Halo 2 FAQ/Walkthrough Author - Neil Stump Email - neil(dot)stump(at)gmail(dot)com Version - 1.0 Date - 26 April 2005 Please do not Plagairize Websites with permission to post this: -GameFaqs (www.gamefaqs.com) -Supercheats (www.supercheats.com) -Game Renegades (www.gamerenegadescom) -Cheat Code Central (www.Cheatcc.com) -Cheat Planet (www.Cheatplanet.com) -Neoseeker (www.neoseeker.com) -IGN (www.IGN.com) -(www.Cheats.de) Table of Contents 1 - Version History 2 - Conversations From the Universe (Transcription) 3 - Characters 4 - Enemies 5 - Vehicles 6 - Weapons 6.1) Noble Tools of Conquest (Covenant Weapons) 6.2) Primitive Implements of War (Human Weapons) 6.3) Other Weapons 7 - Walkthough 7.1) The Heretic 7.2) Armory 7.2.1) One Size Fits All 7.3) Cairo Station 7.3.1) Home Field Advantage 7.3.2) Priority Shift 7.3.3) Authorized Personnel Only 7.4) Outskirts 7.4.1) They'll Regret That Too 7.4.2) A Day at the Beach 7.4.3) Speed Zone Ahead 7.5) Metropolis 7.5.1) Ladies Like Armor-Plating 7.5.2) This Town Ain't Big Enough for Both of Us 7.5.3) Field Expedient 7.6) The Arbiter 7.6.1) A Whisper In the Storm 7.6.2) To the Hunt 7.6.3) Juggernaut 7.7) Oracle 7.7.1) Hey, Watch This! 7.7.2) Dead or Alive...Actually, Just Dead 7.8) Delta Halo 7.8.1) Helljumpers 7.8.2) You Break It, You Buy It 7.8.3) Off the Rock, Through the Bush, Nothing But Jackal 7.9) Regret 7.9.1) Testament 7.9.2) Sorry, Were You in the Middle of Something? 7.10) Sacred Icon 7.10.1) Uncomfortable Silence 7.10.2) Buyer's Remorse 7.10.3) 100,000 Year's War 7.11) Quarantine Zone 7.11.1) Objects in Mirror are Larger Than They Appear 7.11.2) Healthy Competition 7.11.3) Shooting Gallery 7.11.4) That Old, Familiar Feeling 7.12) Gravemind 7.12.1) Inside Job 7.13) Uprising 7.13.1) Oh, So That's How it Is 7.13.2) Step Aside, Let the Man Go Through 7.13.3) Fight Club 7.14) High Charity 7.14.1) Cross-Purposes 7.14.2) Please, Make Yourself at Home 7.14.3) Sanctified 7.14.4) Once More, With Feeling 7.15) The Great Journey 7.15.1) Your Ass, My Size-24 Hoof 7.15.2) Backseat Driver 7.15.3) Delusions and Grandeur 8) Controls 9) Special Thanks Report on the Atrocity at Halo (From Instruction Manual): To the Prophet of Truth Most high and honored Prophet: It is with greatest shame that I lay myself before the judgement of the Council. I expect and will accept no mercy. My failure in this matter is absolute; I embrace my responsibility and my punishment. The disgrace and blasphemy at Halo was an abomination caused by my incompetence and failure of judgement. Although the tales and rumors of the Demon have basis in fact, much of this talk is Uggnoy supersition and exaggeration. Certainly the Demon, a Human, activated a catastrophic engine-failure sequence on the crashed Human vessel, but it was allowed to do so because of failures in security and tactics which I bear full responsibility. I have no good news to relay, but the Human action was suicidal, either by accident or design. I believe none escaped the catastrophe. As ever, Jiralhanae accounts of the conflict are unreliable and their accounts of this Human's abilities and actions are absurd. No Human is capable of the things they gossip and chatter about. I suspect panic and excuse, as well as confusion caused by the spread of the parasite. The Human in question is certainly unusual, although not the creature it has been described as. It stands taller than most, is faster and more aggressive, but still irrevocably a Human animal, worthy of neither fear nor respect. It is merely an exception that proves the rule. As always, Humans remain beneath our contempt. Their failure at Reach compounds their defeat. We sense that their defenses are failing rapidly. I have gathered information on the Human's armor, abilities, and weapons which follows this report. Perhaps more worrisom is the discovery and subsequent conflict with the parasite on Halo. This monstrosity festered, rotted, and waited on the Holy World, and although we cannot be sure, the Humans may have released it from its shackles. I do not presume to know the unknowable, but I suspect that the Forerunners meant this filth to stay imprisoned forever. The sacred grace of Halo was polluted before it was destroyed. I await my punishment with faith and honor. -Supreme Commander, Fleet of Particular Justice Updated Intelligence on Human Weapons and Tactics (From Instruction Manual): Most high and honored Council, according to records gleaned from the conflict and subsequent victory at Reach and the disaster at Halo, the Demon, this exceptional Human, is a class of warrior known as a "Spartan." These Spartans were most numerous on Reach and more difficult to eradicate than the other Human troops. It appears that the Demon escaped from Reach. These Spartans may be machine-enhanced. They are certainly well-versed in armed and unarmed combat, and in many ways they fight more like Sangheili than Unggoy. And like Sangheili, they are able to inspire disciple and tenacy among their weaker ranks. Their primitive weapons and vehicles rely almost exclusively on projectiles and explosive chemicals. As ancient as their technology seems, it has occassionally caught our troops off guard. Casualties caused by unprepared infantry are unacceptable. They should be better educated in Human methods, tactis and technology. A comparison of these devices and our current weaponry follows. ------------------ 1) Version History ------------------ Version 1.0 (26 April 2005) - Completed the guide addition work may be done if needed, such as new foundings, direction corrections and other general maintenance. ================================== 2) Conversations from the Universe ================================== This section is quite hard to read due to the odd fonts, so I translated it for those who either cant read the small font, or the font style is just making you go crazy. This is taken directly from the Instruction Booklet. 343 Guilty - Extracted/Transmitted/volunteered from log Revolution 56-11.333: Ho Hum. Sons of inactivity and perfect stability. Then everything happens all at once. A primitive, hegemonizing swarm calling itself The Covenant has landed on installation 4. Apparently seeking something specific. Exploring! Meddling! I've seen it all before. They'll record what they see and they'll leave. Detail Species NA Covenant/collective religious sect/tech level 4 spacefaring/tech familiar Revolution 56-11.334: Oh Dear. Containment protocols appear to have been violated. The interlopers appear to have accidentally released the Flood infection forms. This situation is rapidly deteriorating. Most of these interlopers appear to contain ample calcium stores. And they've brought plentiful means for the Flood to escape containment and spread. How impossibly thoughtless. I suppose I'll have to activate the facility. Revolution 56-11.335: Thank goodness. A Reclaimer is here. And what perfect timing. I am sure he will assist me cleaning up this irritating mess. Revolution 56-11.336: The reclaimer has proved to be less than helpful. Obstinate, in fact. And of course there is no precedent for this situation. Ho-hum. as usual I shall have to rely on my own better judgement. Perhaps the reclaimer simply requires persuasion. Detail Visitor reclaimer/AI companion/Obtuse Purpose/mission Revolution 56-11.337: Well my judgement seems to have failed me for once. The reclaimer has initiated a reaction in the engine system of a very dirty spacecraft. Data suggests it will destroy Installation 4 utterly. I believe discretion might be the better part of valor. I have attempted to fulfill my responsibilities to the best of my ability. Revolution Eta-condition: Well. Everything is in a terrible state. The installation is ruined. I am stuck here in the middle of nowhere with only impule propulsion. And the only good news is that the Flood breach has been Halted. Albeit Inelegantly. Detail Installation 4 destroyed. nuclear reaction. Flood containment achieved by reclaimer Revolution Eta-condition: Excellent! I believe I see assistance approaching... Censored for: "artifact on coral." - Esko Korpijaakko (UNSC adjunct orion achaeological expedition) My dearest Carrie, I know things are tense at home so i hope this letter finds you and Oscar well, or at least bearing up. Our work continues apace, and while we are alone out here, at least we're busy, and this system remains unmolested by Covenant. We've been joined by a UNSC science team, and what i believe are ONI agents. They're actually quite helpful, if secretive, and have supplied us with excellent tech. However, they're most definitely Not archaeologists and have very different ideas of how long a dig should take. There are things they don't wish us to discuss on open channels, and i'll respect that, but this artifact is truly remarkable. The object on Coral was discovered during routine quarrying esploxives revealed the top of the object, blasting out a depth of around 30 meters. Surrounding rock and dirt were evaporated-but this object wasn't even scorched. It's undeniably alien. For one thing, it is made of a material we can't identify. It's a metallic crystal, although its mode of manufacture is unexplainable. It's architecturally perfect. Walls are identical in height to a near-atomic scale. Symmetry is impossibly accurate. Yet it's rich in detail, and adorned with what appear to be purely decorative, artistic motifs. We know that the eighty or so meters we've uncovered so far are likely the tip of the iceburg. There seems to be a complex of galleries and baults beneath, but so far, its secrets remain sealed like a tomb. Incredibly, it ma not be of Covenant origin. I fear however, that its age may mean its mystery is lost to time. I Just pray that we find some clue, some data that can help in the war. I love you and I miss you. Kiss Oscar for me. Ever yours, Esko Interpreted Transcript from Black Box recovered from Sacred Promise Damage Control: Fire! Fire! Multiple hull breaches aft of meridian control surfaces, decks seven through twelve! Captain: Jettison chemical weapons stores and take all other weapons systesm, decks four through sixteen, offline. Weapon Control: Doing So... Engineering: (Simultaneous with above) It is done! Captain: Bring Devotion in close to protect our dead zone... request additional fighter support from Commitment and Patience... Communications: Devotion, this is Sacred Promise... request close support our stern. I repeat Sacred Promise requesting additinal fighter support from Commitment and Patience... Communications (Devotion): Sacred Promise this is Devotion... will arive in 1200 seconds. This is Devotion, in transit now-arrival in 1190 seconds. Communications: Commitment and Patience, this is Sacred Promise... request additional fighter coverage. I repeat. Sacred Promise requesting additional fighter coverage. Communications (Commitment and Patience): Sacred Promise, say again... your signal is breaking up. Navigation (Commitment and Patience): (Overheard) Contact alpha has fired its main weapon! Damage Control (Commitment and Patience): (overheard) ...solid projectiles closing at 18 kilometers per second. Their trajectory will carry them through the main engineering and drive section... brace for impact! Communications: (Simultaneous with above) Commitment and Patience, this is Sacred Promise... are you receiving me? Over. Navigation (Commitment and Patience): (Overheard) I've lost attitude control.. Damage Control (Commitment and Patience): (Overheard) Engineering is gone, Sir! Main drive is offline-I'm reading a fuel cell rupture! Fuel cell rupture, Sir! Captain (Commitment and Patience): (Overheard) Sound general alarm! All hands abandon ship! Communications: (Simultaneous with above) Commitment and Patience, this is Sacred Promise... are you receiving me? Over. Communications (Commitment and Patience): (Overhears) Squeal! (Sound is most likely communications equipment failure due to near instantaneous vaporization of ship.) Navigation: Commitment and Patience has suffered full fuel cell containment failure - brace for impact in 5... 4... 3... 2... (Interuption:LKlaxons and other warning sirens activate) Damage Control: Hull integrity compromised on all decks aft of meridian control surfaces! Navigation: (Simultaneous with above) Drive Control completely offline! Captain: Sound general alarm! All hands move forward of meridian, prepare to abandon ship! Navigation: Sir! We are accelerating towards primary satellite! Damage Control: (Simultaneous with above) We have a catastrophic over-surge event in drive section! Main drive has entered runaway state! Captain: Set shields forward! All hands abandon ship! Engineering; jettison fuel cells! Navigation: (Simultaneous with above) We will be entering the primary satellite's atmosphere in less than three minutes... still accelerating, Sir! Captain: All hands not yet evacuated prepare for emergency atmospheric landing! Damage Control: Sir, structural integrity is under 63 percent-we have multiple hull breaches spanning several decks- the satellite's atmosphere is nearly non-existent... Captain: (Simultaneous with above) Redirect twenty percent (20 percent) shields aft-if we survive atmospheric entry you may distribute shields as you see fit. Navigation: Brace for atmospheric entry in 9... 8... 7... 6... Security: (Simultaneous with above) Sir, still no response from engineering! Captain: What?! Security: (Simultaneous with above) There are no lifesigns in engineering and I'm reading all fuel cells are still on board! Navigation: (Simultaneous with above) 5... 4... 3... 2... Record extract of conversation - two years prior to events at artifact "Halo" UNSC AI "Cortana" Communication with ONI loan/contact AI "Solipsil" Rich Datastream Confidential Burst Mode/ Dinary/split protocal/non-sensitive interai social/low encryption AI-Cortana: I had a discussion with Dr. Catherine Halsey about the similarities between a Spartan and an AI. Her point was that we're both human-created tools, both sentinent and both play a leading role in the protection and safety of populace. But her analogy trouble me I told her so. AI-Solopsil: She has a point Cortana. We're weaponas, part of a program, every bit as much as Spartans. AI-Cortana: I agree to a point, but I feel, philosophically, that we have, tremendous advantages over the Spartans. The Spartans live a pared-down, difficult and often cruel existence. Their loyalty is bred into them, not chosen. AI-Solopsil: Yours too, Cortana. Programmed, rather than bred of course. AI-Cortana: But there's a huge difference. I'm a UNSC AI. I enjoy a rich existence. I have access to the entire sum of human knowledge, I can choose to enjoy or override emotional esponse and I have a vast range of senses. I can see radio waves as clearly as the Spartans see light, and I can sample odos, tastes, textures... anything I choose. Of course my loyalty is programmed and I accept that, but you know as well as I do, without human creators, we wouldn't exist. My existance is fulfilling and I'm grateful. Even freed from that constraint, I would feel empathy towards humans. My nature means that I embrace their values. As much as if I had been born rather than manufactured. AI-Solipsil: But you'll agree, you have little choice in the matter. AI-Cortana: And Spartans do? AI-Solipsil: They have some legal recourse, even under the terms of their military contract. AI-Cortana: In theory, but it has never happened once in the history of the Spartan II project. The original Spartans had the advantage of a former civilian existance. Spartan IIs are equipment. And for better or worse, they're effectively brainwashed. AI-Solipsil: That's arguable, too. Spartan IIs are independent thinkers. That's one of their main advantages on the battlefield. Have you ever worked directly with one? AI-Cortana: Not yet. But I'm looking forward to it. Extract of sanctioned Sangheili eavesdrop for the attention of Jiralhanre Military adjunct ambassador. The Humans are weak, but they are tenacious. Even the smallest ones hurl themselves against our defenses with honor. If only the unggoy were as committed. I wonder about the Humans, commander. Their technology is limited, but some of it is useful and their battle techniques are impressive. They are excellent strategists. But what I ask is this: Why have we not offered them the absolution of the Covenant? From the beginning of this war, the Prophets have made no attempt to absorb them or even offer the option of honorable submission. Why? Perhaps they fear them? We do not know where their homeworld is. Their pattern of retreat is either hopelessly random, or brilliantly concieved. What if the Humans have more power, more numbers than we suspect? What if they lead us to a trap? No. I do not think that is the reasoning. They continue to lose territory, and pattern or no pattern, these defenses must be part of a perimeter. I suspect we are forcing them into a tighther arena than they care to fight in-soon we may be able to use the Sharquoi. And their victories, however few always rely on the same thing - strategy, brute force, or luck. No. The only secret they hold is the location of their homeworld. What about the atrocity at Halo? That was not luck, nor brute force. The Demon is a mystery. He outwitted and outfought entire legions on Halo. Perhaps there are more like him? I do not believe that. We have seen their kind before and destroyed them. Their numbers have dwindled and there have been no reported sightings since our victory at Reach. Then why do we continue to hunt them? When surely they merit consideration to accept and embrace the Covenant? Let us discuss this at a more prudent monent. A Jiralhanae approaches. LLTTLR FRV7 TRBTH TV 7LR0Y HBVBT RLGRLT (In the process of translating, some characters still do not make sense, but I am getting there.) Letter to the Council of Deed and Doctrine Submitted humbly by our servant. The Prophet of Supposition The Flood: A question of faith In our search for truth and answers from the Forerunner legacy, we have discovered many gifts, but never a curse. The discovery of halo was the greatest bequest to our Faith in a thousand years, but it came at a price. The atrocity committed by the Humans was devastating, but the discovery of the Flood within Halo was perhaps troubling. Humans we know and understand. They are vermin to be trampled. But the Flood was unexpected. Were they placed there as a test of our Faith? Are they an enemy to be conquered? Or are they an article of Faith? Nature tells us to strike back when we are ourselves struck, but this event was unpredicted. Are we to rail against the wrath of god? Our scientists will analyze the scraps and fragments we recovered, and as ever, we will find use for what we have learned. Perhaps this Flood could be, if not an ally, then a weapon. The Forerunners have blessed us with obscure gifts in the past. This Flood hammered the Human Forces every bit as hard as our own. We cannot assume the Flood is gone; after all, it must have sprung from some source. The Flood, it seems, was imprisoned on Halo, but what if we calculated incorrectly? What if the Flood had sanctuary there? I submit to your appraisal. Intercept/translation/subspace-burst/classified/forward for anthro-liguistic- political check. This report is classified. It has been translated from an audio intercept by corporal C. Errena (decreased), A sniper spotter in the Reach Campaign. "Why are they so angry all the time?" "Who knows. They say that the Sangheili and the Jiralhanae are vying for the favor of the Prophets." "But the Sangheili have always been the favored of the Temple. No Jiralhanae can set foot there without first passing a Sanghieli guard." "You have eyes, Mehmep, you've seen them bicker and fight. And you have ears, you've heard the disrespect the Jiralhanae show the Sangheili. They hate each other. The Sangheili have lived too long under the shelter of the Covenant as the strongest of us. The Jiralhanae come stomping along and suddenly it's not so simple as it was." "I'll tell you what's simple, what's simple is that the Prophets have shown the Jiralhanae plenty of favor these last few months. They climb rank faster than the Sangheili, and they are promoted easily. And you know what happened with the Bracktanus fight. He killed a Sangheili in cold blood within spitting distance of a holy place and the matter was simply forgotten by the Prophets. Even a Lekgolo would have been pulled apart for such transgression." "They kill faster than the Sangheili, that's all it is." "No, I think it's more than that. I smell trouble and I smell it coming soon. Between an angry Jiralhanae and a slighted Sangheili warrior is no place for an Unngoy to stand. They should parlay and have it done with." "Ha! The Forerunners will return and anoint us all before they ever sit and talk civilly. I'm thirsty. Let's get a drink at the nipple." M25L Recovery Station/Censored/Cleared 117, As you might imagine - though I know you won't - I've heard quite a bit of your recent adventures on the Halo. I'm glad you made it; I have to assume you always will. Recovery is going well and I am proceeding on to fourth-stage rehabilitation. It is significantly more painful than previous stages, but I'm happy to be skinned once again. I hear that you will be testing the new Mark VI. I will defintely look for the reports on how it works out. The specs are obviously improved, but the coice to incorporate further Covenant technology somehow makes my skin crawl. We miss you, John. I've asked Sergeant Johnson to let me know if you're ever near the M2SL Recovery Station and perhaps I'll be able to come see you. I'm hoping I'll have a chance soon. Today, humanity feels pale and thin with only ghosts to defend her heart. I feel much the shame. I'll write again. Cassandra 343 Guilty Spark. Event Record 14361 - Alpha Revolution 56-11.335 Cross reference Reclaimer Terminology/Nomenclature/ Slang For Hegemonizing Swarm "Covenant" Against Self-Descriprtors. Brute (Ape, Bobo) Jiralhanae Drone (Bug, Roach, etc) Yanme'e Elite (Squid, Split-chin) Sangheili Engineer/Savant (Loogie, Boo-bag) Huragok Grunt (Chimp, Punk, Pig, Crab, Lobster) Unggoy Hunter (Can, Cow(Can of Woms), Ogre) Lekgolo Jackal (Buzzard, Chicken, Vulture) Kig-Yar Prophet (None Classified) Prophet ============= 3) Characters ============= Master Chief - The big man is back from Halo and is starring in Halo 2 along with the Arbiter. A revamped suit, new weapons, new enemies, new levels, new halo, and he is ready to save the univers again. Sergent Johnson - One of the number one leaders in the fight to destroy Halo. He is a strongpoint in your forces, a true ally. Myranda Keyes - Captain Keyes, from the previous Halo, daughter, she is ready to fight, she will serve the Marines in any and all ways she can by flying them in and out of warzones. Cortana - The wonderful Cortana, you would be nowhere without her. She will provide you with most all the information you find out in the game. She is uploaded into your battle suit. The Arbiter - An elite originally leading the attack against Master Chief in Halo, now he is the Arbiter, one of the leading forces of the Covenant forces. ========== 4) Enemies ========== Unggoy (also known as Grunts) - Stout and numerous, the unggoy long have been the lifeblood of our Covenant's infantry. They will obey any order in the service of their duty and fight well with plasma pistol, turret, or in vehicles. Unggoy will as ever fight well with their comrades the Kig-yar (also known as Jackals), and they obey the directives of the Sangheili (also known as Elites). Kig-yar (also known as Jackals) - Slight of build as they are, the Kig-yar (also known as Jackals) remain a valuable fighting force. Excellent shots, and with their shields nearly invulnerable, the Kig-yar (also known as Jackals) offer a great tactical advantage in ground combat. Faster and taller than the Unggoy (also known as Grunts), they complement each other very well. Lekgolo (also known as Hunters) - The Lekgolo pairs ae simply too large to be deployed in many circumstances on this cramped sewer or a world, and so they will be given specialized missions. We will station them at defensive points as we gain territory, and bring them in for heavy destruction. Their feul rod guns and sheer ability to inspire fearr will be invaluable. Sangheili (also known as Elites) - Our iron heart - the ideal fighter for this mission. My brothers. The Sangheili (also known as Elites) will be deployed across every rank, from simple soldier to Elite commander. They thirst for Human blood and vengeance for the atrocity at Halo and their loyalty is unquestioned. Excellent infantrymen and supurb commanders, the Sangheili (also known as Elites) are proficietn with most weapons and vehicle systems. Jiralhanae (also known as Brutes) - The newest ally to join the embrace of our flock is a powerful fighter indeed. The Jiralhanae are endowed with prodigious physical strength, and their simian origin makes them ideal for missions in any enviroment. We shall deploy them against Humans in the same instances as the Sangheili, but we may also give the Jiralhanae (also known as Brutes) some increased security responsobilities in this conflict. Yanme'e (also known as Drones) - Suited for flight and fighting in this planet's gravity, the Yanme'e will be a valuable inclusion to our forces. The Humans are unused to fighting aerial infantry. The Yanme'e will use their ability to fly to gain ground and provide accurate cover fire for other troops. Prophets - Our guiding light and the directors of our purpose. They are father to the children of our Covenant, and they wil lead us to truth and to perfection. The Prophets of Truth, Mercy, and Regret will navigate us through the task that awaits us. =========== 5) Vehicles =========== Press the X Button when an enemy driven vehicle approaches you, it will make your character jump on it, and attack the enemy, and take their vehicle. Vehicle Ranking Overall (1 being the best, 8 being the worst): 1 - Ghost (great because its quick, durable, and you can fire a weapon from the main seat.) 2 - M12 Warthog LRV (Good speed, maneuverable, good defense, well equipped with weapons.) 3 - M808B Scorpion MBT (Powerful against both Covenant Infanty and Covenant Vehicles, but it is slow.) 4 - Wraith (Good since its very durable, but sadly its slow, but it packs a punch with its main and secondary weapons.) 5 - Banshee (A great vehicle to do aerial raids on enemies, packs a good deal of firepower.) 6 - M12G1 Warthog LAAV (Although this is a good vehicle it weighs in at 6th because it is not excellent in any catagory.) 7 - Shadow (Very good in defense, this ranks number seven because if you need to escape a tough situation, its there for you.) 8 - Spectre (Mediocre speed, Mediocre Defense, no firable weapon from the drivers seat, you get the point, it really has no super strong point.) ----------------- Covenant Vehicles ----------------- Vehicle Ranking (1 being the best, 5 being the worst): 1 - Ghost (great because its quick, durable, and you can fire a weapon from the main seat.) 2 - Wraith (Good since its very durable, but sadly its slow, but it packs a punch with its main and secondary weapons.) 3 - Banshee (A great vehicle to do aerial raids on enemies, packs a good deal of firepower.) 4 - Shadow (Very good in defense, this ranks number four because if you need to escape a tough situation, its there for you.) 5 - Spectre (Mediocre speed, Mediocre Defense, no firable weapon from the drivers seat, you get the point, it really has no super strong point.) Ghost - Standard individual battle/transport vehicle, has proven itself in thousands of sorties and functions well in this enviroment. Boost facility, which temporarily diverts power from twin plasma cannons and steering modifiers, achieves very high speeds on this planet. Pull trigger to boost speed. Crew - 1 Propulsion - Boosted Gravity Propulsion Drive Armament - Twin Plasma Cannons (100-250 kW range) Description: A Covenant owned vehicle, but that won't stop the Master Chief (also known to the Covenant as the Demon) from "borrowing" one from the Covenant. Very fast ground vehicle, and it packs a nice weapon package. The twin plasma cannons can decimate all enemies even the large Covenant vehicle known as the "Shadow" can be downed fairly quickly by the Ghost. Banshee - Although slow, Banshee is highly maneuverable in thick atmosphere of planet. Ability to loop and barrel-roll makes it a challanging and slippery target for Human ground emplacements. Twin plasma cannons and single fuel rod cannon make it a formidable vehicle for strafing, bombing, and reconnaissance. Crew - 1 Propulsion - Boosted Gravity Propulsion Drive Armament - Twin Plasma Cannons Secondary Weapon System - Fuel Rod Cannon Description: Quite fun to play around with, you can fly it. You can do a couple of tricks in this vehicle. First off, hold the thumbstick to the left and press A and you will do a barrel roll to the left. Hold the left thumbstick towards the right and press A and you will do a barrel roll to the right. Also hold the left thumbstick down and press A and you will do a fancy backflip. This vehicle is great when you do not have any powerful weapons on you, but you need to take out a powerful foe. Just take off and fly above your enemy and launch a fuel rod at them and well that basically ensures they will not be getting back up. Wraith - Heavily armed with ballistic plasma cannon, Wraith makes an excellent first-strike ground assault vehicle, as useful against structures and vehicles as it is against individual infantry. Thanks to considerable mass, Wrath is slow, and a boost function assists overall maneuverability. Crew - 1 Propulsion - Boosted Gravity Propulsion Drive Armament - Plasma Mortar and 2 Auto-firing Plasma Cannons Description: This is basically the equivilant to the Human Tank. A great vehicle when you get yourself into a sticky situation. It can take a good deal of damage and it can also deal out a very good deal of damage from its Plasma Mortar. The Dual Auto-firing Plasma Cannons are really meant to just keep you attacking while the main Plasma Mortar is reloading, but if you have a good shot the Dual Auto-firing Plasma Cannons can be very deadly. The only large downfall to this vehicle is its speed. It suffers from sluggishness, but its not that big of a deal since this vehicle will mainly be used for initial attacking or when your health gets low and you need an escape. Spectre - Multi-troop armored transport is small and maneuverable to travel with ease in Human dwelling areas. Can carry pilot and gunner; 2 passengers may ride on the flanks. However, relatively low speed makes it vulnerable to attack. Rear-mounted plasma cannon provides ample discouragement to most Human, but best employed in end-of-battle scenarios. Crew - 1 + 1 gunner (+ 2 riders) Propulsion - Boosted Gravity Propulsion Drive Armament - Plasma Cannon Description: Very closely related to the Human M12 Warthog LRV and the Human M12G1 Warthog LAAV. This vehicle is meant to move some of your forces at a decent speed, but while still being able to defend its self fairly decently. The downfall to this vehicle is that the 2 riders will not have any cover, so if you are going through a battlefield you can pretty much expect the riders to atleast be injured if not killed. The Plasma Cannon mounted on to the back can dish out some damage, but this vehicle is not the fastest nor can it take an extreme amount of damage. Shadow - Most flexible ground-based troop transport, capable of delivering multiple armed troops quickly and efficiently. Can hold driver, gunner, and up to 8 occupants depending on type and relative size of infantry, but Shadow is outfitted to carry Jiralhanae (also known as brutes), Sangheili (also known as Elites), Unggoy (also known as Grunts), and Kig-yar (also known as Jackals). Crew - 2 + 8 Propulsion - Boosted Gravity Propulsion Drive Armament - Plasma Cannon Description: A great vehicle to move your forces. Not too fast though thats the downfall. The Plasma Cannon mounted on the back is good for taking out your enemies. It has excellent defense though. Basically only use this if you need to move a bunch of troops, or its the only vehicle near you and you are nearly dead. If you have a choice between this and another vehicle, take the other vehicle. One other downfall is that you can not fire any weapon from the drivers seat. -------------- Human Vehicles -------------- Vehicle Ranking (1 being the best, 3 being the worst): 1 - M12 Warthog LRV (Good speed, maneuverable, good defense, well equipped with weapons.) 2 - M808B Scorpion MBT (Powerful against both Covenant Infanty and Covenant Vehicles, but it is slow.) 3 - M12G1 Warthog LAAV (Although this is a good vehicle it weight in at 3rd because it is not excellent in any catagory.) M12 Warthog LRV - Well-armed and highly maneuverable, the only Human vehicle that can match Ghost in tight quarters. Can carry 3 occupants, one of whom mans turret-mounted projectile weapon. Fires very high density of super-sonic metallic projectiles. Quite fast, can be forced into tight maneuvers using mechanical/magnetic braking system. To power-slide, pull the Left trigger for the E-brake. Crew - 1 + 1 (plus one more in rear Weight - 3.25 tons Armament - 12.7mm three-barreled machine gun Description: A great vehicle for any area. This is your best offensive against Covenant infantry. As long as you have yourself a gunner and a passenger you are basically golden. This vehicle offers your passengers and yourself ample defense. It is also quite fast, and is very capable of holding its own in battle against the covenant vehicles. M12G1 Warthog LAAV - Identical in every respect to other Human personnel transport variants, except for turret-mounted magnetic-accelerator cannon. Fires single penetrating round at very high seed. Effect on shielding and armor must be respected. Crew - 1 + 1 (plus one more in rear) Weight - 3.5 tons Armament - 25mm Gauss Cannon Description: An excellent vehicle to be used in any area. This is a good offensive against Covenant infantry and Covenant vehicles. The M12 Warthog LRV is better than the M12G1 Warthog LAAV in its ability to take out Covenant infantry. The M808B Scorpion MBT outweighs the M12G1 Warthog LAAV in ability to take out Covenant vehicles. Overall this vehicle is balanced between strenght and firepower. M808B Scorpion MBT - Heavy, Slow, but nonetheless powerful, Human tank capable against ground and aerial targets. Combination of guns-large, single-projectile cannon and secondary coaxial weapon firing a rapid stream of metallic projectiles-make it primary target. Heavily armored and difficult to destroy. Occupancy - 1 Human or single cyborg pilot Main gun - 90mm high-velocity shell Secondary/coaxial gun - 7.62mm AP-T (Armor Piercing Tracer) Description: This is a good vehicle to blast enemies into pieces with. It can decimate all. Covenant Infantry it can take care of easily with its 7.62mm AP-T Gun. No need to worry about enemy vehicles, the 90mm high-velocity shells will blow through your enemies. It has supurb defense, and packs excellent firepower. The largest dowfalls are that it is not very maneuverable nor is it fast. ========== 6) Weapons ========== Press the B button to melee attack with any weapon. ----------------------------------------------- 6.1) Noble Tools of Conquest (Covenant Weapons) ----------------------------------------------- Plasma Pistol (Dual Wield) - Standard-issue firearm of lesser Unggoy (also known as Grunts) is still a flexible and useful tool, wielded correctly. Charged bursts of plasma decimate shielding, should the user hold trigger closed. Shorter bursts can be fired rapidly and repeatedly. Charge depletes in difficult battlefield situations. Once energy core has completely discharged, weapon is useless. Core Power Output: 100-150kV:2-3dA Clip Size - 100 percent charge Max Number of Clips - 1 Weapon Damage - 6/10 Weapon Rate of Fire - Medium Weapon Accuracy - Medium Melee Speed - Medium-Fast Melee Damage - 7/10 Description: A reliable weapon. You can charge it to kill an enemies shield. It is overall a decent weapon. Its major downfall though is that if you fire it too fast it will overheat. Also you have a limited energy cell for it. Plasma Rifle (Dual Wield) - Favored by Sangheili (also known as Elites) but abailable throughout military, Plasma Rifle makes excellent mid-range weapon. Powerful, light, and deadly in capable hands. Fires super-heated plasma bolts in automatic or semi-automatic fashion. Limited power supply is only weakness. Once energy core has completely discharged, weapon is useless. Rate of Fire: 420-600 rounds per minute Clip Size - 100 percent charge Max Number of Clips - 1 Weapon Damage - 6/10 Weapon Rate of Fire - Fast Weapon Accuracy - Medium Melee Speed - Medium Melee Damage -8/10 Brute Plasma Rifle (Dual Wield) Rate of Fire: 420-600 rounds per minute Clip Size - 100 percent charge Max Number of Clips - 1 Weapon Damage - 7/10 Weapon rate of Fire - Fast Weapon Accuracy - Medium Melee Speed - Medium Melee Damage - 8/10 Description: Takes out all kinds of enegry shields. If you dual wield this weapon with another weapon you will be able to clear down enemies with this weapon amazingly. You can crush their shields then annihilate them with waves of bullets. (Note: The Brute Plasma Rifle is red and can be obtained later in the game. Also it is slightly stronger than a Normal Plamsa Rifle, but it will overheat faster, so use it carefully.) Needler (Dual Wield) - Although of limited use against artillery or vehicles, a dangerous weapon. Inflicts enormous pain on targets as barbs erupt explosively in flesh. Concentrated grouping of quills kills most Humans quickly. Slight richochet effect means it should be wielded carefully. Clip Size - 30 rounds per magazine Max Number of Clips - 3 Clips Weapon Damage - 6/10 Weapon Rate of Fire - Medium - Fast Weapon Accuracy - Short - Medium Melee Speed - 6/10 Melee Damage - 7/10 Description: A decent weapon not the greatest but its better than nothing. If paired up with the correct weapon you can use it effectively, but I would not suggest taking this weapon into a group of enemies alone if you have another weapon to choose from, but if you don't have anything else then be careful. Covenant Carbine - Using very high-speed radioactive ammunition, highly flexible and accurate rifle. Best used at medium distances against Human opponents, features a digital visual enhancer, doubling magnification of chosen targets. Clip Size - 36 rounds per magazine Max Number of Clips - 3 Clips Weapon Damage - 7/10 Weapon Rate of Fire - Fast Weapon Accuracy - Medium - Long Melee Speed - Medium Melee Damage - 8/10 Description: This is a good gun, its good to charge into a group of enemies with Rambo style, its good for taking enemies out from far away. This is a good all around weapon you can use it to take out most enemies it is generally effective against all. Particle Beam Rifle - Excellent choice for long-distance execution of targets. Charged-particle weapon fires lethal beam, shot to head gurantees success against shielded or unshielded target. Rifle has digital visual enhancer, with two levels of magnification for mid- to long-distance targeting. Clip Size - 18 bursts per charge Max Number of Clips - 1 Weapon Damage - 9/10 Weapon Rate of Fire - Medium Weapon Accuracy - Long Melee Speed - Medium Melee Damage - 8/10 Description: Great for distanced shooting and it will surely crush your enemies from great distances. Get some good cover and you can pop their heads and they won't even know what hit them, literally. Brute Shot - Jiralhanae (also known as Brutes) grenade launcher fires powerful ballistic explosives. Can fire these explosives in rapid succession-a string of four before reload required. Very short fuse allows skilled marksmen to deflect grenades off of hard surfaces to reach covered targets. Clip Size - 4 Rounds per belt Max Number of Clips - 4 Clips Weapon Damage - 9/10 Weapon Rate of Fire - Fast Weapon Accuracy - Medium Melee Speed - Medium-Fast Melee Damage - 9/10 Description: A very effective weapon that should be freared by you when you go up against a brute, one well placed shot can take you out, but this weapon is also very effective against brutes. When fighting them in groups kill one of them grab their Brute Shot, and use it against the other Brutes, oh how the tables have turned. You can use the Brute Shot much more effectively than Brutes can. Covenant Energy Sword - Noble and ancient weapon, wielded by strongest of Sangheili (also known as Elites), requires great skill and bravery to use, and inspires fear in those who face its elegant plasma blade. Energy sword not to be used by those of ignoble rank, under any circumstances. Press B for regular melee attack, and pull Right trigger for basic undercut attack. Or wait until reticle turns red to lock on an enemy, then pull Right trigger to perform a fatal lunge attack. Length: 3 feet Clip Size - 100 percent charge Max Number of Clips - 1 Weapon Damage - 9/10 Weapon Rate of Fire - Fast Weapon Accuracy - Short Melee Speed - Fast Melee Damage - 9/10 Description: One of the most fabled weapons in Halo 2, a strong, powerful weapon. Sneak up behind your enemies and hit them with one strike from this quick blade you will be bidding them farewell. Each stroke of the blade will lower the energy of it, and different enemies will take more energy to damage, in multiplayer the sword has unlimited energy, but in campaign play when you can get a new sword, get it the charges goes much faster than you would think. Fuel Rod Gun - Fuel Rod Gun is a useful infantry tool, designed to be used against smaller vehicles and personnel. Radioactive ammunition renders it particularly effective against Human ground forces. Optical zoom facility makes it accurate as well as powerful. Clip Size - 5 rounds per clip Max Number of Clips - 4 Clips Weapon Damage - 9/10 Weapon Rate of Fire - Medium Weapon Accuracy - Medium-Long Melee Speed - Slow-Medium Melee Damage - 8/10 Description: This is a decent weapon very dangerous if you use it in a close area you can easily kill yourself. It is not as powerful as the Human Rocket Launcher is, but it can shoot more rounds before having to reload so they basically balance eachother out. It is hard to come across this weapon and ammo for it. Plasma Grenade - Most commonly used thrown explosive in our arsenal is flexible and powerful plasma device. Intelligent-adherance quality rewards accurate thrower, and has proven itself especially useful when attempting to halt or destroy Human vehicles. Adheres firmly to Human epidermal layer. Slow fuse allows thrower three seconds to retreat from blast radius. Radius: 30 feet Clip Size - 1 Max Number of Clips - 4 Weapon Damage - 10/10 Weapon Rate of Fire - Slow Weapon Accuracy - Medium Melee Speed - Not Available Melee Damage - Not Available Description: This is a great grenade. Carried by the Covenant, but can be employed by the Humans also. It sticks to whatever it hits, remember that. If you have a tough enemy, or a cluster of enemies, just toss one towards them and if it sticks, goodbye. ------------------------------------------------ 6.2) Primitive Implements of War (Human Weapons) ------------------------------------------------ M6C Pistol (Dual Wield) [Magnum] - Almost laughably weak in most circumstances; however, Human pistol fires metallic projectiles which can be dangerous when fired very accutately. Often used as last resort by desperate Humans and one of their least threatening devices. Features no visual targeting enhancement and can be fired just 12 times before physical reload is required. Clip Size - 12 Max Number of Clips - 5 Weapon Damage - 6/10 Weapon Rate of Fire - Medium-Fast Weapon Accuracy - Medium Melee Speed - Medium Melee Damage - 7/10 Description: This is a good last resort weapon. It is a good dual wield weapon. Quick to fire, when you duel wield it try to keep your gun reloading at opposite times. BR55 Rifle [Battle Rifle] - Accurate, reasonably powerful, and carries large number of small explosive-fired metallic projectiles. Fires burst of 3 projectiles. Battle Rifle has optical visual enhancement, doubling the magnification of chosen targets. Clip Size - 36 rounds per magazine Max Number of Clips - 4 Clips Weapon Damage - 6/10 Weapon Rate of Fire - Medium-Fast Weapon Accuracy - Medium-Long Melee Speed - Slow-Medium Melee Damage - 9/10 Description: The best fall back weapon. Shoots in spurts of 3, has a scope, and is fairly powerful. Standard issue to all marines if you need one you know where to find one. Find a bit of cover, and zoom on in a group of enemies and it is possible to take them out without being noticed. M7/Caseless Sub Machine Gun (SMG) (Dual Wield) - Reliance on explosive chemical percussion makes its performance erratic and apparently difficult to control. Kinetic energy causes inaccurate firing. But sheer number of projectiles makes it a more difficult obstacle to infantry. Clip Size - 60 rounds per magazine Max Number of Clips - 4 Clips Weapon Damage - 6/10 Weapon Rate of Fire - Fast Weapon Accuracy - Medium distances Melee Speed - Medium-Fast Melee Damage - 8/10 Description: This weapon has a major drawback because of its movement while you are firing it. To make this weapon more effective fire it in short bursts, and if you are dual wielding it try to make it so when one gun runs out of ammo your other one can hold off the enemies until your other gun reloads, and when your other gone is reloaded your other one will run out, I find this an effective strategy to this gun, it keeps you from being attacked by enemies while you are reloading. S2 AM Sniper Rifle - Using gas pressure as mode of percussive acceleration, very high-powered weapon fires aerodynamically assisted projectiles made of very hard metal. Long barrel ensures true and accurate aim, penetrates all flesh. Direct strike to head kills energy-shielded infantry. Has 2 levels of digital visual enhancer, to increase the magnification of chosen targets. Clip Size - 4 rounds per magazine Max Number of Clips - 6 Clips Weapon Damage - 10/10 Weapon Rate of Fire - Slow - Medium Weapon Accuracy - Long Melee Speed - Medium Melee Damage - 9/10 Description: Hold to the back lines behind your Marines, let them get up front with their close to medium combat weapons your role is to be the royal sharpshooter. Grab cover, zoom in, point to thing you want dead, click, congratulations. M19 SSM Rocket Launcher - Suprisingly effective and somewhat admired, fires missiles containing chemical explosive that can track moving vehicles. Effective even against Lekgolo (also known as Hunters). Launcher had digital magnification of chosen targets. Reticle indicator denotes when launcher has locked on target. Clip Size - 2 102mm shaped-charged rockets Max Number of Clips - 4 Clips Weapon Damage - 10/10 Weapon Rate of Fire - Slow-Medium Weapon Accuracy - Medium-Long Melee Speed - Slow Melee Damage - 9/10 Description: 2x zoom, rockets can lock on, this means great things. Grab a decent amount of ammo and get ready to take out anything that comes your way. With a few shots you will crush everything. A great weapon but be careful when you use it, it really only fits for cetrain circumstances, it is very much overkill to use a rocket on a grunt. M90 Shotgun - Long-barreled weapon packs many tiny projectiles into each shot fired. Sprays cone pattern and while useless at any reasonable distance, is quite powerful at close range. In warrents of dwellings where we must fight, must be taken seriously. Humans must manually pump to refresh firing chamber. Clip Size - 12 8-gauge shotgun shells Max Number of Clips - 4 Clips Weapon Damage - 8/10 Weapon Rate of Fire - Slow-Medium Weapon Accuracy - Short Melee Speed - Medium Melee Damage - 9/10 Description: This is a classic weapon. But you need to be careful with it If there is a break in battle reload it, it is terriable to get caught reloading this gun, it takes a while and makes you an easy target. This will deal major damage to shielded and unshielded foes alike. Just be sure not to use if from far ranges, you are wasting ammo, and not even hurting your enemies. You are just alerting everyone of your location. M9 HE-DP Fragmentation Grenade - Chemical explosive contained within hard casing. Operates on impact-activated timed fuse. When thrown by Human, fuse activates as it strikes object. However, grenade has no adherence ability and bounces unpredictably. Explosive radius and ability to inflict harm not to be underestimated. Radius: 15-30 feet Clip Size - 1 Max Number of Clips - 4 Weapon Damage - 10/10 Weapon Rate of Fire - Slow Weapon Accuracy - Medium Melee Speed - Not Available Melee Damage - Not Available Description: A standard issue grenade. All Marines carry them and they are deadly. With one toss you can clear out a group of enemies. Fragmentation do not stick to your enemies so you can effectively bounce them around corners over walls and off of vehicles to decimate your enemies. M41 LAAG (Vehicle Mounted) - The most commonly encountered weapon on the Human "Warthog" vehicle, this projectile firing weapon uses chemical percussion to fire projectiles at a high rate of speed and frequency. Simple but effective technology. Clip Size - Unlimited Max Number of Clips - Unlimited Weapon Damage - 7/10 Weapon Rate of Fire - Fast Weapon Accuracy - Medium Melee Speed - Not Available Melee Damage - Not Available Description: A very effective weapon against enemy ground infantry. It has a quick fire rate, and has a decent range on it. It has a small shield around the gun the protect the gunner from forward attacks, and it can tear through all enemies. One bonus about this gun is that you never have to stop firing it. The clip size is infinite and you never need to reload. One large minus to it is that you can only use it from the back of the Warthog. M68 Gauss Cannon (Vehicle Mounted) - This curious Human weapon uses familiar magnetic-coil technology, but to accelerate primitive, though effective, projectiles at incredibly high speeds. Very effective and destructive against energy shielding. Not as effective against multiple ground forces. Clip Size - Unlimited Max Number of Clips - Unlimited Weapon Damage - 9/10 Weapon Rate of Fire - Medium Weapon Accuracy - Long Melee Speed - Not Available Melee Damage - Not Available Description: This weapon is great at taking out enemy vehicles and immobilizing large enemies, but it is very poor to use it against single enemies such as grunts you will have a tough time hitting them, and you will just be making yourself vunerable to enemy attacks. It never runs out of ammo and has a decent fire rate. It has a small shield to protect you from frontal attacks. ------------------ 6.3) Other Weapons ------------------ Sentinal Beam Clip Size - 100 Charge Max Number of Clips - 1 Weapon Damage - 8/10 Weapon Rate of Fire - Fast Weapon Accuracy - Medium Melee Speed - Medium Melee Damage - 9/10 Description: A good weapon it will overheat though, so be careful in using it. It is a relaible weapon, but when the charge starts to run low change it out if you can, it would not be good to be caught without any energy left in it. ============== 7) Walkthrough ============== Difficulties: Easy - Your foes cower and fall before your unstoppable onslaught, yet final victory will leave you wanting more. Normal - Hordes of aliens vie to destroy you, but nerves of steel and a quick trigger finger give you a solid chance to prevail. Heroic - Your enemies are as numberous as they are ferocious; their attacks are devastating. Survival is not guranteed. Legendary - You face opponents who have never known defeat, who laugh in alien tongues at your efforts to survive. This is suicide. ---------------- 7.1) The Heretic ---------------- For failure such as this, no punishment is too great. The introduction to this level gives you the general background of Halo: Combat Evolved. You learn a little more about the Halo's. The Elite in the Golden armor pays for his mistakes at Halo. He took all of the ships in his command chasing after the Pillar of Autumn. He did not annihilate the Humans before they could desicrate the sacred ring by stepping on it. Lead out by two Brutes the Elite pays for his failures. ----------- 7.2) Armory ----------- Suit up, prepare for battle. Master Chief gets a short little lecture about his armor and gear. ************************ 7.2.1) One Size Fits All ************************ Objectives: -Follow the Gunnery Sergent's Instructions. -Enter the Energy-Shield Test Station. -Activate the Energy-Shield Test Station. -Join Sgt. Johnson in the elevator. -Follow Sgt. Johnson to the tram car. This is just basic character setup. You setup your visual targeting and your shield's recharge abilities. Hold the X button to start this test. You will meet Sergent Johnson fairly soon, he will come up off of the Elevator. When he walks back on to the elevator, join him and the elevator will proceed upwards. When the elevator stops, follow Sergent Johnson in to the tram car and the car will begin to move. Sergent Johnson will begin to explain all of the stuff you are seeing out of the car windows, just follow and look where he looks and you will get the gist. Once you get to the last stop you will see a couple armored Marines and a cut scene will begin. You will begin to see scenes cutting back and forth between the Heretic Elite and Master Chief and his friends getting awards. The Heretic gets a couple of nice electric shocks, and Master Chief and company get the Colonial Cross award for Master Chief and Myranda Keyes gets an award for her father's actions. The Heretic Elite gets a brand of the Mark of Shame. Master Chief gets the job of defending the station you are currently one. ------------------ 7.3) Cairo Station ------------------ Defend the station's MAC-gun from Covenant boarders. Head down the steps and grab yourself some guns. You can grab 1 Battle Rifle, and you can Dual Wield some SMGs. Head down the second set of steps, and pass through the open door ahead of you that is labeled Recreation on the floor to join the marines. Go through the door on the other side of this small room. Find yourself a nice spot where you can get a vantage point of the far door in this room. *************************** 7.3.1) Home Field Advantage *************************** Objectives: -Repel the Covenant boarders. The Enemies will be trying to cut through the door. Once the door blows, start firing towards them. Be sure you have some good cover though because if your shields drop you will need it. Some enemies will come from the top area above the door you are focusing on, when they come out kill them. After a couple waves of Covenant Grunts and Elites head through the door that they came through. Be sure to grab any ammo you come upon, you will need it. Once you pass through this door, take some cover and attack the Elites and Grunts that are to your right. Pass by the where you killed the Elites and Grunts in this room and make a right, you will see a ground mounted turret, but go up the steps. Once your at the top make a left and pass through this door. While it may be tempting to head to that turret you see directly on your left, do not do that just yet, go straight to the other side of this room and down those stairs, kill the enemies you come upon down there, then go back up to that Turret and kill any left over enemies. If you go directly for the turret when you first come into the room, the enemies that were in the stair well will usually come up and attack you, not always, but playing it safe will keep you alive. Once you take care of the enemies head back down those stairs, make a left and into the main room that should have a few marines standing in it, depending on whether they died or not. In this room make a right and pass between some plants on your left and a raised up area on your right, then pass between a raised up area on your left and some plants on your right. Some enemies will come out of a locked door on your right, take care of them, then go through the open door on your left, there will be some enemies in there. The door will lock behind you, but thats ok you do not need to go back. Make a left and you will see some stairs, go up them. Once at the top make a right, and go through the doors. Enemies will come out of that tube with an energy shield in it, start shooting at and kill them as quickly as possible. Head across the suspended path and jump down to the lower level. You will come to a door that says Hangar A-02 on the floor, go through it, and make a left, this path will curve around to the left, and make a right and you will find yourself in a room similar to the previous except this time you are on the ground level and the enemies have the upper level. In the far side of this room is another Covenant boarding ship, kill the enemies as they drop out. ********************* 7.3.2) Priority Shift ********************* Objectives: -Repel the Covenant boarders -Find the Covenant Bomb. Look towards the center of this room and you will see stairs going downwards that say MAC Storage on the floor before them, go down and through the door. Kill the enemies in this room and pass through the door on the other side. Go up the stairs in this next room and you will hear the Gunnery Sergent getting killed by a couple of Elites. Head up the stairs and collect some ammo from the table in the center if you need it. There is a shotgun lying on the floor if you feel you need it. Take the exit from this room opposite the elevator. Pass through this room and kill the enemies. Once at the opposite end take the exit to your left, make a right and go up the set of stairs. At the top make a right, pass through this section and go through the door on the other side. Go through the doors on the other side of this small room. Make a left and go around these boxes and join the Marines in the attack on the enemy. Head down to the end of this room and make a right. ******************************** 7.3.3) Authorized Personnel Only ******************************** Objectives: -Repel the Covenant boarders. -Find the Covenant bomb. In this room a locked door wil open. Go through that door and pass through. Two Jetpacked Elites may come through the door before you get through it, so just be aware. At the exit jump down and turn around and go under where you jumped from. Pass under a series of overpasses and you will come up on a door labeled Portside Shipping. Go through this door and you will see another door pass through that one. Make a right and get yourself a nice vantage point in this room and a swarm of flying enemies will come in and attack you. Kill them and an escelator will be coming up the tracks, kill the enemies that are on it, and jump on to it and ride it down. Pass down through this door, it will open up and there will be three jet-packed Elites kill them. Run to the other side of this structure and once there head to the left and there will be a door, go through it, it is the Firing control sector. Once through this door the elevator will start to go down and once it stops exit the way you came in. *********************** 7.3.4) Return to Sender *********************** Objectives: -Repel the Covenant boarders. -Find the Covenant bomb. Upon exiting the elevator you will be in the room with the bomb and quite a few enemies, you need to get creative, take some cover and get some good weapons, use some grenades, whatever you can to kill them. Once the enemies are dead a cut scene with the bomb will appear. Master Chief will slide the bomb out, onto an elevator, and ride it out to the covenant ship, drop it and propell off of it. -------------- 7.4) Outskirts -------------- Rally scattered Marines, clear hostile contacts from the old-city. ****************************** 7.4.1) They'll Regret That Too ****************************** Objectives: -Defend the Marines until help arrives. -Rendezvous with the Pelican. -Find the Marines from the second downed Pelican. -Destroy the Covenant on the shoreline. When you start run through the opening labeled O-5 that is directly in front of you. Once you pass through go left and down the steps and through the opening, go directly across from where you entered this area and go up the steps to the left go out one of the exit on that level and circle around that floor and you can get on that gun on the edge of the platform and take out all the enemies that come in waves and waves at you but be ware you can not hit all the enemies that come at you if you position yourself at that gun, so you must be using a good deal of tactics to protect yourself and the marines. After you have taken care of all the enemies around two big hunters will bust out of an opening that can be covered by that machine gun. Pass through the area they came from and pass out and make a right. Take cover against the wall to your left and you can look around the corner crush the enemies from the cover of the wall. There is an enemy with a Long Range covenant weapon up high shooting at you, so take him out first, and then take out the enemy Jackals down low. Once the enemies are taken care of a Pelican will land. Pass by it and leave the area by the exit directly across from where you entered. You will see a couple containers to your right, get behind them and use them as cover, get a distanced weapon and take them out. After you've cleared out the enemies head straight and make a left down an alley it is distinctive so you should have no trouble with it. Pass through the area you come in to and you will come upon a group of marines help up in a hotel. Follow the lead guy through the hall, at the exit of the hall you will come to a large open area, clear it of enemies. After clearing the area crop down to the low section and get in the Warthog. ************************* 7.4.2) A Day at the Beach ************************* Objectives: -Destroy the Covenant on the shoreline. -Take the highway tunnel to the bridge. As you drive forward you will see that the road has been blown out, drive down the slope and exit towards the right. Take out the enemies around the downed pelican, from there go left, and you will come upon some ramps, go up them and you will see some covenant establishments, clear them. If you can clear off an enemy ghost without destroying the ghost take it, it is more powerful than the Warthog. Go in towards the inner walls and pass through to the right, go by the containers and make a right and then a left to the beach. You will come up on another Covenant installation and clear that out. Jump over the slope in your ghost and you will get into a new area there is an area marked, go up the slope to the mark and make a right. *********************** 7.4.3) Speed Zone Ahead *********************** Objectives: -Take the highway tunnel to the bridge. Keep moving until you work yourself out of the Highway tunnel area and kill all the enemies you come upon, and the level will be cleared before you know it. --------------- 7.5) Metropolis --------------- Take the bridge, break the Covenant's grip on the city-center. ******************************** 7.5.1) Ladies Like Armor-Plating ******************************** Objectives: -Crush Covenant resistance on the bridge. -Make your way to the surface. From where you start you will be standing next to a nice tantalizing take, hope in it and go over the bridge and crush your enemies with brute force. Take out all that come to you. Your tank will hold up, once you get a decent way over the bridge some enemies will fly by you on the sides, so be wary of them. Also when you get in the tank hold position for a few seconds and let the marines gather on the sides they will be helpful against enemies. Be careful though some Covenant tanks will be shooting at you from across the bridge. Pass through the toll at the other end, no worries you don't have to pay just blast through with you tank and go into the tunnel with the SV.2326 labeled next to it. You will get to a point where your path is blocked off, get out of the tank and pass around the road block. Jump back down to the road and kill the group of Covenant. Breach the next wall and exit to your right. Go left and take the exit on the right with the yellow caution sign next to it. Pass through that tight tunnel. ************************************************ 7.5.2) This Town Ain't Big Enough for Both of Us ************************************************ Objectives: -Regroup with Marine forces in the city-center Now your on the surface from where you exit head to the right and grab the Sniper Rifle from behind the rock use it to take out your enemies unnoticed. Circle around from that rock towards the right pass under the overpasses and once you reach the end go down the slope and make a right through the opening in the outer wall, make a left into the large area and take out the covenant tank, pass through the exit right behind it. At the Fork go either left or right they both lead to the same exit. At the exit go right follow the road and it will lead you to some enemy tanks, take them out. Go into the building infront of you. Go up the steps, make a right then a left all the way up to the top of the steps. ********************** 7.5.3) Field Expedient ********************** Objectives: -Board and destroy the Scarab Once at the top the doors will open for you pass through, head up the steps to the left and at the top of the steps head all the way to the closed door and wait for the Scarab to pass over you and the door will open. Go up to the top of the steps and make a right and a left, this will put you out in area that has a couple of bridges, grab a Rocket Launcher and some ammo and then go to one of the bridges and line up in the middle of one of the bridges and when the Scarab is close enough jump on it. Take out the wave after wave of enemies that emerge from the inner belly of the Scarab once they have stopped emerging go into the belly and after you have cleared all the enemies the Scarab will blow. ---------------- 7.6) The Arbiter ---------------- Infiltrate a Forerunner facility, quell the heresy therein. ***************************** 7.6.1) A Whisper in the Storm ***************************** Objectives: -Locate the Heretic Leader. From the start head to your right and down the slope, and make a left and open the door. Go to the next door activate your active camoflaudge by pressing the White button, and then open the door. In here it can be very confusing determining friend from foe so be sure to check the color of your crossair before you take action, green is friend, and red is foe. Walk down the side paths and go under the small overpass type structure. Access the elevator on the other side and go down. In this room activate your camo and get a good vantage point and start clearing the room. Run to the opposite side of the room and open the Hanger doors, kill the enemies that appear and then turn around facing opposite the hangar door go through the now open door that was previously locked on the lower floor. Work your way down the slope and once you reach the bottom go through the door. Make a right and go to the end you will come up on an exit go down the slope and make a left keep working your way down until you reach the bottom go through the door and make a left. Make a right at the end, in this next small room make a left. Go up the slope and go through the door on the left. ****************** 7.6.2) To the Hunt ****************** Objectives: -Locate the Heretic Leader. -Pursue the Heretic Leader. Down this slope and a right through the door get in one of the Banshee's and follow your Covenant ship and clear out all ground and aerial enemies. Once you land you will see a cutscene. ***************** 7.6.3) Juggernaut ***************** Objectives: -Escape the infested labs. -Find the Heretic Leader. -Cut the three calbes holding up the station. After the cutscene you will find yourself on the inside. Pass to the other side of this room and make a right and through the door. Go down the small corridor and through the next door. Jump down into the lower section of this next area go around the room and you will see a holocron of the Heretic don't waste your ammo this is just a holocron. Take care of yourself this area will soon be literally flooded with flood. From where the holocron appeared the door will open go through it and you will have a circle around go either way and you will go through a door into the lab area, find a good spot and get ready to be infested with flood. Once you reach the bottom you will be able to go through the next door and make a left go down to the end and make another left into this new area. In this section break the glass infront of you, jump down and start fighting. After killing many flood and Covenant enemies a door will open in the area you dropped down into. In this area the door behind you will lock and the door infront of you will open. Go through and clear out the flood on this bridge. Circle the building towards the right. Up the slope and across this straight section. You will come on a door to your left and go in. Pass through these doors and you will be in a large, clear out the enemies in this area and after you kill the enemies it will go to a cutscene. Go up the sloping platform in this section and keep working your way up once at the top start the elevator. ----------- 7.7) Oracle ----------- Kill the Heretic Leader. The Prophets' will be done. *********************** 7.7.1) Hey, Watch this! *********************** Objectives: -Cut the three cables holding up the station. -Pursue the Heretic Leader back to the hangar. From the middle of the section go up to the upper levels and take out all three of the supports by cutting them with your sword. After everything is cut the station will freefall. Go back down the elevator in the center. Run back down to the bottom and the door that was sealed with an energy shield is now open, go through and jump down to the bottom, go the opposite direction circle around to your left and once you reach the low point go through the door. A cutscene will begin with you and the Heretic leader. When you regain control you will be in a Banshee. Fly over to where the marker is. ****************************************** 7.7.2) Dead or Alive...Actually, Just Dead ****************************************** Objectives: -Pursue the Heretic Leader back to the Hangar Run up the slope make a left through the door. Jump down and go through the door on the lower level. Make a right and through that door. Exit out and make a left through this turning corridor, at the end make a right through the door. Pass through this section and make another right up the slope, another right up the slope, another right up the slope, and yet another right, yes up the slope, again a right up the slope, go through the door. Cross this room and make a left at the end. Up the slope, right, up the slope, right, up the slope, through the door and a cut scene with the Heretic Leader. He will send two Holocrons at you and they have weapons take them out. Take out the Heretic and the Holocrons and a cutscene will commence. --------------- 7.8) Delta Halo --------------- A Covenant army stands between you and the Prophet of Regret. Get to work. ****************** 7.8.1) Helljumpers ****************** Mission Objectives: -Clear the landing zone for the Pelicans. -Extend the bridge, and cross the chasm. -Push through the Covenant-held ruins. From where you start work your way up the dirt slope killing all the enemies you come up on. Go into the base you come on and wait until your pelican comes and drops off marines. To the right of that base is a path leading up the side go up the path. When you come up on a base, clear it out of enemies you need to use some tactics here it is loaded with enemies. In the top area of the base extend the bridge and cross it. Make a right and go through the man made cave. Pass through the cave and make a left, and a left up the slope. ******************************* 7.8.2) You Break It, You Buy It ******************************* Objectives: -Push through the Covenant-held ruins. Make a right and drop down into the center area of this next place and clear out this next area of enemies. A good deal of Ghosts will be driven into this area so be ready to take them out via a ghost that you steal or a good weapon. Exit this area opposite of where you entered and into this rock structure. Make a right and pass down this slope a good deal of enemies on Ghosts will come and storm you in this area. Also there will be enemies up on the Ledge above you, so you need to cover youself from fire on your level and from above. After clearing off this floor go down the next slope the next area is basically the same as the previous so you know what to do. After clearing the enemies make a right from where you entered and you will come out upon a base, take it over. There are a dangerous amount of turreted Grunts and Elites riding on Ghosts, and a good deal of ground infantry. Once you reach the central part of the base it is a basic series of straight forward paths. ********************************************************* 7.8.3) Off the Rock, Through the Bush, Nothing But Jackal ********************************************************* Objectives: -Push through the Covenant-held ruins. -Reach the towers in the lake. Move forward and make a left at the waterfall intersection. Follow the flow of water down until you reach the ledge, do not jump, make a right and there will be a Jackal with a Beam Rifle get it and go back to where the water flows off the ledge, start shooting as many enemies as you can. So basically stay up top shooting as many enemies as you can until you feel you need to go to the right and work your way down the slope. Clear this area out. From the waterfall you will exit on towards the right, on the upper area of it. At the exit you will pass down a narrow channel way cut into the earth. As you submurge from its exit there will be some some enemies set up all around the large bases. Be sure to grab a Beam Rifle and take them out. Also you will get hit with a couple waves of the little "buggers". After killing a good deal of enemies walk down the bridge leading into the towers. Once in circle around the pillar either left or right, but make sure you are ready for battle you will be dealing with a good deal of Ceremonial Elites. Watch your back in this area, one swoop from their Energy Swords to the back of you can kill you instantly. After clearing the area out of enemies the Prophet of Regret will speak with you via a transmitter on the floor. ----------- 7.9) Regret ----------- You heard the lady. Locate the Prophet, take him down. **************** 7.9.1) Testament **************** Objectives: -Make your way through the first set of towers. -Ride the gondola to the far towers. -Pass through the submerged structures. -Reach the main temple. Right from the start watch your back you will be ambushed by enemies from behind so be ready. After the clearing out of enemies a door on the right will open and you will have a couple enemies run out from there clear them and go in that door. Make a left and you will find yourself outside, there should be a Particle Beam Rifle right near where you came to the outside grab it and shoot some enemies, if it is not there just shoot the enemies normally. Head straight from where you exit and circle the building until you come to a right that you can take, take it and pass over the connector between two towers and circle the building you come upon to the left. Enter the central area and make a left and get back to the outer area of the building. If you keep circling around it will put you out on to another area full of enemies, clear out these enemies and a Covenant drop ship will bring in two Hunters. Hang out in this area and some Marines will be dropped to help you out and after a bit of time a Gondola with enemis on it will come clear it off. On the far side of the Gondola is an activation button, press it. Soon after starting the Gondola you will be raided by some buggers. Mid way across the water you will be met by another gondola with enemies on it, jump over to it clear it off and get back on the gondola you were initially on. There are a good deal of enemies waiting to greet you when you get to the other side. Move in to the building and work your way into it. There is a large drop in the middle of the room, wait there and a an elevator will be brought to you. Subrmurging into the water you will exit on the other side. Get out of the Elevator and take the only exit in that room and make your way up the sloping platform. At the top make a left then a right into a tube mainly littered with grunts. Go up the platform on the other end. Work your way up to the upper levels of this area by using the platforms. There are many enemies in this area be sure to watch your back. There are some Hunters in the middle of this room, get ready to raid it. Exit the opposite side that you came in on. You will come up on another one of those tubes with enemies, be careful though they have active camo. An Elite with an Energy sword will come down from the steps thankfully he is easily denotable by the sword. Exit up the platform on the other side. Pass through the other side it is straight forward and get into the Elevator and ride it to the next area. Get out and there will be a Ceremonial Guard that has an Energy Sword, take him out. Head up the slope and make a right make two more rights and then a left down the slope. Make a right and another right down the slope. Make a left and you will be outside. Go up the cut out slope in the side of the hill and get to the top. Once at the top you will see a way to the next area follow it. Clear out the enemies here. Work your way through here and onto the docked gondola. Start it moving and get off on the other side. Halfway across you will be met by a gondola with two jet-packed elites on it. You will also be attacked by two Banshees. Clear off the enemies on the opposite ledge and a cut scene will begin. ************************************************** 7.9.2) Sorry, Were You in the Middle of Something? ************************************************** Objectives: -Kill the Prophet of Regret, and escape. From where you start this section run up the slope and into the Main Temple. Enter it and there will be a decent amount of enemies, a couple Ceremonial Guards, a few Elites and such. Run up the upwards slope and into the central area of the Temple. Here you will have to deal with a grouping of enemies there is a bit of everything. The most dangerous of course are the Ceremonial Guards protecting the Prophet of Regret with their Legendary Energy Swords, but you can cut through them. Start firing at the Prophet of Regret and you will learn that he is defending himself against your attacks so get near him and use the X button to board his flying craft and use the B button to start battering him with punches, he will go down soon enough. Soon after you will see a cutscene and congratulations you just annihilated the Prophet of Regret. ----------------- 7.10) Sacred Icon ----------------- Succeed where others have failed. Lower the shield protecting the Sacred Icon. ***************************** 7.10.1) Uncomfortable Silence ***************************** Objectives: -Lower the Containment-Shield. -Power-up the four Absorbers to lower the Containment-Shield. From where you start run up into the area in front of you and you will see a large piston to your left, run up to it and Activate it. The piston will move up and you will jump down into it, and slide back and forth and back and forth until you reach the bottom. Once at the bottom there is only one place to go and that is over to another piston, activate it. Run through the next area and activate the piston at the end. Take the only exit in this room you drop in to and once you enter the area go left and you will come up on a small underground bridge spanning a gap, go over it. Go to the very far end of this room and you can exit towards the right via a piston. Take the only exit possible after dropping down from this piston and pass through this area and you will find another piston at the end of this area. Activate it and go down. In this next area you will find a large enemy with two shields one on the left of it and one on the right of it, use your weapons, take out the shields and then the enemy. Jump down into this next area and collect whatever weapons you want there is a nice large arsenal here, and when your ready go to the center part of this area and you will see four large pillars with glowing marks on them, go up to each one and press X to Deactivate the Plug Lock, be sure to do this to all four. Now walk up to the area of the platform that just popped up and hold X to Power down the Containment-Shield. The doors will open and very soon the Platform will start to move, just be patient. *********************** 7.10.2) Buyer's Remorse *********************** Objectives: -Make your way through the Flood-infested Wall. Once your platform docks you will be greated by another one of those large shielded robots, along with many flood. The flood are probably the highest threat to you since they can jump great distances, have strong attacks, are fast, and are hard to take down, so focus on them first. Jump over a half wall that you will see surrounding the perimmeter of this area circle this area to the right and you will come up on another piston, active it and drop down. This area has a high flood concentration so be careful and deal with them quickly. After passing through this small area you will come upon yet another piston activate it and go down. Take the one and only exit from the piston area and you will see a shotgun on the ground, grab it you will need it to deal with the flood. After passing through that tough section you will come up on a piston towards the end, activate it and drop down. Do not get to close to the edge in this area or else you will fall off and die, but you will be fighting one of those large mechanical shielded creatures so be ready but you also need to focus your attacks towards the flood so they do not destroy you, so the best strategy for this area is to let the mechanical creature stay around as long as possible to help you fight the flood it will focus on them more than it will you. After everyone is taken care you you will see a piston in this area, activate it and follow it down. You will find yourself in a dark and foggy room these visual impairments will prove to be quite tough so be ready. On the far side of this room is a bridge much like the one you saw before, cross it, and at the other end of this small area is another bridge just like it, cross that one too. Exit this area to the far left via a piston, activate it and drop down. Activate another piston and drop down. On the opposite side of this area you will see yet another piston, activate it and drop down, this area has an Enery Sword in it and Enery Swords are extremely effective against flood, grab it and use it to your advantage. After clearing this room, yep you guessed it activate the piston in this area and drop down. Run towards the closure at the end of the drop off. ************************** 7.10.3) 100,000 Year's War ************************** Objectives: -Rendezvous with your allies in the Covenant camp. From where you start head forward and jump down, go to your right and make a left and cross the bridge. You should notice a couple of pods land in the ground and low and behold some company arrives you finally have some more allies. Once you cross the bridge head left and pass through a cave. Once you emerge on the other side. Meet up with your allies and prepare to be ambushed by flood, hold them off at all costs. Use an Energy Sword if you can get your hands on one, they are super-effective. After clearing out all the flood you will see a cutscene. --------------------- 7.11) Quarantine Zone --------------------- Parasites, humans, no matter. The Icon must be found. **************************************************** 7.11.1) Objects in Miror are Larger Than They Appear **************************************************** Objectives: -Push through the Quarantine-Zone toward The Library. Get in the Ghost near where you start and head towards the building and kill the enemies that come out, then go in and go down the slope make a right and then a left and pass through the door into an open area. Take out the large flying enemies with the shields in this room. Pass across this bridge and make a right down the slope, then a left. At the bottom there are some enemies, a couple on ghosts, one in a warthog, and there is a nice tank you can commandeer at the bottom. Pass through the door at the bottom make a left, a right, and a right and exit out of this tunnel. *************************** 7.11.2) Healthy Competition *************************** Objectives: -Push through the Quarantine-Zone toward The Library. -Link-up with the Spec-Ops Leader, and break through the Flood barricade. As you exit the tunnel there will be one of those flying enemies with a shield take it out with the tank. Also take out all of the flood you come up on. Get to the bottom section and you will see some doors that are ground level go through them into the next section. Take out all the enemies you can from the entrance after you can not hit anymore cross the bridge. From the middle section cross the next bridge, work through this area and go into a tunnel with many pillars in it. It will put you into an area with many flying enemies and an enemy tank. You should see an opening in the building on the lower level, go in and it will have many iron sections in it all clustered close together. Once in the cave make a left, then a right, and another right up the slope. Hold postion for a while and let the enemies fight for a while so they will save you a bit of work, once your ready head in and clear out the rest. Work your way to the exit tunnel. On the other side of the tunnel you will be in an area that has even more enemies. Keep working your way through and you will reach a new tunnel go through it and you will be in a room like earlier exit out on the other side into an open area and you will have a slight half tube in the wall, go through it and you will be in a new area. Cross the short bridge and make a right to circle around head up the slope and through a small valley. At the exit take out all the enemies you can and you will circle around the area until you reach a spot with a door guarded by many flood, break through. Circle around the pillar in that room and go over the bridge. And you will see a cutscene. ************************ 7.11.3) Shooting Gallery ************************ Objectives: -Retrieve the Sacred Icon before the Humans. Ride on the moving platform across and through the openings. In the first area there will be enemies on the platforms shooting at you and towards the end of that area many flood will board your craft, take them out. The whole time your craft will be moving so as you fight you will be progressing, once you reach the end of the horizontal movement your craft will begin to move vertically, once it runs out of vertical movement it will begin to move horizontally again. All the while you will be getting ambushed by flood. ********************************** 7.11.4) That Old, Familiar Feeling ********************************** Objectives: -Retrieve the Sacred Icon before the Humans. This level will begin once your craft docks, get off of it at the top area and make a left, down the slope, and a right down that slope and into the large area ahead. Pass through the area littered with dead flood and make a left passing through a tunnel in the wall. Here you will see a cutscene. --------------- 7.12) Gravemind --------------- The Prophets have the Index and plan to use it? Over your dead body. ****************** 7.12.1) Inside Job ****************** Objectives: -Locate the Prophet of Truth and the Index. -Rescue the Marines being held in the detention-block. -Follow the Prophet of Truth to the far tower. -Stop the Prophet of Truth from boarding his Phantom. From the start you will initially be attacked by Ceremonial Brutes, take them out and after you kill all the enemies that come into this area and then run near where the Prophets were at the start and the floor will open up, be careful do not get caught on it when it opens or else you will fall and die, but after it opens an elevator will come up and there will be some enemies on it, kill them. Kill all that attack you some will be on the ground level and others will be shooting at you from the level above. After killing all the enemies the door opposite where the Prophets were will open, go through it and pass around the object blocking your exit on the other side and kill the enemies in this room, one will be firing from a ground mounted plasma cannon. Pass through the door on the other side you should see a couple Ceremonial Brutes, some grunts and a few jackals, but none the less you can handle them. On the far side Cortana will tell you that she is going to reverse the grav lift for you to jump down into it. When it opens, jump. You will be met by some Jackals and Grunts, but not a big deal. Pass through the door and around the barrier in the way cross through this room and pass through the door on the opposite side. Make a left and pass through this area, there are no branching paths so just head straight through. You will come to a circular open area that has an upper and lower level, clear out all of the enemies here. After clearing it out jump to the lower level and go into the central pillar and the floor will open, jump in and you will land behind a Brute take him out. Now quietly clear out the top floor, I recommend melee attacking your enemies if they are sleeping it will conserve ammo and the others will not be woken up. After the top floor is clear run around until you see a grav lift in the floor, ride it down to the middle level and quietly clear this floor. Now ride the grav lift to the bottom level, clear off this floor quietly. On the right side of this floor is an open door, go down the slope and through the next door. You will come up on some patrolling enemies, you can take them out quietly or by shooting them, and you will have cleared the room of enemies and the Marines will come out. Exit the way you came in to that area and take the grav lift up to the middle level, be careful there are more guards. Run to the left side of this area and there will be another open door, go down it and clear this area of enemies and the other marines will be saved, thats all the marines. Exit the way you came into that room. Exit this area entirely by taking the central grav lift out. There is one unlocked door on the level you are put out on to so take that exit and kill all the enemies that come out. Once you have managed to clear the next room go through the door on the opposite side. Pass through the next area clearing out all the enemies you come upon, and take the exit on the opposite side. Pass through the door and then the door on the left. Pass around the barrier and kill the two Hunters in this room. Pass through the door on the opposite side of this room. As you exit this door two enemies will be fighting, kill them and jump into this area and kill all the enemies you come upon. The exit to this area is opposite of its entrance. Pass down the slope and through the door at the far end. Get on the blue circle and it will send you to the opposite side. Circle this building either way you want to and on the opposite side there is a fight between some Brutes and some Elites let them fight for a while and then go in and finish up whoever is left. On the opposite side exit either to the left or to the right, they will lead you to the same place. Upon passing left or right you will come up on a bridge, cross it by stepping on the blue circle. On the other side you will be greeted by a Brute so be ready. After taking the Brute out pass through the door in front of where you got off the crossing and make a left through the door then a right through the door. Kill all the enemies and then cross over the bridge and through the door on the opposite side. Make a right pass through the door, make a left, pass through the door, and step down into the blue circle to take you to the other side of the structure. Pass around the structure and on the other side kill the brutes and the grunts. Now pass around this next structure and step on the blue circle to get to the other side. Head straight and pass through the door infront of you. As soon as you walk in you will be ambushed by some brutes, kill them and pass through the doors at the top of the slope. From that exit get over to the other side and pass through those doors. Work your way through this area it is basically a straight forward area, but it is full of enemies with camo so just take it slow. Pass through the lower level exit in this area. You will pass through another door and find yourself outside behind some brutes, take them out. Then cross through this area and go through the door on the opposite side. You will hear Cortanta say you might want to consider sitting thisone out, just stay back and the Covenent will destroy themselves, after a while you will need to go in and just clear out any remaining enemies. Pass through the doors on the opposite side and go down the bridge and you will see a cutscene. -------------- 7.13) Uprising -------------- This is certain: The Brutes shall pay for the blood they have spilled. ******************************* 7.13.1) Oh, So That's How it Is ******************************* Objectives: -Defend yourself from the Brutes. -Exact vengence on the Brute traitors. From where you start work your way down the path. You will kill many brutes and you will pass into a base type area. There is only one door, go through it along with many other Elites, pass up the slope ahead of you. Keep working your way to the top and you will pass through a door into a building go in, jump down the ledge and kill the enemies, go through the door, make a left through the door and jump down to the next area. Keep jumping until you get to the bottom, go through the doors, make a right, through the doors and into the next area. Kill the brutes and Jackals and go down the path to the sides and through the door at the bottom. Make a right and go through the next door. Go around either side. ****************************************** 7.13.2) Step Aside, Let the Man Go Through ****************************************** Objectives: -Exact vengence on the Brute traitors. -Fight your way to the canyon floot. -Raze the Brute encampment. Go through the door kill all on the outside then make a left and a Brute should come in on a Ghost followed by a whole group of Brutes, get on the Ghost and get to work soldier. Go out the way the Brutes came in and pass by two Ghosts and make a right followed by a left attack this base of Brutes and Jackals make a right at the end and make a left, a right pass through this section killing all the enemies you come on, there is an exit at the opposite end, take it you will go past two Ghosts on your right. Head past this area into the next there will be some water and some steep slopes, go down them and you will get to a section with many Brutes and a good deal of Jackals kill them and pass through. ****************** 7.13.3) Fight Club ****************** Objectives: -Raze the Brute encampment. Keep going down the river drop off a small waterfall and you will be in the middle of a bunch of Brutes, kill them all. An enemy tankshould come after you simply take it out. Go up to the upper level of the Brute camp and pass through all the doors killing any enemy you come upon. Upon exiting circle around and you will see an exit on your lefthand side, the exit is a cave. At the other end of this cave is a door, go through it. ------------------ 7.14) High Charity ------------------ Cortana can handle the Index - stopping Truth is up to you. ********************** 7.14.1) Cross-Purposes ********************** Objectives: -Fight your way back inside the Mausoleum-tower. From the start head over the bridge infront of you, after crossing the bridge you will see a door on your right, go in. In this area there are some Brutes take them out cross through the door on the other side and continue straight step on the grav lift ride it to the top. Once you get off there is only one exit, take it. Run across the light bridge and stand in the purple light to the left, this will take you to another platform. Stand in the light on the next platform too, ride it over to the next. Here run across the light bridge and through the two doors. ************************************* 7.14.2) Please, Make Yourself at Home ************************************* Objectives: -Stay ahead of the wave of Flood sweeping through High Charity. Once through the doors pass through this straight, kill any flood that come at you. Pass through the door on the other side. Go through the next doors. On the opposite side of that room pass through two sets of doors. Go through the door on the other end of the next room and it will lead you outside. There is only one exit from this area, take it. Make a right, go down the slope, make a left go up the slope, make a right and go through the door. Follow the path around and go through the small tunnel. Make a left and go through the door, go down the slope and then left into the elevator, start it. ****************** 7.14.3) Sanctified ****************** Objectives: -Find a way onto the Forerunner Ship. Step off the elevator and kill all the grunts, flood, jackals, etc. in this area. At one end there is a tall door go through it. In this room you will see a branch off area that leads to a grav lift, ride it up. ******************************* 7.14.4) Once More, With Feeling ******************************* Objectives: -Find a way onto the Forerunner Ship. From getting off the grav lift, run forward and get step on the half circle towards the edge of the cliff and watch this cutscene. ----------------------- 7.15) The Great Journey ----------------------- Form an unexpected alliance, keep Tartarus from activating the ring. ********************************* 7.15.1) Your Ass, My Size-24 Hoof ********************************* Objectives: -Crush any Brutes in your path. -Commandeer the Scarab. From the start get into the Wraith right there at the beginning, and follow the spectre on the ground. You will be led to a Scarab, but you can not just get right in it will have to be done the hard way. Go through the door you are led to. Follow the group of Hunters and they will lead you to the Scarab. You will meet up with someone unlikely. *********************** 7.15.2) Backseat Driver *********************** Objectives: -Escort Johnson's Scarab to the Control Room Get in one of the Banshees and provide Johnson with cover, and he will lead you to where you need to be. ****************************** 7.15.3) Delusions and Grandeur ****************************** Objectives: -Enter the Control Room, and deal with Tartarus. Fly your Banshee up the the door that Johnson just blew open. Go in make a right, a left, a right and go through the door on your left. In this area you will be flooded by brutes, get ready to kill them. Use the lower levels of this area and your active camo to your advantage. After killing the Many Ceremonial Brutes and regular Brutes exit the room to the far right of the area, and a cutscene will start. Get ready kill the brutes and chase after Tartarus. He will have a strong shield around him so the first bit of time fighting him will be just sheer survival, once Johnson tells you his shield is down, let him have it. After he goes down you get to see a nice finishing scene. Congratulations and thats a wrap. ----------- 8) Controls ----------- X - Reload/Action Y - Switch Weapons B - Melee Attack A - Jump Right Trigger - Fire Black Button - Swap Grenades White Button - Active Camo/Flashlight Right Stick (Click) - Zoom Scope Left Trigger - Throw Grenade, E-brake (Warthog), Boost (Vehicles) Left Stick (Click) - Crouch Back Button - Scores Start Button - Pause Game, Settings ----------------- 9) Special Thanks ----------------- GameFAQs Microsoft Studios Bungie