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Halo 2 FAQ/Walkthrough

by Shadow Khajii

    
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HALO 2
---Walkthrough/Guide/FAQ---
FINAL VERSION

By Shadow Khajii
 _____________________________________    Start Transmission�
/ Table_of_Contents     Search Command: CTRL+F  \--------[C-Contents]------
| [Information]-------------------------------------------------------------------------|
| The Story So Far					[I-Story]			|
| Controls						[I-Controls]			|	
| Human Weapons					[I-Humanwep]			        |
| Covenant Weapons					[I-Covenantwep]		        |
| Human Vehicles					[I-Humanvehicles]		|
| Covenant Vehicles					[I-Covenantvehicles]		|
| Covenant						[I-Covenent]			|
| Master Chief						[I-Chief]			|
| The Flood						[I-Flood]			|
| [Multiplayer]-------------------------------------------------------------------------|
| Profiles						[M-Profiles]			|
| Game Types						[M-Gametype]			|
| Maps							[M-Maps]			|
| [Walkthrough]-------------------------------------------------------------------------|
| The Heretic						[W-Heretic]			|
| The Armory						[W-Armory]			|
| Cairo Station						[W-Cairo]			|
| Outskirts						[W-Outskirts]			|
| Metropolis						[W-Metropolis]		        |
| The Arbiter						[W-Arbiter]			|
| Oracle						[W-Oracle]			|
| Delta Halo						[W-Delta]			|
| Regret						[W-Regret]			|
| Sacred Icon						[W-Sacred]			|
| Quarantine Zone					[W-Quarantine]		        |
| Gravemind						[W-Gravemind]		        |
| Uprising						[W-Uprising]			|
| High Charity						[W-Charity]			|
| The Great Journey					[W-Journey]			|
| [Final Stuff]-------------------------------------------------------------------------|
| FAQ							[F-FAQ]			        |
| Copyright Info					[F-Copyright]			|
\ Updates						[F-Updates]		       /
  \-----------------------------------------------------------------------------------/

----Information----------------------------------------------

The Story So Far [I-Story]

It is the 26th century, when Earth forces aboard the Pillar of Autumn, who were fleeing the recent destruction of Reach, when they stumbled upon a huge ring, made of an unknown metal, with what appeared to be an entire livable surface inside. Due to large amounts of Covenant force, Captain Jacob Keyes was forced to E-land the Autumn upon the surface. The Chief (and Cortana) spent several days on the ring, in which they learned the ring�s true purpose: to contain the flood, and destroy them if they got out of hand. One problem: it doesn�t destroy flood directly; it destroys their food, which is anything living in the entire galaxy. The Chief and Cortana rush to find a way to destroy this threat, and that they did, by detonating the Autumn�s reactors. The blast�s 100,000,000 degree heat (is that possible!?) wave essentially wiped the ring clean of all life, and shatters it into many pieces, just as the Chief makes a narrow escape. Now, several months later, this is the new story�

Controls [I-Controls]
___________________________
| A _________________________\
-Jump
-Barrel Roll (Banshee)
-Brakes (Warthog)
___________________________
| B _________________________\
-Melee Attack
-Banshee Bomb (Single Player)
___________________________
| X _________________________\
-Enter/Exit Vehicle/Turret
-Perform Action
-Pick Up/Swap Weapon
-Reload
___________________________
| Y _________________________\
-Switch Weapons
-Dual Wield
___________________________
| Black______________________\
-Switch Grenades
___________________________
| White______________________\
-Flashlight (Master Chief)
-Active Camo (Arbiter, Single Player)
___________________________
| Start_______________________\
-Options
___________________________
| Back______________________\
-Score (Multiplayer)
-Options (Single Player)
___________________________
| L Thumbstick_______________\
-Move Character/Vehicle
-Specify Direction of Roll (Banshee)
___________________________
| R Thumbstick_______________\
-Move Camera
-Steer Vehicle
___________________________
| L Trigger___________________\
-Throw Grenade
-Emergency Brakes (Warthog)
-Fire Second Weapon
-Fire Machine Gun (Scorpion)
___________________________
| R Trigger___________________\
-Fire Primary Weapon
-Boost (Covenant Vehicles)
-Horn (Warthog)
-Turret/Vehicle Weapons

Human Weapons [I-Humanwep]

M6C Pistol
Dual Wield: Yes
Ammo: 12 rounds per magazine
Standard UNSC sidearm. Recoil-operated magazine-fed handgun, firing a magazine of six 12.7mm semi-armor piercing rounds. Fired accurately in semi-automatic mode, this can be a powerful anti-personnel weapon. This stripped down �C� variant does not feature a scope.

BR55 Rifle
Dual Wield: No
Ammo: 36 rounds per magazine
Battle Rifle fires 9.5mm rounds from 36-magazine. Mounted with a 2X optical scope for targeting. Fires in short, automatic bursts of three rounds. Very accurate, relatively high rate of fire makes it a useful all-around infantry weapon.

M7 Caseless SMG
Dual Wield: Yes
Ammo: 60 rounds per magazine
�Bullet hose� fires a sustained burst of 5mm fire from 60-round magazine. SMGs, while not accurate over long distances, can provide withering fire at close quarters. Tends to �walk� upwards as compounding momentum from recoil takes hold. Therefore, careful moderation of aim required to maintain accuracy.

S2 AM Sniper Rifle
Dual Wield: No
Ammo: 4 rounds per magazine
Gas-operated, magazine-fed weapon utilizes a smart-linked scope with two levels of magnification (5X and 10X). Firing 14.5mm armor-piercing fin-stabilized discarding-sabot rounds makes it very powerful. Sheer size and limited magazine capacity dictates strategic use. Devastating from a secured position, has clearly limited use as a close-range weapon.

M19 SSM Rocket Launcher
Dual Wield: No
Ammo: 2 102mm shaped-charged rockets
Most commonly used anti-vehicle weapon in UNSC arsenal. Man-portable, shoulder-fired, with single 2X level of magnification. Fires 102mm shaped-charge, high explosive tracking rockets. Reticule indicator denotes when launcher has achieved lock on target.

M90 Shotgun
Dual Wield: No
Ammo: 12 8-gauge shotgun shells
Powerful, loud, pump-action, magazine-fed, firing 8-gauge magnum (3.5�) rounds with strong recoil. Devastating at close range and in confined quarters, should be used with
caution. Ineffective damage ratios at long range mean it should be used appropriately.

M9 HE-DP Frag Grenade
Radius: 15-30 feet
Basic explosive device has changed little thanks to excellent design and flexibility. Well-thrown grenades will kill or stun most opponents. Fuse activates half a second after striking surface or object to avoid accidental detonation. Also allows combatants to �bounce� grenade into difficult to reach targets.

M41 LAAG (Warthog)
Ammo: Unlimited
3-barreled, electric-powered, link-less drum-fed, vehicle mounted light anti-aircraft gun. Standard armament on Warthog. Fires 450-550 rounds per minute. Excellent armor penetration capability.

M68 Gauss Cannon (Warthog)
Ammo: Unlimited
Asynchronous linear-induction motor provides bipolar magnetic field to fire 25mm projectile an hyper-sonic velocity. Excellent armor penetration capability, but not as effective against multiple infantry.

Covenant Weapons [I-Covenantwep]
Plasma Pistol
Dual Wield: Yes
Power Output: 100-150 kV : 2-3 dA
Understood better than most Covenant weapons, Plasma Pistol is semi-automatic, directed-energy weapon. Fires rapid bursts of superheated plasma, but holding trigger for extended period can build a powerful overcharged plasma bolt. Becomes temporarily unusable as it discharged excess heat. Both Plasma Pistol and Rifle use power core we don�t understand.

Plasma Rifle
Dual Wield: Yes
Rate of Fire: 420-600 rounds per minute
Favored by Elites, but used by many Covenant troops, is a directed energy weapon and capable of both automatic and semi-automatic fire. Extended bursts of automatic fire can cause weapon to overheat, temporarily disabling gun and depleting energy core. Once energy core has completely discharged, it is useless.

Needler
Dual Wield: Yes
Ammo: 30 rounds per magazine
Unusual magazine-fed weapon fires razor-sharp crystalline projectiles, using enexplained homing ability to center on soft organic targets, to pierce flesh no matter the angle of impact. Energy Shields deflect them successfully, and they ricochet from other hard surfaces. Ammunition explodes after it impacts flesh, causing further damage.

Covenant Carbine
Dual Wield: No
Ammo: 36 rounds per magazine
Rare Covenant projectile-firing rifle, a powerful, stocky weapon, and fitted with a magnifying scope. Fires single rounds with high degree of accuracy and power. In some ways it�s technology mimics Covenant Fuel Rod Gun, although obviously on a smaller scale, but offers similer penetration to UNSC Battle Rifle.

Particle Beam Rifle
Dual Wield: No
Output Capacity: 18 bursts per charge
Very precise, powerful weapon, uses relatively familier particle beam acceleration method to fire devastating beam of energy. Limited battery capacity means weapon can fire only 18 bursts before depleting charge. Integrated scope inables two levels of zoom, approximately 5X and 10X. Makes excellent sniper weapon.

Brute Shot
Dual Wield: No
Power Output: 4 rounds per belt
Type of grenade launcher used, as far as we can tell, exclusively by Brutes. Grenades it fires from a 4-round belt can be deflected deliberately for tactical reasons, such as firing around corners. One of the least precise Covenant weapons yet encountered, limited ammunition capacity is made up for by huge, razor-sharp bayonet attachment.

Covenant Energy Sword
Dual Wield: No
Length: 3 feet
Initially through to be purely ceremonial. Few have been seen in combat, but they are invariably carried by high-ranking Elites. We don�t understand how it functions, but it cuts through any armor with ease. Press (B) for regular melee attack and pull Right trigger for basic undercut attack. Or wait until reticule turns red to lock onto an enemy, then pull Right trigger to perform a fatal lunge attack.

Fuel Rod Gun
Dual Wield: No
Ammo: 5 rounds per clip
Launching highly radioactive fuel rod projectiles, weapon is effective against both vehicles and personnel. Weapon is bulky, heavy, and carries five fuel rods per clip. Single 2X level of magnification.

Plasma Grenade
Radius: 30 feet
Using unknown technology that can apparently differentiate between strategic targets and non-threatening surfaces, this grenade, when thrown accurately, adheres to a combatant or vehicle, but not to a wall. Three-second fuse is activated as soon as grenade comes to a rest or stuck to intended target.

Human Vehicles [I-Humanvehicles]
M12 Warthog LRV
Crew: 1+1 (plus one more in rear)
Weight: 3.25 tons
Armament: 12.7mm three-barreled machine gun
Light reconnaissance vehicle (LRV), a proven and reliable standard UNSC vehicle. Also unofficially known as �Warthog,� LRV is equipped with a powerful machine gun. Maneuverable and excellent in any terrain, Warthog relies on superb traction and an updated braking system. To power-slide, pull the Left trigger for the E-brake.

M12G1 Warthog LAAV
Crew: 1+1 (plus one more in rear)
Weight: 3.5 tons
Armament: 25mm Gauss Cannon
Light anti-armor (LAAV) identical in every respect to other Warthog variants, except for the turret-mounted Gauss Cannon.

M808B Scorpian MBT
Crew: 1 Human (neural interface required) or single cyborg pilot
Weight: 66 tons
Main Gun: 90mm high velocity shell
Secondary/Coaxial gun: 7.62mm AP-T (Armor Piercing Tracer)
Although Scorpian Main Battle Tank�s primary role is an anti-vehicle platform, its effectiveness against Covenant infantry makes it a useful anti-personnel weapon, too. Ceramic-titanium armor makes it almost impenetrable to small-arms fire. Vehicle has single-pilot cockpit, but in emergencies can transport four additional infantrymen on �jumpseat� platforms.

Covenant Vehicles [I-Covenantvehicles]
Ghost
Crew: 1
Proplusion: Boosted Gravity Propulsion Drive
Armament: Twin Plasma Cannons (100-250 kW range)
Standard reconnaissance and rapid attack vehicle, deployed by Covenant in all ground combat. Usually, but not always piloted by Elites, it is highly manuverable and fires twin bolts of superheated plasma in the 100-250 kW range. Vehicle is also capable of sustained bursts of speed, although cannot hold fire and appears to be less maneuverable at those speeds. Pull Left trigger for boost speed. Possible that it uses energy from weapons systems to achive speed increase.

Banshee
Crew: 1
Proplusion: Boosted Gravity Propulsion Drive
Armament: Two Plasma Cannons
Secondary Weapon System: Fuel Rod Cannon
Fast and maneuverable, a formidable aerial assault vehicle. Well shielded against small arms fire, Banshee can be crippled or destroyed by heavier weapons. Fuel rod cannon makes it a dangerous bomber as well as fast fighter. Banshee has been observed barrel-rolling and looping in turns and arcs that would be impossible with conventional aerodynamics.

Wraith
Crew: 1
Proplusion: Boosted Gravity Propulsion Drive
Armament: Plasma Mortar & 2 Auto-Firing Plasma Cannons
Slow, bulky, and presenting a huge target, it is nonetheless Covenant�s most destructive mobile armor. Huge bulk is well shielded; covering fire it provides from massive Plasma Mortar makes an unestimably dangerous foe. Piloted by a single occupant, who controls all vehicle and weapons systems, also features a limited boost system for enhanced maneuverability.

Spectre
Crew: 1+1 gunner (+ 2 riders)
Proplusion: Boosted Gravity Propulsion Drive
Armament: Plasma Cannon
Multi-troop armored transport is small and maneuverable and while slow, can move with ease in confined spaces. Main weaknesses are lack of speed and acceleration, and that occupants are fully exposed. Rear-mounted plasma cannon is dangerous, and vehicle provides multiple firing positions.

Shadow
Crew: 2+8
Proplusion: Boosted Gravity Propulsion Drive
Armament: Plasma Cannon
Covenant�s main mode of moving large numbers of troops around on land. Can hold driver, gunner, and up to 8 occupants, depending on species of Covenant. Seems to be outfitted to carry Elites, Brutes, Grunts, and Jackals. Equipped with plasma cannon, but main purpose is to deploy infantry.

Covenant [I-Covenent]
Grunts
The basic infantry unit of the Covenant, Grunts are dangerous in groups but present little threat individually. Short, stocky, and relatively slow, they will often panic when faced with superior forces. However, if they are being led by an Elite, they will stand and fight.
Armor Color and Rank:
Tan/Gas Rig- Heretic Grunt
Orange- Regular Infantry
Red- Veteran Grunt
Green- Support Grunt/Heavy weapons grunt
Silver- Elite Grunt
Black- Spec-Ops Grunt

Jackals
Excellent shots, the jackals seem to be higher in status�if not necessarily rank�than the Grunts. They often will be found in defensive positions, fighting from behind their distinctive energy shields. A well-used shield makes a Jackal a difficult target, but the notch they use to return fire provides a weak spot that can be exploited.
Shield Color/Weapon and Rank:
Blue/Green- Standard Jackal
Orange- Veteran jackal
Beam Rifle- Sniper

Hunters
Hunters are incredibly dangerous foes, deployed more like equpimant than soldiers. They are brought in for demolition or heavy defense, and always work in pairs. These massive creatures appear to be somposed of multiple organisms that exist within the Hunter armor, creating a bipedal hive creature. Near-impenatrable armor and a devastating hand-held fuel rod weapon make Hunter pairs very problematic.

Elites
The Elites are the core of the Covenant military. Excellent soldiers, brilliant tacticians, and disciplined, aggressive fighters, they are the primary strength of the Covenant force. Faster, stronger, and tougher than Humans, they fight in relatively small numbers but often lead squads of Grunts. Armor Color seems to indicate rank, and we believe Elites are promoted based on the number of casualties they inflict.
Armor Color and Rank:
Tan/Yellow- Heretic
Blue- Minor Elite
Crimson- Major Elite
Teal- Ranger (environment suit)
Brown- Osoona (�Eye of the Prophets�)
Black- Special Ops
White- Special Ops Commander
Gold- Ship/Fleet Master
Ornate Red/Orange- Honor Guard
Ornate White/Orange- Ultra Honor Guard
Violet Armor/Cloak- Supreme Commander
White/Ornate Headdress- Counciller
Ornate Silver- Arbiter

Brutes
Not as readily understood as Elites, Brutes fight together in a pack and are physically stronger. Brutes demonstrate similer battlefield abilities as Elites, and their numbers have demonstrably increased since the conflict began. They carry a ballistic explosive weapon with an attached bayonet device.

Drones
Like the brutes, Drones appear to be new additions to Covenant fighting forces and are being deployed en masse. Apparently insectoid in origin, in addition to maintaining Covenant spaceships, they have a limited ability to fly and are excellent shots. Highly intelligent, their mastery of antigravity fligh assistance has given them an almost insurmountable advantage in combat.

Prophets
Little intel is available on these creatures. We know that they are administrative or religious in nature and have little to do with actual battlefield circumstances. None have either been killed or captured, and they appear to be few in number.

Master Chief [I-Chief]

Spartan 117, the Master Chief, is a member of the SPARTAN-II project. He is genetically, biologically, and technically enhanced fighting unit, standing seven feet tall and weighting half a ton in his armor. His relexes 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.


The Flood [I-Flood]

Carrier Forms
These harbour infection forms, and like to get nice and cozy with you, then explode all over, which devastates your shielding, even on Easy. Take them out from a distance, then concentrate on the�

Infection Forms
These tiny little spore things are the ones that take over people (or covenant). They are released by Carrier Forms, and if they latch on to you if you have no shields, you will die instantly. If one is shot, a few around it will be taken out in the tiny explosion. So, not much ammo is needed to take care of a large crowd.

Combat Forms
These guys are able to use any weapon, any vehicle, they can even drive intergalactic spaceships! Either way, kill them before they kill you. Some of the ones that used to be elites even have weak energy shields still.

----Multiplayer----------------------------------------------

Profiles [M-Profiles]

You can get to your profile by the main menu: Settings->Player profiles->[Player name].
From there, you can select to edit your particular character or delete it. Or cancel if you really need to =). Anyway, Here is what you can do!

Controls:
	Thumbstick Layout: Default, Southpaw, Lagacy, Legacy Southpaw.
	Button Layout: Default, Southpaw, Boxer, Green Thumb.
	Look Sensitivity: 1 is slowest, 10 is crazy-fast. Defaults to 3.
	Look Inversion: Press up, look down. Crazy, but most play that way� I do =)
	Automatic Look Centering: Centers your reticule if you don�t look for a time.
	Controller Vibration: Kinda self explanatory� Want it on or off?

Appearance: Change what your character looks like in Multiplayer and on X-box Live.
	Player Model: Changes between Spartan or Covenant Elite. Cool.
	Primary Player Color: Lots of pretty colors to make yourself!
	Secondary Player Color: Trim your armor in cool colors too. See to believe.
	Primary Emblem Color: The color of your logo.
	Secondary Emblem Color: The other color of your logo.
	Emblem Foreground: The logo itself�
	Emblem Background: The background its presented on.

Voice Output: Mixed, Speakers only, Live Com only, or Disabled.

Voice Masking: Enabled or Disabled. LEAVE IT OFF PLEASE, or prepare for ridicule!

Online Status: Online, or Offline. Use for privacy reasons.

Subtitles: Automatic, or On/Off. Displays subtitles when needed or forces them to a setting.

Game Types [M-Gametype]

Slayer
Variants: Slayer, Team Slayer, Rockets, Swords, Snipers, Phantons, Team Phantoms, Elimination, Phanton Elimination.
Best Map: Any, of course! 
Basically your favorite �kill all your opponents this many times� game. We love these, don�t we?

Capture the Flag
Variants: Multi Flag CTF, CTF Classic, 1 Flag CTF, 1 Flag CTF Fast.
Best Map: Coagulation
The always fun red vs. blue �take their flag and get back alive while defending yours� game.

Assault
Variants: Multi Bomb, Single Bomb, Single Bomb Fast, neutral Bomb, Blast Resort.
Best Map: Coagulation
Take a bomb into enemy territory and arm it, all while surviving, and stopping your enemies from doing the same.

King of the Hill
Variants: King, Team king, Phanton King, Crazy king, Team Crazy King.
Best Map: Ascension
Controll a single point on the map until someone kills you and takes it. First to __ time wins.

Oddball
Variants: Oddball, Rocketball, Swordball, Team Ball, Low Ball, Fiesta.
Best Map: Most
Find the oddball (which is a skull, actually) and control it for __ minutes to win! Now, people do want to kill you so�

Juggernaut
Variants: 2 on 1, 3 on 1, Ninjanaut, Phanton Fodder, Dreadnaut.
Best Map: Collossus
Only the juggernaut can win� if you�re �it,� then all your friends are out to get you. Ones you fought beside before may be your enemies now.

Territories
Variants: 3 plots, Lang Grab, Gold Rush, Control Issues, Contention.
Best Map: Lockout
Like KotH, but you can control several places, and leave them to take more, just remember that people are always taking them away!

Maps [M-maps]

Lockout
Some believe this remote facility was once used to study the flood, but few clues remain amidst the snow and ice.

Ascension
This relay station is part of a network that has kept Delta Halo fuctioning smoothly for untold centuries.

Midship
Don�t let it�s luxury fool you � the Pious Inquisitor is one of the fastest ships in the Covenant fleet.

Ivory Tower
Once home to socialite Lance O�Donnell, the top floor of this building is now a public park.

Beaver Creek
These forgotten structures were once the site of many bitter battles, but have since been reclaimed by nature.

Burial Mounds
This makeshift Heretic camp on Basis is littered with wreckage from the destruction of Installation 04.

Collossus
Numerous scientific expeditions have failed to reveal what the Forerunners intended with all this damn gas.

Zanzibar
Wind Power Station 7  sits as a mute reminder of the EAP�s late 25th-century attempt at re-nationalization.

Coagulation
Recent excavations have failed to shed light on the true porposes of the outposts in this bloody gulch.

Headlong
Although during the day Section 14 monitors almost all harbor traffic, at night it�s one of the city�s most notorious hangouts.

Waterworks
While the Forerunners excelled at miniking natural beauty, the machinery in this cavern exemplifies their true genious.

Foundation*
Deep in Chicago Industrial Zone 08 lies the decommissioned Tactical Autonomous Robotic Defense System testing facility.

Containment**
Fighting for a patch of dirt abutting a wall containing a galaxy-devouring parasite may seem pointless to some, but... um....

Warlock**
Despite overwhelming evidence to the contrary, some stubbornly maintain that this structure was once a Forerunner arena.

Turf**
Though they dominate on open terrain, many Scarabs have fallen victim to the narrower streets of Earth's cities.

Sanctuary**
Though its original purpose has been lost to the march of aeons this structure is now a cemetery to countless brave warriors.

Gemini**
This sanctuary now rings with the sound of combat - the end of the ancient duality of the Covenant is truly at hand.

Relic**
Covenant scripture dictates that structures of this type are memorials to Forerunners who fell in a battle against the Flood.

Elongation**
A well placed bribe can speed a cargo ship through what are surely some of the longest inspections in the galaxy.

Terminal**
The CTMS made New Mombasa�s rail system one of the safest on Earth; unfortunately it was one of the Covenant's first targets.

Backwash**
There are strong indications that beneath the shroud of mist drowning this swamp on Delta Halo lies a powerful intelligence.

* Available only after beating the Campaign on any difficulty or subscribing to X-box Live.
** These maps are only available if you buy the Halo 2 Multiplayer Map Pack, or download them off X-box Live.

----Walkthrough---------------------------------------------
Note: This walkthrough is based on Easy/Normal difficulty. This walkthrough contains many spoilers, so continue of you have completed the game already, or just don�t care.

Level 1: The Heretic [W-Heretic]
For failure such as this, no punishment is too great.

This level is one giant cut-scene. It follows the drastic and contrary treatment of the Master Chief and an elite Fleet Commander by their respected peers upon return from the destruction of the first Halo. While the Master Chief has his armor upgraded to MJOLNIR Mark VI, the elite is branded a heretic and a traitor by failing to stop Halo�s destruction. The elite tries to plea his case with the councillers, and Prophets Truth, Mercy, and Regret, but he fails. He is lead off to his torture and death, while the Master Chief waits in...

Level 2: The Armory [W-Armory]
Suit up, prepare for battle

Basically, all you do is get your sighting skills tested and calibrated (to normal or inverted) and get your shields tested. After all this, Sgt. Johnson, your old smart-mouthed friend, will join the fun. Follow him to the elevator, which takes you to the third level of the station, and join him in the tram car. As the tram starts, he will explain some stuff about Earth, himself, and the MAC Gun, before the tram reaches the bridge.

Cut-scene: As you enter the bridge, you will meet Lord Admiral Hood, who gives out awards to Sergeant Johnson and Miranda Keyes, who is Jacob Keyes� daughter. She accepts the award on behalf of her dead father. While all this happening, the elite is stripped of his golden armor, and banded with the �mark of shame.�  The covenant interrupts the party, with (what else) an invasion! The chief will say one of the most famous lines in the game: �I need a weapon.� Let us get said weaponry, and let the deadifying begin.

Level 3: Cairo Station [W-Cairo]
Defend the station�s MAC-gun from Covenant boarders.

Anyway, once you regain control outside the bridge, turn left, and go down the stairs, which gives you an SMG and a Battle Rifle. Continue on to a control room and wait for them. They will latch on to the station with their boarding craft, and cut through the door. 

--Home Field Advantage--
Objective: Repel the Covenant Boarders

After the door explodes out, take Johnson�s advice and �let �em have it.� Go through, and turn right, and take care of the new enemies. Turn right again, and go up the stairs, and into a hall overlooking a large Commons room. Take out what you can, and continue through the room and turn left. Take out the enemies there and go up the stairs, and enter a large Pelican bay. Pick up at least 4 plasma grenades and 3 frags, and �nade all the waves of baddies coming into the station. Take them all out and look out the doors. Boarding craft will shoot away from MAC Platform Malta. The station will then vaporize, and shoot away in all directions; a covenant bomb. Another door will blow open and covenant will pour out of there too. Shoot em up, and continue through. Turn left, and go down the hallway, into a second Hangar Bay. Kill all the waves of covenant as before, including the grunts manning the turrets on the top platform, and watch again as another station (the Athens) is blown to pieces. Cortana and Lord Hood will discuss the possibilities of a bomb. New mission:

--Priority Shift--
New Objective: Find the Covenant Bomb

Two panels in the floor will open, revealing stairs down. Take out the grunts waiting there, and continue on. Halfway along the hallway, the lighting units will fail, and a normal elite will come out the door in front of you. I usually plasma �nade him, then do an about face and stick the invisible elite that is probably behind you. Continue up, and listen to Sgt. Gunns taking out covenant with his shotgun. Depending on the difficulty, he will say different things, but he will die, as the roof lifts up, allowing you access to the armory, where you started. You might want the shotgun. Take out the elites there, and head out into a second Commons chamber. Blast your way through and out the other way. Go up the stairs, and through the overlook hall. Continue on through until you get to a door marked �Tram Station� Turn left and you will see Sgt. Johnson, as well as Keyes, who are pinned down by covenant. Kill them all, and go out into the airlock.

--Authorized Personnel Only--

 The door will unseal, and two elites wearing environmental suits will jet in. Peg them, and see if you can get to the third one on top of the tube out. Continue along the linear path, and you will enter Portside Shipping. Jump down the shaft to the top of a gigantic freight elevator, and battle the drones flying overhead. Soon, the elevator will start to rise (press X near the panel if that happens) and a door will open. Destroy the enemies that come out of that, and continue on into space again. Cortana has started to fire the MAC Gun by now, so you�ll have to put up with that for now. Continue on (while killing the ranger elites) and on into the door. This little room turns out to be an elevator.

--Return to Sender--

Turn around and into what seems to be a room below the MAC Gun that loads rounds into it. Several elites are crowded around a big bomb with spikes on it. Kill all the enemies here (easy with the shotgun) and a cut-scene will start.

Cut-scene: Cortana will make contact with the bomb, and diffuse it. The MC will drag it to a Longsword Bay, and actually open the doors with the atmosphere and the Master Chief still in it. Now starts the best cut-scene in the game. The Master Chief will hurtle towards Earth with his explosive payload. He speeds toward a large covenant assault-cruiser. The cruiser will destroy a ship that looks like the Pillar of Autumn, but two Longswords will blow a hole in the top of the ship. The MC and his bomb enter the ship�s reactor core room. He will set the bomb, and escape the ship just as it meets the same fate as the Athens and the Malta. He will land on In Amber Clad. Keyes tells him to get inside and gear up. Earth-combat time!!!

Level 4: Outskirts [W-Outskirts]
Rally scattered Marines, clear hostile contacts from the old-city.

Cut-scene: You will fly into New Mombassa, which is probably where the present day Mombassa is. Upon entering the covenant-owned city, you will be shot down by a covenant super-machine called a �scarab.� Not good. 

--They�ll Regret That Too--
Objective: Defend Marines Until Help Arrives

Shake off the crash and head out the door. Meet and destroy a lone grunt investigating the crash. Kill the jackals hiding behind a truck and head straight into a building. Kill what�s in there and head up the stairs. You will meet a small platoon of Marines. Kill a wave of covenant in the courtyard, then kill another that will come from the way you came in. A phantom ship will come by now so shoot the guns off of it with the turret and kill anything that comes down off its gravlift. Mop up what�s left and kill yet another wave of covenant, this time with drones. Finally, two hunters will burst through the gate, so if your turret�s still there pump �em full of lead. If not, borrow Johnson�s sniper rifle and peg them in their orange bits. I usually have them down in less than 2 seconds if I�m ready.

New Objective: Rendezvous With the Pelican

Jump down and head through the destroyed gate to an alleyway. Take out the jackals there. After, a pelican will drop off some marines, but Johnson will climb aboard and take off. Don�t worry, you�ll see him again! The pelican will drop off a varied number of marines, depending if you got some killed or not.

New Objective: Find Marines From Second Downed Pelican

Continue on, and you will reach �sniper alley.� Take out the sniper jackals, because they are your biggest threat, then take out the normal jackals and drones. You will come to another alley, with fewer snipers but more ground troops. Clean the area and move on. Kill your way through the streets and you will reach the �Hotel Zanzibar.� Move through the dark hall until you see plasma fire. Hide in an alcove, and you may be able to back-whack the elite before he sees you! Exit out the back and take care of the enemies there. Be careful of the Phantom!

--A Day at the Beach--
Objective: Destroy the Covenant on the Shoreline

You will find the marines from said downed pelican, as well as a warthog. The marine�s driving AI is really not good, so you may want to drive. Whatever you choose, drive/gun and take out the covenant in the three beach areas. A few elite shock troops will drop out of the sky. Kill them and enter the tunnel.

--Speed Zone Ahead--
Objective: Take the Highway Tunnel to the Bridge

All you have to do is travel through the tunnel, killing what you can, running down the rest, and having fun while doing it! Soon enough, you will trigger the cut-scene to the next level.

Metropolis [W-Metropolis]
Take the bridge, break the Covenant�s grip on the city-center.

Cut-scene: You will meet up with a platoon of marines, who have been blown away by the scarab. They are reluctant to continue on, but your presence (and a scorpion tank hand-delivered by Sargeant Johnson himself) will renew their faith. Time to rumble!

--Ladies Like Armor Plating--
Objective: Crush Covenant Resistance on the Bridge

Take the objective�s name literally, of course. Hop into the tank, and let the marines hop on the treads. Roll across the bridge, shelling any vehicle that dares to try anything. Halfway across, you will meet the wraith that has been trying to bomb you. Destroy their tank with your tank and continue. Once at the toll booths across the channel, destroy the banshees and wraiths that welcome you. Enter the second tunnels and blow away the weak little foot infantry they have. Laugh scornfully. Once you reach the end of the line, abandon your tank. 

New Objective: Make Your Way to the Surface

You will meet up with another group of marines. A marine will tell you to take her shotgun, because of the close-quarters on the other side of the partial-closed barrier. Get in there and rumble, blasting anything with your 12-gauge fury. Or just run past em. You may need the shotgun later. Hop over another barrier, and turn right into the tunnel. This will take you up to the surface.

--This Town Ain�t Big Enough for the Both of Us--
Objective: Board and Destroy the Scarab

You will find a jackal with his back to you. Beat him down and jump down the wall. Catch the warthog that�s driving around. You may want to drive, but using the gauss cannon is fun too. Either way, continue through all the areas until you get to a large open area with a wraith. Destroy it (in about 2-3 hits) and go through the door behind it. You will appear in a downtown area. Cortana will hint at marine outpost. Kill everything there and she will drop a navpoint on your visor hud. Go to the outpost at the end of the boulevard and head up the stairs. Exit onto a terrace and you will see a blast; the scarab has arrived. It will even blow up a scorpion tank! When it passes over you, head up the stairs, across the courtyard, through more stairs, and you will reach a canal system. At the top, there will be WEAPONS GALORE! Choose your weapon (battle rifles, rocket launchers, sniper rifles, etc.) and get ready to invade. Once on a bridge with the scarab under you, boldly jump on board and start killing. This is, of course easy with the shotgun you might still have. Go down into the cockpit area, and you will see several high level elites, including a spec ops commander and a few major elites. Watch out, if you piss him off, he can and will draw his energy sword. Kill everything and�

Cut-Scene: The Master Chief will somehow destroy the scarab, and emerge on deck without a scratch. Unfortunately, the Prophet of Regret�s assault carrier is going away now, so we gotta rush. The Chief�s pelican makes it to In Amber Clad just in time to try and intercept the carrier. The carrier starts a slipspace jump� inside the city! IAC enters the field just as it warps them off. The blast completely levels the entire city, killing all within about 50 kilometers� Harsh.

The Arbiter [W-Arbiter]
Infiltrate a Forerunner facility, quell the heresy therein.

Cut-scene: The broken and tortured elite is being dragged down the halls of High Charity naked, by Tartarus and his brutes. We come to the Mausoleum of the Arbiter, where the Prophets are waiting. They apologize to the elite, telling him that the council�s descision was overzealous. He is no heretic. Instead, we see a true heretic, who must be stopped I guess. The elite comes to the role of the Arbiter, one who helps keep the covenant together in times of crisis. He is transported to an abandoned forerunner gas mine, high in the atmosphere of Threshold....

--A Whisper in the Storm--
Objective: Locate the Heretic Leader

So, we continue in the hoof-plates of an elite? Interesting. You will have a carbine, as well as the super-coll energy sword as starting weapons. You may press white button to cloak for about 4 of 5 seconds. Head down the ramp until you see a door. Either you or one of your ally elites will open it. It�s a kind of airlock. The elite commander will tell your allies to cloak, and suggest you do the same. Once the door opens, cloak, and you may be able to hit some heretic elites in the back with a melee attack from your carbine. Once the invisibility wears off though, start shooting/slashing. Head up the ramps until you get to a huge room. Conveyor belts  seem to be carruing fgas containers somewhere. Don�t let them carry you to your death! Some more enemies will be there too. Kill them and go down the ramps at the end of the area. Kill more there, and enter the elevator. You will reach a hangar, which seems to have a Seraph fighter docked it it. You will be asked to open the hangar doors. Do this using one of the holopads on either side of the door. Tartarus� Phantom will enter, and start bombing the enemies here. Thanks! You will eventually be able to enter the locked doors opposite the hangar. Continue through the facility, and you will soon see a couple of banshees out of a window. 

--To the Hunt--

Take one, and follow the Phanton with a navpoint over it. Fly all over the station and bomb the hell out of the enemies on it. They are usually heretic grunts with fuel rod cannons. Once all this is done, a second navpoint will appear, telling you where to land.

--Juggernaut--
Objective: Pursue the Heretic Leader

You will enter a large room, and you will hear shooting. Is there a battle going on? Look below to see the faint outlines of heretics and flood going at it. You will meet up with several allies. You will see the Heretic Leader, and your allies start shooting at it. Don�t do that, it�s just a hologram. It will disappear, and you will be flooded with... well... flood. Welcome to your first flood encounter of the game.

New Objective: Escape the Infested Labs

 Kill them, and go into the door that was near the hologram. You will enter what is a giant elevator. Prepare, this is a horrid part of the game. The elevator will descend slowly, all the while you and your team are being assaulted nonstop with flood and sentinels. Once if FINALLY reaches the bottom, exit, turn left, and then right, and break the glass and go down and start killing. You will have to fight several waves of flood (don�t worry, there are spare energy swords lying around, and flood take only 2.5 charge to kill) until the door opens.

New Objective: Find the Heretic Leader

Go through this door, and you will be outside! More flood, but Tartarus will drop off more troops. Turn right at the other end of the bridge and enter the facility again. Go down the large room via the ramps and enter a door.

Cut-Scene: You will finally meet the real Heretic Leader, but he locks himself in with an energy field, to protect him while the storm consumes the station. Time to drive him out of his hiding place.

Oracle [W-Oracle]
Kill the Heretic Leader. The Prophets� will be done.

Go up the ramps, dodging flood, until you reach the top. Enter the elevator, and go up.

--Hey, Watch This!--
Objective: Cut the Three Cables Holding Up the Station

When you reach the top, don�t beat around the bush. Whip out your mighty sword of plasma-ness and cut them cables. When they are cut, the station will begin to freefall, complete with about 5 seconds of weightlessness... cool. Go back down the elevator, back down the ramps, and through the door that was sealed off by the force field; it�s open now. Drop down a shaft, circle around the large room with a funky thing in the middle, and go to a door. 

Cut-scene: The Heretic Leader will get into a banshee, ready to fly back to the hangar bay, and take his Seraph to get away. You also board one.

--Dead or Alive... Actually, Just Dead--
Objective: Pursue the Heretic Leader Back to the Hangar

Just follow the navpoint, back to where you were. You will crash the banshee below the platform, but climb up in a funny ripoff from Halo: CE. Enter the door, and go up the ramps, just going up and up, until you can�t go up anymore. Always make sure if there�s a ramp up to the next level while doing this, because every door is locked. You will finally reach the hangar, and meet the Heretic Leader. We do battle. He will summon up 2 holographic Leaders to help him. Beware, they shoot real plasma, so just pick one and slash/shoot. Once the Heretic Leader is dead...

Cut-scene: You will meet... 343 Guilty Spark! So that�s where he went after the last Halo! He seems to want to explain the �great journey vs. containment� thing, but the Arbiter insists on calling 343 the �Oracle.� 343GS will then be captured by Tartarus, and you will most likely return to High Charity.

Delta Halo [W-Delta]
A Covenant army stands between you and the Prophet of Regret. Get to work.

Cut-scene: A slipspace rupture will open out in space, and the covenant battle carrier, along with In Amber Clad, will wink into view. You will then spot something new... a second Halo. After it is confirmed that the ship has stopped above the ring, the Master Chief, along with a crew of ODSTs are launched onto the ring�s surface. Of course, the funniest line:
Cortana: Could we possibly make any more noise!?
[The chief whips out a rocket launcher]
Cortana: I guess so.

--Helljumpers--
Objective: Clear a Landing Zone for the Pelicans

The cutscene kinda says what you have for opening weapons, so use your SMG (save the rocket launcher for later) or take covenant weapons. Clear out the area, and a Phantom will appear. Use the lock-on function to lock onto the craft�s individual guns (there are 3, and you have 6 rockets) and fire. This will destroy the ship�s weapons, and make life easier. Or, you can shoot at the area the covenant come out of, hopefully killing them before they even hit the ground. Clear them, and another damned Phanton will come in! Spend the last rockets on it, so you can get another weapon. Once this is all over, a pelican will come in, suppliying troops and a warthog! Remember what I said in Outskirts: the driving AI in this game sucks, so you really should drive. Drive along the small path in the corner of your battlefield, and run down the jackals there. You will come to what looks like a retractable bridge across a canyon... and guess what, it�s retracting! 

New Objective: Extend the Bridge, and Cross the Chasm

You�ll have to un-retract it. Simply park your warthog a good distance away (there is a Wraith on the other side raining down fire at you) and enter the building. Kill all inside and use the holopad to extend the bridge again. A pelican will land outside, carrying a scorpion! YAY! Hop in, tread the marines, and roll across that bridge, raining down flame and fury upon the Wraith. Ghosts will come out of a large passage, but no matter, simply blow them away. Go through that passage.

--You Break It, You Buy It--
Objective: Push Through The Covenant-Held Ruins
                                                     
Push through the ruins, until you reach a point where you can no longer travel with the tank. You will enter a large ruin, where small pods containing weapons will be released by a pelican, along with troops. Get the good stuff, and procede to the center section, and continue on . You will travel along a small path, until you see a stream cross your path.

--Off the Rock, Through the Bush, Nothing But Jackal--
Objective: Reach the Towers in the Lake

Follow the flow of the stream, and you will see a jackal with his back to you. Melee him, and take his beam rifle. Kill what you can with it, and jump down. All the way at the end of the stream is an energy sword, you may want it. After, go back to the waterfall, and go up to the top area, and through the tunnel. You will appear by the lake, where you will go down a ramp into a large base like structure. You will be warned of honor guards (elites wearing damn cool armor). Kill them before they kill you, hopefully before they even draw their swords. If you got one, blast them with a shotty, or, if you picked it up, slash them with your sword.

Cut-Scene: You will hear the Prophet of Regret�s hologram chanting in an alien language, which Cortana translates. Apparently he wants to �light this holy ring, and burn a path into the divine beyond� meaning, he wants to activate this Halo. Not again! He still needs the Index, so Miranda will take care of that.


Regret [W-Regret]
You heard the lady. Locate the Prophet of Regret, take him down.

--Testament--
Objective: Make Your Way Through the First Set of Towers

After the cutscene from the last level ends, you will be assaulted with enemies, but you will find marines have popped out of nowhere too. Kill everything, and go to the upper level of this room, and go out the open door. You will be outside. Go straight, while killing, and then turn left. You will enter another tower, kill, and exit. You will enter a large center platform. A phantom will drop off two hunters, so prepare. Afterward, Miranda will re-route a few straggling pelicans to you, to drop off supplies and marines. Yay! After, you will notice a large gondola full of covenant reinforcements cross the lake. Engage them as soon as it docks, and get on. Go to the holopad and start it on it�s way.

--One-Way Ticket--
Objective: Ride the Gondola to the Far Towers

Halfway across the lake, you will meet the other gondola going in the opposite direction. It will stop, so you have to attack the enemies. Or, jump over to their gondola (don�t worry, yours can�t move without you) and kill them, than rejoin your marines. The gondola will start again. Wait until you get into sniper range (you better have one) and start shooting the grunts on the turrets. You will then dock at a second set of towers in the lake. Once outside is ghosty, enter the tower. There are buggers, and jackals, and waves of buggers and jackals. Kill them, while making sure not to fall into the hole in the floor. Theres a fuel rod cannon on the top of the ramps. Cortana will tell you of a full car coming up. An elevator will ride up the hole in the floor, with about 2 or 3 jackals in it. Kill them, enter the elevator, and use the holopad to descend. You will hit the water below, and take a very sweet underwater ride. Along the way, Cortana will explain that Regret attacked Earth too soon, and has made a horrible mistake. By then, the elevator will enter a new area, an underwater base of sorts.

New Objective: Pass through the Submerged Structures

It�s quiet... too quiet. Exit this empty room and enter an underwater tunnel. There will be some grunts and elites here, but nothing overly hard. Enter a very large room. There will be ramps leading up top. Go up them, and try to take out he hidden snipers and honor guards up here. You may want to temporarily take a beam rifle, because two hunters will burst into the room. You can take them out easily with the beam rifles. On the floor, locate the door and go through. Turn left or right, and go through the doorway. If you enter a tunnel with a little water in it, you�re going the right way. This  tunnel is completely empty... so it seems. It�s actually filled with elites and grunts with active camo. If you kept the beam rifle, you can snipe many of them, just watch out for the sword wielding elite that runs in. Head straight on through until you reach another elevator. Head on in, and activate it. During the ride, Cortana will indicate that Truth and Mercy have forgiven Regret�s actions. You will then appear aboveground again.

New Objective: Reach the Main Temple

Exit the elevator, and defeat the sword-wielding elite. Head through this area to get back outside. Outside, there are more things to kill. Ascend the ledge and you will get a call from a pelican. He�s almost out of fuel, but he�ll give you one last pass. More weapons and marines, please! A gondola will arrive, bringing covenant. Kill tham all, and activate the gondola. En-route, Miranda will contanct you, saying that she�s currently at the Library. The same thing will happen here as the last time you were on gondolas, only there will be ranger elites with jetpacks and banshees. Yay. After you finally get to the main temple, you can now get Regret!

Cut-Scene: A huge covenant fleet (the largest ever seen before) zips into view from slipspace, flowed shortly by High Charity itself (HC is able to use slipspace too). It seems they know what the chief plans to do, so make it quick!

--Sorry, Were You in the Middle of Something?--
Objective: Kill the Prophet of Regret, and Escape

Of course, this area is highly guarded, so you may want to lure some of the guards outside before you attempt Regret�s life. Afterwards, bum-rush the prophet and press (X) to hijack his chair. Then keep pressing (B) to melee him to death. Afterwards, you will jump off, and Regret�s chair will explode. His chair can launch a beam similer to the one that hunter�s launch, only golden and more powerful.

Cut-Scene: You will exit the temple to see a huge assault carrier above the temple, which releases a high-powered laser bombardment beam. The chief will start running, but it is too late. He will get caught in the blast, and float down to the depths of the lake, dead... is this the end of the master chief? Stay tuned... 

Sacred Icon [W-Sacred]
Succeed where others have failed. Lower the shield protecting the Sacred Icon.

Cut-scene: As the Arbiter walks through High Charity, he see�s the elite honor guards giving their posts and armor to the brutes. Odd change. He enters the inner sanctum, where an elite commander (he might be Half-Jaw, an elite commander who was hinted at in HBO. The fact that the mandibles on the left side of his head are gone support this) pleads with the remaining prophets. He fails, because the remaining Prophets are now convinced that the elites can no longer guarantee their safety. But they will send you on one last mission... to secure the Index and bring it back. You will be flown by Tartarus to the sentinel wall, a high wall surrounding the quarantine zone. A guardian will attack you, but Tartarus will drive it off. Time to get started.

--Uncomfortable Silence--
Objective: Lower the Containment Shield

Okay, lets get one thing straight: this level is EASY! The path is really linear, and all you have to do is run through everything. So lets get started. Run to the back of this room, and you will see a blue pillar with glowing blue parts. These blue parts: you can either fire on them, whack them, or simply press (X) to activate the piston. Once the piston rises, drop down. You will drop down a tube, twisting this way, than that, until you enter another room. You will see some jackals and grunts here. They seem scared. Sentinels aren�t scary, so what could it be? Here�s where I get lazy, just so I don�t have to type out hours of unnecessary text. Just run through this level, until you get to a large room with a guardian in it.

New Objective: Power up the Four Absorbers to Lower the Containment Shield

In lower levels, just ignore it. Instead, head down to the glowing pillars and activate them. A holo-panel will activate in the middle of the platform. Activate it, and the platform will start to move, while the guardian blows up of it�s own accord. 

--Buyer�s Remorse--
Objective: Make Your Way Through the Flood-Infested Wall

The wall ahead will open up, and the entire platform, like a gondola, will move across the huge gap in the wall. Upwards, the energy field protecting the Library will dissolve, so Tartarus will fly in, and start moving ahead of you. Once you reach the other wall, you will ascend, and be in a fight with a guardian. You have to kill this one though, but it�s really not hard. Just get under it. You will then be assaulted by flood! Yay! One of the large panels in the wall will open, so go through it, and down through another piston. Once you reach a spot where you can hear humans talking, be careful! Pick up the shotgun, and start blasting. Stay away from the carrier forms, or prepare to be absolutely raped on all difficulties! You will finally get access to another piston. Keep going through this stupid wall until you drop down a long passage, and you will reach a hangar bay. Outside, the Library can be seen in the distance. Drop down another 2 or 300 feet with another piston. You will be in another hangar, but Tartarus will be here blasting enemies with his phantom. Finally, go down another piston, and you will finally reach ground level!

--100,000 Year�s War--
Objective: Rendevous With Your Allies at the Covenant Camp

After exiting this way, continue through this bleak, barren zone, until you get to a camp of covenant fighting flood, Destroy all the waves of flood in this area, until Tartarus� phantom shows up.

Quarantine Zone [W-Quarantine]
Parasites, humans - no matter. The Icon must be found.

[Cut-Scene: Tartarus will drop off Half-Jaw, as well as a spectre. The Arbiter will declare that he must get into the center of this wasteland. But heed half-Jaw�s advice: You better know what you�re doing.]

--Objects in Mirror Are Larger Than They Appear--
Objective: Push Through The Quarantine-Zone Towards the Library

I think the best way is to drive (DRIVE, mark you!) the spectre through the level. Anyway, load �er up, and get going. Find a large cave, and drive through. You will ener an open area, with flood, wraiths, ghosts, rockets, more flood, and absolute mayhem. I love this place! Anyway, do what you can, don�t get blown up, and continue on. It may need some searching if you�re driving or on foot, cause this place is confusing. Head through a door, and you will enter a large room, with flood driving ghosts, an warthog, and even a scorpion tank! That tank might be useful. What ever you choose, head out the door, and exit this tunnel.

--Healthy Competition--
Objective: Link Up With the Spec-Ops leader, And Break Through the Flood Barricade

Head down to the lower area, while attacking the guardian most likely, and enter another door. Continue on, and you will enter a crashed guardian-making station. Here, you will have to abandon your vehicle and continue through (gasp!) on foot! Anyway, all I can say is continue through, while killing any flood that directly get in your way, and surviving. You will then reach a plateau over the mists, and you will see a very welcome sight: Tartarus. He will drop off another spectre, as well as more allies, so load up and continue on. You will enter a large valley, that has a scorpion tank there, and a large structure with a tunnel in the lower level. Head in this tunnel, but instead of going right through it, turn right about halfway through. Drive through the door and continue on, and you will see a cutscene.

[Cut-Scene: The Arbiter will run up to a holo-panel, and activate it. The platform turns out to be a gondola. Tartarus will call the elites who left you behind cowards, and drop off more troops. You will see a second gondola, with In Amber Clad overhead, set off full of humans. Screams can be heard from the human gondola...]

--Shooting Gallery--
Objective: Retrieve the Sacred Icon Before the Humans

As oon as you reach the huge round doors, an elite will exclaim the fact that the flood are setting up an attack. They will board, so start killing. As soon as the gondola runs out of horizontal room, it will start rising, but you won�t really notice. It will then start vertically again. After a while, the gondola will dock at the Library. Exit through the front, and into the rooms beyond.

--That Old, Familier Feeling--

Unlike halo: CE, you don�t have to battle through the Library again, so don�t despair! Simply turn right, and into the only passage leading onward.

[Cut-Scene: The humans have gotten there first. Miranda herself secures the Index, while Sarge yells to McKenzie and Perez to secure their exit. No response... odd. The Arbiter will enter cloaked, and will knock Johnson out with a headbutt (not without a smart �how ya doin�?� from Johnson beforehand! Tartarus will capture Miranda, and take the Index, which seems to be treason. Is it? The prophets have ordered the Index to be taken by Tartarus... and the Arbiter killed.  He will them blow the Arbiter towards the steep drop in the center of the Library... This may be the end of the Arbiter too... what the hell, stop dying, main characters!]

Gravemind [W-Gravemind]
The Prophets have the Index and plan to use it? Over your dead body.

[Cut-Scene: You will see weird tentacles, and the Master Chief!? He seems to be alive, whether he surviuved or was re-animated. The Arbiter will be there, and this is where the MC and the Arbiter meet for the first and last time. The giant flood-form, is Gravemind, the central brain of the flood. He will attempt to explain the purpose of Halo, with the help of I-05�s monitor, 2401 Penitant Tangent. They explain that the Great Journey and containment are the same. Gravemind will say that the Index may be found, because �there is still time to stop the key from turning.� He will warp them both away to likely places. The master Chief will end up on High Charity itself. He will appear near a grunt, and, scared, it will drop its needler and run. Truth will escape from this room with the Index. Time to follow him.]

--Inside Job--
Objective: Locate the Prophet of Truth and the Index

If you turn around, you will find another needler to dual-wield. Do so, and attack the brutes. Unload at least � of a clip per needler to make them explode. Once one brute remains, it will start berserking, or charging at you non-stop. Once you kill several waves of grunts and brutes, Cortana will tell you to set her on a pedestal near the door. Do so, and she will unlock it. She will stay in the system though. Continue along the linear path, and you will come to the huge open area where the Arbiter was tried in the first level. Once you kill everything, Cortana will warn you of a brute captain. Kill it, and get its brute shot, a good melee weapon. Go down the grav-lift... if you can stomach it. Once down, continue through until Cortana Contacts you. She will sense marine IFF transponders. Lets rescue them!

New Objective: Rescue the Marines Being Held in the Detention-Block

Enter a large room, and kill lots of stuff, then you can descend a very long grav-lift. You will enter a platform in the middle of nothingness. Kill the enemies as stealthily as you can, and cross the bridges to the outer walls. After a while Cortana will tell you to come to the lower level. Get there through the grav-lifts on the walls. Head into the only open door, and kill the guards. The cells will be unlocked, and marines will come out, and grab any weapons they can get. Next, go to the middle level. Do the same, and battle through this room with your company of marines. Next, go back into the center, and go back up the grav-lift. You will appear in a level below the one you left when you rode down. This is the first you�ll see of elites in this level. They are, of course, battling the brutes, but both will kill you if they get the chance. 

New Objective: Follow the Prophet of Truth to the Far Tower

More purple corridors. Every so often the voice of Tartarus can be heard. He will speak up about the elites, and their �treason� and imminent destruction. You will soon enter a small area with hunters. This is a dangerous area because of the close quarters. Once down, you will enter a large outdoor area, probably the covenant�s idea of a common room. This place can be hard to navigate because it is a confusing place, but once you find the door, go through.

New Objective: Stop Truth From Boarding His Phantom

Hmm, I noticed that this level has like, only one chapter. Anyway, ride the horizontal gravlift and take out the sniper to the left, as well as the crowd of grunts and brutes that come to kill you. Kill the enemies on the other side of the tower and go around another tower. Kill the sword-weilding elites and go across another gravlift. Cortana will tell you of a slipspace rupture, and In Amber Clad will hurtle over the lift! It will crash into another tower. Head through the doors on the other side, blast the drones, and turn left. You will head into another courtyard. After making your way through, you will be brought to ANOTHER courtyard. Repeat what I have told you (killing) and go up the path to the opposite doors. Warning, two invisible elites with swords will rush you here, so be quick or you and your surviving team will be RAPED! Once you get through, go through the doors, and to a very long bridge. This place is packed with enemies, so grab a beam rifle and start sniping from afar. Cortana will tell you that Truth has reached his Phantom, so we have to cut through the Mausoleum in order to get there in time. Once everything is dead, kill the wave of hunters and other enemies that exit the Mausoleum. Inside, there will be a HUGE battle! Cortana suggests that you sit it out. You could, while maybe giving yourself a little help by sniping from the shadows, but if you decide to have some fun, kill the white elites first. After everything is dead, Cortana will unlock a door, and all you have to do is continue on until the screen goes white.

[Cut-Scene: Tartarus will march Miranda and Johnson to separate phantoms. Then, the unthinkable: flood will attack the prophets! Despite the brutes best efforts, an infection form will latch onto Mercy. Truth will tell the brutes to leave him behind, because �the Great Journey waits for no one.�]

Uprising [W-Uprising]
This is certain: the Brutes shall pay for the blood they have spilled.

[Cut-Scene: The Arbiter will warp onto the high walls of a large cliff overlooking a large round structure: Halo�s control room just so you know. He will see a plasma rifle lying in a pool of elite blood and pick it up.]

--Oh, So That�s How It Is--
Objective: Defend Yourself Against the Brutes

Continue on until you pick up an energy sword. Kill the first brute resistance until you get to a courtyard before huge doors. 

New Objective: Exact Vengeance on the Brute Traitors

Several elite ODSTs will rocket down to help. Once all is clear, the door will open. Fight your way through the fairly linear complex (you can tell I�m getting kinda lazy here) and just keep going until you reach a new chapter.

New Objective: Fight your way to the Canyon Floor

Simply fight your way through as mentiond above, while leveling any brutes or jackals that stand in your way.

--Fight Club--

Simply go up the ramp to the right of where you entered the area, and through the doors in the center of the area, travel through the remaining facility, and through more doors.

[Cut-Scene: You will approach a wraith, and while wondering if it�s a friendly vehicle or an enemy, your friend Half-Jaw will pop out the top!  A phantom will fly by above them, and drop off Tartarus and Miranda. He will enter the control room, and the doors will close with a final clang.]

High Charity [W-Charity]
Cortana can handle the Index � stopping Truth is up to you.

[Cut-Scene: The Master Chief will ride down a grav-lift just in time to see the phantoms take off. Mercy is still alive, so MC asks where they�re off to. He replies �Earth, to finish what we started.� A pelican will then crash, and unleash flood!]

--Cross Purposes--
Objective: Fight Your Way back Inside The Mausoleum Tower

There is really no way to stretch out the length of the writeup for this level, so mostly just run through the level. You may not even need to fire a weapon! But you should swap your plasma pistol for a better weapon. Enter the doors by the crashed pelican, and continue through the dark halls (the flashlight works best here). Once you reach a large room, wait for the large structure to descend, and step onto a glowing platform. You will be propelled to another platform. Do the same on this platform. The grav-lift will take a second or two to start, and once it does, continue on. Enter the door and Blast the flood that run out the room.

--Please, Make Yourself at Home--
Objective: Stay Ahead of the Flood Sweeping Through High Charity

Do just that. Blast your way through until you come to a courtyard. Just stay on the bridges and follow the path. Do the same on the next one too. Finally, you will reach an elevator, the elevator that apparently leads to the hierarch�s �inner sanctum.� Of course, the next chapter involves this.

--Sanctified--
Once you reach the top, fight your way through this small area to the large doors. Kill some things or wait until the doors unlock, and turn right into the gravlift.

Objective: Find a Way Onto The Forerunner Ship

Ever notice the large structure in the middle of High Charity two levels ago? It�s a forerunner ship! And Truth is heading right for it.

--Once More, With Feeling!--

Simply run to the edge of the level, and trigger the cutscene.

[Cut Scene: The MC will hurtle along a green beam of energy towards the ship. He will make it inside just as the ship blasts off. Cortana is left behind to detonate In Amber Clad just in case Tartarus activates the Halo, which would destroy the city and Halo.]

The Great Journey [W-Journey]
Form an unexpected alliance, keep Tartarus from activating the ring.

[Cut-Scene: The Arbiter will ask Half-Jaw how to get inside the control room. H-J will tell the arbiter to saddle up, because he has a way to break the doors.]

--Your Ass, My Size-24 Hoof--
Objective: Crush Any Brutes in Your Path

A spectre will arrive. You can choose to take it, or run ahead and jack a ghost or a wraith. Whatever you choose, get through the canyon and beach and you will find another set of huge doors. Once everything outside is dead, enter. You may want t take a brute shot and ammo from dead brutes, but try and save it for later. You�ll know why in a sec. You will meet an elite and two hunters. He is surprised to see you alive, and tells you that the hunters have sided with the elites and grunts. Yay. 

New Objective: Commandeer the Scarab

Continue through this linear level, while collecting good weapons to use later. Once you finally reach the top of the facility, kill the brutes that are there. You will hear Johnson. The scarab will then begin moving! Once everything except the humans are dead...

[Cut-Scene: Johnson is actually driving a scarab, which is all covered in basic training. He will tell the Arbiter to grab a banshee and give him some cover.]

--Backseat Driver--
Objective: Escort Johnson�s Scarab to the Control Room

Two banshees will fly to the platform. Grab one and follow Johnson. Kill everything in the path including ground forces, turrets, banshees, etc. There are spare banshees along the canyon floor if you�re afraid of yours blowing up. Once you get near the control room, Johnson will tell you stay clear of the doors. After ringing off the best line in the game, he will blow apart the front of the control room. Ditch the banshee and go into the ruined area.

--Delusions and Grandeaur--
Objective: Enter the Control Room and Deal With Tartarus

Once you reach the doors, the easiest way is to cloak, and run past the brutes and through the doors before they close. Othgerwise, just fight the brutes until they die, in which case the doors will unlock. Once through, go down the hall.

[Cut-Scene: Tartarus will try to force Miranda to use the index with the core. The Arbiter will show up, and try to explain that the prophets have betrayed them, made all the more real when Guilty Spark explains what halo does. Tartarus will force Miranda�s hand to unify the Index, and the Halo will start charging...]

This is it. The last battle. Tartarus has a strong shield surrounding him, so don�t even try to take it out with your own weapons! Plus, stay the hell away from him! His hammer will insta-kill you! Instead, wait for Johnson to take his shields down with a beam rofle, then fire into him. The brute shot is good, which is why I told you to keep it. After a while of repeating this, Tartarus will eventually die.

[Cut-Scene: Well, here it is. The last cut-scene. Miranda will remove the Index from the core. Halo misfires, and causes no damage. Guilty Spark will explain that because the Halo was unexpectedly shut down, the remaining 5 Halos are ready to be remotely activated, from some place called the �Ark.� I wonder where that is? Back at Earth, the forerunner ship will exit slip space in Earth orbit. The Master Chief will contact Lord Hood, who is still alive. After Lord Hood inquires what the Master Chief is doing on that ship, he will exclaim: �Sir, finishing this fight!� So it is the end. Watch the credits, and view the bonus scene at the end of the credits. That�s my guide, live it, love it, and I�ll see if I can update/publish more guides. Bye!]

----The Final Stuff------------------------------------------

FAQ [F-FAQ]

Q- What is Halo/Halo 2?

A- Oh, come now, you just know! If not, outta my guide! Jk, actually, Halo was released along with the Xbox in 2001, to be the system�s killer app, or �game that�s so good you�ll buy the �box just to play it.� Halo 2 is the sequel to this sweet game. Play them, now!

Q- Why do some people in the Game Lobby have �Bungie.net� next to their names?

A- They have linked their gamertag and Hotmail passport to Bungie.net, and you can too by visiting the aforementioned site. If you already have signed up, go into your profile and check off the box about linking your gamertag to Bungie.net.

Q- How do I get better?

A- Simple. Practice, practice, practice, and kill stuff. Learn the noble art of no-scope sniping, the technigue of sword lunging, the exciting world of grenade trajectory!

Q- Rankings in a clan? Whaa-?

A- Yes, clans in Halo 2 have 4 ranks: Overlord, which is leader. Might be you, might be your friend, might be that guy in Beijing. Next comes Staff, then Members, and Peons. Leaders translate to Overlord, really good and frequesnt usually go into Staff, Members are the main force of your clan, and Peons� well� you know. They may be the cannon-fodder...

Q- Who are Bungie?

A- Who are Bungie indeed. They made/are making Halo, Halo 2, Halo 3, and Halo Wars! They started out as a Mac-loving game creator, developing games like Oni, or Minotaur. After Microsoft bought them out, they started making games for the �box (and computer I guess).

Q- Why is everyone in such an uproar about the ending of campaign?

A- Well, without spoilers, the ending was a bit of a disappointing aspect. A �cliffhanger� ending, meaning you don�t know what�s gonna happen next�

Q- Why is it that during a cutscene, certain aspects of the picture takes a second to load?

A- To avoid the Halo: CE loading screens, the game loads transparently during cutscenes, so the video engine is slowed down a little, nothing too bad really.

Note, all questions and answers were though up by me, with no other support... wtf...
Copyright Info [F-Copyright]

No part of this document, in it�s entirety may be used without permission, by any separate person, group, company, or other entity. Sounds official, doesn�t it? I slaved my butt for it though, so if you have to ask permission to use a part or host it on your site, contact me, so I can give permission. Contact details below:

Email at- [email protected] to ask permission. Easy. Just tell me your intentions, the name of the site, and your e-mail address.

ONLY for use on:
-Neoseeker.com
-Supercheats.com

Credits:
-Halo Text courtesy of www.dafont.com 
-Most information in the Info chapter is in the halo 2 handbook
-Additional info has been Googled lol.
-Walkthrough courtesy of my memory and some glances through the game. How the hell did I remember the walkthrough enough to put it into a guide!?

The ASCII Picture on the top was made by me, so don�t copy it. I�ll know...

Other than that, have fun reading it!

Updates [F-Updates]

September 4, 2006- Guide has been started, quickfind codes added.
September 5, 2006- Table of Contents added, Information area started.
September 7, 2006- Walkthrough started, Info area continued.
September 26, 2006- Leave of Absence, just so ya know. Final Section Added, Multiplayer Area started.
September 29, 2006- Table of Contents updated, multiplayer area started, Info area finished.
September 30, 2006- Final Section completed, multiplayer section finished. Title Font added to my computer and used. Minor tweaks, �The Arbiter � section of walkthrough started.
September 31, 2006- Created title image, �The Arbiter� and �Delta halo Finished.�
October 1, 2006- �Regret� started.
October 5, 2006- �Regret� finished and �Sacred Icon started� 
October 13, 2006- �Sacred Icon� finished.
October 24, 2006- Controls section tweeked, !!Guide Completed!!
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