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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter H » Halo 2 - Strategy Guide (Page 03)

Halo 2 - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Halo 2 - Strategy Guide (Page 03).

Another Marine radio command recognizes that the opponents are not Covenant.
You'll find one more staggering pillar to knock down along the left wall, near
the end of the tunnels. Drop down two more sets of pillars, and you'll finally
notice a large open arena of some sort. Go to the lower right corner, and pick
up the Energy Sword. Shoot the pillar in the center, and drop down. Your
Phantom will be laying down suppressive fire on the Covenantal-Flood, but it
seems fairly ineffective. Again, avoid firing your weapon. These guys are much
stronger with their melee attacks. Instead, cloak, and nail the pillar in the
middle. Avoid the melee attacks and drop down. Now, move ahead into the open
field. You'll have some allied Elites to help you. Move across the bridge, and
continue to engage the Flood. You'll reach a small encampment to the left. Use 
the booster pad to take shelter, and the Plasma turrets for heavy fire. I 
found it best to slice-n-dice with the sword for this part. Once cleared, 
you'll discover that your Covenant Camp is a little further in. You can find a 
Rocket Launcher on the ground near the beginning of the stone hedges. Grab it, 
then enter the left cave. Again, move out into the open, and engage the 
surrounding Flood around the plasma turrets. Once you're ready, get ready for 
an ambush attack by the Flood. Several will approach from all sides of the 
base. Try to use the RPG and pelt them down. Sword swipe the larger Flood 
creatures. Plasma turrets are fairly ineffective.

   *Your reinforcements will arrive to greet you. A brief emotional speech is
    given to motivate the Elites for the final push into the location with
    the Sacred Icon. It comes down to this mission baby, for Covenant and
    freedom.*

 ______________________
/Quarantine Zone (4.9)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: ***
   SECRETS: n/a
OBJECTIVES: + Push through the Quarantine-Zone towards The Library
            + Link-up with the Spec-Ops Leader, and break through the Flood
              barricade
            + Retrieve the Sacred Icon before the Humans

Start off by immediately jumping into the Spectre. You should get a gunner, 
and any Elites that are alive. Now, proceed towards the brown shutter door. A 
large Librarian will appear, along with minor ones. Avoid the explosive float 
mines, and take them all out. Guide yourself through the tunnel, and you'll 
run into another ambush of Librarians. Fortunately, your gunner focuses on the 
strong points of the creatures (although he does have a tendency not to fire). 
The great advantage is that you DO NOT have to eliminate all these creatures. 
Instead, work on the Librarians first. Now, an enemy Warthog and Scorpion, 
along with minor Ghosts will appear from shudder doors below. I recommend 
getting off the Spectre, going invisible, then sneaking up on the Scorpion, 
holding down X to hijack, and keep tapping B. Kill the driver, but don't blow 
up the tank. Instead, jump in, and use the tank against the Flood. The 
Scorpion has extreme power. Move to the far end where the reinforcements came, 
and proceed through. Go up the path and you'll reach part of the outside. The 
robotic Librarians are easy to knock down thanks to the tank cannon. Use 
machine gun fire for the legs on the BIG Librarians. There are about 3-4 along 
the way, along with minor Flood on an ambush.

Go into the small narrow tunnels at the bottom. Your Phantom will lay down 
some reinforcements, some of his "best" warriors. You should still have the 
tank by now. Those BIG Librarians can easily be nailed. Start knocking off the 
Wraiths, one by one. These are ENEMY Wraiths, not friendlies - the Flood 
hijacked them. Wait for your 3 Elites to be dropped, and let them board. Go 
down the left pathway, and eliminate the two Ghosts. TAKE shelter behind 
either the statue, or VERY close to the ice cave. A Flood RPG will ambush you 
on a time delay (about 15 seconds) after engagement. This guy can easily 
destroy you. Make sure he dies. There's also another RPG on the other side of 
the bridge which must be eliminated. Move across, and more Ghosts/Flood to 
kill. Cross back over to the left, and it will get tricky. There will be 4-6 
more Ghosts to engage, along with several Librarians. They try to cluster at 
once, so get fairly close to the cave. Proceed on in. When you reach the other 
end, there will be another combating Scorpion. Don't engage it, but hope the 
major Librarian kills the driver. If he does, bail out, and board this one. 
Your allies will take over the other one, and help you out - double time. 
Focus on the mini Librarians, then make your way down to the small crevice 
along the wall. Bail out, and run through the hole. Round the corner and reach 
the end.

You'll notice SEVERAL Librarians battling the Flood. This next part is tricky 
because there are too many Librarians to actually fight, but rather, you must 
cloak all the way to the other side. I found it best to cloak, take shelter 
under the first lava pillar, wait for it to recharge, recloak, and sprint to 
the underalley over there. Run through, and keep cloaking. You'll be near some 
large lava crystals when a large Librarian plummets to the ground. Cloak, and 
go through this crevice towards the opposite side of the room. Enter through 
the next caveway to proceed onward. You'll be in a room similar to before 
(with all the Librarians), but with only a few Flood. Don't get confused, this 
room is different than before. Originally, I thought I took the wrong tunnel 
backwards. Move ahead, through the series of boxes, and cloak. Sneak up, and 
use your Rocket Launcher to take out the enemy Wraith. You can avoid it as 
well. There's a spare Ghost in the middle. Several Ghosts and normal Flood 
will engage. Look in the left corner for a Scorpion. Grab it, and wield it 
against them.

Move through the tunnel where the series of Ghosts came from. You'll have to 
engage a few Warthogs and Ghosts. You'll also discover a Spectre dropped down 
in the middle of the field. Move on up the hill, and engage the majority of 
Ghosts/Wraith which engage you. Crossover via the small bridge, and head up 
the hill towards the peak of the base. There will be another Scorpion opposite 
of you, 2 Large Librarians, and a Wraith to the right. Your allies are 
probably dead by now, thanks to some horrible driving skills. Move towards the 
right, and watch for a bum rush of Ghosts. Enter the large open doorway to the 
building. There will be several infantry Flood to the left, along with 3 MG 
turrets, and possibly a few Ghosts. Keep blasting away at the cannon, and 
protect any allies fighting the enemy. Move up to the tall column door, and 
get out of the vehicle. Go in on foot for the icon! 

   *The Arbiter and the Spec-Ops leader run up to the elevator which leads to
    the Icon. Fortunately, the leader says he will stay behind and attempt to
    hold off the Flood. Meanwhile, you must ride the elevator to the top
    where the sacred object can be found.*

The next part is very repetitive, so I'll keep it to a minimum. A constant 
flow of Flood Swordsmen, Gunners, and mini-munchers will keep hopping onto the 
platform. You must fight them off as the elevator slowly travels to where the 
object is. There's nothing really distinct, except the Swordsmen increase near 
the end of the ride. Use plasma grenades, your sword for eliminating them, and 
Dual SMGs to push them back. Your Phantom will lay down suppressive fire near 
the end of the ride as well, to help you through the ease of mowing the aliens 
down. When your leader gives you the command to hurry and get the icon, before 
the humans do, quickly sprint off the boat and go left. 

   *Unfortunately, Captain Keyes grabs onto a vine, and reaches over to grab
    the Icon with ease. Thankfully though, the Arbiter knocks out Sgt. Johnson,
    kicks the girl's bootay, and grabs the Icon for his Hierarch. Another twist
    is added to the story. The Brutes come in and snatch both of the human
    hostages. Not only that, but they inform the Arbiter that they will be
    taking credit for retrieving the Icon. The Arbiter says that he will inform
    the high council of their deceit, but Tartarus, the Brute, says they
    ordered him to. The Arbiter is shocked and plummets into the depths.*

   *We're then forwarded into Master Chief's head, where we see a giant Flood
    creature grappling both the Arbiter and Master Chief. It appears that the
    giant creature is the Parasite, or leader of the Flood. Apparently, he
    tries to tell both sides of the story, and make both men understand that
    the Icon must be retrieved, and stopped before Halo is launched by the
    Hierarch Prophets. The Arbiter is mildly convinced that Halo is a weapon,
    and Master Chief thinks the Parasite is right. He then warps both of them
    off to individual locations where they can attempt to stop Halo from being
    launched. Suddenly, Master Chief gets warped right in the middle of the
    Prophets' ceremony, where they are announcing that they have the Icon.
    This can't be good, because several Brutes are lurking, and ready to kick
    butt.*

 _________________
/Gravemind (4.10)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: ****
   SECRETS: n/a
OBJECTIVES: + Locate the Prophet of Truth and the Index
            + Rescue the Marines being held in the detention-block
            + Follow the Prophet of Truth to the far tower
            + Stop the Prophet of Truth from boarding his Phantom

The circumstances are very slim, as you're instantly spawned into the king 
room of the Holy Covenant Empire. Damn that Parasite to hell. Suddenly, two 
Brutes, along with some Grunts will rush you. Kill the Grunts first, take 
shelter, get Dual weapons, and fire back. Brutes have no shields, which makes 
them extremely easy to kill. They're also slower, and less intelligent. 
However, they have a rushing melee attack, and can be devastating in close 
quarter battles. Eliminate the first wave, and the doors will lock. A second 
wave will rush in from the sides. Use the corners of the room to recharge your 
shields, and work slowly - one at a time. Fortunately, Brutes are exposed to 
plasma sticks, but keep the Needlers. The Brute Plasma Rifles eat away more 
plasma energy, but hardly do damage to themselves. Again, you'll face 2-3 more 
series of enemies which are laying down trouble. Keep making sure you pick up 
Needler ammo as it's absolutely necessary. Eventually, some Carbine Brutes 
will come down. Make sure you take the Carbine. After the guards have been 
eliminated, Cortana will tell you to go to a nearby pedestal, in order to open 
the door. Move to the door in the bottom corner which has some red on it.

   *Cortana accesses the Covenant battle network and discovers the Prophet
    Truth is holding the Index. You must retrieve it at all costs.*

Move ahead, and the front door will open. Engage the Grunts that appear, and
peek around the corner to engage the 2 Brutes. They'll have Covenant Rifles,
so try to pick them off with yours. If that doesn't work, you may have some
trouble advancing. Try sticking them with Plasma Grenades otherwise. Reach the
top, and proceed through the door. Two Honor Brutes will be standing there
right away. Make quick use of their insolence, and dispatch of them. Watch for
a bum rush of melee attacks though. Now, move slowly into the room, but stay
close to this base entrance. Several more Grunts will appear, along with Dual
Plasma Turrets, and several Brutes (including a Captain). Focus on the
underlings first, because the Brute Shot isn't "really" as devastating as
you'd think. Use the Carbine to eliminate targets, and when you run low, pick
up Dual Needlers, and take out the annoying Brutes.

   *Cortana says that Truth is travelling through the lower depths of the
    tower. She wants you to use the anti-grav pad. Just drop into the hole
    below. It doesn't look too safe.*

Jump through the hole below, and you'll slowly be lowered. Turn around, and
engage the 5 minor troops that appear. Make sure you grab the Beam Rifle as a
secondary weapon. Head on through the door where the enemies appeared.
Continue up ahead, but wait for the enemy troops to scatter on by. Go left,
and proceed to the end. Engage the two Brutes, along with their Grunts.
Cortana says she is picking up Marine locale responders below your position.
Your new priority is to rescue those Marines being held below. Move ahead, and
you'll have several Covenant beings to deal with. When the Brutes retreat
backward, try to snipe them in the head with the Beam Rifle. Move ahead to the
end, and again, there will be a lift up ahead. Unfortunately, there are about 
4-5 Brutes, including a Captain, along with your traditional forces. You can 
ignore the forces if you wish, but I'd recommend taking out the Captain with 
the Covenant Carbine or Beam Rifle. He usually hides in the center. The lift 
is on the ground floor in the center; just hop onto it. When you reach the 
bottom, IMMEDIATELY toss a plasma grenade at the Brute in front of you. It's 
extremely hard to assassinate him. Run away, and drop down a level. Do the 
same before, engaging small enemies as you move along. It's too hard to fight 
in the upper levels, because reinforcements keep getting pounded out. When you 
reach the third bottom floor, you should be able to find a Brute Force against 
the wall. Try using it on the enemies. Works quite well. Move towards the door 
at the end, and you'll have 4-5 Brutes to engage. They're guarding 3 human 
Marines. Once freed, proceed ahead to the next group of Marines.

Now, move back through the door you came through. Back in the center room, 
more Brutes/Jackals will appear as reinforcements. Nail them down as they come 
to the elevator, and take out the Captain with the Brute Shot. Head up one 
floor, then look for Cortana on one of the pedestals, and proceed through this 
door. Again, you'll have some guards to eradicate, and the remaining Marines 
should be freed. Now, head back out the same way. Make sure you pick up some 
of the Brute Shot ammo on the rack at the end of the hall. Move back to the 
center room, and some more reinforcements will arrive to intercept you. Shoot 
them down as usual (they'll come down the grav lift), and then proceed up the 
bouncing pad. Go back to the center grav lift, and jump up. You'll now fly 
back up to where you were before. Suddenly, we can overhear a conversation of 
Truth as he broadcasts to some of his fellow Covenant. Move straight ahead, 
and Brute Shot the group of Elites in your way. Some Drones will try to 
intercept as well. Make sure you pick up the Energy Sword right where the lift 
landed you. Move through the door, and there will be some Elites up ahead. The 
interesting thing is that the Brutes and Elites will be fighting each other, 
so this alleviates some pressure off of yourself. When you reach the door up 
ahead, a quick Drone rush will protrude out. Be very careful, because they're 
led by a Captain Drone. It's best to just Dual Plasma fire anything that pops 
out.

Continue onward as usual, and you'll run into more Covenant resistance. 
They'll be engaging each other, so it shouldn't be too bad. Cut a left after 
the door, and you'll be in a fairly quiet room. BE CAREFUL. There are two 
Hunters around the corners. Rather than attempting to kill them, distract the 
first one by leaping onto the block, and shooting him. Run around the other 
corner, towards the door, and ignore the second Hunter. This next part is very 
tricky. As the Covenant are fighting each other, run down the right side, 
avoid the Beam Rifle fire, and make it to the other side. Take out any Jackals 
or Elites that follow you. Now, continue through the door. Refill on any lost 
grenades or ammo. Cortana informs you that the Covenant just destroyed two of 
their own ships. Apparently, an uprising is taking place. Move ahead, and jump 
onto the Warp Bridge pad. On the other side, start to engage the minor forces 
attacking you. The Elites will be distracted by the Brutes. Slice-n-dice if 
necessary. Proceed along the left path. When you reach the other end, snipe 
off the remaining Honor Brutes from the Covenant battle. Move up, pick up a 
recharged Sword on the rack, then continue ahead, and up the upper-left path. 
This next part is VERY annoying, because two anti-grav Elites will ambush you, 
and they're very hard to hit. I recommend luring them back to the empty room, 
and Plasma Rifling them down by shooting slightly ahead of their projected 
path. Then, go back to the room, eliminate the remaining troops with the 
sword, and grab the Carbine. Snipe off the two Honor Brutes across the bridge. 
They both have Brute Shots. Once across, head through the door and go left.

In the next room, the Drones will engage the flying Elites, and there are some 
Brutes on the other side. Use your previous tactics, and there are some Beam 
Rifles on the right which can be used. Move across to the door, head on out, 
and cross the bridge. Grab the new sword, and Beam Rifle on the rack. Go left. 
Again, you'll see some Brutes nailing down poor little Grunts. Take out the 
Brutes, then move along up, and go across the bridge. Finally, you'll reach a 
doorway which appears to enter the far tower. Once inside, you'll notice a 
huge incline. Snipe the 3 Brutes which attempt to rush you with the Beam 
Rifle. Run up the incline, and go through the door. Move left, and take out 
the Jackal with the Beam Rifle. Jump down, move along the left, and slowly 
make your way to the upper right. Avoid engaging any enemies unless they 
approach you. A Fuel Rod Cannon can be picked up along the way, which is like 
the Covenant version of the Rocket Launcher. Move up the left path, and you'll 
see a Sword rack. Be careful though. Two cloaked Swordsmen will attempt to 
nail you from behind. Nail them with the Fuel Rod, grab a fresh sword, and 
move to the right. Enter through the door, but be careful in this next room. 
There's one cloaked Elite, and several Grunts. Proceed onward, and use the 
same strategy. When you reach the third room, there will be many patrolling 
units. 

Get to the center on the ground floor, and jump through the gravi-pad. Now, 
slice anyone who pops up the Gravipad, and shoot the surrounding Elites. Move 
towards the North door. When you move through, several Brutes will be fighting 
each other. You can engage some of them, but you'll need to clear the way 
first. A series of Drones will attack the Elites in the middle for support. 
Rush ahead towards the incline of the hill. This next part is VERY tricky 
because about 6-8 Grunts, 4-5 Drones, 2 Hunters, and 2-3 Elites will appear. 
If you don't have a Fuel Rod Cannon, take out the lead Grunt, and use his 
against them. Otherwise, toss lots of Plasma Grenades and hope for the best. 
You may have to retreat for a previous weapon if the situation gets bad. 
Continue ahead into the battle arena. Several enemies will appear, including 
Brutes versus Elites. Focus on the Fuel Rod Elite in the upper right. Take him 
out, get the Fuel Rod, and start taking out the Hunters. The Brutes will die 
quickly, so work best against time. Move to the main door at the head of the 
room. Cortana informs you that she detects Johnson and Keyes position nearby. 
It's time you kicked some Bolivian butt!

Move through the door, and 6-7 Royal Elites will rush you. Concentrate on 
taking out the ranged ones with the Fuel Rod Cannon, as they're a serious 
threat. The Swordsman isn't too bad, but don't let him get close. Sprint 
forward. 

   *Tartarus takes the human prisoners away (Keyes and Johnson), and Truth
    hands the Index over to Tartarus. Unfortunately, some Flood beings rush
    the Covenant, and one of the Prophets is engaged by a headeater. Truth
    tells him to back off, and not worry about it. The Great Journey is
    ahead for Tartarus.*

  ________________
/Uprising (4.11)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: *****
   SECRETS: n/a
OBJECTIVES: + Defend yourself from the Brutes
            + Exact vengeance on the Brute traitors
            + Fight your way to the canyon floor
            + Raze the Brute encampment

   *The Arbiter is warped into some mysterious location on the planet, with
    a temple in nearsight. He picks up the Plasma Rifle, and prepares to
    avenge against the very Brutes who betrayed him.*

Head up along the path to your left, and pick up the sword. Engage the 3 
Brutes, slicing and dicing. Dual Plasma Rifles work well. Use your cloaking 
when you need a recharge. You'll have 4-6 more Brutes up ahead, with 3 Brute 
Shots to deal with. Try to keep cloaking and slicing whenever possible. Plasma 
sticking is your best choice, as it conserves your energy sword ammo. Once 
they're dead, move ahead up the hill. You'll meet a fellow Elite who has a 
sword equipped. Time get some vengeance, eh? Several other Elites will be 
dropped in from above. Move through the door. This next area will have about 7-
10 Brutes, a few Jackals, and some minor Drones. Try to focus on Brute 
Shotting the Brutes, or sneaking up with the cloak. Try to keep your allies 
alive but flanking the Brutes via the side pathway. Reach the end door, and 
move on through. Eliminate the Jackals below, along with the Brute that enters 
through the door. Move through, and you'll see a large dropoff ahead. 
Gradually, make your way down each lower level. Cloak on entry, stick a couple 
of Brutes, then eradicate the remaining ones. The lowest level has 4 of them, 
so be careful. Don't take heed to take shelter. Move on ahead, and there will 
be another Sword reload. Engage the Brutes in the pit down below, and be sure 
to take out the plasma turret. Focus your efforts on the right flank, since 
they can walk up the stairwell. Once clear, move ahead. Pick up the Fuel Rod 
Cannon off the floor. Grab more of the Fuel ammo ahead, then poke through the 
door.

Blast away the Brutes and Jackals. Go to the left, and several more units will 
approach. Use some sticking tactics, and sneak behind some of the hidden 
Brutes to eliminate them. Grab the Shotgun. Move left into the cave up ahead, 
and jump onto one of the Ghosts. Boost ahead, and simply zoom past all of the 
enemies, down the right route. Trying to engage all of these Brutes/Jackals 
will only get you killed, and there are plenty of more to come. Go down to the 
right, continue past the next area, and past the Shadow. Zoom down the river, 
until you reach what appears to be a barricade. Boost up the RIGHT hand side, 
which leads up to the top where the Beam Rifle Sniper is. Kill the Jackals 
(ignore the Brutes), and shoot down the other Jackals. Boost off the ledge 
onto the river. When you reach the area up ahead, nail the two Beam Rifle 
snipers, on the center and right ledge. Now, boost off the waterfall ledge and 
up to the right side. Jump out of the Ghost, and start to engage the Brutes 
along the right hand side. Ignore the ones in the center, or the Wraiths on 
the left. As you move up to the right, take shelter in one of the acloves. 
Pick up the Carbine, and start to peak out near the ledge. Snipe off the 
Brutes that are quite the distance away. Some will get in close, which is 
perfect for cloaking and the Sword. When you're ready, cloak, and move up an 
area. Repeat the process. Do one final push for the door where the
reinforcements keep coming from. When inside, start meleeing any Brutes alive.
Proceed through the hall.

You'll find an armament full of weapons. Grab the Rocket Launcher, and keep
your Sword. You may also switch your Sword (if extremely low, 25 or less) for
the Fuel Rod Cannon. Proceed into the next room, RPG the Jackals on the left,
and whack the one on the right. Lock-on to the nearby Wraith 3 times and
destroy it. Now, cloak, and hold down X on the second Wraith. Tap B until the
driver dies. Press X to hop off, then press X again to jump in. Now, use this
Wraith against the opposing Brutes that come near you. Some may be on Ghosts
and so forth. Head under the tunnel to the right. Now, go back to where you
were before, run back up the ledge, and head back to the Armory. Reload, and
take back your Sword if necessary. Run back to the left this time, but don't
jump down. Continue along the ridge to the doorway.

^NOTE: Alternatively, you can cloak through the doorway, go left, and hide
       in one of the acloves. Recloak, nail both Brutes from behind, RPG the
       Ghost, and head through the door. Either way, both are very, very fun.

When you reach the caveway, be careful for two Ghosts. I usually hijack one,
and use it against them.

   *Our Arbiter joyfully meets a Wraith to only find out that it is one of his
    fellow Elites from the previous voyage. The Elite asks him of what
    happened to the Council, and the Arbiter says they were murdered by the
    Brutes. The sequence is followed by Tartarus entering one of the temple
    structures with 343 Guilty Spark in hand, along with Daughter Keyes.*

 ____________________
/High Charity (4.12)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: **
   SECRETS: n/a
OBJECTIVES: + Fight your way back inside the Mausoleum-tower
            + Stay ahead of the wave of Flood sweeping through the High Charity
            + Find a way onto the Forerunner Ship

   *We're then brought back to where Master Chief is. Unfortunately, he's too
    late, and the three Phantoms fly away. Cortana says that Truth is heading
    to the Forerunner, and the possibility of an attack on Earth is possible.
    Not to mention he has the power to launch Halo on demand. You must stop
    him. Cortana will stay behind and attempt to blow the nearby crashed
    Marine mothership in case manual detonation of Halo is triggered. It's up
    to you, big boy.*

Apparently, Gravemind used you as a distraction in order to bring his own 
forces into the Covenant capital. That son of a bitch! No matter the reason, 
we have to get back inside. As you start off, several Flood creatures will be 
dropped in via infested Pelicans. Go towards the right, and nail the Flood 
that approach. One will have an Energy Sword which you'll find very useful. Go 
right into the door. Three to four Brutes will pop out. Engage them, and put 
them down for the count. It's best to stick some of the Captains, and then 
sprint forward leaving the others behind. In some cases, Flood will intervene. 
Use them as a distraction. Head onto the anti-grav pad and leap up. When you 
reach the top, move forward. Grab the Beam Rifle, but keep your Sword. In the 
next room, snipe some of the Drones down. Go onto the gravi-pad to the left, 
and again, engage some of the Flood. Wait for the next pathway to open up, and 
go on that pad. Once you're on the third platform, go into this door. Swipe 
away the Flood that rush you. Grab the Shotgun, or any close range weapon if 
possible. In the next area, rush ahead. The stench of the Flood has returned.

Sprint forward, past the Flood behind you. Eventually, a large amount will 
collect behind you. When you encounter some of the pure Covenant, jump over 
them, and let the Flood interact with them. Continue along the left side, 
through a series of doors, until you hear Truth speaking again. Go right 
through the green water into a series of one of the under tunnels. The Flood 
will rush this room as well. The door you have to reach is in the upper left 
corner. When through, Cortana informs you that the security systems are fairly 
robust up ahead. Sprint along the left side, through another under tunnel, and 
to another left door. This is starting to become an enjoyable habit. When you 
reach the tri-way with the doors, go left, and you'll enter the Hierarch's 
private sanctum. Hold down X to start the elevator. When you reach the top, 
there will be tons of Honor Brutes, Grunts, and Jackals to deal with. Use the 
occasional columns for cover, but try to eliminate smaller threats to minimize 
damage taken. Stick the Brutes for easy kills. Make your way to the far door. 
When the Flood overrun this area, the big door should open up. Head inside. 
Grab the fresh sword off the platform, along with the Plasma Rifle. Head over 
to your right where the small door is, and enter. Move onto the next lift.

   *Master Chief jumps into the Forerunner engine source, and is warped into
    the ship itself. He lands inside with perfect timing. Cortana stays behind
    in case of the launching of Halo. It is up to Master Chief to stop Truth
    from causing a full-out assault on the universe.*

 _________________________
/The Great Journey (4.13)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DIFFICULTY: ***
   SECRETS: n/a
OBJECTIVES: + Crush any Brutes in your path
            + Commandeer the Scarab
            + Escort Johnson's Scarab to the Control Room
            + Enter the Control Room, and deal with Tartarus

   *Back with our Arbiter friend, he believes he still has time to prevent
    Tartarus from turning the key and causing immediate chaos. His Elite friend
    lends him a Wraith to go kick some Brutian Bootay.*

Start off by hopping into the Wraith. Turn around, and follow your fellow 
Spectre. You'll run into a series of 6-8 Brute Ghosts, which are fairly 
stupid, and easy to explode. Boost into them if you're overrun. There will be 
an enemy Wraith to your right, and take it out with priority to save your 
Elite allies. Boost up ahead, and we'll face more Brute Ghosts. When you get 
near the mouth of the base, and you see a Scarab, watch to your left. A 
Phantom will lay down support fire. Blast off the turrets on it. Now, in order 
to breach the Scarab, you must take out the two Wraiths to the left of the 
Scarab. This one will be tough. Take shelter behind rocks if necessary. Once 
you clear out the Wraith, nail the remaining Brutes behind the rocks. Go up to 
the large doorway. A Hunter and an Elite will assist you, because they thought 
you died centuries ago! How wonderful. Proceed ahead. Follow your troops 
through the side route ahead. When you reach the room with the sliding doors, 
cloak, and sneak up on the right. Stick and assassinate as many of the Brutes 
as possible. Try to keep your Hunters alive. Then, move ahead, and repeat. 
Cloak, sneak up, but don't round the right corner. Deflect some brute shots 
off of the wall to take out the turret. Repeat the strategy, and keep cloaking 
to assist the heavy Hunters. 

Watch out for a Jackal Sniper ambush, and awaiting Brutes behind the yellow 
bunker to the left. Move ahead, and then open the door to the outside world. 
Cloak through, and start sniping the multiple Jackals. One Beam Rifle sniper 
will appear on the top of a horizontal cross-beam bridge. Nail him, and 
continue to snipe. You can get more Beam Rifles on the rack to your right. 
Move ahead, but take a slow break in the middle. An enemy Phantom will be 
waiting. Cloak into the next doorway. You'll reach a room with an odd temple 
appearance. You're getting close. There are several trapped fellow allies. To 
do this, I recommend cloaking, running up, and shooting the switch (purple 
object) in front of the two Hunter cell. They're in the lower right corner. 
Continue to release the prisoners, but also make use of the Sword next to the 
armory (when you first enter), along with the Beam Rifles, Carbines, and 
Needlers. Once cleared, gather your group, and proceed onward. 

   *Sgt. Johnson apparently locked himself inside the Scarab. While he hates
    the Covenant's guts, both of them must work together if they want to save
    the day. He tells you to grab a Banshee and give him cover. One of your
    allies will drop one in. Hop in, and prepare to cover his arse.*

Start off by flying towards the head of the Scarab, and look out for two 
Wraiths in the distance. Blast towards them, and blow them up. A third one 
will appear from the left as well. When you move slightly ahead, you'll 
discover an annoying Spectre. Try ignoring it. The Spectres will eat your 
Banshee up alive. I found it best to concentrate on enemy Banshees first, any 
turrets second, and the Spectres third. When you see the tower in the horizon, 
a flurry of Banshees will rush. Don't let them get behind you, or else they'll 
eat you alive. Stay clear of the door as Johnson blasts it open. Zoom up there 
in your ship, and then land off. Enter through the blown open hole. 

   *Tartarus tries to force Keyes, who happens to be a Reclaimer (one capable
    of arming Halo), to turn the Icon into the arming device. She refuses. The
    Arbiter shows up and attempts to convince Tartarus that the Prophets
    betrayed them, and that Halo will kill everyone, rather than bring the
    Brutes as the supreme class. Tartarus dismisses the claim, but Johnson
    backs the Arbiter with a Beam Rifle, and tells him to explain his point.
    343 Guilty Spark explains that the Halo was designed to destroy everything
    in the universe, and has accomplished that task 3 times already. Tartarus,
    shocked by the news, refuses the theory, and says that the Brutes will be
    supreme no matter what.*

Tartarus can be really annoying - or really easy, if you understand how to 
beat him. To start off, there will be a wall of 4 Brutes surrounding him, 
along with 2-3 Brutes helping him during random times (usually spawn once or 
twice during the battle). After you nail them down, he will hop onto the 
center platform. Chase him there. Make sure you have a Shotgun with you.

   *The Reclaimer asks 343 Guilty Spark on how to deactivate the ring.
    Apparently, all that has to be done is the Icon pulled from the activation
    device. Only problem is that Tartarus is guarding the position, and seems
    invincible.*

Now that you're on the center platform, here comes the tricky part. Johnson 
will occasionally beam rifle 2-3 shots at Tartarus. When this happens, you 
MUST rush up to him, and pop him in the head with the Shotgun. Basically, 
Johnson's Beam Rifle fire eliminates Tartarus's Shield temporarily, giving you 
enough time to stick him with a plasma grenade, or shoot him while exposed. Be 
careful though. Tartarus hates your guts, and will try to melee you. Use 
cloaking for temporary relief. His melee attack is "usually" an instant kill, 
so avoid it. About halfway, his pesky Captain Brutes will drop down, eliminate 
them as well. Repeat this strategy, and the battle will end.

   *Now that Tartarus has died the horrible death, and the perimeter is secure,
    Daughter Keyes leaps onto the center platform and pulls the Icon out of the
    launcher. Disaster averted. The Halo abort sequence is initiated, and a
    small explosion results. Another twist is added to the story. Because of
    the abort sequence being initiated, the Halo ring has split into several
    different subsections, each which can be remotely detonated aboard the
    Forerunner ship. Oh boy. The Arbiter joins with the Marines to help fight
    off the chance of a threat.*

- From here on, the credits display showing the entire Bungie staff and 
associates responsible for Halo 2. Afterwards, if you wait, another movie is 
shown.

   *We're brought back to the Covenant Holy City, which is a complete mess now.
    Remember Gravemind from before? Well, the Parasite has infected the entire
    city, inhabiting it with ease. Suddenly, he's chatting with someone who is
    being held captive. It's...Cortana! Remember how she stayed behind in case
    of the remote detonation of Halo? Well, no one is there to pick her up,
    and since Master Chief is on the Forerunner ship, she's all alone.
    Gravemind begins to interrogate her on many, many secrets...*
                      ___________
                     /___________\
                    //           \\
                   //             \\  
                  //    THE        \\
                 ||       END       ||
                 ||                 ||
                  \\               //
                   \\             //
                    \\___________//
                      ^^^^^^^^^^^

^NOTE: There is no special ending on Legendary. It's the same one. You just
       get the dignity of knowing you beat the game on the hardest difficulty
       available.

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

=============================
- 5) Weapons               -
============================
As most gamers know, if you give them a gun, they will kick butt in the name
of their character. Every FPS is about weapons. Depending on your weapon,
enemies will either fall in a painful death, be blown to pieces, suffer
poisons from unexplorable realms, or simply be knocked out forever. Halo 2
features MANY weapons, of two different races (Covenant and Humans). You'll
also find variations of these weapons during multiplayer games, and on
vehicles. This section will rate the weapons and describe them in detail. Just
so you know, I won't be giving them their TECHNICAL names, but rather what
most people refer to them as. Ratings are based on a 1-5 * scale, with 5 being
the best.

   _____________________
   <.> HUMAN WEAPONS <.> (500 years later, and we still have bullets...)
   =====================

     |}@ PISTOL @{|
     -000000000000-
    [  POWER: ***
    [  RANGE: **
    [   DUAL: YES
    [OVERALL: **
    
- The typical UNSC sidearm, the Pistol is great for packing some whallop with 
limited punch. Unfortunately, this weapon got a huge downgrade from the 
original Halo. It no longer has a long scope, and it does about half as much 
damage as it did before. Players from the original Halo remember the Pistol as 
almost a mini-sniper rifle, capable of mowing down occasional threats with 
ease. This is more of a secondary, and should NOT be relied upon. Personally 
though, Dual Pistols can be useful, and can inflict heavy amounts during 
Slayer games.

^ COUNTER: Use a Rapid-firing gun, preferably 2 SMGs or a combo PR/SMG. Many
           players will rarely use pistols, unless dualed together, or sided
           with an SMG. Shouldn't be a problem at all.


     |}@ BATTLE RIFLE @{|
     -000000000000000000-
    [  POWER: ****
    [  RANGE: ****
    [   DUAL: NO
    [OVERALL: ****
    
- The Battle Rifle is an absolute beast when wielded correctly. It is designed 
as an infantry support weapon, mainly for long range fire, and has the ability 
for upclose battles with its burst fire technique. Clip is somewhat large, and 
it does reasonable damage per shot. On multiplayer, these guns can absolutely 
rape an opposing team if used correctly. Find a solid spot with a height 
advantage that is fairly close to the battlefield. From here, you can wear 
down your opponents' shields, and make easy kills with the scope on damaged 
opponents. Unfortunately, it does take about 12 shots to really put an 
opponent down, but these are useful nonetheless.

^ COUNTER: Sniper Rifle, or another Battle Rifle seem to work. Battle Riflemen
           at ranged positions are quite a hectic problem to deal with. The
           idea is to prevent them from scoping you for headshots, or to
           kill them before they get a 5-second interval to kill you. Never run
           straight towards a Battle Rifle.


     |}@ SMG @{|
     -000000000-
    [  POWER: **
    [  RANGE: **
    [   DUAL: YES
    [OVERALL: **
    
- The Sub Machine Gun, or SMG, is one of the most common weapons during the 
game. It's basically the typical primary weapon for every human Marine, but 
it's also the one you spawn with on ALMOST every matchmaking game during X-BOX 
Live. It features a fairly large clip, has a high rate of fire, but does not 
do much damage. Depending on your range, it usually takes an entire clip to 
wear a shield down and/or kill someone. Thankfully, when dual wielded with 
another SMG, or Plasma Pistol, it can become lethal. However, these only seem 
to have appeal for knocking down the Flood during campaign, and just a typical 
machine gun. Nothing rare or exceptional about em'. For maximum effectiveness, 
combine with a Plasma Rifle or Plasma Pistol.

^ COUNTER: Pretty much any weapon can counter a SMG with exception to the
           Pistol. Getting 2 SMGs can "easily" outmatch someone with a lone
           weapon. Due to its common spawning as a primary amongst all players,
           SMGs are by far the most common you'll see. Try to move away from
           the opposing player to make each bullet do less damage, and become
           less accurate.


     |}@ SNIPER RIFLE @{|
     -000000000000000000-
    [  POWER: *****
    [  RANGE: *****
    [   DUAL: NO
    [OVERALL: *****
    
- Regardless of what anyone says, the Sniper Rifle is quite possibly the most 
influential gun in the game (besides the RPG). This is exactly what it states, 
a sniper rifle with huge calibre bullets. It only can hold 4 bullets at a 
time, and must be shot in semi-automatic mode, however, these bullets upon 
entry automatically kill the opponent, or disable their shield. Awesome for 
killing on multiplayer, and also for long-range with a huge 2x scope. While it 
has limited ammo, always get this gun on multiplayer maps. Hold a spot on 
defense, or get a high advantage with a Banshee, land somewhere, and prove 
otherwise.

^ COUNTER: Battle Rifle, Covenant Carbine, or an opposing sniper will do.
           Simply keep a steady rain of fire down on the Sniper, but make sure
           to be moving while doing so. You'll want to prevent your sniper from
           scoping you, which can only be accomplished by strafing while
           while firing. The Rocket Launcher can be applied into long-range
           scenarios, aka Headlong (one of the upper buildings), or a wedged
           hill.


     |}@ ROCKET LAUNCHER @{|
     -000000000000000000000-
    [  POWER: *****
    [  RANGE: ****
    [   DUAL: NO
    [OVERALL: ****
    
- The Rocket Launcher is a rocket-propelled weapon (also known as RPG, even 
though it doesn't shoot grenades). You can launch explosive masses at people 
with this thing. The rockets can lock-on to vehicles by holding down the 
firing button over a vehicle. Please note that if the target is out of range, 
you will NOT see a range reticle around the vehicle. The Rocket has extremely 
limited ammo (4 rockets initially), but on multiplayer maps, it spawns at set 
locations. The RPG is another decisive weapon in taking down tanks, warthogs, 
and banshees. It can also instant kill opponents when launched and exploded 
near them. A good strategy is to leap in the air and fire down at the ground 
where your opponent is. Stay near the vicinity of where the rocket ammo 
spawns. Keep getting more ammo, and kicking more butt.

^ COUNTER: One of the most common tactics of any Rocket Launcher personnel is
           to jump, and fire at the rocket at the peak of the jump (to minimize
           their own taken damage). Simply time your jump with their's, and
           perform it an angle to avoid taking direct damage. Since they'll be
           aiming at your feet, try to keep them distracted, or off-balance.
           The Battle Rifle, dual combos, or a quick sniper kill makes them
           raw meat. The higher you are, the better, as it makes it tougher
           for your RPGer to hit you near the feet.


     |}@ SHOTGUN @{|
     -0000000000000-
    [  POWER: ***
    [  RANGE: *
    [   DUAL: NO
    [OVERALL: ***
    
- The Shotgun is a specialty weapon, designed for close-quarters specifically. 
This can instant kill somebody, the closer you are, or nail their shield down 
quite efficiently. Sadly enough, it can barely do any significant damage past 
the 10 feet range, making it horrible in long range scenarios. This IS the 
ultimate defensive weapon, especially when guarding the flag or a bomb site. 
Be careful though, your opponents that come in first on rushes will usually 
knock out initial guards with these. Note that it can only carry a limited 
amount of shells, and they must be reloaded manually.

^ COUNTER: This is the only gun you "truly" cannot counter against, unless you
    have 2 SMGS, a PR/SMG, or PP/SMG. Since it's extremely tough in close
    range, the idea is to move AWAY from the attacker while laying down
    hundreds of bullets. The BR can be effective at times, but you'll find the
    area to hunched to zoom in. Try to get their shields down as quick as
    possible with grenades, then hail down the bullets as they charge.


     |}@ FRAG GRENADE @{|
     -000000000000000000-
    [  POWER: ****
    [  RANGE: ***
    [   DUAL: n/a
    [OVERALL: ***
    
- The fragmentation grenade is the human's version of pure chaos. These babies 
can be tossed into corridors, bounced off walls, and have a metallic surface. 
They'll be a tad more resistant than normal. They can explode, killing anyone 
who is already damaged, or eliminate shields. Unfortunately, they DO NOT stick 
to opponents, and lose a seeming edge in battle. Their range is slightly 
longer than the Plasma grenade though, along with splash damage upon 
detonation.

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