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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