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Halo 2


Halo 2: FAQ/Walkthrough

by Kill Killer K

                          Halo 2: FAQ/Walkthrough
                     For the Microsoft Xbox Game System
                           Author: Kill Killer K
             Author's Email: kill_killer_k [at] yahoo [dot] com
                 Halo 2 ESRB Rating: M for Mature (Ages 17+)
            ESRB Descriptors: Blood and Gore, Violence, Language
     Halo 2 Developed and Published by Bungie and Microsoft Game Studios
        Halo 2 Release Dates: 11/09/04 US, 11/11/04 Europe and Japan
                      FAQ/Walkthrough Version: 0.75
                  FAQ/Walkthrough Last Updated: 12/4/04
                     FAQ/Walkthrough Created: 11/21/04

                 Halo 2 FAQ/Walkthrough Table of Contents:

                        one) copyright information
                          two) version history
                          three) introduction
                             four) controls
                             five) enemies
                              six) weapons
                            seven) vehicles
                          eight) gameplay tips
                           nine) walkthrough
                          ten) multiplayer mode
                        eleven) bugs and glitches
                    twelve) frequently asked questions
                         thirteen) miscellaneous
                            fourteen) credits

   Tip: This is a large guide, so for easier navigation, press Ctrl and F
  at the same time to bring up the Find menu. On it, type the section or a
      keyword you are looking for. Then press find and there you go!

                        one) copyright information

   This Halo 2 FAQ/Walkthrough is copyright (C) 2004 Travis L. Combs a.k.a.
   Kill Killer K. No website may host this FAQ without my permission. This
   FAQ can not be altered in any way. It may not be copied, and it can not
   be sold or purchased for any reason. This guide is the result of my free
  time. Breaking the copyright may result in serious legal action. Thank you.

             Only the following sites may use this FAQ/Walkthrough:


                            two) version history

                           Version 0.25 - 11/21/04
                               Started the FAQ

                            Version 0.5 - 11/22/04
            My FAQ got rejected on GameFAQs, so I'm working on it more.
                         Added Level 3: Cairo Station

                            Version 0.5b - 12/2/04
     Haven't updated this in awhile, in fact, this really isn't an update.
          Submitted to SuperCheats yesterday, it got accepted (yay).
       Submitted to Neoseeker. Awaiting to see if it gets posted or not.

                            Version 0.5c - 12/3/04
                Another submittion, this time to GameWinners.

                            Version 0.75 - 12/4/04
               I promised more levels today, so here they are.
                           Added Level 4: Outskirts
                           Added Level 5: Metropolis

                             three) introduction

   Hello, everyone, and welcome to my FAQ/Walkthrough for Halo 2! This guide
   is the result of all my hard work and free time. Halo 2 is the sequel to
  the launch game Halo: Combat Evolved. Halo 2 features 15 levels, but it is
   really 13 levels. The first one is an introduction and the second one is
 a diagnostics test. This game can be beaten usually in 12-15 hours. The game
 also features 4 difficulty modes; Easy, Normal, Heroic, and Legendary. So, I
 hope you like my guide on Halo 2! And remember, feel free to email me if
 you have any questions, comments, concerns, suggestions, etc. at the address
                of kill_killer_k [at] yahoo [dot] com. Enjoy!

                               four) controls

                         Left Analog Stick - Move Around
                        Right Analog Stick - Look Around
                       Left Analog Stick (click) - Crouch
                     Right Analog Stick (click) - Zoom Scope
          L Button - Throw Grenades; if dual wielding, shoots left weapon
                         R Button - Shoots right weapon
                                  A - Jump
                              B - Melee Attack
              X - Reload; pick up a new weapon (if standing over one)
         Y - Switch Weapons, dual wield (if standing over a gun compatible)
                              White - Flashlight
                           Black - Switch Grenades
                      Direction Pad - Move through Menus
                                Start - Pause

                                five) enemies


   The basic infantry unit of the Covenant. Can be strong when in groups but
    offer very little threat single. Short aliens that are usually fleeing
         after seeing you. But if with an Elite, they stay and fight.


      Aliens of a higher rank than Grunts. They have shields, making it
  difficult to shoot them at times (Meleeing can help). They are faster than
                   Grunts. Still, they offer little threat.


   Not very common, Hunters are dangerous foes covered in armor. They are
  hard to beat as you can only kill them from their back. Their weapons are
           the powerful fuel rod cannons. Offer lots of threat.


    Tall, common enemies. Their weapons are plamsa rifles. They are the
  strongest common Covenant member. They have good hiding tactics, so watch
                     out. Usually appear with Grunts.

   They fight in a pack and are stronger than Elites. They can offer a ton
     of threat. Their weapons are explosive. They don't appear until the
                           second half of game.


   Like Brutes, Drones are new to the Covenant. Have the ability to fly
   for short periods of time. They are highly intelligent. Due to their
       flying ability, they have developed good fighting strategys.


   Little is known about these characters. None have ever been killed or
    captured. There are very few of them. What is known is that they are
     administrative or religious in nature and have little to do with
                        battlefield circumstances.

                                 six) weapons

--------------------------------Human Weapons---------------------------------

                                 M6C Pistol
                            Dual Wield compatible.
     Standard UNSC sidearm. Recoil-operated magazine-fed handgun, firing a
       magazine of 12.7mm semi-armor piecing rounds. Fired accurately in
        semi-automatic mode, can be powerful anti-personnel weapon. This
               stripped down "C" variant does not feature a scope.
                                 BR55 Rifle
    Battle Rifle fires 9.5mm rounds from 36-round magazines. 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 Sub Machine Gun (SMG)
                            Dual Wield compatible.
         "Bullet hose" fires sustained burst of 5mm fire from 60-round
     magazines. SMG's, 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
         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 dictate strategic
        use. Devastating from a secured position, has clearly limited use
                            as a close-range weapon.

                            M19 SSM Rocket Launcher
          Most commonly used light anti-vehicle weapon in UNSC arsenal.
     Man-portable, shoulder fired, with a single 2x level of magnification.
      Fires 102mm shaped-charge, high explosive tracking rockets. Reticle
          indicator denotes when launcher has achieved lock on target.
                                 M90 Shotgun
      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 appropiately.

                         M9 HE-DP Fragmentation Grenade
    Basic explosive device has changed little thanks to excellent design
   and flexibility. Well-thrown grenade will kill or stun most opponents.
   Fuse activates half a second after striking surface or object to avoid
      accidental denotation. Also allows combatants to "bounce" grenade
                        into difficult to reach targets.

                           M41 LAAG (vehicle mounted)
     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 (vehicle mounted)
      Asynchronous linear-induction motor produces bipolar magnetic field
        to fire 25mm projectile at hyper-sonic velocity. Excellent armor
          penetration capability, but not as effective against multiple

--------------------------------Covenant Weapons------------------------------

                                 Plasma Pistol
                            Dual Wield compatible.
        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 discharges excess heat. Both Plasma Pistol and Rifle
                 use power core we don't fully understand.

                                 Plasma Rifle
                            Duel Wield compatible.
       Favored by Elites, but used by many Covenant troops, is a direct
     energy weapon and capable of both automatic and semi-automatic fire.
       Extended bursts of automatic fire causes the weapon to overheat,
      temporarily disabling the gun and depleting energy core. Once the
             energy core has completey discharged, it is useless.

                            Duel Wield compatible.
  Unusual magazine-fed weapon fires razor-sharp crystalline projectiles,
   using unexplained homing abilities to center on soft organic targets,
  to pierce flesh no matter the angle of impact. Energy shields deflect
    them successfully, and they ricochet from the other hard surfaces.
    Ammunition explodes after it impacts flesh, causing further damage.

                              Covenant Carbine
    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 its technology mimics
   Covenant's Fuel Rod Gun, although obviously on a smaller scale, but
            offers similar penetration to UNSC's Battle Rifle.

                            Particle Beam Rifle
     Very precise, powerful weapon, uses relatively familiar particle
   beam acceleration method to fire devastating beam of energy. Limited
     battery capacity means weapon can fire only 18 bursts before it
      depletes charge. Integrated scope enables two levels of zoom,
         approximately 5x and 10x. Makes excellent sniper weapon.

                                Brute Shot
    Type of grenade launcher used, as far as we can tell, exclusively
   by Brutes. Grenades it fires from a four 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

                           Covenant Energy Sword
     Initially thought 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. You can press B for a regular melee attack or pull R for
   the basic undercut attack. Or wait until reticle turns red to lock on
           an enemy, then pull R to perform a fatal lunge attack.

                               Fuel Rod Gun
   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
     Using unknown technology that can apparently differentiate between
     strategic targets and non-threatening surfaces, this grenade, when
   thrown accurately, adheres to combatant or vehicle, but not to a wall.
   Three second fuse is activated as soon as greade comes to rest either
                 on ground or stuck to an intended target.

                             seven) vehicles

----------------------------- Human Vehicles----------------------------------

                              M12 Warthog LRV
                   Crew: 1 driver, 1 passenger, 1 gunner
                            Weight: 3.25 tons
                 Armament: 12.7mm three barreled machine gun
   Light reconnaissance vehicle (LRV), a proven and reliable standard USNC
 vehicle. Also unofficially known as "Warthog", LRV is equipped with powerful
  machine gun. Maneuverable and excellent in any terrain, Warthog replies on
   superb traction and updated braking system. To powerslide, pull L for the

                            M12G1 Warthog LAAV
                  Crew: 1 driver, 1 passenger, 1 gunner
                            Weight: 3.5 tons
                      Armament: 25mm Gauss Cannon
  The Light anti-armor vehicle (LAAV) is identical in every respect to other
         Warthog variants, except for the turret mounted Gauss Cannon.

                            M808B Scorpion MBT
               Crew: 1 driver, 4 Passengers/Gunmen (on side)
                             Weight: 66 tons
                    Main Gun: 90mm high velocity shell
            Secondary Gun: 7.62mm AP-T (Armor Piercing Tracer)
    Although Scorpion Main Battle Tank's primary role is an anti-vehicle
    platform, its effectiveness again Covenant infantry makes it a useful
     anti-personnel weapon, too. Ceramic-titanium armor makes it almost
   invulnerable to small-arms fire. Vehicle has single pilot cockpit, but
    in emergencies can transport four additional infantrymen on jumpseat

----------------------------Covenant Vehicles---------------------------------

                              Crew: 1 driver
               Propulsion: 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 always, piloted by Elites, is highly
   maneuverable and fires twin bolts of superheated plasma. Vehicle is also
  capable of sustained bursts of speed, although can not fire and appears to
 be less maneuverable at such speeds. Pull L to boost speed. Possible that it
          uses energy from weapons systems to achieve speed increase.

                              Crew: 1 driver
                Propulsion: Boosted Gravity Propulsion Drive
                        Armament: Two Plasma Cannons
                 Secondary Weapon System: Fuel Rod Cannon
  Fast and maneuverable, a formidable aerial assualt 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.

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

                 Crew: 1 driver, 1 gunner, 2 passengers
              Propulsion: 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 fairly exposed. Rear mounted
 plasma cannon is dangerous, and vehicle provides multiple firing positions.

                 Crew: 1 driver, 1 gunner, 8 passengers
              Propulsion: 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, depended on species of
   Covenant. Seems to be outfitted to carry Elites, Brutes, Grunts, and
   Jackals. Equipped with plasma cannon, but main purpose is the deploy

                           eight) gameplay tips

  *Don't stand in one spot and shoot. This makes it easier for your opponent
  to attack you. Keep moving left and right, as it can help you live longer.

  *At points in the Campaign, you may find it difficult to pass, and you get
  upset. Don't break the controller, I have a different solution. Save your
 game, and come back to it fully refreshed later. This makes a big difference.

     *When availible, use a turret rather than your own gun. This not only
   saves your limited ammo, but it also keeps you safer because (usually) you
                           are out of the action.

                   *Additional Gameplay Tips coming soon*
             *Feel free to email me any Gameplay Tips you have*

                            nine) walkthrough

-------------------------level one: The Heretic-------------------------------

    You start out the decent lengthed game of Halo 2 with an introduction.
  It shows an Elite getting questioned and yelled at because he didn't save
  Halo. He says he will continue his campaign againsts humans, but they do
 not allow him. He is then taken away. Afterward, you see another short clip.

---------------------------level two: Armory----------------------------------

    You start out the second level with a diagnostics test. Use the right
   thumbstick to look at the red targets. After that, you are told to walk
  around a bit, and get used to your new suit (Mark VI). Afterward, walk to
  the red square on the floor to charge your shield. Hold X when prompted to
   start charging. During charging, Sarge Johnson comes in. After charging,
 you need to follow Sarge Johnson. He goes to an elevator. Follow him in and
  you will go down. After that, follow him across the hall to the tram. Hop
 in the tram, and ride down to the end. Then get out. Sarge Johnson talks to
 you the whole time. He mainly talks about going back to Earth and how it has
  been a long time. A cutscene starts after you get out, with people taking
 pictures. Master Chief complains and says, "I thought you said their wouldn't
  be no pictures." Sarge Johnson replys, "I thought you said you were gonna
  wear something nice." After that cutscene, a new cutscene comes up showing
  the Elite from the Heretic getting dragged in a Covenant prison type place.
 You then see him get tortured. After that cutscene, a few small cutscenes go
back and forth between the Human and the Covenant. You will see a high ranked
 Marine giving out awards. Then you get news that aliens are trying to board
 the ship. You, Master Chief, are told to defend the ship. You say you need
                                a weapon.

------------------------level three: Cairo Station----------------------------

   You start out Cairo Station after the cutscenes of Armory. Start out by
   going down the stairs and meeting up with the rest of your crew. Follow
  them through the door and down the hall. You should automatically pick up
  a gun. After entering the door keep going straight. At the end go down the
 stairs. At the end of the stairs, straight ahead, you'll notice a door with
       green lights on it. This is the door the Covenant comes out of.

                         --Home Field Advantage--

    You'll notice the door starting to get busted open. After it is open,
    put that pretty little gun of yours to work. You'll know when you are
    locked on to an enemy when your aim in the middle of the screen turns
     red. In this bunch of Covenant, you'll encounter Grunts and Elites.
    After they are killed, go through the door they busted and turn right.
   There is another bunch of Covenant. After defeating that group, go down
  to the end of the hall. Turn right, and you'll see stairs. Go up them. At
 the top, turn left. About halfway across to the door across the hall, look
  left. You should see Marines fighting Covenant. Don't go down yet. Look
  a little more to the left and you should see a turret. Use that for now
  two reasons. One, so you are out of the way and much safer. Two, so you
  don't waste ammo. You have limited ammo, the turret has unlimited. Kill
  the Covenant you can from that point, and then drop down. As soon as you
 drop down, look right. There is an open door and should be an Elite in it
  if your crew didn't fight it off. Anyway, focus back the direction you
were going. Kill the aliens on the other end. After the main floor is done,
 walk all the way down to the wall the has R.01 painted on it. Look left,
 then look right. You'll notice to open doors, Covenant in each one. Time
 to kill. Chances are they will come after you once seeing you, so stay on
  the main floor. After the Covenant from both halls are defeated, go into
  the left hallway. Then turn left again and go up the stairs. Once up the
 stairs, go through the unlocked door. You'll notice more Covenant action.
 But don't drop down yet. Look right and you'll see grenades on the floor.
  Pick them up, but still don't go down. You'll see turrets on a walkway
     above the floor. Chances are your crew are using some. If one is
 availible, take it, once again so you are safer and you don't waste ammo.
  Notice that the Covenant keep coming out of their ships. They will pop
     out until you hear a message saying, "I can't believe it! They're
  retreating!" You get a small break, then hear, "This is bad. Real bad."
   You'll see more Covenant. Help your crew take them out. You'll notice
   they are all in one spot. Try throwing a grenade. After they are dead,
   follow your fellow Marines. There are more Covenant at the place they
  lead you. Once again, put that pretty little death machine to work. You
  should watch out here, as there is a high possibility of them throwing
    grenades. After killing that small batch, you'll hear an Elite say
  something, and then more pop out. Kill all the aliens (there are several
  batches, occasionally coming out). You are done when you hear a message
    saying, "They are leaving the Athens" or something like that. Then
       quickly look out the window and you'll see a big explosion.

                           --Priority Shift--

     You are told that the Covenant brought a bomb, and then you are
    told to find it. Go around the room until you find the staircase
     going into the ground. Walk down them and go through the door.
    Walk down the hall and enter the second door. As soon as you do,
  shoot the Elite on the other side. You'll notice you are starting to
   get shot at. These are invisible Elites. However, you can still see
    them. You know when you look at gas fumes in the air how it makes
  things look? Its like that here. You kind of notice them "bubble out".
   Anyway, you can see where they are shooting from, to make it more
     obvious. After killing the Invisible Elites, go up the stairs.
  Then transfer to the other side of the room, and go up them stairs.
   As soon as you get up there, hurry and look about 140 degrees left
    and you'll notice two Elites. They shouldn't notice you yet, so
   kill them while it is easier and they have their backs turned. Then
  run out the door they were standing by. Does this room look familiar?
  Yeah, but this time more Covenant took over. Kill them all. You might
    want to use a good weapon that can zoom. After killing enough of
  this group of Covenant, run to the other end. Go left at the opening.
   Go up the stairs killing anything that gets in your way. After what
 can be a pretty tough battle is, well, more fighting. After going past
  the second door from the big bunch of Covenant at the top, go around
   the boxes to find some Marines killing aliens. If you need a quick
   break to relax and charge your shields, stay behind the boxes for a
    few seconds. Then run out and help the Marines kill the Covenant.
    After the death of many Covenant, go to the other end. And, fight
  yet another batch of aliens. After killing them, go all the way down
                  and turn right. Go through the door.

                     --Authorized Personnel Only--

     After you go through the door, it locks, so there is no turning
     back now. You'll notice the door clear at the other end open and
     you'll see aliens come out at you. You can easily kill them. Now
   go down the room and walk out the door they came in through. If there
    is another enemy, kill him. The drop down below. Make a u-turn and
    walk under what you were just on. Turn left and you'll see a green
   lighted door. You will also see an enemy. Kill him and go through the
  door, then down the hallway, and through another door. You'll then see
  a Marine walk towards the right side of the screen. Turn right, and you
   will hear a noise like a bee, mosquito, or something like that. These
  are drones, and there are lots of them. Kill them all. After that, you
   will see the floor drop slowly. This is an elevator used to carry big
  objects like Pelicans. As far as you can see on the screen, you'll see
  more Covenant. Go over there and kill them. The floor starts to majorly
   drop. Your good-for-nothing crew doesn't follow you and help you, so
 you are on your own. But don't worry, you can take them. Throwing grenades
  can make this part easier. Now after they are all killed, go through the
  door. The one behind you closes and the one in front of you opens. Keep
  going straight and you'll see more Covenant (yes, they are never ending.
  Don't worry, you are almost done.) Again, fight them. If they give your
   shield too much trouble, go to the little room, go to the left side of
  it from when you first walked in. Jump on the little platform thing, and
 hide in the corner. They can't reach you here, and your shield can easily
  recharge. Back to battle. Grenades may help you in this fight, but what
   I would suggest are guns. If you are skilled enough, and have a long
   range weapon, try zooming in on them and shooting them. After killing
  the two main ones, run in to where the last one is shooting, careful to
   aviod his gun. Run up the ramp, and then go kill the alien. Then turn
  around and walk through the space. Turn left when you get in there. You
  should notice the door on the northeast of you. You may have to move to
  the right to see it. Run through that door. It is an elevator, and you
                           start moving down.

                          --Return to Sender--

    "Just so you know, there are quite a few Elites guarding the bomb."
  This is Cortana's warning as you continue down. Alright, after the doors
 open, give it all you got. Run out and kill. Throwing grenades makes this
    easier. Kill any Covenant you see. If your shield has trouble, hurry
    back to the door and hide behind the large crate. Like Cortana said,
    there are quite a few Elites you have to deal with. Just try and try
 again until you beat them all. Sometimes it helps to jump on the crate at
  beginning, then trasferring over to the walkway on the right. That way,
you can walk down, throw a grenade, and hurry to retreat for a second. After
  killing the last Elite, a cutscene starts. Cortana tells you to put her
   inside your head. You then see Master Chief asking permission to give
  the Covenant back their bomb. Then you see him actually "give it back".
 "What if you miss?" "I won't." Kick back and watch the rest of this decent
   length cutscene. Congratulations, you have just beaten that long level.

---------------------------level four: Outskirts------------------------------

   You start out the level of Outskirts with a cutscene. Cortana says the
    message just kept repeating, "Regret. Regret. Regret." Sarge Johnson
 replies with a funny message. "Dear Humanity. We regret being alien bastards.
 We regret coming to Earth. And we most definately regret that the Corps blew
  our raggedy-ass fleet." Watch the rest of the cutscene and you'll see the
   Scarab. The Scarab is a huge robotic monster controlled by the Covenant.
              Now start out the level by walking to the hall.

                       --They'll Regret That Too--

    Once in the hall, turn left and kill the Grunt. Then walk straight, and
   when you reach the open area there is Covenant. Kill them all. Your crew
 comes to help. In this bunch of Covenant you'll encounter the Grunts, Elites,
  and Jackals. After they are killed, go to the opening in the wall, opposite
  the one you came from. There will be more Covenant here, kill them as well.
  Then go up the stairs. When you get up there, if you turn right, turn left
  at the opening in the wall, and look left, there are weapons and refills so
  you can stay stocked up. Anyway, go through the space in the wall. Kill any
  alien up there first, then kill any alien you see down below. Your Marines
   usually say where they are, for instance, "They're across the street!" or 
  "They're in the Courtyard." Also, Drones come down. These are Covenant new
  to Halo 2. They fly around and can stop whenever. They aren't hard though.
   Eventually, a ship will come and drop off more Covenant. It will try to
  attack you, so take cover. And after a solid session of killing, the music
  changes. If you go to where the turret is on the roof and look northwest of
 you, you'll notice doors getting smashed open. Hunters come out. Hunters, in
 short, are heavily armored Covenant. They can only be killed by getting shot
 in their back. When you hit them to where it harms them, orange blood shoots
   out. The easiest way to kill them is to catch them off guard. Watch out
  for their weapons, as they can get powerful. After they are done with, you
  will get a message from Cortana. From where you are, drop down. Go through
   the doors that the Hunters busted opened. Then turn right, and then left.
   You'll notice Jackals pretty far out. The easiest way to kill them is to
   take a Sniper Rifle from your allies, zoom in, and shoot. Repeat for all
  of them. You could also run in using a Battle Rifle and take them out. Your
 crew will help. Afterward, you'll hear a ship. More Marines are dropped off.
   Anyway, run down to where the Jackals were and continue the path. There
    will be more Jackals, as well as a fleet of Drones. Take them out, and
  continue the path. When you see the opening in the wall, start going left.
  You should see some Marines there. Keep killing Covenant and finding your
 way through the alleyways. Eventually you'll get out and you'll hear a guy
say, "Glad you could make it, Chief. Follow me." Follow him into the building.
 The game tells you to turn your light on by pressing white. You don't have
to, but if you want, feel free to do so. When you reach the other side of the
 hall, you'll see some Elites. Kill them, and walk out of the hall. You will
  see a ton of Covenant. You should even see a ship dropping off more. Put
  your pretty death toy to work. Then you should see a Warthog. Run over to
 it and hop into the drivers seat by holding X. To drive, use the left analog
  stick. Sadly, in the Warthog, when you are driving, you can't shoot. But
   wait for a passenger and a gunner to hop on board, then start driving.

                          --A Day at the Beach--

 Drive forward. When you are going down, turn to the northeast and then back
  straight again. When you see a little wall structure you have to go over,
 use the little ramp on the side. If you start shaking left and right, try to
 stop. You'll see Covenant up ahead. Stay in the Warthog and drive. Let your
gunner and passenger do the killing. If you want to try and help, try running
 them over. There are Elites piloting Ghosts. Run into them and blow them up
   if they cause trouble. After all the aliens are killed, drive toward the
 yellow colored boundary seeming to block your way. Drive around the right of
  it, as you can't fit if you go around the left side. After passing it, you
  must transfer over to the left and go around the second boundary. Then you
    must continue the path. You basically go around a large wall. After you
 arrive back to the open area, there are more Covenant. Repeat what you did a
  minute ago, which was drive and let your gunner and passenger do the work.
  After they are all through, drive toward the water, and when you reach the
 tip of the land, turn left. Notice the little ramp structure you need to go
 over. When on the other side, you will be in very shallow water, but simply
  drive on the land. You'll discover more Covenant. Kill the majority of the
 aliens, but hurry, as there is a ship that is constantly attacking. Continue
   the level by finding your way through the obstacles, and going up to the
  road. Once you are on the road, turn right to continue. You'll reach a wall
   rather quickly. Go through the opening on the left right before the wall.

                           --Speed Zone Ahead--

 Keep driving. As you approach another bunch of Covenant, you'll hear Cortana
  say that she thinks the Covenant are confused, and that they didn't expect
  mankind to be on Earth. Shes states that is the reason they came in such a
small number. Kill the aliens and continue. After a drop you'll discover more
   Covenant. Its the classic procedure, make sure they are dead. Afterward,
 there are ramps on the road. After jumping them, Drones appear. Keep driving
    around while your gunner and passenger take them out. Continue driving
 forward, avoiding the obstacles. Drive straight on that path until you pass
 a big purple ship and a wall blocking your way. Go through the space on the
 right just before the wall. Then turn left again and continue straight. You
will see more of those ships. Floor it and go around them. After passing them
 continue down that path. Eventually you will arrive to a wall blocking your
 way, in which transfer left. Avoid the Ghosts and drive under the Covenants
 structure. Then drive up to the end of the tunnel. Congratulations, you just
                        beat level four, Outskirts!

--------------------------level five: Metropolis------------------------------

  You start off the level with a cutscene with Miranda saying they couldn't
  harm the Scarab. Then Sarge Johnson says it will be tough, but it is not
 invincible. He then tells you crew to follow you, as you'll know what to do.

                      --Ladies Like Armor-Plating--

  Start off the level by getting in the Scorpion. Let your crew get on the
   Scorpion too. On the Scorpion, not only will your passengers shoot, but
  unlike the Warthog, you can shoot too, in fact, which two different guns.
 After your crew has jumped on, start driving down the bridge. Shoot all the
 Ghosts and ships along the way. Toward the end of the bridge beware for the
 Banshees. Drive through the toll booth and kill the Ghosts. Then drive into
 the tunnel killing any Covenant ship. Eventually, you'll see a Warthog. Its
 already loaded with Marines, and they pull ahead to start taking out aliens.
 When you get to the wall, take out as many aliens as you can, then jump out
   of the Scorpion. Kill the rest of the aliens manually. Then jump in the
 Warthog, and drive pastthe wall by using the ramp on the right and squeezing
 in the space. Then jump out of the Warthog, and again kill the aliens. Then
  jump back in your Warthog and drive it into the red space. Take the left
                      path, and drive up the tunnel.

               --This Town Ain't Big Enough For Both of Us--

   Run over the Jackel in front of you. From here you can get out of your
    Warthog and get into the other one driving around as a gunner. As the
  Gunner, kill any alien you can. Eventually he will go into the next room.
 Kill some aliens in the Warthog until you see Elites piloting Ghosts. Then
 get out and take the Ghost. Kill the rest of the aliens in Ghosts and then
 destroy the big ship. Then kill the enemies guarding the ship, and then go
 in the ship. At the other side, there are more Ghosts. Kill all the aliens.
 Get out of your ship, and Cortana will eventually talk a little bit. After,
 a blue icon appears on the screen. Go to that icon, and follow the guy down
                                the hall.

                           --Field Expedient--

  Once you are all the way up, you'll see the Scarab right in front of your
 eyes. Turn left and go up the stairs. Then run across the roof to the other
 side. Then follow the guy the rest of the way up. Now, you will be over the
  Scarab. Turn right and follow the walkway all the way down. If you need to
  restock your weapons, there are weapons all down the way. Once you are at
  end, turn left and go all the way down there. Eventually Cortana will tell
  you that you can't go any further. You will have to board the Scarab. When
 you arrive at the end, turn right, walk down the dock, but don't jump on the
 ship real quick. Use the turret to kill the aliens you can on the deck. When
   they are all dead, make sure you've got a lot of ammunition and grenades,
  then jump down on the Scarab. Go down to the bottom via stairs, then turn
    around, and kill everything. When everything is killed, you will see a
 cutscene of the Scarab being destroyed. Congratulations, you beat the Scarab
                         and level 5, Metropolis!

-----------------additional level walkthroughs coming soon--------------------

                          ten) multiplayer mode

--------------------Multiplayer Mode section coming soon----------------------

                        eleven) bugs and glitches

                     Primary Color (credit to Voidwalker)
  If you choose white armor as your primary color as an Elite in multiplayer,
               your armor ends up being pink rather than white.

                  Un-updating Profile (credit to Voidwalker)
 If you complete the game on Normal and then complete it on Heroic, it still
                         says you beat it on normal.

             Float in Midair (credit to Kaze Sama and Bob Newman)
  In campaign mode, stare straight down at the ground and start to jump in
   place. Eventually, you will stop falling before you hit the ground and
 float in midair. If you walk while floating, however, you fall back on the
               ground. This trick rarely works in multiplayer.

                     Suicide Fall (credit to Alex Bugas)
    Get in a moderately fast vehicle and crash into the wall at an angle.
 You then fall through the wall, but it appears as if you are falling into
  nothing. Then you land on the ground and die. (This may take a few tries
                          because of the angle).

        Fly from a Warthog (single player)(credit to Don't Eat Cream)
     Get in a Warthog's passenger seat with a plasma sword. While in the
     passenger seat, find a Phantom and lock on with one of the turrets.
  Do a lunge attack. You'll hear the sound effect but nothing will happen.
   Look in the direction you want to go, and exit the Warthog. You'll fly
                            in that direction.

         Fly from a Warthog (multiplayer)(credit to Don't Eat Cream)
     Get in a Warthog's passenger seat with a plasma sword. While in the
   passenger seat, get another Spartan/Elite to get next to your passenger
   seat. Target the Spartan/Elitle and Lunge attack. You'll hear the sound
    effects but nothing will happen. Have a Spartan/Elite run all the way
    across the map. Then get out of the Warthog. You will then fly toward
                           that Spartan/Elite.

                    twelve) frequently asked questions

----------Sorry, no questions yet. Feel free to email me questions------------

                         thirteen) miscellaneous


                Destroyproof Banshee (credit to Kaze Sama)
   The banshee left for you by an ally on the last level is destroyproof
  after the doors are blown open. Kaze Sama states he shot it 20-30 times
               with fuel rod blasts and it still could fly.

---------------------------Author's Requests----------------------------------

    As you can see, this guide is far from done. First, I request that you
 email me any typos you see. Second, if you have a question not in the guide
   or in the FAQ section, email me. Third, if you have any gameplay tips,
     I ask that you send them. And finally, if you have and comments or
         suggestions regarding this guide, I ask that you send them.

                           fourteen) credits

                         -Software and Hardware-

   I would like to thank Bungie and Microsoft Game Studios for this game.
    I would also like to thank Microsoft for their excellent Xbox system.


        I would like to thank Voidwalker for submitting 2 glitches.
  I would like to thank Kaze Sama and Bob Newton for submitting a glitch.
I would also like to re-thank Kaze Sama for his Destroyproof Banshee secret.
          I would like to thank Alex Bugas for submitting a glitch.
      I would like to thank Don't Eat Cream for the 2 flying glitches.


  I would like to thank my friends who stayed on basically all day on day
  one of this guide and helped relive my stress during the writing of this
              guide. Their nicknames are Bacon and Koolkirby.

                            -Everyone Else-

   I would also like to thank one last friend for simply being my friend
          and sharing good times. Alias AEmGee/Shining Latios.
     I would also like to thank the game manual for help on the Enemies
      section, controls section, weapons section, and vehicle section.

         End of FAQ/Walkthrough. Copyright (C) 2004 Kill Killer K.