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'%% .%%' .###' .## .'## % ,'##### ***%% **################# *=============================================================================* +-+-----------------------------------+-+ Halo 2 FAQ/Walkthrough By: Dark Vortex (Quan Jin) darkvortex0012000@yahoo.com Version 1.3 +-+-----------------------------------+-+ *=============================================================================* This guide may be found on the following sites: [http://www.gamefaqs.com]--------------------------------------------[GameFAQs] [http://www.gamespot.com]--------------------------------------------[GameSpot] [http://faqs.ign.com]------------------------------------------------[IGN FAQs] [http://www.neoseeker.com]------------------------------------------[Neoseeker] [http://www.dlh.net]--------------------------------------[Dirty Little Helper] [http://www.cheats.de]----------------------------------------------[Cheats.de] [http://www.supercheats.com]--------------------------------------[SuperCheats] [http://www.thegamingonline.com]------------------------------[TheGamingOnline] [http://www.honestgamers.com]------------------------------------[HonestGamers] This guide is copyright (c)2004-2006 Quan Jin =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ Table of Contents ~-~ =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ 1. Introduction...............................................[1000] 2. FAQ........................................................[2000] 3. Basics.....................................................[3000] 3.1. Controls.........................................[3100] 3.2. The HUD..........................................[3200] 3.3. Dual-Wielding....................................[3300] 4. Walkthrough................................................[4000] 4.1. The Heretic......................................[4100] 4.2. Armory...........................................[4200] 4.3. Cairo Station....................................[4300] 4.4. Outskirts........................................[4400] 4.5. Metropolis.......................................[4500] 4.6. The Arbiter......................................[4600] 4.7. Oracle...........................................[4700] 4.8. Delta Halo.......................................[4800] 4.9. Regret...........................................[4900] 4.10. Sacred Icon.....................................[4010] 4.11. Quarantine Zone.................................[4011] 4.12. Gravemind.......................................[4012] 4.13. Uprising........................................[4013] 4.14. High Charity....................................[4014] 4.15. The Great Journey...............................[4015] 5. Weapon & Vehicle List......................................[5000] 6. Enemy List.................................................[6000] 7. Multiplayer................................................[7000] 7.1. Maps.............................................[7100] 7.2. Gametypes........................................[7200] 7.3. Look & Feel......................................[7300] 8. Miscellaneous..............................................[8000] 8.1. Easter Eggs......................................[8100] 8.2. Skulls...........................................[8200] 8.3. Resources........................................[8300] 9. Version History............................................[9000] 10. Legal Disclaimers........................................[10000] 11. Credits and Closing......................................[11000] To find a section quickly, press Ctrl-F and type in either the name of the section along with its content number (i.e. 1., 2., 3., etc.) OR you can use the codes on the far right. Simply type in the brackets with the code number to get a jump. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 1. Introduction ~-~ [1000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ I know I'm not the only one when I say that Halo: Combat Evolved is quite possibly the best shooter on the Microsoft Xbox. Winning the Game of the Year award, Halo: CE can be considered one of the finer games the Xbox has to offer. Now, a few years later, the sequel to the smash-hit FPS has finally appeared on shelves worldwide. The amount of hype surrounding Halo 2 was incredible. Even after Bungie had pushed the release date back a few times, loyal fans everywhere still counted down the days until the release... Was it worth it? Some say yes. Others say no. Nevertheless, there's no doubt that Halo 2 is a good game whether it may or may not be better than the prequel. You should perhaps know my name if you have read the joint FAQ written by Armin Jewell and yours truly for Halo on GameFAQs (and other sites). If you read that guide, you probably read one of my earliest too. I'm not promising that this FAQ is written in the same way, but at least you know how I choose to tackle the game. For those of you looking for in-depth analysis on weapons and enemies, you won't find them. I provide a modest listing, but nothing extraordinary or anything on the same scale as my previous Halo guide. However, I choose to shift my main effort to the walkthrough to hopefully provide a detailed guide through the campaign of Halo 2. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 2. FAQ ~-~ [2000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ +-----------------------------------------------------------------------------+ [Q] How many levels are in Halo 2? [A] There are 15 selections in all, but the first two are just cinematics and training. Therefore, you are to play a full 13 missions in all. Each is gigantic and very detailed. +-----------------------------------------------------------------------------+ [Q] Can you use the Arbiter's invisibility in multiplayer? [A] One word answer: no. +-----------------------------------------------------------------------------+ [Q] Can a Spartan's flashlight be used in multiplayer? [A] One word answer: no. +-----------------------------------------------------------------------------+ [Q] Does the Covenant Energy Sword's battery run out in multiplayer? [A] For some strange reason, there is no battery. As long as you stay alive and hold the Energy Sword, you can use it indefinitely without running out of battery. With that, you can easily make your opponents' lives a living hell. +-----------------------------------------------------------------------------+ [Q] How do you do aerial tricks with the Banshee? [A] Use the A Button and press in any direction on the Left Thumbstick. When up against opponents with Rocket Launchers, use aerial tricks like mad to avoid any locked-on rockets. Being able to use air rolls and loops to your advantage is a hard skill to master. +-----------------------------------------------------------------------------+ [Q] What is that "special" multiplayer map that can be unlocked? [A] It's called Foundation. You can unlock it by completing the Campaign and using all three Banshee tricks on the last level. You also get Foundation through a Xbox Live update. +-----------------------------------------------------------------------------+ [Q] I see people dashing 15 feet and killing people with Covenant Energy Sword. How do I do that? [A] To perform that special "lunge" attack, you need to have an Energy Sword in your hand obviously. To use it, you need to look at an opponent and wait for the reticule to turn red. Quickly press the Right Trigger and you should deal the strike. +-----------------------------------------------------------------------------+ [Q] Okay okay. Now how do you "dodge" those lunges? [A] While it's almost impossible to dodge Energy Swords in small arenas, you can easily get out of an Energy Sword's path by just Sidestepping. +-----------------------------------------------------------------------------+ [Q] My friend dual-wields Magnums and he kills me every time. I thought Bungie weakened it! What is up? [A] Dual-wielding anything is dangerous in multiplayer. While the Magnum might be weaker than the Pistol, it fires twice as fast. Your friend probably aims at your head as headshots deal more damage. Counter him with dual Magnums of your own or use long- range weapons (Battle Rifle, Sniper Rifle, Covenant Carbine). +-----------------------------------------------------------------------------+ [Q] What would be the best weapon against the Flood? [A] The standard Shotgun would work. Projectile weapons (Covenant Carbine, Magnum, etc.) also do wonders. Even the Sentinel Beam is effective against them in comparison to its weakness against most other enemies. +-----------------------------------------------------------------------------+ [Q] How do you get to "Sniper Rock" in Coagulation? [A] Bungie has apparently made it much more easier to get to that little notch on the side of Coagulation. Yes, it's still there and plays an amazing sniping position. Take any Covenant vehicle that is fast. The Spectre and Ghost are the two best in my opinion. Line yourself up with the wall that appears to be less steep to the right of Sniper Rock. Use the boost and climb up the wall until Sniper Rock surpasses you on the left. When you can't move any further, turn right and slide across the surface. Drop down and you are there. Alternatively, you can use a Banshee to just _fly_ up there, but oh well. +-----------------------------------------------------------------------------+ [Q] Which is better of these two, the Sniper Rifle or the Beam Rifle? [A] The UNSC Sniper Rifle is basically a four-round clip that can shoot pretty fast. However, reloading in required. The Beam Rifle on the other hand doesn't need to be reloaded, but two or three shots fired consecutively will overheat the weapon. While the Sniper Rifle has a higher rate of fire, the Beam Rifle (overheats) doesn't need to be reloaded so I guess you can say that the two are balanced. As a side note, a Beam Rifle shot is much more easily noticed than a Sniper Rifle "trail" although both leave some form of a line. +-----------------------------------------------------------------------------+ [Q] Whatever happened to some of the maps like Damnation or Sidewinder? [A] The only two maps Bungie remade are Beaver Creek (which is exactly the same with slight differences to the Sniper Rifle and Magnum location) and Blood Gulch, now called Coagulation. Well, at least those are the "obvious" ones. +-----------------------------------------------------------------------------+ [Q] Is Halo 2 Xbox Live "child-friendly?" [A] If you choose to play Halo 2 online, expect a lot of profanity and A WHOLE lot of racist remarks. If you are one of those that are easily offended, just know that the majority of Xbox Live players are greasy nerds with pimples all over their face of whom think that playing with the "1337" players on Xbox Live would somehow make them cool. But seriously, people just like to throw words around for fun. If you aren't easily offended, go ahead and play. +-----------------------------------------------------------------------------+ =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 3. Basics ~-~ [3000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ Basic know-how before you begin to play Halo 2. If you own the manual, the majority of the below information should be accessible already. ------------------------------------------------------------------------------- 3.1. Controls [3100] ------------------------------------------------------------------------------- Left Trigger ---| |--- Right Trigger ___ | | ___ ,' `.__|___________|__,' `. / \ Left Thumbstick -----|_ (S-Controller) _|-------- Y Button | .' `. __(__)__ | / `._,' X Button ----(__)__(__)------- B Button | _ _ (__)---------| Back Button -------- (_) _ _| |_ _ _ | |--A Button | (_) |_ _| .' `. _ (_)--------- Black Button | | | |_| `._,' (_)-------- White Button | | |_____________|____ | Start Button --------| | | \ | \ .'| | `. / `.__,' | Right Thumbstick `.__,' | Directional Pad Right Trigger ------------- ~ Fire weapon. ~ Fire right weapon (Dual-wield only). Y Button -------- ~ Switch weapons. ~ Dual-wields another weapon. X Button -------- ~ Board a vehicle. ~ Hijack a vehicle. ~ Reload. ~ Action. B Button -------- ~ Get out of vehicle. ~ Melee attack. ~ De-select menu item. A Button -------- ~ Jump. ~ Select menu item. Black Button ------------ ~ Swap grenades. White Button ------------ ~ Flashlight. ~ Team chat (Xbox Live) Right Thumbstick ---------------- ~ Look around. ~ Press to zoom in with scope/binoculars. Directional Pad --------------- ~ Scroll through menu items. Start Button ------------ ~ Pause game. ~ Settings. Back Button ----------- ~ Score. (Multiplayer only) Left Thumbstick --------------- ~ Forward/Backward to move. ~ Left/Right to strafe. ~ Click to crouch. Right Trigger ------------- ~ Grenade. ~ Fire left weapon (Dual-wield only). ~ E-brake (Warthog only) ~ Boost (Certain vehicles) ------------------------------------------------------------------------------- 3.2. The HUD [3200] ------------------------------------------------------------------------------- The HUD of Halo 2 has been changed slightly from the original. The first thing you would probably notice is the lack of a health bar. That's right, there's no more "health" rating in Halo 2. If your shields go down, then a few shots extra will take you out. Below is a rough ASCII representation of the on- screen HUD (no dual-wielding): ____________________________________________________________________ ,' `. | _______ _______ [9] ___________________ | | ,' [4] | ,' [5] | --- | [3] | [6] `. | | |_______,' |_______,' --- `._____|_____________| | | |||||||||||||||||||| | | ||||||||||||||||||||[8]| | |||||||||||||||||||| | | | | | | | | | | | | / \ | | -{ [7]}- | | \ / | | | | | | | | | | ___________ | | \ ___[2]/ | | \,' `./ | | / [1] \ | | \ / | | `.___,' | | | `.____________________________________________________________________,' [1] Motion Tracker - Detects enemy or friendly movement. However, it is not a radar, so if an unit isn't moving, then it will not appear. The Motion Tracker does not detect if an enemy is higher or lower than you. [2] Shield Indicator - The Shield Bar tells you how much of your shield is remaining. If all of it is drained, then you are very vulnerable to enemy fire. The Shield Indicator will flash red if it becomes critical. [3] Ammo/Battery Remaining - This number calculates the ammunition remaining in your clip or the amount of battery remaining. [4] Plasma Grenades Remaining - The amount of Plasma Grenades you have left is displayed here. Maximum of four. [5] Frag. Grenades Remaining - The amount of Plasma Grenades you have left is displayed here. Maximum of four. [6] Weapon Indicator - This depiction displays to you the weapon you are currently carrying. [7] Target Reticule - The direction in which you will fire is the Target Reticule. Aim at an opponent and use it to take them down. The reticule will turn red if you touch an enemy with it or green if you run it over a friendly unit. [8] Ammo In Clip - The current ammunition you have in your clip is shown here. For certain weapons, this will not be shown. Keep in mind that by dual-wielding a weapon, you will have no access to grenades. The Grenade Indicator on the left will change to another Weapon Indicator to show you which weapon is being dual-wielded and how much ammo is in each. ------------------------------------------------------------------------------- 3.3. Dual-Wielding [3300] ------------------------------------------------------------------------------- One of the key additions in Halo 2 is the ability to dual-wield certain weapons. Dual-wielding has many advantages in combat. You can obviously deal twice the damage with two guns blazing at once. Weapon combinations can be the difference between life and death in key portions of the game. To dual-wield a weapon, you must first be holding a dual-wielding "compatible" weapon. Step over another dual-wielding compatible weapon and press the Y Button. A note on screen will tell you if a weapon is capable of being carried as a secondary weapon. However, wielding two Rocket Launchers is just crazy. The following weapons can be dual-wielded. - M6C Pistol (Magnum) - M7/Caseless Sub Machine Gun (SMG) - Plasma Pistol - Plasma Rifle - Needler - Brute Plasma Rifle While wielding two of the same weapons is still better than wielding just one gun, you should definitely take advantage of each gun's specialty. Two SMGs can be dangerous, but it is also ineffective at points. Instead, holding a Plasma Rifle AND a SMG together would increase your productivity greatly. The Plasma Rifle can rip away at shields and the SMG pounds bullets into flesh for heavy damage. The best combination depends on the player. Some people can wreak havoc with dual-Magnums or dual-Plasma Rifles. Others choose to hold a Plasma Pistol with a SMG. Whichever combination you choose, be sure to use it to its utmost potential. Keep in mind that with two weapons in hand, you cannot throw grenades without first dropping the other weapon with the Y Button. Likewise, meleeing will automatically drop a secondary weapon. If you are sure you will need grenades in upcoming battles, drop your secondary weapon ahead of time to save precious fight time. =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ~-~ 4. Walkthrough ~-~ [4000] =-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+ ________ | 117 `._______________________________ | | | Re: SPARTAN - 117 - MASTER CHIEF | | | | Spartan 117, the Master Chief, is a | | member of the SPARTAN-II project. | | He is a genetically, biologically, / | and technically enhanced fighting == | unit, standing seven feet tall and | | weighing half a ton in his armor. | | | | His reflexes are unmatched, his | \ strength and endurance quite unlike | == any other human and his tenacity | | molded by a lifetime of conscripted | | military training. The Master | | Chief is proficient in all current | | ballistic weapons and tactics, | | incursion, and unarmed combat, | | and has extensive experience with / | Covenant military tech. == | | |__,---._______,---._______,---.______.---| NOTE: This walkthrough was written while playing through Halo on Normal difficulty. Because of the lack of First Aid Kits or Overshields/Active Camo, I won't mention pickups. I can take it that you'd be able to find your own weapons. ------------------------------------------------------------------------------- 4.1. The Heretic [4100] ------------------------------------------------------------------------------- ======================================================= For failure such as this, no punishment is too great. ======================================================= Before we continue, I would like to tell you that this is a cut scene level. There's absolutely no action yet. For those of you that care about the story, go ahead. ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | [ Covenant Holy City, High Charity ] | | [ Ninth Age of Reclamation ] | | | | Around the wreckage of the original Halo, the Covenant have | | established a small fleet and base of operations. A large | | Covenant Cruiser flies in to join a majestic fleet while Banshees | | patrol the skies. The camera shifts to the Holy City center. | | | | Inside, a trial is most likely taking place. The Elite responsible | | for leading the Covenant forces against the Pillar of Autumn | | and landing on the original Halo is being tried. The Prophets | | nearby are discussing whether or not execution shall take place. | | The Commander Elite has failed to defend Halo, the Covenant's | | sacred realm. | | | | He states that he had chased the human fleet destroying all of | | their ships, but one. The Pillar of Autumn was able to evade his | | offensives. Jumping away, the humans had escaped to Halo. After | | they had landed on the already occupied ring, the Elite was made | | aware of a special cyborg commander, the Master Chief. A parasite | | had also infected the ring (or so the Elite thinks) and progress | | was staggering. | | | | Once the Elite figured out what the Master Chief was attempting | | to do, he was incapable of stopping him. With that, the Covenant | | believed that they had lost a gigantic religious structure. It | | was a "colossal failure" as the Prophets put it, and the Elite | | was tried for heresy. As punishment, the Great Journey shall | | begin soon, and the Elite shall be left behind while the | | Covenant rejoice in their glory... | | | | [ Earth Defense Platform (Cairo Station) ] | | [ 10.20.2552 (Military Calendar ] | | | | Scene shift to an armory. A marine is nagging an armored cyborg | | nearby. It seems the recent offensive on Halo had completely | | worn out his armor. Luckily, the Master Chief is to wear a new | | one. Putting on his helmet, he prepares himself to kick some | | Covenant ass. Before that however, we're going to have to undergo | | the standard battle-ready check... | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ------------------------------------------------------------------------------- 4.2. Armory [4200] ------------------------------------------------------------------------------- ============================== Suit up, prepare for battle. ============================== >> Follow the Gunnery Sergeant's instructions. Here we go with the preliminary drill. If you were annoyed by the first Halo in this part, note that it goes through much faster. First off, you can't exactly move (They are holding you down in case you "crack.") so just look at the lights the Sergeant tells you to look at. Look to top, bottom, top, and bottom. Set the look inversion to whatever floats your boat. >> Enter the Energy-Shield Test station. With the look pitch set, the restraints are up and you can move around. Get a good feel for the controls. Jump around and look around the room. Head over to where the Sergeant walks you and step into the Energy-Shield Test station. >> Activate the Energy-Shield Test station. Nothing too difficult about this objective. See the handprint in front of you? Use the X Button to activate the shield. You should know when the shield goes down as the screen will start beeping. Watch how quickly your shields recharge (Fast huh?) and step back out. As of now, the checks are complete. Sgt. Johnson walks in and makes a few friendly wisecracks. Follow him out of the room. >> Join Sgt. Johnson in the elevator. The elevator is plain in sight, and even if you can't find it, Sgt. Johnson will lead you there anyway. Ride it down and exit. >> Follow Sgt. Johnson to the tram car. The tram car is right ahead. Johnson will even walk into it for you. Step in with him and the door will close behind you. There are big windows so you can look out and see some of the activity going around at Cairo Station. The Sarge will tell you about the history of this station and some stuff that really doesn't have any relevance to anything. Get out, and some Marines will be cheering you on. The Master Chief is back in action. ------------------------------------------------------------------------------- 4.3. Cairo Station [4300] ------------------------------------------------------------------------------- ====================================================== Defend the station's MAC-gun from Covenant boarders. ====================================================== ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | At the start, Master Chief and Johnson walk themselves into | | the center control room. The Chief will talk about the cameras, | | and Johnson makes a subtle crack back. The two of you enter a | | doorway and the scene shifts to the Heretic again. | | | | The Commander Elite walks himself through to a Covenant court | | (perhaps facing execution). Grunts yell out Heretic while | | Brutes strap him down. For heresy, there can be no greatest | | punishment... With that, they torture him for his indisputable | | crimes against the Covenant and their Great Journey. | | | | As the Chief, you meet the Admiral of the UNSC fleet. You also | | meet Cortana again along with Keyes' daughter, Commander | | Miranda Keyes. A brief award session will occur, but a | | supposed attack from the Covenant will break the peace... | | | ===---===---===---===---===---===---===---===---===---===---===---===--- Covenants are ready to board the ship. 15 Covenant Capital Ships are engaging Cairo Station's position. NOT COOL! Prepare yourself for battle once more. Follow the group of Marines down the stairs, and pick yourself some weapons. If you want to, dual-wield the SMGs with the Y Button. Be sure to pick up a Battle Rifle as well. The rest of the group is waiting below (Note Johnson and his really big gun). Follow them through the door, and you will be notified of a Covenant boarding party just through the next door. ============================ -- Home Field Advantage -- ============================ >> Repel the Covenant boarders. Prepare yourself and find a good position to shoot from (the various obstacles work well). The Covenant party beyond the door is a large one, but because of the tiny size of the door, they can't all come in at once. You can choose to go in with dual SMGs, but when your shields go down, you better find some cover. If you want to, just wait out the battle as Johnson reigns supreme with his (better than yours) weapon. When the enemies fall completely, step through the door they came from and turn right. The Marines will follow closely behind you. Watch your step as a whole 'nother Covenant party is up ahead beyond a few crates. There are two or three Elites so don't just run through them. The various Grunts are easily defeated so focus all of your fire on the Elites. An even better idea would be to shoot out the Grunts with the Battle Rifle from far away so they don't pose any distractions. Follow through when all the Covenant are defeated. Turn at the corner and give your hellos to a Marine manning a Gun Turret. Ascend the stairs to the top. You should hear some more battle conversation. Once you go through the door, turn to your left and note the Covenant on the landing below. Take this opportunity to man the Gun Turret or use the Battle Rifle to rain fire down upon them. You should also see some Marines helping your position. When you think they took out the majority, jump down. To progress through the level, go to the left door at the far side (If you look at the room from the turret's point of view). However, make sure there aren't any stray Elites hiding behind walls waiting for the shields to recharge. Another Covenant platoon will make their appearance. Take them all down and turn right to find another set of stairs. Ascend these just as well until you reach the top. Go through the door into a hanger. The Covenant are taking full advantage of the wide, open space. The first thing you should notice is the warp sending in Covenant troops by the dozen. Don't jump down yet however. Turn to your right instead (while staying on the current platform) and find some ammunition and grenades laying on the ground. Turn left onto a platform jutting out. Help your Marines and take down the Covenant by either jumping down, or using the Gun Turrets on your current platform. After a few more waves, a Marine will report that the Covenant are for some reason retreating. Walk around a bit and some more Covenant will break through a door in the northwest corner of the room. It's a small party so you should have little trouble breaking through them. There's a bunch of cover around if you need it. Walk through the door they broke through and follow the hallway to another hanger area. This time, you appear on the bottom so rain fire on the Grunts manning the Plasma Turrets up ahead and watch as they pitifully fall off. Use the Battle Rifle against those on the upper deck. Once they are cleared out, make your way forward. Some Elites and various other Grunts are scattered throughout, so do your best to make the rest of their life a living hell. There is another boarding ship warp at the other end in which more Covenant will come through. Use grenades (if you picked them up before) as they are grouped up. The Covenant have destroyed the Athens (look out the window and watch a station blow up) which is a major blow to the defense forces. Cortana notes that the explosion destroying the Athens came from inside the ship. She concludes that the Covenant have probably brought a bomb. If they had placed it in the other stations, they had most likely placed one here... ====================== -- Priority Shift -- ====================== >> Find the Covenant bomb. Your objective now is simple. With the Covenant forces repelled for the most part, we shift our objective to locating a "bomb." Anyway, on the floor of the hanger are little indents. Look for one of the two and head down where a door will open for you. There are some Covenant occupying this space. Because of the lack of room, watch out for stray Plasma Grenades the Grunts might throw at you. There are two doors out of here and to the Armory. One of them holds an Elite and the other holds an invisible Elite. Either way, you will have to fight them both in the end so it doesn't matter. Get out of that area into the Armory and the Gunnery Sergeant will be fighting back. He dies, so finish off the job and pick up the Shotgun that he dropped if you'd like. The next room is similar to a room we fought in before. It's completely infested with Covenant. Rushing straight in will only result in death. Take advantage of the various hallways on the wall. There are many Grunts using Plasma Turrets scattered around the room. The Battle Rifle is a great weapon to pick off a gunner from far away. Before engaging any of the Elites, take out the Plasma Turrets. Fight your way to the other end of the room (watch out for Red Elites) in which an opening appears to your left. Defeat the Grunts in that room and continue. The next staircase is to your right. Ascend them and go through the door. As you get through, another door will open to your forward. It's a large group in a small doorway so throw a grenade and mop up the rest of the "unfortunates." Walk through the door they busted through and ignore the stairs to your right. Go through the door ahead. As you enter, perform a U-turn and find some Marines along with Sgt. Johnson and Miranda Keyes working away at a stubborn group of Covenant boarders. Defeat that group and Sgt. Johnson tells you move forward. As you continue, turn to your right and go through the open doorway. You find yourself in a room. Look out the window to your left. We're going to be out there in about a minute. Exit and turn right. Some stray Grunts will enter the area. Continue... ================================= -- Authorized Personnel Only -- ================================= We're getting warmer at least. Leaving Johnson and the crew behind, the door ahead of you opens. Two Blue Elites will come in. Take them both out and jump out. Something's different huh? The muffled sound isn't a technical error with your TV. Yes, we are actually in outer space. Take a few moments to jump around and get a feel for the "zero-gravity" thing. However, our suit's personal gravity keeps us on the ground. As you jump down, turn straight around and walk forward. One or two Elites with jetpacks will make their appearance. Cortana will radio in stating that she has found the bomb, however, she needs your help to come in contact with it. Go through the door at the end and continue through. This large room is quiet at the moment, but on a whim, many insectoid creatures will begin flying in. The "Buggers" as the Marines like to call them are very weak, but they can fly. Use automatic weaponry suggestively and defeat the Drones flying around. They are fast so don't get frustrated if more of your shots miss than hit. By the time you defeat all of them, the elevator should be coming up. Jump off the ledge onto the elevator (?) and begin wreaking havoc with the Covenant platoon down there. Once you defeat all of them, venture to the main platform and locate the elevator switch. Press X to activate it, and watch out the gigantic window as you slowly travel down. At the very bottom, a doorway will open up at the far end. (pretty cool huh?) Go through, and head back into outer space. The Admiral will note that the Covenant Carriers are moving in. While he's preoccupied with that, two Elites with jetpacks will fly in. A third will be at the top manning a Plasma Turret. Immediately take out the gunner with the Battle Rifle and take some cover. Shoot the remaining two out of the air. Beware however, as they are dual-wielding Plasma Rifles. With those three defeated, follow through and find the hallway (still in space here) leading back into the station. You should find it behind the Plasma Turret the Elite was using. At the fork, make a right and find the door leading back into the ship. It will open for you. The bomb the Covenant had left us is just below. The automated elevator will bring you down while Cortana tells you a bit about the number of Elites guarding the bomb. Heh. ======================== -- Return to Sender -- ======================== As the door opens, begin moving out. A large number of Elites and Grunts are guarding the bomb. Right off the bat, throw one or two grenades into the crowd to hopefully take down a few Grunts and at least one Elite. The rest of the forces can easily be killed if you know how to fight. Rushing gun-ho right into won't solve crap. Use the cover the room provides and take down the force to the last Elite... ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | Cortana makes her appearance; she succeeds in disarming the | | bomb. Apparently, we were pretty close in losing the station. | | Master Chief will ask to leave the ship to give the Covenant | | back their bomb. With a chuckle, he gives a permission granted. | | | | The Chief will ride down an elevator and pull the bomb out. He | | opens the door out and watches the Covenant Cruisers heading for | | Earth. If any of you can remember, this was the scene of one of | | the original trailers for Halo 2. The only difference is the | | addition of a Covenant bomb. | | | | [ "What if we miss?" ] | | [ "I won't." ] | | | | Being the badass that he is, the Master Chief takes off as the | | bomb pushes him out. A UNSC SHIP explodes behind him as the Chief | | flies into the Cruiser. His success is confirmed with a resulting | | explosion destroying the "Sender." Finding a UNSC Cruiser to land | | on, the Chief prepares to take the fight to Earth. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ------------------------------------------------------------------------------- 4.4. Outskirts [4400] ------------------------------------------------------------------------------- ==================================================================== Rally scattered Marines, clear hostile contacts from the old-city. ==================================================================== ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | Three Pelicans fly in to the city. Cortana notes a strange | | repeating message; Regret. Sarge makes a few cracks on to what | | it means. Cortana notes that Regret is one of the Covenant's | | Prophets. A few Marines on the ground notice a problem with the | | landing zone of whom recommend mission abort. Sarge chooses to | | rush in anyway. Regret is on that Cruiser, and he has all the | | information. The Master Chief's objective, locate Regret. | | | | A large multi-legged thing comes in and crushes a bus. Two | | Pelicans go down, one of which holds the Master Chief. We'll | | be fighting on foot from this point. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- =============================== -- They'll Regret That Too -- =============================== Although a bit disorientated from the crash, Cortana succeeds in waking you up. Armed with a SMG and a Battle Rifle, begin making your way forward where a Marine waits outside a door. A single Grunt patrols the hallway so smash it in the head with a well placed melee. Follow the hallway and you should come to an outside courtyard-like area. Walk straight forward and take out the group of Grunts with a well-placed grenade. You have two options at this point. You can either stick around on this floor or head to the staircase opposite the doorway you just came out of to a ledge above. I'd suggest the latter as it provides a better firing position as well as a Gun Turret to your disposal. There are a few Elites hanging around that you'd probably want to take down. Either way, Covenant will begin to pour in. Sarge will notify you of which direction they come from. >> Defend the Marines until help arrives. First, after the preliminary enemies are defeated, some Grunts and Elites will pour of the alleyway to the left. One or two Elites will camp from a rooftop. Be sure to take them out. Once that platoon is defeated one way or another, a second group will come out of the same area. More Grunts basically, but an Elite also will make his appearance. After that wave, Johnson will notify you of Jackals in the courtyard. Avert your gaze to the opposite end of the area where you entered. Defeat the Jackals there through the Gun Turret or a few grenades. Remember the flying, insectoid creatures in the previous level? More of those Drones will begin coming over the rooftop. Against them, the Gun Turret (if it hasn't been destroyed yet) wreaks havoc so just hop on and blaze the guns at them to hopefully down them all. Once the Drones are defeated, a Jackal platoon will attack you from the same location as the last Jackal attack. When will they all be gone? Well, yet another group will appear from the alleyways. It mainly consists of a few Grunts and an Elite or two. Take them down. At this point, the music begins to change and a Phantom rides itself into the area. You can shoot down its guns, but the ship itself cannot be defeated. The Phantom will hover there and drop some troops down. You should know how to plan your attack. Throw a few grenades to spread out the dropped troops and pick the rest of them off. While you fight them, some Jackals will run in as well. With those enemies defeated (too easy), a reinforcement pilot will speak of a good LZ further ahead. Before we follow, the last of Covenant attacks comes in the form of two Hunters. These two behemoths will break through a gate. Prepare yourself with a good weapon like the Battle Rifle. The Hunter's armor prevents most penetration so simply shooting at them won't cut it. Note the orange spots that can be apparent on the belly area or neck. If you shoot there, you can deal much more damage. However, the Hunters aren't just going to stand there and let you shoot them. Get up close to them so they stop using their Fuel Rod Cannon. They will attempt to hit you with their shields. Sidestep, and pound some lead into the orange spot. The best choice of weapon against the orange spots are bullets. The Battle Rifle and SMG are two good choices. Plasma weapons still do work, but they take much longer to take a Hunter down. Eat away at those two (avoid Fuel Rod Cannon and their melees) and they should fall. Once done, the only way forward is through the gate in which they broke through. >> Rendezvous with the Pelican. As you walk through, Cortana will have a conversation with some of the Marine leaders still in action around here. As you round the corner, note the amount of Jackals ahead. This alley can pose a problem because of the heavy amount of Jackal snipers. As you progress, try to move around a little and take all the cover you can find. Pick off the snipers with the Battle Rifle. Try not to get hit too much. If you do, find some cover and allow your shields to recharge. Advance forward picking off Jackals as you move along. Miranda Keyes will radio in telling Johnson that he needs to be picked up. Continue along defeating the opposition in your path. Note the Pelican that just dropped to provide you some reinforcements. Advance forward and Johnson will make his leave. >> Find the Marines from the second downed Pelican. The next alleyway is very similar to the last with the fact that it also carries a number of snipers. To add insult to injury will be a dozen Drones flying around along with some Jackals on the ground. Find a good vantage point to shoot from and take out the Drones first. Avoid the snipers and only pick them off when the others are defeated. Continue to the end of this street, and notice that there is a big hole stunting your progress. Turn back around and walk into an alcove on the right wall. The Marines should lead you there anyway. The Covenant have fortified the next position with a few snipers, a number of Grunts, and an Elite. A well-placed grenade should take out all of them. Defeat the enemies here and some more will pour in to your left and right. Find some cover while you take out the rest of them. To advance, you have two options. From the way you came in, you can go either right or straight forward. Both paths should bring you to another skirmish that has already started between a group of Marines and some Covenant. Help them out and take out the various baddies scattered around. Be careful of the Grunt manning a Plasma Cannon. Once the enemies there are taken down, a Marine will notify you that the crash site is on the other side of this building. Follow the team in past a vending machine (thirsty yet?) and walk forward. It's a bit dark so turn on your flashlight. Pay no attention to the intersections and just walk forward. At the end, two or three Elites will greet you. Show your affection and stick a Plasma Grenade on one of them. Once back outside, take your time and defeat the Grunts scattered around. The area is large so you should have little trouble finding some good cover. Yet another Phantom will come in and drop a group of Grunts and Elites off. Defeat that threat before they even hit the ground. Once the Covenant are defeated in this sector, the Marines reward you with a Warthog. Jump in. If you are feeling like shooting, let the Marine drive for you. If not, hop in the driver seat yourself. ========================== -- A Day At The Beach -- ========================== >> Destroy the Covenant on the shoreline. I can tell you now that the Marines are horrible drivers, so if you'd rather take the chance, go ahead. Drive (or your Marine will drive for you) down the road and over the ramps dividing a portion of the land. With that, you will crash a Covenant party and what appears to be a large artillery piece. This area is infested with Covenant forces so be sure to watch yourself. If you'd like, hijack one of the Elites' Ghosts and drive it around yourself. The forces here should fall quickly if you are diligent with the gun. Once the enemies around have been slain, head to the other end and make a U-turn to another one of those artillery pieces. Like the previous one, this area is also crawling with Covenant. Various Ghosts will be flying around and I would suggest you prioritize them first. While you fight the group here, a Phantom will most likely be in the area dropping off Ghosts. Defeat those and continue over the next ramp. At the next area, a number of pods will begin to fall from the sky. Contained within them are battle-ready Elites. Deal with them whichever way you'd like, but keep in mind their numbers. There are quite a few of them and if you are fighting on foot that might be a problem. Still, if you happen to have taken up a Ghost, simply splattering the Elites by boosting right into them both works and can be pretty comical. >> Take the highway tunnel to the bridge. The tunnel is at the opposite end. Drive into there and pick up one of the new Ghosts if you'd like. Ride it to the end and then turn left. To reach the bridge, we need to make our way through this Covenant-infested tunnel. ======================== -- Speed Zone Ahead -- ======================== Begin making your way down the road. There isn't any Covenant resistance yet. However, within a few seconds, you should be making your way into a Covenant position. Mow this group down but watch out for some Ghosts that might be coming in. If you need a new vehicle, hijack it if you choose. You don't need to necessarily defeat this position; instead, just kill enough of them so you can continue forward. At the bottom of a slope is another fortification. Watch out for the Plasma Cannon. There are a number of enemies scattered here. Once defeated, advance again. Take the jump and some Drones will begin flying in. Before continuing, try to shoot them out of the air so they won't be a nuisance at the next fortification. Ahead is another group of Covenant. A Plasma Turret should stop you for the time being. Break through again and continue. The next group is just as problematic as the last. Another Plasma Turret will surely annoy the hell out of you. However, it's nothing that you shouldn't be able to handle. Continue ahead and notice a hole in the ceiling. The Scarab will fire a large beam and destroy a Warthog position. Disregard it for the time being and advance forward. A bunch of Ghosts will attack your flank so perform the necessary operations: kill them all. Another Plasma Turret is up ahead. Destroy it as always and notice the Shadow. Destroy it if you like (although it really isn't necessary) and once again, continue after a quick stop. At the dead end, turn right and enter the next section of highway. Up ahead are three more Shadows transporting Ghosts to the next sector. Destroy them if you'd please. However, when engaging, try to kill off the gunner atop first so you won't have to deal with return fire as you defeat those. Once again, there's nowhere else to turn but forward. Continue to make your way through this repetitive area and enjoy the lapse in Covenant combat. Finally, after a long trip, you should note another Shadow up ahead. Shoot it down and defeat the remaining Covenant forces in the area. A number of Ghosts will also appear. The Plasma Cannon above will definitely cause you some problems so take it down as quickly as possible. Clear this room and advance again. The exit to the bridge is just up ahead... ------------------------------------------------------------------------------- 4.5. Metropolis [4500] ------------------------------------------------------------------------------- ================================================================ Take the bridge, break the Covenant's grip on the city-center. ================================================================ ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | Across this bridge is the city-center that the Scarab is | | currently targeting. A few Marines are scattered here, but | | the majority of them were overtaken by the Scarab. Before we | | continue however, Johnson will fly in with a Scorpion. A little | | "motivational device" as he calls it. After a Marine demands to | | leave, Johnson will make a joke back (funny man, huh?). To get | | through this bridge, you will probably want to use the tank he | | left you. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- =============================== - Ladies Like Armor-Plating - =============================== >> Crush Covenant resistance on the bridge. Well, we are going to have to cross that bridge if we are going to get anywhere. Hop in the tank that Sarge left you. If you want, take the run-down Warthog behind you. Although it provides speedier travel, I'd still suggest you take the bigger game. Begin making your way down the bridge and the Marines will hop on with you. The Scorpion is slow so bear with it. Soon, your first opposition will appear. Basically, you will be meeting Ghosts for a majority of the bridge. Wave after wave of them will fly at you. Luckily, your Scorpion's gun should be enough to take each one down within a single shot. As you continue across, a Wraith will begin firing some plasma mortar shells at you. For the time being, disregard it as the shots are very inaccurate at this far of a range. By the time you reach it, the Ghost waves will be become more frequent. Hijacking the Wraith is optional if you like the speed boosts. Whether you destroy it or hijack it, continue once the Wraith is dead. The Ghosts are frequent still, but with your big gun, they shouldn't be too much of a problem. Just beyond the Wraith is a big hole in the bridge on the right side. Make sure you don't accidentally ride in or it's lights out for you. Just beyond the hole, a Phantom will most likely make its way across the sky. Take a chunk out of it by sending it a well-placed shot. On your left, a Marine with a Rocket Launcher should be running. Let him join your team. Advance along and some more Phantoms will zip by you. They should be carrying Wraiths so you do your best and shoot each one away from its package. While the Ghosts begin to dwindle in numbers, Banshees will begin flying at your Scorpion. A single shot should take those flying demons down before they pose a problem. By this point, your tank should be nearing the end. As you can probably tell even at this distance, a large fight will probably commence at that point. Take down some more stray Banshees and Cortana will remark about the "welcome party" The Covenant have set up for you. At least three Banshees will begin to fly in on your position. Take each one down with a quick shot of the barrel. Now that you're on the other side, break through the toll area and begin engaging the large number of Ghosts flying through the tunnel. Try to blow each one up quickly as two Wraiths will also venture out. A few tank rounds shot right into each one should overtake both with a few seconds. Some extra enemies or Banshees might be hanging around so do your best to blow whatever remains up. Now on the other side, our objective is to move forward. Make your way through the tunnel (very slow-going). Some solitary Grunts and Elites might make an appearance. If you miss, the Marines riding on your treads won't. As you round the first curve, a Warthog should appear as reinforcements. Follow it to a half-open tunnel. Since you can't really move forward as the tunnel hinders your movement, get out of the Scorpion as it's useless at this point. You can take the Warthog over the small indent if you'd like, but the area is crowded with cars so I'd suggest you just take it on foot. The next section of tunnel is full of Covenant bogies. Reload and rearm (if need be) before walking in. A number of Elites will be greet you as you make your appearance. The cars provide obstacles, but they also provide cover. In the midst of battle, Beam Rifle shots will zip by so try not to get struck by one. Because of the small area, grenades will scatter enemies if not blow them up completely. Once the tunnel is cleared, continue past another half-opened tunnel. It's a dead end, but on the right wall is a hole leading out. >> Make your way to the surface. Exit the tunnel and you should be back outside. Walk yourself forward a bit and smack the Jackal in front of you down. As you exit, a Marine in a Gauss Cannon Warthog will drive up. Saddle up and take either the gunner or driver position with your choice. Kill the enemies around. They are mostly Jackals and Grunts with a few Ghosts flying around. While you overtake this Covenant position, the Scarab will begin making its move again. >> Regroup with Marine forces in the city-center. Whether or not you defeated all forces, the exit is a little niche on the far side opposite from the entrance area. The next area is big, but a Wraith and a few Ghosts occupy it. I'd suggest taking down the Wraith quickly. Hijacking it won't do anything as to continue, you need to transcend a small door that only a Warthog will fit through. The Gauss Cannon makes quick meat of the various Ghosts and the Wraith itself shouldn't be too hard to take down. From past experience, I can conclude that the Marine driving for you really likes to stick around until _everything_ is dead. If this becomes an annoying process, get out and drive for yourself. To continue, the doorway at the end can have a Warthog fit through. Turn left or right at the waterfall and you should find yourself in the downtown area. Some Ghosts and Covenant forces are apparent. Luckily, you have some Warthog reinforcements as well. As you enter the area, turn to your right (the Marine driver will do it for you if you're on gunner) along the road. Some activity to your left should draw your attention. Two Wraiths are taking the center position. Cortana will recommend taking down the Covenant tanks first as they pose the biggest threat. Although heavily armored, Wraiths still aren't a match for the Gauss Cannon that should still be infused on your Warthog. With the two Wraiths destroyed, a Phantom will appear and drop off two Ghosts. You can avoid fighting them by letting loose the Gauss Cannon against the still attached Ghosts. Once all the forces are defeated, Cortana will tell you about a group of Marines in the building nearby. Use the HUD marker and drive to the door. As you walk inside, a Marine will greet you and tell you about their situation. Follow him up the stairs. ===================== - Field Expedient - ===================== >> Board and destroy the Scarab. Well, it seems the Scarab has scrounged its way up to your position. While the commanding officer tells you about what the hell is going on, a Scorpion down below will lose its head to the behemoth. Brace yourself as the thing begins to close in on your position. Get out of the way of its legs or you will be crushed. When it passes, turn to your left and ascend the stairs. The Marines will follow you. Continue along the building up some more steps to a door. Exit and the Scarab will be just a bit to your left. It's closing in fast so don't miss this opportunity. As you exit the building, walk straight forward onto a mesh bridge. Look to your left and try to align yourself with the Scarab body. It's rocking back and forth so it might be a bit difficult to find the center. At that point, jump down on top of it. If it passes before you have a chance, turn back around and continue in the Scarab's general direction. When you have the chance, get on top. The Scarab is heavily defended with a filthy amount of Covenant. The small deck offers a great strategy in your favor however. Chuck a grenade and the Covenant will have very little room to maneuver in. The first wave consists of Grunts and Blue Elites. Once they are down, some Jackals and more Elites will move in. Arm yourself with Plasma Rifles or Pistols against the Elites' shields. Use grenades in key locations to quickly take them down. Once you happen to kill off those, at least three Red Elites, most likely dual-wielding Plasma Rifles, should appear. Before they come onto the deck however, chuck a grenade or two to hopefully lower their defenses. If you fail with the grenade, run away to the upper deck. Sticking around will probably get you killed. Slowly kill the Elites one-by-one until all of them are dead. Now, the pass into the Scarab should be open. Get through. The ship itself is defended very well. Two Red Elites in the rear should be a spawn of many problems. However, the White Elite, that will most likely appear once the two Red Elites are down, will become very dangerous. Armed with a Plasma Rifle at first, he will switch it for a Energy Sword once his shields go down. _Do not_ allow him to get a strike through you. Stick away and pound away at his weakened state to take him down. With that, the Scarab wlll be destroyed. ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | With their prize destroyed, Regret will attempt to pull his | | cruiser out of the area. However, Miranda Keyes needs to follow | | that ship. Creating a slip-space rupture, both Regret and the | | Cruiser warp out of the area leaving New Mombasa in ruins... | | Well, let's follow. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ------------------------------------------------------------------------------- 4.6. The Arbiter [4600] ------------------------------------------------------------------------------- ============================================================= Infiltrate a Forerunner facility, quell the heresy therein. ============================================================= ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | As the UNSC forces chase Regret away from New Mombasa, the | | scene changes once again to the Heretic... Groggily waking up, | | he's being dragged by two Brutes. A few of them will complain | | as they pass a rabid Jackal cell. One particularly barbarian | | suggests eating him out of exasperation. Bowing his head, the | | Elite expects execution around the next corner. | | | | The naked Commander Elite is sent through a heavily guarded | | hallway to meet up with the Prophets Truth and Mercy. Truth | | orders the Brutes that carried him here to leave and the Elite | | is dropped in his miserable state. The Prophets then asks the | | Heretic if he knows where they are. Indeed, this is the mausoleum | | of the Arbiter. Each and every dead Arbiter lies in this tomb. | | The Heretic Elite is noble, and doesn't want to belong here for | | his crimes. The Prophets then apologize for a small... | | misinterpretation. | | | | The Elite shall become the Arbiter and he will be set loose | | from heresy. With that, the Prophets bring out the armor that | | has been worn by Arbiters years and years ago. It will be a | | perilous journey and survival is not guaranteed. With little | | choice, the Elite takes it and gladly accepts. His mission: to | | find a Heretic Leader on the wreckage of the original Halo... | | | | Three Phantoms sail toward the ruins of the first destroyed | | Halo emplacement. A white Commander Elite leads a platoon of | | Grunts and Elites giving a few words of motivation. The | | Phantoms closes in and the Arbiter makes his appearance out | | of the blue. With a few last words of battle, the Phantoms | | sail to the landing zone and drops off the platoon. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ============================ - A Whisper in the Storm - ============================ >> Locate the Heretic Leader. The first objective you have (the Arbiter) is to locate this Heretic Leader who is thought to be taking refuge someplace on this installation. Armed with an Energy Sword and a Plasma Rifle, you are well-fitted for battle. Follow the rest of the group as they lead you down a ramp. Meet up with the rest of the group and an Elite attempting to crack the door lock. Head through and another door will be opened. The storm has masked your approach, so your opponents aren't expecting any attacks just yet. Use this to your advantage and activate your active camouflage with the White Button just before entering. A few Elites and Grunts are patrolling the area. Take advantage of your invisible state and use the Energy Sword to give this group a wake-up call. With that, some shots will begin shooting and the action begins. Hoorah. There are a few Elites around using Covenant Carbines rather than Plasma Rifles. Use this to distinguish between friend and foe... not to mention that those Heretics are wearing ugly headpieces anyway. Use the Sword or Plasma Rifle to take down the forces in this first area. A ramp to the right leads up a small slope leading downward. Some more enemies, including two or three Elites are also located here. Again, use your active camouflage to hopefully sneak behind another enemy. Be wary of the blue paths on the ground. Stepping on them will cause you to slowly move down the slope. It can be hard to notice as you move along this blue path. Just don't let yourself fall off the edge at the other end. Anyhow, once you clear this area, make your way to the other end of the area and take either path on the left or right to head downward to the next platform. Don't fall off the edge by the way. Probably as of now, the battle has sort of died down and silence is flooding back in. The next room has a fully-charged Plasma Rifle on the ground that can be picked up. For the next room, I strongly suggest dual-wielding Plasma Rifles. At first, some Grunts will appear here and there. However, an elevator on the other side will send up a group of two Elites and a bunch of Grunts. Like I said, dual-wielding Plasma Rifles can quickly quell the Elite threat. Once they are down, the Grunts will fall like dominoes. Anyhow, this room is a dead-end. The only way forward is down the elevator. If your allies are still alive, lead them onto the elevator that the enemy group came up on and head downward. After about halfway down, you should notice some Sentinels holding blue containers floating around. Don't shoot until you reach the bottom to avoid letting your opponents know that you're here. Now at the bottom, begin shooting like mad at the various Sentinels floating around. Plasma weaponry works best against them. Take care of those Sentinels as quickly as possible. Some Elites will begin flooding in through the doorways on the upper level. While fighting those floating scraps of metal, don't step into their beam for too long. It can wreak havoc against your sub- par shield system. Your commanding officer at this point should order you to open the hanger door. The faster you get to that, the faster you will receive reinforcements so get over there as quickly as possible. The hanger door is the big window at the opposite end of the elevator. You can find the activation panel on either side of the door. Just press the X Button and the Phantom will fly in the save the day. Let it blast away at the enemies hanging around and take full advantage of the reinforcements it drops. Once the Phantom flies out, begin to mop up the remaining forces. Once again, enemy forces will scramble in through the upper pathways. If your shields are down, take cover while your allies attack the Heretic platoons. If possible, use the blue containers around the area as grenades. Shoot at them and they will explode hopefully on your enemy's side. Be wary of Grunts wielding Fuel Rod Guns around the area. They act like miniature Rocket Launchers. It should take quite a while before you can clear the room. If possible, keep as many of your allies alive as possible. The more you still have, the better. You will know when the Heretics in this room have been totally defeated when an Elite wielding an Energy Sword appears from a door just one level below the area where the elevator dropped you off. Don't stand too close (obviously) and kill off the final Elite. When the room is quiet, begin making your way through the doorway just below the elevator shaft. By now, it's probably open. Let your allies follow you as you round the next corner. Another large group of Grunts and Elites are just a few feet ahead. Quickly throw a grenade into the group and jump back. The tight corridor can be used in your favor as it disallows your enemies to move around too much. Mop up the remaining Elites any way you choose. Once opposing forces in this sector are defeated, continue once again. At the end, you will find an open door on your left. This medium-sized room is infested with enemy forces up and down. I'd suggest running to the top platform as there are less enemies up there. Use a liberal amount of grenades to scatter your enemy and then wipe them out with your mad skills. Use the upper platforms strategically and run up there when you need to recharge your shields. Once you clear out the majority of the enemy forces here, head to the door at the other end of the room. It's pretty easy to find considering the size of this area. Anyhow, exit into the next corridor area and some Grunts will make their appearance. Put them in their place and advance. The next intersection will have Elites coming out through the right door and Grunts on the other side. Throw a quick grenade to scatter the Grunts and finish off the two Elites which also appear. Now with that force down and out, have your team continue once again. Anyway, from this point on, it's all a matter of transcending the hallway down and down. Some more Grunts appear ahead of you. Watch out for the Elite that pops out the locked door in front of you. Round the next corner and some more Grunts will appear as if begging you to kill them. Finally, you should reach a doorway. Before you enter, suggest engaging your active camouflage. Some Grunts should be sleep in the little niche ahead of you. Give them a good smack in the head to take down both of them. As soon as the Sentinels notice you, start shooting them down like mad. From the entrance, continue left making your way through the piles of Grunts. Watch out for the Elites and do not let them overwhelm you. Again, use the blue containers hanging around as grenades by making them blow up nearby enemies. It shouldn't be too difficult to make it toward the end of this area. However, if you aren't careful, prepare to be overwhelmed. There are a bunch of niches and areas where you can hide for cover. When ready, go through the other door at the end of the room. Just as you probably expected, more Covenant. Whee...! Once that team is cleared out, head through another doorway and you should notice some Banshees ahead of you... through a window of course. Some enemy Heretics are just outside. The two doors on your left and right are locked as of now. However, the one on the right (upper platform) will open to release another platoon of enemies. Once again, take your trusty Plasma Rifle and zip right through. Following, head through the door that the Heretics came out of... ================= - To The Hunt - ================= Your commander will radio in again and tell you that the Heretic Leader is escaping. Objective now would be to follow him. With that, he offers to send one of his Phantoms to help clear the way for you. Judging by the looks of things, you will probably need it. >> Persue the Heretic Leader. Exit through the door and find yourself outside in the raging storm. Two Banshees are parked just ahead. Wait for the Phantom to appear and get in one of them. Once you begin flying, the Phantom will begin to move. This part of the level requires you to follow. However, there will be abundant enemy Banshee patrols throughout the area. Right off the bat, a Banshee will fly in toward the Phantom's rear. Use your cannons and Fuel Rod Gun to throw that enemy Banshee away. While the Phantom is slow, I'd suggest sticking near it anyway. It will help you destroy enemy Banshees as they come. Furthermore, you don't know where to go, so the Phantom will lead you. Anyhow, some cool music will pop in. Begin following the Phantom and defeat the various Banshees that attack your flank. Don't let your craft get too busted up at this point. As you follow the Phantom, you will occasionally come across platforms in which Grunts with Fuel Rod Guns attack you. Considering the power of those cannons, you will really want to do your best to avoid their shots. Kill off the Fuel Rod Grunts as best you can. After the first wave of these, the Phantom will lead you to another part of the installation. While the Heretic Leader is not here, you might want to take advantage of the two Banshees parked on top of the platform. Your Banshee is probably a bit busted up at this point so take either of the new ones. Continue to stay around the Phantom and it will lead you to another heavily guarded installation. This platform is also a dud and the Heretic Leader is nowhere in sight. Stay close to the Phantom and shoot off any enemy Banshees on its tail. The Phantom does bear heavy firepower, but it does have its blind spots. Destroy the Banshees and the Phantom will finally locate the supposed location of the Heretic Leader. Quickly begin destroying whatever is guarding the landing zone and get yourself on that platform. Lots of enemies are apparent so kill them off with caution. Now the chase is on. ------------------------------------------------------------------------------- 4.7. Oracle [4700] ------------------------------------------------------------------------------- ====================================================== Kill the Heretic Leader. The Prophets' will be done. ====================================================== ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | Opening the door, some Grunts pop in and the Elites secure the | | area. This is it, the Heretic Leader's somewhere around here. | | However, the Commander Elite notices something. The smell in | | the air... is somewhat familiar. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ================ - Juggernaut - ================ >> Escape the infested labs. Something is fishy about your objective? It seems that we have stumbled across an infected lab... of what? Halo: CE players, you probably have a good idea of what you might be seeing within the next few minutes. Anyhow, begin making your way forward with the rest of your team, and you should probably notice some brownish colored blood on the floor...? Bypass that and walk into the next hallway. Once you open the door, the sound of battle should ring through the air, but no one's around! Your motion detector is going mad with red dots everywhere. Look through the glass floor. Below, the Heretic forces and some... weird things are fighting each other. The glass is way too fogged to really make out detail. Head to the other end of the room and walk through the door. Drop down the bottom floor. You can choose to inspect the brownish bodies on the floor. Yes, you guessed it. It seems the Flood are once again making their appearance. For the moment, there's little action going on. A few Elites will wonder what the hell just happened here. A few seconds later, the Heretic Leader... err... rather a hologram of the Heretic Leader will appear. With a few taunting words, he teleports out. Notice the red dots as they slowly appear on your motion detector! Suddenly, little Flood Infection Forms will begin to drop from the ceiling. Begin shooting them and popping each one. Some stray Infection Forms will most likely infect the already dead Combat Forms. Try to prevent that as best you can. The Energy Sword is very effective against the Flood. Slicing apart each one will only take up 3-5 battery as opposed to the 10 it wasted against other enemies. One thing you will want to avoid would be the Combat Forms' melee. They can hit you repeatedly very, very fast. Clear out every last Infection Form, and a door on your level will magically become unlocked (turn blue). Walk through it into a strange room. The Commander Elite will tell you that he'd wait until reinforcements arrived. Head through this door and into the next. Ahead, Flood hold a very strong position. Begin ripping them apart with the Energy Sword and more will jump down. At the same time, Sentinels will also appear to take out the Flood threat. I would suggest using the Plasma Rifle against the floating Sentinels and the Energy Sword against the Flood. There is a small platform in the middle of this elevator-like machine. The best position to take here would be that platform. Get on top and start shooting away at the various Sentinels zipping through the air. The room will begin to move down and more Flood Combat Forms will jump toward your flank. If possible, pick up a Sentinel Beam as it is one of the more effective weapons against the Flood not to mention the fact that it works wonders against Sentinels themselves as well. If possible, have your Elite allies hold the Sentinel Beam as well by switching weapons with them. From this point on, everytime the elevator stops, you can expect more enemies, whether in the form of Flood or Sentinels, to pop in when you least expect. Stay on the upper platform to hopefully reign supremacy over the Flood that will appear down below. While fighting, be sure you don't be stupid and jump off the side of the elevator. That would suck now wouldn't it? Try to survive this on-and-off period of enemy attacks throughout the entire ride of this terribly slow elevator. After what feels like an hour, you should finally reach the end destination. Booyah! How do you know when you finally reach the end? Well, for starters, a door should appear at one point. Otherwise, you can just wait until the elevator stops moving for a prolonged period of time. Anyhow, walk through the hallway that the door leads you to. The lighting here is a bit creepy, and bodies line the area. Walk through this corridor and head to a door on your left at the end. Once again, we have fighting. Before rushing out, try to wait out the shooting between the Heretics and the Flood. That should hopefully clear out some of your opposition anyway. Jump down to the lower area and refresh some of your ammunition with all the guns and stuff lying around. More Flood will walk in. This should be your first encounter with Flood Carrier Forms. The big, balloon-ish Flood creatures carry Infection Forms. When up against one, don't stand too close or you will be caught once it self-destructs. Creepy, huh? As you spend your time tearing through the Flood threat on the ground, more Heretic enemies will break through the upper level. You can use the various Plasma Cannons around the counter some of them. Even though plasma isn't too effective against the Flood, they are still useful with their high rate of fire. Try not to die here, as the last checkpoint will send you back to the beginning of the battle. That can be very frustrating. Definitely take my word for it. Eventually, after a number of waves, some Heretic forces consisting of Elites and Grunts will break through a door on your level. This is the hardest part in this room, so if you die here, prepare to be sent back all the way to the beginning of this room. Be extra careful and use grenades liberally to defeat the Heretic threat. Be especially wary of Grunts using the Plasma Cannons scattered around. Defeat the Heretic platoon and any remaining Flood Combat Forms around. Once all the Flood is defeated down to the very last Infection Form, you will at last get a checkpoint. Head through the doorway in which the Heretics punched through about a minute ago. The door at the other end is locked, but it will soon open for you. The annoying part of this mission is over. You have just escaped the infected labs. Phew. >> Find the Heretic Leader. Okay, with that problem down, another one will make itself apparent. The nearby storm is about to hit their position. Time to hasten before it comes to kill us. Back outside, a lot of Flood creatures occupy the area up ahead. A Phantom will fly in again to bring you some reinforcements... finally! Follow them as they round the next pathway onto a ledge. Mop up the Flood forces here and defeat the Heretic emplacement up ahead. Your Commander Elite is getting restless. You don't have much time. Head up the next slope into a well-guarded room. Throw a quick Plasma Grenade to quickly wipe out the majority of the small room. Then walk through and enter either door. There's a big door just ahead leading to the center of the level. The Heretic Leader is here... but before that, you are going to need to deal some pain on his guards. We have quite a problem here. Not only are the Heretic Leader's forces crowded here, but Sentinels and Flood are also taking their feuds up and around. Deal with the preliminary chaos and begin shooting away at the various enemies hanging around. Use the Sentinel Beam against the Flood and the floating tincans up in the air. At the other end of this room, the Heretic Leader has locked himself in a shielded room. Crap, we were so close! ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | The shield barrier will protect the Heretic Leader, but the | | rest of us will be taken down. However, the Arbiter has a | | plan. Three cables are at the top of the building. We scare | | him out... | | | ===---===---===---===---===---===---===---===---===---===---===---===--- >> Cut the three cables holding up the station. The Commander Elite will round up his troops and leave the area. Your job now is to begin heading up the ramps circling the level. Now you cannot rely on your ally's help. Begin scaling the pathway with haste. Some Flood will jump on and begin to attack. Sentinels will also create a ruckus. We have an even bigger threat now however. Some Flood you meet while scaling these ramps will wield Energy Swords against you. Use all your ability to avoid getting struck. While avoiding Sentinel fire and ripping away at every Flood that gets in your way, quickly run to the top. After three levels of ramp, you will find yourself upon an elevator. Start it and ride it to the top. It's a long way up so prepare yourself by reloading your weapons and rearming yourself. Let's see what we're capable of. ====================== - Hey, Watch This! - ====================== You enter the area while a large skirmish is underway between a force of Sentinels and the parasites. The three cables are those little stubs that pulsate a little blue. Once you get up there, you should be able to notice each one. Again, there will be more Flood wielding Energy Swords. DO NOT let them get a hit on you. The cables you are to knock out are found in a triangle formation with one cable at each vertex. Head to the backside of each of them and strike each one. I suggest using the Energy Sword as a few strikes will destroy a cable. While locating each of them, be sure to stay aware of Sentinels and the Flood. They will mostly preoccupy themselves by fighting each other, but occasionally, they will come for you. Destroy each cable, and the station will begin to freefall without any support. Here we go, the climax moment! As the platform slowly slides free of the supporting structure, you will be greeted with a large hop as the station falls! Well, at least we succeeded. Slowly make your way back to the elevator doing your best to comprehend with the rocking back and forth. Get back to the elevator and ride it all the way down. >> Pursue the Heretic Leader back to the hanger. Your Commander Elite's voice will boom through the radio. Your objective is to find the Heretic Leader once again. That means that you are probably going to have to walk down the ramps once again. This time however, they are even more heavily infested with Flood everywhere. Once at the bottom, find the door in which the Heretic Leader had locked himself in. Well, time to follow! Some of his guards defend the elevator that he had gone down. You should have no trouble taking the two Elites down. Bring up the elevator through the control panel and ride it all the way down. We still have a long way to go. Once the elevator stops, head through the opposite door and defeat the Flood that might appear in front of you. Choose either the left or right path and follow it until you reach the opposite end of this giant chamber. The Arbiter will quickly get into the Banshee and follow the Heretic Leader. Flying through this will be very difficult considering how fast we are moving. It's a short trip. Follow the arrow on your HUD and ignore any other Banshees flying around. Our one objective is to reach the other platform. Another short cutscene... ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | The Arbiter crashes into the side of the building just as the | | storm blows him away. A major rip-off Halo: CE if you ask me. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ========================================== - Dead or Alive... Actually, Just Dead - ========================================== Okay, here's the lowdown on our current situation. The Heretic Leader has flew to this platform and we have to follow him before this platform crashes at the bottom. Basically, you will be following him all the way back to the main hanger. Continue through this hallway through the next door. This first room is heavily infested with Flood and Sentinels, but with proper timing and sneaking, you can bypass it without having to fight anything. Watch out for the Flood around and use the Sentinel Beam to its highest potential. If you still have an Energy Sword, now would be a great time to use it considering its amazing effect against enemy Flood. When you exit through the next door, immediately look to your left as three Carrier Forms will begin walking toward you. Kill all three and continue through this corridor. You should still be familiar with this next room. Remember the exploding blue containers? Well, now you can REALLY put them to use. Blow them up next to Flood and watch the body parts fly. This area is straightforward with only one possible path. Once you reach the end, turn right and head through this next door into yet another hallway. The lighting is a lot dimmer so watch out for Flood ambushes while walking through. As you round the next slope, you should see a Grunt getting overtaken by some Infection Forms toward your right. Round the next few turns and the explosions will much become much more frequent! Hasten your step and beware of Carrier forms that can just explode. When you finally do find yourself in another room, begin to take some cover immediately. Let the Heretic forces and the Flood dish it out themselves for a few seconds. Then jump out and finish off the rest of them. Once that's over, head through the other door at the opposite corner into the next section of hallway. There are no enemies here, but the final fight is yet to come. Cross the next corner and head through the door to meet the Heretic Leader. ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | You have found the Heretic Leader. The Heretic Leader summons | | his 343 Guilty Spark friend. Taking a few shots at the Arbiter, | | the Heretic Leader forces you into hiding. With that, he sends | | out two supercharged Elites against you. Battle time. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- >> Kill the Heretic Leader. Okay, we are up against three Elites with jet-packs. One of them is the Heretic Leader, but he won't be available until we take down those two ugly looking Elites. Note that their shields are much stronger. If you have an Energy Sword, throw it down now as it will be useless. Move to the left and find a Plasma Rifle on the ground. Use hit & run tactics and lots of cover to take down those two Elites. Now the Heretic Leader will make his appearance. With powerful shields, he is sure to give you some problems. There are a few Plasma Rifles scattered throughout this area that I strongly suggest you take advantage of. Knock him down as quickly as possible before he has a chance to defeat you. Jump on the UFO-looking ship if you must. Your only target is the Heretic Leader. Once he's dead, the mission is over. ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | As you drag the dead body, 343 Guilty Spark will appear again. | | The Arbiter still plans on calling the Monitor the Oracle. | | With a magnetic device, a Brute takes the "Oracle." Time to | | leave folks. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ------------------------------------------------------------------------------- 4.8. Delta Halo [4800] ------------------------------------------------------------------------------- ============================================================================ A Covenant army stands between you and the Prophet of Regret. Get to work. ============================================================================ ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | A warp appears in space... Miranda Keye's Cruiser comes in taking | | wreckage from the original New Mombasa with it. The jump had | | sudden so some problems were to be fixed. The Cruiser has | | apparently followed the Covenant to a ring-world. Another Halo? | | Asking if this was the ring that her father had found, Keyes | | has a moment. The Covenant Cruiser is just up ahead, and Keyes | | intends on catching Regret and finding out the meaning of the | | recent offensive on Earth. | | | | To follow those Covenant forces, Sarge and the Master Chief are | | to occupy the ring. Johnson will lead in two Pelicans of troops | | and the Master Chief will fall with the Helljumpers through a | | "free-fall." As the Cruiser slowly makes its way over Delta Halo, | | the Master Chief and Cortana ready themselves for the fall. The | | pods are released straight for the surface. | | | | On the ground, a Grunt and Jackal are on patrol. Comically, the | | Grunt quickly gets on the Plasma Turret and attempts to take | | down the pods before they hit. Failing to take the majority out, | | the Master Chief appears fully armed and ready to fight. This | | party's over. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ================ - Helljumper - ================ >> Clear the landing zone for the Pelicans. Just as you jump out of your pod, a Helljumper will appear telling you that we must take out those turrets. You start off with a SMG but you also have a Rocket Launcher at your disposal. Make your way forward into the above area. The Covenant have taken this position so fight them through. There are Elites in the back, but take out the preliminary Grunts and Jackals along as those turrets. While fighting, stay at this "ruin" area. Clear out the turrets along with any other infantry on the ground. Check the buildings thoroughly to flush out crouching Elites or hiding Jackals. After a pretty good deal of fighting, Cortana will radio in to Johnson. Before the Pelicans arrive however, a Phantom will appear and send in reinforcements. It mainly consists of Grunts and Jackals, but beware of the occasional Elite that flies down. If you still have your Rocket Launcher, now would be a great time to use it. Once again, flush out any hiding enemies and blow them out. After that wave, another Phantom will appear to drop more troops. This one has more Grunts and more Elites however. The Red Elite has a chance of bringing out an Energy Sword so take care of that threat as quickly as you can. Finally, after both waves are defeated, the two Phantoms will move in. Sarge will notice a strange temple-like structure up ahead. A Warthog and two more Marines will be dropped at your disposal so get in and drive or shoot. Anyway, now saddled up, begin moving. The path forward is to the right of the "ruins" area so send your Warthog in that direction up a grassy ravine. At the next corner are two Covenant Snipers that you should take down. Have your Warthog drive along the cliff edge and a building will come into view up ahead. >> Extend the bridge, and cross the chasm. Well, it looks as if the Covenant are attempting to impede your progress by raising the bridge. That's nothing serious as we can always lower it again... by force. Park your Warthog right by the bridge control building and get out. There are a lot of Covenant nearby so watch your back. Kill off the Grunts manning the Plasma Turrets and the Elites in Ghosts. Move to the center of the building where a hologram of the Prophet of Regret appears. Kill the Blue Elite and the various Grunt scattered around. Hit the control panel and watch the bridge descend. With that, get back out. Once the bridge is down, Johnson will fly in with another Pelican and a Scorpion to help you against the Wraith on the far side. Take full advantage of it and get on. Now move across the bridge and take two shots at the Wraith to put it out of commission for a while. Some Ghosts will now fly in through the open pathway to your right as soon as you cross the bridge. They are easy meat considering the amount of firepower you have. >> Push through the Covenant-held ruins. Once they are smoldering pieces of wreckage, begin positioning your tank through the pathway they came from and enter the building. Some more stray Ghosts might appear so take care of them as needed. You will find the area ahead split up with one path going up and one path going straight. Take either one as they both lead you to the same place. Up ahead, you'll see a waterfall. More Ghosts will fly in. Take them down with a single shot and continue along. There are also some Grunts around the area that you might want to shoot out. Continue along and you will see Ghosts galore. Those still shouldn't pose too big of a threat as long as you still have your Scorpion. At the next corner is a Grunt manning a Plasma Cannon. Mow him down and continue past his lead- filled body. You will enter the building again. The inside path is just large enough to fit in your tank. At the next corner are three Jackals. They should not be a problem. Continue through the next corner to a larger courtyard area. ============================== - You Break It, You Buy It - ============================== The courtyard up ahead is crawling with Jackals and Grunts everywhere. Along with that, Ghosts patrol the area and some Plasma Turrets guard the structure up ahead. I'd strongly suggest staying in your tank for the firepower. Blow up the Ghosts that come at you and take out the Jackal positions with your secondary fire. Clear this area of all enemies and bring your Scorpion to the next area. The pillars provide enough room to fit your tank through so take full advantage of it. Advance through the building. More Ghosts will move in and begin shooting at you. Blow the utter crap out of them and shoot out any Plasma Cannon emplacements along the walls. Once they are cleared, make a 180 degree turn and ride the downslope. There are even more Ghosts here, and Grunts line the left wall with Plasma Cannons. Prioritize the Ghosts flying around first and then take care of the Grunts to your left. At the same time, mow down the remaining Jackals in this area. Move your tank forward and then right. There will be a clearing up ahead with a bunch of ruins grouped together. Cortana will notify you of another structure up ahead. You know what to do. Move your Scorpion forward and blast the Plasma Turret emplacements here and there. Some Ghost patrols will begin to engage you so get them off your tail. Before moving in, let's get familiar with this area first. To your left is a gigantic lake. Not only is it a great view, but it also has a strange structure right in the middle of it. The only way out of this area is through the middle ruins. However, don't go there until you blow up most of the Ghosts and Plasma Turrets around. Navigate your tank to the side opposite the lake and find the ramp leading up to the middle structure. Cortana will tell you about a Pelican moving in. Move up the ramp and you should notice the bird flying in. Wait for the supplies to drop down and re-arm yourself with a Battle Rifle. Also, you might consider picking up a Sniper Rifle or Rocket Launcher. It's your choice. Begin moving to the center of the structure you are currently on and engage the Elites, Grunts, and Jackals there. Eventually, the Marines will come to assist you. Follow to the center and defeat the enemies there. Use the pillars and walls as cover. Slowly advance while killing off the remaining Covenant and you will see that they are all coming out of a doorway at the corner. Clear out the remaining aliens, and then have your Marine force come with you into the next area. Right there, ready to greet you, is a Blue Elite. See it before it sees you and take it down. A number of Grunts are also in the area, and more Elites are at the ledge a bit forward. Once you clear them out, move forward and then turn left. Another hologram of Regret will be playing. There are Blue and Red Elites on the ledge above so take them out as needed. Remember not to shoot the purple crates surrouding Regret's hologram if your Marines are near as they can make quite an explosion. Once you clear out the majority of the occupying Covenant, make your way up the ramp to the left, and go through the smashed hole in the wall. There are some enemies here too. Luckily, they aren't in big numbers. Some Grunts will also run in through a small rock hallway to the left. Defeat the various enemies around, and make your way into the rocky doorway. Notice the waterfall. ======================================================== - Off the Rock, Through the Bush, Nothing But Jackal - ======================================================== Continue along and smash the Jackal standing right in front of you. The next portion is a very easy area to get lost in. Not to mention being almost impossible on Legendary. Move forward and try to take out a few of the Jackals and snipers down below. Don't jump down however! Rather, turn to your right and take a small jump to the lower grassy area. Take the Battle Rifle in the tube if you need it. Defeat the Jackal nearby and jump off the ledge. Turn around and defeat the Blue Elite and Jackal nearby. If you are lucky, you will catch both of them off-guard which allows you to smash both in the back of their skull. Anyway, once they are dead, turn around again and advance this way. Jump off yet another ledge and you will find yourself just in front of a tunnel at a corner. A bunch of Jackals and an Elite will rush out of this hole so throw a grenade. Finish off the rest of them. Once they are down and out, some Drones will fly down to make the situation even worse. These Drones are quick and can fly so pick your shots carefully. I find the Battle Rifle or the Covenant Carbine the best weapon against those buggers. Anyway, round the corner with the tunnel and continue this way along the edge of the area. Walk up the slope and turn left where a Battle Rifle awaits you. Pick it up if you don't have one already. Also nearby is a tunnel. An Elite has probably already sighted you. Kill him whichever way you'd like, and take the tunnel that he came out of. Transcend this hole to the other side where more wilderness awaits. Moving straight forward will just put you in an area you've already been so as soon as you leave the tunnel, turn to your left. Kill the Jackals here and pick up the SMG if you'd like. Move along the pathway in the direction of the waterfall. If you want an Energy Sword, you can follow the creek downstream all the way to the end. Backtrack through the tunnel and then continue in the opposite direction without going down the slope to the side. At the far end, you will find a lot of weapons that you might want to pick up. Hey, it's all your choice! Anyway, at this end is another "rockier" tunnel. Cortana will say something so you know that you're on the right path. >> Reach the towers in the lake. Once you clear this tunnel, you will find yourself at the structure that Sarge noted at the beginning of this level. Along with that, you are also in the middle of the lake that we saw before. A Pelican was nice enough to drop off some supplies here so pick up whatever you need. When you're ready, make your way down the slope and open the door at the end... The room is empty at first. Navigate through either side and go through the door. You will reach yet another hologram of Regret along with two Honor Guards! Defeat the latter and kill off the remaining Covenant here. ------------------------------------------------------------------------------- 4.9. Regret [4900] ------------------------------------------------------------------------------- ======================================================== You heard the lady. Locate the Prophet, take him down. ======================================================== ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | Before the Master Chief leaves, Cortana will appear and stop you. | | It seems Regret will activate Halo. Cortana then translates it. | | and the Master Chief contacts his commander. It seems the Index | | must be used to activate Halo. Keyes will go to the Library and | | pick up the Index. Your job is finished here. Now it's time to | | get rid the Prophet... Regret. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- =============== - Testament - =============== >> Make your way through the first set of towers. As the level starts, you will have some Marines reinforce you. After a little wait, the first of the Covenant will appear. Take out the Drones flying through the air before the Blue Elite comes in. Take him down and find the only open doorway on the upper level. Go through and you'll find yourself back outside. The bridge to your right is down so go straight and meet some Covenant just waiting to be killed. There will be an Elite or two as well as a bunch of Grunts. Some snipers will also shoot at you so do your best to avoid those shots. Some grenades would help too. Follow the pathway along the balcony and more Elites will begin engaging your position. At the end, round the corner onto the platform. Take this bridge to the other side where some more enemies are waiting for you. The Grunts are easily defeated, but beware of the Elites as they like to sneak up on you. Turn to your left and begin moving in that direction. Kill off any Elites that you see. Advance along this balcony and you should move through a doorway. The next room is filled with Grunts and Elites so ready your weapons. The exit from this round room is just to the left of the entrance, but a large pile of debris will force you to move around the edge of the room. Take care of the remaining enemies and exit this room. Once again, you will find yourself back outside above the lake. Move a bit forward to a large center platform. There are a few Elites and Jackals guarding this open platform. Take care of them with a few grenades and some weapon fire. Try not to fall off while you're at it. Once those hostiles are cleared out, a Phantom will fly in shortly afterwards to drop two Hunters. You know how to deal with these things. I strongly suggest picking up a Beam Rifle and using it in the orange spot of each. Once both are defeated, Miranda Keyes will radio in and tell you that she's re-routing a few persuers to you to avoid capture (That's nice!). With a quick apology, she radios out. A few Pelicans will move in and drop off some supplies for you. Re-arm yourself as needed. Cortana will notice a gondola moving in from the far tower full of Covenant reinforcements. Get yourself ready for battle and engage the gondola as it speeds in. There are quite a few enemies here so watch your back. When they are down, get on. >> Ride the gondola to the far towers. We'll be making our way to the other building through this rather "unique" form of transportation. Well, it beats swimming. Anyway, to activate the gondola, head to front of it (or the back of it depending on how you look at it), and activate the control panel to get the car moving. ==================== - One-Way Ticket - ==================== Not too long after you leave port, a few Drones buggers will fly in. Take them down quickly with a few shots each. Your gondola will slowly progress. Look forward and note the other gondola moving in on your position. When you reach it, jump over and take out the Elite threat on the far side. It shouldn't be too difficult. Once those Covenant are down and out, jump back and the gondola will begin moving again. Onward to the next tower! It will take about a minute until you get into weapon range of the next tower. Snipe out the Grunts manning Plasma Turrets on the higher ledge, and get off the gondola once it stops at the next tower. The following room is full of Jackals which can easily be taken out with a well thrown grenade. Clear the room of them. There's a pathway leading up, but there really isn't a point to going up unless you want a Fuel Rod Gun which can be picked up. >> Pass through the submerged structures. Some Drones will begin to fly in once the Jackals are down for the count. Once you happen to clear out the buggers, Cortana will tell you of a submerged structure just below. There's a large elevator shaft down the middle of this room. Wait for it to come up and a Marine will notice that it's full of Covenant. Arm your weapons and throw a quick grenade into the elevator to flush them out. Clear out the rest of them and step right in. Wait for the elevator to begin moving downward... but it stops. Suddenly, the car hits the waterline and begins floating. Look out the window and observe the area below the lake. While you move through, Cortana will tell you a bit about Regret's current position. It seems that he is now "apologizing" to the Prophets for undergoing an offensive too soon. Eventually, your cart will hit another waterline and reach a second structure. The room is empty. Slowly advance through the next room and up the ramp. You will find yourself in a submerged tunnel. A bunch of Grunts patrol the area, but they shouldn't pose much of a threat. Kill them off before they get a shot in edgewise and advance. Once you go through the next doorway, turn to your left or right. There are ramps leading up to the top of this area. Walk up until you reach the top. You should find yourself in a gigantic room crawling with Covenant. In the middle is a very large hologram of Regret. This part can be very difficult if you aren't careful. Before jumping gun-ho right in this room, try to take out a few snipers or Drones from your current position. It might not be obvious as of yet, but there are also a few Elite Honor Guards hanging around with deadly Energy Swords. I strongly suggest against jumping down to the floor before taking out the various forces in the hallways on the upper level first. Eventually, some Hunters will appear on the floor. If you cleared out most of the snipers around, jump down and begin engaging the both of them. Beam Rifles again, work wonder against these Hunters. The snipers around drop them indefinitely so try to use one against the orange spots along the Hunters' backs and necks. Kill them both off, and advance to the opposite end of the room. On the floor, locate the door in the center and go through. Once again, turn either left or right, and go through the doorway at the other end. Ahead is another submerged tunnel completely empty... or so it seems. In reality, there are a bunch of Elites and Grunts down below on active camouflage. You should be able to see their outlines beforehand so watch your back. If you can, snipe some of them out before moving in. While fighting off these invisible heathen, beware of an Elite carrying an Energy Sword that will run in. Once all the invisible freaks are killed off, continue up the next ramp and turn left. A quick trip through this hallway will lead you to another one of those underwater cars. You don't have much of a choice so step in and activate it. Once again, the elevator will enter the water and sail through another portion of the lake. Cortana will begin speaking again; Regret has received a response from High Charity. It seems that the other Prophets, Truce and Mercy, have forgiven Regret for his actions. >> Reach the main temple. Now we're on the same level of Regret. The only objective now is to find him. Move forward out of the elevator and defeat the Energy Sword Elite. Up ahead is another Elite along with a group of Grunts. Take all of them down and advance through the hallway. The next corner will have a hologram of Regret (He's popular around here isn't he?). Bypass it and exit the doorway to get back outside. At first, the area seems empty except for a small ledge up ahead. Move forward a little bit, and some Drones will fly in. A full platoon of Elites up ahead will also engage you. Don't rush in blindly yet. Take down the Drone threat as they pose a considerable threat. The Elites will also be a problem. Once the coast is clear, ascend the ledge and you will get a call from a Pelican. He's almost out of fuel, but he'll make one last pass. Defeat the Jackals at the peak of the ledge. Turn right and you'll reach some more ruins. Along with that, you'll find a sniper plus a few Elites patrolling the area. Advance through the area just as a Phantom drops off some more Covenant reinforcements. A quick grenade should clear the Jackals that drop down and some extra fire will take out the two Blue Elites. Once they are out of the way, move to the gondola just past the next corner. Activate it and admire the scenery as you close in on Regret. Miranda Keyes will radio in and ask how you're doing. She's currently at the Library. Afterwards, some Banshees will attack. Considering the weapons you have, do your best and try to take them down. At the same time, the opposite gondola will hold two Blue Elites with jetpacks. Ignore the Banshee threat for now and quickly take out the two of them before concentrating your fire on the Banshees. The opposite tower is heavily guarded with Plasma Turrets and Jackals almost everywhere. Kill off the Grunts on the Plasma Turrets quickly and then concentrate your fire on the remaining forces. ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | The Master Chief will walk to the door as some Covenant Cruisers | | zip by through the air. It seems that those Covenant are onto | | his intentions. They are going to try to stop the Master Chief | | before he can kill off Regret. Get inside quickly and kill the | | Prophet before they get to the Master Chief! | | | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ================================================= - Sorry, Were You in the Middle of Something? - ================================================= >> Kill the Prophet of Regret, and escape. If there are any remaining Jackals hanging around, now would be a great time to take them out. Make your way up the ramp with haste and go through the door. Turn to either side and clear out the Grunts guarding the door. At the other side, move up the ramp and open the big door... the Prophet is just ahead. Some Elites with Energy Swords will probably jump at you. Considering Regret is in this chamber, you can expect the defenses to be pretty thick. Before even entering the room, let some of the Elites follow you out into the hallway. Clear them out without getting killed yourself. Enter the room, and locate the Prophet. Luckily, defeating Regret is a joke. When you enter, the evil voice that splits through the air is his. Move to the very end of the room, and find his little seat. The cannon that he uses against you is like the Fuel Rod Cannon that the Hunters hold. However, it's gold and is much more powerful! To get to him, jump over his attacks and quickly press the X Button as soon as you get within hijacking range. Now that you're crawling on his head, begin mashing the B Button repeatedly the continually smack Regret in the head. For a Prophet that barely does any fighting of his own, Regret can take quite a bit of punishment. Eventually, he'll let out a moan and die. ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | The Phantoms, with the death of Regret, now has no use for this | | platform. As the shot readies, the Master Chief runs away as | | quickly as possible. However, he is too late to avoid the beam | | as he jumps into the sea... Even as he is dead, a strange | | tentacle and a voice will slip through the air... What will | | happen...? | | | ===---===---===---===---===---===---===---===---===---===---===---===--- ------------------------------------------------------------------------------- 4.10. Sacred Icon [4010] ------------------------------------------------------------------------------- =============================================================================== Succeed where others have failed. Lower the shield protecting the Sacred Icon =============================================================================== ________ -~-|Cutscene|-~- ===---===---===---===---===---===---===---===---===---===---===---===--- | | | [ Covenant Holy City, High Charity ] | | [ Sanctum of the Heirarchs ] | | | | In the Holy City, Brutes walk past and rip off the armor of the | | Honor Guards. The Elites are no longer the protectors of the | | Heirarchs. The Commander Elite is currently pleading with the | | Prophets to not give the order to these Brutes. The death of | | Regret was one of high importance and enough to convince the | | Heirarchs that the Elites were... unreliable so to speak. | | | | The Arbiter converses with the Prophet as the Commander leaves. | | The Elites have apparently threatened to resign. Previously, | | the Halo had been destroyed grieving the Covenant. Now they had | | found another one! An Oracle was to be located. The key to | | Halo is the Sacred Icon... the Index. | | | | As a Phantom transports the Arbiter to the library, the Brute | | tells the Arbiter of his mission. He will ask of whom killed the | | Prophet of Regret. It seems the "demon" is here. As the Phantom | | drops him off, an Enforcer will appear behind the Arbiter. The | | Phantom will chase it off. Your mission is clear. Godspeed. | | | ===---===---===---===---===---===---===---===---===---===---===---===--- =========================== - Uncomfortable Silence - =========================== >> Lower the Containment Shield. You are currently armed with a Covenant Carbine and a Plasma Rifle. Turn around and pick up any weapons that you'd like. I'd suggest taking the Sentinel Beam just behind you. Begin moving forward and shoot down any Sentinels that appear. Nearby, you will find a Grunt shooting at a piston. Clear out any other Sentinels around and activate the piston. Jump down...! It's a long ride down as you slowly but surely slide all the way to the bottom. Once walking again, strike the next pistol and jump down after it. At first, you won't see any enemies. The red dots on your motion tracker are mostly droids that are just flying around. They can't hurt you so no need to waste ammunition on them. Once you are about halfway through, some Sentinels will finally begin to engage you. Defeat any that pose a threat and move to the piston at the end. Activate that one and jump down. On this