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Username: Cool Z
Copyright 2004-2005 Iain Shanks
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Keyes ODSTs - URL With-held
This FAQ/Walkthrough contains many, many spoilers. If you
use the level guide, I suggest you only do so after
having attempted the level and seen the story up until
that point. Once you have read the part you need help
with, I suggest not looking any further until youÃve
played through it in game.
NOTE: SOME LEVELS ARE MISSING FROM THIS FAQ AT THE
MOMENT. NOTE THE NAME OF EACH LEVEL, OR YOU MAY END UP
READING INTO A LEVEL YOU HAVENÃT PLAYED BEFORE. IF THE
NAME SOUNDS UNFAMILIAR, DO NOT LOOK AHEAD UNTIL YOU ARE
CERTAIN IT IS THE ONE YOU WANT.
Author Notes: [11/09/04]
Anything that I just feel like saying but doesn't really
relate to the game will be posted here.
IÃve had many projects set up for GameFAQs, and many were
put up on my own websites, but I always lost interest in
them. This one actually looks like itÃll get finished.
Wish me luck... Cool Z.
UPDATE: For the New Year [01/05/05]
Due to the slow speed of update demonstrated by most
sites, IÃve chosen to make IGN my top priority submission
choice. In other words, the latest version of my guide
will be on IGN.
EMAIL NOTES [last updated 18/11/04]
Please, no more emails requesting help with a specific
mission! I am working my ass off at this thing, trying to
improve it. I find Legendary pretty hard. I donÃt have
the time to write a walkthrough for one specific person.
Please have patience and wait for that specific levels
walkthrough. Either that, or find another walkthrough, if
thatÃs even possible at this stage. I believe I have one
of the first on the net just now. IÃm not doing this for
money, and it drills into my free time.
If you notice any errors in the FAQ (no spelling/grammar
errors please, just game related things), please email me
with the correct info, and it will be corrected as soon
as possible, with credit given to the general senders
under the words Ã¬And all the others who submitted info to
the guideÃ®. Your email must stay true to the following
[Subject:] Halo 2 Ã± Correction
Also, if you have any questions, please email them to me.
Your email must stay true to the following example:
[Subject:] Halo 2 Ã± Question
Also, any requests for a Gmail account will be ignored,
and your email address will be blocked. It isnÃt worth a
If you have a theory you wish to submit, just email it to
me. Your email must stay true to the following example:
[Subject:] Halo 2 Ã± Theory
0. Version History
a. Battle Rifle
e. Sniper Rifle
f. Rocket Launcher
g. Plasma Pistol
h. Plasma Rifle
i. Brute Plasma Rifle
k. Covenant Carbine
l. Beam Rifle
m. Fuel Rod Cannon
n. Brute Shot
o. Energy Sword
p. Sentinel Beam (Silver)
q. Sentinel Beam (Gold)
r. Fragmentation Grenade
s. Plasma Grenade
k. Orbital Drop Pod
3. Allies and Enemies
a. Navy Crewman
c. Orbital Drop Shock Troopers
l. Infection Forms
m. Combat Forms
n. Carrier Forms
5. Level guides
a. The Heretic [TBC]
c. Cairo Station
f. The Arbiter
h. Delta Halo
j. Sacred Icon
k. Quarantine Zone
n. High Charity
o. The Great Journey
Note: Copy and paste the contents title (including the
number) into the Find box (CTRL + F), then press find
twice to bring you straight to that section of the guide.
0. VERSION HISTORY
Version 0.0 Ã± 09/11/04
This is currently just a blank page with nothing more
than this text placed on it.
It is here that I begin the Great Journey.
Version 1.00 Ã± 11/11/04
First posted version at GameFAQs.com
When this guide is updated, the next version will be 1.1,
1.2, and so on. Level guide section is currently in
pieces. IÃve done up to Ã¬The ArbiterÃ® level, including
part of it. Then, I went on to the ODST Assault and then
High Charity. ItÃs basically just the ones fresh in my
mind. IÃll be updating the rest in order from here on
Version 1.10 Ã± 13/11/04
Minor updates. Just had a taste of the email madness that
FAQ writers have to put up with everyday. ItÃs been up on
GameFAQs for one day and IÃve already received about 100
emails (good thing I recently changed to Gmail). Heh, as
much as IÃd like to credit you all, I canÃt. ItÃs way too
much work. Sorry to all those that donÃt get a mention. I
plan on having another couple of levels done by the
IÃve corrected some minor errors like rounds per clip and
such. IÃve also completed the guide for the Arbiter
Version 1.11 Ã± 14/11/04
Cosmetic update. IÃve simply added a few things that I
feel make the guide easier on the eyes. Also a few minor
errors corrected, like shots per clip and such. The
Outskirts guide has also been improved slightly. IÃve put
more detail on the harder part of the mission.
Version 1.20 Ã± 16/11/04
Due to popular demand, IÃve written a proper guide to
what I considered a simple enough level. The Cairo
Station guide is complete. IÃve also... at least I think
IÃve finished the Outskirts guide. Minor notes have been
Version 1.25 Ã± 21/11/04
Bits and bobs added around the place. Nothing Veteran.
Finished the Guide for the level Ã¬OracleÃ®. Done a little
bit on Ã¬Delta HaloÃ®. Completed the guide on Ã¬The Great
Version 1.30 Ã± 28/11/04
Delta Halo walkthrough completed, Regret started. Some
other walkthroughs have been improved. Smaller additions
as usual. IÃve updated the Elite and Grunt ranks. If you
see any more ranks that need to be added, please email
Version 1.35 Ã± 10/12/04
The guide now covers everything up to the end of
Quarantine Zone. It wonÃt be long until the entire thing
Version 1.37 Ã± 05/01/05
Had a long break over the Christmas and New Year period.
Hope you all had a good time. Back to work now. IÃve made
minor changes to the guide. Gravemind has been started.
Version 1.40 Ã± 06/01/05
Minor changes made. Added VegechanÃs great theory to the
file. Changing the look of contents. Some things in
contents are in the wrong order right now. Done a bit
more of the Gravemind level.
This is a great weapon. The bullets are fairly powerful,
and with the three shot bursts it can be devastating. A
great weapon for clearing out jackals, especially those
On legendary, if an enemy sniper spots you, you will
probably have no more than 2 seconds at the very most to
react. If you can peek out of a corner with your scope
set in the general direction of the Jackal, one quick
burst should at the very least injure him, giving you the
chance to set your sights for the kill.
There is no single fire for the Battle Rifle. I believe
it is to make the Carbine more useful. Otherwise, I doubt
many people would take much notice of it.
36 rounds per clip. 2x Zoom.
In game, it is known as the SMG. For those [few] of you
who donÃt know, this stands for Sub-Machine Gun. This
weapon is, in my opinion, the best for Drones.
On legendary, I very rarely used it for anything more
than Drone and Grunt cleanup. Every now and then, it
served well against a single Elite. If a tricky Elite is
hiding in a corner, and you have no available grenades,
this weapon is just screaming for it. Peek around the
corner with two of these and BAM! No more Elite, lots
more purple paint. It can be a bit risky though, so I
tend to stick with Plasmas for Elites.
60 rounds per clip. Dual Wield.
This is a weaker version of the original. ItÃs still a
great Flood stopper, but Elites wonÃt go down as easily
with it. It used to stun them when hit by a point blank
shell. Now, itÃll damage then, but it definitely wonÃt
stun them long enough for a clean kill.
12 rounds per clip.
Thankfully, this is definitely going to be less of a
favourite than the old handgun. It is still useful, but
not so much past the first level. At least this shows it
wonÃt be the Ã¬One man armyÃ® weapon the old one was.
Update: After trying this thing out a bit more, I like it
a lot. It is pretty powerful. Add that with the good rate
of fire, and you have a nice Elite stopper. I like using
this with an SMG. Think about it: The SMG gradually eats
the Elites shield away, and the Magnum packs a small
punch every half second or so. The Elite will go down in
12 rounds per clip. Dual Wield.
ItÃs the same as the one in Halo. I canÃt really say any
more than that. IÃm not sure there is a Night-Vision
feature anymore, but it wouldnÃt really be useful in Halo
2 anyway. A couple of headshots should take out the
average Elite. Pretty useful, nothing special.
4 rounds per clip. 5x Zoom. 10x Zoom.
Just another Halo replica. It has a new homing feature.
You must hold your sights on the enemy vehicle. Once it
turns red, hold Ã¬RÃ® until a beeping sound plays,
indicating a lock-on. Fire away. This feature is best
used over a fair distance, but nothing too exaggerated.
For the melee, the Spartan/Elite swings the launcher
round the shoulder, and hits the enemy with the butt of
the weapon from above.
2 rockets per clip. 2x Zoom.
Halo replica, Ã«nuff said. The charged bolt takes 10
charges from the gun. It used to instantly deplete an
Elites Shield. Now, there is one that can take a blast
and still have decent shielding. The Spec Op Elite
(Silver) has a much more powerful shield than the rest.
If you have something like an SMG as an alternative
weapon, a good strategy is to dual wield Plasma Pistols
and send two charges into the Elite. Not only will it be
stunned momentarily, it will also be vulnerable to
bullets. Quickly switch to the SMG and fire away.
For the melee, the Spartan/Elite thrusts his fist
straight at the head of an enemy of equal height.
100 charges per pistol. Dual Wield.
This thing fires weak plasma charges. This paired with an
SMG is an amazing anti-Elite combo. The Rifle takes out
the shield with ease, and then the bullets pierce the
physical armour, killing the Elite in the process.
This is great against anything with a plasma shield of
100 charges per rifle. Dual Wield.
Brute Plasma Rifle
This is a Plasma Rifle with a faster rate of fire and
slightly stronger bolts. It also overheats faster.
100 charges per rifle. Dual Wield.
It feels slightly different from the original one, but it
is essentially the same thing. The needles blow slightly
faster. This thing is an awesome Brute stopper. Dual
wielding these is all you really need to take down those
stubborn Brutes. If they wonÃt budge, itÃs all the better
to pierce their skin.
30 needles per clip. Dual Wield.
This thing is a single shot version of the Battle Rifle.
I think this weapon is the sole reason that the Battle
Rifle doesnÃt have a single shot. I havenÃt thought much
about this, but I think this is my favourite weapon. It
is a great weapon for Brutes. Two or three shots should
remove the helmet, and the next couple should finish him.
It is also quite useful for stationary drones and both
types of Jackals.
18 rounds per clip. 2x Zoom.
ItÃs basically the Covenant sniper rifle. Two consecutive
shots will overheat it. One hit from this on legendary
will usually finish you. [I think] It depends on where
you are hit, but you will die 90% of the time with a full
100 charges per rifle. 6 charges per beam. 5x Zoom. 10x
Fuel Rod Cannon
I never actually used this thing, but my friend did when
we weÃre player co-op. I remember him saying that itÃs
more powerful that the rocket launcher. It may just be
that the target happened to be weaker to this than to
rockets, in the same way Plasma Shields are weaker
against plasma than bullets. IÃve found that it takes
approximately four rods to kill a Hunter. However, I
never got the rods to make contact with the skin. The
Hunter was hit head on.
5 rods per clip.
ItÃs a grenade launcher, and a favourite of the Brutes.
The grenades seem to explode randomly on first or second
impact. Now, I am reaching when I say this, but I think
the grenades explode automatically when locked on. I
mean, you lock on and fire a grenade, but you can tell
itÃs going to miss. Well, just as itÃs about to pass the
target, it blows.
This is a great anti-vehicle weapon. About three or four
grenades can take out most smaller vehicles. Add this up
with the firing rate, and youÃve got yourself a damn
This also has an under-slung blade. This blade seems
almost as, if not just as powerful as the Plasma Sword.
4 grenades per clip.
I prefer to call it the Plasma Sword, but thatÃs the
official name. The Sword has charges (ammo), and these go
down whenever you kill an enemy. It starts at 100
(assuming the enemy you got it from didnÃt use it first),
and goes down depending on the enemy killed.
Killing the Flood loses three charges. Killing anything
else drops it by ten. The lunge attack usually kills
lesser enemies in a single swipe.
Elites, Brutes, and Hunters can survive it. Hunters are
practically immune to the thing due to their mass amount
of armour. Elites without their Shields would be insta-
killed. The Brute can take the damage directly on their
body and live. If you hit a Brute with this thing, it
will probably get pissed, so be sure to finish it
Another thing to watch out for with this is the Brute
Shot, which, as said before, has an under-slung blade for
close combat. If you do lunge for a Brute, back off as
soon as possible, then lunge again as soon as youÃve
The Sword will collapse to nothing once it has run out of
charges. The handle can still be used, but I really
wouldnÃt advise it.
100 charges per Sword.
Sentinel Beam (Silver)
This shoots the old orange/yellow beam from the original
sentinels. ItÃs relatively useful against Plasma shields
and other Sentinels. This weapon is also the Holy Anti-
Son-of-a-bitch machine, as far as the Flood go. No other
weapon compares in power.
Sentinel Beam (Gold)
This is a more powerful, blue beam, which can be
retrieved from a Gold Sentinel.
These have a shorter fuse than the one in the original.
ItÃs half a second as soon as it strikes a surface. Still
mainly useful against the lesser Covenant and he Flood.
4 frags at once.
ItÃs almost the same as the original. I find it useful
for Elites, Brutes, Heavy Sentinels, and Vehicles. The
fuse is slightly shorter. It starts counting once it
settles on the ground (or an enemy). ItÃs nowhere near as
useful if you just get it to land near the target rather
than on them.
4 plasmas at once.
Comes with dual Plasma Cannons, There is a boost
function. ItÃs single seat only.
ItÃs probably the most common Covenant vehicle. Luckily,
they arenÃt that hard to destroy. In Ghost-to-Ghost
combat, just get a few bursts in right off the bat, and
the front of the wings will collapse. The Ghost will jump
a bit to one side and in that time you should be able to
When boarded from the front, the Spartan/Elite leaps onto
the left wing of the Ghost and jump-kicks the driver off
the Ghost. To finish it off, he lands right on the seat.
When boarded from the rear, the Spartan/Elite grabs onto
the back of the ghost, and punches the driver in the back
of the head before hopping into the now empty seat.
These come equipped with dual Plasma Cannons and a Fuel
Rod Gun. There is a boost function too. ItÃs single seat
These can be a pain in the ass. They have a pretty good
aim. If youÃre in a Ã«Hog or Ghost, they can be safely
ignored. If youÃre in something slower, like a Wraith, I
would suggest getting out and hiding. Wait for it to
swoop you and give it a good go with your rifle. Either
that, or if youÃre feeling lucky, try to Ã«jack it.
When boarded, the Spartan/Elite grabs hold of the
Banshee. If it is AI driven, it will most likely go
upwards in an attempt to shake you off to your doom. The
Spartan/Elite will pull at the driverÃs leg and toss him
out of the Banshee, before taking control of it himself.
The driver will meet a sticky end.
Best described as a Covenant take on the Ã«Hog. It has a
turret on the back, a driver seat (obviously), and two
sideÃ– wing thingies, which two other people can sit on.
It is similar to the Shadow, which can be found in the
pre-halo screenshots in BungieÃs official site.
When boarded from the front, the Spartan/Elite jumps onto
the front of it, a foot on either side of the pilot
hatch. Then, he gives the driver a good whack and sends
him out of the vehicle. The Spartan/Elite then jumps back
off the vehicle to go for the kill.
When boarded from the rear, the Spartan/Elite pulls
himself onto the edge of the turret stand, and puts his
arm around the gunnerÃs stomach. He then swings the
gunner off the vehicle. The Spartan/Elite then jumps back
off the vehicle to go for the kill.
Note: Cannot be boarded and driven in the one action. The
Spartan/Elite will always jump off the vehicle after
boarding. You must then treat it just like you would any
other empty vehicle to drive it.
This is the Covenant tank. ItÃs basically a mortar tank.
When AI driven, it has two side guns, which fire when a
target gets very near. I canÃt find out how to operate
them as the player though.
When boarded from the front, left, or right, the
Spartan/Elite jumps on top of the Wraith and moves up to
the left or right side of the hatch. You must then press
Ã¬BÃ® to beat the hatch. After three or four hits, the
hatch will snap off, revealing the driver. You can then
either press Ã¬BÃ® again one or two times to kill the
driver, or press L to plant your currently selected
grenade in the Wraith, killing the driver and damaging or
destroying, the Wraith. You must then press Ã¬XÃ® to jump
off the Wraith, and Ã¬XÃ® again if you wish to drive it.
When boarded from behind, the Spartan/Elite grabs onto
the back of the Wraith and breaks a hole in the back.
Once open, a grenade can be thrown in. Getting a grenade
in here seems much more likely to destroy the thing
This is a Covenant War Bus. It has a gun turret on top,
and looks like it can carry a Wraith underneath, though
IÃve only ever seen it carry a Ghost. I think they can
carry passengers in the sides too, but IÃm unsure of this
just now. Every time you destroy one of these, youÃll be
rewarded with a next to perfect Ghost.
TheyÃre pretty tough, only because of their armor
This vehicle cannot be driven. However, the topside gun
can be both boarded and used by you.
This is the primary Covenant Dropship. It can be
devastating in legendary if no cover is around when it
makes a drop, as it has three high-powered gun turrets on
the underside. These guns can be destroyed with small
arms. A few bursts from the Battle Rifle should do it.
Shooting rockets at the rear underside of the ship seems
to have a cosmetic effect, but I canÃt seem to down it
(as I expected). However, I may simply need more heavy
This vehicle cannot be boarded or driven by the player.
Note: This ship seems to be AI driven, rather than driven
by completely fixed paths that the Pelican and the U-Ship
from the original went through.
This is basically a large building, with four legs
supporting it. It also has what resembles an eye. This
eye is a large plasma cannon, and when I say large, I
mean you havenÃt seen anything in any way comparable to
the destructive power of this thing. I found that on
legendary, itÃs very rare to get your Scorpion destroyed.
In fact, it only happened to me once.
However, when I came across this beast, there were a few
marines with fixed machine gun placements on the roof of
a building and a Scorpion on a ramp right below. The
Marines werenÃt really worth noticing for the Scarab. The
Scorpion was doing itÃs best to down the cannon on board
the Scarab. However, after about 5 well-placed shots
(well, itÃs hard to miss something that big), the Scarab
had itÃs cannon fully charged, and unleashed chaos upon
the tank. The turret of the tank was blown clean off and
the rest of the tank was in pieces.
IIRC, youÃll only come across two of these in the entire
This seems to be driven by fixed paths rather than the
Comes with two different turrets.
The first version, the one with the good old chaingun,
can be treated in just the same way the one from Halo
was. The only difference worth mentioning is that you
must now watch the damage you take because after a good
beating, this thing is just gonna give in to the strain.
The second version has a Gauss Rifle on the back. I have
completely fallen in love with that turret. On legendary,
it should take no more than two direct hits to kill a
Veteran Elite. A Spec Op Elite might take 3-4 shots. The
best way, IMO, to describe a Gauss Rifle is to consider
it a very powerful shotgun blast, point blank possibly.
From what I can make of the word Ã¬GaussÃ®, this weapon
fires a metal rod, or slug, at extreme forces using
The passenger seat is now in 3rd person too. I personally
think this was a bad move. I donÃt find it very easy to
get used to. It could just be that IÃm used to using the
passenger seat in 1st person though. You can now reload in
the passenger seat. Simply tap Ã¬XÃ®, since you now have to
hold Ã¬XÃ® to get in and out of vehicles. I know that many
of us had a problem with sitting in the passenger seat.
YouÃd get to about 20 bullets in your rifle, then hit Ã¬XÃ®
to reload, and would be flung out of your Hog. Not a
Note: As the AI marines can now drive Warthogs, you are
free to use their turrets or laze around in their
passenger seat. However, the AI is definitely inferior to
the average player as far as driving is concerned. It can
get you killed sometimes. And no, I donÃt mean that every
now and then you will happen to die, just like you would
with a player driving. What I mean is that sometimes they
will do the stupidest thing possible, and get themselves
trapped between a couple of Wraiths.
When boarded, a similar scenario to that of the Spectre
This thing is probably the vehicle with the most
similarities to the Halo counterpart. It just feels so
similar. The only difference I can thing of seems more
like a bug in the game more than anything else. When a
player is driving the Scorpion on Coop, the other player
cannot sit on the side of the tank, while the AI can.
When boarded, a similar scenario to that of the Wraith
Basically, itÃs the same as the Phantom. It does have a
bit less firepower though. It has a high-powered gun on
the underside of the nose. It also has a chain-gun just
like the one on-board the Warthog. The gun is placed
right at the edge of the passenger section of the ship.
Like I said with the Phantom, it seems to be AI driven.
Orbital Drop Pod
These are the pods used by the Hell-jumpers and Elites
for quick insertion into hostile territory. Survival is
not guaranteed whilst riding in one of these. The arrival
of these extra troops is enough to turn the tide of the
Not AI driven. Falls from the sky at preset points.
2. Covenant Heretics
3. Covenant Rebels
1. Plasma Pistol
3. Fuel Rod Cannon
4. Plasma Turret w/ Plasma Pistol (for backup)
They are pretty much the same as in Halo. Not worth
noticing on the two lower difficulties. They're a minor
annoyance on the higher difficulties when in small
numbers. In larger numbers, they can be a bit of an ass.
They are the weakest and simplest of the Covenant.
Killing a more experienced Covenant around them can cause
them to break formation and flee. Some of them also come
with Active Camouflage.
If they get near an empty Ghost, they may attempt to
drive it, but they are much easier to take down than an
Elite driven Ghost.
Minor Grunt: Orange Armor. No challenge whatsoever.
Veteran Grunt: Red Armor. ItÃs barely a step up from the
original. Occasionally (yet rarely), it comes with a Fuel
Rod Cannon. Multiple of these Grunts can lead to a bad
Support Grunt: Green Armor. These guys come with Plasma
turrets. TheyÃre the only ones who can set one of the
turrets up. Can be a right bitch if you arenÃt careful.
Finish them before they complete their job. They
sometimes come with a Fuel Rod Cannon too.
Spec Op Grunt: Black Armor. Comes with the Fuel Rod
Cannon more often.
Elite Grunt: White Armor. The top notch, as far as
Grunting goes. They use grenades much more often than the
other types. Usually hangs around high ranking Elites.
Heretic Grunt: Yellow Armor. These seem to be the
equivalent of a Veteran Grunt, only on the Heretics side.
2. Covenant Loyalists
1. Plasma Pistol w/ Plasma Shield
2. Beam Rifle w/ Plasma Pistol (for backup)
Description: The first weapon set acts just the same as
in Halo. The Beam Rifle weapon set takes the role of the
Covenant snipers. In legendary, they almost never miss a
shot. If you shoot the gun out of their hand or scare
them a bit, they'll drop their Beam Rifle and flee, using
a Plasma Pistol from then on. They won't have a shield
The shield of a Jackal can be destroyed by being shot
with heavy fire... a couple of Beams form the Beam Rifle
or something similar should do it. They break formation
and flee when their Plasma Shield is destroyed.
Minor Jackal: Blue Shield & Armor. Lowest Jackal.
Veteran Jackal: Orange Shield & Armor. These are slightly
stronger shield with higher accuracy.
Sniper Jackal: No Shield & Grey Armor. TheyÃre definitely
the more dangerous of the bunch. Takes fewer bullets than
the average minor grunt.
2. Covenant Loyalists
1. Plasma Pistol
They usually come in swarms between 5 and 10, but I have
seen slightly larger numbers. Can be a bit of a **Female
Dog** to hit. Only difficult if surrounded by them,
especially when they're using Needlers.
The Marines refer to them as Buggers. I think this is a
smart assed comment, about them being bugs, and a royal
pain in the ass.
2. Covenant Rebels
1. Tweaked Fuel Rod Cannon w/ Large Metal Shield.
The Hunters are actually as fierce as their appearance is
intimidating. They move at approximately the same speed
as in Halo. However, their close range attacks are pulled
off in a swifter manner, meaning less time for those
belly shots. No longer can you beat a Hunter senseless
whilst standing at it's back. It will pull a big leap
around on the spot and smash you into the ground with its
shield. Close range attacks are absolutely devastating on
Legendary, and almost as bad on Heroic.
Now, the Fuel Rod Cannon from Halo was embarrassing. This
weapon can now cause absolute chaos. If Hunters didn't
always have a Bond Brother I would still consider them a
pushover. One Hunter could distract you whilst the other
demolishes your ass with a well-placed Fuel Rod. It is
now slightly modified. It handles differently from the
average Fuel Rod Cannon Ã± specially modified for the
The Cannon fires two large blasts which travel through
the air faster than a rocket, though not by much. The
blasts are always fired within half a second of each
other. The recharge time for the Cannon has been
shortened significantly, and the Hunter can now fire it
2. Covenant Loyalists
1. Brute Plasma Rifle
2. 2x Brute Plasma Rifle
3. Brute Shot
4. Covenant Carbine
5. Unarmed (Last resort)
Their behavior with the Brute Plasma Rifle and the dual
Brute Plasma Rifle isn't that much different from the
Elites. The Brute Plasma Rifle is slightly better than
the Plasma Rifle though. Their version fires at a
slightly faster rate, and the bolts are slightly
stronger, but it will overheat at a faster rate too.
When armed with the Covenant Carbine, they'll stand near
the back of the bunch and take shots at who ever they
With the Brute Shot, they'll stand at a fair distance and
bombard you with grenades. The grenades seem to blow up
on the second impact, but I'm not sure of this yet. Also,
if you get too close to a Brute with this, they'll take a
swipe at you with the under-slung blade. The damage dealt
by this is similar to, but not quite on par with the
If a Brute is unarmed, you better have an Energy Sword on
you, or else you better keep as large a distance as
possible between you. A Brute is never initially unarmed.
However, when it gets pissed (in a similar way to the
Jackal getting scared), it'll toss it's weapon on the
ground, and will charge any enemy it sees. If you are
aware of the charge, and have access to an Energy Sword,
you can line up your sights and slap it silly with the
lunge attack (which is an insta-kill on most enemies on
These ones come with a silver helmet. Pretty basic.
These ones come with a small, red flag on their back.
They are always (AFAIK) armed with Brute Shots.
These are the Holy Guards of the High Prophets. They are
the toughest of the Brutes. Watch out for them. They wear
a red helmet, and have lighter fur than the average
Brute... similar to TartarusÃ fur. They are also
noticeably tougher and bulkier than the average Brute.
Getting into close combat with these things isnÃt the
best of moves.
2. Covenant Heretics
3. Covenant Rebels
1. Plasma Rifle
2. 2x Plasma Rifle
3. Fuel Rod Cannon
4. Covenant Carbine
5. Beam Rifle
6. Sentinel Beam
7. Energy Sword
8. Plasma Rifle w/ Energy Sword (for backup)
For the most part acts like it does in Halo. With the
Carbine, it acts just like the Brute does. With two
Rifles, it acts like it has one, except it fires two. Not
hard to understand at all. Some Elites come equipped with
a thruster-pack for maneuvering in space and other low-
gravity areas. All the Elites that the Chief encounters
are in full body armor. The true appearance of an Elite
is seen only in the intro and one later sequence. Their
skin is black, and lizard-like.
Also, Silver Elites (which seem to have replaced Black
Elites), now come with a Plasma Rifle initially. However,
piss it off too much, or get too close with a couple of
SMGs, and it'll whip out its Energy Sword and show you
the meaning of pain. Back off quickly enough though, and
you have an easy hit, as it doesn't seem to use the
Plasma Rifle again (though I haven't yet confirmed it).
If youÃre ever having a specifically hard time with an
Elite, try your luck in close quarters. Elites have a
noticeable weakness to melee attacks. They take about a
second or so to recover from a hit.
However, donÃt attempt close combat with an Energy Sword
toting Elite (usually Commander), and NEVER attempt to
attack a Spec Op up close, whether itÃs armed with Energy
Sword or not. If a Spec Op gets pissed at you, you know
what happens. If youÃre too near when it happens, you
have signed your own death warrant. Also note that while
Elites attacks are fairly basic to dodge, it isnÃt always
the smartest of moves to get into a melee fight with one.
The Spec Op Elite not only gets pissed at you for
smacking it one in the face as stated above, but it also
gets especially pissed if you dodge its counter-attack.
Blue Armor. It is the lowest Elite rank. On Legendary,
even these can be challenging. Seems to concentrate
mainly on ground combat. It sometimes drives a Ghost.
These guys also take the Thruster Packs into battle when
Crimson Armor. ItÃs just a single step up from the Minor
rank. Not a very noticeable difference, but still very
Red Armor. They seem to solely concentrate on piloting. I
never noticed them before, but recently I noticed two
shades of red Elites, so I had a look and noticed the
difference. These guys can be found piloting the more
dangerous vehicles, like the Scarab, and Banshees and
Spec Op Elite:
Silver Armor. The Silver Armored rank seems to have
replaced the old Spec Op [Halo 1 Black Armor] rank. Get
them pissed, and theyÃll pull out an Energy Sword and ram
it up your rear end. They also come equipped with
improved Energy Shielding.
Black Op Elite:
Light Brown Armor. These are the Elites with Active
Camouflage modules. Elites can now wear a weak Energy
shield along with active camouflage.
Spec Op Commander:
White Armor. These guys lead Spec Op teams, and are in
charge of important but small-scale operations. Like the
Spec Op, the Commander Spec Ops also carry Energy Swords,
and improved Energy shielding.
Black Armor. These guys seem to be included in special
operations, for important, heavy-duty tasks. Whenever the
odds are against the Covenant, these guys seem to be
Gold Armor. This one always has an Energy Sword. These
are the commanders of Covenant ships and fleets. If you
see one of these, a couple of Spec Ops usually arenÃt far
Yellow Armor. Seems easier than a Minor Elite, if you ask
me. Well, nothing special to mention. Most commonly comes
equipped with the Covenant Carbine.
Fancy-assed armor. The Elite of the Elites. These are the
High ProphetsÃ Holy Guards. Be very wary when faced with
one of these. With two armor styles, they wear red armor
similar to that of the Veteran Elite, or the silver armor
of the Spec Op, but you can tell them apart from the
other Elites by the red helmet they were.
2. Covenant Loyalists
Flies around on a chair. The Chair has two yellow circles
on the underside. These circles are capable of firing
destructive lasers. Prophets are capable of teleporting
from one location to the other within the one room.
Prophets are also impervious to all firearms available to
The only way to kill a Prophet is to board his Chair.
Once on, you can press B to melee him. Generally you can
get 4 or 5 hits in before he teleports, forcing you off.
They take quite a beating, but without support from other
forces, they are almost harmless.
1. The Flood
These come in large numbers and swamp their targets until
they are completely overwhelmed. They are just about
exactly the same as those in Halo. Infections are
slightly more damaging, so you shouldnÃt let them suicide
on you as much. The Flood, contrary to popular belief,
arenÃt meant to be super-strong life forms that
mercilessly slaughter all in their path. They are,
however, supposed to be extremely lethal. They depend on
numbers to swarm the enemy and infect others. Any Flood
lost will be regained once their enemies have become
infected. They will turn into a Combat Form of the Flood
1. The Flood
The Combat Forms can use all of the available weapons.
These are infected Humans and Elites. They donÃt bother
with strategy anymore. They simply charge. They are
capable of using all weapons, so their threat level
varies. Their arms can be shot off to force them to drop
their weapon. IÃm not sure, but I donÃt think a Flood can
dual-wield. IÃve never seen one do so. Combat Forms can
drive vehicles Ã± any vehicle in the game in fact.
There is generally no difference between the hosts,
Again, just about no difference. Ah, these guys sometimes
have a weakened Energy Shield. Nothing much more to note.
1. The Flood
These are infected Humans and Elites. They donÃt bother
with strategy anymore. They simply charge. They are
capable of using all weapons, so their threat level
varies. Their arms can be shot off to force them to drop
their weapon. IÃm not sure, but I donÃt think a Flood can
dual-wield. IÃve never seen one do so. Combat Forms can
drive vehicles Ã± any vehicle in the game in fact.
A badly injured Combat Form or an Infection Form, which
has survived a long time, is thought to mutate into this
form. Other beings, which are deemed unworthy of Combat
status, like the Grunt or Jackal, are also thought to
serve this purpose. They are basically a big bag on
stumpy legs. Once they come within a few meters of a
target, they explode, releasing a new bunch of
1. The Forerunner
2. Covenant Heretics
1. Sentinel Beam
ItÃs the same as in Halo. They have a new rank, which
comes with a blue beam. These are stronger than the
Basic Sentinel: Silver plating. They fire orange beams.
Enhanced Sentinel: Gold plating. They fire blue beams.
1. Heavy Needler
2. Rocket Launchers
Description: First off, these things have a large, 2 part
shield similar to that of the Jackals. The Heavy Needler
acts just like a Needler, except on a much larger scale.
The needles are also red. The rockets are mainly used
against vehicles. A burst of about 10 rockets is launched
at the vehicle and that vehicle is demolished if it
It also has the devastating ability to lift vehicles up
and crush them instantly.
2. Battle Rifle
4. Auto Rifle
Description: Actually of some use in Halo 2. You won't
see much of them, as they are only present near the start
of the game. There isn't really much to say about them.
They can use all weapons in the game except Energy
You will see these throughout the whole game. The rest
can be read above. Note: Sarge seems to be invincible
now. He always seems to come to a set part of the level
and leave all of a sudden. He never seems to die.
Orbital Drop Shock Troopers
They can use all weapons in the game except Energy
More commonly known as Ã¬HelljumpersÃ®. Just think of them
as beefed up marines. There is nothing more to say.
The Master Chief
The Chief (or Spartan-117) is a genetically enhanced
soldier equipped with state of the art Ã¬MJOLNIRÃ® Battle-
Armor. One of the few surviving SPARTAN-II super-
soldiers, he is set to play a huge part in the war
against the Covenant.
He is one of the few survivors of Halo. If not for the
Chief, Halo could have been set off, extinguishing all
life in the galaxy.
The Arbiter is an Ex-Commander Elite. He was in charge of
the Covenant on Halo. Having allowed HaloÃs destruction,
and failing to kill the Chief afterwards, he is stripped
of his position, tortured, and set up for execution.
However, the High Prophets of Truth and Mercy have other
plans. They decide that, while he rightly bears the blame
for his failure, he is no heretic. He can be put to other
uses. He is then given the ancient armor of the Arbiter.
A Smart AI who works alongside the Chief, Cortana is
capable of breaking into Covenant security systems, and
all sorts of other high security computer systems.
Based off of Dr. Halsey, the head of the SPARTAN-II
Project, she is full of smart-ass comments for anyone
unfortunate enough to walk into them.
Sergeant A.J Johnson, more popularly known as Sarge, is a
hard-assed Marine brought up with the pure hatred of the
Covenant engraved into his very bones. Nothing pleases
him more than a dead Covenant soldier... except maybe two
dead Covenant soldiers.
He is one of the few survivors of Halo. As the Pillar Of
Autumn was set to self-destruct, he entered a Cryo-pod,
and shot off into space, just in time to avoid the
343 Guilty Spark
The Monitor of Installation 04, AKA Halo, he is the
reason Halo had to be destroyed. After leaving CortanaÃs
side, the Chief was tricked by the Monitor into fighting
through the Library in order to retrieve the Index.
The Index is a small key, able to fit into the ChiefÃs
hand, which is capable of activating Halo and destroying
all the life in the galaxy.
Once he realized what was going on, the Chief refused to
activate Halo. 343 Guilty Spark ordered his Sentinels to
Since 343 Guilty Spark use the Index by himself, his only
option was to kill the Chief, and find another to use the
Index. The Chief and Cortana had no other choice than to
More to come soon...
5. LEVEL GUIDES:
Note: The Veteranity of this guide is designed for
Legendary, unless otherwise specified.
Ã¬Alert Ã± Boarders inbound!Ã®
Miranda and a couple of others will take the Tram to
Follow the Marines down the stairs and grab the weapons
on the wall. You might want to switch to the SMG and pick
up a second one for later.
Sarge will pick up an Automatic Rifle from the crate
below. Follow him and the Marines through to the next
Ã¬HowÃs it going Malta?Ã®
Ã¬Stand by... theyÃre latched! Check your targets Ã± watch
the crossfire. TheyÃre in standard formation: little
bastards up front, big ones in back. Good luck Cairo.Ã®
Out of the window you will see a large ongoing battle out
in space. A Covenant boarding craft will close in rapidly
before a small pod is inserted into the ship and they
Muffled gunfire can be heard from the next couple of
Sarge will deploy the Auto Rifle at the top of the
stairs. The Marines will start scurrying around for
The center of the door starts to glow orange/white, as
the Covenant burn through it. All you can do is sit...
Home Field Advantage
OBJECTIVE Ã± Repel the Covenant boarders.
The door burns and burns, and then suddenly explodes into
Covenant forces come swarming in, and Sarge opens up with
the MG. He will kill the Veteranity of them. Take out any
stragglers with your SMGs. If itÃs an Elite, draw him out
in front of Sarge. Watch out for the Elites who come from
the upper floor. Those ones have a tendency to end the
party without you having any idea what just happened.
They are armed with dual Plasma Pistols. They can fire
them off at almost the rate of a Plasma Rifle.
Run through the door with the Marines and turn right. A
small group of Covenant forces will be attacking a lone
Marine. He will be attempting to hold them off with an
Auto Rifle Ã± unsuccessfully. Clear them out and move on.
Go up the stairs and use the Auto rifle conveniently
placed at the window.
A bunch of Covenant forces will come rushing at the two
Marines below. Protect them as best as you can. Remember,
an extra Marine is a great help in Legendary: You have
more bait for the enemies.
Careful Ã± as soon as that Auto Rifle starts rattling, an
Elite or two may come up the stairs to investigate.
Once the room seems clear enough, move to the lower
floor. Move on to the other side of the room, with the
Marines leading the way. Careful Ã± Elites and Grunts will
come out from both doors. I suggest concentrating on
those on the right first. Make sure to find something
that covers you specifically from the left side of the
room. This could take a try or two, but youÃll get there.
Once youÃve cleared them out, take the left door and move
up the stairs. YouÃll come to the upper floor of a room
similar to the one in which you met your first contacts.
Ã¬WeÃve got boarders in the fourth Pelican bay!Ã®
In here, a boarding craft has already been latched on and
Covenant forces are attempting to kill some resisting
Marines. ThereÃs a bunch of Plasma Grenades lying around
here. They are going to be very useful here. Finish
everyone out in the room and then concentrate on the
energy barrier fixed inside the craft. It shuts off every
now and then for reinforcements to come out. Your job is
to tag a couple with Plasmas before they make it onto the
Ã¬Hey, check it out. The MaltaÃs already driven off its
Ã¬Malta: what is your status? Over.Ã®
Ã¬I donÃt believe it! TheyÃre retreating. We won!Ã®
As the Covenant ships withdraw, and the explosions die
down, the Malta seems free in the distance.
Suddenly, a blinding white light Ã± several times the size
of the thing - erupts from the Malta. Pieces of the MAC
gun fly off into the distance.
Ã¬This is bad... real bad.Ã®
The Cairo station starts to vibrate from the extreme
force of the distant explosion.
Drop down to the floor below and move under the Pelican.
Covenant parties will move in from the door ahead. A
quick Plasma grenade and a few Battle Rifle bursts should
be sufficient force. Move on through the corridor,
ignoring the Auto Rifle. There is another Pelican bay
ahead. The Marines in this one are at a disadvantage...
or a bigger disadvantage, at least.
A couple of Grunts above have the Marines pinned with
Plasma Turrets. A couple of head bursts should do it.
Once that has been dealt with, concentrate on the
boarding craft ahead. Hopefully you are well stocked on
Plasmas. Toss any you have at the Elites, and kill off
the Grunts. Remember, many more boarders will jump out of
the craft. I believe there are three waves in total.
The third wave includes Spec Ops. Read the Elite
description for a hint or two on beating them.
Ã®Oh oh! Hey, theyÃre leaving the Athens.Ã®
In the same manner as the Malta, the Athens breaks into
pieces and falls away into the distance.
Ã¬Cortana Ã± assessment!Ã®
Ã¬That explosion came from inside the Athens Ã± same as the
Malta. The Covenant must have brought something with
them: A bomb.Ã®
Ã¬Then they sure as hell brought one here. Chief Ã± find
Repel the Covenant Boarders - COMPLETE
OBJECTIVE Ã± Find the Covenant bomb.
Proceed down the stairs and into the lower floor. Kill
off the Grunts and Elites, the move to the next door. Be
aware Ã± an Elite with Active Camo waits. There is another
Elite with Active Camo walking through the door you
didnÃt pass through. Be sure not to get back-whacked.
Ã¬Come on, now! Is that a weapon, or a flashlight?Ã® -
Once the door opens, move up the stairs and kill the
Veteran Elites. Move on through the door. Run over to the
other wall, and through the small, dark corridor. Quickly
take the grunts out with your SMG and then beat the Elite
to death - that is, assuming he is still in the
concealment of the corridor, otherwise, grab a Plasma
Pistol and charge it up. Quickly burst him then finish
him with your Rifle. Remember to swap your weapon back.
Go out on the platform and back-melee the Support Grunt
sitting at the Plasma Cannon.
Ã¬Hang on, Everyone!Ã® Ã± Lord Hood
Once you reach the end of this small corridor, charge
over to the adjacent one and kill off similar forces.
Clear out the Gunners sitting up in the above room. Kill
the Elites, with accompanying Grunts, in the final
branching corridor. This party of Elites can vary from a
Minor, a Spec Op, and a Veteran Elite, to three Veteran
Elites. Move into the corridor, kill off the supporting
Gunner, and continue up the stairs into the Gunners room.
As you move in here, a team of boarders will come
storming through the door opposite. They are made up of a
Spec Op, and Minor Elite, and a few Grunts (including a
Support Grunt). Finish them and move on through the door.
Ignore the stairs and move through the next door. Help
out Miranda and her crew, who are pinned down by
Miranda moves on through a corridor to her ship.
Move on past the bodies and prepare for yet another group
of boarders. Finish them and move on through the
Authorized Personnel Only
The door behind you locks and the one ahead opens, only
to reveal Elites with thruster packs. They have dual
Plasma Rifles and are extremely dangerous on Legendary. A
plasma grenade or two will finish these ones in this one-
off close quarters opportunity.
Move on out of the door and out into space. This area is
low gravity. Watch out for the other Thruster Elites.
Once you land below, immediately turn around. This is the
way you must head, and people are easily lost in this
area because of that.
Ã¬Sir: Boarders have breached the fire-control center.
They have a bomb.Ã®
Ã¬Can you defuse it?Ã®
Ã¬Yes, but IÃll need the Chiefs help to make contact with
Ã¬Chief, get to the bomb Ã± double time!Ã®
Ã¬Cortana, prioritize targets and fire at will!Ã®
Move on through the door along this part of the ship.
Pick up the ammo from the dead Helljumper.
A couple of Marines will be stationed ahead Ã± not
Ã¬Registering all hostile vessels in the kill zone.
Thirteen Cruisers, two Assault Carriers. IÃm going live!Ã®
Since Cortana has just started fighting ships using the
Cairo, youÃre going to have to put up with powerful
vibrations and moving parts of the station for a while.
Move along to the end of the room. Suddenly, a swarm of
Drones comes rushing from the freight elevator shaft! Use
your SMG and pump Ã«em full of lead.
Once theyÃve been cleared out, the elevator starts to
rise. Get ready, as there are many Grunts and Elites
riding it. Clear them out, then jump onto the elevator.
Hit the switch to descend.
Once you hit the bottom, go through the door, and out
into space again. There are three Thruster Elites ahead,
two of which are dual-wielding Plasma Rifles. The other
is on a Plasma Cannon. The latter is more threatening at
a distance, the former at close range. Kill them with
your Battle Rifle and carefully move up the machinery.
Once you reach the door at the other end, move on through
The inside turns out to be an elevator.
Ã¬Just so you know, there are quite a few Elites guarding
the bomb. You may need to get creative.Ã®
Return to Sender
Once the elevator hits the top, rush for cover behind the
crate. Peek out slightly, and have a look around. Your
best bet is to Plasma grenade the Elites as best you can,
then dual-wield a Plasma Rifle with your SMG and finish
everyone else off. The Grunt should be last on your
Three Pelicans fly from a Human ship towards the city.
The Chief stands right at the edge of the passenger
section. Underneath, four Warthogs are drive along the
Ã¬The message just repeats: Regret, Regret, RegretÃ®
Ã¬Catchy, any idea what it means?Ã®
Ã¬Dear Humanity, we regret being alien bastards, we regret
coming to Earth, and we most definitely regret that the
Corps just blew up our raggedy-ass fleet!Ã®
Ã¬Regret is a name, Sergeant. The name of one of the
CovenantÃs religious leaders - a Prophet. HeÃs on that
carrier. And heÃs calling for help.Ã®
A sniper and a spotter are laying prone on a rooftop,
scanning the area.
Ã¬Immediate: Grid Kilo-two-three is hot. Recommend mission
Ã¬Roger, Recon. ItÃs your call SargeÃ®
Ã¬WeÃre going in. Get tactical, Marines!Ã®
The Marines grab all their weapons and equipment,
preparing for insertion.
Ã¬Master Chief? Get aboard that carrier. Secure the
prophet of Regret. This is the only place on Earth the
Covenant decided to land. That prophet is going to tell
Ã¬30 seconds out, stand by to Ã± whoa!Ã®
A Scarab stumbles around the Corner and faces directly at
the Pelican. The Energy Cannon charges, and then fires,
just scraping the top of the Pelican. In an attempt to
evade, it pulls a hard left. A smaller Plasma turret
opens up and gets a few hits into the belly of the
Pelican as it passes over. The Pelican loses control,
hits the roof of the nearby building, flips over, scrapes
along, falls over the side and finally crashes in a large
pile of rubble.
Master Chief is forced to fight through the streets,
along with a few squads of Marines, to repel the Covenant
TheyÃll Regret That Too
Ã¬Chief, Blink if you can hear me...Ã®
The screen blacks out and back in, indicating the blink.
Sarge quickly takes charge of the remaining Marines.
Ã¬Shake it off, Marines. Clear the crash site. Go, go,
From the burning wreckage of the Pelican behind you, move
towards the doorway ahead. A Grunt will be heaving itself
up the stairs. Give him a few shots from your SMG, and
move on. YouÃll find yourself out in a courtyard littered
with Covenant communication equipment and weapon crates.
A couple of Grunts and Jackals will be walking around.
Finish the grunts with your SMGs, and then toss a quick
frag at the Jackals.
Once they keel over, move into the large building next to
you. An important thing to take note of is the wrecked,
overturned truck that the Jackals were next to. This will
be a common hideout for Elites and Grunts.
Anyway, move into the building and take care of the
Grunts. There will most likely be two Elites here.
Usually, One of them is a Minor, and the other is a
random rank. Finish them and have a quick look around.
The 2nd floor of this building is going to be your home
for the next half-hour... if you are attempting
Ã¬If they didnÃt know weÃre here before, they do now.Ã®
Says Sarge calmly to the Marines.
Ã¬Yup, here they come. Up high!Ã®
OBJECTIVE Ã± Defend the Marines until help arrives.
A few Jackal snipers will hop onto the rooftops along
with a Veteran Elite. Sarge will most likely have taken
care of the Elite by the time youÃve taken the Jackals.
Once youÃve cleared the rooftops, swarms of grunts will
come rushing down the alleys and, with every group, comes
an Elite. Dual SMGs are very attractive at this moment in
time. Pick one up from a dead Marine body. Spray Ã«nÃ pray
is my game here.
Ã¬WeÃve got Jackals in the courtyard.Ã®
This is pretty self-explanatory. Run over to the Turret,
and use it on the Jackals. The bullets will easily get
through their shields. If you donÃt kill them fast
enough, theyÃll gang up on you from several sides. In
this case, get off the turret and use your SMG. Watch out
for the Elite leader of the group. Finish them off
Suddenly, a swarm of drones comes in from over the
rooftops next to your Pelican. SMGs are my personal
favourite for these gits. I see people using their Battle
Rifle on them, but I personally consider this a waist.
Those bullets feel a lot stronger, so I just get a sense
of loss after downing one with it.
Once theyÃve been downed, another bunch of Jackals (with
the customary Elite escort) come storming through the
building that the last came through.
After these ones, more Grunts and Elites swarm out of the
alleyways. Watch for reinforcing Snipers on the rooftops.
Ã¬Eyes up Ã± the Phantom is back.Ã®
Upon hearing this message, hide in the building, and make
sure you have a roof over your head (glass windows donÃt
count). ItÃll drop out a few Grunts and Elites. Ah, and
the drop includes a Commander and a Spec Op Elite, as
well as one other. As soon as it clears off, make a run
for the truck I told you to take note of earlier. A few
grenades at the side of it should take them all out.
Finish them off with the SMGs. More Jackals and Elites
will come running from the Pelican. Finish them off.
Defend the Marines until help arrives - COMPLETE
A Pelican pilot informs Sarge that the courtyard is too
small to make a drop in, and heÃll make a drop one
building along. Sarge orders someone to set a satchel on
the large gate.
OBJECTIVE Ã± Rendezvous with the Pelican.
Suddenly, the gates will start vibrating violently.
After ten good seconds, theyÃll suddenly stop. All of a
sudden, the doors come flying off, and two Hunters walk
out, tall and proud. The Hunters are seriously beefed up
now. They are slightly more agile, recovering faster from
They are also MUCH more accurate with their Fuel Rod
Cannons. The Cannons can still fire two rods between
recharges. They always fire two rods, one a Ω second
after the other. If you attempt to take them from close
range, youÃre in for a shock.
The Bond-Brothers work together a lot more now. If you
tease one with close range pot-shots, youÃll quickly find
the other has crushed your bones between his shield and
his friends back. Luckily for you, this time at least,
Sarge will make short work of them with his Sniper Rifle.
If, however, Sarge happens to have difficulty with them,
take them in the rubble out the front of the building. If
you hide in the building, theyÃll probably get you in a
Fuel Rod crossfire. On the 2nd floor, IÃm sure youÃve
noticed the crumbling wall around the edge of the
building. If you attempt to hide behind that, the rods
will pound through it with ease, taking you out in the
If you do manage to get onto the Turret safely, fire away
and the Hunters will be too busy trying to stand still to
fire at you. After a few seconds, theyÃll keel over.
Move on through this building. The Pelican will make a
drop in a clearing through here. Jackals are on the
opposite end of the clearing. Take them with your Battle
Rifle. Sarge will leave at this point.
Rendezvous with the Pelican - COMPLETE
OBJECTIVE Ã± Find the Marines from the second downed
After a while, youÃll come across a building full of
Marines, attempting, in vain of course, to hold off some
Elites. You happen to be behind the Elites, so charge
them from behind and melee them to death, but be careful,
as the Marines are using a fixed machine gun placement
against the Elites. You donÃt want to be the receiver of
Find the Marines from the second downed Pelican -
Once you go through this building, a Phantom should be
dropping a Covenant raid party. There are a lot of them
here. Hide out in the rubble to the left of the exit of
the building. Finish them and make for the Warthog under
the bridge. Since this is your first encounter with an AI
driven warthog, I recommend going into the passenger seat
and testing out the AI. If things get sticky, swap seats,
or get a Ghost from the nearby Pelican wreck.
Watch out for the Ghost which attacks the Ã«Hog from
A Day At The Beach
OBJECTIVE Ã± Destroy the Covenant on the shoreline.
Ã¬The highest concentration of Covenant troops is directly
below the carrier. I donÃt think they want you to get on
Ã¬That bridge is the most direct route to the city
[NOTE: This part of the guide assumes that you are
driving, as being the Gunner or Passenger is basically a
rail shooter experience, you need not know where to go
Drive down the road and onto the Beach. Note the downed
Pelican to the right. There is a Ghost parked next to it,
which you can use in place of the Ã«Hog, if youÃd prefer.
I personally think the Ã«Hog is much more effective at
this part of the level.
Ã¬Oh man I just love the beach.Ã® - Passenger
Ã¬I hope you packed a suit mate.Ã® - Gunner
Ã¬Cut the chatter Ã± we got trouble!Ã® - Cortana
Drive along and over the bump. There is a large Plasma
Gun here. Its just part of the scenery, but the area is
very well defended.
There are a couple of Elites hiding out around the gun,
behind some crates. There is a Covenant Sniper tower.
ThereÃs also a Ghost, a few Elites and Grunts at the
small tunnel ahead, and A Support Grunt, which is setting
up a Plasma Cannon.
Drive around in circles a bit, letting the Gunner mow
them down. Once theyÃre down, move on through the small
tunnel to the next beach section.
Here there is yet another Ghost, a few Elites and Grunts,
and an Elite hiding out in the small human tower. I
personally recommend finishing the Ghost and Elites
quickly, then heading off over the small bump to the
third beach section, before the Phantom has a chance to
drop reinforcing Ghosts.
Once over, I then recommend you drive straight through
the Covenant camp-out, and straight into the tunnel. Once
in here, drive along, and simply follow the road.
Destroy the Covenant on the Shoreline - COMPLETE
Speed Zone Ahead
OBJECTIVE Ã± Take the highway tunnel to the bridge.
Drive along to the first Covenant post. Force the Ã«Hog up
onto the side of the road and run over the Elite.
Another Ã«Hog will come from behind you and help out.
Clear the whole post, for the Ã«Hog, then follow behind
Follow along, and down the fairly steep hill.
There is a second post here. This one has roughly the
same defences: Elites and Grunts. However, there is also
a Plasma Turret here. Your first priority should be the
Elites on the road, run them down quick to stop them from
getting in the Ghost. Next is the Plasma Turret. Small
burst of Plasma should destroy it. Then there is the
Elite up on the side of the road. Finally, there are the
After this, wait for the second jeep to make its way onto
the side, so it can get past the damaged road.
Follow him past the wrecked road.
YouÃll now encounter the third post. However, if youÃre
in a vehicle like you should be, this can be one of the
most dangerous. There is a small swarm of Drones hiding
out right under the broken road, waiting to ambush. The
main problem is that Drones can Ã¬boardÃ® vehicles. They
canÃt steal and drive them, but they can sit on top and
melee the driver (similar to the scenario when faced with
a Wraith or Scorpion). They should be one of the, if not
the top priority. Luckily, as I previously stated, the
swarm is small. There are less of all the usual defences,
which balanced it out.
Moving on, we come to the fourth post. This one is
similar to the first one, but a bit weaker.
Follow the second Ã«Hog up the hill. Now youÃll find
yourself in a large square room, with a huge pile of
rubble in the center. Follow the Ã«Hog through to the next
road. As you get close to the rubble, a huge plasma beam
fires through a hole in the roof and blows up another
Ã«Hog which was sitting there. The Scarab can then be seen
walking past overhead.
Continue on. Two Ghosts come out from behind a large
crate just as youÃre about to hit the next road. You take
one, the other Ã«Hog gets the other Ghost. YouÃll have
some extra support from a Marine on an Auto Rifle and
another Battle Rifle Marine, both sitting up on the side.
You may like to pick one up. Anyway, moving on.
Follow the road round the bend and into the large room.
YouÃll see a Plasma Turret and a Shadow up ahead. The
Shadow has a Plasma Turret on top of it. This Shadow has
no driver, but there is a Gunner. Take out the Turrets,
and Elites. YouÃll be getting reinforcements about now,
in the form of a third Ã«Hog.
Now, follow the Hogs through to the next road and along a
bit. YouÃll see Shadows in the distance... three to be
precise. An even match. Hurry on up to them and go up the
ramp at the side of the road. This will give your Gunner
even height with the Shadows Gunner. By the time the
third Shadow (being the last in line, the first one
youÃll reach) is down, your Ã«Hogs will have caught up for
a full slaughter of the second and first Shadows.
Soon, youÃll come to another large room similar to the
one with the Scarab encounter. There are a few Ghosts,
two parked Shadows, a Support Grunt w/ Plasma Cannon, and
some foot soldiers. Once you clear this room, the exit to
the tunnel is straight ahead.
Take the highway tunnel to the bridge - COMPLETE
Ladies Like Armor-Plating
OBJECTIVE Ã± Crush Covenant resistance on the bridge.
Again, set in the New Mombassa East African Protectorate.
The Chief meets up with a pair of struggling Marines, a
Male and Female. They claim to have attempted attacking
the Scarab with rockets, in vain.
If this is single player, you have a Scorpion available.
This is the tougher option, as youÃre about to go across
a HUGE bridge (by game standards) at such a slow speed,
under attack from many Ghosts, Banshees, a Wraith, and
two Phantoms. You have those two marines though. The Male
has a Rocket Launcher, and the Female a Battle Rifle.
If this is Co-op, you have the much easier (but less
tempting) option of a Warthog. You can simply zoom past
the Majority of the Covenant, with the gunner taking most
Ghosts out. However, youÃll be forced to leave behind one
marine (which I wouldnÃt recommend considering an
upcoming battle), or have one player take the Scorpion.
If someone does take the Scorpion, I recommend the other
player DRIVES the Ã«Hog, and waits behind the Scorpion.
The Scorpion can take the Majority of the Ghosts with one
or two hits, and the Wraith with three or four. The
Banshees will be a bit tougher for the Scorpion to take,
so the Ã«Hog can deal with them.
[NOTE: IÃve had quite a few emails sent in informing me
of a Warthog with Chaingun sitting near the start of the
mission. I had a look around, and sure enough, itÃs
there. It is already damaged though. Take it if you wish.
Just look to your right at the start of the mission and
youÃll see the front peeking out of the barrier.]
Back to SP:
Halfway along the Bridge, youÃll have passed the Wraith.
Most likely youÃll have taken hits, and possibly lost a
Marine or two. There should be a couple more Marines
running along the bridge wall. Stop and pick them up.
After the Bridge, youÃll have to go through a few more
Wraiths, which can be pretty tricky in a Scorpion, *hint,
hint*. Get out of your Scorpion at a safe distance, and
sneak up to one of the Wraiths. Board it from behind
(tricky because of itÃs fast turning speed, which is why
you need to sneak), and press Ã¬BÃ® to melee the weak plate
at the back. This will break into the engine. Now, make
sure you have Plasma Grenades selected, if you have any.
Press L once or twice to toss a couple of grenades in.
This should blow it outright. If you boarded it from the
front, it takes more grenades, so donÃt bother. Instead,
press Ã¬BÃ® a couple more times to beat the Elites head.
Once the Elite dies, press Ã¬XÃ® to jump off, then again to
drive it. ItÃll be damage a little, but you can use it to
take the other Wraith.
Go back to your Scorpion and travel through the tunnel.
YouÃll meet up with another Warthog, and three marines
riding it. The tunnel ahead is partially closed, so
theyÃre forced to get out and go ahead on foot.
Ã¬ItÃs tight quarters on the other side, Sir. Use this.Ã®
The female Marine from the other Ã«Hog offers you her
Shotgun. Take it, as itÃll be much more useful against
Elites in here than the SMG. Be sure to keep your Battle
There will be a large firefight in here. There are a lot
of Human vehicles in here. Civilian cars, trucks, an
overturned school bus; it makes for plenty of cover.
This Town AinÃt Big Enough for Both of Us
Once you emerge from the tunnel, youÃll see the Scarab
firing in the distance. It isnÃt a threat at the moment.
However, there are marines in trouble over the ledge. The
first thing you should notice, aside from the overly
obvious Scarab, is the Sniper Jackal aiming at the Gauss
Ã«Hog below. Melee him from behind, and jump down. Any
surviving marines from the tunnel will take the structure
in the middle. The Ã«Hog will be wheeling Ã«round to you
now. When it stops, get on the Gauss Rifle. This thing
fires metal rods at an extreme force using magnetism. Try
it out on the Covenant weapon caches sitting on the
central structure. Now the driver will start circling the
structure. Your job is to take out as many Elites as you
can, ASAP, for the Marines above to take the structure by
surprise. There are a few Plasma turrets, which you
should make 2nd priority to Elites.
After this area, the driver will wheel back and make for
the small opening in the wall. YouÃll quickly find
yourself facing two Ghosts and a Wraith. The Wraith,
whilst more distant, is the larger threat. Take it as
soon as you can. Once itÃs down, concentrate on the
Ghosts. Whilst you can only see two at first, thereÃre
about 6 in total. After this, the Ã«Hog will make for
another wall opening. Once you go through a small
corridor, youÃll see a Chain Ã«Hog taking on some Ghosts.
Help them out; it should take two hits per Ghost from
After this road has been cleared, the Ã«Hogs will move up
the road and turn a corner to meet two Wraiths. The Gauss
Rifle is the best you have for these things, so I hope
you do still have it. Once youÃve taken these things, the
Ã«Hogs will roll up next to a building. This is your queue
to get out and run into the building. A Corporal Perez
will brief you in a hurried manner, before running to the
2nd floor of the building.
Follow him out, onto the balcony, and youÃll find
yourself staring at a large, blue plasma beam, emerging
from the road that your Ã«Hogs came round minutes before.
YouÃll find yourself face-to-face with the ScarabÃs main
cannon. However, you donÃt have to worry. There are a few
other marines on the balcony, one manning the fixed
machine gun. The MG Marine will be attempting to take the
cannon out, but when rockets failed, he has little
success. However, looking over the edge, youÃll notice a
Scorpion sitting on a ramp down below. It holds position,
firing at the cannon. The Scarab is closing in, slowly
but surely. The cannon is glowing light blue. After about
5 or 6 shells, the tank begins to reverse down the ramp,
but in a blinding blue light, the turret flies off and
hits the building. The bodywork of the tank is in flames.
The Scarab simply walks over the wreck, ignoring you and
the Marines, and walks ONTO the balcony, climbing up onto
the roof of the building, and over the side of a small
tower. Follow Cpl. Perez into the tower and up the
stairs. YouÃll see the Scarab walking by outside a huge
building. Proceed up the next flight of stairs.
Walk out of the door at the top, and youÃll find yourself
on the ledge of the tower, overlooking a river. There are
several connecting bridges to the next tower. Along the
ledge and on some of the bridges, youÃll see crates with
Human weapons on them. Rocket Launchers, Sniper Rifles,
SMGs, and many more. Choose whatever you want and be
prepared for a big battle. Once youÃve got close and
personal, there is no returning for ammo.
The Scarab will be walking IN the river below. I suggest
grabbing a rocket Launcher for now, whether you plan on
taking it close or not. Now, take a few pot shots at the
Elites on board. However, you must remember that with
every stride the Scarab takes, it moves aboutÃ– 50 meters
or something. Once youÃve expended your ammo, grab a
Sniper Rifle or Beam Rifle if you have one. Now, take as
many as you can. After this, run to the end of the ledge,
before taking the final bridge across to the next tower.
Run to the end of the ledge and pick up at much ammo as
you can. Corporal Perez and a few other Marines will take
the remaining Elites, or as many as they can manage in
the 10 seconds that it takes for the Scarab to clear the
Make sure you have the nearby Battle Rifle. The Scarab
will have turned the corner by the time youÃve reached
the end of this ledge. Kill as many minor enemies as you
can with it, then focus on the Elites. Now, take the
Elites. Once it gets within a few hundred meters, get on
the nearby Machine Gun placement. Take all remaining
Elites. The Scarab will come to a halt. Now, itÃs time to
Grab the SMGs, (C) and a Rocket Launcher as reserve. Jump
on board. More Elites will come to investigate from the
inside. Switch to the Launcher, and kill any that emerge.
Now, switch back to your SMG, and pick up the one you
dropped. Run in and clear out any Elites that survived,
most likely with damaged shields. Once youÃve finished
everyone, turn the corner and you should see one final
Veteran Elite. If you are like me, youÃll want to finish
him off in a way that says Ã¬Get the hell off my
Drop your off-hand SMG, (O) and run up to him, fire a
single shot from your other SMG. HeÃll get pissed and
turn on you. If youÃre as near as you should be, heÃll
attempt to smack you in the head. Unlike in the original,
this can be fatal, no matter your shield. Quickly dodge
to the left. Now, circle round to his back and give him a
whack. YouÃve just owned a Scarab.
MC emerges on the Head of a wrecked Scarab, and, through
the smoke, sees a Pelican. (O) Sarge is in the cockpit,
and goes on his usual ranting about how the Covenant were
dumbasses to try and take on the Human race and such.
The nearby Covenant Cruiser, (L) which is currently in
the city, starts charging a Slip-Space jump. For those of
you who havenÃt read the books, Slipstream space is a
sort of alternate space, which can be used to travel
light-years in seconds. ItÃs similar to the border world
Transferring to Slipstream Space takes up so much energy
that making the jump will result in a large explosion,
(Z) enough to lose the city. In their small cruiser
(small as in a fly compared to the Covenant one), Miranda
has the pilot charge after the ship, so that they are
within the jump zone. It makes it, and is pulled across
the galaxy. New Mombassa is no more. The huge explosion
absorbs the entire city.
Later, after the jump, the cruiser floats silently in
space. Everyone stares at a foreign object in the
Ã¬Cortana, what is it that weÃre looking at.Ã®
Ã¬ThatÃ– is another Halo.Ã®
The Elite seen in the intro is being dragged by a couple
of Brutes to the Chamber of the Arbiter, where the High
Prophet of Truth is waiting. Disgraced, he expects
execution. However, what greets him is one of the
greatest honors an Elite can wish for. A position in
which they can go on suicide missions, fight to the last
man, and die close and personal for what they believe in.
This Elite is named Ã¬The ArbiterÃ®.
He is informed of a rebel group that claims the Prophets
are false, and are using Brutes, Elites, and lesser races
for their own purposes. The Arbiters mission is to land
with a team of Special Operative Grunts and Elites at the
Rebel hideout, fight through the Elites and Grunts, and
take out the Rebel leader.
However, there is another surprise in store. The hideout
is none other, than part of the wreckage of Installation
04, AKAÃ– Halo.
Aboard one of the Phantoms, the Arbiter, and his Spec Op
2nd in command, prep the large team of Elites and Grunts.
They have an argument over the importance of each other
and their lessers.
Upon landing, the Arbiter draws his Energy Sword.
The Spec Op gives you a little info over the radio:
Ã¬We are the arm of the Prophets, Arbiter. And you are the
blade. Be silent and swift, and we shall quell this
heresy without incident.Ã®
In the middle of a huge storm, which Halo is rapidly
being sucked into, the Raid party charges for the
Forerunner structure. The Phantoms move away, and a sense
of isolation takes their place.
Ã¬The storm has masked our approach, and it should have
their local battle net in disarray. We have the element
of surprise... for nowÃ®
Once in the entrance, a Minor Elite fellow orders
everyone to turn the Active Camouflage module on (White
Ã¬Engage Active Camouflage. Reveal yourselves only after
the Arbiter has joined battle with the enemy.Ã®
The strike team then melts into the background.
Ã¬You may wish to do the same, Arbiter, but take heed:
your armor system is not as... new as ours. Your
camouflage will not last forever.Ã®
Your active camo is limited. It lasts for about 20
seconds, but it recharges. However, it also deactivates
if you attempt to do anything threateningÃ– melee attack,
fire a single shot, whatever.
Now, instead of activating it immediately, wait until the
lead Grunt opens the door. Exactly as the doors part,
race for that button, and charge the first Elite you see.
Swirl round to his rear and melee him. Now hide under the
ramp for a few seconds while your camo recharges.
Take out the sleeping Grunts below. Now, move up the ramp
on the right side of the room. Once youÃre near the top,
hit your camo and run up, and to the right. An Elite will
be sitting by the door. Melee his back. Remember that
your team will not start fighting until the enemies are
aware of your presence.
Jump over the edge and onto the energy conveyor belt.
Activate your camo again once itÃs available. Take out
the Elites and Grunts. Most likely youÃre going to have
to engage in active combat for this area. Now, follow the
belt down to the edge, and then go along the walkway to
the lower floor. Wait until your camo is ready again, hit
it, and then run round to the front of the elevator and
wait for it to come up. Immediately plasma the Elite and
take out the Grunts as soon as possible.
Once youÃve cleared the area, wait a minute or two for
your team to get on the elevator.
If youÃve managed to do it stealthily so far:
Ã¬A job well done, Arbiter.Ã®
Push the button to start the thing.
Ã¬Sentinels, The holy warriors of the Sacred Ring, but...
why have they sided with these Heretics?Ã®
As soon as the glass window ends, hit your camo and jump
off the elevator. Kill the nearest Elite and run for
cover. I personally always end up fighting my way to the
A Phantom pilot tells you to open the hangar door so that
he can bring reinforcements.
The switch is to the left of the huge glass door.
Hit it, and then keep the Heretics at bay.
If everything has went smoothly so far, you should have
four Elites and... four Grunts? A couple of my Grunts
usually die, so I never get a good count.
A couple of Heretic Grunts armed with Plasma turrets will
run out of the door opposite the hangar door. Take them
out before they set them up, as theyÃll mop up your team
in seconds. Clear the area of any remaining Heretics and
Run through the door the Turret Grunts came through, take
a left, and hit your camo. Have a quick glance for the
Elite, then jump over him and hit his back. Quickly wheel
round and finish the Grunts. Two or three more Elites
will run round the Corner. Finish them and move on.
Hide next to the door, and allow your team to move
through with camo on. Once they are five seconds clear of
the door, hit your camo and run straight up the ramp, and
round to the right side. Hide next to the stray Plasma
Rifle. Once your camo is up again, run over to the end of
the ledge and leap off behind the unsuspecting Heretic
Elite. Finish him.
Immediately backpedal to your teammates and help them out
in the firefight, which will have inevitably broken out.
Clear the Heretics out from your side, and then join the
fight in the center of the room. The opposing forces will
be divided by a couple of energy belts. Clear out the
Heretics and move on up to the door. A few more will come
out. Pick them off, one by one, as they come out.
Run through the door and next to the pillar. Hit your
camo, run round the pillar, behind the Elite, and whack
him in the back. Let your camo recharge, but donÃt use
it. Move along the corridor, and whack the two sleeping
Move around the next corner. Now, hit your camo and run
down the slope. Take the corner to the left and hit the
Elite who should have his back to you already. Run along
the corridor and camo at the next corner, before turning
and taking the Grunt. Be aware though, a Heretic Elite
will come from your rear.
Kill him, and then take the previously sleeping Grunts.
Another couple of Heretics should come from ahead to take
you on. Finish them. Move to the end of the corridor and
checkpoint in front of the door.
Immediately through the door will be two sleeping Grunts.
Eliminate them. However, stealth isnÃt going to be an
option in here. YouÃll have to take on Heretics on two
floors: your floor and the upper floor, and then
Sentinels in the air.
Basically, circle the room around from right to left.
Through the door at the end there will be a few Elites
and Grunts. There are plenty of pillars in the middle.
Clear the area, and then move on through the next door.
Walk up to the window straight ahead. YouÃll see a few
Ã¬Deal with him, my brothers. I will defend the Oracle.Ã®
The Heretic Leader jumps into a Banshee and flies off.
Many Heretic Elites and Grunts jump into the room from
both sides. Go to the top floor and pick them off as they
come out, then concentrate on anyone left on the bottom.
Sentinels will come in from vents after the ground forces
are down. Destroy them before moving out.
Ã¬The Heretics are mobilizing their air forces, Arbiter.
Get back with their leader, but watch your back! IÃm
sending one of our Phantoms to support you.Ã®
Jump in one of the Banshees and follow the Phantom.
Heretic Banshees will come in pairs to attack you and the
Phantom. The Phantom will remain virtually unhurt, but
you will take a lot of pain. However, you will have to do
most of the work, as the Phantom is rubbish at Air-to-Air
ItÃs hard to provide a step-by-step guide for this part,
so IÃll just give a couple of pointers.
First off, watch for the Phantoms red plasma. Most
likely, youÃll see a Banshee on the other end of it.
Secondly, Watch for Plasma turrets on the ledges of the
structure. One Banshee Bomb will finish them easily.
At the halfway point of the flight, there are a couple of
fresh Banshees. Be sure to pick one up.
Also, watch for those Fuel Rod Cannon toting Grunts.
Eventually youÃll come to a platform with an unlocked
door on it. Land here and clear the area of Heretics. The
Phantom will then drop Elites and Grunts.
Walk up to the door to complete the mission.
A door opens to a couple of Spec Op Elites. They aim
around the room with their weapons raised. Then, two Spec
Op Grunts trot into the room ahead of them. The Elites
move cautiously behind them. The Spec Op Commander moves
in after them, followed by the Arbiter.
Ã¬What is it?Ã® - Arbiter
Ã¬That Stench. IÃve smelled it before...Ã® Ã± Spec Op
Move up to your strike team. If youÃre a Halo veteran,
your heart will race at the site of... blood? Ah, but not
just blood Ã± the sickly green kind.
Move on over to the other side of the room. Your team
Go through the door. YouÃll immediately hear gunfire...
Yet again... Halo veterans are going to recognize the all
too familiar sounds... the Ã¬squidgyÃ® sounds. YouÃll
notice red blobs on your motion tracker... but the room
Move in, and then look around. There isnÃt anything
there... until you look down. You can faintly see through
the dark glass... shadowed figures fighting each other.
Melee combat being the favourite.
Move on to the next room. Jump down off the ledge. There
are bodies... rotten bodies... Flood bodies! It seems the
Heretics have released the Flood.
Ã¬What happened here!?Ã® Ã± Spec Op Commander
Ã¬Me have bad feeling about this!Ã® Ã± Grunt A
Ã¬You always have bad feeling. You had bad feeling about
morning Food Nipple.Ã® Ã± Grunt B
A strange buzzing sound grows louder and louder.
A ball can be seen floating down to the center of the
room. Suddenly, the Heretic leader appears.
Ã¬See! Heretic!Ã® yells one of the Grunts as he fires at
Ã¬Hold your fire. Hold your fire!Ã® Ã± Spec Op Commander
Ã¬I wandered who the Prophets would send to silence me...
an Arbiter Ã± IÃm flattered.Ã® Ã± Heretic
Ã¬HeÃs using a hologram. He must be close. Come out so we
may kill you.Ã® Ã± Spec Op Commander
Ã¬Ha ha ha... get in line.Ã®
And with that, he flashes into nothingness and the ball
drops to the ground.
Ã¬Leader, stand firm. The Flood is approaching.Ã®
Quickly run around with your Energy Sword and destroy all
the Flood bodies. The infections can reanimate the dead.
You only lose three charges per Flood, as opposed to the
regular ten charges.
When the infections reach the floor, switch to your
Plasma Rifle and fire away. Keep your attention focused
on the Grunts, as a single infection is enough to kill a
Ã¬Go Arbiter. IÃll follow when our reinforcements arrive.Ã®
Follow your orders and leave the Spec Op Commander to
hold the Flood at bay. The others will follow you.
Move on through the next corridor, and into the large
elevator at the other side.
Sentinels will be trying to control the Flood in here.
Leave them to it for now. Once it seems clear enough,
move in and take out anything thatÃs lurking around.
Once youÃre on the elevator, it will start moving, and
youÃll be trapped in the middle of a fight between the
Sentinels and the Flood.
Remember, Energy Sword for the Flood, Plasma Rifle for
the Sentinels. Be sure to care for your teammates,
because they can be a great help in Legendary.
The ride is quite long, and can be a real test of
endurance at times.
Once you make it to the end, watch the door for more of
the Flood and move cautiously through.
Ã¬We should have brought weapons to bury these bodies.
Every one is a vessel to the Flood.Ã®
Move along the corridor, replacing your Plasma Rifle on
the way, for a fully charged one.
Move through the door and youÃll find yourself faced with
a long row of windows. Watch as the Heretics attempt to
fend off the Flood. Once theyÃre dead, smash a window and
kill off all the Carriers. Focus on the Infections next.
As long as there are Infections and Carriers, the Combats
can come back to life. Drop down once the area seems
Quickly kill them off, then watch as the Flood swarm in
from above and kill off any remaining Heretics. Quickly
run to the far end of the room and hop on a Plasma
Turret. The Flood will come racing in. Kill them off.
A lot of carriers and such will drop in, so make sure you
destroy the Combat bodies before they are reanimated.
Once clear, have a last look at your paint job, then move
Once youÃre in the next room, wait until the door opens
and move on through.
A Phantom pilot breaks the silence with a warning:
Ã¬Leader, the storm is about to hit! We cannot maintain
Ã¬Bring the Phantoms close to the mine. We are not leaving
until the leader of these Heretics is dead.Ã® Ã± Spec Op
YouÃll see some Flood chasing Heretic Grunts ahead of
you. The Grunts cannot match the speed of the Flood, and
meet their maker. The Phantoms will move in and kill off
the Majority of the Flood. Help them out.
Ã¬Arbiter, the Flood have spread throughout the station.
We donÃt have enough troops to manage such a large
infestation. Find the leader of these Heretics! Kill him
Follow the ledge anti-clockwise, and clear out the
Heretics as you go. Head up the slope, and around the
corner. A couple of Heretics will be hiding out here, so
be careful. Sentinels will rise up and attack. Blow Ã«em
up then continue on.
More Heretics will come out of the door into the
installation. Finish them with a Plasma grenade or two,
then move on in.
Ã¬Heretic boss! You see? You see!?Ã® - Grunt
The Heretic charges across the room, and away from you.
Kill off the Sentinels in the room. Move over to the door
he went through.
The Heretic leader is behind an impenetrable Energy
Ã¬This will save me from the storm, but you will be
The Spec Op Commander catches up with you at this point.
Ã¬Arbiter, where is he?Ã® Ã± Spec Op Commander
Ã¬Stinking flood-bait boxed himself in tight.Ã® Ã± Spec Op
Ã¬We shall force him out.Ã® - Arbiter
Ã¬How?Ã® Ã± Spec Op Commander
Ã¬The cable, IÃm going to cut it.Ã® Ã± Arbiter
Run up the ramp, to the top floor. I personally like to
jump past the Flood here, as there are too many swarming
in too quickly. Once at the top, hit the elevator switch.
He elevator heads up a long, dark shaft.
Hey, Watch This!
Once it hits the top, allow the Flood and the Sentinels
to take each other on. Run up to the large support
Ã¬All my Phantoms are in the air Arbiter. Go ahead, cut
Choose one, and beat it with your Plasma Sword. Watch for
incoming Flood. Once the first one is down, the whole
facility will tilt to one side.
Ã¬ThatÃs one. By the Prophets! Look at the station lift!Ã®
The second can make things a little tricky. Avoid
jumping, or (whether by glitch or on purpose on BungieÃs
part) you could find yourself falling unexpectedly.
Ã¬One final cable, Arbiter!Ã®
Hit the last one, and then make a dash for the central
elevator. Hit the switch, and wait. Once you hit the
bottom, drop off the top floor all the way to the bottom.
Move on through the door the Heretic went through.
Ã¬The Heretic leader is on the move! Do not let him
escape! WeÃll stay with you as long as we can!Ã®
There are some Heretics here. Kill them off. Call the
elevator, then move on and hit the switch for descent.
Ã®Are you still alive Arbiter? WeÃre keeping pace as fast
as we can!Ã®
Move through the door, and choose a side to go down this
room. Watch for Sentinels, Flood, and Heretics on the
way. Move through the door.
The Heretic jumps into a Banshee, then backs around and
fires in at the Arbiter. The Arbiter rushes for a Banshee
and follows after him.
Ã¬What lunacy! HeÃll never escape this maelstrom in a
Banshee. Wait! The hangar! There was a seraph fighter
inside. Arbiter, you know what to do!Ã®
Kill off the pursuing Banshees and then move into the
structure he went into.
The Banshee will smash into the ledge, and the Arbiter,
will grab onto the ledge, then hop up.
Dead or Alive... Actually, Just Dead
Head up the exploding structure, and move on through the
door. There are Flood in here, along with Sentinels.
Ignore them and move on through. You should recognize the
area. You are heading backwards through one of the parts
of the last level. Move through the corridors, fighting
as you go. Head all the way back to the Hangar, where you
had to open the door for the Phantom. None of the rooms
on the way are especially difficult.
The Arbiter confronts the Heretic. They talk for a while
The Heretic turns slowly, dual Plasma Rifles aimed
directly at the Arbiter.
Ã¬Arbiter... I would rather die by your hand than let the
Prophets lead me to slaughter!Ã® - The Heretic Leader
Ã¬Who has taught you these lies?Ã®
Then, Ã¬the OracleÃ® descends.
Ã®Hello. I am 3-4-3 Guilty Spark. I am the Monitor of
Ã¬Ask the Oracle about Halo, how they would sacrifice us
all for nothing.Ã® Ã± The Heretic Leader
Ã¬More questions? Splendid. I would be happy to assist
The Heretic fires a burst of Plasma at the Arbiter,
forcing him to back off for cover. The Heretic then jumps
on top of the Seraph fighter, and throws two Hologram
balls out. They form to replica Heretics.
Ã¬The Elites are blind, Arbiter! But I will make them
see.Ã® Ã± The Heretic Leader
You must eliminate him. However, there is a minor
complication: The holograms.
Ã¬This minor facility predates Installation Alpha by
several hundred years.Ã® Ã± 343 Guilty Spark
Ã¬It was retrofitted to research the possible offensive
and defensive measures against the Flood.Ã® Ã± 343 Guilty
Ã¬Indeed, I designed and oversaw the construction of this
facilityÃs various outbreak management systems.Ã® Ã± 343
Simply kill any Heretic leader you see. Two of them,
being holograms, will simply flash into nothingness. This
isnÃt really anything especially difficult. If you can do
it right as the battle starts, itÃll be easier.
Simply jump up past the holograms and go for the out of
the way leader. He will be the real one. End it there and
itÃs easy. Best thing to do is just go all out on the
real one with the Plasma Sword.
The Arbiter drags the Heretics body out of the Hangar
Ã¬Unfortunate, his edification was most enjoyable.Ã® Ã± 343
Ã¬I had no choice Holy Oracle. This Heretic imperiled the
Great Journey.Ã® Ã± The Arbiter
Ã¬Oracle? Great Journey? Why do u meddlers insist on using
such inaccurate verbiage?Ã® Ã± 343 Guilty Spark
Suddenly, the Oracle gets pulled out of the hangar, by a
Ã¬That... is the Oracle!Ã®
Ã¬So it is.Ã®
Ã¬Come, we are leaving this system.Ã®
The In Amber Clad exits Slipstream Space, along with
stray buildings and rubble from Earth. Miranda is flung
forward due to the force of the jump.
Ã¬Ugh! Report!Ã® - Miranda
Ã¬Both Engine Cores have spun to zero. WeÃre drifting.Ã® -
Ã¬Archer pods are cold. IÃll need to re-key the system.Ã® -
Ã¬Do it Ã± and find out where we are.Ã® - Miranda
Back in the Orbital Drop station, Sarge gets out a cigar
and starts smoking.
Ã¬Sorry for the quick jump, Sergeant. You in one piece?Ã® -
Ã¬IÃm good... ergh... Chief?Ã® - Sarge
Ã¬WeÃre fine.Ã® - Cortana
Ã¬MaÃam, thereÃs an object Ã± coming into view now.Ã® -
Ã¬Cortana, what exactly am I looking at.Ã® - Miranda
Ã¬That Ã± is another Halo.Ã® - Cortana
Sarge chokes on his cigar due to the surprise.
Ã¬Say what!?Ã® - Sarge
Ã¬So this is what my father found... I though Halo was
some sort of super-weapon?Ã® - Miranda
Ã¬It is. If activated, this ring will cause destruction on
a Galactic scale.Ã® - Cortana
Ã¬I want all the information youÃve got on the first Halo.
Schematics, topography, whatever... I donÃt care if I
have the clearance or not.Ã® Ã± Miranda
Ã¬Yes maÃam!Ã® - Cortana
Ã¬WhereÃs our target?Ã® Ã± Miranda
Ã¬The enemy ship has stopped above the ring maÃam, weÃre
going to pass right over it.Ã®
Ã¬Perfect. Given what we know about this ring, its even
more important we capture the Prophet of Regret. Find out
why he came to Earth, why he came here.Ã® - Miranda
Ã¬Chief, take first platoon - hard drop. Secure a landing
zone.Ã® - Miranda
Ã¬Sergeant, load up two flights of Pelicans and follow
them in.Ã® - Miranda
Ã¬Aye aye, maÃam.Ã® - Sarge
Ã¬Until I can move and fight, IÃm going to make a low
profile. Once you leave the ship, youÃre on your own.Ã® -
Sarge knocks the Chiefs pod, indicating launch time.
Ã¬Understood.Ã® - The Chief
Ã¬Hang onto your helmet!Ã® - Cortana
And with that, and an accompanying jolt, the pods fire
off into space. The pods shoot away, into the atmosphere
of Halo. Through the clouds, ten to fifteen pods fly at
bone-crushing speeds. A small cross fires out of the pod,
attached by a rope. It forces the pod to slow down.
Ã¬Mind the bump.Ã® - Cortana
The cross releases, and the pod sways slightly.
Down on Halo, a Grunt and a Jackal are sitting, talking,
and just generally fooling about. The Jackal, with his
sharper sight, catches the pods in the distance. He
screeches, and hits his shield button, quickly grabbing
his Plasma Pistol in the process. The grunt stumbles
towards the nearby Plasma Turret and fires into the sky.
The rest of the area is warned by this, and moves into
Suddenly, the sky is alight with red plasma balls. With
Grunts racing around the camp, Jackals darting from tree
to tree, and Elites trying to control the mass confusion,
itÃs looking good for the Humans.
The pods continue the decent, and pull their chutes in
order to slow down. With pods being hit all around him, a
tough landing is in store for the Chief. The pods slam
into the ground, making craters in the process.
The Chief kicks the door down and runs out, pulling his
SMG out, and scanning for targets.
Ã®Could we possibly make any more noise?Ã® questions
The Chief whips a rocket launcher round his left
Ã¬I guess soÃ–Ã®
Ã¬Sir! We gotta neutralize those turrets!Ã® - ODST
Right from the start, find the ODST with the Battle
Rifle. Give him your rocket launcher and allow him to
take the Plasma Turrets. Run around the cliff-side,
rallying the Helljumpers. You must clear a path up to the
ridge in front of the ruins. If you can do that, your
Jumpers will have sufficient cover. YouÃll encounter
about four Grunts and two Jackals on the way.
Ã¬Clear this LZ! The Pelicans are right behind us!Ã® - ODST
Once youÃre up there, run around the ruins to the left
and melee Elites one by one. Hit one, retreat, repeat.
Once it gets too tricky, or there is no more left to
kill, run in and gun the rest down.
Ã¬Artillery disabled, Sergeant! Landing zone secure... for
the momentÃ® - Cortana
Ã¬I hear ya. Starting our approach! Hang tight.Ã® - Sarge
Ã¬Easier said than done. Inbound Phantoms, Chief.Ã® -
If you still have that rocket Ã«Jumper, heÃll take the
guns out. Watch for the new foot soldiers though. There
will be a Spec Op included in the three Grunts, two
Jackals, and two Elites that are dropped.
Ã¬Another Phantom Ã± on approach!Ã® - Cortana
This one drops two Veteran Jackals, two Veteran Elites,
one with needler, one with an Energy Sword, and a few
Grunts. Draw the Sword Elite out and Plasma his ass. Now,
pick off the minor guys, then sneak up to the Veteran
Elite and stick your newly gained Energy Sword up where
the sun donÃt shine.
Now, yet another Phantom approaches. IÃm always on my own
by this point. It drops three Black Ops. As you know, any
Elite using Active Camo has a weakened shield. These ones
arenÃt particularly tough. The only problem is spotting
them. If you go all out right as they drop out the
Phantom, you could very well kill them before they touch
the ground. One of them has an Energy Sword, so while it
is easier to spot, you better watch out.
Ã¬Hold here until the Pelican arrives, Chief.Ã® - Cortana
And with that, you have the right to rest. Two Pelicans
approach from the distance.
Ã®I got a good view coming in. ThereÃs a big building in
the middle of this islands lake.Ã® Ã± Sarge
Ã¬I saw it too, it looked like a temple. If I were a
megalomaniac, as IÃm not, thatÃs where IÃd be.Ã® - Cortana
One Pelican drops a Warthog with a Chaingun mounted on
the back, and two Marines. The first Marine has an SMG,
the second, a Sniper Rifle.
The Pelicans then fly off.
Jump in the driver seat, if you know whatÃs good for you.
If the Sniper doesnÃt get into the side seat, fiddle
around until she does. Once in, drive on.
Ã¬Wow... itÃs like a postcard... Dear Sarge: Kicking ass
in outer space. Wish you were here!Ã® Ã± Marine/ODST
Ã¬I heard that Ã± Jackass!Ã® - Sarge
Drive over the hill, past the Jackals, down past the
building, and start circling it. Let your gunner take out
all the Turrets and Elites.
Ã¬Watch out, Chief! Wraiths on the far side!Ã® Ã±
Once you feel youÃve done as much as you can, go round
the back and jump out of the Ã«Hog. This is effectively
killing the Ã«Hog, so be warned (you can kill off all the
outsiders and park the hog in a safe place if you want to
keep it, but I usually donÃt last that long). Anyway, up
the ramp and inside, youÃll find a bunch of Grunts and an
Elite. Finish them then hit the switch. The bridge will
start to drop.
Ã¬Good, the bridge is down. Now, about those Wraiths.Ã® -
Ã¬Roger that, Armor on the way.Ã® Ã± Pelican Pilot
Once the Pelican drops the Scorpion, get in. Fire across
the bridge at the Wraiths. Once theyÃre dead, be sure to
watch for the four incoming Banshees. Two shots per
Banshee should do. Get out of the Scorpion and take the
Ghost sitting near the cliff edge.
Move across the bridge and kill off the Ghosts.
Ã¬You donÃt want the tank? Ok... I guess weÃll just leave
it for the others.Ã® - Cortana
Move on through the ruins, up the slope and down the
other side. There is a small hole in the wall with Grunts
standing around to your left. Kill them, then back off,
watching for the incoming and pursuing Ghosts. Kill off
any Ghosts that confront you, and then proceed out of the
ruins and around the corner. Be aware, There is a Spec Op
riding one of the Ghosts, making it an extremely tough
one to take out.
There are two Support Grunts with Plasma Turrets ahead.
Kill them off then boost up to them.
You Break It, You Buy It
Move through the tunnel, and out the other side. YouÃll
find yourself in a large, circular area. There are
several Plasma Turrets and Ghosts sitting around.
Immediately destroy any vehicles coming towards you.
There are four or so active Ghosts. Once the area is
clear, move down into the center and open up on those
inside the ruins.
Another two Ghosts will come out of the ruins, one of
which is driven by a Spec Op. Spec Op driven Ghosts are
best isolated, and the jacked. Basically, take his own
Ghost and kill him with it.
Continue on through the ruins, and down the slope. The
next room appears to be empty, but when heading through,
a team of Grunts will jump you. Now, most people will
consider this a stupid move on their part, nut
considering the fact that they set up their Plasma
Cannons within seconds of jumping you, itÃs a pretty
tough trap. However, since you now know whatÃs going to
happen, you should easily overwhelm them.
Back out, ASAP. Now, peek round the corner and destroy
the turret. Once down, you can move in and slaughter the
rest. However, that only gets you further into their
trap, as four Ghosts jump up the next slope and attack
you. TheyÃll surround you quickly. Two of them have more
Spec Ops on board.
ItÃll be pretty challenging, but tryÃn lure them out one
by one, then slaughter them. Move on down to two slopes
and out of the ruins, watching for the oncoming Ghosts as
you go (more Spec Ops, of course).
Ã¬There are Covenant holed up in the middle of this
structure. We need to clear them out.Ã®
Go round the right side of the ruins, destroying the
Ghosts you encounter on the way. Go up the slope, and
kill off the Elites. There is a long wall of shields
here, move through them and kill off the Elites.
Ã¬TheyÃre all pouring out of the middle Ã± letÃs get in
Waves of Covenant will come out of the small opening
ahead, into the ruins. TheyÃll walk straight into your
sights, so donÃt worry too much.
By now, reinforcements will appear from behind you. They
were dropped a little back by a Pelican, along with some
ammo crates. You might want to get off your Ghost and go
get some new weapons and ammo. Once youÃre ready, move
into the ruins.
There is a ton of Elites in here. YouÃre going to have to
rely on Plasmas. Headshot any Grunts and Jackals. Once
the ground floor is clear, move up and kill off the
Elites... they are armed with Carbines.
Move on through to the cliffs. YouÃll find four or so
Grunts, and three Jackals here. Kill Ã«em off quickly and
move through the small cave.
Off the Rock, Through the Bush, Nothing But Jackal
[NOTE: This area is hard to explain, so IÃm going to be a
bit brief, and avoid going into detail. Sorry about this,
but there isnÃt much more I can do, except give bad
descriptions and confuse you]
YouÃll find yourself in a small stream. Follow it along
and melee the Sniper Jackal walking around ahead. This
place is a sniper haven; so get ready for total PWNAGE.
Ã¬You always bring me to such nice places.Ã® - Cortana
Snipe any Jackals you see, then take on the Minor Elite.
Once dead, move down to the bottom of the river, killing
as you go. Work your way across the river, watching for
the swarm of Drones. Find your way up the hill, and kill
the Elites as you go.
When you find some Covenant communication equipment, you
know youÃre on the right track. Head into the cave behind
the crate with the Beam Rifles.
Follow the path out to the large clearing.
Ã¬Good. Still no word about In Amber Clad on the Covenant
battle net. ItÃs odd, the Covenant know we made land
falls, but they donÃt seem to consider us a very serious
threat. Boy, are they in for a big surprise.Ã® - Cortana
Head down into the large structure. Once youÃre in,
youÃll find yourself face to face with a Hologram of
Regret, and two Honor Guards. Lure the Guards into the
hall, and beat them to death. One of them is dual
wielding Plasma Rifles, so be careful, the other has a
Two more will come from the top floor. Once dead, you are
face-to-face with a Hologram of Regret.
The Chief heads starts to move up the ramp.
Ã¬Wait, go back... ThatÃs what I thought he said
The Prophet of Regret is trying to activate haloÃ®
Are you sure?
Cortana clicks, and the hologram comes to life.
Ã¬I shall light this holy ring, release its cleansing
flame, and burn a path into the divine beyond.Ã® Ã± The
Prophet of Regret
Once again, she clicks, and it freezes on the spot.
Ã¬Pretty much.Ã® - Cortana
Ã¬Commander? WeÃve got a problem.Ã® Ã± The Chief
Miranda, sitting in her chair, is looking through the
information on Halo, and a hologram of the Index.
Ã¬So I hear. But from what I understand, the Prophet will
need an object Ã± the Index Ã± to activate the ring. IÃve
located a Library similar to the one you found on the
first Halo.Ã® Ã± Miranda
Ã¬If the rings work the same way, the index should be
inside.Ã® - Miranda
Ã¬I bet the Covenant are thinking the exact same thing.Ã® -
Ã¬Then we better beat them to it sergeant. Extract your
men and meet me at the library.Ã®
Ã¬IÃll secure the Index, Chief. You take out the Prophet.
HeÃs given us all the Intel we need.
YouÃll start of facing RegretÃs Hologram. Two Marines
will back you up for now. Get ready to fight, as a swarm
of Drones charges in right away, followed by four Elites.
Simply hide on the lower floor and take the Drones out
with your SMG. Once theyÃre down, Beam Rifle the Elites.
The Marines usually kill a couple of Elites, but they
usually die before the end of the fight.
Head up the ramp and out the door to the right. Kill any
Snipers you see, and watch for the oncoming Elite. There
are lots of Veteran Elites here. Kick their ass, and move
on. Watch for the Grunts, and always keep an eye on the
other structures in case Snipers appear.
Head over to the next structure along, and kill off the
Minor Elite on the way. There is a Sniper there, simply
beat him to death (If youÃre too close, heÃll drop his
Rifle and run, so you have no need to worry). Kill the
oncoming Grunts, then the Veteran Elite ahead. Continue
around the structure, and move inside.
ThereÃs a lot of Grunts in here, and two Veteran Jackals.
Kill them all and move on. As you head for the exit,
another two Jackals attack. Two headshots should do.
Ã¬I wish I had time to decipher these inscriptions... The
Forerunners revered this place. That much is clear. But
was it a temple? A university? I canÃt say.Ã® - Cortana
Once you make it out, youÃll see a tram... of sorts. It
heads off just before you reach it. Beam any Snipers you
see, and the Veteran Elite.
Move over to where the tram was, and wait for it.
As you wait, a Phantom approaches from the distance. Hide
under the central structure. Once it makes itÃs drop and
leaves, come out to find yourself faced with a Hunter
With your Beam Rifle, unload into their flesh. It
shouldnÃt take more than a couple of hits to finish it.
Ã¬Cortana? The Covenants getting nervy. I donÃt want to
give away my position, so IÃm rerouting a few stragglers
back to you. I apologise, these Pelicans are all the
support youÃre gonna get.Ã® Ã± Miranda
Ã¬Understood maÃam.Ã® - Cortana
Once theyÃre down, wait a little longer, and a Pelican
will arrive. It drops six weapon crates, and two Marines.
Ã¬The gondolas launching from the far towers. Big
surprise, itÃs full of Covenant reinforcements.Ã®
Get a Beam rifle aimed at the gondola, in preparation for
the Elite that shall emerge. Once the Elite(s) is down,
clear out the Grunts and Jackals, then move in.
Hit the switch to start the gondola.
As soon as the gondola starts, watch your 6 for incoming
A gondola approaches from the opposite side. Get ready
for a swarm of Drones and accompanying Elites.
Hide on the underside of the gondola and kill of the
Drones, then kill off the Elites, either close and
personal, or peak out, fire, and back under cover.
The gondola continues on. As it approaches the next
structure, watch for the four Snipers, and two Plasma
turrets. Snipers first, Grunts second.
Once itÃs clear, and the gondola reaches the end, kill
the two Jackals and move in. There is a room full of
jackals here. Dual Plasma Pistols are my personal
favourite here. Move in and kill off the Jackals on this
side of the room, then move round to the other side. Once
theyÃre dead, drones move in. PPs are still my weapons of
choice. Kill them off.
Ã¬Ah, now I see. ThereÃs a submerged section that connects
these towers to the outlying structures. Looks like weÃre
going down... unless youÃd prefer to swim.Ã® - Cortana
You need to wait for the elevator to rise up the hole in
the center. Once itÃs up, kill the Jackals within. A
Pelican while drop some Marines down outside. Wait for
them to catch up with you.
Ã¬Alright. LetÃs see where this elevator goes.Ã® - Cortana
Move in and hit the switch, once the Marines are inside.
The elevator moves down the shaft and suddenly comes to a
halt. It then starts up again and plummets into the
underlying pool of water. It turns out youÃre in the lake
that was outside the structures.
Ã¬IÃve intercepted a secure transmission from RegretÃs
Carrier, something called... High Charity. It seems to be
a formal apology to the Prophets of Truth and Mercy.
Apparently, Regret jumped the gun when he attacked Earth.
HeÃs asking the other Prophets to Ã«forgive his premature
arrivalÃ, arguing that Ã«no human presence was foretold.Ã
That explains why there were so few ships in his fleet.
But itÃs odd a Prophet would have such bad intel about
his enemyÃs Home-World.Ã® Ã± Cortana
YouÃll find yourself coming under the next structure just
as Cortana finishes. The Elevator stops for a moment, and
then speeds upwards, out of the water and into the
structure itself. The door opens and the Marines jump
out. Follow them along and head up the ramp. YouÃre going
to want to stealth kill these Grunts. This is tricky as
the pattern seems to change slightly every now and then,
making it impossible at times. Just kill the patrolling
Grunts, and once the Marines charge in theyÃll slaughter
the rest. Move through to the next room.
Head up the ramp and into the next large room. Kill off
the Jackal Sniper wandering behind the Honor Guard, then
back off to the ramp and kill the Drones that swarm you
from in here. When the Honor Guard approaches kill him
quick. He has an Energy Sword. Once theyÃve all been
taken care of, take out the remaining Jackals on the far
side of the room. Move slowly through the room, clearing
it out as you go. Watch for the next swarm of Drones.
Also, at one point, three Honor Guards will come from one
door, and a Hunter Bond from another. ThereÃs a lot of
Beam Rifles sitting around the room. Lure the Hunter into
swiping you, then stick a Beam Rifle in its back and fire
twice. It dies.
Head through the next room, and around the other side of
the wall to the next room. There are three Black Op
Elites here, and accompanying Grunts. Kill them off (they
have weakened shields), and move through to the next
room. A Sword Elite comes rushing down the ramp to
attack. Finish him and move on.
Go down the ramp and into the elevator. Hit the switch.
This elevator heads into the water, just like the last
Ã¬Regrets Carrier just received a response from High
Charity. A very well encrypted message from the Prophet
of Truth. Listen to this: Ã«Your haste has jeopardized the
fulfillment of the Covenant, threatened our Grand Design.
That you shall be spared a public display of our contempt
is thanks only to Mercy and his wise council.Ã Truth,
Mercy, Regret. Three Prophet Hierarchs. Killing Regret
should shake up the Covenant leadership, but frankly, it
sounds like you might be doing Truth a favor. Ã®
The elevator heads out of the water and into the next
structure. When the Ã«vator hits top, move out and back
smack the Honor Guard. Move along and beat the next Honor
Guard to death. Kill off the Grunts and move on.
Ã¬Every member of the Covenant shall walk the path. None
will be left behind when our Great Journey begins. That
is the Prophets age-old promise, and it shall be
fulfilled!Ã® - Regret
Ã¬Great Journey! DoesnÃt he know what these rings do!?Ã® -
Continue out to the exit and kill off the Drones before
leaving the building. Once dead, head up the hill, behind
the Elites and smack them in the back.
Ã¬This is my last run, Chief. IÃm nearly out of fuel!
WeÃve secured the first tower cluster, so IÃll set down
there.Ã® Ã± Pelican Pilot
Kill the Jackals, and wait for the Pelican to land. The
Pelican also drops ammo canisters. Head on through the
rocks to the next area. Two Snipers, a Carbine Elite, and
a Grunt are ahead. Kill off the Snipers quickly, then
take the Grunts. The Marines will have eaten away at the
Elite then, so you simply finish it off. Kill the next
Elite to the left, then another Grunt hiding behind the
ruins. Move quickly through the wreck now Ã± a Phantom is
in hot pursuit. A Jackal is sitting between you and your
destination: A Sniper Jackal. Kill it. There are more
canisters here. Choose your weapons and kill off the
Covenant on the gondola. Let your Marines get on the
gondola, and hit that switch.
Ã¬HowÃs it going, you two?Ã® - Miranda
Ã¬So far, so good. WeÃre approaching the main temple now.Ã®
Ã¬Roger that. IÃm as close to the Library as I can get.
ThereÃs some sort of barrier... weÃre trying to find a
way around it. IÃll keep you posted.Ã® - Miranda
As the gondola leaves, two Banshees pursue. In this
condition, theyÃll be tough. Use the Rocket launcher
which is sitting atop the gondola. It has four convenient
rockets, enough to kick their asses. A second Gondola
meets you half-way, and two Thruster Elites board your
gondola. TheyÃll be very tough. Not only that, but there
are supporting Grunts, namely a Fuel Rod Grunt. Use the
Sniper Rifle also conveniently nearby. Two shots from
that, then a head burst with the Battle Rifle per Elite.
Finish the Grunts, then move on... or let the gondola
Once you get near the main temple, Covenant will swarm
out from within. Kill off the Grunts (on Plasma Turrets),
A huge Covenant fleet appears overhead, just exiting
Ã¬ThatÃs the largest Covenant fleet IÃve ever seen... the
largest anyoneÃs ever seen! Get inside the temple and
kill Regret before it can stop us.Ã® - Cortana
Sorry, Were You in the Middle of Something?
Kill the two Grunts on the Plasma Cannons up ahead, then
the Elites that come out of the main temple. Jackals will
dart out in the rear. Headshots... Plasma Bolt the Elites
shields then head burst them.
Ã¬The Covenant fleet has launched multiple waves of
Phantoms! Too many for me to track Ã± We donÃt have much
As you enter, two Veteran Elites will come at you from
one door. Bolt Burst them. Grab the Energy Sword from
underneath the ramp.
Move up the ramp, and look ahead to see... none other
than the Prophet of Regret himself.
Ã¬There are Honor Guards all over this place! Watch your
Two Honor Guards will make a charge for you. Dodge each
of them and back-lunge them. Now charge for Regret!
Ã¬ThereÃs the target! Take him out!Ã® - Cortana
Ã¬You dare to interrupt my sermon!? Warriors Ã± Attack! The
Demon must Die!Ã® Ã± The Prophet of Regret
Move up to him as fast as you can, avoiding any Elites
and such in the process. As soon as you are in range,
hold Ã¬XÃ® to board his Chair. Once aboard, hit B to beat
the shit out of him. You can usually get about six hits
in before he teleports.
Ã¬Incompetence! IÃll kill it myself!Ã® Ã± The Prophet of
As soon as you can, Lunge him with your Sword, followed
by a boarded beating.
After about 15-20 Lunges and punches, heÃll release a
piercing scream, and die. With no life left to control
his chair, it plummets to the ground, the chair starts to
vibrate violently, and then it explodes.
Ã¬Bad news! The Phantoms are turning around, the fleets
preparing to fire on our position!!Ã® - Cortana
The Chief walks outside and looks up to see a carrier
preparing to glass the entire structure! The Chief looks
to the left and sprints out, to the end of the structure.
He reaches the wall, leaps over, and lands on the path
below. He darts for the end of the structure, jumps as
far as he can, spinning around in the process, and lands
in the water as the structure collapses around him.
He sinks into the lake...
Ã¬This is not your grave... ughh... But you are welcome in
it!Ã® Ã± Voice
A vine floats around in the lake Ã± apparently at random,
until it suddenly straightens, then darts for the Chief
and wraps around him, pulling him deeper into the lake.
COVENANT HOLY CITY, HIGH CHARITY
SANCTUM OF THE HIERARCHS
The Arbiter walks along a corridor, Elites and Brutes on
either side. The Elite Honor Guards walk along, without
their helmets. The Brutes are placing Honor Guard
equipment on themselves. One Brute attempts to take an
Elites staff from him. The Elite holds, but the Brute
gives him a cold stare. The Elite submits. Two Brutes are
fighting over a helmet.
The Arbiter continues through a large door, and between
two Brute Honor Guards. He comes across three Elites
speaking with the High Prophets.
Ã¬This is unprecedented. Unacceptable.Ã® Ã± Spec Op
Ã¬A Hierarch is dead, Commander.Ã® Ã± The High Prophet of
Ã¬His murderer was within our grasp. If you had not
withdrawn our Phantoms-Ã® Ã± Spec Op Commander
Ã¬Are you questioning my decision?Ã® Ã± The High Prophet of
Ã¬No, Holy One. I only wish to express my concern that the
Brutes-Ã® Ã± Spec Op Commander
Ã¬Recommissioning the Guard was a radical step, but recent
events have made it abundantly clear that the Elites can
no longer guarantee our safety.Ã® Ã± The High Prophet of
Ã¬I shall relay your... decision... to the council.Ã® Ã±
Spec Op Commander
The Commander passes the Arbiter. They exchange nods,
then move on.
Ã¬Politics, how tiresome.Ã® Ã± The High Prophet of Truth
Ã¬Do you know, Arbiter, the Elites have threatened to
resign? To quit the High Council? Because of this...
exchange of hats?Ã® Ã± The High Prophet of Truth
Ã¬We have always been your protectors.Ã® Ã± The Arbiter
Ã¬These are trying times - for all of us.Ã® Ã± The High
Prophet of Truth
Ã¬Even as the HumansÃ annihilation filled us all with
satisfaction, the loss of one of the Sacred Rings wracked
our hearts with grief!Ã®
Ã¬Putting aside our sorrow, we renewed our faith in the
prophecy that other rings would be found. And see how our
faith has been rewarded!Ã®
Truth moves to the left, and Mercy turns his back to the
Arbiter, revealing another Halo on the view screen.
Ã¬Halo... its Divine Wind will rush through the stars,
propelling all who are worthy along the path to
Ã¬But how to start this process? For ages we searched for
one who might unlock the secrets of the ring - An Oracle
Ã± and, with your help, we found it.Ã®
The Prophets lead the Arbiter to the trapped Oracle.
Ã¬With appropriate humility we plied the oracle with
questions, and it, with clarity and grace, has shown us
They press a button, and up comes the Sacred Icon.
Ã¬You will journey to the surface of the ring and retrieve
this Sacred Icon. With it, we shall fulfill our promise.Ã®
Ã¬Salvation for all!Ã®
Ã¬And begin the Great Journey!Ã®
A Phantom speeds along towards Halo. Aboard the Phantom,
sits Tartarus, standing behind a Brute Ã± piloting the
Ã¬Once the shield is down, we will head straight to the
Library, I do not wish to keep the Hierarchs waiting.Ã® -
The Arbiter is standing next to two Brutes in the
passenger section of the Phantom.
Ã¬The Human that killed the Prophet of Regret... Who was
it?Ã® Ã± The Arbiter
Ã¬Who do you think?Ã® - Tartarus
Ã¬The Demon is here!?Ã® Ã± The Arbiter
Tartarus growls in confirmation.
Ã¬Why? Looking for a little payback?Ã® - Tartarus
Ã¬Retrieving the Icon is my only concern.Ã® Ã± The Arbiter
Tartarus laughs at the thought.
Ã®Of course!Ã® - Tartarus
The Phantom moves down to the large structure, and drops
the Arbiter. The Arbiter looks around, hearing a sound.
Suddenly, an Enforcer rises up behind him. He fires off a
few shots, attempting to ground it, but it fails. The
Phantom returns and blows one arm off it. It gives chase.
Ã¬Lower the shield, Arbiter! IÃll pick you up when youÃve
finished!Ã® - Tartarus
Immediately turn round and head up to the Veteran Grunt.
Shoot at the symbols on the structure. TheyÃll glow dark
blue. Keep firing until the pillar moves out of the
ground, then drop down. After you come out of the drop,
shoot the next pillar to lower it, then drop down.
Once you reach the bottom, move along the corridor,
killing the sentinels in the process. Be sure to destroy
any panels on the wall (white ones with blue lights
underneath). They release more Sentinels.
Once you reach the end of the corridor, shoot the pillar
and move down. YouÃll meet two Jackals and a Grunt
attempting to hold off Sentinels. Help them out, and be
sure to destroy the wall panels. Once its clear, move
along the bridge and the end of the room.
Ã¬YouÃre getting close to one of the shield generators.
Many of my Brutes have fallen, attempting to take it
down. LetÃs see if you fair better.Ã® - Tartarus
At the other side of the bridge, itÃs the same deal as
the last side. Simply take the panels off the wall, and
deal with any Sentinels that attack. Once youÃve done
that, find the next pillar and shoot it. Move down, your
Jackals and the Grunt should follow. Another Grunt will
meet you down here, fleeing from Sentinels.
Another corridor with Sentinels and Panels. Clear out,
shoot the pillar, drop down.
Ã®YouÃve reached the shields power source, Arbiter.
Overload the locks holding it in place.Ã®
YouÃll encounter an Enforcer along with many Sentinels in
this large room. Drop down onto the platform below, and
hide out on the underside. Shoot out all open wall
panels, then eliminate the Sentinels. Once the Sentinels
are out of the way, concentrate on the Enforcer. Take the
arms out first, then concentrate on the main body.
When all seems clear, activate the gondola by shooting at
the panels at the corners of the platform.
Ã¬YouÃve released the power source. Now, find a way to
remove it from its cradle.Ã® Ã± Tartarus
Hit the switch to power down the Containment-Shield.
Suddenly Ã± explosions. Not that you can see, but that you
can hear. The huge doors in front of the gondola open,
and it starts moving.
As the lift moves out into the snow, a Phantom passes by
in front of you, then turns back to support.
Ã®IÃll come after the Library is clear, IÃll pick you up
on the ledge ahead.Ã®
The next door along slides out of the way, and an
Enforcer bombards the Phantom.
Ã®Argh! Blasted machines!!Ã®
Once the gondola stops, youÃll be surrounded by Sentinels
and Flood... oh, and who can ignore the Enforcer. Watch
for the Advanced Sentinels, they use more powerful blue
Sentinel Beams. They also come with energy shields
Use Sentinel beams to kill the Flood, and a Carbine for
the wall Panels and Sentinels. The Enforcer can be safely
ignored as long as youÃre on the underside. When the
battle dies down, eliminate the Enforcer with an Advanced
When the small door (in comparison to the previous two)
opens, move on through and recover from the fight.
Some minor Flood Combat Forms (Human) will charge you.
Cut them down to size before moving on. Eventually, the
corridor will start to flood with... Flood... erm... yes,
and Sentinels. Try to make them fight each other, then
move on whilst they are distracted. At the end of the
corridor shoot the pillar, then drop down.
Head along the corridor, jumping over the obstacles. When
the Flood leap over on their way to you hit your camo and
continue on. Take a right and shoot the next pillar. Drop
down. Move on, stopping to take ammo from the dead
Ã¬Proceed to the objective! WeÃll hold out as long as we
can - Urgh Ã± Argh Ã± Get if off ME!!Ã® Ã± Marine [RADIO]
Ã¬Suppressing fire! Suppressing fire!!Ã® Ã± Marine [RADIO]
When you come across more Flood, hit your camo and leg
it! Once your camo runs out, keep on going. Pass in
between the two Carriers, and then the next two, and then
shoot the pillar. Drop down.
Down here there are Enforcers taking on hordes of Flood.
This is the perfect situation... when Flood are involved,
that is. Move out of the little cubby, and jump up, into
the next. Go along, and out again, and into the next. Up
into the last one, shoot the pillar, then drop down.
This place is almost pitch-black. It is swamped by Flood
gas (the kind released when Flood are injured). Follow
the corridor out, past the crates and into the large open
area like the one you met the Grunts and Jackals in. Leg
it past/over all Flood down to the bridge, then along to
the other side.
At the other side, dart past the Flood, and over the next
Ã¬Negative, MaÃam. They are NOT Covenant. Cover that
doorway!Ã® Ã± Marine
Head through this room, find the pillar, shoot it, and
jump down. Shoot the next pillar in this extremely dark
room, and drop down again. YouÃll be out in an area like
the one you started in. Pick up any ammo you fancy (That
Energy Sword is a particularly good Flood stopper), shoot
the next pillar, and drop down. This drop is similar to
your first one.
YouÃll see a Phantom cutting down Flood contacts. While
it keeps them busy, you have a small window to shoot the
pillar, and drop down Flood free. Get on it.
This is a long drop. Once you hit the flat ground, move
out of the tunnel.
100,000 YearÃs War
Run out and cut down the Flood nearby. Watch out for the
Rocket Flood. Orbital Drop Pods will fall from the sky,
and from within, emerge the Elites. Help them secure the
area over the bridge. Beware, Some Flood carry Shotguns
and Energy Swords. Work your way up to the Plasma Turret,
and hop on when the Flood are held off at a good few
meters. Mow them down with that. All the Elites will hold
up behind you.
YouÃll have to watch for Flood coming from directly
behind the gun, mainly an annoying Shotgun Flood or two.
Ã¬Forerunners be praised! The Arbiter! This Quarantine
Zone has been compromised. We must do what we can against
the Flood. Our Commander has landed further in. Let us
join him.Ã® -
Once you hear that, the area should be completely clear
of Flood. Head through the small cave along the snow wall
to the left of the bridge. As you approach, Flood
contacts will leap from atop the wall. Quick reaction
time is key here, or else theyÃll surround you and beat
you to death.
Once you eliminate them, move through the cave. Walk up
to the back of the Flood Combat ahead, and eliminate it.
Move up to the center of this area. YouÃll see three or
four Elites, attempting to hold off hordes of Flood. One
of these Elites is the Spec Op Commander.
Circle around the area and eliminate all contacts. Watch
for the Rocket Flood to the right of the Elite encampent.
Ã¬Arbiter! What are you doing here?Ã® Ã± Spec Op Commander
Flood growls suddenly erupt from all around the area.
Ã¬We must hold this camp until reinforcements come.Ã® Ã±
Spec Op Commander
Watch for the rushing hordes of Flood. Get out your
trusty Energy Sword, if available, and finish them
alongside the Commander, in true style.
Ã¬They were fools to stand against us!Ã® Ã± Spec Op
More hordes attack. Keep them at bay until the Phantom
arrives with reinforcements.
A Phantom flies hovers overhead, dropping replacements
for your dead Elites.
Ã¬In the center of this zone is a Sacred Icon critical to
the great journey. I must find it!Ã® Ã± The Arbiter
Ã¬We shall cut into the heart of this infestation,
retrieve the Icon, and burn any Flood that stand in our
way.Ã® Ã± Spec Op Commander
A loud roar of approval comes from the reinforcing
Ã¬The parasite is not to be trifled with, I hope you know
what youÃre doing!Ã® Ã± Spec Op Commander
The Commander walks away.
Objects in Mirror are Larger Than They Appear
Ã¬Forward Warriors! And fear not pain nor death! Go
Arbiter, IÃll follow when our reinforcements arrive.Ã®
The Phantom dropped four Warrior Elites, two Ghosts, and
a Spectre. I suggest taking the Spectre, and fitting on
three of the four Elites... if they are willing to join
Get ready ASAP, as an Enforcer and Sentinels are
approaching. Clear Ã«em out, then move up the hill and
through the tunnel. Wait for the Ghost, then move through
the next door.
Ã¬What! The Parasite controls our vehicles? No matter...
it will die all the same.Ã® Ã± Warrior Elite
YouÃll find yourself in a large open room. Two Advanced
Sentinels come straight at you, with an Enforcer not far
behind. Dodge their attacks to the best of your ability,
giving your Elites time to shoot them down.
YouÃll notice random Ghosts lying around, unmanned yet
damaged. DonÃt bother taking anything, keep your Elites
as close as possible (AKA, most on Spectre, one on
After clearing out the first few Forerunners, move around
the big dividing block, and be prepared for incoming
Enforcers in the masses.
Ã¬Commander, weÃve found a human vehicle!Ã® Ã± Warrior Elite
Ã¬Keep moving, IÃm on my way.Ã® Ã± Spec Op Commander
YouÃll notice an empty Warthog up against a pillar behind
some boxes, with accompanying dead Marines.
Hold back and strafe the Enforcers for your Elites. Move
along the path slowly.
Move down the slope, and take cover immediately. A
Scorpion is just ahead. Your top priority Ã± Jack the
Scorpion. Get off your vehicle, get as close as you can,
then cloak yourself. Jump on the back, hit it a few
times, throw two Plasma Grenades in, then jump off. You
should now have a damaged, yet empty and usable Scorpion.
Get in, then wipe out the remaining Flood Ghosts. Move
through the tunnel, and out the other side.
Move forward. Three Human Flood will drop down from above
the tunnel. An Enforcer hovers over from the left, past
your LoF, taking no notice of you. Move ahead and simply
run over the Flood. A Human controlled Pelican flies
overhead, firing the rear-mounted Chaingun down on Flood
contacts, and carrying a Scorpion at the rear.
Move around, down the slope, rolling over the Flood in
the process, and in through the small door.
Ã¬IÃm sending you a squad of my most experienced Warriors,
Arbiter. Do not squander their talents!Ã® Ã± Spec Op
Straight ahead, youÃll find a Wraith firing Plasma
Mortars at an Enforcer. Hit the Enforcer from the rear
with your turret shells, then attempt to jack the Wraith.
YouÃll need the speed boost.
A Phantom will land in this area, so donÃt move too far.
It drops three Veteran Elites, and two Ghosts.
Ã¬An Arbiter! Just what are we going up against?Ã® - Elite
Once your team is ready, move along the tunnel, and over
the makeshift bridge. Watch for the Rocket Flood atop the
hill ahead of the bridge. Kill off the Flood Ghost, then
move over the next bridge. There is another Rocket Flood
straight ahead, under the rubble. Turn left and target
the Wraiths. Follow the path along, over the natural
bridge. Watch for the Flood Wraith in front of the cave.
A large group of advanced Sentinels and an Enforcer or
two suddenly ambush your team. At these numbers,
Sentinels can be devastating. I suggest going straight
into the tunnel. Watch for the incoming Ghosts.
After youÃve cleared this area, move through the cave,
and leave your Wraith. A Flood-controlled Scorpion and
Wraith lie straight ahead, in battle with Enforcers and
Move up to the Scorpion and board it. Beat it then
grenade it. If youÃre lucky, an Elite may have taken your
Wraith. With your supporting team (assuming you managed
to keep them alive), youÃll be all set for the battle.
Most of the time there are just too many Sentinels and
Enforcers though, so you will very probably be forced to
flee through the rubble. Once youÃre through, move along
the cave. YouÃll come to some windows, through which
Sentinels are cutting down the Flood.
Drop down into the room below, and fight your way through
to the other side. Carefully move past the Flood,
avoiding contact when the contacts are fighting each
Move through the exit cave. As you go out into the open,
an Enforcer wreck lands inches from your face. Move
quietly around the side of the hills, and through the
cave at the other side of the pit.
As you enter the cave, hordes of Flood rush straight at
you. Immediately cloak and leap over them, and they
should head straight under you and into the pit battle.
Follow the tunnel along, into a room similar to the one
you were in just before. Move to the other side, up the
ramp and out into the open again (past some Flood on the
way). You know youÃre going the right way when you pass
Head down the left, and grab the empty Ghost. Move past
the enemy Ghosts and Wraiths, across the bridge, and hold
position. Watch it, there is a Flood controlled Gauss
Ã«Hog. There is also a Chaingun Ã«Hog, and many a Ghost,
with a Wraith or two.
Whatever you do, donÃt stray too far. A Phantom is on the
way. When it arrives, it drops a Spectre, the Spec Op
Commander, and a Warrior Elite.
Get on the Spectre and move up the hill. As you move
along, watch for the Enforcers, which most likely
dominated the ongoing battle.
DonÃt draw too much attention to your team, as a couple
of Wraiths usually sit far to the left, far enough to
last the battle.
Once you have cleared the entire area out, move along
over the hill, drop off to the ground below, through the
mini-cave, and into battle with Enforcers, Ghosts, a
Wraith and a Scorpion.
Ã¬A Human Heavy-assault vehicle!Ã® Ã± Elite
Leave the Flood and the Forerunners to battle it out, and
move on to the right of the clearing, under the huge
structure overlooking the Quarantine Zone.
In here, there are hordes of Flood all gathered up, with
a couple of Flood manning Human Turrets.
I suggest getting off the Spectre, making sure your
teammates get off too, and moving in on foot.
Grenades are your best friend here. Toss them in, fire
off at the turrets, and clear out any remaining Flood.
The Commander will do most of the tougher groups for you,
as long as you support.
Once all is clear, move through the door at the center of
the structure wall. Head along one of the corridors,
Ã¬Warriors... well done!Ã® Ã± Spec Op Commander
The Arbiter and the Commander head up a ramp and towards
a computer. The Arbiter activates the Gondola, calling it
to him. Just then, the next gondola along starts moving
to the next structure.
Ã¬More Humans? They must be after the icon!Ã® Ã± Spec Op
Growls and screeches come from back down the ramp. The
Commander turns and draws his Sword.
Ã¬On your way, Arbiter. IÃll deal with these creatures!Ã® Ã±
Spec Op Commander
As the Commander leaves the gondola, it starts moving
along. A Phantom flies down next to the gondola.
Ã¬I see that coward didnÃt join you. IÃll do what I can to
keep the Flood off your back.Ã® Ã± Tartarus
Ã¬We cannot let the Humans capture the Icon! The Hierarchs
will not suffice to your failure.Ã® - Tartarus
YouÃll find yourself surrounded by teammates.
They are all Minor Elites.
Ã¬Look! Up ahead Ã± the parasite gathers for an attack.Ã® Ã±
The Elites will gather at the front of the gondola and
exchange fire with the Flood. They are position on a
small platform to the left of the gondolaÃs path. Take
out as many as you can. If any are left when the gondola
passes, theyÃll jump on. Chances are most jumpers will
miss. Kill them all off.
As soon as youÃve cleared that, watch the bottom floor,
but stay on the top side. When the Flood come through
gaps near the bottom of the gondola, rush down with and
keep them as low as possible. As soon as they start to
rise, you start to lose.
Once that set has been cleared, more Flood jump on above
from another platform, and these ones rarely miss.
More come out the bottom after that. Now you have to
worry about one or two at a time, which can be worse,
because they have a tendency to keep quiet when you donÃt
know theyÃre there.
After a couple of singles, a huge horde enters from the
bottom. Watch for those with shotguns. Grenades, and
shotguns I might add, are your friends.
Ã¬The Humans are already inside, Arbiter! After them! IÃll
watch the perimeter!Ã® - Tartarus
Eventually, a large circular door will open, and the
gondola stops next to a small ramp.
That Old, Familiar Feeling
Ã¬Go Arbiter! Get the icon!Ã® Ã± Tartarus.
Run down the walkway, and across the familiar layout of
the Library. Some Combat forms run after something,
taking no notice of you at all. When you get to where
they were, a couple of infections leap out of the ducts,
but still taking no notice. They follow after the
Combats, ignoring the dead Flood bodies, which they could
Dotted around among the Flood bodies, are the bodies of a
few Marines. Follow them along the path. Head through the
little passage-way on the left.
The wreck of an Enforcer lies straight ahead.
Miranda Ã± searching for the index Ã± comes across it
floating over a large drop. She canÃt reach it as it
floats over a large drop.
She grabs a nearby vine, then leans out, and grabs the
Ã®Gotcha!Ã® Ã± Miranda
Just then, the vine slips, and Miranda begins to slide
over the edge. Suddenly, the vine stops, holding Miranda
Ã¬You know, your father never asked me for help either.Ã® Ã±
Sarge pulls Miranda up.
Ã¬The index is secure.Ã® - Miranda
Ã¬McKenzie, Perez! HowÃs our exit? You hear me Marines!?
We got trouble!Ã®
Sarge scans the area with his Battle Rifle. Sarge notices
a distortion in the air. Knowing this is a sign of active
camouflage, he opens fire on it, yet missing. The
distortion leaps over the wrecked Enforcer.
Ã¬Damn!Ã® - Sarge
Sarge tries to hit it with his rifle... twice, but both
times the distortion counters. It grabs Sarge. The
camouflage wears off, and the Arbiter appears underneath.
Ã¬How ya doinÃ?Ã® Ã± Sarge
The Arbiter head-butts Sarge, knocking him on the floor.
Ã¬Sergeant, stay down!Ã® - Miranda
Miranda raises here dual-wielded SMGs and fires at the
Arbiter, knocking his shielding offline. The Arbiter
leaps back behind the Enforcer, and rushes round the
right of the room to cover.
Miranda turns to the Sergeant.
Ã¬Johnson, you all right? Johnson!?Ã® - Miranda
The Arbiter takes his chance, and leaps out to Miranda.
Miranda looks back slowly, understanding her mistake. The
Arbiter knocks her guns away, then she is pulled by
Ã¬Excellent work, Arbiter. The Hierarchs will be pleased.Ã®
Tartarus has Miranda in his right arm, with the index on
Ã®The Icon... is my responsibility.Ã® - Arbiter
Ã¬Was your responsibility, now it is mine.Ã® - Tartarus
The Brutes surround the Arbiter. One of the Brute takes
Sarge, another takes Miranda from Tartarus.
Ã¬A bloody fate awaits you and the rest of your
incompetent race, and I, Tartarus - Chieftain of the
Brutes, will send it to you.Ã® - Tartarus
Tartarus raises his hammer, and aims at the Arbiter,
ready to fire his energy sphere.
Ã¬When the Prophets learn of this, they will take your
head.Ã® - Arbiter
Ã¬When they learn? Ha ha. Fool. They ordered me to do it.Ã®
Tartarus fires, pushing the Arbiter over the edge, and
down a huge drop.
Intro: Scene One
The Chief comes round with a large slimy tentacle in
front of him.
Ã¬What... is that?Ã® Ã± Cortana
Ã¬I? I am a monument to all your sins.Ã® Ã± The Gravemind
Two tentacles suddenly swoop down, with the Arbiter
wrapped and struggling in between.
Ã¬Relax. IÃd rather not piss this thing off.Ã® Ã± Master
Ã¬Demon!Ã® - Arbiter
The Gravemind pulls the Chief closer.
Ã¬This one is machine and nerve, and his its mind
Now he focuses on the Arbiter.
Ã¬This one is but flesh and faith, and is the more
Ã¬Kill me or release me, Parasite! But do not waste my
time with talkÃ® - Arbiter
Ã¬There is much talk, and I have listened - through rock
and metal and time. Now I shall talk and you shall
A few tentacles rise up holding a Prophet and a Monitor.
Ã¬Greetings! I am twenty-four-oh-one, Penitent Tangent. I
am the Monitor of installation 05.Ã® Ã± 2401 Penitent
Ã¬And I am the Prophet of Regret... Councilor most high...
Hierarch of the Covenant.
Ã¬A Reclaimer!? Here!? At last! We have much to do. This
facility must be activated if we are to control this
outbreak.Ã® Ã± 2401 Penitent Tangent
Ã¬Stay where you are. Nothing can be done until my Sermon
is complete!Ã® Ã± The Prophet of Regret
Ã¬Not true! This installation has a complete utilization
record of 1.2 trillion simulated and one actual. It is
ready to fire on demand.Ã® Ã± 2401 Penitent Tangent
Ã¬Of all the objects our lords left behind, there are none
so worthless as these oracles. They know nothing of the
great journey.Ã® Ã± The Prophet of Regret
Ã¬And you know nothing about containment! You have
demonstrated complete disregard for even the most basic
protocols!Ã® Ã± 2401 Penitent Tangent
Ã¬This ones Ã«ContainmentÃ and this ones Ã«Great JourneyÃ
are the same.Ã® - Gravemind
Penitent Tangent and Regret are lowered.
Ã¬Your prophets have promised you freedom from a doomed
existence, but you will find no salvation from this ring.
Those who built this place knew what they wrought. Do not
mistake their intent. Or all will perish as they did
before.Ã® - Gravemind
Ã¬This thing is right. Halo is a weapon. Your prophets are
making a big mistake.Ã® Ã± Master Chief
Ã¬Your ignorance already destroyed one of the sacred
rings, Demon, it shall not harm another.Ã® - Arbiter
Ã¬If you will not hear the truth, then I will show it to
you.Ã® - Gravemind
Ã¬There is still time to stop the key from turning. But
first, it must be found. You will search one likely spot,
and you will search anotherÃ® - Gravemind
Ã¬Fate had us meet at foes, but this ring will make us
brothers.Ã® Ã± Gravemind.
The Gravemind tosses the Chief and the Arbiter, and has
Intro: Scene Two
On High Charity, and in the space around it, a large
rebellion seems to be taking place.
Grunts and Jackals charge the Council Chambers, as Brutes
efficiently smack them away with single strikes of their
Inside the Chamber, the High Prophet of Truth is speaking
to what seems to be some sort of TV system.
Ã¬We are, all of us, gravely concerned. The release of the
parasite was unexpected, unfortunate. But there is no
need to panic.Ã® Ã± The Prophet of Truth
Ã¬In truth, this is a time to rejoice, a moment that all
the covenant should savor. For the sacred Icon has been
found! With it, our path is clear, our entry into the
great beyond, guaranteed.Ã® Ã± The Prophet of Truth
Ã¬The Great Journey is nigh, and nothing, not even the
Flood, can stop it.Ã® Ã± The Prophet of Truth
One Minor Grunt notices a small pillar of yellow light.
He turns to it, and suddenly the Chief pops out of
Ã¬Boo!Ã® Ã± Master Chief
The Grunt squeals, drops his Needler, and flees. The
Chief snatches the Needler mid-air.
Two Honour Guards step next to the Prophets, and shield
them with their Staffs.
Ã¬Kill the demon.Ã® Ã± The Prophet of Truth
Ã¬Brutes!Ã® - Cortana
Immediately ahead of you are two Honor Guard Brutes. They
drop their Staffs, and attack with Brute Plasma Rifles.
Luckily, you start of with a Needler. This is, in my
opinion, one of the, if not the best weapon for Brute
Ã¬The faster you can kill those Brutes, the better.Ã® -
Unload 10 Needles onto a Brute. A single explosion should
Ã¬They donÃt have shield generators, but take them out
before... itÃs berserking!Ã® Ã± Cortana
The last living Brute will drop his weapon, hunch over
like a mad gorilla, and charge wildly. He wants to get
close. At a distance, he is useless, so he wants to beat
you to death. On Legendary, youÃre going to die after two
consecutive hits at most.
For some weapons, berserking Brutes present you with a
disadvantage, but for the Needler, there is no better
advantage. Grab the second Needler on the floor, and
unload on him.
A small group of Grunts enter the Chamber. Grab the Brute
Plasma Rifles (dual-wield) and wipe Ã«em out.
Ã¬The Demon has infiltrated the Council Chamber!? Protect
the Hierarchs! Seal the exits!Ã® Ã± Brute voice
As you hear that voice, jump onto one of the pillars at
the side of the room, then jump up onto the seats where
the Councilors were sitting in the Intro.
Ã¬Oh, I donÃt think so!Ã® - Cortana
Two Minor Brutes enter from opposite sides of the room,
backed up by two Grunts each. One Brute has a Brute
Plasma Rifle, the other Ã± a Covenant Carbine.
I hope you still have those Needlers. Unload on the
Brutes. If you foolishly dropped the Needlers, youÃll
have to go to their level to fight them, theyÃre hard to
hit with Plasma Rifles... well, hard to kill at least.
Once youÃve killed one Brute, the other will probably
berserk. Kill off the Grunts now from a safe distance,
then needle the Brute while backpedaling.
Another group of Brutes and Grunts enter, kill them off
in the same manner as before.
Ã®Watch out for the Captain, itÃs got a Brute Shot!Ã® Ã±
The next group is built of Grunts, as usual, two Minor
Brutes, and a Captain Brute. The Captain isnÃt much
harder, just stay away from walls, and the grenades wonÃt
hurt you unless you make direct contact. Needle the
Brutes, and slaughter the Grunts.
Once youÃve cleared these ones out, youÃll realise that
those werenÃt the only members of the group. Two Carbine
wielding Brutes lie in wait up on the side of the
chamber. TheyÃre damn accurate, so take a few shots, then
when your shield shows the pain, move back into cover.
Once theyÃre down, yet another party moves in. No top-
side Carbines this time (though there might be one on the
ground floor), back to same old, same old.
After them, you finally get to stay in the chamber and
fight another group!
Ã¬Put me down on one of the pedestals near the door.Ã® Ã±
This line signifies freedom. Do as she says, but not
before retrieving ammo from the hundreds of corpses in
Ã¬That Prophet Ã± Truth! He has the Index. YouÃve got to
take it from him. Lemme get these doors. Go. ItÃll be
easier to track Truth if I stay in the network. DonÃt
worry, you can pick me up later.Ã® - Cortana
So head out the door, and beat the oncoming couple of
Grunts (Minor & Veteran). Move through the opposite door,
and kill the room full of Grunts. A Minor Brute might
wander in. Note the Berserking Brutes are much harder to
kill with a Carbine, and much easier with a Needler.
Ã¬Right this way.Ã® Ã± Cortana
Out the door youÃll meet two Honor Guards. Needle one,
then the other before it charges.
Down the small ramp, youÃll find a few Veteran Jackals
and Minor Brutes. Note that as you fight here,
reinforcing Grunts (approx four), and then Brutes (approx
two, then another two, one of which is a Captain) come up
an elevator from the opposite side of the platform. If
you can keep up, shoot them as they rise up from a
Head to the end of the platform, where Cortana is
Ã¬Truth is moving through the lower levels of the tower.
IÃll reverse this grav-lift. Drop down Ã± try to cut him
off. ItÃs safe, really. Just... step in.Ã® Ã± Cortana
Do as she says, but be prepared, because as soon as you
land youÃll find yourself face-to-face with a Jackal
Sniper and Veteran that seem to be casually strolling
along. Needle the Sniper Jackal as soon as he comes into
view. Once the Jackals are down, about three Grunts come
running through the door. Make short work of them, and
move on through the next room, and down the ramp.
Ã¬Reinforce all approaches to the holding pens! Slay the
Demon on sight!Ã® Ã± Brute voice
Ã¬TheyÃre beefing up their patrols. Stay sharp!Ã® Ã± Cortana
When the door opens, stay next to the pedestal Cortana is
on. Several Jackals will run across the corridor, taking
absolutely no notice of you (as long as you stay distant
and absolutely still).
When itÃs clear, move through the door the Jackals came
from and back-whack the Captain Brute. Now jump onto the
raised walkway on the left and back-whack the Jackal,
then beat the other Jackal to death (heÃll have seen you
and alerted anyone else in the room).
A Captain Brute will run through the door. Needles.
Quickly kill the Grunts, then watch for the next
(possibly berserking) Brute.
Move through the door.
Ã¬Wait a minute! IÃm reading Marine IFF transponders. The
signals are originating somewhere below your position.Ã® Ã±
Just then, a couple of Jackals come from the door to your
right. Kill, and move ahead.
YouÃll find two Brutes and five (approx) Grunts in this
room. Kill them, and continue on.
Ã¬ThereÃs another lift in the next room.Ã® Ã± Cortana
Move through to the next room carefully. Immediately to
the left and right is a single Jackal per side. Then
thereÃs about five or six Brutes (mostly Captains). Get
dual Needlers, and needle Ã«em up. For the most part,
every dead Brute makes another Brute go berserk, which is
good if you have dual Needlers.
When youÃre ready, drop to the lower floor, and go
through the grav-lift in the center of the room.
Ã¬Here, Chief! Jump in.Ã® Ã± Cortana
Do as she says.
Ã¬There are two groups of Marines in this detention block.
IÃll zero their location, you neutralize the guards...
quietly.Ã® - Cortana
As soon as you land, back-whack the left Brute, then the
right as quickly as possible, while he berserks (with the
Needler melee animation, it should be fast enough). If
done right, no one else will have noticed you.
Now move over the left walkway and smash up the sleeping
Grunts. When the top floor is clear, go to the grav-lift
and move down.
The patrolling Jackal on this floor could be a problem.
Find a hiding place somewhere in his path, then beat him
up when he passes. Go down the next lift. When the next
Jackals back is to you, get him, then watch for the
patrolling Jackal on the opposite side of the floor. Get
To be completed...
To be completed...
To be completed...
The Great Journey
Intro: Scene 1
The Spec-Op Commander, sitting in his Wraith, informs the
Arbiter of a way to open the doors to HaloÃs Control
Ã¬What is that place?Ã® - Arbiter
Ã®Where the councilors were meant to watch the
consecration of the Icon... The start of The Great
Journey.Ã® Ã± Spec Op Commander
Ã¬There is still time to stop the key from turning.Ã® Ã±
Ã¬I must get inside.Ã® - Arbiter
Ã®Then mount up, Arbiter. I know a way to break those
doors.Ã® Ã± Spec Op Commander
The Commander drops into the Wraiths hatch.
Your Ass, My Size-24 Hoof
When the mission starts, another Spec-Op comes along in a
Spectre. Take the turret and protect the Wraith as you
move along the valley. Along the way, you will encounter
many a Ghost. Once you see the seaside, you have cleared
Along the cliff-side, youÃll go into a bunch of rocks, in
which a couple of Wraiths lie. These ones are with the
Brutes. Take them out ASAP with the turret, from as far
as possible. Either that, or sneak up on then and board-
nade them. Also keep watch for the nearby Phantom, which
comes from over the sea. If at any point you find the
turret too difficult, simply nick a Ghost, or better yet,
a Wraith (donÃt bother yourself too much about it,
usually the Wraith is under too much fire to obtain).
Ã¬There Ã± Arbiter. That ScarabÃs main gun will break the
control rooms door.Ã® Ã± Spec Op Commander
Ã¬At the far end of the beach, thereÃs a passage into the
cliffs that should take you up to the Scarab.
Once youÃve taken the Wraiths out, hop out of your
vehicle and move in through the door.
Ã¬The Brutes control that Cruiser, Arbiter! IÃll remain
here Ã± make sure no reinforcements get in behind you.
Then, IÃm going to take the Cruiser back.Ã® Ã± Spec Op
Ã¬The Arbiter!? I thought he was dead... Hold your fire!
The Hunters have come to our aid, Arbiter. They will
fight by our side.Ã® Ã± Minor Elite
Follow the Elite round the corner, and through the door.
The Hunters will walk slowly through the door, taking
loads of grenades from the Brutes. Grab a nearby Beam
Rifle and peg as many Brutes as you can. Protect those
Hunters if you wish for an easier time later. Once the
room is clear, move up the ramp and follow the Hunters.
Be sure to stay behind them. TheyÃll set themselves up
along the wall. Help them pick off the Brutes at the
opposite side of the cave. When they are low in numbers,
move around the side of the cave and kill them off from
the side. Look out, there are sniper Jackals here. Make
them your first priority.
Move closer and closer, picking them as you go. The
Hunters will follow soon, and smash into their ranks. A
single Beam to the skin will kill a Hunter, so make sure
youÃve finished those Jackals. Move through the next
door. If youÃve lost your Hunters by now, donÃt worry.
They would hold here anyway.
Move across this bridge, carefully picking off Jackals as
you go. Watch for the Phantom, which insists on pissing
you off here. This is pretty easy as long as you donÃt go
Rambo. Once you reach the other side, a swarm of Drones
will ambush you. Retreat a bit, grab two Plasma Pistols
(I know youÃre saying Ã¬WTF!?Ã®), and rapidly tap both
triggers. The bolts are slightly stronger than rifle
bolts, even when uncharged. Rapidly fire them at the
Drones until they all drop dead. Continue through the
door... replacing your Pistols on the way.
After a few doors, youÃll find yourself in a large room,
with a ramp straight ahead. At the weapon crates, you
have the choice of:
Covenant Carbine (the 2nd obviously just giving ammo)
I suggest the Carbine and the dual Needlers. First off,
grab the Carbine, and take out the Jackals around the
side of the wall. Then kill off any Brutes you can with
the Carbine. Once theyÃve come to their senses, back off
and grab the Needlers. Now, head round and release a
burst at a single Brute. Once he blows, do the next...
and the next... and the next. Wear them down like this.
When you feel their numbers are down far enough, take out
your Carbine and release the Hunters from their cell.
Now that the Hunters are out, feel free to wonder around
and release the others while the Hunters slaughter the
Brutes. There is one thing to note, a mad Brute CAN kill
off a Hunter. IÃve seen two perfectly healthy Hunters go
down to a Brute. If they get pissed, help the Hunters
take them out. Once youÃve freed everyone, grab an Energy
Sword and move on.
Run through the corridors, and out onto the platform.
Here is the Scarab.
Ã®Mine will do... kill the others.Ã®
YouÃll find many Brutes around a group of Marines. Melee
the first Brute, then use your camo. Lunge the next Brute
with your Sword, then take out a gun and kill off the
rest. The confusion at this part is usually too great for
it to be challenging, but if you take to long, the Brutes
will dig in and prove to be a pain.
The Arbiter is faced with the main cannon of a Scarab.
Luckily for him, Sarge starts talking, identifying
himself as the driver. Arbiter and Sarge negotiate an
uneasy alliance, and agree to chase Tartarus to the
control room together. The one thing that had always kept
Sarge fighting was the cold, pure hatred of the Covenant
that he grew up with. This is quite a turn of events.
Two Banshees are heading towards you. When they land,
jump in one of them and follow the Scarab. There are many
Banshees, Wraiths, and Spectres along the way. ThereÃs
also a few Plasma Turrets on the cliff edges. Your job is
to protect the Scarab from the minor, fast moving
vehicles. TheyÃre not really anything to worry about, but
the Scarab moves so slowly that you might as well take
Once you reach the seaside, there are a couple of Wraiths
waiting. Feed Ã«em some rods, and then watch for incoming
Ã¬Stay clear of the door!Ã® - Sarge
The door is obliterated in the blast, and you can go
through. Land quickly, and move in.
Delusions and Grandeur
YouÃll be in a small, dark tunnel. Head on through and
into the large room ahead.
Brutes will come in at the upper-right side of the room.
There is about six of them. They can be pretty tricky.
Ã¬Do not let them enter the chamber! The Chieftain must
complete his holy work!Ã®
Quickly have a look around the floor of the room. YouÃll
notice that thereÃre holes dotted around the room. Two
Brutes will go berserk as soon as they see you. Kill off
as many Brutes as you can initially, then drop down, and
hide. Whenever a Brute drops down, slaughter it. One
problem, if a pissed Brute drops down, your chances are
much better with the other five Brutes sitting around up
Once the Brutes are dead, another few will come through
the door. A couple of them are Honor Guards. Kill them,
and then head through the door they came through.
The Arbiter, and a squad of Spec Ops and Commanders meet
a stand still with an equal team of Brutes. The Brutes
are attempting to force Miranda to use the index and
activate Halo. Tartarus holds the Oracle under his left
arm. The Arbiter attempts to explain what Halo really
does. He asks the Oracle to speak. Tartarus wonÃt have
As the Brutes are about to activate Halo, Sarge comes in
with a Beam Rifle pointed at TartarusÃ head. He orders
Tartarus to allow the Monitor to speak. Reluctantly,
Tartarus backs off. The Oracle explains, and the Arbiter
prompts Tartarus to change his position.
A confused, stunned, and furious Tartarus looks around,
out of options. Suddenly, he tosses the Oracle at Sarge,
whirls round, and slams MirandaÃs hand down on the
computer, shoving the Index into the slot in the process.
Sarge is hit right on the head, and knocked out.
Suddenly, everyone raises his own weapon, and Halo
The central hexagon starts circling, and splits into 3
parts, the central part being the largest. A large laser
flashes right through the middle. The laser grows bigger.
Several platforms start swirling around it.
Immediately kill the Brutes surrounding Tartarus. Aim at
their heads and attempt to knock their helmets off. Once
they are dead, Tartarus will flee into the central
platforms, the main power generator of Halo.
By now, Sarge will be back up, and more Elites will be
charging through the door behind you. Jump onto the
swirling platform, and then onto the central pillar.
Tartarus activates his Energy Shield. ItÃs an enhanced
one that you havenÃt encountered before. You both have
one advantage and disadvantage:
Tartarus Ã± He has his very powerful Energy Shield, so
itÃll take some time to wear it down to recharging
status. However, he must get close to you to use his
hammer, and being around the same speed as you, that
could take some time.
Arbiter Ã± You are able to shoot him from a distance, but
with your weaker shield, a well-aimed hit from that
hammer could be the end for you. He can send five Elites
flying from a single hammer shockwave.
By the time you see Tartarus, about ten Elites should be
surrounding him. He will raise his Hammer, and suddenly
all life within the surrounding few meters of the hammer
will be extinguished. If you can, find and pick up an
Ã¬Charging sequence initiated. Primary generators coming
online.Ã® Ã± 343 Guilty Spark
Ã¬Well shut them down!Ã® - Miranda
Ã¬Apology Ã± Protocol does not allow me to interfere with
any aspect of this sequence.Ã® Ã± 343 Guilty Spark
Ã¬Then how do I stop it!?Ã® - Miranda
Ã¬Well, it will take some time to go over the proper
procedures, I-Ã® Ã± 343 Guilty Spark
Ã¬Quit stalling!Ã® - Miranda
Ã¬Under more controlled circumstances, IÃd would suggest
the Reclaimer simply remove the index.Ã® Ã± 343 Guilty
Ã¬ThatÃs it? Johnson, IÃm on it!Ã® - Miranda
Ã¬Hang tight, MaÃam Ã± not until that Brute is dead!Ã® -
Watch for reinforcing Brutes. I suggest you take care of
the minor Brutes, whilst he takes care of the minor
Elites. Most likely, youÃll be done about the same time.
Ã¬Secondary generators charging. All systems are
performing well within operational parameters.Ã® Ã± 343
Keep backpedaling from Tartarus. Also be sure to keep him
out in the open so that Sarge will fire at Tartarus with
his Beam Rifle. Once his shield is down, take him with
your Energy Sword.
Ã¬Lucky hit, but you will not land another...Ã®
When the next wave of Brutes and Elites come in, ignore
the Brutes, as some Elites will distract them. Some other
Elites will take on Tartarus. Allow them to do so, and
lunge his back with your Energy Sword. You need to be
sure to go on full force after that.
Ã¬Power generation phase complete. The installation is
ready to fire. Starting final countdown...Ã® Ã± 343 Guilty
Ã¬Come on, Arbiter Ã± kick that guys ass!!Ã® Ã± Johnson
Ã¬And may I say, Reclaimers, it has been a pleasure to
serve you both. Goodbye.Ã® Ã± 343 Guilty Spark
If his shield recharges, back off again and take on the
other Brutes if there is any remaining. Allow Sarge and
the other Elites to take him again. When his shield is
down for the tenth or so time, a final back-lunge should
finish him. Be sure to finish him in style.
Tartarus may be dead, but with Halo activated, itÃs all
A huge ball of blinding plasma glows white-hot in the
center of Halo. The space around it starts to ripple,
like the light is bending. Shockwaves home in on the
central orb, shrinking as they go.
Miranda makes a charge onto the swirling platform, ducks
under another platform that almost knocks her off, and
leaps onto the central pillar. She makes a mad dash for
the center, and grabs the index.
Back at the center, the orb grows bigger, and more
A large beam is fired from the control room, and it makes
contact with the central orb.
The orb blows up to huge proportions, and almost consumes
the entire ring, but suddenly, it implodes into a tiny
little ball, and a small shockwave bursts out form the
center of the ring. It just collapses like a puff of
All is quiet, and Halo seems to be over, once more.
The Arbiter discusses the situation with Sarge, Miranda,
and Guilty Spark. Worried about the massive amount of
other Halos that must be dotted around the galaxy, Sarge
questions the Monitor on the function of Halo.
They learn that all HaloÃs can be activated from the one
location, and that if a single Halo canÃt be activated,
the Ark canÃ–
Ã¬Chief, What the hell are you doing on that ship?Ã® Ã± Lord
Ã¬Finishing this fight.Ã® Ã± Master Chief
After the credits, Cortana can be seen sitting atop a
console in High Charity. The tentacles of the Gravemind
approach slowly from through the door, edging towards
her. It asks her to answer its questions.
If you have any theories you wish to show everyone, send
them to me. Write it as best as you can, because your
theories WILL BE EDITED until Word detects no grammar
errors. See email information at the top of the guide for
full description of how the email should be sent.
NOTE: GAMEPLAY THEORIES ONLY. Theories on things like
Microsoft forcing Bungie to redesign the game for Halo 3,
which BTW I disagree with, will not be accepted.
The Other Gravemind Theory
This theory is a bit... m3h. I donÃt half-believe it
myself to be honest, not so much a theory as it is
evidence of too much free time on my part. Really itÃs
nothing more than a placeholder until I find other
theories to put here.
The Halo 1 Keyes blob is GravemindÃs neglected little
Anyone who read the Flood will know of the mental battle
thought between Keyes and The Other. Jenkins felt too
that there was an "Other" present. This Other seemed to
rake through the lost thoughts of Keyes... digging deeper
and deeper, and stealing his memories (not sharing, but
stealing, like cut + paste instead of copy + paste).
I think it was searching for the information on how to
pilot the Truth and Reconciliation. The Flood were also
in the process of repairing the Truth and Reconciliation
when the Chief arrived at the ship. Chances are, IMO,
that an Elite or some other host experienced the Other
too, and repairing information was gathered from host to
host. Maybe The Other was... not necessarily a younger
Gravemind, but a malnourished one.
I think the Gravemind seems much more complex than The
Other because he has gathered many more hosts. I
personally think that the Gravemind has simply gathered
much more intelligence from his hosts, or possibly
assembled that intelligence in a better manner, and
managed it properly.
For example, Gravemind immediately speaks to the Chief
and the Arbiter. We don't know which language he is
speaking, because the Chief is equipped with a translator
which converts Elite speech to English. He may very well
be speaking 1337 (hee hee... oh... I'll shut it then
>_>), and it only sounds like English to the Chief due to
his translator. Whatever it is, itÃs beside my point. I
think that he managed to gather enough information from a
vast range of Elite/Human hosts and understand the
I donÃt really have a way to conclude this theory, as I
plan to expand on it, and hope others will too. So IÃll
leave it that, a nice block of text to think about.
Author: Cool Z
Is History repeating itself?
This is a theory I came across on the GameFAQs.com Halo 2
General Board. This is the work of Vegechan, a veteran
user of the board.
Many people think the Covenant is humanity's main threat,
but it seems like Bungie is setting up the Flood with the
sweeter deal. Will we have to be faced with a similar
situation the Forerunner once were placed with?
So far everyone assumes Halo 3 will be able propelling
Truth and the rest of the Covenant from Earth. I think
this is far from the truth, and let's recap the ending
The Covenant have fallen. Two of the three Hierarches are
dead. The Covenant made between the Elites and Prophets
has been broken. What's left of the Covenant Armada is
currently blowing the crap of it's self around High
Charity. The holy city and main base of operations is now
under Gravemind's and the flood's control.
So, yeah. Covenant are in a bad spot, and a whole game
can't be made out of stopping Truth from activating the
Ark. But look at how the Flood are set up.
The flood for the first time in eons, are off of a Halo.
The currently have High Charity, and when powered can
bring the Flood anywhere they deserve. I'm sure there are
phantoms aboard High Charity, and using the cause of the
civil war, Gravemind can easily take control of a couple
Covenant ships. He can either use these to make a power
supply for High Charity, or create a small fleet.
Gravemind also has two of the three hierarchs and 2401
Penitent Tangent, and assumably, Cortana. Or all these he
can easily know of the location of the Ark, and Earth.
The ark can assumed to be on Earth due to Truth heading
there, unaccompanied with only one Forerunner ship, but
it's still unknown. Now, the Flood need to destroy,
defend, or deactivate the Ark due to it's purpose, so
Gravemind wants to be at Earth. That being said, due to
the small war Earth just went under, it's defenses are in
shambles* and the Flood just showing up in a giant hive
will cause massive problems and Earth, our last planet
left thanks to the Covenant, might just fall under Flood
So yeah, the Flood are set up to be a very key element in
3, more so than 1 or 2. Will history repeat itself and
after all possible solutions become exhausted will we be
forced to activate the ark? 3 will be very interesting
*This needs to be said. Earth got f*'d up. Those 15
Covenant ships tore a new one. Hear me out. These 15
ships aren't your normal Covenant ships. They where
traveling with the Prophet of Regret's ship. These things
had to be special. That being said, within the first
moments of battle 2 of the 3 geo sync platforms were
destroyed. And if you pay close attention to the scene
where Master chief returns the bomb, you see the Human
fleet. You see almost 20 ships all firing, however in
mere seconds they are ripped through and only 3 or 4
remained. Mere seconds. When you leave the battle is
still raging, and when you return it's still going on.
When the admiral asks why you are on that ship, just look
at his surroundings and how beat up that place is. Earth
is weakened. And if the Flood attack, there will be
If you have any comments to make on this theory, send
them to email@example.com and IÃll forward them to
Any question that IÃm frequently asked by email or that I
see a lot on the boards will be posted here if I know the
1. IÃm playing Cooperative mode, but for some reason
the screen is vertically split, rather than
horizontally. Please help.
This is the most common problem that people seem to
encounter. ItÃs pretty easy to fix. Vertical split is
designed for wide screen TVs. Go into the Xbox main menu
(by turning it on without a disk in the drive), then
choose settings. Look for the widescreen option, and turn
it off. That should solve the problem.
2. Bungie stated that peeking and sprinting would be an
in-game feature, yet I donÃt seem to be able to use
it no matter what I try.
Bungie also stated a couple of months before the release
of the game that these features would have to be removed.
3. When playing Cooperative mode on Legendary
difficulty, it doesnÃt seem to work properly. I play
a little into the level, and then someone will
usually die. However, instead of that person
respawning, the game reverts. WhatÃs going on?
This is a new feature to make Coop much more difficult.
There is nothing wrong with your game. You must avoid
dieing if you want to make it through the game now.
GameFAQs, IGN, Cheat Planet, and Cheat CC for agreeing
to/requesting to host my FAQ/Walkthrough.
Bungie for making such great games.
GameFAQs Halo 2 board users, for the extensive info,
which I have not yet received from them, but hope to when
updating this guide. >_>
And everyone who sent in small pieces of info to help me
out. There are way too many too mention, but you know who
Blah blah, plagiarism is naughty, blah blah, copyrights,
If you see this FAQ/Walkthrough at any site not listed in
my allowed section at the top then please alert me so
that they can be possessed and forced to run naked along
the street with a chickenÃs head up their ass.