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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter H » Halo 2 - Strategy Guide (Page 02)

Halo 2 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Halo 2 - Strategy Guide (Page 02).

   *The Pelican says that if you can make it to the other side of the area,
    they can pick up the Marines via a new LZ. Johnson commands a marine to
    satchel open the gate.*

Two new Hunters will arrive, thanks to the destruction of the gate. Not much 
you can do, except try to toss plasma grenades at them and hope for the best. 
Use the turret, along with close fire to eliminate them. They take a lot of 
hits to go down as well. The Gate is right near the courtyard, fairly dark. 
Head on through, and round the corners towards the Pelican. Johnson will get 
picked up by one of the transports, as they need him elsewhere. Continue ahead 
with the fellow marines. Make sure you have a long-range wep to take out the 
Jackal beam rifle snipers ahead. Around the corner is a lone Jackal. Nail him, 
grab his Beam Rifle, and hit the two snipers straight ahead on the two 
different floors of the destroyed building. Then, start sniping out the 
Drones. You'll have more Jackal snipers along the left/right balconies, along 
the far sides. Some Elites will pop in as well, to help erupt the party. 
You'll find them under the side balconies, one may even have a sword at this 
point.

Once the area is clear, head down the alley to the left where some fellow 
marines are. Watch out for the two Beam Rifle snipers (one on left alley, 
second straight ahead). The Elites will pop out from the right. There are also 
several scrambling Grunts. Go down the left road where the flipped vehicle is. 
Move ahead, clear out the remaining Covenant, and enter the Hotel where the 
other marines are. Go down the dark hallway, and turn on your flashlight. A 
small ambush of Elites is ahead. Make use of your Plasma grenades. When you 
reach the open, nail the tangos to the left, then watch for the Covenant ship 
in the open on the right. Kill the reinforcements that are dropped out. Now, 
get into the driver's seat of the Warthog that appears. Time to clear some 
alien forces out on the beach. Drive down through the ditch, and take out the 
aliens next to the Pelican. Then, move ahead, and here comes the tough part. 
There will be a beam rifle sniper in the floating tower, along with several 
Elites/Grunts on the ground level near the beveled cargo boxes. Take your 
time, spiral around, and let your gunner do the work. If your warthog is 
destroyed, go back to the Pelican, and make use of the Ghost there. Watch out 
for some Elite Ghosts as well.

Now that you've made it past this part, gather some ammo, because you'll be 
facing more of the same. Round the corner, and drive up ahead. You'll have 
numerous Covenant forces under both large turret things, along with a 
rebounding ship that will drop a few Ghosts. Try to get behind the ghosts, and 
let your gunner nail out the driver. Otherwise, if it gets hairy, you can try 
to run them over for the splatter kill. Again, keep the plasma fires off of 
your warthog, because you need your gunner alive. If you're restricted to no 
vehicle, try to hijack a Ghost, or kill the driver with a Battle Rifle, and 
take over one. Get the gunner to shoot off the turrets on the Covenant 
Carrier, and head up over the next hump. This next part will have a repeat of 
before, with several Ghosts, along with a sheltered building near the 
beginning. If you lose your warthog, retreat to the shelter, because the 
Carrier will continue to pound down red plasma fire. Once the area is clear, 
head towards the marked waypoint on your map. You won't be able to get the 
Warthog up there, so try to grab a nearby Ghost, and boost ahead.

Eventually, a Marine Warthog will come up from behind, if you want to hitch a 
ride, but I recommend you stay in the Ghost. Zoom up ahead, and nail the 
Covenant at the checkpoint. Boost over the ramp, but watch out for the flying 
Drones. Try to take them out first (along with anyone on the turret inside the 
pile of mass). Then, clear the next blockade, and blast ahead. Suddenly, a 
large phason beam will blast through the highway. This is that big mother 
clucker from before that shot us down. Three to four Ghosts will appear and 
try to ambush you. Strafe and nail them down. Once it's clear, move ahead 
again. Watch for your human warthog; he might get stuck next to the cargo box. 
If he does, redirect him out, and through the right side. Blast ahead. You'll 
run into several Elites at a checkpoint. Nail the turret first, the 
concentrate on the men behind the barriers. They're easy to kill in a Ghost, 
and you'll find a spare one behind the blockade in case you need on. Make a 
right up ahead, and continue forth. Suddenly, you'll notice a fleet of Shadows 
making their way down the Highway. You'll have to blow each of them up from 
behind.

I found that it's best to take out the back plasma turret, then boost ahead, 
and nail the Elite Driver. If you're in the Warthog, try to avoid the shots,
and hit both turrets since your driver won't be experienced (unless you're
driving). If you destroy them early, you'll run into yet another Shadow ahead.
Intercept it as well. Use the same plan as before. This one is just a test
before reaching the end of the level.

 _________________
/Metropolis (4.3)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: **
   SECRETS: n/a
OBJECTIVES: + Crush Covenant resistance on the bridge
            + Make your way to the surface
            + Regroup with Marine forces in the city center
            + Board and destroy the Scarab

   *Remember that big mother clucker from before? Well, it's actually a Scarab.
    Unfortunately, it wiped through one of the marine platoons. Instead, your
    reinforcements drop down a Scorpion tank which you can use on the Covenant.
    Now we're talking. Where's my Cuban cigar? I'm gonna be smokin' em all
    away. Anyhow, the Sarge makes one more smart comment about what the ladies
    like.*

Make your way onto the Scorpion Tank by holding down X. This tank has got a
machine gun turret with the L button, and a tank cannon on the R button. Use
the cannon for explosive situations, and the machine gun for infantry
problems. Remember, don't let any infantry get near your tank, otherwise, they
can blow it up. If you run into a Banshee, and can't seem to take him down, 
use the Machine Gun to lower his shields and eventually blow him up. Board the 
tank, and head up the bridge. If you want, you can let some fellow marines 
hitch a ride on your tank, although they'll probably die in the process. The 
tank has a "slight" arc on its shots, so try to aim slightly above on FAR 
shots (300 meters or higher). A trio of ghosts will be along the right. Fire a 
couple of shots to blow them up. An enemy Wraith up top will start firing 
Plasma shots from the top. Ignore it for now, until you're in range. Just 
don't get hit by the blue plasma balls. It takes about 3-4 shots to eliminate 
the Wrath permanently. Fire a couple of shots, and wait for the blue explosion 
to know you've done good.

Along the way, you'll run into casual ghosts, but they're easy pickings with 
the caliber on this tank. When you reach the peak of the bridge, it's gonna 
get tougher. Some Carriers will ambush you from behind, on the sides. Fire a 
few shots at em', and let your fellow marines RPG them. Watch for 2 Banshees 
behind you on the diagonal flanks. Move downhill. About eight ghosts will come 
up the bridge, but at timed intervals. Take them out in their 2-3 groups. When 
you get close to the embankment, 3-4 Banshees will appear from above. Take 
them out with the turret, and watch for the series of Ghost that attack on the 
ground as well. Once they're taken out, another series of Banshees appear. 
It'll get a ton more serious when the two Wraiths appear from the tunnel. Use 
your tank gun, and the assistance of any alive marines if possible. Proceed 
down the tunnel, and eliminate the small alien survivors. When you reach the 
yellow-jutted doorway, you'll notice a friendly Warthog appears. Hop out of 
the tank, and get the Shotgun that the marine gives you. Now, head up the 
right pathway, and over through the crack.

This is where it gets sticky. Several Elites will be mixed in with the 
barricades below, with Grunts of course. However, there will be Beam Rifle 
snipers in the background. Hopefully, you'll have some Marines left who have 
Rockets equipped. Leave them to take care of the ground forces. You should 
concentrate on sniping off the background snipers if possible, since they're 
very annoying. Move ahead to where the red flashing light is, along the right 
wall, and grenade the remaining Covenant. Head through the hallway. You'll run 
into one or two Covenant, then a wide open space up ahead. Grab a Beam Rifle 
from the Jackal before, and snipe off ALL of the Jackal Snipers. These guys 
are very annoying because of the wide open arena. One of your Warthogs will 
spiral around distracting the enemy. If you have any RPG guys left, they'll 
take out the Ghosts. If not, then concentrate on sniping the Jackals first, 
this is the biggest priority. Try to get the Ghost drivers second. If your 
Warthog is alive, hop in the back with the Fuel Rod Cannon. Your driver will 
take you into the next area. If you're on foot, grab a Beam Rifle, and snipe 
off the Jackal at the far end by the tunnel. Two to four Ghosts will bum rush 
you. If you're in the Warty, pick them off. Otherwise, stick with Plan B, get 
cover, or pick up the RPG on the ground right near the entrance. Either way, 
you'll have to get close to the Wraith, unless you have the Warthog with you.

Now that this is done, proceed through the open tunnel ahead. You'll meet up 
with yet ANOTHER Warthog who is battling some Ghosts. Take the Ghosts out 
first either via a Warty or rocket launcher. Now, I recommend driving the one 
you currently have. Your marines are not smart enough to evade the upcoming 
Wraiths, so you should drive. Make sure you have a Gunner though. Proceed up 
the road, and cut a left. You'll intercept 2 Wraiths, along with a Carrier. 
The Carrier will be dropping Ghosts as well, so get the Ghosts first, then 
nail out the Wraiths. They'll be fairly immobile, not too much of a threat. 
Also, watch out for the 3 Beam Rifle Jackals on the bridge. You can probably 
evade them, but if you're on foot, they're going to be your prime priority. 
Once the area is clear, a new waypoint should appear.

   *The group of marines will inform you that their Lt. was hit upon landing.
    Not to mention, there are several Convenant forces in the perimeter, and
    the annoying Scarab from before. It's time Master Chief took a peek on
    how the Scarab exactly works.*

Follow the soldier as he takes you through their landing zone. When you reach 
the top, you should be out on a balcony. The Scarab should blow up your 
Scorpion, then proceed overboard. Go up the slanted edge of the roof, then 
move back past the water and through the sliding door. 

   *After all of the ass whoopin', Master Chief pops out fine as a dime. The
    Sarge is there in time to pick him up as well. Unfortunately, the Prophet
    Regret is jump warping back to his hometown in the middle of the city.
    Daughter Keyes decides to go in after him because he'll escape in otherwise
    flawless condition. She warps in with him. We're then brought back to the
    Covenant world where our tortured Elite is brought into a room with the
    Hierarch Council. These guys rule over the previous Prophets like yellow
    butter on a toasted rye. Anyhow, once the Brutes leave, the Hierarch wants
    the tortured Elite to become the next Arbiter, sort of like a hero who
    protects the code of the Covenant. The tortured Elite places on the new
    armor, and is instructed to go assault a true heretic (not him), but
    rather one who has been speaking against the higher council. Your mission
    is to kill this Heretic for his betraying actions, along with those that
    follow him. Unfortunately, his position is on a remote planet. You are
    shipped off to this location, along with some Elite troops, and are to do
    some stealth killing for your countrymen.*


 __________________
/The Arbiter (4.4)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: ***
   SECRETS: n/a
OBJECTIVES: + Locate the Heretic Leader
            + Pursue the Heretic Leader

So, the game decides to take a twisting turn and put you in the role of one of 
the covenant. Strange, no wait, very strange. Anyhow, you're start off on the 
landing pad of the ship. Head to the nearby door. One of the neat features of 
your Arbiter armor is the ability to cloak. Press the white button when you 
want to cloak. A small clock will appear in the upper left corner. When it 
runs out, you're visible. Also, it will recharge, so make sure you note when 
it does, and continue to use the cloaking function. You'll also start off with 
the nifty, yet lethal, Energy Sword. This baby can almost spell instant kill 
with the amount of organic blood it spurts out from your opponent's body. I 
recommend using it only on Elites, since it has limited ammo (about 5 plasma 
per swing). Quickly move through the series of doors, cloak, and hit the guard 
from behind. Up ahead will be a few more Heretics. Grab a Carbine, and use it 
as your primary gun, with your sword as a backup. Pick off the Grunts that are 
down the decline, and the remaining Covenant. Head down the pathway. Be 
careful not to fall down.

Round the corner, and then cloak, and engage the roaming guards by the 
elevator. There will be 1-2 Heretics inside the elevator, so keep your guard 
up. Proceed inside, and your fellow Elite will lower it with you. Once you 
reach the bottom, cloak and enter the room. You'll notice that some of 
the "Sacred Librarians" have sided with the heretics. Anyhow, start engaging 
the enemy. You'd probably be best grenading the cluster on the right. Try to 
make your way to the far window, and hit the switch. This will open the door 
for your ship to come in, and provide reinforcements. Along the way, several 
Grunts will appear from the right with Fuel Rod Cannons. Snatch one up, and 
use it some of the approaching troops. You'll get an Elite or two to help you. 
Watch out near the far end, as a Swordsman will enter the arena. Take him out 
from afar, or behind, because his sword does an instant kill all the time. 
Once the room is clear, get some fresh ammo, nades, and move onward. In the 
next room, you'll have several Grunts and Heretics to lay waste to. 
Fortunately, none of them will be opposing threats until you reach the blue 
conveyor belts. Watch out for a heavy ambush from the sides, including several 
Heretics. Stick to grenades and Dual Needlers for carnage.

Proceed through the blue door, and sneak up on the lone guard. Eliminate the 
Grunts to your left, then turn around, and make quick existence of the 
Heretics. Continue down the spiral stairs to the left, and you'll run into 
small scatterlings of Grunts and Heretics. Use your plasma grenades to take 
out the bunches, and Carbine them down. There's a reload to your Sword down 
below. Now, head through the next alleyway. Go around the circular path, 
eliminating the Heretics as they appear. Use your plasma grenades near the 
canisters to help get some explosive material. Once you've cleared it out, 
compose yourself, and head through the door to the right at the end. Head into 
the left door.

   *Suddenly, the Heretic Leader escapes into a Banshee, and says he will
    protect the Oracle. As he flies away, you receive orders to help escort
    your mothership as they track his coordinates down.*

Start off by looking on your radar. An ambush will come either to your left, 
or your right. Intercept the oncoming forces, then proceed outside, and hope 
into either Banshee. Follow your waypoint to your mothership, and defend it. 
You'll have a series of numerous Banshees attempt to attack it. This is fairly 
simple, since you just have to shoot the opposing Banshees down. They're weak, 
and have limited maneuvers. My best recommendation is to boost with the L 
trigger after them, and just keep firing. Get use to the slow range on the 
plasma lasers. Fire them ahead of distant targets to intercept their path of 
flight. The Banshee also has a VERY useful Banshee Bomb. Press B to fire it. 
It's similar to a Fuel Rod Cannon. It's best to use on stationary targets, 
like plasma turrets, but works also on flying vehicles. Your next goal is to 
take out all of the Banshees until they discover which one is the Heretic 
Leader. Keep following your ship's waypoint, and keep destroying the Banshees 
that follow. If you get close to the base, and the turrets fire at you, simply 
destroy them as well. Believe it or not, the fuel rod turrets are way more 
damaging than the flying Banshees.

When you reach the upper echelon of the base, you'll find 2 spare Banshees 
resting near the location with most of the Fuel Rod turrets. I recommend 
switching to one of them to replenish the damage done to your primary hull. 
Continue the search for the Heretic's ship. As usual, Banshees will continue 
to come in pairs of two. Eventually, your mothership will inform you that the 
position of the Heretic's ship has been located. He landed on one part of the 
base. Clear the landing zone via your Banshee bombs and plasma fire. Wait for 
the guards to come out, and take care of them as well. Land once your Grunts 
are on the ground. Head on in.

 _____________
/Oracle (4.5)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: ****
   SECRETS: n/a
OBJECTIVES: + Escape the infested labs
            + Find the Heretic Leader
            + Cut the three cables holding up the station
            + Pursue the Heretic Leader back to the hangar
            + Kill the Heretic Leader

   *Your fellow forces will enter on in where the supposed Oracle is. However,
    one of your Elites reminds you that he has smelled this stench before.
    Smells like chicken tonight!*

Move ahead into the narrow corridor, and move through the door. You'll be able 
to see a firefight down below with some Covenant & Flood (zombies from the 
first Halo). Unfortunately, it appears the Flood were victorious. Head through 
the next door. Jump down to ground level. You will then start to hear groaning 
and moaning sounds in the background. Be careful as an onset of Flood 
parasites will start to attack you from all sides. You'll get an occasional 
Flood Zombie who pops down, but they'll be fairly easy to kill. Your fellow 
Elite will tell you to move on, while they wait for more reinforcements. Move 
through the open door ahead. When you reach the elevator, numerous Librarians 
and Flood Zombies shall appear. Try to pick up a Sentinel Beam, and start 
firing at all the bogies around you. You may have some Elites left to help 
you, but they probably won't last long. Keep alternating your Sentinels so you 
have a fresh load of ammo. Make sure you do not fall off the elevator, as it 
equals instant death. Keep firing down the motherload as they jump from above. 
Again, more Librarians will appear along with them, which makes aiming at them
ease with the Sentinel Beam.

When you reach the bottom, a door should open. Go through it. Move through the
halls up ahead, and grab a Carbine if you can. Then, enter through the next
door. You'll hear some Covenant forces duking it out. Smash the glass windows,
and start engaging both the Heretics and Flood. When the area is partially
cleared, jump down, grab a Sentinel, and start blasting away the Parasites.
More Heretics will pop up above to try and snipe you. Grab a Carbine and take
em' out. Take shelter if necessary, because you'll be shot quite often.
There's also a plasma cannon at one end of the room, but it's fairly
ineffective at killing the Flood. After you've killed the drop-down enemies,
look BEHIND you immediately. Heretics will pop out of the door. Start
grenading them, and taking shelter on the opposite side. A mix of Flood will
pop down as well. Once it's clear, move to the locked room that opened up. The
door will open. Cloak, and proceed forward.

   *Your Elite informs you that the storm is about to hit, so you must find the
    leader of the Heretics, now!*

Quickly move ahead using your cloak as you go. Avoid the right pathway as a
series of Heretics and Grunts will rush down with Needlers. Take the left
side. You'll run into minimal resistance, but nothing you can't handle with
your sword. Move ahead, and you'll also have some reinforcements for backup.
Reach the top, but be careful. Some Heretics will be waiting inside the
pillars to ambush you. Try sticking them, but use your cloak as well. When you
reach the top, cut back into the open area. You'll see a large arena. Move in,
and engage some troops. The Heretic Leader will retreat, and hide himself 
inside an energy barrier on the other side of the room.

   *A cutscene will reveal that the Heretic is protected from the storm in a
    minor room, and he curses you and your troops to die in the storm.
    Fortunately, the nifty Arbiter says he'll cut the cables holding the
    station together, to scare the Heretic out of his hiding hole.*

Start go back towards the beginning of the room, and climb the stairs. As you 
proceed upwards, a series of Librarians and Flood will drop down. Continue 
your way to the top, until you reach the elevator switch, and hit it. When you 
reach the upper echelon area, it gets tougher. There will be about 4-5 
Librarians at once, along with several Flood Zombies ambushing you. You should 
see three blue/white dotted pillars, at triangular coordinates surrounding 
your position. Run up to these locations, pull out your Energy Sword, and 
uppercut them to destroy them. Once they're all down, the station will start 
to go into freefall. Quickly run back to the elevator that brought you up, and 
press the switch. When you're back in the room, hop back down to the ground 
floor, and go to the force field room. Eliminate the Heretics inside, then 
drop through the elevator hole. Proceed through the next door. You'll run into 
a frenzy of Flood that rush you. Pull out your sword and decapitate them. Now, 
run down the spiral until you reach a bottom door. Nail the Elites guarding 
the Hangar entry. Proceed inside.

   *The Heretic Leader jumps in a Banshee and flies away. Our Arbiter does the
    same to pursuit him to his death!*

Apparently, he ran away again to another hangar station. Quickly follow your 
waypoint which should be slightly to your left. You'll have about 4 Banshees 
to deal with, and they're stronger than from before. Make use of the Banshee 
bomb to eliminate them, and plasma them down. Use your boost if you're flying 
up too quickly.

   *When you reach the waypoint, the Arbiter crashes and misses the landing!
    Thankfully, he did it for suspense, and was holding onto the ledge. He
    climbs up, and proceeds to sneak upon the Heretic Leader.*

Run up through the next door, and start to engage the Flood/Librarians. Many 
of the Zombies will be very aggressive, and attempt to jump-rush you. Jump to 
ground level, and cut a right through the open door. Go right again. Follow 
the Heretic to the left, and go through the doorway. Proceed up the spiraling 
stairwell. Note that you'll face several Zombies, and plenty of Parasites. 
Toss occasional grenades behind you to hold off the oncoming rush as you rush 
upstairs. You can catch a couple of Heretics from behind as well. When you 
reach the top door, you'll enter the conveyor section from before. Cloak past 
them, and eliminate some of the Heretic guards along the left wall. Enter the 
left "open" doorway, not the upper area. Proceed to the top.

   *The Heretic Leader attempts to jump onto his spaceship, but you intercept
    him. Unfortunately, 343 Guilty Spark is back, and ready to cause some
    deceitful chaos. The Heretic Leader then fires at the Arbiter, and spawns
    two Heretic bosses. Time to duke it out.*

This boss battle can be extremely tough on higher difficulties, because of the 
almost instant-death you're yielded if you're seen by 3 of the enemies. The 
idea to remember is that only one is the true Heretic Leader, while the two 
others are holograms. Start off by immediately cloaking and running to the 
left. You'll find a Sword reload to the right, but more important, a fresh 
Plasma Rifle along the left. There are also some important plasma grenades. If 
you kill a hologram (either by sticking or slicing), the Heretic Leader will 
respawn another one. Pay attention to which one he is. Usually, I notice that 
the Heretic Leader stays on the upper part of the map. Keep using your cloak, 
and try to get under him. Jump up, toss a grenade and try to stick him. If you 
do, jump again, and do a swinging sword slice. It takes about 2-3 slices 
without his shield to yield death.

   *After killing him, the Arbiter drags his body out so he can show the
    High Council of his accomplishment. A Brute then zap controls the annoying
    Oracle, and places him in a containment jar. After all, 343 Guilty Spark
    was responsible for the first Halo game. Now, we're fast forwarded to
    our human allies, where they have just jump warped into the area of the
    Covenant Battleship. Yet again, another Halo is discovered revolving around
    a Covenant planet. It's activated, and ready to be used at any second. It's
    time to lock N' load Master Chief.*

 _________________
/Delta Halo (4.6)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: ***
   SECRETS: n/a
OBJECTIVES: + Clear the landing zone for the Pelicans
            + Extend the bridge, and cross the chasm
            + Push through the Covenant-held ruins
            + Reach the towers in the lake

   *You and some other Marines will be launched via your landing pods onto
    Halo's surface. Suddenly, a few Covenant forces realize your presence,
    and start firing their plasma turrets.*

When you reach the ground, immediately look up, and hold down R (with your 
Rocket Launcher) to lock onto the plasma turret. Blast it out. Now, move up 
the hill along with the other marines. When you reach the entrance to the 
steps, take cover as you'll face several Elites and Grunts coming out of the 
temple. Watch on the far left as an Elite will sneak behind you. Use your 
Battle Rifle, or Dual Plasmas to move on up. You can get great reload cover 
behind the temple pillars. There's a beam rifle sniper at the center of the 
temple, close to a dark window. Take him out as a priority. Once clear, go up 
top, and grab the beam rifle. The Pelicans will start to come in, but there 
are some Covenant Phantoms as well. When the Phantom approaches, pull out your 
Rocket Launcher, and nail the turrets on the Phantom. If you time it right, 
you can also hit the reinforcements that drop down as well. Yet again, some 
Elites may sneak into the bottom of your base, so eliminate them with some 
well-timed nades. Once you're confident it's clear, go out, grab some 
scavenger ammo, then retreat back in. Another Phantom will be dropping troops 
in. Use the same strategy as before. Ammo will be more scarce, so try to get 
your allies to help you out on this one.

Now that the landing zone is clear, two Pelicans will arrive. Jump into the 
driver's seat of the Warthog that appears thanks your fortunate Space Marines. 
Now, drive straight ahead and to the right of the main temple. You'll see a 
hilly road that leads up to the "big building" in the center of the island. 
Three Beam Rifle snipers will be ready to greet you. Strafe and sidewind to 
avoid them. Go right. When you reach the area up ahead, there will be about 3 
plasma turrets that need to be taken out. Watch out for the two Ghosts by the 
station. There's also a Wrath on the other side of the bridge. Start off by 
eliminating the Ghosts and nearby Elites. If your Warthog flips, hijack a 
Ghost, and finish off the remaining hostiles. Take cover behind the building, 
and go inside. You should see a hole up top. Jump down into it, and engage the 
enemies. It might be wise to toss a few nades first to let them know you're 
here. Press the switch against the window (past the idol), and the bridge will 
be extended. Now, head on out, eliminate any survivors, and wait for your 
Pelican to drop down a Scorpion. Hop in, and make sure your allies are on as 
well. Now, start firing your cannon at the two Wraiths on the other side. Move 
across once they're down. Two Banshees will hit you from the left, along with 
four Ghosts from the tunnel. 

Cross through the yellow zone, and take the low route. Nail the oncoming 
Ghosts. Move ahead, watch out for infantry troops, and cannon out the two 
plasma turrets. Continue ahead to the next open temple area. Knock out all of 
the turrets, troops, and about 6-8 Ghosts with your cannon/MG. Shouldn't be a 
problem at all. Take the right path, past the fountain, up through the temple 
stairs. Continue into the next area, but very slowly. Take out the flanking 
Ghosts from the left pathway, and watch for plasma grenades being tossed by 
Grunts by the pillars. Go down the left decline, and use the same strategy. 
Cut a right, and you'll see another "large" structure. Be weary of when you 
fire your cannon shots. More Ghosts will bum-rush from narrow alleys and the 
steps on the left. Take out the plasma turrets too. Go along the left side, 
and spiral through the center (under the temple). Eventually, you'll receive a 
message from Cortana that says to clear a landing zone for the Pelican. Go 
along the right side of the temple, and get out near the spikes. Help your 
ground forces clear the Covenant forces by the shields. Move ahead near the 
pillars, and start taking out more Grunts/Elites. Head into the inner tunnel.

When you reach the next grassy opening, be prepared to engage some mix of 
Elites/Jackals/Grunts. Nothing too spectacular, but concentrate on the blue 
Elites since they're a tad stronger. Move up the left stairs when cleared, and 
run ahead. Engage more commoners at the ambush spot ahead, but take shelter 
behind the large boulders. Go down through the left cave. Here comes one of 
the trickiest parts in the level. You're going to face several "Jackal" 
snipers, and many of them are hidden behind the trees, bushes, and wilderness. 
If you have any teammates alive, watch them go forth, and see where the 
attacks originate from. You can use that to pinpoint the Jackals. Otherwise, 
take your time, zoom through the leaves, and hope for the best. There are 
usually two Jackals in the lower left. One is to your right, slightly below 
the upper pathway. You can get a fresh load of beam rifle there. You'll also 
find a Battle Rifle inside a canister along the path. Jump down, then cutback 
near the waterfall, and two more enemies will be present. Suddenly, you'll get 
ambushed by about 5-6 Drones from the air. Take them out, then backtrack along 
the lower left side. Go up the hill, and take cover. Some more Jackal snipers 
will appear at the far end from a dark tunnel, along with a guided Elite. Cut 
up into the left path, but be careful as some Drones will ambush you from 
behind. Kill the Elite ahead. 

Move through the tunnel, along the left path, and regain some of your lost 
ammo. Snipe off the Elites/Jackals ahead, or close combat them. Either way, 
there won't be any flanking snipers, so you're doing good right now. When you 
reach the dead end, curl a left up the path. You'll reach the end of the path, 
with a wide-open view of the installation in the center of the lake. You have 
to make your way into the belly of the beast. Start off by sniping off the 
Jackal snipers patrolling the deck. There are 2-3 around the perimeter. Now, 
concentrate on the Elites/normal guards. Jump down to the normal deck, and 
grab the weapons in the canisters if you need a weapons reload. The Pistols 
work well on the Drones. Run down the pathway, and enter through the sliding 
doors. Crouch and peak around the corner. Pull out your Beam Rifle, and snipe 
off the center Honor Guard. Now, 3-4 more Guards will hop down. Some will have 
Swords, others will have skills. Try to take them out as they get near, or 
stick them. DO NOT let them swing their swords near you. Grab a sword while 
you're at it.

   *Before moving onward, Cortana says to stop here. She translated the
    Covenant message of the Prophet of Regret to be that he's going to release
    the firing mechanism on Halo, and carve an explosion in the universe beyond
    belief! Keyes will try to stop the index from occurring, but you must take
    the Prophet out, and set a universal record for the first Prophet being
    killed!*

 _____________
/Regret (4.7)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: ***
   SECRETS: n/a
OBJECTIVES: + Make your way through the first set of towers
            + Ride the gondola to the far towers
            + Pass through the submerged structures
            + Reach the main temple
            + Kill the Prophet of Regret, and escape

As usual, you'll start back in the same temple room with the hologram.
Immediately run upstairs and take shelter on the left ledge. Nail the 2-3
Elites that pop out, along with the Drones. You'll have two marines for
backup, which is rarely enough these days. Now that this area is finished off,
go through the right doorway and out into the open area. There will be two
Jackal snipers to nail off, along with some Grunts and Elites along the main
pathway. You'll also face a Swordsman Elite. Take him out immediately, grab
his sword, and wield it against the opposing foes. Move across the small
plateau, but don't go over the top. Instead, take the under route, and grenade
the beam rifle sniper on the other side. Now, rush the left along with the
Elite, and take the covert entrance. Go through this spiral room, taking down 
the minor opponents. Up ahead will be a narrow walkway, with some pillars. Use 
the pillars for cover, peak out, and snipe of the Jackal snipers. It can get 
fairly tricky. If you run out of ammo, you may have to grenade rush, and steal 
a Beam Rifle. Anyhow, rush the Elites with the sword, and you may also note a 
ship blasting off from the station.

Get up to the fountain area, and proceed onwards. Suddenly, a Phantom will 
drop down two hunters. Take shelter in the little stone hut, and try to Beam 
Rifle snipe the heads of the Hunters. These guys are tough, and sticking them 
with grenades will weaken, but only stir them. Avoid melee attacks or getting 
within their range, as you'll be toast. Once you're through, wait for your 
Pelicans to lay down some reinforcements. You'll get some human support, along 
with several weapons. Grab the Sniper Rifle, and the Shotgun, as the Sword is 
nearly out of ammo. Start sniping the Covenant on the gondola approaching from 
the ship that detached before. Then, get up close, and eliminate the rest of 
them. Go to the head of the ship and activate the switch. Now, you'll face a 
series of Drones. These guys are easy work thanks to the shotty. When you get 
close to the mid-floating gondola, try to snipe as many Drones and Elites as 
you can. It may get tough, because these Drones have dual pistols, but you'll 
get use to it. You can jump over, and re-equip if you wish. Now, jump back to 
your main gondola, and it will float towards the ship. When you get fairly 
close, get a long range weapon (preferably Carbine or Sniper Rifle - from your 
remaining ally), and nail the 2 Jackals on the landing platform. Snipe off the 
turret guards as well. A few more will pop out. Repeat the procedure, and 
enter through the lower doorway.

Engage the Jackals/Grunts inside the small room, and enter the next one. Jump 
onto the stair-like platform, and go up. Wait a bit, and some Jackals will pop 
up from an elevator. Apparently, the structure is going to submerge 
underwater, and you better hurry unless you want to swim. Jump into the 
elevator, and hit the switch.

   *During the brief transport, Cortana informs you that Regret was asking for
    forgiveness after prematurely attacking Earth. Apparently there's some
    hidden conspiracy going on, and we're about to find out what it is.*

You will then be at the submerged state of the ship. Move out, and head to the 
next room. You'll reach a long narrow substation. Kill the 10 Grunts inside 
the room, then head up the slanted walkway. In the next large room (with a 
large hologram of a Regret), start to snipe the Jackals on the left/right 
sides of the room. You'll run into several drones that appear once your 
stealth entry has been breached. Make your way along the right side of the 
room. When about three red dots appear on radar, these are the Honor Guards. 
Be careful. Take out the Swordsman, grab his Sword, and wield it against them. 
The tough part is to avoid the two Hunters that appear in the middle of the 
room. You do not have to kill these guys, since you really don't have the 
firepower to take them down. Concentrate on getting to the far door, and watch 
for the quick rush of an Elite and his fellow Covenant. Once cleared, head 
down the floor. The Hunters should chase you into this small room. Now, go 
onto the opposite side of the room (where most of the Jackal snipers were), 
and pick up some fresh Beam Rifle ammo. Now, here comes the tricky part. They 
should be "stuck" in the room you were just in. Start tossing plasma nades 
onto them, and start Beam Rifling them in the head. Make sure you fire one 
shot every 2 seconds, so it doesn't overcharge, yet keep a constant stream of 
fire. One should go down. Repeat for the second one.

^ NOTE: If you have trouble, you can try to find Dual Plasma Rifles lying 
around, attempt to dual fire both at once. A Hunter will go down after about 
one full clip, and a couple more shots. Only problem is that Plasma Rifles are 
fairly rare in this room. One of the Hunter Guard carries one, along with one 
of the Drones.

Once cleared, move back to that small room where you had the hunter, and round 
the corner. Enter the small doorway ahead. Some cloaked Covenant will be in 
the next room under the water. These are similar to veteran troops, so be very 
careful. You can Beam Rifle sniper if you desire, although it's fairly 
difficult locking on. I prefer to run in with Dual Plasmas, hide behind the 
pillars, and gradually take them out. Careful for the Swordsman who sprints 
out at the end. Make sure you refreshen your Sword. Move up the inclined path. 
Round the path, then enter the next elevator.

   *Again, Cortana intercepts another encrypted message across the Covenant
    battle network. Apparently, Truth has disregarded Regret as a complete
    fool, and that he will be spared from public humiliation. Of course,
    you're going to be killing him, so that's one more favor.*

Jump out of the elevator, and crouch towards the Swordsman. Assassinate him 
from behind for the easy kill, and swipe the opposing foes that attempt to 
stop you. Refresh your sword is necessary. Now, move ahead. Again, we'll see 
more foolish propaganda from Regret. When you reach the open, be very careful. 
Grab a Carbine from the previous Honor Guard, and start sniping off the 
Drones/Grunts. Make your way up the hill, and nail off the 2-3 Elites. You'll 
get more human weapons up from above, thanks to some Pelican reinforcements. 
Take the Sniper Rifle and Battle Rifle. Move ahead towards the yellow cave. 
Look to the right, and start sniping off the beam rifle Jackals. Make your way 
over towards the left, and take out more of the same Grunts with their 
friendly Elites. Their shields "seem" stronger, so take it a tad slower than 
normal. Reach the far end, and you'll find one last gondola which leads to the 
main temple. Pick up some Sniper ammo, and make sure you grab the Rocket 
Launcher. Jump onto the gondola, and hit the switch. About 3-4 Banshees will 
engage you as you cross to the main temple. Use the Rocket Launcher to lock on 
and shoot them down.

^ NOTE: It is IMPOSSIBLE to hijack the Banshees. I have tried several times.
        Bungie disabled the feature during this part so you couldn't jack one
        and fly it straight to the main temple. Instead, they want you to take
        the gondolian way - hehe.

You'll also have some Gravitational Elites to nail on the mid-gondola. Not too 
much trouble for your sniper rifle. When you get fairly close to landing with 
the temple, start to snipe off the normal grunts near the turrets. Then, focus 
on the shield Jackals. Once clear, jump aboard.

   *A large Covenant fleet is seen flying overhead. Cortana says to hurry and
    kill Regret before that fleet can interrupt the mission.*

Suddenly, several Covenant forces will pop out of the main entrance. Engage 
them with your sniper rifle. Make use of a couple of plasma nades to spicen up 
the party. Board the main entrance, and then round the corner. There will be a 
few normal enemies, but several Elites, including Honor Guards from the upper 
door. Take out the two Swordsman, and make sure to grab an energy sword. 
Remember, sticking plasma grenades on these guys are your safest bet. Move to 
the upper door, but be CAREFUL. Several Grunts will appear, along with Honor 
Guard Elites down below. The Prophet is straight ahead in the room, near the 
center. You can actually launch rockets at him, which take severe damage, 
which is why it's best to conserve them for later on. Don't equip the Sword 
yet. Instead, put on Dual Plasma Rifles so you can battle the normal guards 
first. The best strategy is to lure the enemies towards the large sliding 
doors, then retreat back to the hall, and shoot them as they come in. The door 
has a delay open/close, which means you can reload, or regather your shields 
quite easily. If you look ahead in the room, you'll notice the Prophet Regret. 
Regret has a large Sentinel Beam attack, except it does nearly twice as much 
armor damage. You can lock rockets onto his form, and attempt to destroy him, 
but it's best to clear the room of default hostiles first. Now, to kill 
Regret, you have to get close, jump up, and hold down X to grab a hold of him. 
From here, you must tab B to melee attack him. After awhile, he'll teleport 
around the room to various spots. It shouldn't be any trouble though, because 
the Honor Guards sort of taper off during the fight. Keep beating him down, 
and he'll eventually die.

   *Master Chief starts to run as the Phantoms fire a phason beam which
    eradicates the entire temple. Master Chief is thrown into the depths below
    of the treacherous seas. Then, some giant tentacle creature grabs him. We
    are brought back to the Holy City in the Covenant Empire. The Arbiter
    returns to find out that the Brutes have been designated as "official"
    guards of the Prophets, rather than the Elites which have been for many
    years. After intense interrogations with the Librarian, a Sacred Icon
    is the key to controlling the power and astonishment of the Halo weapon.
    The Hierarch wants you to retrieve this key, and bring it back to them
    so they may yield the power of the Halo. You're then dropped down onto the
    surface of a strange, yet futuristic temple.*

 __________________
/Sacred Icon (4.8)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: **
   SECRETS: n/a
OBJECTIVES: + Lower the Containment Shield
            + Power-up the four Absorbers to lower the Containment-Shield
            + Make your way through the Flood-infested Wall
            + Rendezvous with your allies in the Covenant camp

Start off by moving forward, and engaging the two Librarians that appear. Your 
Carbine should be your primary weapon of use, but find a Sentinel Beam as your 
secondary. Some of the Librarians will have plasma shields around them. Look 
along the wall for a big white hole near the top. Shoot it till it explodes. 
Look along the right wall, and blow the other one up. This will stop the 
Librarians from spawning. Look at the left pillar, and shoot the blue pylon 
symbols on it. This will drop the pillar. Jump down the pit that appears. When 
you reach the end, shoot down the next pillar the same way. Proceed down, and 
move ahead. Nail down the numerous Librarians that spawn, and continue down 
the small tunnel. Again, you'll be able to notice some spawn holes for the 
robots along the walls. Make sure you shoot them, otherwise you'll have a ton 
of chasers. Yet again, you'll have to engage another pillar and drop down a 
floor. You'll notice some Covenant being engaged up ahead. Rush to the Savior, 
and knock out the spawn points if you wish. Then, criss-cross over the bridges 
as you move ahead. Again, move forward, and your Elite will warn you that some 
Brutes have fallen attempting to nail the Shield Generator. Knock off the 
usual spawn points and Librarians.

You'll finally reach a corner with another pillar (boy they know how to build 
bases). Nail it down, and drop down with your fellow comrades. Repeat the 
procedure for the next room, and you'll finally reach a wide open area ahead. 
There'll also be a large Librarian in the center. Have your allies distract 
the large robot, and pull out a Sentinel Beam (or Carbine). Pelt off his two 
legs first, then leap under him, and shoot the underside. This should blow him 
to smithereens. Now, look at the four large blue pillars surrounding your 
position. I actually goofed up at first, trying to get all 4 to light up at 
once. Instead, grab a nearby Plasma Pistol, and rapidly short-shoot the blue 
insignia on the pillar until it shoots upward. Do the same for the three 
others ones. You don't have to get them to semi-light at once! Hit the switch 
that pops up from below. Some minor robots will try to bother you, but they'll 
be futile to your powerful Sentinel Beam. 

   *You'll start to drift across the chasm towards the inner sanctuary of
    the Library. Your Phantom will attempt entry, but is quickly ambushed by
    several plasma turrets and multiple Flood creatures. It pulls back,
    leaving the rest of the forces to you.*

Start off by immediately nailing as many shots as you can on the "big" 
Librarian. Remember, legs first, then work on the smaller Librarians. They'll 
keep spawning, so try to make it for the large black door. Get on top of the 
platform, then leap over. Meanwhile, several humanistic-Flood zombies with 
weapons will engage you. Problem is, they tend to constantly hop out of the 
walls, along with Librarians. Make your way to the end of the hall. Nail the 
pillar with the blue insignias, and it should drop.

^NOTE: The best combination to take down the Flood is the Sentinel Beam &
       SMG. A shotgun works well in close quarters, but they're fairly rare.

Move down the hole, and proceed to the right. Use the same plan, and move to 
the pillar at the end. You'll run into a small ambush of Flood troops, but
nothing you can't handle. When you start to hear marine radio commands, heads
up. Grab the Shotgun on the ground (or spare Sentinel if you prefer), and the
SMG. You're going to run into some Shotty Flood, along with melee ones. The
Shotty ones are dangerous, so avoid them. My best bet is to cloak yourself and
simply run straight ahead to the end of the tunnel. If you try to combat them,
they will keep rushing from the walls, and the Librarians will get into the
mix. Also, Suicide Flood will appear to intercept you as well. Make it to the
end, nail the pillar, and drop down. Run to the left, and continue your
pattern. Let the Librarians and Flood duke it out, Romanian style. You should
find another pillar to sink along the left corner, and proceed along with it.
The air should be a dirty green now. Be careful, as you'll have to cross some
narrow ledges, or else you will fall. I recommend that you continue to cloak,
and even when uncloaked, DO NOT fire. The firing of a weapon sort of puts the
Flood on hyper-alert. You'll reach a checkpoint, and start to cross some
invisi-bridges.

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