber Clad exits Slipstream Space, along with stray buildings and rubble from Earth. Miranda is flung forward due to the force of the jump. Ugh! Report! - Miranda Both Engine Cores have spun to zero. Were drifting. Archer pods are cold. Ill need to re-key the system. Do it and find out where we are. - Miranda Back in the Orbital Drop station, Sarge gets out a cigar and starts smoking. Sorry for the quick jump, Sergeant. You in one piece? Miranda

Im good... ergh... Chief? - Sarge Were fine. - Cortana Maam, theres an object coming into view now. Cortana, what exactly am I looking at. - Miranda That is another Halo. - Cortana Sarge chokes on his cigar due to the surprise. Say what!? - Sarge So this is what my father found... I though Halo was some sort of super-weapon? - Miranda It is. If activated, this ring will cause destruction on a Galactic scale. - Cortana I want all the information youve got on the first Halo. Schematics, topography, whatever... I dont care if I have the clearance or not. Miranda Yes maam! - Cortana Wheres our target? Miranda The enemy ship has stopped above the ring maam, were going to pass right over it. Perfect. Given what we know about this ring, its even more important we capture the Prophet of Regret. Find out why he came to Earth, why he came here. - Miranda Chief, take first platoon - hard drop. Secure a landing zone. - Miranda Sergeant, load up two flights of Pelicans and follow them in. - Miranda Aye aye, maam. - Sarge Until I can move and fight, Im going to make a low profile. Once you leave the ship, youre on your own. Miranda Sarge knocks the Chiefs pod, indicating launch time. Understood. - The Chief

Hang onto your helmet! - Cortana And with that, and an accompanying jolt, the pods fire off into space. The pods shoot away, into the atmosphere of Halo. Through the clouds, ten to fifteen pods fly at bone-crushing speeds. A small cross fires out of the pod, attached by a rope. It forces the pod to slow down. Mind the bump. - Cortana

The cross releases, and the pod sways slightly. Down on Halo, a Grunt and a Jackal are sitting, talking, and just generally fooling about. The Jackal, with his sharper sight, catches the pods in the distance. He screeches, and hits his shield button, quickly grabbing his Plasma Pistol in the process. The grunt stumbles towards the nearby Plasma Turret and fires into the sky. The rest of the area is warned by this, and moves into defensive position. Suddenly, the sky is alight with red plasma balls. With Grunts racing around the camp, Jackals darting from tree to tree, and Elites trying to control the mass confusion, its looking good for the Humans. The pods continue the decent, and pull their chutes in order to slow down. With pods being hit all around him, a tough landing is in store for the Chief. The pods slam into the ground, making craters in the process. The Chief kicks the door down and runs out, pulling his SMG out, and scanning for targets. Could we possibly make any more noise? questions Cortana. The Chief whips a rocket launcher round his left shoulder. I guess so *********** Helljumpers *********** Sir! We gotta neutralize those turrets! - ODST Right from the start, find the ODST with the Battle Rifle. Give him your rocket launcher and allow him to take the Plasma Turrets. Run around the cliff-side, rallying the Helljumpers. You must clear a path up to the ridge in front of the ruins. If you can do that, your Jumpers will have sufficient cover. Youll encounter about four Grunts and two Jackals on the way. Clear this LZ! The Pelicans are right behind us! - ODST Once youre up there, run around the ruins to the left and melee Elites one by one. Hit one, retreat, repeat. Once it gets too tricky, or there is no more left to kill, run in and gun the rest down. Artillery disabled, Sergeant! Landing zone secure... for the moment - Cortana I hear ya. Starting our approach! Hang tight. - Sarge Easier said than done. Inbound Phantoms, Chief. Cortana

If you still have that rocket Jumper, hell take the guns out. Watch for the new foot soldiers though. There will be a Spec Op included in the three Grunts, two Jackals, and two Elites that are dropped. Another Phantom on approach! - Cortana This one drops two Veteran Jackals, two Veteran Elites, one with needler, one with an Energy Sword, and a few Grunts. Draw the Sword Elite out and Plasma his ass. Now, pick off the minor guys, then sneak up to the Veteran Elite and stick your newly gained Energy Sword up where the sun dont shine. Now, yet another Phantom approaches. Im always on my own by this point. It drops three Black Ops. As you know, any Elite using Active Camo has a weakened shield. These ones arent particularly tough. The only problem is spotting them. If you go all out right as they drop out the Phantom, you could very well kill them before they touch the ground. One of them has an Energy Sword, so while it is easier to spot, you better watch out. Hold here until the Pelican arrives, Chief. - Cortana And with that, you have the right to rest. Two Pelicans approach from the distance. I got a good view coming in. Theres a big building in the middle of this islands lake. Sarge I saw it too, it looked like a temple. If I were a megalomaniac, as Im not, thats where Id be. - Cortana One Pelican drops a Warthog with a Chaingun mounted on the back, and two Marines. The first Marine has an SMG, the second, a Sniper Rifle. The Pelicans then fly off. Jump in the driver seat, if you know whats good for you. If the Sniper doesnt get into the side seat, fiddle around until she does. Once in, drive on. Wow... its like a postcard... Dear Sarge: Kicking ass in outer space. Wish you were here! Marine/ODST I heard that Jackass! - Sarge Drive over the hill, past the Jackals, down past the building, and start circling it. Let your gunner take out all the Turrets and Elites. Watch out, Chief! Wraiths on the far side! ODST/Marine Once you feel youve done as much as you can, go round the back and jump out of the Hog. This is effectively killing the Hog, so be warned (you can kill off all the outsiders and park the hog in a safe place if you want to keep it, but I usually dont last that long). Anyway, up

the ramp and inside, youll find a bunch of Grunts and an Elite. Finish them then hit the switch. The bridge will start to drop. Good, the bridge is down. Now, about those Wraiths. Cortana Roger that, Armor on the way. Pelican Pilot Once the Pelican drops the Scorpion, get in. Fire across the bridge at the Wraiths. Once theyre dead, be sure to watch for the four incoming Banshees. Two shots per Banshee should do. Get out of the Scorpion and take the Ghost sitting near the cliff edge. Move across the bridge and kill off the Ghosts. You dont want the tank? Ok... I guess well just leave it for the others. - Cortana Move on through the ruins, up the slope and down the other side. There is a small hole in the wall with Grunts standing around to your left. Kill them, then back off, watching for the incoming and pursuing Ghosts. Kill off any Ghosts that confront you, and then proceed out of the ruins and around the corner. Be aware, There is a Spec Op riding one of the Ghosts, making it an extremely tough one to take out. There are two Support Grunts with Plasma Turrets ahead. Kill them off then boost up to them. ************************ You Break It, You Buy It ************************ Move through the tunnel, and out the other side. Youll find yourself in a large, circular area. There are several Plasma Turrets and Ghosts sitting around. Immediately destroy any vehicles coming towards you. There are four or so active Ghosts. Once the area is clear, move down into the center and open up on those inside the ruins. Another two Ghosts which is driven by best isolated, and Ghost and kill him will come out of the ruins, one of a Spec Op. Spec Op driven Ghosts are the jacked. Basically, take his own with it.

Continue on through the ruins, and down the slope. The next room appears to be empty, but when heading through, a team of Grunts will jump you. Now, most people will consider this a stupid move on their part, nut considering the fact that they set up their Plasma Cannons within seconds of jumping you, its a pretty tough trap. However, since you now know whats going to happen, you should easily overwhelm them. Back out, ASAP. Now, peek round the corner and destroy the turret. Once down, you can move in and slaughter the rest. However, that only gets you further into their

trap, as four Ghosts jump up the next slope and attack you. Theyll surround you quickly. Two of them have more Spec Ops on board. Itll be pretty challenging, but tryn lure them out one by one, then slaughter them. Move on down to two slopes and out of the ruins, watching for the oncoming Ghosts as you go (more Spec Ops, of course). There are Covenant holed up in the middle of this structure. We need to clear them out. Go round the right side of the ruins, destroying the Ghosts you encounter on the way. Go up the slope, and kill off the Elites. There is a long wall of shields here, move through them and kill off the Elites. Theyre all pouring out of the middle lets get in there. Waves of Covenant will come out of the small opening ahead, into the ruins. Theyll walk straight into your sights, so dont worry too much. By now, reinforcements will appear from behind you. They were dropped a little back by a Pelican, along with some ammo crates. You might want to get off your Ghost and go get some new weapons and ammo. Once youre ready, move into the ruins. There is a ton of Elites in here. Youre going to have to rely on Plasmas. Headshot any Grunts and Jackals. Once the ground floor is clear, move up and kill off the Elites... they are armed with Carbines. Move on through to the cliffs. Youll find four or so Grunts, and three Jackals here. Kill em off quickly and move through the small cave. ************************************************** Off the Rock, Through the Bush, Nothing But Jackal ************************************************** [NOTE: This area is hard to explain, so Im going to be a bit brief, and avoid going into detail. Sorry about this, but there isnt much more I can do, except give bad descriptions and confuse you] Youll find yourself in a small stream. Follow it along and melee the Sniper Jackal walking around ahead. This place is a sniper haven; so get ready for total PWNAGE. You always bring me to such nice places. - Cortana Snipe any Jackals you see, then take on the Minor Elite. Once dead, move down to the bottom of the river, killing as you go. Work your way across the river, watching for the swarm of Drones. Find your way up the hill, and kill the Elites as you go. When you find some Covenant communication equipment, you

know youre on the right track. Head into the cave behind the crate with the Beam Rifles. Follow the path out to the large clearing. Good. Still no word about In Amber Clad on the Covenant battle net. Its odd, the Covenant know we made land falls, but they dont seem to consider us a very serious threat. Boy, are they in for a big surprise. - Cortana Head down into the large structure. Once youre in, youll find yourself face to face with a Hologram of Regret, and two Honor Guards. Lure the Guards into the hall, and beat them to death. One of them is dual wielding Plasma Rifles, so be careful, the other has a Plasma Sword. Two more will come from the top floor. Once dead, you are face-to-face with a Hologram of Regret. ========================================================= ====== Regret ====== The Chief heads starts to move up the ramp. Wait, go back... Thats what I thought he said The Prophet of Regret is trying to activate halo Are you sure? Cortana clicks, and the hologram comes to life. I shall light this holy ring, release its cleansing flame, and burn a path into the divine beyond. The Prophet of Regret Once again, she clicks, and it freezes on the spot. Pretty much. - Cortana Commander? Weve got a problem. The Chief Miranda, sitting in her chair, is looking through the information on Halo, and a hologram of the Index. So I hear. But from what I understand, the Prophet will need an object the Index to activate the ring. Ive located a Library similar to the one you found on the first Halo. Miranda If the rings work the same way, the index should be inside. - Miranda I bet the Covenant are thinking the exact same thing. Sarge Then we better beat them to it sergeant. Extract your men and meet me at the library.

Yes maam. Ill secure the Index, Chief. You take out the Prophet. Hes given us all the Intel we need. ********* Testament ********* Youll start of facing Regrets Hologram. Two Marines will back you up for now. Get ready to fight, as a swarm of Drones charges in right away, followed by four Elites. Simply hide on the lower floor and take the Drones out with your SMG. Once theyre down, Beam Rifle the Elites. The Marines usually kill a couple of Elites, but they usually die before the end of the fight. Head up the ramp and out the door to the right. Kill any Snipers you see, and watch for the oncoming Elite. There are lots of Veteran Elites here. Kick their ass, and move on. Watch for the Grunts, and always keep an eye on the other structures in case Snipers appear. Head over to the next structure along, and kill off the Minor Elite on the way. There is a Sniper there, simply beat him to death (If youre too close, hell drop his Rifle and run, so you have no need to worry). Kill the oncoming Grunts, then the Veteran Elite ahead. Continue around the structure, and move inside. Theres a lot of Grunts in here, and two Veteran Jackals. Kill them all and move on. As you head for the exit, another two Jackals attack. Two headshots should do. I wish I had time to decipher these inscriptions... The Forerunners revered this place. That much is clear. But was it a temple? A university? I cant say. - Cortana Once you make it out, youll see a tram... of sorts. It heads off just before you reach it. Beam any Snipers you see, and the Veteran Elite. Move over to where the tram was, and wait for it. As you wait, a Phantom approaches from the distance. Hide under the central structure. Once it makes its drop and leaves, come out to find yourself faced with a Hunter Bond. With your Beam Rifle, unload into their flesh. It shouldnt take more than a couple of hits to finish it. Cortana? The Covenants getting nervy. I dont want to give away my position, so Im rerouting a few stragglers back to you. I apologise, these Pelicans are all the support youre gonna get. Miranda Understood maam. - Cortana Once theyre down, wait a little longer, and a Pelican

will arrive. It drops six weapon crates, and two Marines. The gondolas launching from the far towers. Big surprise, its full of Covenant reinforcements. Get a Beam rifle aimed at the gondola, in preparation for the Elite that shall emerge. Once the Elite(s) is down, clear out the Grunts and Jackals, then move in. Hit the switch to start the gondola. ************** One-Way Ticket ************** As soon as the gondola starts, watch your 6 for incoming Drones. A gondola approaches from the opposite side. Get ready for a swarm of Drones and accompanying Elites. Hide on the underside of the gondola and kill of the Drones, then kill off the Elites, either close and personal, or peak out, fire, and back under cover. The gondola continues on. As it approaches the next structure, watch for the four Snipers, and two Plasma turrets. Snipers first, Grunts second. Once its clear, and the gondola reaches the end, kill the two Jackals and move in. There is a room full of jackals here. Dual Plasma Pistols are my personal favourite here. Move in and kill off the Jackals on this side of the room, then move round to the other side. Once theyre dead, drones move in. PPs are still my weapons of choice. Kill them off. Ah, now I see. Theres a submerged section that connects these towers to the outlying structures. Looks like were going down... unless youd prefer to swim. - Cortana You need to wait for the elevator to rise up the hole in the center. Once its up, kill the Jackals within. A Pelican while drop some Marines down outside. Wait for them to catch up with you. Alright. Lets see where this elevator goes. - Cortana Move in and hit the switch, once the Marines are inside. The elevator moves down the shaft and suddenly comes to a halt. It then starts up again and plummets into the underlying pool of water. It turns out youre in the lake that was outside the structures. Ive intercepted a secure transmission from Regrets Carrier, something called... High Charity. It seems to be a formal apology to the Prophets of Truth and Mercy. Apparently, Regret jumped the gun when he attacked Earth. Hes asking the other Prophets to forgive his premature arrival, arguing that no human presence was foretold.

That explains why there were so few ships in his fleet. But its odd a Prophet would have such bad intel about his enemys Home-World. Cortana Youll find yourself coming under the next structure just as Cortana finishes. The Elevator stops for a moment, and then speeds upwards, out of the water and into the structure itself. The door opens and the Marines jump out. Follow them along and head up the ramp. Youre going to want to stealth kill these Grunts. This is tricky as the pattern seems to change slightly every now and then, making it impossible at times. Just kill the patrolling Grunts, and once the Marines charge in theyll slaughter the rest. Move through to the next room. Head up the ramp and into the next large room. Kill off the Jackal Sniper wandering behind the Honor Guard, then back off to the ramp and kill the Drones that swarm you from in here. When the Honor Guard approaches kill him quick. He has an Energy Sword. Once theyve all been taken care of, take out the remaining Jackals on the far side of the room. Move slowly through the room, clearing it out as you go. Watch for the next swarm of Drones. Also, at one point, three Honor Guards will come from one door, and a Hunter Bond from another. Theres a lot of Beam Rifles sitting around the room. Lure the Hunter into swiping you, then stick a Beam Rifle in its back and fire twice. It dies. Head through the next room, and around the other side of the wall to the next room. There are three Black Op Elites here, and accompanying Grunts. Kill them off (they have weakened shields), and move through to the next room. A Sword Elite comes rushing down the ramp to attack. Finish him and move on. Go down the ramp and into the elevator. Hit the switch. This elevator heads into the water, just like the last one. Regrets Carrier just received a response from High Charity. A very well encrypted message from the Prophet of Truth. Listen to this: Your haste has jeopardized the fulfillment of the Covenant, threatened our Grand Design. That you shall be spared a public display of our contempt is thanks only to Mercy and his wise council. Truth, Mercy, Regret. Three Prophet Hierarchs. Killing Regret should shake up the Covenant leadership, but frankly, it sounds like you might be doing Truth a favor. The elevator heads out of the water and into the next structure. When the vator hits top, move out and back smack the Honor Guard. Move along and beat the next Honor Guard to death. Kill off the Grunts and move on. Every member of the Covenant shall walk the path. None will be left behind when our Great Journey begins. That is the Prophets age-old promise, and it shall be fulfilled! - Regret Great Journey! Doesnt he know what these rings do!? -

Cortana Continue out to the exit and kill off the Drones before leaving the building. Once dead, head up the hill, behind the Elites and smack them in the back. This is my last run, Chief. Im nearly out of fuel! Weve secured the first tower cluster, so Ill set down there. Pelican Pilot Kill the Jackals, and wait for the Pelican to land. The Pelican also drops ammo canisters. Head on through the rocks to the next area. Two Snipers, a Carbine Elite, and a Grunt are ahead. Kill off the Snipers quickly, then take the Grunts. The Marines will have eaten away at the Elite then, so you simply finish it off. Kill the next Elite to the left, then another Grunt hiding behind the ruins. Move quickly through the wreck now a Phantom is in hot pursuit. A Jackal is sitting between you and your destination: A Sniper Jackal. Kill it. There are more canisters here. Choose your weapons and kill off the Covenant on the gondola. Let your Marines get on the gondola, and hit that switch. Hows it going, you two? - Miranda So far, so good. Were approaching the main temple now. - Cortana Roger that. Im as close to the Library as I can get. Theres some sort of barrier... were trying to find a way around it. Ill keep you posted. - Miranda As the gondola leaves, two Banshees pursue. In this condition, theyll be tough. Use the Rocket launcher which is sitting atop the gondola. It has four convenient rockets, enough to kick their asses. A second Gondola meets you half-way, and two Thruster Elites board your gondola. Theyll be very tough. Not only that, but there are supporting Grunts, namely a Fuel Rod Grunt. Use the Sniper Rifle also conveniently nearby. Two shots from that, then a head burst with the Battle Rifle per Elite. Finish the Grunts, then move on... or let the gondola move on. Once you get near the main temple, Covenant will swarm out from within. Kill off the Grunts (on Plasma Turrets), then Jackals. A huge Covenant fleet appears overhead, just exiting Slipstream Space. Thats the largest Covenant fleet Ive ever seen... the largest anyones ever seen! Get inside the temple and kill Regret before it can stop us. - Cortana ******************************************* Sorry, Were You in the Middle of Something? ******************************************* Kill the two Grunts on the Plasma Cannons up ahead, then

the Elites that come out of the main temple. Jackals will dart out in the rear. Headshots... Plasma Bolt the Elites shields then head burst them. Move in... The Covenant fleet has launched multiple waves of Phantoms! Too many for me to track We dont have much time! As you enter, two Veteran Elites will come at you from one door. Bolt Burst them. Grab the Energy Sword from underneath the ramp. Move up the ramp, and look ahead to see... none other than the Prophet of Regret himself. There are Honor Guards all over this place! Watch your back! Two Honor Guards will make a charge for you. Dodge each of them and back-lunge them. Now charge for Regret! Theres the target! Take him out! - Cortana You dare to interrupt my sermon!? Warriors Attack! The Demon must Die! The Prophet of Regret Move up to him as fast as you can, avoiding any Elites and such in the process. As soon as you are in range, hold X to board his Chair. Once aboard, hit B to beat the shit out of him. You can usually get about six hits in before he teleports. Incompetence! Ill kill it myself! The Prophet of Regret As soon as you can, Lunge him with your Sword, followed by a boarded beating. After about 15-20 Lunges and punches, hell release a piercing scream, and die. With no life left to control his chair, it plummets to the ground, the chair starts to vibrate violently, and then it explodes. Bad news! The Phantoms are turning around, the fleets preparing to fire on our position!! - Cortana The Chief walks outside and looks up to see a carrier preparing to glass the entire structure! The Chief looks to the left and sprints out, to the end of the structure. He reaches the wall, leaps over, and lands on the path below. He darts for the end of the structure, jumps as far as he can, spinning around in the process, and lands in the water as the structure collapses around him. He sinks into the lake... This is not your grave... ughh... But you are welcome in it! Voice

A vine floats around in the lake apparently at random, until it suddenly straightens, then darts for the Chief and wraps around him, pulling him deeper into the lake. =========== Sacred Icon =========== COVENANT HOLY CITY, HIGH CHARITY SANCTUM OF THE HIERARCHS The Arbiter walks along a corridor, Elites and Brutes on either side. The Elite Honor Guards walk along, without their helmets. The Brutes are placing Honor Guard equipment on themselves. One Brute attempts to take an Elites staff from him. The Elite holds, but the Brute gives him a cold stare. The Elite submits. Two Brutes are fighting over a helmet. The Arbiter continues through a large door, and between two Brute Honor Guards. He comes across three Elites speaking with the High Prophets. This is unprecedented. Unacceptable. Spec Op Commander A Hierarch is dead, Commander. The High Prophet of Truth His murderer was within our grasp. If you had not withdrawn our Phantoms- Spec Op Commander Are you questioning my decision? The High Prophet of Truth No, Holy One. I only wish to express my concern that the Brutes- Spec Op Commander Recommissioning the Guard was a radical step, but recent events have made it abundantly clear that the Elites can no longer guarantee our safety. The High Prophet of Truth I shall relay your... decision... to the council. Spec Op Commander The Commander passes the Arbiter. They exchange nods, then move on. Politics, how tiresome. The High Prophet of Truth Do you know, Arbiter, the Elites have threatened to resign? To quit the High Council? Because of this... exchange of hats? The High Prophet of Truth We have always been your protectors. The Arbiter These are trying times - for all of us. The High Prophet of Truth Even as the Humans annihilation filled us all with

satisfaction, the loss of one of the Sacred Rings wracked our hearts with grief! Putting aside our sorrow, we renewed our faith in the prophecy that other rings would be found. And see how our faith has been rewarded! Truth moves to the left, and Mercy turns his back to the Arbiter, revealing another Halo on the view screen. Halo... its Divine Wind will rush through the stars, propelling all who are worthy along the path to salvation! But how to start this process? For ages we searched for one who might unlock the secrets of the ring - An Oracle and, with your help, we found it. The Prophets lead the Arbiter to the trapped Oracle. With appropriate humility we plied the oracle with questions, and it, with clarity and grace, has shown us the key. They press a button, and up comes the Sacred Icon. You will journey to the surface of the ring and retrieve this Sacred Icon. With it, we shall fulfill our promise. Salvation for all! And begin the Great Journey! --A Phantom speeds along towards Halo. Aboard the Phantom, sits Tartarus, standing behind a Brute piloting the ship. Once the shield is down, we will head straight to the Library, I do not wish to keep the Hierarchs waiting. Tartarus The Arbiter is standing next to two Brutes in the passenger section of the Phantom. The Human that killed the Prophet of Regret... Who was it? The Arbiter Who do you think? - Tartarus The Demon is here!? The Arbiter Tartarus growls in confirmation. Why? Looking for a little payback? - Tartarus Retrieving the Icon is my only concern. The Arbiter Tartarus laughs at the thought.

Of course! - Tartarus The Phantom moves down to the large structure, and drops the Arbiter. The Arbiter looks around, hearing a sound. Suddenly, an Enforcer rises up behind him. He fires off a few shots, attempting to ground it, but it fails. The Phantom returns and blows one arm off it. It gives chase. Lower the shield, Arbiter! Ill pick you up when youve finished! - Tartarus ********************* Uncomfortable Silence ********************* Immediately turn round and head up to the Veteran Grunt. Shoot at the symbols on the structure. Theyll glow dark blue. Keep firing until the pillar moves out of the ground, then drop down. After you come out of the drop, shoot the next pillar to lower it, then drop down. Once you reach the bottom, move along the corridor, killing the sentinels in the process. Be sure to destroy any panels on the wall (white ones with blue lights underneath). They release more Sentinels. Once you reach the end of the corridor, shoot the pillar and move down. Youll meet two Jackals and a Grunt attempting to hold off Sentinels. Help them out, and be sure to destroy the wall panels. Once its clear, move along the bridge and the end of the room. Youre getting close to one of the shield generators. Many of my Brutes have fallen, attempting to take it down. Lets see if you fair better. - Tartarus At the other side of the bridge, its the same deal as the last side. Simply take the panels off the wall, and deal with any Sentinels that attack. Once youve done that, find the next pillar and shoot it. Move down, your Jackals and the Grunt should follow. Another Grunt will meet you down here, fleeing from Sentinels. Another corridor with Sentinels and Panels. Clear out, shoot the pillar, drop down. Youve reached the shields power source, Arbiter. Overload the locks holding it in place. Youll encounter an Enforcer along with many Sentinels in this large room. Drop down onto the platform below, and hide out on the underside. Shoot out all open wall panels, then eliminate the Sentinels. Once the Sentinels are out of the way, concentrate on the Enforcer. Take the arms out first, then concentrate on the main body. When all seems clear, activate the gondola by shooting at the panels at the corners of the platform. Youve released the power source. Now, find a way to

remove it from its cradle. Tartarus Hit the switch to power down the Containment-Shield. Suddenly explosions. Not that you can see, but that you can hear. The huge doors in front of the gondola open, and it starts moving. *************** Buyers Remorse *************** As the lift moves out into the snow, a Phantom passes by in front of you, then turns back to support. Ill come after the Library is clear, Ill pick you up on the ledge ahead. The next door along slides out of the way, and an Enforcer bombards the Phantom. Argh! Blasted machines!! Once the gondola stops, youll be surrounded by Sentinels and Flood... oh, and who can ignore the Enforcer. Watch for the Advanced Sentinels, they use more powerful blue Sentinel Beams. They also come with energy shields sometimes. Use Sentinel beams to kill the Flood, and a Carbine for the wall Panels and Sentinels. The Enforcer can be safely ignored as long as youre on the underside. When the battle dies down, eliminate the Enforcer with an Advanced Sentinel Beam. When the small door (in comparison to the previous two) opens, move on through and recover from the fight. Some minor Flood Combat Forms (Human) will charge you. Cut them down to size before moving on. Eventually, the corridor will start to flood with... Flood... erm... yes, and Sentinels. Try to make them fight each other, then move on whilst they are distracted. At the end of the corridor shoot the pillar, then drop down. Head along the corridor, jumping over the obstacles. When the Flood leap over on their way to you hit your camo and continue on. Take a right and shoot the next pillar. Drop down. Move on, stopping to take ammo from the dead Marines. Proceed to the objective! Well hold out as long as we can - Urgh Argh Get if off ME!! Marine [RADIO] Suppressing fire! Suppressing fire!! Marine [RADIO] When you come across more Flood, hit your camo and leg it! Once your camo runs out, keep on going. Pass in between the two Carriers, and then the next two, and then shoot the pillar. Drop down.

Down here there are Enforcers taking on hordes of Flood. This is the perfect situation... when Flood are involved, that is. Move out of the little cubby, and jump up, into the next. Go along, and out again, and into the next. Up into the last one, shoot the pillar, then drop down. This place is almost pitch-black. It is swamped by Flood gas (the kind released when Flood are injured). Follow the corridor out, past the crates and into the large open area like the one you met the Grunts and Jackals in. Leg it past/over all Flood down to the bridge, then along to the other side. At the other side, dart past the Flood, and over the next bridge. Negative, Maam. They are NOT Covenant. Cover that doorway! Marine Head through this room, find the pillar, shoot it, and jump down. Shoot the next pillar in this extremely dark room, and drop down again. Youll be out in an area like the one you started in. Pick up any ammo you fancy (That Energy Sword is a particularly good Flood stopper), shoot the next pillar, and drop down. This drop is similar to your first one. Youll see a Phantom cutting down Flood contacts. While it keeps them busy, you have a small window to shoot the pillar, and drop down Flood free. Get on it. This is a long drop. Once you hit the out of the tunnel. ****************** 100,000 Years War ****************** Run out and cut down the Flood nearby. Watch out for the Rocket Flood. Orbital Drop Pods will fall from the sky, and from within, emerge the Elites. Help them secure the area over the bridge. Beware, Some Flood carry Shotguns and Energy Swords. Work your way up to the Plasma Turret, and hop on when the Flood are held off at a good few meters. Mow them down with that. All the Elites will hold up behind you. Youll have to watch for Flood coming from directly behind the gun, mainly an annoying Shotgun Flood or two. Forerunners be praised! The Arbiter! This Quarantine Zone has been compromised. We must do what we can against the Flood. Our Commander has landed further in. Let us join him. Once you hear that, the area should be completely clear of Flood. Head through the small cave along the snow wall to the left of the bridge. As you approach, Flood contacts will leap from atop the wall. Quick reaction time is key here, or else theyll surround you and beat you to death. flat ground, move

Once you eliminate them, move through the cave. Walk to the back of the Flood Combat ahead, and eliminate Move up to the center of this area. Youll see three four Elites, attempting to hold off hordes of Flood. of these Elites is the Spec Op Commander.

up it. or One

Circle around the area and eliminate all contacts. Watch for the Rocket Flood to the right of the Elite encampent. Arbiter! What are you doing here? Spec Op Commander Flood growls suddenly erupt from all around the area. We must hold this camp until reinforcements come. Spec Op Commander Watch for the rushing hordes of Flood. Get out your trusty Energy Sword, if available, and finish them alongside the Commander, in true style. They were fools to stand against us! Spec Op Commander More hordes attack. Keep them at bay until the Phantom arrives with reinforcements. =============== Quarantine Zone =============== A Phantom flies hovers overhead, dropping replacements for your dead Elites. In the center of this zone is a Sacred Icon critical to the great journey. I must find it! The Arbiter We shall cut into the heart of this infestation, retrieve the Icon, and burn any Flood that stand in our way. Spec Op Commander A loud roar of approval comes from the reinforcing Elites. The parasite is not to be trifled with, I hope you know what youre doing! Spec Op Commander The Commander walks away. ********************************************* Objects in Mirror are Larger Than They Appear ********************************************* Forward Warriors! And fear not pain nor death! Go Arbiter, Ill follow when our reinforcements arrive. The Phantom dropped four Warrior Elites, two Ghosts, and a Spectre. I suggest taking the Spectre, and fitting on three of the four Elites... if they are willing to join you.

Get ready ASAP, as an Enforcer and Sentinels are approaching. Clear em out, then move up the hill and through the tunnel. Wait for the Ghost, then move through the next door. What! The Parasite controls our vehicles? No matter... it will die all the same. Warrior Elite Youll find yourself in a large open room. Two Advanced Sentinels come straight at you, with an Enforcer not far behind. Dodge their attacks to the best of your ability, giving your Elites time to shoot them down. Youll notice random Ghosts lying around, unmanned yet damaged. Dont bother taking anything, keep your Elites as close as possible (AKA, most on Spectre, one on Ghost). After clearing out the first few Forerunners, move around the big dividing block, and be prepared for incoming Enforcers in the masses. Commander, weve found a human vehicle! Warrior Elite Keep moving, Im on my way. Spec Op Commander Youll notice an empty Warthog up against a pillar behind some boxes, with accompanying dead Marines. Hold back and strafe the Enforcers for your Elites. Move along the path slowly. Move down the slope, and take cover immediately. A Scorpion is just ahead. Your top priority Jack the Scorpion. Get off your vehicle, get as close as you can, then cloak yourself. Jump on the back, hit it a few times, throw two Plasma Grenades in, then jump off. You should now have a damaged, yet empty and usable Scorpion. Get in, then wipe out the remaining Flood Ghosts. Move through the tunnel, and out the other side. ******************* Healthy Competition ******************* Move forward. Three Human Flood will drop down from above the tunnel. An Enforcer hovers over from the left, past your LoF, taking no notice of you. Move ahead and simply run over the Flood. A Human controlled Pelican flies overhead, firing the rear-mounted Chaingun down on Flood contacts, and carrying a Scorpion at the rear. Move around, down the slope, rolling over the Flood in the process, and in through the small door. Im sending you a squad of my most experienced Warriors, Arbiter. Do not squander their talents! Spec Op Commander Straight ahead, youll find a Wraith firing Plasma

Mortars at an Enforcer. Hit the Enforcer from the rear with your turret shells, then attempt to jack the Wraith. Youll need the speed boost. A Phantom will land in this area, so dont move too far. It drops three Veteran Elites, and two Ghosts. An Arbiter! Just what are we going up against? - Elite Once your team is ready, move along the tunnel, and over the makeshift bridge. Watch for the Rocket Flood atop the hill ahead of the bridge. Kill off the Flood Ghost, then move over the next bridge. There is another Rocket Flood straight ahead, under the rubble. Turn left and target the Wraiths. Follow the path along, over the natural bridge. Watch for the Flood Wraith in front of the cave. A large group of advanced Sentinels and two suddenly ambush your team. At these Sentinels can be devastating. I suggest into the tunnel. Watch for the incoming an Enforcer or numbers, going straight Ghosts.

After youve cleared this area, move through the cave, and leave your Wraith. A Flood-controlled Scorpion and Wraith lie straight ahead, in battle with Enforcers and Sentinels. Move up grenade Wraith. to keep to the Scorpion and board it. Beat it then it. If youre lucky, an Elite may have taken your With your supporting team (assuming you managed them alive), youll be all set for the battle.

Most of the time there are just too many Sentinels and Enforcers though, so you will very probably be forced to flee through the rubble. Once youre through, move along the cave. Youll come to some windows, through which Sentinels are cutting down the Flood. Drop down into the room below, and fight your way through to the other side. Carefully move past the Flood, avoiding contact when the contacts are fighting each other. Move through the exit cave. As you go out into the open, an Enforcer wreck lands inches from your face. Move quietly around the side of the hills, and through the cave at the other side of the pit. As you enter the cave, hordes of Flood rush straight at you. Immediately cloak and leap over them, and they should head straight under you and into the pit battle. Follow the tunnel along, into a room similar to the one you were in just before. Move to the other side, up the ramp and out into the open again (past some Flood on the way). You know youre going the right way when you pass dead Marines. Head down the left, and grab the empty Ghost. Move past the enemy Ghosts and Wraiths, across the bridge, and hold position. Watch it, there is a Flood controlled Gauss

Hog. There is also a Chaingun Hog, and many a Ghost, with a Wraith or two. Whatever you do, dont stray too far. A Phantom is on the way. When it arrives, it drops a Spectre, the Spec Op Commander, and a Warrior Elite. Get on the Spectre and move up the hill. As you move along, watch for the Enforcers, which most likely dominated the ongoing battle. Dont draw too much attention to your team, as a couple of Wraiths usually sit far to the left, far enough to last the battle. Once you have cleared the entire area out, move along over the hill, drop off to the ground below, through the mini-cave, and into battle with Enforcers, Ghosts, a Wraith and a Scorpion. A Human Heavy-assault vehicle! Elite Leave the Flood and the Forerunners to battle it out, and move on to the right of the clearing, under the huge structure overlooking the Quarantine Zone. In here, there are hordes of Flood all gathered up, with a couple of Flood manning Human Turrets. I suggest getting off the Spectre, making sure your teammates get off too, and moving in on foot. Grenades are your best friend here. Toss them in, fire off at the turrets, and clear out any remaining Flood. The Commander will do most of the tougher groups for you, as long as you support. Once all is clear, move through the door at the center of the structure wall. Head along one of the corridors, Warriors... well done! Spec Op Commander The Arbiter and the Commander head up a ramp and towards a computer. The Arbiter activates the Gondola, calling it to him. Just then, the next gondola along starts moving to the next structure. More Humans? They must be after the icon! Spec Op Commander Growls and screeches come from back down the ramp. The Commander turns and draws his Sword. On your way, Arbiter. Ill deal with these creatures! Spec Op Commander As the Commander leaves the gondola, it starts moving along. A Phantom flies down next to the gondola. I see that coward didnt join you. Ill do what I can to keep the Flood off your back. Tartarus

**************** Shooting Gallery **************** We cannot let the Humans capture the Icon! The Hierarchs will not suffice to your failure. - Tartarus Youll find yourself surrounded by teammates. They are all Minor Elites. Look! Up ahead the parasite gathers for an attack. Minor Elite The Elites will gather at the front of the gondola and exchange fire with the Flood. They are position on a small platform to the left of the gondolas path. Take out as many as you can. If any are left when the gondola passes, theyll jump on. Chances are most jumpers will miss. Kill them all off. As soon as youve cleared that, watch the bottom floor, but stay on the top side. When the Flood come through gaps near the bottom of the gondola, rush down with and keep them as low as possible. As soon as they start to rise, you start to lose. Once that set has been cleared, more Flood jump on above from another platform, and these ones rarely miss. More come out the bottom after that. Now you have to worry about one or two at a time, which can be worse, because they have a tendency to keep quiet when you dont know theyre there. After a couple of singles, a huge horde enters from the bottom. Watch for those with shotguns. Grenades, and shotguns I might add, are your friends. The Humans are already inside, Arbiter! After them! Ill watch the perimeter! - Tartarus Eventually, a large circular door will open, and the gondola stops next to a small ramp. ************************** That Old, Familiar Feeling ************************** Go Arbiter! Get the icon! Tartarus. Run down the walkway, and across the familiar layout of the Library. Some Combat forms run after something, taking no notice of you at all. When you get to where they were, a couple of infections leap out of the ducts, but still taking no notice. They follow after the Combats, ignoring the dead Flood bodies, which they could have revived. Dotted around among the Flood bodies, are the bodies of a

few Marines. Follow them along the path. Head through the little passage-way on the left. The wreck of an Enforcer lies straight ahead. Miranda searching for the index comes across it floating over a large drop. She cant reach it as it floats over a large drop. She grabs a nearby vine, then leans out, and grabs the index. Gotcha! Miranda Just then, the vine slips, and Miranda begins to slide over the edge. Suddenly, the vine stops, holding Miranda in place. You know, your father never asked me for help either. Sarge Sarge pulls Miranda up. The index is secure. - Miranda McKenzie, Perez! Hows our exit? You hear me Marines!? We got trouble! Sarge scans the area with his Battle Rifle. Sarge notices a distortion in the air. Knowing this is a sign of active camouflage, he opens fire on it, yet missing. The distortion leaps over the wrecked Enforcer. Damn! - Sarge Sarge tries to hit it with his rifle... twice, but both times the distortion counters. It grabs Sarge. The camouflage wears off, and the Arbiter appears underneath. How ya doin? Sarge The Arbiter head-butts Sarge, knocking him on the floor. Sergeant, stay down! - Miranda Miranda raises here dual-wielded SMGs and fires at the Arbiter, knocking his shielding offline. The Arbiter leaps back behind the Enforcer, and rushes round the right of the room to cover. Miranda turns to the Sergeant. Johnson, you all right? Johnson!? - Miranda The Arbiter takes his chance, and leaps out to Miranda. Miranda looks back slowly, understanding her mistake. The Arbiter knocks her guns away, then she is pulled by Tartarus Hammer. Excellent work, Arbiter. The Hierarchs will be pleased.

- Tartarus Tartarus has Miranda in his right arm, with the index on her waist. The Icon... is my responsibility. - Arbiter Was your responsibility, now it is mine. - Tartarus The Brutes surround the Arbiter. One of the Brute takes Sarge, another takes Miranda from Tartarus. A bloody fate awaits you and the rest of your incompetent race, and I, Tartarus - Chieftain of the Brutes, will send it to you. - Tartarus Tartarus raises his hammer, and aims at the Arbiter, ready to fire his energy sphere. When the Prophets learn of this, they will take your head. - Arbiter When they learn? Ha ha. Fool. They ordered me to do it. - Tartarus Tartarus fires, pushing the Arbiter over the edge, and down a huge drop. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========= Gravemind ========= >>>>>>>>>>>>>>>> Intro: Scene One <<<<<<<<<<<<<<<< The Chief comes round with a large slimy tentacle in front of him. What... is that? Cortana I? I am a monument to all your sins. The Gravemind Two tentacles suddenly swoop down, with the Arbiter wrapped and struggling in between. Relax. Id rather not piss this thing off. Master Chief Demon! - Arbiter The Gravemind pulls the Chief closer. This one is machine and nerve, and his its mind concluded. Now he focuses on the Arbiter. This one is but flesh and faith, and is the more

deluded. Kill me or release me, Parasite! time with talk - Arbiter But do not waste my

There is much talk, and I have listened - through rock and metal and time. Now I shall talk and you shall listen. A few tentacles rise up holding a Prophet and a Monitor. Greetings! I am twenty-four-oh-one, Penitent Tangent. I am the Monitor of installation 05. 2401 Penitent Tangent And I am the Prophet of Regret... Councilor most high... Hierarch of the Covenant. A Reclaimer!? Here!? At last! We have much to do. This facility must be activated if we are to control this outbreak. 2401 Penitent Tangent Stay where you are. Nothing can be done until my Sermon is complete! The Prophet of Regret Not true! This installation has a complete utilization record of 1.2 trillion simulated and one actual. It is ready to fire on demand. 2401 Penitent Tangent Of all the objects our lords left behind, there are none so worthless as these oracles. They know nothing of the great journey. The Prophet of Regret And you know nothing about containment! You have demonstrated complete disregard for even the most basic protocols! 2401 Penitent Tangent This ones Containment and this ones Great Journey are the same. - Gravemind Penitent Tangent and Regret are lowered. Your prophets have promised you freedom from a doomed existence, but you will find no salvation from this ring. Those who built this place knew what they wrought. Do not mistake their intent. Or all will perish as they did before. - Gravemind This thing is right. Halo is a weapon. Your prophets are making a big mistake. Master Chief Your ignorance already destroyed one of the sacred rings, Demon, it shall not harm another. - Arbiter If you will not hear the truth, then I will show it to you. - Gravemind There is still time to stop the key from turning. But first, it must be found. You will search one likely spot, and you will search another - Gravemind

Fate had us meet at foes, but this ring will make us brothers. Gravemind. The Gravemind tosses the Chief and the Arbiter, and has them teleported. >>>>>>>>>>>>>>>> Intro: Scene Two <<<<<<<<<<<<<<<< On High Charity, and in the space around it, a large rebellion seems to be taking place. Grunts and Jackals charge the Council Chambers, as Brutes efficiently smack them away with single strikes of their staffs. Inside the Chamber, the High Prophet of Truth is speaking to what seems to be some sort of TV system. We are, all of us, gravely concerned. The release of the parasite was unexpected, unfortunate. But there is no need to panic. The Prophet of Truth In truth, this is a time to rejoice, a moment that all the covenant should savor. For the sacred Icon has been found! With it, our path is clear, our entry into the great beyond, guaranteed. The Prophet of Truth The Great Journey is nigh, and nothing, not even the Flood, can stop it. The Prophet of Truth One Minor Grunt notices a small pillar of yellow light. He turns to it, and suddenly the Chief pops out of nowhere. Boo! Master Chief The Grunt squeals, drops his Needler, and flees. The Chief snatches the Needler mid-air. Two Honour Guards step next to the Prophets, and shield them with their Staffs. Kill the demon. The Prophet of Truth ********** Inside Job ********** Brutes! - Cortana Immediately ahead of you are two Honor Guard Brutes. They drop their Staffs, and attack with Brute Plasma Rifles. Luckily, you start of with a Needler. This is, in my opinion, one of the, if not the best weapon for Brute Control. The faster you can kill those Brutes, the better. Cortana

Unload 10 Needles onto a Brute. A single explosion should annihilate it. They dont have shield generators, but take them out before... its berserking! Cortana The last living Brute will drop his weapon, hunch over like a mad gorilla, and charge wildly. He wants to get close. At a distance, he is useless, so he wants to beat you to death. On Legendary, youre going to die after two consecutive hits at most. For some weapons, berserking Brutes present you with a disadvantage, but for the Needler, there is no better advantage. Grab the second Needler on the floor, and unload on him. A small group of Grunts enter the Chamber. Grab the Brute Plasma Rifles (dual-wield) and wipe em out. The Demon has infiltrated the Council Chamber!? Protect the Hierarchs! Seal the exits! Brute voice As you hear that voice, jump onto one of the pillars at the side of the room, then jump up onto the seats where the Councilors were sitting in the Intro. Oh, I dont think so! - Cortana Two Minor Brutes enter from opposite sides of the room, backed up by two Grunts each. One Brute has a Brute Plasma Rifle, the other a Covenant Carbine. I hope you still have those Needlers. Unload on the Brutes. If you foolishly dropped the Needlers, youll have to go to their level to fight them, theyre hard to hit with Plasma Rifles... well, hard to kill at least. Once youve killed one Brute, the other will probably berserk. Kill off the Grunts now from a safe distance, then needle the Brute while backpedaling. Another group of Brutes and Grunts enter, kill them off in the same manner as before. Watch out for the Captain, its got a Brute Shot! Cortana The next group is built of Grunts, as usual, two Minor Brutes, and a Captain Brute. The Captain isnt much harder, just stay away from walls, and the grenades wont hurt you unless you make direct contact. Needle the Brutes, and slaughter the Grunts. Once youve cleared these ones out, youll realise that those werent the only members of the group. Two Carbine wielding Brutes lie in wait up on the side of the chamber. Theyre damn accurate, so take a few shots, then when your shield shows the pain, move back into cover. Once theyre down, yet another party moves in. No top-

side Carbines this time (though there might be one on the ground floor), back to same old, same old. After them, you finally get to stay in the chamber and fight another group! Put me down on one of the pedestals near the door. Cortana This line signifies freedom. Do as she says, but not before retrieving ammo from the hundreds of corpses in the room. That Prophet Truth! He has the Index. Youve got to take it from him. Lemme get these doors. Go. Itll be easier to track Truth if I stay in the network. Dont worry, you can pick me up later. - Cortana So head out the door, and beat the oncoming couple of Grunts (Minor & Veteran). Move through the opposite door, and kill the room full of Grunts. A Minor Brute might wander in. Note the Berserking Brutes are much harder to kill with a Carbine, and much easier with a Needler. Right this way. Cortana Out the door youll meet two Honor Guards. Needle one, then the other before it charges. Down the small ramp, youll find a few Veteran Jackals and Minor Brutes. Note that as you fight here, reinforcing Grunts (approx four), and then Brutes (approx two, then another two, one of which is a Captain) come up an elevator from the opposite side of the platform. If you can keep up, shoot them as they rise up from a distance. Head to the end of the platform, where Cortana is waiting. Truth is moving through the lower levels of the tower. Ill reverse this grav-lift. Drop down try to cut him off. Its safe, really. Just... step in. Cortana Do as she says, but be prepared, because as soon as you land youll find yourself face-to-face with a Jackal Sniper and Veteran that seem to be casually strolling along. Needle the Sniper Jackal as soon as he comes into view. Once the Jackals are down, about three Grunts come running through the door. Make short work of them, and move on through the next room, and down the ramp. Reinforce all approaches to the holding pens! Slay the Demon on sight! Brute voice Theyre beefing up their patrols. Stay sharp! Cortana When the door opens, stay next to the pedestal Cortana is on. Several Jackals will run across the corridor, taking absolutely no notice of you (as long as you stay distant and absolutely still).

When its clear, move through the door the Jackals came from and back-whack the Captain Brute. Now jump onto the raised walkway on the left and back-whack the Jackal, then beat the other Jackal to death (hell have seen you and alerted anyone else in the room). A Captain Brute will run through the door. Needles. Quickly kill the Grunts, then watch for the next (possibly berserking) Brute. Move through the door. Wait a minute! Im reading Marine IFF transponders. The signals are originating somewhere below your position. Cortana Just then, a couple of Jackals come from the door to your right. Kill, and move ahead. Youll find two Brutes and five (approx) Grunts in this room. Kill them, and continue on. Theres another lift in the next room. Cortana Move through to the next room carefully. Immediately to the left and right is a single Jackal per side. Then theres about five or six Brutes (mostly Captains). Get dual Needlers, and needle em up. For the most part, every dead Brute makes another Brute go berserk, which is good if you have dual Needlers. When youre ready, drop to the lower floor, and go through the grav-lift in the center of the room. Here, Chief! Jump in. Cortana Do as she says. There are two groups of Marines in this detention block. Ill zero their location, you neutralize the guards... quietly. - Cortana As soon as you land, back-whack the left Brute, then the right as quickly as possible, while he berserks (with the Needler melee animation, it should be fast enough). If done right, no one else will have noticed you. Now move over the left walkway and smash up the sleeping Grunts. When the top floor is clear, go to the grav-lift and move down. The patrolling Jackal on this floor could be a problem. Find a hiding place somewhere in his path, then beat him up when he passes. Go down the next lift. When the next Jackals back is to you, get him, then watch for the patrolling Jackal on the opposite side of the floor. Get him. If at any point you are spotted, a group of Grunts, and a Brute will come from the top floor, with reinforcing

Jackals on the middle floor. Once theyre down, more Jackals, and a Brute appear. Once its all clear, go to the middle floor, and look for the white door. Go through, and youll find a Jackal with its back to you, a Jackal looking at you, and a Captain Brute (with Brute Shot). The Marines are being held in cells along the side of the room. Kill off the Guards, then the cells open up. Listen up, Marines! The Chiefs hunting a Prophet, and youre gonna help him kill it. Cortana Affirmative. Marine One more group of Marines to go, Chief. - Cortana As soon as you exit the room, waves of Guards come from the top and bottom floors. Theyre made up of Brutes, Jackals, and Grunts. When youre done with them, move down to the bottom floor and into the open door. There are Marines within. A Brute is patrolling the room, with his back to you upon entry. You know what to do. The rest of the guards are sleeping Grunts. Thats all of the Marines, Chief! Good work. Cortana Leave the room. Enemy parties will meet with you in this room again. Mainly Grunts and Jackals, with a Brute or two. Finish them, then move on. Well get out of here the same way we came in: The central grav-lift. Hostile Reinforcements! Coming down the lift! - Cortana A few Grunts (including Support Gunners), a few Jackals, and a couple of Brutes make up this squad. Work your way up the room slowly taking out the Covenant. When you reach the grav-lift area, watch for the support gunners. The lift is clear. Step on in. Cortana Again, do as she says. The lift rockets you up to a floor under the one you came down from. Fear not, my brothers. The Sacred Icon is secure. It was Tartarus, and his Brutes, who took the Icon from the Flood. For that, they have our thanks. The Prophet of Truth Excellent. Truth is broadcasting on the move. Itll make him much easier to track. - Cortana Personally, I prefer to take the Covenant Carbine from the ammo crate nearby, and the Energy Sword from the floor near the lift. Im going to assume you take it now, too.

Ahead of you, youll see a dead Honor Guard Elite, and another lying by the Bridge to the next room. Head over to the door. As you draw closer, the door opens prematurely, revealing several Minor Elites, and a Swarm of Drones attacking them. Jump behind the ammo crate to the left, to avoid the fire. Let them fight it out, then run through the door. There are more Drones fighting with Honor Guard Elites. These Elites usually finish the Drones off, but a couple of Brutes then come through the next door. Let them fight, then kill the winner. When you attempt to go through the door, a swarm of Drones comes through. Back off and Grab a Plasma Rifle from the body of one of the dead Elites. Peek in and out firing it off at the Drones. Once you finish them off, move on. The Elites have failed to protect the Prophets, and in so doing, out all our lives at risk. But no warrior forget his oath: though in faith will keep us safe whilst we find the path. The Prophet of Truth Ive got a fix on Truth, just outside this tower, Chief. Theres an exit nearby. Hurry. Cortana In this next room, a Jackal jumps down from the raised section on the side, and runs along the corridor, away from you. The room is littered with bodies, including a Hunter. Kill off the Jackals and Brutes within. Once clear, move through the door. Youll find a Hunter Bond within the next room. I suggest a Plasma Rifle if possible. Draw one Hunter out of the room, to the previous one, then litter it with Plasma. This might take a couple of tries, because this is the worst possible surrounding for Hunters: Small, tight corridors. With my blessing, the Brutes now lead our fleets! They ask for your allegiance, and you shall give it. The Prophet of Truth You wouldnt believe the number of kill-systems the Covenant are throwing down around me. Not to worry, its pretty sloppy stuff. I guess they never expected a hostile intelligence to penetrate their networks from the inside. - Cortana Open the next door, and youll find a Brute firing at an Honor Guard Elite equipped with an Energy Sword. Leave them to it, and kill the winner. There is a Jackal Sniper across the room. I suggest jumping down into the crater, and running across, until you find a path up to the other side. Watch out at the door, a Brute armed with a Brute Shot will come running. Kill him and move in. Creatures of the Covenant! The path is broad, and we shall walk it side by side. The Prophet of Truth

Walk down the corridor, picking up the Carbine ammo on the way, and move through the door. Slip-Space rupture. Its In Amber Clad! Cortana In Amber Clad races by overhead, from left to right. Failing... no response. Shes crashed into another tower ahead of our position. Ill keep trying to make contact but Im not registering any Human vital signs. Cortana Jump into the grav-lift, which takes you not up or down, but across the chasm. Stay hidden at the other side, as Rebels and Loyalists meet each other in battle just ahead of you. When theyve weakened each-other, go ahead, along one of the walkways. At the end, youll find a large group of Brutes and Elites battling it out. The problem is, these are Honor Guard Brutes, and Minor Elites. Let them fight, then pick off the winners. Grab an Energy Sword from the ammo crate, but keep your Carbine. Follow the small stream along, and go up the next walkway. Dont get off at the end, a small team of Rebels are to meet up with many Brutes. Be sure to watch carefully, because there are Thruster Elites. If they see you, youll have a tough time shaking them off. Once the battle has finished, pick off the survivors (Thrusters take priority), then hop into the grav-lift. At this moment, the council is gathered on Halo, to see the Icon safely placed. The Prophet of Truth Rise, My brothers! Cast down the Elites! Brute Voice There are those who said this day would never come. What a day, to say now. The Prophet of Truth Once the towers are clear, well drive them from the lower districts. Brute voice Go through the door, and youll see a couple of Drones fly past. Let them go, then follow on. In the next room, youll find a Swarm of Drones surrounding a couple of Thruster Elites in the center. Use the confusion to charge straight through. Dont shoot at anything unless its directly ahead, and directly threatening to you. In the corridor, two Brutes approach. Shoot the one on the left with a Carbine (he has no helmet, I believe), then the one on the right as he berserks. Most likely he wont die before he gets close, so whip out your Energy Sword and lunge at his head when he is within range. Out the next door, youll find another grav-lift. Continue on over it. Head along the right walkway, as Truth mumbles in the background.

The Elites have gathered in the mausoleum. Fools! There Arbiter can do nothing for them now. Brute voice Youll see Grunts running around in circles, desperately trying to escape charging Brutes. Take no notice of the Grunts, they distract the Brutes, and are only a waste of ammo. While the Brutes go after the Grunts, dodge past them along the stream and onto the next walkway. At the end of this walkway, you encounter another grav-lift. Jump on. Head through the door and up the ramp. Be warned, Brutes will come through the door at the top at the last minute. Prepare to flee for cover. Pick them off with the Carbine. Theyre not too hard, but they do have Brute Shots. Once done, head out the next door, crater in the middle, and a battle Rebels. Drop down into the crater, left area, follow the path around, possible, ignore the Brutes. to a large room with a between Loyalists and and flee to the upper and as much as

Be careful, as a couple of Black-Op Elites will come running from the door, followed closely by Grunts. The Elites have Swords. Head in through the door. Back-whack the patrolling Elite within. Watch for the fleeing Grunts, these ones eventually come to their senses and retaliate. Kill the next Elite, then move through the door. This room is filled by Rebels. Loyalists will come from the door opposite yours soon. Find somewhere to hide, and let the battle go on. If the Loyalists dont enter, run for the door, allowing it to open, the run back to cover. The Loyalists will run ahead into the bottom floor, simply take cover on the top floor and jump past them and through the door. If were going to catch Truth, well need to take a shortcut; straight through the Mausoleum. Look on the bright side, for now, they seem much more interested in killing each other. Cortana In this next corridor, a couple of Brutes, a Drones and a Jackal are fighting of a lot of them fight it out. Most likely the Loyalists Pick them off carefully. If a Brute charges, until he is close enough to lunge at. swarm of Rebels. Let will live. shoot him

Move across the corridor. When you get close to the door, a bunch of Elites and Grunts approach. Be careful, Hunters arent far behind. Flee immediately. Dont worry, a couple of Drones will draw the best part of their fire. Grab a Beam Rifle from an amo crate or the dead Jackal from a while back, and use it to pick off the Grunts, then Elites. When the Hunters are alone, keep watch of them. Eventually, theyll reveal their soft-spot for you. It should only take one or two shots per Hunter. Clear them out, then move on. This next area is going to be a right pain in the ass.

Grab a Fuel Rod Cannon from a dead Grunt, and make sure you have your Energy Sword. Move on through. You might consider sitting this one out. Cortana The Mausoleum of The Arbiter: The Loyalists hold the left side of the room. The Rebels hold the right. The door opposite you holds Hunters ready to charge. Some of the Elites are armed with Fuel Rod Cannons. They are all Spec Ops. Piss them off, and theyll equip their Energy Swords. Normally this presents you with an advantage, but amid the chaos, it only spells disaster. What you want, is for the Loyalists to win for once. However, dont interfere too much. Pick off the odd Elite, and anything directly threatening to you, bar a Hunter, which would take too long to kill, and would leave you open to everyone else. As you enter, The Brutes charge down from the left side of the room. A swarm of Drones is slaughtered in seconds, and youll probably see nothing more than the bodies falling from the ceiling. Hide behind the pillars where the Brutes were standing. The Elites are equipped with heavier weapons, so youll probably be safer close combating a bunch of Brutes, than taking on the Rebels. The Fuel Rod Cannon you hold is intended for the Hunters. When the Loyalist reinforcements slow down, move over to the Elite side and Energy Sword the lot. You now have to watch for the Hunters. Once youve finished the lot, youll notice two things: 1. The room is a completely different colour. 2. The door ahead has just opened without you. Hang on, Im picking up two more transponders! Its the Commander, and Johnson! Theyre closing on Truths position, Chief. Theyll need your help. Cortana This way, Chief. Cortana With your Fuel Rod Cannon in hand, fight off the group of Rebels approaching now. One of them is a Councilor. Move out of the room and follow the corridor to the door opposite. This isnt good. Im getting confirmed reports of Flood leaving In Amber Clads wreckage. Lets get the Index and find a way out of here before things get really ugly. Cortana <<<<< Outro >>>>> The Brutes, with Keyes and Sarge, are pushing them along the walkway to a few Phantoms. Split them up, one in each Phantom.

Tartarus kneels before Truth. The hopes of all Covenant rest on your shoulders, Chieftain. The Prophet of Truth My faith is strong. I will not fail you. - Tartarus Just then, a horde of Infections spring up from the side of the Platform. Two Honor Guards toss their staffs aside and stand in front of the Prophets, with Tartarus in front. The Infections leap for their hosts, but the Brutes land every punch, the sheer force shattering their weak build. But suddenly, a single Infection makes it past the Brute onslaught. It lands on Mercys neck. Tartarus kneels down by his side, moving his hand slowly towards the Infection. Let him be. The Great Journey waits for no one... not even you, Brother. The Prophet of Truth. They walk away, and Mercy is left struggling on the platform. ======== Uprising ======== To be completed... ============ High Charity ============ To be completed... ================= The Great Journey ================= >>>>>>>>>>>>>> Intro: Scene 1 <<<<<<<<<<<<<< The Spec-Op Commander, sitting in his Wraith, informs the Arbiter of a way to open the doors to Halos Control Center. What is that place? - Arbiter Where the councilors were meant to watch the consecration of the Icon... The start of The Great Journey. Spec Op Commander There is still time to stop the key from turning. Gravemind [FLASHBACK]

I must get inside. - Arbiter Then mount up, Arbiter. I know a way to break those doors. Spec Op Commander The Commander drops into the Wraiths hatch. ************************* Your Ass, My Size-24 Hoof ************************* When the mission starts, another Spec-Op comes along in a Spectre. Take the turret and protect the Wraith as you move along the valley. Along the way, you will encounter many a Ghost. Once you see the seaside, you have cleared the valley. Along the cliff-side, youll go into a bunch of rocks, in which a couple of Wraiths lie. These ones are with the Brutes. Take them out ASAP with the turret, from as far as possible. Either that, or sneak up on then and boardnade them. Also keep watch for the nearby Phantom, which comes from over the sea. If at any point you find the turret too difficult, simply nick a Ghost, or better yet, a Wraith (dont bother yourself too much about it, usually the Wraith is under too much fire to obtain). There Arbiter. That Scarabs main gun will break the control rooms door. Spec Op Commander At the far end of the beach, theres a passage into the cliffs that should take you up to the Scarab. Once youve taken the Wraiths out, hop out of your vehicle and move in through the door. The Brutes control that Cruiser, Arbiter! Ill remain here make sure no reinforcements get in behind you. Then, Im going to take the Cruiser back. Spec Op Commander The Arbiter!? I thought he was dead... Hold your fire! The Hunters have come to our aid, Arbiter. They will fight by our side. Minor Elite Follow the Elite round the corner, and through the door. The Hunters will walk slowly through the door, taking loads of grenades from the Brutes. Grab a nearby Beam Rifle and peg as many Brutes as you can. Protect those Hunters if you wish for an easier time later. Once the room is clear, move up the ramp and follow the Hunters. Be sure to stay behind them. Theyll set themselves up along the wall. Help them pick off the Brutes at the opposite side of the cave. When they are low in numbers, move around the side of the cave and kill them off from the side. Look out, there are sniper Jackals here. Make them your first priority. Move closer and closer, picking them as you go. The

Hunters will follow soon, and smash into their ranks. A single Beam to the skin will kill a Hunter, so make sure youve finished those Jackals. Move through the next door. If youve lost your Hunters by now, dont worry. They would hold here anyway. Move across this bridge, carefully picking off Jackals as you go. Watch for the Phantom, which insists on pissing you off here. This is pretty easy as long as you dont go Rambo. Once you reach the other side, a swarm of Drones will ambush you. Retreat a bit, grab two Plasma Pistols (I know youre saying WTF!?), and rapidly tap both triggers. The bolts are slightly stronger than rifle bolts, even when uncharged. Rapidly fire them at the Drones until they all drop dead. Continue through the door... replacing your Pistols on the way. After a few doors, youll find yourself in a large room, with a ramp straight ahead. At the weapon crates, you have the choice of: Plasma Pistol Plasma Pistol Needler Needler Covenant Carbine Covenant Carbine (the 2nd obviously just giving ammo) Energy Sword I suggest the Carbine and the dual Needlers. First off, grab the Carbine, and take out the Jackals around the side of the wall. Then kill off any Brutes you can with the Carbine. Once theyve come to their senses, back off and grab the Needlers. Now, head round and release a burst at a single Brute. Once he blows, do the next... and the next... and the next. Wear them down like this. When you feel their numbers are down far enough, take out your Carbine and release the Hunters from their cell. Now that the Hunters are out, feel free to wonder around and release the others while the Hunters slaughter the Brutes. There is one thing to note, a mad Brute CAN kill off a Hunter. Ive seen two perfectly healthy Hunters go down to a Brute. If they get pissed, help the Hunters take them out. Once youve freed everyone, grab an Energy Sword and move on. Run through the corridors, and out onto the platform. Here is the Scarab. Mine will do... kill the others. Youll find many Brutes around a group of Marines. Melee the first Brute, then use your camo. Lunge the next Brute with your Sword, then take out a gun and kill off the rest. The confusion at this part is usually too great for it to be challenging, but if you take to long, the Brutes will dig in and prove to be a pain. >>>>>>>> Cutscene

<<<<<<<< The Arbiter is faced with the main cannon of a Scarab. Luckily for him, Sarge starts talking, identifying himself as the driver. Arbiter and Sarge negotiate an uneasy alliance, and agree to chase Tartarus to the control room together. The one thing that had always kept Sarge fighting was the cold, pure hatred of the Covenant that he grew up with. This is quite a turn of events. >>> End <<< *************** Backseat Driver *************** Two Banshees are heading towards you. When they land, jump in one of them and follow the Scarab. There are many Banshees, Wraiths, and Spectres along the way. Theres also a few Plasma Turrets on the cliff edges. Your job is to protect the Scarab from the minor, fast moving vehicles. Theyre not really anything to worry about, but the Scarab moves so slowly that you might as well take them anyway. Once you reach the seaside, there are a couple of Wraiths waiting. Feed em some rods, and then watch for incoming Banshees. Stay clear of the door! - Sarge The door is obliterated in the blast, and you can go through. Land quickly, and move in. ********************** Delusions and Grandeur ********************** Youll be in a small, dark tunnel. Head on through and into the large room ahead. Brutes will come in at the upper-right side of the room. There is about six of them. They can be pretty tricky. Do not let them enter the chamber! The Chieftain must complete his holy work! Quickly have a look around the floor of the room. Youll notice that therere holes dotted around the room. Two Brutes will go berserk as soon as they see you. Kill off as many Brutes as you can initially, then drop down, and hide. Whenever a Brute drops down, slaughter it. One problem, if a pissed Brute drops down, your chances are much better with the other five Brutes sitting around up above. Once the Brutes are dead, another few will come through the door. A couple of them are Honor Guards. Kill them, and then head through the door they came through.

>>>>>>>> Cutscene <<<<<<<< The Arbiter, and a squad of Spec Ops and Commanders meet a stand still with an equal team of Brutes. The Brutes are attempting to force Miranda to use the index and activate Halo. Tartarus holds the Oracle under his left arm. The Arbiter attempts to explain what Halo really does. He asks the Oracle to speak. Tartarus wont have it. As the Brutes are about to activate Halo, Sarge comes in with a Beam Rifle pointed at Tartarus head. He orders Tartarus to allow the Monitor to speak. Reluctantly, Tartarus backs off. The Oracle explains, and the Arbiter prompts Tartarus to change his position. A confused, stunned, and furious Tartarus looks around, out of options. Suddenly, he tosses the Oracle at Sarge, whirls round, and slams Mirandas hand down on the computer, shoving the Index into the slot in the process. Sarge is hit right on the head, and knocked out. Suddenly, everyone raises his own weapon, and Halo activates... The central hexagon starts circling, and splits into 3 parts, the central part being the largest. A large laser flashes right through the middle. The laser grows bigger. Several platforms start swirling around it. >>>>>>>>>>>> End Cutscene <<<<<<<<<<<< Immediately kill the Brutes surrounding Tartarus. Aim at their heads and attempt to knock their helmets off. Once they are dead, Tartarus will flee into the central platforms, the main power generator of Halo. By now, Sarge will be back up, and more Elites will be charging through the door behind you. Jump onto the swirling platform, and then onto the central pillar. Tartarus activates his Energy Shield. Its an enhanced one that you havent encountered before. You both have one advantage and disadvantage: Tartarus He has his very powerful Energy Shield, so itll take some time to wear it down to recharging status. However, he must get close to you to use his hammer, and being around the same speed as you, that could take some time. Arbiter You are able to shoot him from a distance, but with your weaker shield, a well-aimed hit from that hammer could be the end for you. He can send five Elites flying from a single hammer shockwave. By the time you see Tartarus, about ten Elites should be

surrounding him. He will raise his Hammer, and suddenly all life within the surrounding few meters of the hammer will be extinguished. If you can, find and pick up an Energy Sword. Charging sequence initiated. Primary generators coming online. 343 Guilty Spark Well shut them down! - Miranda Apology Protocol does not allow me to interfere with any aspect of this sequence. 343 Guilty Spark Then how do I stop it!? - Miranda Well, it will take some time to go over the proper procedures, I- 343 Guilty Spark Quit stalling! - Miranda Under more controlled circumstances, Id would suggest the Reclaimer simply remove the index. 343 Guilty Spark Thats it? Johnson, Im on it! - Miranda Hang tight, Maam not until that Brute is dead! Johnson Watch for reinforcing Brutes. I suggest you take care of the minor Brutes, whilst he takes care of the minor Elites. Most likely, youll be done about the same time. Secondary generators charging. All systems are performing well within operational parameters. 343 Guilty Spark Keep backpedaling from Tartarus. Also be sure to keep him out in the open so that Sarge will fire at Tartarus with his Beam Rifle. Once his shield is down, take him with your Energy Sword. Lucky hit, but you will not land another... When the next wave of Brutes and Elites come in, ignore the Brutes, as some Elites will distract them. Some other Elites will take on Tartarus. Allow them to do so, and lunge his back with your Energy Sword. You need to be sure to go on full force after that. Power generation phase complete. The installation is ready to fire. Starting final countdown... 343 Guilty Spark Come on, Arbiter kick that guys ass!! Johnson And may I say, Reclaimers, it has been a pleasure to serve you both. Goodbye. 343 Guilty Spark If his shield recharges, back off again and take on the other Brutes if there is any remaining. Allow Sarge and

the other Elites to take him again. When his shield is down for the tenth or so time, a final back-lunge should finish him. Be sure to finish him in style. <<<<< Outro >>>>> Tartarus may be dead, but with Halo activated, its all in vein... A huge ball of blinding plasma glows white-hot in the center of Halo. The space around it starts to ripple, like the light is bending. Shockwaves home in on the central orb, shrinking as they go. Miranda makes a charge onto the swirling platform, ducks under another platform that almost knocks her off, and leaps onto the central pillar. She makes a mad dash for the center, and grabs the index. Back at the center, the orb grows bigger, and more threatening A large beam is fired from the control room, and it makes contact with the central orb. The orb blows up to huge proportions, and almost consumes the entire ring, but suddenly, it implodes into a tiny little ball, and a small shockwave bursts out form the center of the ring. It just collapses like a puff of smoke All is quiet, and Halo seems to be over, once more. The Arbiter discusses the situation with Sarge, Miranda, and Guilty Spark. Worried about the massive amount of other Halos that must be dotted around the galaxy, Sarge questions the Monitor on the function of Halo. They learn that all Halos can be activated from the one location, and that if a single Halo cant be activated, the Ark can Chief, What the hell are you doing on that ship? Lord Hood Finishing this fight. Master Chief Credits roll. After the credits, Cortana can be seen sitting atop a console in High Charity. The tentacles of the Gravemind approach slowly from through the door, edging towards her. It asks her to answer its questions. Alright, Shoot. Halo 3 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-----------6. Theories: -----------If you have any theories you wish to show everyone, send them to me. Write it as best as you can, because your theories WILL BE EDITED until Word detects no grammar errors. See email information at the top of the guide for full description of how the email should be sent. NOTE: GAMEPLAY THEORIES ONLY. Theories on things like Microsoft forcing Bungie to redesign the game for Halo 3, which BTW I disagree with, will not be accepted. ************************** The Other Gravemind Theory ************************** This theory is a bit... m3h. I dont half-believe it myself to be honest, not so much a theory as it is evidence of too much free time on my part. Really its nothing more than a placeholder until I find other theories to put here. Short Summary: The Halo 1 Keyes blob is Graveminds neglected little brother. Main Body: Anyone who read the Flood will know of the mental battle thought between Keyes and The Other. Jenkins felt too that there was an "Other" present. This Other seemed to rake through the lost thoughts of Keyes... digging deeper and deeper, and stealing his memories (not sharing, but stealing, like cut + paste instead of copy + paste). I think it was searching for the information on how to pilot the Truth and Reconciliation. The Flood were also in the process of repairing the Truth and Reconciliation when the Chief arrived at the ship. Chances are, IMO, that an Elite or some other host experienced the Other too, and repairing information was gathered from host to host. Maybe The Other was... not necessarily a younger Gravemind, but a malnourished one. I think the Gravemind seems much more complex than The Other because he has gathered many more hosts. I personally think that the Gravemind has simply gathered much more intelligence from his hosts, or possibly assembled that intelligence in a better manner, and managed it properly. For example, Gravemind immediately speaks to the Chief and the Arbiter. We don't know which language he is speaking, because the Chief is equipped with a translator which converts Elite speech to English. He may very well be speaking 1337 (hee hee... oh... I'll shut it then >_>), and it only sounds like English to the Chief due to his translator. Whatever it is, its beside my point. I think that he managed to gather enough information from a

vast range of Elite/Human hosts and understand the language properly. I dont really have a way to conclude this theory, as I plan to expand on it, and hope others will too. So Ill leave it that, a nice block of text to think about. Author: Cool Z **************************** Is History repeating itself? **************************** This is a theory I came across on the GameFAQs.com Halo 2 General Board. This is the work of Vegechan, a veteran user of the board. Short Summary: Many people think the Covenant is humanity's main threat, but it seems like Bungie is setting up the Flood with the sweeter deal. Will we have to be faced with a similar situation the Forerunner once were placed with? Main Body: So far everyone assumes Halo 3 will be able propelling Truth and the rest of the Covenant from Earth. I think this is far from the truth, and let's recap the ending shall we? The Covenant have fallen. Two of the three Hierarches are dead. The Covenant made between the Elites and Prophets has been broken. What's left of the Covenant Armada is currently blowing the crap of it's self around High Charity. The holy city and main base of operations is now under Gravemind's and the flood's control. So, yeah. Covenant are in a bad spot, and a whole game can't be made out of stopping Truth from activating the Ark. But look at how the Flood are set up. The flood for the first time in eons, are off of a Halo. The currently have High Charity, and when powered can bring the Flood anywhere they deserve. I'm sure there are phantoms aboard High Charity, and using the cause of the civil war, Gravemind can easily take control of a couple Covenant ships. He can either use these to make a power supply for High Charity, or create a small fleet. Gravemind also has two of the three hierarchs and 2401 Penitent Tangent, and assumably, Cortana. Or all these he can easily know of the location of the Ark, and Earth. The ark can assumed to be on Earth due to Truth heading there, unaccompanied with only one Forerunner ship, but it's still unknown. Now, the Flood need to destroy, defend, or deactivate the Ark due to it's purpose, so Gravemind wants to be at Earth. That being said, due to the small war Earth just went under, it's defenses are in shambles* and the Flood just showing up in a giant hive will cause massive problems and Earth, our last planet left thanks to the Covenant, might just fall under Flood jurisdiction.

So yeah, the Flood are set up to be a very key element in 3, more so than 1 or 2. Will history repeat itself and after all possible solutions become exhausted will we be forced to activate the ark? 3 will be very interesting indeed... *This needs to be said. Earth got f*'d up. Those 15 Covenant ships tore a new one. Hear me out. These 15 ships aren't your normal Covenant ships. They where traveling with the Prophet of Regret's ship. These things had to be special. That being said, within the first moments of battle 2 of the 3 geo sync platforms were destroyed. And if you pay close attention to the scene where Master chief returns the bomb, you see the Human fleet. You see almost 20 ships all firing, however in mere seconds they are ripped through and only 3 or 4 remained. Mere seconds. When you leave the battle is still raging, and when you return it's still going on. When the admiral asks why you are on that ship, just look at his surroundings and how beat up that place is. Earth is weakened. And if the Flood attack, there will be little resistance. Author: Vegechan If you have any comments to make on this theory, send them to idshanks@gmail.com and Ill forward them to Vegechan. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------7. FAQs: -------Any question that Im frequently asked by email or that I see a lot on the boards will be posted here if I know the answer. 1. Im playing Cooperative mode, but for some reason the screen is vertically split, rather than horizontally. Please help. This is the most common problem that people seem to encounter. Its pretty easy to fix. Vertical split is designed for wide screen TVs. Go into the Xbox main menu (by turning it on without a disk in the drive), then choose settings. Look for the widescreen option, and turn it off. That should solve the problem. 2. Bungie stated that peeking and sprinting would be an in-game feature, yet I dont seem to be able to use it no matter what I try. Bungie also stated a couple of months before the release of the game that these features would have to be removed. 3. When playing Cooperative mode on Legendary difficulty, it doesnt seem to work properly. I play a little into the level, and then someone will

usually die. However, instead of that person respawning, the game reverts. Whats going on? This is a new feature to make Coop much more difficult. There is nothing wrong with your game. You must avoid dieing if you want to make it through the game now. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------8. CREDITS: ----------GameFAQs, IGN, Cheat Planet, and Cheat CC for agreeing to/requesting to host my FAQ/Walkthrough. Bungie for making such great games. GameFAQs Halo 2 board users, for the extensive info, which I have not yet received from them, but hope to when updating this guide. >_> And everyone who sent in small pieces of info to help me out. There are way too many too mention, but you know who you are. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ t3h l3g4ls!!! Blah blah, plagiarism is naughty, blah blah, copyrights, blah blah. If you see this FAQ/Walkthrough at any site not listed in my allowed section at the top then please alert me so that they can be possessed and forced to run naked along the street with a chickens head up their ass.

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