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Halo 2 - Strategy Guide (Page 06)

Below are the cheat codes, hints and help for Halo 2 - Strategy Guide (Page 06).

 _______________________
/Dawn of the Dead (7.3)/
-=-=-=-=-=-=-=-=-=-=-=-=-=
Quite possibly the greatest game variant created thus far, it has invaded the
Halo 2 gaming community like malaria on a hot, steamy day. Dawn of the Dead is
a fun custom variant which requires some honesty on certain players, and a
degree of teamwork. Here are the settings as follows:

         ___________________
   ___/// DAWN OF THE DEAD ///___ -- credit to: UNKNOWN
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
    |TEAM SLAYER| 8-16 Players|
    ===========================
    Starting Weapon: Shotgun/Magnum
   Secondary Weapon: Energy Sword
           Grenades: Off
         No Shields: On
        Lives Limit: Unlimited
     Weapons on Map: Shotgun/Magnum (depends on which type you're playing)
            Turrets: Off
           Powerups: Off
           Vehicles: Off
                Map: Foundation, Zanzibar, Lockout, Ascension, Burial Mounds
              Radar: Off
      Friendly Fire: Off
         Time Limit: 5:00-10:00 minutes
         Kill Limit: 50-100 kills (if not using time limit)

                                    RATING: *****

- "The idea is to reinact a Resident-Evil like environment, with a red/green
team. Everyone except one person starts out as the red team, which are known
as the Slayers. Slayers can use only Shotguns/Magnums, even though they have
an energy sword in their inventory. The green team starts out with one Zombie,
who can ONLY use the Energy Sword. The idea is for the zombies to kill all of
the slayers. When a Slayer is slashed by a Zombie, he/she MUST switch to the
green team and be a zombie. Once you turn into a Zombie, you must hunt the
Slayers. Basically, you only get one chance at being a Slayer, then you must
stay a Zombie for the rest of the game. Since Zombies can only use the Sword,
it becomes challenging to kill the Slayers who armed with Pistols/Shotguns.
However, no radar makes it easier to sneak up on people. Depending on the size
of the map, a time limit will count down. If the Slayers can survive after the
time limit ends, they win the round. If the Zombies kill all the Slayers, then
the host should end the game. If a kill limit is planted, the Slayers
must "fend off" the Zombie attack for a certain amount of kills."

= This is by far the most addictive and fun gameplay type I've had with Halo
2. Some key items to remember are that the host has complete control over
which type of DotD you'll be playing. Many die hards believe in Shotgun-only,
with no Magnums. This makes the gameplay extremely hard as you have no long-
range capabilities. Other players believe in Magnums-only, or Mixed. I
personally believe in Mixed. The Magnum is the best weapon to use since
Headshots yield instant deaths, and you can dual-wield for shutdown power. I
use to not believe in Dual-wielding, since it's fairly cheap, and two slayers
can mow down an entire army. Some hints to remember are that you can hide on
some cheap places on the map. On Zanzibar, you can get onto the top of the
wheel by hopping via the rotating part onto the bridge, then up to the top. On
Ascension, you can hide in the two inlets. In Foundation, you can barricade
yourself in via boxes, or boost up to an upper portion. Foundation is where
you will have the most fun, but you need a TON of people for this game mode to
work.

^^ NOTE: Remember that this game mode is based off of honesty. If Zombies start
         to use weapons on you like guns, tell the host to boot them. If
         Slayers don't switch over after being killed by a Zombie, then check
         the Zombies Kill Total. It will always reflect how many Slayers have
         been killed. If it says 6 for the zombies, then there should be 7
         Zombies (one which is the initial one). Sometimes deaths will occur
         from suicides off of falls on the map. Penalize people who repeatedly
         suicide, or boot them from the game. Also, watch for explosive
         If your own slayer shoots them, and you die, you do not have to switch
         over. Try to use teamwork with the other slayers to survive. Camping
         a corner of a room, the beach on Zanzibar, or a tower in Ascension is
         a solid strategy.

 ______________
/Sniping (7.4)/
-=-=-=-=-=-=-=-=-=-=-=-=-=
To become a complete player in Halo 2, it often requires the essential weapons
and sheer luck to come out on top. Believe it or not, being a great sniper is
one of those key elements which can make the difference between a team stopper,
or real flopper. Snipers are one of the most dangerous player "types" out there
that you can face. They're the only long-range threat in the game, when
well-equipped. They can also isolate camping positions to sheltered, narrow
spaces, and take out some of the most skilled players who cannot
counter-attack. This section will specifically talk about how to increase your
skills as a sniper, along with map spots that are perfect for sniping.

- Before we jump to any conclusions, there are truly two classes of snipers.

   __:" ALL-AROUND SNIPERS ":_______________________________________________
   |
   |>> Setup:
   |         - Sensitivity set to (5)
   |         - Offensive/Defensive
   \
    | All-Around snipers are practically your typical "great" sniper seen
      during a game. The idea is to get a hefty sensitivity which is fast
      enough to utilize the scope at different angles from various heights.
      Mainly, great snipers will look for the height advantage. In many cases,
      it might be the corner hill on Zanzibar, the sniper tower on Ascension,
      or one of the ruin blocks on Burial Mounds. Get a nice spot, get cozy,
      crouch for no radar detection, then snipe away. Most all-around snipers
      are better with the Beam Rifle, due to the unlimited cartridge (when
      shot correctly). They can also combat in close range fairly well, but
      you'll find these guys a true show stopper.


   __:" SWIPE SNIPERS ":___________________________________________________
   |
   |>> Setup:
   |         - Sensitivity set to (10)
   |         - Defensive
   \
    | Swipe snipers are considered "unfair" to an extent, and was actually
      invented only a short while ago in the Halo 2 gaming world. Basically,
      the idea is to set your sensitivity to the highest setting, then find a
      target, and start 'swiping' left and right across the upper portion of
      their body. Rapidly press the aiming joystick back and forth. Now, press
      the fire button right when it appears to be in the middle. The idea is
      to press the fire button right when the "auto-aim" feature of the sniper
      rifle turns red. As many of you know, when you have a headshot targeted,
      the reticle circle turns a bright red. Press the trigger while swiping
      rapidly, and it supposedly makes it easier to snipe people (rather than
      aiming manually). Of course, it takes some practice getting use to the
      insane sensitivity, not to mention swiping and sniping. It's a lot
      quicker than you'd normally think. Unfortunately, swipe snipers "usually"
      must be standing still to perform the miracle, which means they're really
      just a defensive threat. They can be offensive juggernauts in closer
      ranges if backup is provided.

     ______________
   +/MAP STRATEGIES\+

   -- ASCENSION --
   > Mini-Sniper Tower Roof <
   = Proceed here, jump on the side ledge, then jump up to where the roof is.
     You cannot be grenaded, and only a Battle Rifle will expose your position.
     The opposing sniper tower which is much larger is too snuffed in, although
     you can get some good shots off near the side platform ledge that
     overlooks the brown undercut pathway.
   > Sniper Tower High Roof < (thanks to Dutch Hayabusa)
   = Get a sniper rifle and Banshee (which seems to be the toughest to do). Fly
     up to either tower with the Banshee, and land on one of the roofs. You
     now have the highest overall view of the map, not to mention a height
     advantage, along with protection from opposing snipers. The shots may take
     time getting use to though, especially on the bullet velocity delays.

   -- BEAVER CREEK --
   > Your own Base Roof <
   = Rarely will get you grenaded, not to mention you get a view of the entire
     map, along with ANY tangos who try to go on the sides of the map where
     the Overshield, and Shotgun are. The center hill is too tough to get on,
     and even so, you can get exposed by Needlers, PP, or a BR. Make sure you
     crouch while on the roof. Going on the opponent's base is nice, but often
     has a strong weakness because you'll be TOO close to actually snipe the
     players.
   > Mini-Sniper Tower Roof < (thanks to Dutch Hayabusa)
   = Go right where the Sniper Rifle spawns, along the pathway opposite of the
     Rocket Launcher pathway. Now, hop along the left, and there's another
     small ledge you can stay from. While this spot is good, you're still
     exposed to grenades and RPGs. Great for a change of pace when crouched.

   -- BURIAL MOUNDS --
   > Elevated Black Ruin Block <
   = Get the Beam Rifle and head towards the ruins. Look at one of the segments
     near the Sword Tunnel, and hop onto it. Now, crouch to get off radar. You
     should have a heads-up view of the enemy base straight in, not to mention
     a few shots on the charging battlefield. Only a smart Ghost will catch
     you.
   > Right of Base, near large rock & BR <
   = Another great spot on defense is to get the Sniper Rifle, jump down, and
     go right with the large hill in front. Grab the BR for support. Now, snipe
     anyone who tries to crouch in the front of your base, or walk across the
     upper bridge path from the small black cave tunnel. You can even snipe
     people travelling through the ruins.
   > Top of Ruins < (thanks to Dutch Hayabusa)
   = Head to the Ruins with the Beam Rifle (preferably). Look for a wall which
     looks like this:
            ____
     \   __/
      \_/
      
     There are actually two of them. The one closer to the large slanted black
     pillar is easier to get on. Anyhow, you can hop onto these, then hop
     left/right to the upper portions of the ruins. The "v" crack on the right
     is tougher to get on, and requires a well-timed crouch jump. However, if
     you get up here, and you can actually get high enough to match yourself in
     the black shadow of a large pillar, and be almost completely unnoticed.
     
   -- COAGULATION --
   > Either Elevated Canyon Position <
   = Get up to the slanted canyon overlooking the base, by either a Ghost or
     Banshee. You can also get onto the flat pillar ledge that sticks out way
     above the other base via a Banshee. While you can get grenaded, you'll
     have a wide arrange of shots to nail down people with.
   > Small Rocks near Portal / Pine Trees near Portal <
   = Again, both of these spots are safe bets, because rarely will the opposite
     team rush your exiting portal. You have solid protection, not to mention
     ammo/powerup control at these locations. Strafers in the middle get pelted
     down. You can ALSO go to the opponent's exit portal, crouch on it, and
     snipe anyone who dares try to make you move from blocking the portal.
     Melee people who try to telewarp you.
   > Top of Pine Tree < (thanks to Dutch Hayabusa)
   = This one is extremely tough, but can almost cause opponents to go crazy
     mad. Get a Banshee and Sniper Rifle (which is tough again), and proceed
     to where the pine trees are near the exit spawn portal. Now, get out of
     the Banshee as it moves "slightly" past the tip of the pine tree. When you
     get out, the Banshee should pop your body out behind it, on top of the
     tree. Now crouch and snipe for invisibility in a tree. This one takes
     lots of practice to time to get out of the Banshee. I recommend
     practicing it first in a custom game.

   -- COLOSSUS --
   > Red/Blue Upper Corner Hallways that lead to middle <
   = Get the Beam Rifle or Battle Rifle, and camp these locations. The upper
     corner pathways give you a dual-wall for backup support, two long halls,
     to snipe out of, plus easy access to a newly spawned weapon.
   > Your own spawn <
   = Get the Beam Rifle, and navigate back to your "main" spawn. Now, simply
     camp this location with ease. You'll have spawning reinforcements, rarely
     get rushed, and only an accurate BR can halt your progress.
   > Window above Overshield < (thanks to Dutch Hayabusa)
   = Get the Beam Rifle, head back to your natural spawn, and look against the
     base ledge. You should see a high blocking wall. Jump onto this, then leap
     over to the nearby yellow window. You should now be directly above the
     Overshield, and pretty much have an "Overview" of the map.
   > Column Support behind Battle Rifle nests < (thanks to Dutch Hayabusa)
   = Proceed to either base, and head to the special upper ledges where you
     find Battle Rifles and can usually snipe from. Now, turn around, and you
     should see a large column support. If you time your jump, you can land on
     this column support and shoot from here. This is also a great hiding spot
     as well. It looks like this if you're having trouble:
     -----------------------
     [                 ____
     [      {BR}       X___
     [                 
     -----------------------

   -- FOUNDATION --
   > n/a <
   = There are no Sniper Rifles on Foundation, although there are BRs. Simply
     put though, there are no true advantageous spots. While you can camp a
     room entrance with a BR, grenades still reach with little effort.

   -- HEADLONG --
   > Red Broken Bridge Area on Left <
   = Get the Beam Rifle, then head to where the Warthog usually hops across
     via a missing road section. Make sure you're on the left, against the wall
     though. Go to the ledge, and snipe anyone who uses the portal, middle
     flank, and anyone who rushes from behind. VERY annoying on defense, not
     to mention out of view from the offensive Sniper Rifle.
   > Red Rocket Launcher spawned spot <
   = Camp your home RPG on this cozy balcony. Overlooks the main field, gives
     you access to explosives, plus you can get angled shots on people coming
     out of the portal.
   > Red Upper Back Bridge Entrance <
   = This works for either team. Get a rifle, mount yourself near this bridge,
     and snipe anyone who tries to defend the 3rd floor. Makes it easier for
     the attacking team on infiltration missions.

   -- IVORY TOWER --
   > 3rd Floor Sniper Spawn <
   = Simply snipe where the Sniper Rifle spawns. I personally hate this spot,
     but it's still VERY effective to this day in taking out exposed defenders.
     VERY useful on CTF, where you can kill anyone near the flag not on the
     sides. You can get flanked by an Overshield, but you're out of range from
     Plasma Pistols. Grenades can be a weakness.
   > 2nd Floor Circular Platform <
   = Get on either side of the 2nd floor platform close to the enemy base.
     Crouch, and take out players from an angle. You can get flanked though
     with a well-comboed player.
   > Trees < (thanks to Dutch Hayabusa)
   = Get a Sniper Rifle, and head to the upper wooden platform where the Plasma
     Pistol spawns over the flag spawn point. Jump onto the center trees, and
     try to land on the very top. You can crouch snipe here and be disguised
     extremely well. Gives view to cover RPG, any opposing snipers, and even
     the Shotgun. You can also do this for the trees where the Shotgun/Covenant
     Carbine are by hopping from the same wooden upper platform.

   -- LOCKOUT --
   > Large Building Roof with dual barrels <
   = Get up here, and snipe away with a Sniper Rifle OR Battle Rifle. You'll
     be nearly unstoppable. Highest access on map, and the barrels are behind
     some walls which pushes off the explosive damage.
   > Lower Pathway to blue jump-pad room Side Ledge <
   = Go to the lower pathway which enters a blue jump-pad room. Now, look for
     two side flaps. Crouch on them, go against the wall, and you have EASY
     access on anyone who dares take the corner exposed pathway.

   -- MIDSHIP --
   > Highest Center Anti-Grav Platform <
   = This spot can spell rapeage if you have a friendly supporting fire with
     a Plasma Pistol. While there is NO sniper rifle on the map, get one of
     the Battle Rifles near the lower anti-grav spots, then hop up here, and
     snipe away. Great for offense/defense, hits exposed targets in the enemy
     base, and can guard the newly-spawned Sword (if that situation ever
     occurs, rarely).
   > Dark Upper Halls near Anti-Grav Platforms < (thanks to Dutch Hayabusa)
   = Again, head to the upper pathway which is OPPOSITE of where the Needler
     spawns. Along the back corner walls, you can find a left/right tunnel
     shell that blocks the light and makes dark shadows. Hide here with a
     Battle Rifle, and snipe away. This strategy is used by MANY high level
     Team Slayer people, where one uses a Plasma Pistol, and the other sweeps
     up with the Battle Rifle.

   -- WATERWORKS --
   > Your Own Portal Exit <
   = Proceed through your portal with either Sniper Rifle, then stay AT the
     exit. Eventually, you'll get a freshly spawned RPG, you can snipe anyone
     who approaches from the side flank, eventually guard against vehicles with
     the new RPG, not to mention blocking your own portal. Why would you do
     that? Simple. You can stop opponents from taking your flag through your
     own portal, and running away with it. This only works on defense.
   > Upper Middle Platforms near third Sniper Rifle <
   = Another common spot is to stay up where the 3rd Rifle usually spawns, and
     simply pelt the base with shots. You can even go on the extended canyon
     ledge, and rain down fire on the base. These spots are great because the
     Sniper Rifle will keep spawning, giving you more ammo without scattering.
     Some players will go higher, near the base of the stomper using a Banshee.
     I think it's a waste of time though, due to the height and inaccuracy of
     shots.
   > Hanging Pipe above Enemy's Roof < (thanks to Dutch Hayabusa)
   = Get a Banshee and Sniper Rifle. Fly to the opposing base, and above their
     capture point should be a hanging pipe which looks slightly twisted. Get
     out of the Banshee on top of it, and crouch. You can now snipe the enemies
     from this location when they go to their roof, or hit them from behind.

   -- ZANZIBAR --
   > Upper-most Hill overlooking building base <
   = By far the most common sniping spot in all of Halo 2, this upper hill is
     past the second Sniper Rifle. Simply cut a jump around the corner, and run
     to the top. You can get grenaded sometimes, but it overlooks the enemy
     base, and is great for laying down suppressive fire. Ensures no defender
     gets NEW rockets.
   > On Top of the sub-Wheel Platform <
   = Get up to the top of the wheel by one of the rotating ledges. Now, hop
     onto the solid midsection platform supporting the tunnel that loops.
     You can snipe on this very high ledge OVERLOOKING both the offensive &
     defensive sides of the base. Tough to get headshots though.
     
     ____________________________________
   +/SNIPER AMMO CARTRIDGE PACK LOCATIONS\+
   
- Believe it or not, there are actually Sniper Ammo packs available that
regenerate MUCH quicker than getting a new sniper rifle for ammo. They're
available on a few maps that contain Sniper Rifles which can be picked up, but
are NOT available on all. This section will describe the location of each based
on the map. A very unique strategy is to camp these areas where the ammo packs
respawn, and simply regathering ammo so you never run out. You'll never let
another Sniper Rifle respawn (the original one you picked up), and if you use
stealth, can rarely die.

   -- COAGULATION --
   > Three rocks by Red Base <
   = Located in the middle of the three rocks; this spot is a tad more tough to
     snipe from. You'll usually be too close to the action, and some offensive
     players will take shelter here.
   > Three rocks by Blue Base <
   = You'll find the packs right before the Shotgun, in the middle of the
     trio. Thankfully, this is the best sniper spot for where the packs
     respawn. Stand up, and you won't be on radar. Walk slowly to avoid radar
     detection. Simply hold this area, fire away, pick up some ammo, and
     repeat. You'll get a view of wide open fields, and be slightly out of the
     action to avoid being detected.
     
   -- HEADLONG --
   > Next to Green Crate where Blue Base Sniper spawns <
   = There's one small ammo pack which spawns right next to the horizontal
     green crate, that sits besides where the Sniper Rifle normally spawns.
     Pick this up, with the Rifle, and you'll instantly have 20 rounds. This
     is the better spot in my opinion, because you have a better overall view
     of the map.
   > Top Right area near Overshield <
   = Run up the stairs that lead to the Overshield, then turn right, and jump
     to this upper area where a slab protects you from view. You'll find two
     packs lying behind it. While this is a great spot, and the Overshield
     spawns for protection (plus overkeeping of the RPG), the view is quite
     limited. I'd rather have the other spot.

 __________________
/CTF Methods (7.5)/
-=-=-=-=-=-=-=-=-=-=-=-=-=
Arguably the most popular match type when it comes to matchmaking, CTF, or 
Capture the Flag, is a simple game where you must be the one to capture your 
opponent's flag the most. You must infiltrate the opposing base, grab the flag, 
and somehow, manage to get it back to your own spawn where you can score it. 
While there are varying types of CTF (One Flag Offense/Defense - Multiflag - 
and so on), each has the same simple goal. Most team-based players try to split 
their team into "offense" and "defense", where each guy will try to prevent or 
assist in your team's ultimate goal. This section will describe CTF strategies 
for each map. I'd like to thank Dutch Hayabusa for coming up with the idea for
this section, and also for submitting many of the strategies. I'd also like to 
thank Dutch Sephiroth for helping him perform many of these tricks.

   -- BEAVER CREEK --
   > Portal Snatching < (thanks to Dutch Hayabusa)
   = Portal Snatching is a very secretive technique, but works well. This is
     perfect for multiflag games. Start off by having one person on defense,
     two on offense, and another person who does intermediate things (grabs
     powerups, new weapons, so on...). Now, have the two offensive people get
     onto the base of the opposing team. Make sure your defensive man is right
     next to your own capture point, preferably near the back portal that is
     right against the wall. Your first offensive man should jump through the
     enemy's window panel, grab the flag, then toss it straight up and out of
     the area he dropped down. The second offensive person should grab the flag
     tossed up, and then run to the enemy's portal. Warp through, and toss the
     flag inside the green portal. Your defender can actually grab the flag
     THROUGH the portal wall, and make a quick capture.

   -- BURIAL MOUNDS --
   > Wide-Open Toss < (thanks to Dutch Hayabusa)
   = Since Burial Mounds is only One Flag CTF, do your best to get inside, and
     simply toss it out into the open. The best spot is the desert field right
     out in front of the enemy's base, with the turret overlooking the broken
     ruins. Hopefully you'll have a Sniper or Carbine who can nail off the
     turret man. Now, simply hop-toss the flag back towards your base. Try to
     get it out of the field as quickly as possible, and off the canyon ledge
     so the turrets cannot suppress fire.

   -- COAGULATION --
   > Quick Roof Toss < (thanks to Dutch Hayabusa)
   = This is similar to the Beaver Creek plan. You need 3 people, all who can
     preferably get into one Warthog. Now, have one person get out near the
     enemy's spawn portal exit. Leave the Warthog here. The other two should
     get onto the enemy's roof. One person should drop down, and toss the flag
     through the roof to the second person waiting. The second person should
     run through the enemy's portal to the third person, who is waiting with
     the Warthog. This takes efficient teamwork, but is effective. Make sure
     your third person blocks the portal with the Warthog, to prevent enemies
     from interfering with the plan.
   > Floor Snatch <
   = By far the most common method of snatching the flag, simply get under the
     enemy's base, where the Banshee usually spawns. Hop onto a Banshee, then
     jump upwards, and hold down X to snatch the flag through the floor. If
     there is no Banshee, use your Warthog for a boost, and grab it. This plan
     is highly predictable, and you will often be ambushed down below. The
     escape plan can also be tricky as well.

   -- COLOSSUS --
   > Conveyor Belt Bounce < (thanks to Dutch Hayabusa)
   = This is a very useful trick, which DOES require practice. Sometimes you
     can do it all by yourself. Get somebody to snatch the opposing flag, then
     jump off the ledge. Time their release so the flag bounces and hits the
     metal conveyor belt on the mid-ground floor. It should bounce up with
     huge height, and sometimes can land on the other side (where your base
     is), or fray against the wall. Sometimes it is better to have a second
     person waiting to pick up off the large bounce. This plan is not 100%
     fullproof as it requires a good flag bouncer to do so.

   -- HEADLONG --
   > Sneaky Snatches < (thanks to Dutch Hayabusa)
   = These are two tips combined into one. Simply get two people, one to stand
     on the third floor (directly above the flag capture point). Having them
     crouch makes the plan more effective. Get a second person to grab the
     flag, look straight up, and toss it up. Your second person can grab it
     through the floor, and then run out through the roof exit. However, you
     will usually get gunned down before reaching the flag point. The other
     method is to grab the flag, jump down to ground level, and toss it into
     the corner doorway near the front, that overlooks the large open field.
     Players on your team can grab it THROUGH the wall where the front corner
     is.

   -- LOCKOUT --
   > Mid-Floor Toss < (thanks to Dutch Hayabusa)
   = Probably the most common way of capturing the flag, get 2-3 people. One
     should stand on the middle platform, where most of the battles
     traditionally occur on Lockout. Have your two other people attempt to grab
     the flag, and run up the SLANTED path (not down into the blue anti-grav
     room). When they reach the section, cut a left, then toss it up where the
     opening is to the middle platform. Toss the flag, and the person standing
     there from before can grab it. He can now run directly straight back
     to the Battle Rifle Tower by hopping on the walkway side ledges, and then
     onto the slanted section.

   -- MIDSHIP --
   > Bouncey Bounce < (thanks to Dutch Hayabusa)
   = Another common technique on this map. Get three people to stay together.
     One should grab the flag, and immediately jump-toss the flag to the middle
     of the arena, where a second person is crouched waiting to grab it. The
     second person runs back towards their own base, and tosses it upwards
     to the third person playing defense, who can grab it off the ledge. This
     is the most efficient way I've personally seen CTF go on Midship.

   -- WATERWORKS --
   > Quick Roof Toss < (thanks to Dutch Hayabusa)
   = As usual, get two people to go together to the enemy base. You can do
     this with Banshee flying, but it takes too long. Once there, have one
     person jump to the enemy roof, but make sure they're crouched. You can
     get up to the enemy's roof quickly by using a large green side box, to the
     right of their base, or by taking their back portal path all the way to
     the front. Once there, the second person should grab the flag, and toss it
     up through the hole in the enemy's roof. The first person should grab it,
     and run through the portal.
     
 ___________________________________
/Elite vs. Spartan Comparison (7.6)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A common misconception, and still questionable topic among many Halo 2 players
is the differences between the Spartan & Elite models that you can choose to
use over X-BOX Live. As most of us know, the Spartan is the human version of a
superwarrior, while the Elite is the Covenant version of a superwarrior. In
essence, each seems to have their own advantage/disadvantages although Bungie
is not willing to admit anything. I'd like to thank TimeOfRogues for telling me
to create this section!

  __________________________________________________________________________
  --------------------> SPARTAN <-------------> ELITE <---------------------
  @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
  1 - Same Jumping Abilities          >> - Same Jumping Abilities          @
  2 - Default Hit Boxes               >> - Irregular Head Hit Boxes        @
  3 - Default Melee Attack            >> - Default Melee Attack            @
  4 - Default Shield                  >> - Thicker Shield Radius           @
  5 - Both can Glitch fly             >> - Both can Glitch fly             @
  6 - Can't Dummy glitch              >> - Can Dummy glitch                @
  7 - Smaller Body Frame              >> - Larger Body Frame               @
  
     [1] - Jumping - Originally when the game came out, most players thought
                     that Elites had a higher jumping ability, to make up for
                     their other shortcomings. This is completely false. Both
                     Elites and Spartans have the same jumping ability; it's
                     just the operator that sucks. Remember that crouch jumping
                     to maximum height is usually achievable by hopping against
                     a wall with a running boost, then hitting the crouch
                     button at the peak of the jump. Holding it down earlier
                     lowers your height on the jump.
                     
     [2] - Hit Boxes - Hit Boxes are defined as the polygons surrounding a
                       character model, which represent where you can get HIT
                       by enemy projectiles. It has BEEN proven that Spartans
                       have a straight-up hit box frame (like the human body),
                       while Elites have a slightly hunched forward head (as if
                       they're leaning over). This is why you MAY find it
                       easier to snipe Elites while walking along the side,
                       because you're actually pelting their head at a crouched
                       angle. The same amount of hit boxes are there, it's just
                       that they're shifted into a more adversarial position.
                       
     [3] - Melee - This is one element that I've yet to prove, and it probably
                   is still questionable to this day. I played an Elite for 3
                   months, and still got the same amount of melee kills as
                   playing as a Spartan. Both characters have equal damage on
                   melee attacks, ALTHOUGH this case is different with the
                   Energy Sword. You may find it easier to hit Elites from the
                   front (because of their hunched forward head), why it's
                   usually easier to lock-on. This is the only exception.
                   
                   ONE key difference I have noticed is the Spartan's melee
                   attacking speed. It is MUCH faster than the Elite's, which
                   is why I recommend going Spartan.
                   
     [4] - Shield - This is actually a questionable element in the game, and I
                    do believe it quite extensively. Both Spartans and Elites
                    have plasma shields which protect them from enemy bullets
                    until the shield wears off from damage. The Spartan's is
                    colored a yellow-brown mix, while the Elites have a
                    sky-blue color. It seems like the Elite's shield is
                    thicker, as if you could shoot slightly out of their body
                    radius, and still hit the shield. This could be due to the
                    positioning of their hit boxes, but regardless, I am dying
                    less when I switched back to a Spartan after 3 months.
                    Could be my increase in skills, or a proveable rumor?
                    
     [5] - Glitch Fly - Removed in Autoupdate.
                        
     [6] - Dummy Glitch - Removed in Autoupdate.
                          
     [7] - Body Frame - As stated before, the Elites are slightly stockier
                        with their body, because of the hunched head, and items
                        of sort. This can also attribute as to why their body
                        shield gets hit easier than a Spartan's body shield.
                        Because of this, your chances of being hit as a Spartan
                        are more common, with exception to an Energy Sword to
                        the back, because your head is bent slightly forward.

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

============================
- 8) Secrets               -
============================
Thankfully, the developers at Bungie were a tad more deceptive than one would
think. Unlike most developers which are thankful for getting a game onto the
shelves, Bungie actually took the time out to toss little secrets into each
level. Whether the secrets or details are large and small, they make quite an
impact on expanding the replayability of the game. The following section will
describe some of the available secrets, but I will not go into detail on how
to obtain them. Refer to some of the other FAQs available on www.cheatcc.com
if you're looking for specific details.

 _______
/Skulls/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As many of you already know (from playing Teamball), you must carry around
a "skull" as part of the iconic way of winning. Well, apparently, Bungie has
an odd obsession with skulls. During campaign mode, only on the LEGENDARY
difficulty, you can collect hidden skulls which each have separate names. Each
of them activates a special "mode", onto your character. Better yet, someone
is trying to link them together to figure out exactly how and where they
originate from. Perhaps there is a greater purpose amongst the skulls? We'll
only know with time. 

                   ****************
I'd like to give a *SPECIAL THANKS* to www.gamewinners.com
                   ****************

- for providing the location of these cheat codes. Here's the following list of
them:
    
    +*+*+ Envy +*+*+
    `~~~~~~~~~~~~~~`
    LEVEL: Delta Halo
    "Start off near the level and land. Move up towards the main temple, and
     look for some mounted Plasma Turrets to start lay down some fire on you.
     Look past the turret on the left, and you should notice a small (yet well
     disguised) door along the wall. There's a rock in front of the door. Jump
     onto the rock, the nearby ledge, then onto the next one to the left. The
     next part is fairly tricky. You'll have to frag grenade jump to reach the
     top of the sealed door building. There should be some Elites dancing with
     the Envy Skull on the ground. Pick it up to receive active camoflauge."
    EFFECT: Active Camoflauge
     
    +*+*+ Ghost +*+*+
    `~~~~~~~~~~~~~~~`
    LEVEL: Uprising
    "Make it through the level all the way up to the armory where you usually
     re-equip yourself with human/covenant weapons. Head to the "L-shaped" room
     right past this. Grenade jump up to the rafters immediately after this
     door, or push a box out, and boost up to find the skull. Enemy awareness
     will decrease after picking up the skull."
    EFFECT: Decreased Enemy Awareness
    
    +*+*+ Anger +*+*+
    `~~~~~~~~~~~~~~~`
    LEVEL: Gravemind
    "Make your way through the Covenant City all the way till you reach
     outside. Move along the right side, and proceed against the wall. Look for
     a red railing in the distance. Crouch-jump to reach it. Run to the end and
     you'll discover the skull. Apparently, it motivates the enemies even
     further, and causes them to shoot faster."
    EFFECT: Increased Enemy Fire Rate
    
    +*+*+ Thunderstorm +*+*+
    `~~~~~~~~~~~~~~~~~~~~~~`
    LEVEL: Cairo Station
    "Proceed through the level, killing the Covenant Boarders, till you reach
     the first major room where there are several Elites streamed along
     platforms (with nice artificial trees/plants) and a plasma turret mounted
     near the end of the room in a window. This is one of the first tough rooms
     you'll face. Anyhow, kill all enemies, then proceed to where the turret
     is. Jump to the ledge on the left. Then, diagonally jump across from
     pillar to pillar till you reach the other side of the room. Hop onto the
     ledge, knock some cans over, and voila, the skull. All Grunts and Elites
     become like the Spec-Ops leader, meaning they'll be superior in knowledge
     and abilities. Also, all Jackals will be given shields. This skull makes
     it extremely tough to complete."
    EFFECT: Upgraded Enemy Status
    
    +*+*+ Famine +*+*+
    `~~~~~~~~~~~~~~~~`
    LEVEL: Oracle
    "Continue battling through the Flood till you reach a room where you see
     some breakable glass (in which a battle between the Flood and Heretics
     will occur). Proceed down, and after a certain amount of Flood are killed,
     the Heretics will finally open a door to proceed onward. Now, stand on the
     lower pillars that reach up to the second floor. Crouch jump to the
     opposing ledge right below the broken glass where you first entered. The
     skull is on this ledge, also surrounded by some Flood. All default weapons
     in certain locations will only have half ammo."
    EFFECT: 1/2 Ammo for all Preset Weapons

    +*+*+ Sputnik +*+*+
    `~~~~~~~~~~~~~~~~~`
    LEVEL: Quarantine Zone
    "Right near the beginning, look for an Elite to your left. There should be
     a narrow opening to the left of this Elite as well. Proceed through the
     tunnel until you reach a cliff edge. Turn left, and follow the wall till
     you reach a rock wall. Move to the right of the wall, and head down the
     passage to find the skull. This will increase explosion physics, and cause
     more melee push on close attacks."
    EFFECT: Increased Explosion & Melee Physics
    
    +*+*+ Blind +*+*+
    `~~~~~~~~~~~~~~~`
    LEVEL: Outskirts
    "When you crash land into the land, rush through the door straight ahead,
     then, look above for a bright ray of light. Crouch jump along the ledges
     around the room until you reach the top near the left. Turn left, and run
     down this narrow dark hallway. The skull will be at the end of the route.
     Strangely enough, it causes most of everything in your HUD to vanish,
     which makes it tougher to aim if you're not already skilled at doing so."
    EFFECT: Weapon, HUD, and Flashlight Sprites do not work

    +*+*+ Grunt Birthday Party +*+*+
    `~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`
    LEVEL: Arbiter
    "Keep making your way through the level till you reach the Banshees. Fly
     directly down till you reach the bottom where there are 3 column supports.
     Fly around the middle one, and search for an opening where you'll see some
     grunts dancing around. It's usually right where another support beam
     crosses over horizontally. Drop on in once you've found them, and pick up
     the skull. This adds a unique explosion effect on any headshot."
    EFFECT: Ranged Headshot Projectiles cause Explosive Damage

    +*+*+ Black Eye +*+*+
    `~~~~~~~~~~~~~~~~~~~`
    LEVEL: The Great Journey
    "After defending the Scarab gun with your Banshee, make your way to where
     it just blasted up and opening inside the facility. Fly directly above the
     opening and jump out onto the small roof ledge. Slide down a rail onto a
     sphere area, and move over to the column opposing just where you were.
     Walk up and you'll find the skull protruded slightly under the area. This
     makes your shield not regenerate at all!"
    EFFECT: Shield Regeneration ceases except when Melee Kills performed

    +*+*+ Catch +*+*+
    `~~~~~~~~~~~~~~~`
    LEVEL: Metropolis
    "Proceed through the level until you reach the area where a Warthog is 
     circling, and there are 8-10 Jackal Snipers positioned around this upper
     walkway where you just entered. Make your way to the middle, and look for
     a path that leads up to a nearby building against the wall. Grenade jump
     to get high enough, proceed up till you reach the wall, then slide along
     it to find the skull. Your opponents will throw and drop many more
     grenades than usual."
    EFFECT: Enemy Grenade Tosses more common and more Grenades dropped
    
    +*+*+ Iron +*+*+
    `~~~~~~~~~~~~~~`
    LEVEL: High Charity
    "The last anti-grav lift in the level has a skull right in the beginning of
     proceeding up it. Hold down X as soon as you hit the platform, and you
     should grab the skull. You will not be able to respawn on the levels, or
     make use of checkpoints.
    EFFECT: Level Respawning eliminated

    +*+*+ Mythic +*+*+
    `~~~~~~~~~~~~~~~~`
    LEVEL: Sacred Icon
    "Move through the level, and you'll eventually drop down to a room filled
     with Flood fog. Cloak yourself, jump onto the nearest stack of crates,
     then jump up and over into the last hole against the wall. The skull
     should be lying next to a dead Flood body."
    EFFECT: Human Vehicles stronger

    +*+*+ Assassins +*+*+
    `~~~~~~~~~~~~~~~~~~~`
    LEVEL: Regret
    "Make your way across the lake via the gondola, and drop off at the new
     building structure. Head on in, and immediately look to your right for a
     box. Hop onto it, then onto a nearby light structure, and crouch jump to
     the top ledge. Run out, and you'll be where the plasma turrets were firing
     from before. Now, use grenade jumps to boost to the roof, and move along
     the right. The skull is on a small grassy ledge with two dancing Elites
     right near the end. It should be fairly visible if you made it this far.
     The skull causes all enemies to have Active Camo and be invisible on
     radar." 
    EFFECT: Enemy Active Camo and No Radar Detection

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