## ## ### ## #### ##### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ########### ######## ## ## ## ## ########### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ####### ## ## ## ## ## ## ## ####### #### ####### NOTE: PLEASE VIEW THIS GUIDE IN NOTEPAD WITH WORD WRAP ON. NOTE 2: I HAVE TRIED TO ESTIMATE THE NUMBER OF OPPONENTS THAT YOU WILL ENCOUNTER WHILE PLAYING BUT MY NUMBERS WILL NOT ALWAYS NECCESARLY BE CORRECT AND AS THERE ARE THEORETICALLY AN INFINITE NUMBER OF SENTINELS AND FLOOD I HAVE NOT INCLUDED THEIR NUMBERS IN MY COUNT BUT WLL ONLY SAY YOU WILL ENCOUNTER FLOOD ETC. THIS FAQ IS BASED ON NORMAL DIFFICULTY AND THERE WILL THEREFORE BE DIFFERENT NUMBERS OF ENEMY ON HEROIC AND LEGENDARY. IF ANYONE FINDS A FAULT WITH MY FAQ PLEASE CONTACT ME ABOUT IT EITHER BY POSTING OR BY E-MAIL (A.M.M.O.member@gmail.com) THANK YOU. I WILL LATER MAKE A VERSION INCLUDING THE AMOUNT OF FLOOD AND WHERE TO FIND THE SENTINEL LAUNCHERS. I WILL ALSO REFER TO HALO: COMBAT EVOLVED AS HALO 1, SO DON'T GET CONFUSED. ----------------------------------------------------------------------------------------------------------------------------- NOTES: 09/01/05 OK, I'VE STARTED IT! 09/02/05 I'VE DECIDED TO WRITE A FEW UPDATES: ONE ON CONTROLS, ONE ON WEAPONS, ENEMIES, VEHICLES AND MULTIPLAYER MAPS RESPECTIVELY. AFTER THAT I WILL PROBABLY UPDATE THE CAMPAIGN WALKTHROUGH. 15:26 31/03/05 I HAVE FINALLY REACHED 100 KB! 22.43 01/04/05 FINISHED WEAPONS AND ENEMIES, LET'S START ON THE VEHICLES! 05/04/05 I'VE DECIDED I'VE BEEN WORKING TOO MUCH, 3 GUIDES AT ONCE ARE TOO MUCH, I'LL HAVE TO STOP WRITING FOR A FEW DAYS 10/04/05 IT IS EVIDENT: YOU CAN'T BE AN AUTHOR AND HAVE A LIFE ASWELL 16:41 17/04/05 OK, I'VE FINISHED VEHICLES (130KB NOW!), I'LL SUBMIT THIS UPDATE AND THEN, ITS TIME TO START MULTIPLAYER GAMETYPES! 18:00 17/04/05 COMMENCING IN WRITING MULTIPLAYER GAMETYPES 20:53 04/05/05 FINISHED IN GAMETYPES. NEXT A CAMPAIGN UPGRADE. ***************************************************************************************************************************** ***************************************************************************************************************************** CONTENTS: 1.1 CONTROLS (STARTED 9TH OF FEB) 2.1 - 2.14 CAMPAIGNS (STARTED 9TH OF JAN) 3.1 WEAPONS (STARTED 1ST OF MAR) 4.1 ENEMIES (STARTED 28TH OF MAR) 5.1 VEHICLES (STARTED 2ND OF APR) 6.1 MULTIPLAYER GAMETYPES (STARTED 17TH OF APR) ***************************************************************************************************************************** ***************************************************************************************************************************** 1.1 THE CONTROLS TO HALO 2 ARE RELATIVELY SIMPLE: THE BUTTONS WITH LETTERS CAN NORMALLY BE FOUND IN THE MIDDLE OF YOUR CONTROLLER THEY ARE CHARACTERISED BY THEIR DIFFERENT COLOURS. THE "A" BUTTON (GREEN) IS USED FOR JUMPING. THE "B" BUTTON (RED) CAN BE USED FOR MELEEE ATTACKS. THE "Y" BUTTON (YELLOW OR ORANGE) IS USED FOR SWITCHING BETWEEN WEAPONS AND DROPPING ONE WEAPON WHEN DUAL WIELDING (MORE ON THAT IN A MINUTE). IT CAN ALSO BE PRESSED AND HELD TO PICK UP TWO WEAPONS AT A TIME. TO DO THIS YOU STAND OVER A DUAL-WIELDABLE WEAPON WITH YOUR OTHER DUAL-WIELDABLE WEAPON AND KEEP "Y" PRESSED. THE "X" BUTTON (BLUE) IS USED FOR: 1. PERFORMING ACTIONS SUCH AS ENTERING A VEHICLE OF MOUNTING A TURRET. 2. RELOADING YOUR CURRENT WEAPON. 3. PICKING UP A NEW WEAPON. THE BLACK AND WHITE BUTTONS CAN EITHER BE FOUND ON THE EXTREME LOWER RIGHT CORNER OR THE UPPER RIGHT CORNER OF YOUR CONTROLLER. THE WHITE BUTTON LETS YOU PERFORM YOUR CHARACTERS SPECIAL MOVE (MASTER CHIEF = FLASHLIGHT). THE BLACK BUTTON LETS YOU SWITCH BETWEEN THE HUMAN FRAG GRENADES AND THE COVENANT PLASMA GRENADES THAT YOU PICK UP ON YOUR WAY. THE TWO THUMBSTICKS ARE USED FOR: THE LEFT THUMBSTICK LETS YOU WALK FORWARD, BACKWARD AND LETS YOU STRAFE LEFT AND RIGHT. THE RIGHT ONE LETS YOU LOOK AROUND. MY TIP IF YOU ARE NEW TO HALO OR INDEED TO X-BOX IS ALWAYS TO LOOK IN THE DIRECTION WHERE YOU'RE GOING, NOT TO SIMPLY WALK IN THE DIRECTION WITHOUT LOOKING THERE. BY PRESSING THE RIGHT THUMBSTICK YOU ZOOM IN WITH YOUR CURRENT WEAPON. ONLY A FEW WEAPONS HAVE THIS FEATURE THE REST MAKE YOUR CHARACTER LOOK THROUGH BINOCULARS INSTEAD. BY PRESSING THE LEFT THUMBSTICK YOU DUCK, THIS FEATURE IS HARDLY NEEDED IN HALO 2 SO BEST DON'T THINK ABOUT IT AGAIN. THE LEFT AND RIGHT TRIGGERS, LOCATED ON THE UNDERSIDE OF YOUR CONTROLLER LET YOU PERFORM ACTIONS TO KILL OR WOUND YOUR ENEMIES. THE RIGHT TRIGGER SHOOTS YOUR CURRENT WEAPON, IT CAN HAVE DIFFERENT EFFECTS DEPENDING ON WHAT WEAPON YOU ARE WIELDING. THE LEFT TRIGGER LETS YOU THROW A GRENADE. ***************************************************************************************************************************** ***************************************************************************************************************************** ***************************************************************************************************************************** W W W A L K K TTTTT H H RR OO U U GGGG H H W W W W A A L KK T HHHHHH R R O O U U G HHHHH W W W W AAAAA L KK T HHHHHH RR O O U U GGGG HHHHH W W A A LLLLL K K T H H R RR OO UUUU GGGG H H ***************************************************************************************************************************** ***************************************************************************************************************************** ***************************************************************************************************************************** SS TTTTT OO RR Y Y L I N N EEEE SS T O O R R Y Y L I NN N E SS T O O RR Y L I N NN E SS T OO R RR Y LLLL I N N EEEE ***************************************************************************************************************************** ***************************************************************************************************************************** WHAT HAPPENED SO FAR: THE COVENANT WERE FIRST ENCOUNTERED BY THE HUMAN RACE AT THE TIME OF THE DESTUCTION OF THE HUMAN-POPULATED PLANET HARVEST THIRTY-TWO YEARS FROM THIS PRESENT DATE. HAVING ENCOUNTERED THE COVENANT THE HUMANS BEGAN TO REALISE THAT THEY WERE FAR MUCH UNDEREVOLVED THAN THE COVENANT AND THAT THEY MUST SURELY LOSE THE WAR AGAINST THIS ALMIGHTY CONVENTION OF ALIEN BEINGS. PEACEFUL AGREEMENTS WERE SCORNED BY THE COVENANT AND THEY BEGAN TO DESTROY THE OUTER COLONIES OF THE HUMAN EMPIRE. FORTUNATELY THE HUMANS HAD A SUPERWEAPON, A GROUP OF SUPERSOLDIERS, GENETICALLY TRANSFORMED SUPERHUMANS, WHO FEARED NO ONE. WHEN THEY WERE UNLEASHED ONTO THE COVENANT THEY WOULD CAUSE FEARFUL DAMAGE TO THEM, BUT THE ALIENS WOULD SIMPLY WITHDRAW FROM THE PLANET THEY WERE FIGHTING ON, AND DESTROY IT WITH THEIR SHEILDED SHIPS, THAT WERE INVULNERABLE TO NEARLY ALL THE HUMAN WEAPONRY. AFTER THE FALL OF THE PLANET REACH, ALL OF THE SPARTAN II SUPERSOLDIERS WERE DEAD, SAVE ONE, THE MASTER CHIEF. ON BOARD THE "PILLAR OF AUTUMN" A SHIP FLEEING ON A RANDOM ROUTE FROM THE DESTROYED PLANET REACH, HE FINDS AN ANCIENT FORERUNNER PLANTET APTLY CHRISTENED "HALO" BECAUSE OF ITS SHAPE. HE MEETS THE COVENANT ON THE PLANET AND FINDS OUT THAT HALO IS A SUPERWEAPON DESIGNED TO DESTROY ALL LIFEFORMS IN THE GALAXY. AFTER HAVING DESTROYED THE RING AND FLED FROM IT THE MASTER CHIEF FINDS HIMSELF BACK IN AN ORBITAL STATION ORBITING THE EARTH. ***************************************************************************************************************************** ***************************************************************************************************************************** 2.1 LEVEL 1 "STATION KAIRO" ENEMY TOTAL: ELITES: BLUE: 32 RED: 10 RANGERS: 3 GRUNTS: 81 DRONES: 8 MISSION BRIEFING: MASTER CHIEF, DEFEND THIS STATION! REPEL ALL ALIEN BOARDERS! FIND THE COVENANT POINT OF ENTRY AND PUSH THEM BACK TO THEIR BOARDING CRAFT! FIRST OF ALL YOU'LL NEED A WEAPON! GO DOWNSTAIRS TO THE WEAPON LOCKERS AND GRAB A BATTLE RIFLE AND ONE OR TWO SMGs FOR GOOD MEASURE. IF YOU PREFER A PISTOL YOU CAN FIND A PISTOL THERE TOO. WHEN YOU'RE EQUIPPED STEP INSIDE THE HALLWAY AND THE COVENANT INVASION WILL BEGIN. "HOME FIELD ADVANTAGE" GET BEHIND THE BARRIER OR, IF YOU PREFER, YOU CAN LET THE MARINES WORK FOR YOU. WHEN THE BULKHEAD OPENS A TOTAL OF 4 BLUE ELITES AND 10 GRUNTS WILL RUSH THROUGH AND 2 FROM THE BALCONY. TAKE YOUR DOUBLE SMGs AND DISPATCH THEM AS SOON AS POSSIBLE. YOU'VE GOT TO WATCH OUT FOR THE ELITES. THEY CAN TAKE QUITE A BT OF DAMAGE BEFORE THEY DIE AND THEIR SHIELDS WILL RECHARGE SO BE SURE TO PURSUE TILL THEY ARE EXTERMINATED. IF YOU ARE DUAL WIELDING TRY TO FIRE YOU WEAPONS ALTERNATELY SO THAT THEY DON'T RECHARGE OR RELOAD AT THE SAME TIME. IF THIS HAPPENS SWITCH TO THE BATTLE RIFLE. AFTER THE BATTLE YOU WILL FIND SOME COVENANT WEAPONS LYING AROUND YOU MIGHT WANT TO TRY THEM OUT AND ADD THEM TO YOUR INVENTARY. WHEN YOU'RE READY PROCEED THROUGH THE BULKHEAD AND TURN RIGHT TO DISPATCH 2 BLUE ELITES AND THE 3 GRUNTS WHO ARE FOOLISHELY FOLLOWING THEM. NOTE THAT SGT. JOHNSON IS INVINCIBLE SO HE'S GREAT TO HIDE BEHIND IN YOUR SHIELD IS EXAUSTED. AFTER THIS SECTION HOWEVER, HE CHOSES TO LET YOU GET ON WITH THE JOB ALONE. THE STAIRCASE WHICH IS ON THE RIGHT OF THE ROOM WILL LEAD YOU TO SECURITY R-O1 WHERE YOU WILL SUPPORT SOME MARINES AGAINST THE ADVANCING COVENANT. YOU WILL FIND A GROSS OF 4 BLUE AND 2 RED ELITES IN THIS ROOM AND THESE ARE ACCOMPANIED BY 11 GRUNTS SO YOU'LL NEED ALL THE COVER YOU CAN GET. YOU COULD ALSO WALK ALONG THE CORRIDOR ALONG THE RIGHT-HAND SIDE SO YOU DON'T GET OUTFLANKED. THE PLACE YOU GO NEXT IS HANGAR A-01. YOU GET THERE BY GOING THROUGH THE BULKHEAD ON THE LEFT SIDE AND UP THE STAIRS. GO TO THE RIGHT IN THE HANGAR AND YOU'LL FIND SOME GRENADES. THEY'LL COME IN HANDY IN HERE. A MARINE WILL BE FIRING FROM A TURRET YOU COULD TAKE IT YOURSELF OR JUMP DOWNSTAIRS AND ENGAGE IN SOME CLOSE-RANGE COMBATTING. AS THE COVIES ARE COMING OUT OF THE SAME PLACE EVERY TIME THE GRENADES YOU PICKED UP WILL COME IN HANDY. WHEN YOU'VE KILLED THE 2 BLUE ELITES AND 10 GRUNTS, A MARINE WILL SAY SOMETHING ABOUT THE MALTA. THIS WOULD BE A GOOD TIME TO LOOK OUT OF THE WNDOW SO YOU CAN WINESS THE SPECTACLE OF A SPACE STATION EXPLODING. EVENTUALLY A DOOR WILL OPEN AT THE END AND A RED, A BLUE ELITE AND 3 GRUNTS WILL COME THROUGH. AFTER YOU'VE GIVEN THEM THEIR USUAL PRESENTS IN FORM OF BULLETS, TURN TO THE LEFT AND PROCEED TO HANGAR A-02.WHEN YOU'RE THERE TAKE OUT THE GRUNTS ON THE UPPER LEVELS WITH YOUR BATTLE RIFLE. THEY ARE THE LEAST OF YOUR WORRIES BECAUSE ASWELL AS THE 13 GRUNTS IN THE ROOM THERE ARE 3 BLUE AND 1 VERY AGRESSIVE RED ELITE. THEREAFTER THE ATHENS WLL EXPLODE AND YOU WILL BE BRIEFED ON A NEW TASK. MISSION BRIEFING: THE COVENANT HAVE HIDDEN A BOMB ON THE STATION! MASTER CHIEF FIND THE BOMB! YOU'LL HAVE TO LOCATE THE DETONATOR TO ALLOW CORTANA TO DISARM IT. "PRIORITY SHIFT" ON THE LOWER LEVEL THE DOORS TO THE MAC STORAGE WILL OPEN ALLOWING YOU TO ENTER AND HELP 3 ELITES AND 4 GRUNTS IN THEIR PASSAGE TO THE AFTERLIFE. NEXT YOU WILL GET TO THE ARMORY WHERE A RED AND A BLUE ELITE SHOOT THE GUNNERY SERGANT. AVENGE HIM AND AFTERWARDS PICK UP HIS SHOTGUN. ADVANCE TO SECURITY B-01. THIS ROOM IS TRICKY. YOU HAVE 2 GREEN GRUNTS SITTING WITH THEIT TURRETS AND 11 NORMAL ONES ASWELL AS 2 RED AND 1 BLUE ELITES KEEPING THEM COMPANY. GO TO THE RIGHT FOR A MEETING WITH ANOTHER TURRET-GRUNT INFRONT OF THE STAIRS. UP THE STAIRS THERE ARE 2 GREEN GRUNTS WITH A FEW ELITES THROWN IN. KEEP GOING STRAIGHT ON AND YOU WILL FIND JOHNSON, MIRANDA AND HALF A DOZEN MARINES FIGHTING 2 BLUE ELITES AND 7 GRUNTS. ON THE RIGHT HAND YOU PROCEED TO THE SHIPPING WHERE 3 RANGERS SEEM TO DISLIKE YOU AND IMMEDIATELY BEGIN TO FIRE AT YOU WITH THEIR PLASMA RIFLES. RETURN THE COMPLIMENT. IF YOUR SHIELD DEPLETES TOO MUCH HIDE IN ONE OF THE CRATES. YOU SHOULD BE AIMING FOR THE RIGHT MOST OF THE TIME TO REACH A LIFT THAT WILL TAKE YOU DOWN TO THE SHIPPING HALL WHERE 8 DRONES WILL ASSAIL YOU. THEIR WEAKNESS IS THAT THEY MUST LAND FOR A BREATHER EVERY NOW AND THEN SO THAT'S WHEN YOU SHOULD ATTACK THEM. WHEN THE DRONES ARE OVER AND DONE WITH, AN ELEVATOR LADEN WITH 1 RED AND 1 BLUE ELITE ASWELL AS 4 GRUNTS WILL COMMENCE TO DRIVE UPWARDS. WHEN THEY ARE DISMISSED CHANGE THE ELEVATOR TO DRIVE DOWNWARDS. MOVE ON TO TAKE ON 3 RANGERS WITH ONE MANNING A TURRET. AN ELEVATOR WILL THEN TAKE YOU TO THE FIRING CONTROL CENTRE. "RETURN TO SENDER" THERE ARE 2 OF BOTH BLUE AND RED ELITES IN THE FIRING CONTROL ASWELL AS 3 GRUNTS. THERE ARE A FEW WEAPONS AND AMMUNITION LYING AROUND ON THE FLOOR IN THE AREA BE SURE NOT TO MISS IT AND THROW YOUR WEAPON AWAY WIITHOUT LOOKING. YOU'D BEST TRY AND GET THE ELITES IN THE FIRING CONTROL TO COME ONE BY ONE, DO NOT TRY A FRONTAL ASSAULT! THE CUTSCENE WILL ONLY APPEAR AFTER THE AREA IS CLEAR OF COMBATANTS. ***************************************************************************************************************************** 2.2 LEVEL 2 "OUTSKIRTS" ENEMY TOTAL: ELITES: BLUE: 25 RED: 15 GRUNTS: 41 JACKALS: NORMAL: 15 SNIPER: 10 DRONES: 20 HUNTERS: 2 VEHICLE TOTAL: WARTHOGS: 4 GHOSTS: 20 SHADOWS: UNMANNED: 2 MANNED: 5 MISSION BRIEFING: MASTER CHIEF SECURE THE LANDING ZONE. CONQUER THE BUILDING AND DEFEND IT AGAINST ATTACKERS UNTIL A PELICAN CAN REACH YOU. CLEAR THE LANDING ZONE AND START SEARCHING FOR THE MARINES FROM THE SECOND DOWNED PELICAN. "THEY'LL REGRET THAT TOO" YOU START THE LEVEL WITH AN SMG AND A BATTLE RIFLE. YOU COULD SWAP WITH SGT. JOHNSON FOR A SNIPER BUT IF YOU AREN'T A GOOD SHOT BEST LET HIM HAVE IT. WHEN YOU START LEAVING THE LANDING ZONE YOU WLL FIND A GRUNT WALKING TOWARDS YOU. TAKE HIM OUT QUICKLY BEFORE HIS FRIENDS ARE ALERTED. YOU WILL FIND A TOTAL OF 6 BLUE ELITES, 2 RED ELITES, 12 GRUNTS AND 10 DRONES. IF YOU LISTEN TO SGT JOHNSONS COMMENTARY YOU WILL QUICKLY KNOW WHERE THE ENEMIES ARE: "HERE THEY COME. UP HIGH.": AN ELITE APPEARS ON THE ROOFTOPS. THE REST COME IN THE TWO LANES UNDER IT. "MORE ON THE STREET, LEFT SIDE": GRUNTS AND ELITES APPEAR ON THE CROSSING ON THE LEFT SIDE. "NEW CONTACT!" or "ACROSS THE STREET, DOWN LOW": GRUNTS AND ELITES EMERGE FROM THE TWO ALLEYS. "WE GOT JACKALS IN THE COURTYARD": JACKALS AND ONE ELITE APPEAR IN THE ALLEY LEADING TO THE LANDING ZONE. "BUGGERS HEADING OVER THE ROOFTOPS": 10 DRONES FLY OVER ONE OF THE BUILDINGS AND ATTACK YOU. THIS PART IS NOT TOO HARD BECAUSE YOU CAN ALWAYS LET SGT JOHNSON, WHOSE INVINCIBLE, DO THE JOB FOR YOU. WHEN YOU'VE FINISHED THE JOB A PELICAN WILL APEAR AND ATTEMPT TO PICK YOU UP. NEXT YOU'VE GOT TO GET THROUGH THAT GATE. LUCKILY TWO HUNTERS COME BARGING DIRECTLY THROUGH IT. JOHNSON SHOULD GET THE SNIPER FOR THIS PART. TRY TO GET THEM FACING THEIR BACKS TO HIM. THEY WILL TRY TO EITHER RAM YOU WITH THEIR SHIELDS OR SHOOT YOU WITH THE FUEL ROD CANNON AT THE END OF THEIR ARM. IF THIS HAPPENS RUN FOR COVER! WHEN YOU'VE DEFEATED THEM GO THROUGH THE GATE. TURN TO THE RIGHT AND THEN TO THE LEFT. YOU WILL ENCOUNTER A FEW MARINES FIGHTING 5 JACKALS AMONG THEM ONE OR TWO SNIPERS. WHEN THEY ARE GONE THE PELICAN WILL (FINALLY) ANNOUNCE ITS INTENTION TO LAND. SGT. JOHNSON WILL ABANDON YOU HERE. PROCEED ON YOUR OWN ROUND THE CORNER AND INTO THE SO APTLY NAMED SNIPER ALLEY. IN SNIPER ALLEY DON'T DESPARE WITH A BIT OF PATIENCE (AND A SNIPER RIFLE) YOU'LL SOON FNISH IT. AFTER YOU'VE STARTED DECIMATING THE JACKALS A SWARM OF DRONES WILL APPEAR. IF YOU'VE GOT SOME MARINES AT THIS POINT LET THEM DO THE WORK FOR YOU. WHEN YOU ARE SURE THAT ALL 5 JACKALS ARE DEAD GO ROUND THE CORNER TO THE LEFT AND PROCEED TO THE HOTEL ZANZIBAR. ON THE WAY THERE YOU WILL MEET 3 BLUE AND 1 RED ELITES ASWELL AS 8 GRUNTS AND 5 SNIPER JACKALS. INFRONT OF THE HOTEL YOUR MARINE FRIEMDS WILL BE FIGHTING A SMALL COVENANT FORCE INCLUDING A RED ELITE AND 4 GRUNTS, ONE MANNING A TURRET. KILL THEM WHILE THEIR BACKS ARE TURNED. MISSION BRIEFING: MASTER CHIEF, GET TO THE COVENANT SHIP ABOVE METROPOLIS. FOLLOW THE BEACH TILL YOU REACH A TUNNEL. THIS TUNNEL LINKS UP WITH THE BRIDGE LEADING TO THE CITY. DON'T LET YOURSELF BE DETAINED BY THE COVENANT. PROCEED INTO THE HOTEL. JUST STICK AHEAD AND YOU CAN'T GO WRONG. ROUND THE CORNER YOU WILL FIND 5 GRUNTS LED BY 2 RED ELITES. RED ELITES ARE STRONGER THAN THE BLUE ONES SO PROCEED WITH CARE! AFER THEY ARE DEAD YOU EMERGE INTO THE OPEN AIR AGAIN. ONCE YOU ARE THERE A PHANTOM, A COVENANT DROPSHIP, WILL MAKE ITS APROACH. DON'T WASTE BULLETS BY SHOOTING AT IT, GIVE THEM TO THE FORCES EMERGING FROM IT. ONCE YOU HAVE DETAINED 1 BLUE ELITE AND 4 GRUNTS FROM KILLING YOU A WARTHOG WILL ARRIVE AND INVITE YOU TO GET IN. "A DAY AT THE BEACH" GET BEHIND THE WHEEL AND IMMEDIATELY 2 GHOSTS WILL SWARM UP. IF YOU WANT, YOU COULD HIJACK THEM BY STANDING NEXT TO THEM AND PRESSING "X", BUT WHILST YOU CAN HAVE A GUNNER IN THE WARTHOG YOU CAN'T IN THE GHOST SO BEST SAVE IT FOR LATER. HEAD IN THE DIRECTION OF THE TUNNEL, THE DIRECTION THE WARTHOG IS POINTING. I WON'T GO THROUGH THIS IN DETAIL AS IT'S FAIRLY STRAIGHTFORWARD, YOU JUST HAVE TO KILL ALL THE ENEMYS ON THE GREAT GUNS (16 ELITES + 7 GRUNTS +1 JACKAL) AND DETAIN 10 GHOSTS FROM KILLING YOU. THEREAFTER YOU DRIVE INTO THE HIGHWAY TUNNEL THROUGH THE SHATTERED BIT AND KEEP ON DRIVING. "SPEED ZONE AHEAD" FOLLOW THE TUNNEL TO THE RIGHT TILL YOU REACH THE EXIT. YOU WILL ENCOUNTER A FEW STATIONARY PHANTOMS, (WATCH OUT FOR THE TURRETS) A FEW MOVING ONES, 8 GHOSTS, 18 ELITES, 3 GRUNTS, 7 JACKALS, 3 DRONES. NOW THIS MAY SEEM A LOT BUT YOU CAN JUST SPEED PAST MOST OF THEM, YOU DO NOT HAVE TO KILL EVERY SINGLE ENEMY. IF THE TUNNEL STOPS SIMPLY TAKE A SIDE TUNNEL TO THE LEFT OR RIGHT. IF YOU SIMPLY KEEP ON GOING YOU WILL FIND THE EXIT, A TUNNEL LEADING STEEPLY UPWARDS AND THE NEXT VIDEOCLIP WILL ANNOUNCE THE START OF THE NEXT LEVEL. **************************************************************************************************************************** 2.3 LEVEL 3 "METROPOLIS" ENEMY TOTAL: ELITES: BLUE: 6 RED: 7 ULTRA: 1 GRUNTS: 12 JACKALS: NORMAL: 6 SNIPER: 13 VEHICLE TOTAL: GHOSTS: 30 WRAITHS: 6 BANSHEES: 6 SCARABS: 1 WARTHOGS: 5 SCORPIONS: 2 MISSION BRIEFING: MASTER CHIEF CLIMB INTO THE TANK AND DRIVE DOWN THE BRIDGE. ADVANCE INTO THE CITY CENTRE THROUGH THE TUNNEL AND HELP THE MARINES STATIONED THERE. AND FINALLY: DESTROY THE SCARAB! "LADIES LIKE ARMOUR PLATING" CLIMB INTO THE TANK (YOU COULD ALSO TAKE THE WARTHOG IF YOU'RE IN A HURRY). AFTER THE TWO MARINES ARE ON START DRIVING DOWN THE BRIDGE. ALWAYS TRY AND TURN SO THAT THE ROCKET LAUNCHER MARINE HAS A GOOD SHOT. ALTERNALELY, YOU COULD TAKE IT YOURSELF. ON THE BRIDGE YOU WILL HAVE TO TAKE DOWN A GROSS OF 22 GHOSTS. A BANSHEE AND 1 WRAITH WILL ALSO DISTRACT YOU. WATCH OUT FOR THE WRAITHS SHOTS, ESPECIALLY WHEN IN THE TANK, WHICH IS NOT REKNOWN FOR ITS SWIFTNESS. THANKFULLY THE WRAITHS SHOTS FLY IN AN ARC SO YOU HAVE ENOUGH TIME TO DODGE THEM. IF YOUR MARINES DIE TRY HIJACKING A WRAITH. IT IS A BIT FASTER THAN THE SCORPION BUT IT DOES NOT HAVE ITS TRANSPORT FACILITIES. PROCEED TO THE TOLL BOOTHS. ONCE CORTANA SAYS: "THAT'S QUITE A WELCOME PARTY", YOU WILL HAVE TO FIGHT OF A COMBINED FORCE OF 5 BANSHEES, 2 GHOSTS AND TWO WRAITHS. IF YOU'VE GOT THE SCORPION TANK SHOOT THE BANSHEES OUT OF THE AIR BEFORE THEY CAN DIVE-ATTACK ON YOU AND THEN TRY AND GET THE GHOSTS TO ATTACK YOU. FINALLY, CONCENTRATE ON THE WRAITHS. HERE ALSO SHOOTING FROM AFAR IS ADVISABLE. BUT DON'T LET THE ELITES INSIDE THE WRAITHS RECHARGE THEIR SHEILDS! MANOUVERE THEM INTO A FAVOURABLE POSITION BEFORE SHOOTING. IF YOU ARE IN A WARTHOG OR GHOST JUST BARGE RIGHT THROUGH! WITH A BIT OF LUCK YOU WILL GET THROUGH UNHARMED. GO DOWN THE TUNNEL INFRONT OF YOU. YU WILL ENCOUNTER AN ELITE AND 2 GRUNTS BUT THEY WONT REALLY WORRY YOU. SOON YOU WILL ENCOUNTER A FLOODGATE. YOU CAN SQEEZE A WARTHOG OR GHOST THROUGH BUT TANKDRIVING STOPS HERE. A MARINE WILL OFFER YOU HIS SHOTGUN AND YOU WOULD BE ADVISED TO TAKE IT. IN THE TUNNEL YOU WILL ENCOUNTER MULTIPLE FOES INCLUDING 3 ELITES (2 BLUE, 1 RED), 6 GRUNTS AND 9 JACKALS, 3 OF WHICH ARE SNIPERS. WHEN YOU HAVE WORKED YOUR WAY TO THE SECOND FLOODGATE, KEEP ON THE UPPER LEVEL AND TURN TO THE RIGHT INTO THE (PRESUMABLY) VENTILATION SYSTEM. TAKE THE TUBE ON THE LEFT BACK TO THE OPEN AIR. "THIS TOWN AIN'T BIG ENOUGH FOR BOTH OF US" TAKE OUT THE 6 SNIPERS AND THE RED AND BLUE ELITE IN THE BAISIN WITH YOUR SNIPER RIFLE. THE TWO GRUNTS ACOMPANING THEM ALSO SHOULDN'T BE A PROBLEM. WHEN YOU LOOK DOWN INTO THE BAISIN YOU WILL SEE A WARTHOG DRIVING IN CIRCLES THERE. THE DRIVER WILL WANT YOU TO MAN THE CANNON BUT YOU SHOULD TAKE TO THE WHEEL YOURSELF AND LET THE MARINE HAVE A GO AT THE CANNON. ONCE YOU ARE IN THE PIT, 2 GHOSTS WILL COME INTO THE FIGHT. LET THE MARINE AT THE GAUSS CANNON TAKE CARE OF THEM. THEN DRIVE THROUGH A NICHE IN THE WALL UNDER THE RIM OF THE DOME AND INTO A SMALL OPEN AREA WHERE A WRAITH AND 2 GHOSTS WITH AN INFANTRY SUPORT CONCISTING OF 1 RED ELITE AND 2 SNIPERS. THE GHOSTS KEEP RESPAWNING BUT IT LEAVES YOU ENOUGH TIME TO SLIP THROUGH BEHIND WHERE THE WRAITH WAS AND INTO THE CITY CENTRE. THERE IS A MARINE COMMAND POST AT THE END OF THE CITY. ON THE SHORT WAY THERE YOU WILL ENCOUNTER SOME STIFF RESISTANCE THOUGH. 2 WRAITHS, 2 GHOSTS AND A PHANTOM THAT DELIVERES FURTHER 2 GHOSTS WILL APPEAR. ON THE BRIDGE THERE WILL BE 2 SNIPERS TOO. AS SOON A YOU HAVE DEFEATED THE COVENANT A DOOR WILL OPEN (MARKED WITH A WAYPOINT) WHICH LEADS TO THE MARINE COMMAND CENTRE. A MARINE WILL LEAD YOU UP INTO THE BUILDING AND OUT ONTO A PLATFORM. IF YOU WANT TO SEE THE SCARAB DESTROY A SCORPION STAY TRANSFIXED TO THE SPOT AND WATCH, THEN TURN TO THE LEFT AND RUN UP THE SLOPE TO WHERE ANOTHER PAIR OF DOORS WILL OPEN AND A MARINE WILL LEAD YOU TO WHERE THE SCARAB IS WALKING. "FIELD EXPEDIENT" WHEN YOU ENCOUNTER THE SCARAB DO NOT JUMP ONTO THE SCARAB ON THE FIRST BRIDGE BUT PURSUE IT TILL IT COMES TO A HALT. YOU CAN PICK UP A ROCKET LAUNCHER AND A SNIPER RIFLE THERE IF YOU HADN'T GOT ONE BEFORE. WHEN THE SCARAB STOPS, PICK OFF ALL THE PASSENGERS WITH YOUR SNIPER. WHEN IT RUNS OUT, GRAB A SHOTGUN (YOU'LL FIND ONE RIGHT AT THE END UNDER SOME BOXES) AND HOP ONBOARD. YOU'LL FIND SOME CHALLENGING ENEMIES IN THE INNARDS OF THE SCARAB INCLUDING AN ULTRA ELITE WITH A SWORD. TRY TO STICK HIM WITH PLASMA GRENADS BUT WARNING!, THIS MAY BE HARD AS HE'S INVISIBLE (I TEND TO SHOOT AROUND WITH THE ROCKET LAUNCHER) WHEN HE AND THE OTHER 6 ELITES (4 GRUNTS) ARE DEAD THE CUTSCENE WILL BEGIN. IT HAS A RATHER SPECIAL ENDING... ***************************************************************************************************************************** 2,4 LEVEL 4 "THE ARBITER" ENEMY TOTAL: ELITES: 33 GRUNTS: 66 SENTINELS: 10 VEHICLES TOTAL: BANSHEES: 10 MISSION BRIEFING: THE HERETIC LEADER MUST DIE. YOU HAVE THE ELEMENT OF SURPRISE. USE YOUR ACTIVE CAMOUFLAGE. ACT SWIFTLY AND WITH STEALTH. QUELL THIS HERESY ARBITER - LET NO BLASPHEMOUS BREATH LEAVE HIS BODY EVERMORE. "A WHISPER IN THE STORM" I REALLY DIDN'T WANT TO SPOIL THE SURPRISE FOR YOU BUT HERE IT IS. THE ARBITER HERE YOU HAVE YOUR CHANCE TO PLAY A COVENANT ELITE. THERE IS NO MAYOR DIFFERENCE BETWEEN THE MASTER CHIEF AND THE ARBITER. ONLY ONE: WHERE WAS THE MASTER CHIEFS TORCH NOW THERE IS AN ACTIVE CAMO. NOW YOU CAN SLINK PAST THE ENEMIES WITHOUT THEM SEEING YOU. YOU START ON A LANDING PLATFORM WITH YOUR COVENANT FRIENDS. AS YOU MIGHT HAVE GATHERED FROM THE INTRO YOU DON'T HAVE TO FIGHT HUMANS BUT HERETICS. YOU PROCEED ON THE RIGHT DOWN A SLOPE AND INTO A LIFT. FROM THERE YOU AND YOUR FRIENDS GO DOWN INTO THE DEPTS OF THE STATION. YOU EVENTUALLY EMERGE INTO A HALL. I AM NOT SURE HOW MANY HERETICS ARE HERE IT SEEMS TO VARY DEPENDING ON HOW MANY OF YOUR COVIE FRIENDS ARE ALIVE. WHEN I PLAYED THERE WERE 2 GRUNTS AND 2 ELITES THERE. YOU SHOULDN'T REALLY NEED MUCH HELP IN THIS LEVEL. TILL YOU LET TARTARUS'S PHANTOM IN YOU WILL MEET ANOTHER 5 GRUNTS, 3 ELITES AND 2 SENTINELS. WHEN TARTARUS HAS DELIVERED REINFORCEMENTS. 4 SENTINELS, 8 GRUNTS AND 3 ELITES, ONE OF THEM A SWORD ELITE WILL APPEAR. BE CAREFUL OF THE SWORD ELITE! THEREAFTER PURSUE THE HERETIC DOWNWARDS INTO THE STATION. YOU WILL SOON GET BORED SO YOU WILL BE RELIEVED TO BE STANDING INFRONT OF A BANSHEE AFTER 26 GRUNTS, 4 SENTINELS AND 22 DETERMINED ELITES. "TO THE HUNT" IN YOUR FLIGHT IN THE BANSHEE YOU WILL BE SUPPORTED BY TARTARUS'S PHANTOM. HE WILL HELP YOU AGAINST THE ASSAULTING BANSHEES (10) AND THE GRUNTS MANNING THE TURRETS (22). THEY ALSO CARRY FUEL ROD CANNON SO BE CAREFUL! AFTER AN EVENTFUL CRUISE TARTARUS WILL TELL YOU TO CLEAR A LANDING ZONE. DO THIS AND A CUTSCENE MARKING THE NEXT LEVEL WILL SHOW. ***************************************************************************************************************************** 2.5 LEVEL 5 "ORACLE" ENEMY TOTAL: FLOOD: UNKNOWN SENTINELS: UNKNOWN ELITES: 16 + 3 HERETIC LEADERS GRUNTS: 22 MISSION BRIEFING: THE HERETIC LEADER IS STILL ON THE RUN. FIGHT YOUR WAY THROUIGH THE INFESTED LABS! DRIVE HIM OUT OF HIS HIDEOUT! PURSUE HIM WITHOUT MERCY! HUNT HIM DOWN AND KILL HIM! "JUGGERNAUGHT" YOU AND YOUR SPEC OP FRIENDS ARE INSIDE THE INFECTED LABS. A FEW ROOMS LATER YOU WILL MEET THE HERETIC LEADER IN THE FORM OF A HOLOGRAM. USE THE TIME TO DESTROY THE CORPSES ON THE FLOOR. SHORTLY AFTER THE FLOOD IS UPON YOU. COUNTLESS INFECTION FORMS REANIMATE THE FALLEN BODIES. THIS IS WHY YOU WERE SUPPOSED TO DESTROY THEM. AFTER THAT ATTACK YOU PROCEED ONTO A LIFT ON WHICH YOU WILL BE ASSAULTED FROM ALL SIDES BY FLOOD AND BY SENTINELS. YOUR WEAPON FOR THIS STAGE SHOULD DEFINETELY BE THE SENTINEL BEAM. AFTER THE RIDE IN THE LIFT YOU WILL BE ABLE TO GO THROUGH A PAIR OF DOORS TO THE SECOND LABORATORY. HERE THE HERETICS (1 ELITE AND 2 GRUNTS MANNING PLASMA TURRETS) AND THE FLOOD ARE LOCKED IN A VICIOUS FIGHT. DON'T JUMP DOWN JUST YET BUT WAIT AND SEE HOW THE FIGHT ENDS. KEEP IN MIND THAT COMBAT FORMS ARE CAPABLE OF JUMPING UP TO YOUR VANTAGE POINT! SOME WILL FALL FROM THE ROOF OF THE LABORATORY OTHERS WILL EMERGE DIRCTLY BEHIND YOU. THE EXIT, WHICH IS AT THE END OF THE ROOM, ONLY OPENS AFTER THE LAST HERETIC OR FLOOD IS DEAD! HERETICS WILL RUSH OUT OF THE GATE AND WISH TO KILL YOU. DENY THEM THIS WISH. A LIFT WILL TAKE YOU DOWNWARDS. ON THE BRIDGE FLOOD ARE HUNTING DOWN 5 GRUNTS AND TARTARUS'S PHANTOM WILL DEPLOY 2 ELITES AND 2 GRUNTS AS REINFORCEMENTS. AT THE END OF THE BRIDGE TURN TO THE RIGHT AND DESTROY 3 SENTINELS, 6 GRUNTS AND 4 ELITES BEFORE REACHING THE HERETICS HIDEOUT. HE IS HIDING BEHIND AN ENERGY SCREEN. BUT THE ARBITER HAS A PLAN. THE FACILITY IS HELD BY 3 CABLES WHICH THE ARBITER WISHES TO CUT. GO UP THE RAMP AND KILL ALL THE HERETICS SENTINELS AND FLOOD BEFORE REACHING A LIFT. THIS WILL TAKE YOU UPWARDS. "HEY, WATCH THIS" IN THE HALL ONTOP OF THE STATION GO FROM ONE CABLE TO ANOTHER AND CUT THEM ON THE PART FACING OUTWARDS WITH YOUR ENERGY SWORD (IF YOU DON'T HAVE ONE THERE WILL BE ONE WAITING FOR YOU BEHIND ONE OF THE CABLES). THEN WHEN THIS IS ACHIEVED GO BACK DOWN IN THE SAME LIFT. AS SOON AS YOU'RE DOWNSTAIRS AGAIN AND HAVE FOUGHT OF THE FLOOD YET AGAIN. YOU GO THROUGH SOME DOORS DOWN A LIFT ETC. IT'S QUITE BORING AFTER A WHILE, YOU'LL NOTICE. THE NEXT "TRICKY" BIT IS WHEN THE HERETIC LEADER HOPS INTO A BANSHEE AND FLIES AWAY. WHAT DOES THE ARBITER DO? THE SAME! NO PROBLEM AT ALL JUST TURN LEFT AND HEAD FOR THE LAUNCH PAD ON THE OPPOSITE SIDE. "DEAD OR ALIVE... ACTUALLY, JUST DEAD" AFTER THE FLIGHT YOU'LL FIND YOURSELF BEHIND CLOSED DOORS AGAIN. BUT NO PANIC YOU WON'T HAVE LOST YOUR WEAPONS SO USE THEM! FIGHT YOUR WAY THROUGH LOTS AND LOTS OF FLOOD. DON'T FORGET YOUR ACTIVE CAMO IF YOU WANT TO SLINK PAST SOMEONE. EVENTUALLY YOU WILL CATCH UP WITH THE HERETIC LEADER HE HAS MADE FRIENS WITH AN ORACLE BUT HE CAN'T HELP HIM SO WHAT DOES HE DO HE MULTIPLIES HIMSELF! IF YOU DON'T HAVE A SWORD THERE IS ONE LIEING AROUND. MAKE SUDDEN LUNGE ATTACKS OUT OF THE SHADOWS. IF YOU KILL THE HERETIC LEADER A CUTSCENE WILL APPEAR... ***************************************************************************************************************************** 2.6 LEVEL 6 "DELTA HALO" ENEMY TOTAL: ELITES: BLUE: 14 RED: 5 HONOUR GUARDS: 4 GRUNTS: 68 JACKALS: NORMAL: 43 SNIPER: 7 DRONES: 14 VEHICLE TOTAL: GHOSTS: 40 WRAITHS: 1 BANSHEES: 3 WARTHOGS: 1 SCORPIONS: 1 MISSION BRIEFING: MASTER CHIEF NEUTRALISE THE ENEMY ARTILLERY. HOLD YOUR POSITION AND WAIT FOR REINFORCEMENTS. GAIN CONTOL OVER THE BRIDGE AND ADVANCE THROUGH THE RUINS OCCUPIED BY THE COVENANT TO THE TEMPLE IN THE MIDDLE OF THE LAKE. "HELLJUMPERS" YOU BEGIN BY LANDING IN AN AREA CONTROLLED BY THE ENEMIES, SO DON'T LET THE MARINES DO THE JOB FOR YOU TAKE YOUR SMG AND YOUR ROCKET LAUNCHER AND WREAK HAVOC AMONG THE APROACHING ENEMY. WHEN YOU HAVE CLEARED THE AREA MORE ENEMIES WILL ARRIVE IN DROPSHIPS. THE LARGE AMOUNT OF ENMIES (20 GRUNTS, 6 JACKALS, 7 ELITES AND 1 SNIPER) SIGNIFIES THE IMPORTANCE OF THIS AREA TO THE COVENANT. WHEN YOU HAVE FINALLY EXTERMINATED THE ENEMIES, A PELICAN WILL DELIVER A WARTHOG AND SOME MORE MARINES. THESE WILL BE EQIPPED WITH WEAPONS SUCH AS SNIPER RIFLE AND BATTLE RIFLE. IF YOU STILL HAVE A FEW SHOTS IN YOUR ROCKET LAUNCHER GIVE IT TO A MARINE. IN THE HANDS OF AN AI IT HAS UNLIMITED SHOT. DRIVE PAST THE RIGHT SIDE OF THE BUILDING AND TO THE BRIDGE, STOPPING FOR A SHORT INTERVAL TO TAKE CARE OF TWO OVERZEALOUS JACKAL SNIPERS. WHEN YOU REACH THE BRIDGE YOU REALISE IT HAS BEEN PULLED UP BY THE COVENANT. THIS IS THE TIME TO USE YOUR SNIPER RIFLE IF YOU HAVE ONE. LET THE MARINE IN THE WARTHOG WITH HIS ROCKET LAUNCHER TAKE CARE OF THE ONSTORMING GHOSTS, YOUR OBJECTIVE IS THE TURRETS. THEY WILL BE MANNED BY GRUNTS SO AIM SLIGHTLY ABOVE THE SHIELS TO GIVE PRECISE HEADSHOTS. WHEN YOU HAVE GOT RID OF THE EMENIES OUTSIDE THE COMPLEX GO INSIDE AND FINISH OFF THE COVIES INSIDE. WHEN YOU HAVE FINALLY RID YOURSELF OFF ALL THE 10 GRUNTS, 3 JACKALS, THE BLUE ELITE AND THE 5 GHOSTS, A PELICAN WILL DELIVER A SCORPION TANK AND A WRAITH WILL START SHOOTING AT YOU FROM THE OTHER SIDE OF THE CHASM. PROCEED OVER THE BRIDGE IN THE SCORPION AND DESTROY THE WRAITH WITH TWO WELL PLACED SHOTS. PUSHING ON YOU SHOULD BE MET WITH WEAK RESISTANCE: 3 GRUNTS AND 6 GHOSTS WILL HARDLY TROUBLE YOU. "YOU BREAK IT, YOU BUY IT" NEXT YOU CROSS A VALLEY THAT IS DEFENDED BY 8 GHOSTS, 3 GRUNTS AND HALF A DOZEN JACKALS. THE SCORPION COULD BE A TIGHT FIT THROUGH THE DOOR, BUT LUCKILY NOT TOO TIGHT. THE NEXT SET OF RUINS YOU SHOULD APPROACH WITH CAUTION AS THERE 8 GHOSTS HUNGRILY AWAITING YOUR APPROACH. THEY ARE REINFORCED BY 22 GRUNTS, 16 JACKALS, 6 BLUE AND 3 RED ELITES. NOT FAR INTO THE BATTLE, A PELICAN WILL DROP SOME WEAPON CAPSULES AND SOME ODSTs. THEY WILL SUPPORT YOU ON YOUR WAY TO THE CENTRE. THE ENTRANCE IS QUITE SMALL AND YOU WILL HAVE TO ABANDON THE TANK. YOU MIGHT SQUEEZE THROUGH WITH A GHOST. AFTER YOU'VE ADVANCED THROUGH THE CENTRE OF THE RUINS FOLLOW THE SLOPE UPWARDS. "OFF THE ROCK, THROUGH THE BUSH, NOTHING BUT JACKAL" SHORTLY AFTER THE MISSIO NAME WAS DISPLAYED YOU'LL FIND A JACKAL STUPID ENOUGH TO TURN ITS BACK TO YOU. THE BEAM RIFLE IT CARRIED WILL OME IN USEFUL HERE TO DEAL WITH THE OTHER 4 SNIPERS HERE. PROCEED SLOWLY THROUGH THE ROCKS BE ON THE LOOK OUT FOR DRONES. THE EXIT IS ON THE OTHER SIDE OF THE VALLEY. BEFORE THAT YOU WILL ENCOUNTER A FEW ELITES AND NORMAL JACKALS ASWELL. THEN GO THROUGH THE SPACE IN THE ROCKS. YOUR GOAL IS THE TOWER IN THE MIDDLE OF THE LAKE. HOWERVER HELP YOURSELF TO THE WEAPON CAPSULES BEFORE ENTERNG THE COMPLEX. TAKE OUT THE JACKAL SNIPERS ON THE ROOF AND HAMMER SOME BULLETS INTO THE DRONES. THEN GET READY TO MEET YOUR FIRST HONOUR GUARDS. THESE ELITES ARE TRAINED TO PROTECT THE PROPHETS AND ARE ESPECIALLY TOUGH. TWO ELITES WILL HAVE SWORDS AND TWO WILL HAVE DUAL PLASMA RIFLES. TRY TO ENHANCE A SWORD ELITE TO ATTACK YOU AND THEN BACKPEDAL WHLST SHOOTING AT THEM. ONCE YOU HAVE AQUIRED A SWORD WREAK HAVOC AMONG THE OTHER GUARDS. THEREAFTER YOU WILL GET A CINEMATIC INTERLUDE. ***************************************************************************************************************************** 2.7 LEVEL 7 "REGRET" ENEMY TOTAL: ELITES: BLUE: 16 RED: 7 STEALTH: 3 RANGERS: 2 HONOUR GUARDS: 3 + WITH PROPHET INFINITE GRUNTS: 36 + WITH PROPHET INFINITE JACKALS: NORMAL: 34 SNIPER: 20 DRONES: 20 HUNTERS: 4 PROPHET: 1 VEHICLE TOTAL: BANSHEES: 2 MISSION OBJECTIVE: MASTER CHIEF FIGHT YOUR WAY THROUGH THIS BUILDING. TAKE THE GONDOLA AND DRIVE TO THE NEXT TOWER AND CROSS THROUGH THE SUBMERGED SECTION. GET INTO THE MAIN TEMPLE AND END THE SERMONS OF THE PROPHET OF REGRET. FOREVER. "TESTAMENT" AT THE END OF THE CUT-SCENE YOU ARE IMMEDIATELY ATTACKED BY 3 DRONES AND A BLUE ELITE ARMED WITH A CARBINE. THEY COME THROUGH A DOOR ON THE RIGHT HAND SIDE. YOU FIND YOURSELF ON A PLATFORM WITH SNIPERS SHOOTING AT YOU. STAY COOL AND FINISH THEM OFF BUT ONLY AFTER YOU'VE TAKEN CARE OF THE BLUE ELITE AND HIS 2 GRUNTS COMING ROUND THE CORNER. NEXT PICK OFF THE SNIPERS. YOU SHOULD FIND THREE. THEN PROCEED ROUND THE CORNER TO WHERE A BLUE ELITE ARMED WITH A SWORD, RED ELITE AND 3 GRUNTS ARE WAITING FOR YOU. WALK THROUGH THE BUILDING YOU COME TO NEXT WHERE YOU ENCOUNTER 1 BLUE ELITE 5 GRUNTS AND 3 JACKALS. THERE ARE SEVERAL JACKALS AND ELITES BEHIND THE BUILDING. YOUR SNIPER WILL COME IN HANDY HERE. AFTER YOU'VE KILLED THEM, DON'T RUSH FORWARD, A DROPSHIP WILL DELIVER SOME HUNTERS. DON'T LET THEM SEE YOU AND SHOOT THEM IN THE BACK. A PELICAN WILL BRING REINFORCEMENTS. THE GONDOLA FROM THE FAR SIDE WILL LAUNCH AND BRING SOME REINFORCEMENTS WITH IT. CLEAR THE LAUNCH UP AND THEN CLIMB ABOARD. "ONE WAY TICKET" YOU'LL BE ATTACKED BY 3 DRONES ON THE GONDOLA AND THEREAFTER HAVE TO REPEL TWO ELITES FROM BOARDING YOU FROM THE LAUNCH OPPOSITE FROM YOU. ON THE OPPOSITE SIDE YOU'LLBR AWAITED BY GRUNTS, JACKALS AND SNIPERS. FIGHT YOUR WAY INTO THE COMPLEX AND AFTER YOU'VE KILLED 5 DRONES 1 GRUNT (OPTIONAL) AND 6 JACKALS A FURTHER 3 WILL COME WITH THE LIFT. THIS YOU SHOULD TAKE YOU TO THE SUBMERGED SECTION. WHEN YOU EMERGE YOU SHOULD SHOW 9 SLEEPY GRUNTS THE PUNISHMENT FOR SLEEPING IN THE JOB. THE PROBLEM HERE IS IN THE HUGE CENTRAL HALL WHICH IS FANATICALLY GUARDED BY 6 SNIPERS, 5 DRONES, 3 ELITES, 4 JACKALS AND 2 HUNTERS. TRY AND KILL THE OTHER ENEMIES BEFORE THE HUNTERS AND THEN SNEAK UP ON THEM FROM BEHIND. LEAVE THE HALL BEHIND YOU AND YOU WILL FIND ANOTHER WATER CORRIDOR IN WHICH AT FIRST GLANCE THERE SEEMS TO BE NOTHING. HOWEVER THERE ARE CAMOUFLAGED ELITES AND GRUNTS IN THE CORRIDOR. WHEN YOU START UP THE RAMP, A CAMOUFLAGED ELITE WITH A SWORD APPROACHES YOU. IF YOU HAVEN'T GOT A SWORD ALREADY YOU SHOULD BE AQUIRING ONE NOW. GO BACK TO THE SURFACE IN ANOTHER ELEVATOR. WHEN YOU'RE BACK AT THE SURFACE HONOUR GUARDS WILL APPROACH YOU. USE THAT NEWLY AQUIRED SWORD WELL! ELITES, JACKALS AND DRONES WILL WANT TO PREVENT YOU FROM LEAVING THE BUILDING BUT A SNIPER RIFLE AND A SWORD GET THROUGH EVERYWHERE. A PELICAN WILL DEPLOY SOME OSDTs WHICH WILL ASSIST YOU. IN THE RUINS 2 SNIPERS 3 BLUE ELITES, ONE RED, GRUNTS AND JACKALS WILL HINDER YOU SLIGHTLY ON YOUR WAY TO THE LAUNCH NUMBER TWO. IN THE LAUNCH YOU WILL ONLY MEET A CONTINGENT OF JACKALS AND GRUNTS. AFTER YOU HAVE FITTED YOURSELF AND THE MARINES WITH FAVOURABLE WEAPONS SET THE LAUNCH GOING. BANSHEES WILL FOLLOW YOU ON YOUR WAY TO THE TEMPLE ASWELL AS TWO RANGERS. FINALLY YOU DEPART ONTO A TEMPLE (HOPEFULLY) STREWN WITH JACKAL AND GRUNT CORPSES. "SORRY, WERE YOU IN THE MIDDLE OF SOMETHING?" IMMEADIATELY AFTER THE VIDEOCLIP, 3 JACKALS AND ELITES ASWELL AS 2 GRUNTS ONE OF WHICH WILL MAN A TURRET, WILL STREAM OUT OF THE DOORS. STAY COOL AND PICK THEM OFF WITH THE SNIPER RIFLE. THEN GO INTO THE BUILDING. TRYING TO TAKE OUT THE HONOUR GUARDS FIRST DOESN'T REALLY HELP, BECAUSE THEY KEEP RESPAWNING, SO GO DIRECTLY FOR THE PROPHET. BOARD HIS CHAIR BY PRESSING "X" AND THEN BEAT HIM UP. SOON HE'LL HIT THE FLOOR. SOMETIMES HE MIGHT TELEPORT TO ANOTHER LOCATION LEAVING YOU TO THE HONOUR GUARDS. ALWAYS CARRY A SWORD IN THIS PART. ***************************************************************************************************************************** 2.8 LEVEL 8 "SACRED ICON" ENEMY TOTAL: FLOOD: UNKNOWN SENTINELS: UNKNOWN SENTINEL MAJOR: UNKNOWN MISSION BRIEFING: GET INTO THE DEPTH OF THE FORERUNNER CUNSTRUCTIO. REACH THE POWER CORE AND LOWER THE CONTAINMENT SHIELD PROTECTING THE LIBRARY. FIGHT YOUR WAY THROUGH THE FLOOD-INFESTED WALL AND MEET YOUR ALLIES ON THE WAY TO THE LIBRARY. "UNCOMFORTABLE SILENCE" YOU START THE LEVEL WITH A CARBINE AND A PLASMA PISTOL. YOU SHOULD CHANGE THEM FOR A SENTINEL BEAM AND MAYBE A PLASMA RIFLE WHICH ARE LYING AROUND ON THE FLOOR AROUND YOU. YOU GET FROM PLACE TO PLACE BY ACTIVATING PISTONS AND JUMPING INTO THE HOLE LEFT BY THEM. YOU COULD EITHER PRESS "X" OR SHOOT THE BLUE BIT TO MAKE IT OPEN. YOUR MISSION OBJECTIVE IS TO POWER UP THE ABSORBERS TO LOWER THE CONTAINMENT SHIELD. YOU WILL KNOW WHEN YOU'RE THERE BECAUSE IT IS GUARDED BY A HUGE SENTINEL ENFORCER. THESE ARE UPGRADES FROM THE NORMAL SENTINELS. THEY HAVE A SHIELD AND TWO WEAPONS: A LIGHT BEAM AND A MORTAR. TRY TO SHOOT IT INTO THE BLACK BITS BEHIND THE SHEILD WITH THE PLASMA RIFLE. YOU COULD ALSO, IF YOU CARRY ONE, DISCHARGE ONE SIDE OF ITS SHEILDS WITH A PLASMA PISTOL. WHEN THE MIGHTY SENTINEL IS DEAD LOOSEN THE MOUNTINGS OF THE POWER CORE . THSE ARE THE SAME AS PISTONS ONLY YOU DON'T GO INSIDE THEM. THEN ACTIVATE THE SWITCH WHICH LOWERS THE CONTAINMENT SHEILD. THE PLATFORM YOU'RE STANDING ON WILL MOVE TO A DIFFERENT PART NOW. "BUYERS REMORSE" NEXT TARTARUS WILL TRY TO PICK YOU UP WITH HIS PHANTOM BUT HE WILL BE FORCED BACK BY A HUGE SENTINEL MAJOR. NORMAL SENTINELS WILL NOW HAVE FULL BODY PROTECTION THROUGH A SHIELD. THEY WILL ATTACK YOU. ADDITIONALLY A HORDE OF COMBAT FORMS WILL SPRING OUT OF ALL POSSIBLE NOOKS AND CRANNIES TO ATTACK YOU. FIGHT THEM ALL, OR LET THEM FIGHT EACH OTHER UNTIL A LARGE GATE OPENS. YOU SHOULD HAVE EQUIPPED YOURSELF WITH A FAST-FIRING HUMAN WEAPON OR A SENTINEL BEAM BY NOW. THE FLOOD ARE UPON YOU, THAT'S WHY. ON THE RIGHT THERE WILL BE ANOTHER PITON TO TAKE YOU DEEPER STILL. DOWN HERE THE AIR IS MURKY, STINKS WITH THE DECAY OF ROTTING FLESH. YOU HAVE TO FIGHT BY YOURSELF AGAINST COUNTLESS FLOOD. WATCH OUT, THERE ARE A FEW FLOOD EQUIPPED WITH SHOTGUNS JUMPING ABOUT, DO NOT LET THEM GET NEAR!! YOU MIGHT, IF YOU SEE THE NEXT PISTON, WANT TO ACTIVATE YOUR ACTIVE CAMO WHICH IS A GOOD IDEA. AT THE END OF CONDUIT B YOU WILL FIND A SWORD AND A SHOTGUN. TAKE THE SWORD AT ALL COSTS. IT IS PROBABLY THE BEST WEAPON AGAINST THE FLOOD APART FROM A BIG ROCK COVERING SEVERAL SQARE MILES... "100.00 YEARS WAR" YOU'RE QUITE NEAR TO THE LIBRARY NOW. YOUR LAST OBJECTIVE IN THIS MISSION IS TO HELP YOUR ALLIES AGAINST THE FLOOD. CAREFUL, THERE ARE SEVERAL ROCKET LAUNCHER FLOOD LURKING IN THE SNOW! SOME OF THOSE JUMPING DOWN FROM THE WALL WILL HAVE ENERGY SWORDS. PROTECT YOUR FRIENDS AND KILL THOSE FIRST. FINALLY A PHANTOM INDICATING THE LAST CUT-SCENE WILL DRAW CLOSE. ***************************************************************************************************************************** 2.9 LEVEL 9 "QUARANTINE ZONE" ENEMY TOTAL: FLOOD: UNKNOWN SENTINELS: UNKNOWN SENTINEL MAJOR: 17 VEHICLE TOTAL: SPECTRES: 2 GHOSTS: 20 WRAITHS: 9 SCORPIONS: 3 WARTHOGS: 2 MISSION BRIEFING: FIGHT YOUR WAY THROUGH THE FLOOD-INFESTED AREA. YOU MUST ADVANCE INTO THE LIBRARY AND HOLD THE SACRED ICON IN YOUR HANDS. "OBJECTS IN THE MIRROR APPEAR LARGER THAN THEY APPEAR." NOW AT LAST YOU CAN DRIVE A SPECTRE. GET BEHIND THE WHEEL AND LET ANOTHER ELITE BE THE GUNNER. YOU MIGHT ALSO WANT TO TAKE A GHOST, IT'S UP TO YOU. THE GATE AT THE END WILL OPEN AND A SENTINEL MAJOR AND TWO NORMAL SENTINELS HOVER OUT. DO NOT DRIVE UNDER THE SENTINEL MAJOR! HE IS EQUIPPED WITH TWO ARMS WHICH WILL LIFT YOU OUT OF YOUR SEAT AND KILL YOU! IN THE HALL YOU WILL ENCOUNTER A NEW DANGER: FLOOD FRIVING VEHICLES. DON'T LET THAT FLUMMOX YOU LE THE GUNNER BLAST AWAY AT THE GHOSTS AND THE 3 SENTINEL MAJORS AND GO STRAIGHT FOR THE SCORPION. BEAT THE FLOOD OUT OF THE DRIVER'S SEAT AND SHOOT AT THE WARTHOG AND THE OTHER GHOST APPROACHING. "HEALTHY COMPETITION" OUTSIDE THE HALL THE FIGHT BETWEEN FLOOD, SENTINELS, YOU AND YOUR ELITES CONTINUES. TAKR OUT THE BIG HOVERING SENTINEL FIRST. THEN BLAST THE FLOOD OUT OF THE WAY. BE AWARE THAT THEY MIGHT JUMP ON YOUR TANK AND HIT YOU. NEW SENTINEL MAJORS OCCAISONALLY HOVER OUT OF THE PORTALS (I DID NOT INCLUDE THES IN THE COUNT). ON THE OTHER SIDE OF THE VALLEY YOU WILL SEE SOMETHING BURNING. THAT'S WHERE YOU'RE GOING TO BUT TYPICALLY YOUR WAY IS BARRED BY SOMETHING IN THIS CASE WRAITHS, FLOOD EQIPPED WITH ROCKET LAUNCHERS AND SENTINEL MAJORS. GO THROUGH A CAVE AND YOU WILL ENCOUNTER A SCORPION AND A WRAITH FIGHTING 3 SENTINEL MAJORS. UNSURPRISINGLY THE SENTINELS WILL WIN. AFER THEY ARE GONE TOO GO TO THE END OF THE VALLEY WHERE YOU WILL HAVE TO LEAVE EVERY TANK BEHIND. YOU EMERGE INSIDE THE SENTINEL CONSTRUCTOR FACTORY. YOU HAVE TO TAKE CARE NOT TO LOSE YOUR SENSE OF DIRECTION AS THE SHIP IS SYMETRICAL BUT SOON YOUR LUNGS WILL BREATHE THE NIGHT AIR AGAIN, AFTER HAVING FOUGHT MULTIPLE SENTINELS AND FLOOD IN THE CHAMBERS OF THE SHIP. WHEN YOU HAVE LEFT IT YOU ARE IN A VALLEY. HERE YOU WILL ENCOUNTER A WRAITH AND SEVERAL GHOSTS. SOME COMBAT FORMS WILL ALSO JUMP DOWN FROM THE WALLS. WHEN YOU ARE FINISHED WITH THEM PROCEED TO YOUR RENDEZVOUS WITH THE SPEC-OPS COMMANDER AND ANOTHER ELITE. THEY CARRY A SPECTRE WITH THEM IN THEIR PHANTOM AND YOU MIGHT OR MIGHT NOT WANT TO TAKE IT. THE FLOOD HAVE NUMBERS AND VEHICLES AT THEIR DISPOSAL SO IT'S GOOD THAT THE SPEC-OPS COMMANDER IS INVINCIBLE. LET HIM HAVE A WRAITH AND GO AHEAD. WHEN THE ENEMIES, INCLUDING A WRAITH A SCORPION AND TWO GHOSTS, ARE DEAD. ONCE YOU REACH THE ENTRANCE TO THE LIBRARY A CUTSCENE WILL APPEAR. "SHOOTING GALLERY" THE GONDOLA TAKES YOU ON A LONG, SEEMINGLY ENDLESS TOUR OF THE LIBRARY'S INNARDS. COMBAT FORMS WILL JUMP FROM ABOVE AND CRAWL OUT OF A PIPE AT THE BOTTOM. YOU SHOULD EQUIP YOU AND YOUR ELITE FRIENDS WITH SWORDS TO PASS THE TIME WITH. "THAT OLD FAMILIAR FEELING" WHEN THE GONDOLAR REACHES THE TOP YOU GO ON ALONE. YOU WILL ENCOUNTER ONLY A FEW INFECTION FORMS TO GUIDE YOU ON YOUR PATH. WHEN YOU HAVE WALKED AT LEASURE THROUGH THE HALLS, ENTER THE CENTRAL ROOM THROUGH A SMALL, UNCONSPICIOUS PASSAGE AND A LONG CUT-SCENE WILL BEGIN... ***************************************************************************************************************************** 2.10 LEVEL 10 "GRAVEMIND" ENEMY TOTAL: ELITES: BLUE: 24 RED: 2 WHITE: 4 STEALTH: 3 RANGERS: 5 COUNCILLORS: 1 HONOUR GUARDS: 7 BRUTES: NORMAL: 62 HONOUR GUARDS: 3 GRUNTS: 60 JACKALS: NORMAL: 20 SNIPER: 5 DRONES: 15 HUNTERS: 8 MISSION BRIEFING: MASTER CHIEF, FIND THE PROPHET OF TRUTH AND TAKE THE INDEX FROM HIM. FREE CAPTURED MARINES FROM DETENTION CELLS ON YOUR WAY. FOLLOW THW SIGNAL OF THE PROPHET OF TRUTH THROUGH THE HANGING GARDENS UP TO THE MAUSOLEUM OF THE ARBITER. "INSIDE JOB" AFTER MEETING GRAVEMIND THE FLOODS' CENTRAL CONCIOUSNESS THE MASTER CHIEF IS TELEPORTED DIRECTLY INTO THE LION'S DEN, THE COUNCIL CHAMBER OF THE COVENANT. NO TIME TO LOOK AROUND THOUGH AS TWO BRUTES ARE EMERGING ON YOU AND YOU ARE EQUIPPED ONLY WITH ONE LOUSY NEEDLER. LUCKILY THERE'S ANOTHER ONE A FEW STEPS BEHIND YOU TO DUAL WIELD. NEXT PAY ATTENTION TO THE BRUTES. THESE CREATURES ARE FRIGHTENING AT FIRST BECAUSE THEY HAVE A LOT OF HITPOINTS AND CAN SUSTAIN A LOT OF FIRE BUT THAT ISN'T THE WORST BIT. NO THE WORST IS THAT THE LAST BRUTE FROM ANY GIVEN GROUP WILL GO BESERK AS SOON AS HIS TEAMMATES ARE DEAD. YOUR ONLY CHANCE SHOULD THIS HAPPEN IS TO EITHER JUMP SOMEWHERE THE BRUTE CAN'T REACH AND TO SHOOT AS FAST AS POSSIBLE. WHEN YOU HAVE KILLED THE FIRST 2 BRUTES TWO GRUNTS WILL TRY TO TACKLE YOU. A FATAL MISTAKE ON THEIR SIDE. AFTER THEM ANOTHER 2 WAVES OF BRUTES WILL ENTER THE ROOM. THEREAFTER CORTANA WILL OPEN THE NEXT DOOR. BEHIND THE DOOR YOU WILL FIND 5 GRUNTS AND 2 BRUTES. ONE OF THEM WILL MAN A TURRET AND THE TWO BRUTES WILL HAVE CARBINES SO WATCH OUT. OUTSIDE THE DOORS A HONOUR GUARD WILL MOLEST YOU BUT DON'T RUN TO FAR AHEAD BEACAUSE ANOTHER 3 BRUTES, TWO JACKALS AND 4 GRUNTS, TWO OF WHICH ARE SITTING BEHIND TURRETS. THE CAPTIAN OF THE BRUTES HAS A BRUTE SHOT. THIS WEAPON CAN REACH OVER VAST DISTANCES BE SURE TO TAKE IT FROM IT AFTER HE IS KILLED. THEREAFTER CORTANA WILL REVERSE THE GRAV-LIFT AND YOU CAN GO DOWN ONTO THE LOWER PLATFORM. YOU COULD ALSO THOUGH JUMP ONTO THE BEAM TO THE RIGHT AND DISPATCH THE 3 JACKALS AND 3 GRUNTS FROM ABOVE. THE NEXT ROOM AFTER IT IS EMPTY BUT YOU CAN HEAR A TRANSMISSION FROM TARTARUS AND CORTANA WILL COMMENT ON IT. WHEN YOU GO THROUGH THE NEXT DOOR SEVERAL JACKALS WILL ENTER AND YOU ENTER ANOTHER CORRIDOR BENDING SLIGHTLY TO THE RIGHTAND IMMEDIATELY FIND YOURSELF ASSAULTED BY BRUTES AND GRUNTS. GO THROUGH THE ROOMS UNTIL CORTANA TELLS YOU THAT THERE SHOULD BE A LIFT SOMEWHERE. LOOK STRAIGHT INFRONT OF YOU AND THERE IS THE LIFT YOU HAVE TO GO DOWN TO RESCUE THE POOR CAPTURED MARINES. BUT FIRST IT'S TIME TO KILL THE FEW BRUTES (3) AND JACKALS (3) THAT ARE WAITING. YOU HAVE TO ENTER THE LIFT ON THE LOWER LEVEL SO JUMP DOWN AND JUMP IN. THERE ARE TWO DETENTION BLOCKS IN TWO DIFFERENT LEVELS. WHEN YOU STEP OUT OF THE LIFT YOU ENCOUNTER ONE OF THE (PROBABLY) HARDEST PARTS OF THE GAME. THERE IS A BRUTE STANDING WITH HIS BACK TURNED. IF YOU HIT HIM (AND EVEN IF NOT) IT WILL ALERT THE OTHER COVENANT GUARDS. YOU WILL BE UNDER A CROSSFIRE FROM 6 JACKALS AND 6 GRUNTS (3 ON EACH SIDE). RUN TO EITHER SIDE BUT DON'T WAIT TOO LONG. QUICKLY HIDE BEGIND A BOX AND REGAIN YOUR SHEILD. KILL THE GUARDS AND CORTANA WILL TELL YOU TO GO TO THE MIDDLE LEVEL. IF YOU LOOK AROUND YOU WILL SEE A SMALL GRAV-LIFT IN THE CORNER. GO DOWN IT AND AFTER A QUICK SKIRMISH THE MARINES WILL BE FREED. DO THE SAME ON THE LOWER LEVEL. WHEN THE MARINES ARE FREE CORTANA WILL TELL YOU TO GO UP THE CENTRAL GRAV-LIFT AGAIN. HAVING DONE THIS (AFTER A BRIEF BUT VIOLENT STRUGGLE) YOU FIND YOURSELF BACK UP IN THE SAME ROOM WHERE YOU FIRST WENT DOWN THE LIFT. A SWORD WILL LIE INFRONT OF YOU. FEEL FREE TO PICK IT UP. NEXT YOU HAVE TO GO THROUGH PASSAGES THAT LOOK EXACTLY THE SAME AS THE ONES YOU CAME IN BY BUT AREN'T. 5 DRONES AND 3 BLUE ELITES COME OUT OF THE FIRST DOORS. CONCENTRATE ON KILLING THE ELITES WITH YOUR SWORD AND LEAVE THE DRONES TO THE MARINES. FURTHER ON THERE IS A NEW SWORD. WHEN YOU ROUND THE CORNER A STRANGE SIGHT MEETS YOUR ASTONISHED EYES: COVENANT FIGHTING COVENANT! 3 HONOUR GUARD ELITES AGAINST 2 BRUTES. WELL THE CHANCES ARE BAD FOR THE BRUTES. SUPPORT THEM FOR A MOMENT AND KILL THE ELITES WHILST THEY'RE CONCENTRATING ON THE BRUTES.THE MARINES CAN HANDLE THE OTHERS. IN THE NEXT ROOM YOU WILL ENCOUNTER SOME HUNTERS. YOU MIGHT HAVE WANTED TO CHOSE A MORE SECRETIVE APPROACH BUT THE MARINES ARE A DEAD GIVEAWAY. IF YOU LEAVE THEM TO THE HUNTERS DEAD, WELL DEAD. IF YOU'RE FEELING UNGRATEFUL TODAY YOU COULD LET THE MARINES KILL THE HUNTERS BUT IT IS ADVISED TO SHOOT THE HUNTERS IN THE BACK TO AVOID LOSS OF HUMAN LIFE. ON THE OTHER SIDE OF THE HUNTERS YOU'LL FIND A BAISIN WHERE BRUTES, HONOUR GUARDS, HUNTERS AND JACKAL SNIPERS WILL TRY AND FILL EACH OTHER UP WITH PLASMA. LET THE TWO SIDES DECIMATE EACH OTHER AND THEN ATTACK YOURSELF. GO THROUGH THE HALL AND THEN CROSS THE LIGHT BRIDGE. AFTER HAVING TAKEN OUT 2 SNIPER, BRUTES, GRUNTS AND ELITES. GO ROUND THE STRUCTURE UNTIL YOU REACH THE HANGING GARDENS. HERE 4 OF EACH BRUTES AND ELITES WILL KEEP UP A HARD PITCHES BATTLE UNTIL ALL THE COMBATANTS OF EITHER RACE ARE DEAD. AFTER YOU'VE TAKEN OUT THE MEMBERS OF THE SURVIVING RACE, GO OVER THE BRIDGE ON THE RIGHT. THERE OR LATER ON YOU SHOULD MEET TWO ELITE RANGERS. NOW THESE POSE A PROBLEM TO MOST SETS OF WEAPONRY. FOR EXAMPLE IF YOU HAVE A SWORD AND A SNIPER THEY WON'T HELP MUCH AGAINST THEM. YOU CAN TRY HITTING THEM WITH THE SWORD BUT NORMALLY YOU'LL END UP PLUMMETING INTO THE ABYSS AFTER HAVING PERFORMED THE LUNGE ATTACK. A CARBINE ALSO DOESN'T HELP OWING TO THE MANOUVERABILITY OF THE ELITES. I WOULD ADVISE YOU JUST TO "CUT AND RUN" THROUGH THIS BIT ON LOWER DIFFICULTY LEVELS. EITHER WAY THERE'LL BE ELITES AND GRUNTS IN THE AREA BEFORE THE NEXT LIGHT BRIDGE. IN THE MID-TOWER SEVERAL ELITES WILL FIGHT AGAINST BRUTES AND DRONES. IN THE SECOND HANGING GARDENS BERSERK BRUTES HUNT DOWN TERRIFIED GRUNTS. GO OVER THE LAST BRIDGE TO REACH THE FAR TOWER. IN THE FIRST ROOM THERE'S A STEEP SLOPE UPWARDS AND 3 BRUTES WILL COME THROUGH THE OPPOSITE DOOR ARMED WITH BRUTE SHOTS. SLINK NEAR TO THEM USING WHAT COVER YOU'VE GOT AND EXTERMINATE THEM WITH CARBINE OR BRUTE SHOTS. NEXT YOU'LL BE INFRONT OF ONE OF THOSE VALLEYS WHERE ANOTHER OF THE NUMEROUS COVENANT BATTLES IS RAGING. ON THE LEFT YOU'LL FIND A CONTAINER WITH SOME SWORDS IN. BE VERY CAREFUL NEXT! 3 STEALTH ELITES WITH SWORDS WILL APPROACH YOU. STICK ONE OF THEM FROM AFAR WITH A PLASMA GRENADE. YOU'LL KNOW WHERE THEY ARE BY JUST AIMING TO THE LEFT OF THE SWORD. BEFORE YOU GET TO THE MAUSOLEUM YOU HAVE TO PASS ANOTHER BRIDGE PACKED FULL OF SLAUGHTERING COVENANT. THE 3 BRUTES, THE SNIPER JACKAL AND THE 5 DRONES DON'T STAND A CHANCHE AGAINST THE ELITES AND GRUNTS, ESPECIALLY WHEN TWO HUNTERS ENTER THE FRAY. AGAIN JUST SIT BACK AND LET THE BATTLE DEVELOP. THE GO AND GRAB A WEAPON SUITABLE FOR SHOOTING HUNTERS IN THEIR BACKS. KILL THE ENEMIES ON THE BRIDGE WITH PRECISE SHOTS FROM A BEAM RIFLE. IN THE HOLY HALLS OF THE ARBITER, WHITE ELITES FIGHT AGAINST BRUTES. THE BRUTES STAND NO CHANCE IN THIS EXCHANGE OF SHOT ESPECIALLY WHEN TWO HUNTERS ENTER THE ROOM. WHEN THE 5 BRUTES ARE ALL DEAD TAKE YOUR SNIPER AND KILL THE HUNTERS. THEN KILL THE ELITES FROM A DISTANCE. DO NOT GET TO NEAR TO THEM AS THEY WILL PULL OUT SWORDS IF AGGRAVATED. WHEN YOU ARE THE LAST MAN STANDING CORTANA WILL OPEN A DOOR FOR YOU AND AN ELITE COUNCILLOR ACCOMPANIED BY TWO STEALTH ELITES WILL ENTER. YOU COULD DASH THE LAST FEW STEPS ACROSS THE BRIDGE TO INICIATE THE CUT-SCENE OR KILL THEM. TRY TO KILL THEM IF POSSIBLE. ***************************************************************************************************************************** 2.11 LEVEL 11 "UPRISING" ENEMY TOTAL: BRUTES: 84 JACKALS: NORMAL: 45 SNIPER: 13 DRONES: 4 VEHICLE TOTAL: GHOSTS: 11 SPECTRES: 1 WRAITHS: 2 MISSION BRIEFING: CONTINUE YOUR SEARCH FOR THE SACRED ICON. FIGHT YOUR WAY HTROUGH AN AREA OCCUPIED BY THE BRUTES. PUNISH THE BRUTES FOR THEIR BETRAYAL OF THE ELITES. "OH, SO THAT'S HOW IT IS" AFTER HAVING MET GRAVEMIND THE ARBITER IS TRANSPORTED ONTO A ROCK IN THE DIRECT VINCITY OF THE LIBRARY. HE IS EQIPPED ONLY WITH A STANDARD PLASMA RIFLE. LUCKILY THERE IS A SWORD LYING NEARBY. IN THE AREA YOU WILL FIND A GROUP OF 9 BRUTES ALL TOLD. SOME OF THEM WILL BE EQUIPPED WITH BRUTE SHOTS. AQUIRE A BRUTE SHOT AS SOON AS POSSIBLE. AFTER YOU' VE RID THE AREA OF BRUTES, A FEW CAPSULES CONTAINING ELITES THAT WILL ASSIST YOU. ONE OF THE ELITES IS A ZEALOT AND HE CARRIES A SWORD. HE IS THE MOST VALUABLE MEMBER OF YOUR HIGH-RANKING TEAM. THE FIRST ENEMIES FOR YOUR TEAM YOU WILL FIND IN THE LARGE CAVE. KILL THE BRUTES WITH YOUR ENERGY SWORD. AT THE END OF THE CAVE YOU WILL ALSO FIND SOME DRONES AND JACKALS. IN THE ROOM BEHIND THE CAVE YOU WILL FIND BRUTES AND JACKALS. YOU ARE SLIGHTLY ABOVE THEM WITH A SLOPE LEADING DOWN ON THE LEFT SIDE. DON'T RUSH DOWN AT ONCE! THROW GRENADES AND SHOOT BRUTE SHOT AT THEM FROM ABOVE. THE NEXT LARGER ROOM IS DIVIDED INTO FOUR LEVELS. 8 BRUTES AND 6 JACKALS ARE AWAITING YOU. BUT DON'T CONFRONT THEM AT ONCE, TAKE SOME TIME TO HURL DOWN SOME EXPLOSIVE CONTAINERS. THE CONTAINERS ARE EASILY RECOGNISABLR BY THE SHINY, WHITE BIT IN THE MIDDLE. THE NEXT ROOM WILL LOOK LIKR THE FIRST ROOM YOU ENCOUNTERED BUT THIS TIME THERE IS A TURRET DOWNSTAIRS. TRY TO STICK IT WITH A GRENADE. WATCH OUT FOR BRUTE REINFORCEMENTS, WHEN THEY ARRIVE THE BRUTES WILL STORM YOUR POSITION! ON YOUR WAY TO THE EXIT YOU'LL FIND TWO FUEL ROD CANNONS. MAYBE GIVE ONE TO A GRUNT OR ELITE IF YOU HAVE ONE LEFT. "STEP ASIDE, LET THE MAN GO THROUGH" WHEN THE EXIT OF THE STRUCTURE OPENS, YOU'LL FIND YOURSELF CONFRONTED BY SEVERAL JACKALS AND BRUTES. AFTER THEY'RE DEAD GO DOWNHILL TO THE LEFT FOR A MEETING WITH SEVERAL BRUTE SHOT AND SHOTGUN CARRYING BRUTES. A SNIPER JACKAL WILL ALSO REQUIRE YOUR IMMEDIATE ATTENTION, BE SURE TO TAKE THE BEAM RIFLE WITH YOU! DON'T TAKE A SHOTGUN THOUGH BECAUSE IT IS NEAR COMPLETELY UNEFFECTIVE AGAINST BRUTES. NEXT GRAB YOURSELF A GHOST. AFTER THE FIRST CORNER YOU WILL FIND YOUR FIRST ENEMIES. THE BEAM RIFLE WILL SERVE YOU WELL HERE. BUT AS YOU ONLY HAVE A LIMITED AMOUNT OF SHOTS, GIVE THE BRUTES HEADSHOTS. IF THE BRUTE IS CARRYING A HELMET IT WILL TAKE TWO SHOTS TO FLTTEN HIM. THERE IS A SNIPER ON THE ROCK RIGHT ABOVE YOUR HEAD. IF YOU DON'T FIND HIM DON'T WORRY HE'LL SOON FIND YOU. FURTHER DOWN YOU'LL FIND ANOTHER CLEARING WITH A TURRET ON THE LEFT HAND SIDE. TAKE SOME TIME TO GO THERE AND KILL THE JACKAL GUARDING SOME GRUNTS. ONE OF THEM WILL MAN THE TURRET AND BE A DISTRACTION TO THE ONCOMING ENEMY. THERE ARE ALSO WEAPON CANISTERS NEAR THE TURRET ONE OF THEM HAS BEAM RIFLES IN IT! TAKE ONE AND KILL THE BRUTES FROM AFAR. EVEN ID IT SEEMS YOU HAVE SURELY GOT RID OF ALL THE BRUTES IN THE CLEARING WAIT AND AFTER A WHILE A SPECTRE WILL TURN UP. THE BEST YOU CAN DO IS SHOOT IN HIS GENERAL DIRECTIONWITH THE GHOST OR (IF YOU STILL HAVE AMMUNITION FOR IT) TACKLE IT WITH THE FUEL ROD CANNON. AFTER SOME MORE DRIVING WITH THE GHOST YOU'LL SPOT ANOTHER FUTILE ATTEMPT TO STOP THE ARBITER. BRUTES HAVE ARRANGED EXPLOSIVE CONTAINERS AND WILL TRY TO BLOW THEM UP IN YOUR FACE. DESTROY THE CONTAINERS AND THEN SIMPLY RACE PAST THE 5 BRUTES AND THEIR 6 JACKAL COLLEAGUES. DRIVE ON UNTIL YOU REACH A BRUTE ENCAMPMENT. "FIGHT CLUB" THE TIME FOR GHOST RIDING IS AT AN END. AT THE END OF THE CANYON YOU WILL ESPY A VALLEY. IT'S TIME FOR THE GRAND FINALE. TAKE IT EASY WITH THIS PART AND SET YOURSELF OBJECTIVES. FIRST MAKE SURE THAT THE 2 SNIPER JACKALS GUARDING THE ENTRANCE ARE BOTH DEAD AND THAT YOU HAVE A BEAM RIFLE. NEXT TAKE OUT THE BRUTES IN THE AREA. YOU WILL KNOW WHEN YOU HAVE KILLED THE LAST BRUTE BECAUSE HE WILL HAVE GONE POSTAL. KEEP UP ON YOUR CLIFF THOUGH AND EVADE THE GRENADES THE BRUTES WILL ATTEMPT TO THROW AT YOU. WHEN THE BRUTES AT LAST DON'T TROUBLE YOUR CROSSHAIR WITH THEIR UGLY AFCES JUMP INTO THE GHOST AND DRIVE AS FAR AS YOU CAN UP THE RAMP ON THE RIGHT SIDE. THEN TAKE SOME TIME TO SURVEY YOUR SURROUNDINGS. INFRONT OF YOU BRUTES AND JACKALS WILL POUR OUT OF THE DOORS. ON THE VALLEY GROUND A WRAITH IS WAITING FOR YOU. DON'T LET THE WRAITH NOTICE YOU YET BUT TAKE OUT THE BRUTES AND SNIPERS FIRST. THEN JUMP ON THE WRAITH FROM ABOVE AND HIT THE DRIVER OUT OF HIS SEAT. IMMEDIATELY YOU WILL RECIEVE REINFORCEMENTS. 2 CAPSULES WITH ELITE SOLDIERS WILL LAND AND ASSIST YOU AGAINST THE SECOND WRAITH. BUT THE ENEMY WILL ALSO RECIEVE REINFORCEMENTS SO WATCH OUT FOR THE NEWLY ARRIVES SNIPERS! WHEN YOU ARE FINISHED ON THE VALLEY FLOOR. CLAMBER UP THE RAMP AGAIN AND ENTER THROUGH THE DOORS. YOU WILL FIND YOURSELF IN A BRUTE ARMORY. THE WEAPONS I WOULD ADVISE YOU TO TAKE ARE BEAM RIFLE AND THE ROCKET LAUNCHER BUT YOU COULD ALSO TAKE A FUEL ROD CANNON OR BRUTE SHOT OR SHOTGUN OR PLASMA RIFLE... ANYWAY WHEN YOU'RE EQUIPPED SET OF THROUGH THE OPPOSITE DOORS. THEN CLEAR THE PLATFORM INFRONT OF YOU OF YOUR BRUTE AND JACKAL ADVERSARIES. THE EXIT IS ON THE LEFT SIDE A BIT FURTHER ON. TAKE CAUTION NOT TO FALL DOWN INTO THE VALLEY AGAIN BECAUSE THEN YOU WILL HAVE TO TRUDGE ALL THE WAY BACK THROUGH THE WEAPONS DEPOTS AND OVER THE BRIDGE ETC. WATCH OUT WHEN YOU ENTER THE PATH LEADING GTO THE EXIT BECAUSE A GHOST AND SEVERAL BRUTES JACKALS WILL ATTEMPT TO ATTACK YOU. IT'S TIME TO UNPACK YOUR ROCKET LAUNCHER AND GIVE THEM A M41 SSR MAV/AV PRESENT. WHEN THEIR REMAINS ARE SCATTERED THROUGHOUT THE TUNNEL ANOTHER WAVE CONTAINING ANOTHER GHOST AND MORE JACKALS. IF YOU RUN OUT OF AMMO FOR YOUR ROCKET LAUNCHER, RUN BACK AND GET THE FUEL ROD CANNON. WHEN AT LAST YOU HAVE KILLED THE 26 BRUTES, 7 SNIPERS AND 4 JACKALS IN THE VALLEY, GO THROUGH THE TUNNEL AND MEET UP WITH THE SPEC-OPS COMMANDER... ***************************************************************************************************************************** 2.12 LEVEL 12 "HIGH CHARITY" ENEMY TOTAL: FLOOD: INFINITE BRUTES: 16 + INFINITE JACKALS: NORMAL: 5 + SNIPER: 2 DRONES: INFINITE GRUNTS: 4 MISSION BRIEFING: MASTER CHIEF, YOU HAVE TO REACH THE FORERUNNER SPACESHIPS AND STOP THE PROPHET OF TRUTH. EVERY LIVING CREATURE ON EARTH DEPENDS ON YOU! GE TBACK TO THE MAUSOLEUM TOWER AND FIGHT YOUR WAY THROUGH THE FLOOD INFESTED HALLS OF HIGH CHARITY. "CROSS PURPOSE" HERE WE GO AGAIN, ANOTHER FLOOD LEVEL! YOU ARRIVE ON THE PHANTOM LANDING PLATFORM JUST IN TIME TO MISS THE BOAT, I MEAN TARTARUS' PHANTOMS. BUT THE GAME TRIES TO MAKE IT UP TO YOU BY SENDING YOU SOME FLOOD AS AN ANTI-DEPRESSANT AND AS A CHANGE TO CORTANA LECTURING YOU. AS YOU WATCH THE FLOOD RUNNING, JUMPING AND HITTING AT YOU, YOU MAY ASK YOURSELF WHAT THE POINT OF THE GAME IS BUT DON'T WORRY YOU'LL SOON BE ABLE TO KILL BRUTES AGAIN. THE MASTER CHIEF STARTS HIS NEW ADVENTURE EQUIPPED WITH A PLASMA PISTOL AND A CARBINE. NOW YOU MAY FIND THIS CHOICE OF WEAPONS AGGRAVATES YOU BUT THEY DO COME IN HANDY...A BIT. THIS IS BECAUSE SOME OF THE RUNNING, JUMPING, HITTING, SHOOTING, LUNGING FLOOD, HAVE SHIELDS. THE PLASMA PISTOL IS PERFECT FOR TAKING DOWN THE SHIELDS SO YOU CAN DO THE REST WITH YOUR....CARBINE. AQUIRE A SWORD FROM A FLOOD, AND LET THE FUN BEGIN! WALK THROUGH THE FLOOD INFESTED HALLS OF HIGH CHARITY CRUSHING EVERY FOE IN YOUR PATH. YOUR WEAPONS OF CHOICE SHOULD BE EITHER THE BRUTE SHOT OR ENERGY SWORD AND SHOTGUN OR CARBINE. IN THE GREAT HALL YOU'LL FIND DRONES FIGHTING FLOOD. GRAB A BEAM RIFLE FROM THE CONTAINER INFRONT OF THE CHAMBER. DON'T TRY TO WAIT FOR THEM TO KILL EACH OTHER OFF BECAUSE THERE ARE INFINITE AMOUNT OD DRONES. TRIE TO FIND A GAP IN THE FIGHTING AND BE CAREFUL BECAUSE THE SECOND PLASMA BRIDGE LETS YOU WAIT ABOUT FIVE SECOND BEFORE CARRYING YOU ACROSS THE BOTTOMLESS DEEP. BE CAREFUL AT THE EXIT COMBAT FORMS WILL LEAP OUT, KEEP YOUR SWORD AT HAND! "PLEASE, MAKE YOURSELF AT HOME" YOU HAVE REACHED THE PART OF HIGH CHARITY WHERE THE FLOOD HAS BECOME FULLY ENTRENCHED. SPORES IN THE AIR MAKE IT HARD TO SEE THE NEVERENDING AMOUNT OF COMBAT FORMS LEAPING AT YOU. OCCAISIONALLY YOU WILL FIND GROUPS OF BRUTES AND JACKALS FIGHTING FOR THEIR LIVES AGAINST COUNTLESS FLOOD FOES. JUST PUSH ON NEVER STOP BECAUSE THERE IS AN INFINITE AMOUNT OF FLOOD COMING UP BEHIND YOU. IN ONE OF THE HALLS YOU WILL MEET HUMAN COMBAT FORMS ARMED WITH SHOTGUNS AND ROCKET LAUNCHERS. IN A BRANCH TO THE LEFT YOU FIND AN ELEVATOR LEADING TO THE INNER SANCTUM. "SANCTIFIED" BRUTES AND JACKALS HAVE BUILT A LAST DEFENSIVE LINE AGAINST THE FLOOD IN THE INNER SANCTUM. WAIT UNTIL THE FLOOD HAVE DECIMATED THE DEFENDERS ENOUGH SO THAT YOU CAN QUICKLY KILL OF THE OTHER ENEMIES. THE DOORS AT THE END WILL ONLY OPEN WHEN THE MASTER CHIEF IS THE LAST MAN STANDING. BEHIND THE DOOR YOU WILL FIND A LOT OD DIFFERENT WEAPONS INCLUDING A PASMA RIFLE, A BATTLE RIFLE, A SHOTGUN, A BRUTE SHOT AND AN ENERGY SWORD. THE ENRGY SWORD IS ON THE TABLE IN THE MIDDLE, BE SURE NOT TO MISS IT. THEN ENTER THE FRAV-LIFT LEADING TO THE CONDUIT. "ONCE MORE, WITH FEELING" CORTANA REVEALS TO YOU THAT THE SECRET OF THE TOWER IS THAT IT'S A FORERUNNER SPACESHIP. THE MASTER CHIEF HAS TO BOARD IT TO SAVE THE EARTH. AT THIS POINT YOU REALLY DON'T HAVE TO KILL ANY ENEMIES. JUST RUN TO THE PLATFORM AND THE CUTSCENE WILL APPEAR WHICH SHOWS WHAT HAPPENS TO THE MASTER CHIEF AND LEAVES PLENTY OF CLIFFHANGERS. ***************************************************************************************************************************** 2.13 LEVEL 13 "THE GREAT JOURNEY" ENEMY TOTAL: BRUTES: 40 DRONES: 5 JACKALS: NORMAL: 8 SNIPER: 3 VEHICLE TOTAL: GHOSTS: 17 BANSHEES: 4 WRAITHS: 8 SPECTRES: 3 SCARABS: 1 "YOUR ASS, MY 24 SIZE HOOF" MISSIO BRIEFING: WITH THE AID OF THE SCARAB GAIN ACCES TO THE CONTROL ROOM STOP THE BRUTE CHIEFTAIN TARTARUS FROM ACTIVATING THE DELTA HALO! THE BUILDING IN THE BACKGROUND ID WHERE THE ARBITER HAS TO GO TO FIND THE INDEX AND TARTARUS. BUT FIRST YOU HAVETO FIND SOMETHING TO BREAK DOWN THE DOORS TO THE PLACE WHERE TARTARUS IS WAITING FOR YOU. SO TAKE THE WRAITH THAT THE SPEC-OPS COMMANDER KINDLY LEAVES YOU AND DRIVE TO WHERE THE SCARAB IS STANDING, WHICH CAN BREAK DOWN THE DOORS. ON THE WAY THERE THOUGH YOU HAVE TO FIGHT OFF 17 GHOSTS AND A WRAITH WHICH SHOULD BE YOUR PRIOR TARGET. WHEN YOU REACH THE SCARAB YOU REALISE: HOW ARE YOU GOING TO GET UP THERE? THE ANSWER IS TO FIGHT YOURSELF THROUGH THE BASTION OF THE BRUTES. BUT FIRST YOU MUST ELIMINATE THE ENMIES INFRONT OF THE ENTREANCE. BE CAREFUL, THERE ARE TWO WRAITHS THERE TOO WHICH MIGHT CAUSE A PROBLEM. AND 3 BRUTES EACH EQUIPPED WITH A BRUTE SHOT, TAKE ONE WITH YOU. WHEN THE DOORS OF THE COMPLEX OPEN THEY REVEAL AN ELITE AND TWO HUNTERS. A WELCOME REINFORCEMENT AS THE INVINCIBLE SPEC-OPS COMMANDER HAS TO STAY BEHIND. WHEN YOU ENTER THE NEXT ROOM LET THE HUNTERS ENTER FIRST THEY WILL DISTRACT THE BRUTES AND YOU CAN RUN BEHIND THEM TO HIT THEM ON THE HEAD. IN THE NEXT "ROOM", WHICH IS ACTUALLY MORE A PLATFORM BENDING OVER AN ABYSS, YOU WILL MEET A GREAT NUMBER OF BRUTES ASWELL AS A FEW JACKALS AND SNIPERS. TAKE THE BEAM RIFLE FROM THE FIRST CORRIDOR AND GIVE THE BRUTES A BAD, BAD TIME. WHEN YOU HAVE KILLED A CERTAIN NUMBER OF ENEMIES THEY WILL GET REINFORCED. WHEN THEY ARE DEAD TOO, START MOVING ALONF THE PLATFORM BUT WATCH OUT, BEHIND A BEND A TURRET WITH A BRUTE WILL START ATTACKING YOU. BEST STICK IT WITH A GRENADE. NEXT YOU WILL EMERGE ONTO A BRIDGE WHICH SEEMS TO BE ENTIRELY POPULATED BY JACKALS. GRAB A NEW BEAM RIFLE OUT OF THE CONTAINER AND START GETTING RID OF THEM. WHEN THE BRIDGE IS CLEAR GO ACROSS QUICKLY! ONCE YOU ARE ON THE BRIDGE A PHANTOM WILL ATTACK yoU AND 5 DRONES WILL FLY OUT OF THE OPPOSITE DOORS. SWITCH TO FAST-FIRING WEAPON FOR THEM. THEN GO THROUGH THE DOORS. IN THE NEXT ROOM YOU WILL FIND PATROLLING JACKALS AND BRUTES. WATCH OUT FOR THE REINFORCEMENTS ARRIVING THROUGH THE DOORS. BEHIND THE ENERGY SHEILDS, ELITE COUNCILLORS AND HUNTERS ARE IMPRISONED. FREE THEM QUICKLY BECAUSE ONE ELITE WON'T MAKE A DIFFERENCE BUT 5 WILL! INFRONT OF THE SCARAB KILL THE REMAINING BRUTES AND HOP INTO A BANSHEE. YOU WILL HAVE TO HELP SERGANT JOHNSON AGAINST THE 3 WRAITHS ASSAULTING HIM. WHEN YOU HAVE DONE THAT HE WILL WALK NONSTOP TO THE DOORS OF THE CONTROL ROOM AND BLAST THE WAY OPEN FOR YOU. YOU COULD ALSO CHOOSE TO KILL ALL OF THE ENEMIES INCLUDING 5 BANSHEES, 2 WRAITHS AND 2 SPECTRES ASWELL AS THE 4 TURRETS ON THE LEDGE ON THE CLIFF. "DELUSIONS AND GRANDEUR" WHEN YOU HAVE PASSED THE PASSAGES YOU WILL ENTER INTO A HALL WHERE BRUTES, SOME BERSERK, SOME EQUIPPED WITH BRUTE SHOTS, GRENADES AND SHOTGUNS. HELP THEM TO ENTER INTO WHATEVER AFTERLIFE BRUTES ASPIRE TO REACH. THEN GO THROUGH THE DOORS ON THE RIGHT INTO THE CENTRE OF THE STRUCTURE. NOW YOU HAVE THE CHANCE TO KILL TARTARUS. YOU ARE HELPED IN YOUR FIGHT AGAINST THE BRUTE CHIEFTAIN BY MULTIPLE ELITES. MY ADVICE IS STAY BACK! TARTARUS HAS AN ENERGY SHIELD AND IS INVINCIBLE FOR THE FIRST FEW MOMENTS. AFTER JOHNSON AND MIRANDA KEYES HAVE HAD THEIR CONVERSATION, VENTURE DOWN INTO THE ARENA (I ACTUALLY MEAN JUMP BUT I THINK YOU GET MY MEANING). MY ADVICE IS THAT YOU GET SOME DUAL BRUTE PLASMA RIFLES AS SOON AS POSSIBLE. THEN STAND A GOOD WAY AWAY FROM TARTARUS AND WAIT FOR JOHNSON TO SHOOT HIS SNIPER AT HIM. IF JOHNSON DOESN'T MISS HIM(HE NORMALY DOESN'T) THEN WAIT BUT IF HE GETS TARTARUS HIS SHEILD WILL COLLAPSE. IF THIS HAPPENS SHOOT YOUR PLASMA RIFLES UNTIL THEY OVERHEAT. YOU WILL, IF YOU AIM WELL, ONLY HAVE TO DO THIS TWICE THEN TARTARUS WILL LIE DEAD AT YOUR FEET AND YOU HAVE FINALLY COMPLETED HALO 2. ***************************************************************************************************************************** 2.14 LEVEL 14 "NUMBER CRUNCHING" ENEMY TOTAL: (MAY VARY) ELITES: 252 BLUE: 117 RED: 46 HERETICS: 50 WHITE: 4 RANGERS: 10 STEALTH: 6 COUNCILLORS: 1 ULTRAS: 1 HONOUR GUARDS: 14 HERETIC LEADER: 3 GRUNTS: 386 JACKALS: 249 NORMAL: 176 SNIPER: 73 DRONES: 86 HUNTERS: 14 BRUTES: 205 NORMAL: 202 HONOUR GUARDS: 3 PROPHETS: 1 _______ TOTAL:1193 ----------------------------------------------------------------------------------------------------------------------------- VEHICLE TOTAL: WARTHOGS: 12 SCORPIONS: 6 GHOSTS: 138 BANSHEES: 25 WRAITHS: 26 SPECTRES: 6 SHADOWS: 7 SCARABS: 2 ________ TOTAL: 222 ***************************************************************************************************************************** ***************************************************************************************************************************** ***************************************************************************************************************************** 3.1 WEAPONS UNSC WEAPONS: COVENANT WEAPONS: OTHER: MAGNUM PLASMA PISTOL SENTINEL BEAM SMG PLASMA RIFLE BATTLE RIFLE NEEDLER SHOTGUN CARBINE SNIPER RIFLE BEAMRIFLE ROCKET LAUNCHER BRUTE SHOT FRAG GRENADE FUEL ROD CANNON TURRET ENERGY SWORD PLASMA GRENADE PLASMA CANNON ***************************************************************************************************************************** U U N N sss cc U U NN N ss cc U U N N N sss cc UUUU N NN ss cc WEAPONS ***************************************************************************************************************************** MAGNUM OFFICIAL NAME: M6C MAGNUM SIDEARM PROJECTILE TYPE: 12.7mm SEMI, ARMOUR PIERCING DUAL-WIELD: YES DAMAGE: MEDIUM RANGE: CLOSE ACCURACY: MEDIUM RATE OF FIRE: MEDIUM MAGAZINE CAPACITY: 12 BULLETS ADDITIONAL AMMUNITION: 48 (4 MAGAZINES) RELOAD SPEED: SLOW MELEE ATTACK: AVERAGE SCOPE: NONE A TUNED DOWN VERSION OF THE MAGNUM YOU COULD FIND IN HALO 1. THIS MAGNUM DOES NOT HAVE A SCOPE WHICH MMAKES IT LACKING THE VERY THING THAT MADE IT'S COUNTERPART IN HALO 1 SO DEADLY. THE MAGAZINE IN THE GUN HOLDS 12 BULLETS WHICH THOUGH AGAINST UNSHIELDED FOES CAN MAKE YOU LOOK COOL AND EFFECTIVE HOLDS SOME DISADVANTAGES AGAINST THE SHEILDED ELITES. OVER LONGER DISTANCES THE LACK OF SCOPE ALSO MAKES IT QUITE INEFFECTIVE AND IT IS ALSO QUITE SLOW TO RELOAD. IT IS ONLY GOOD FOR PLACING EXACT HEADSHOTS AND AGAINST HUNTERS WHEN IN CONFINED SPACE. ***************************************************************************************************************************** SMG OFFICIAL NAME: M7/CASELESS SUB MACHINE GUN PROJECTILE TYPE: 5mm DUAL-WIELD: YES DAMAGE: LOW RANGE: CLOSE ACCURACY: LOW RATE OF FIRE: HIGH MAGAZINE CAPACITY: 60 BULLETS ADDITIONAL AMMUNITION: 180 (3 MAGAZINES) RELOAD SPEED: SLOW MELEE ATTACK: AVERAGE SCOPE: NO THE SMG, LOVINGLY DUBBED "BULLET-HOSE" BY THE TROOPS OF THE UNSC, HAS IT'S STRENGTH IN ITS HIGH RATE OF FIRE. IF DUAL WIELDED THIS WEAPON WILL SHOWER THE ENEMY WITH BULLETS. HOWEVER IT SHOULD ONLY BE USED AT CLOSE RANGE BECAUSE IT'S ACCURACY IS LIMITED STRICTLY TO A FEW METRES BEYOND THE MCs FEET. ALSO IF YOU KEEP UP CONTINOUS FIRE THE RECOIL WILL FORCE THE MUZZLE UPWARDS, ENSURING THAT YOU ARE EVER ADJUSTING YOUR AIM. THE CONTINOUS FIRE WILL ONLY KEEP UP FOR A FEW SECONDS SO KEEP RELOADI NG, IT WOULD BE HAZARDOUS TO OPPOSE AN ELITE WITH AN EMPTY MAGAZINE! ***************************************************************************************************************************** BATTLE RIFLE OFFICIAL NAME: BR55 RIFLE PROJECTILE TYPE: 9.5mm DUAL-WIELD: NO DAMAGE: MEDIUM RANGE: MEDIUM (WITH SCOPE: HIGH) ACCURACY: MEDIUM (WITH SCOPE: HIGH) RATE OF FIRE: MEDIUM MAGAZINE CAPACITY: 36 BULLETS ADDITIONAL AMMUNITION: 108 (3 MAGAZINES) RELOAD SPEED: SLOW MELEE ATTACK: SLOW SCOPE: 2x THIS WEAPON WAS ISSUED TO REPLACE THE HALO 1 MA5B ASSAULT RIFLE FOUND IN HALO 1. IT DOES NOT HOWEVER HAVE THE AUTOFIRE CAPACITY OF THE MA5B. WITH EACH SHORT BLAST THE BR55 TREATS THE ENEMY WITH 3 PRECISE BULLETS. THE BATTLE RIFLES 2x ZOOM MAKES IT PERFECT FOR PICKING OUT UNSHIELDED FOES FROM A DISTANCE. MOST ENEMIES WON'T SURVIVE A PRECISE HEADSHOT FROM A BR55. ONLY STRONGER OPPONENTS WILL SOMETIMES RETALIATE...FOR A SHORT WHILE..IF THEY GET NEAR YOU SHOULD HAVE A CLOSE-RANGE WEAPON SUCH AS A SHOTGUN BECAUSE THE BATTLE RIFLE IS MORE OF A LONG RANGE WEAPON, NOT AS GOOD IN A CONFINED AREA. ***************************************************************************************************************************** SHOTGUN OFFICIAL NAME: M90 SHOTGUN PROJECTILE TYPE: 8-GAUGE MAGNUM DUAL-WIELD: NO DAMAGE: HIGH RANGE: VERY CLOSE ACCURACY: LOW RATE OF FIRE: LOW MAGAZINE CAPACITY: 12 BULLETS ADDITIONAL AMMUNITION: 36 (3 MAGAZINES) RELOAD SPEED: VERY SLOW MELEE ATTACK: FAST SCOPE: NO THIS WEAPON HAS BARELY CHANGED SINCE IT WAS CONCIEVED FOR HALO1. AN EXCELLENT WEAPON FOR CLOSE RANGE SHOOTOUTS BUT PATHETICALLY USELESS FROM AFAR. BE SURE TO BE NEARLY TOUCHING YOUR OPPONENT WHEN YOU SHOOT BECAUSE THE SHOT SPRAYS LITERALLY THE WHOLE ROOM IF IT'S NOT CONCENTRATED ON A NEARBY OBJECT. IT IS RELOADED ONE SHOT AT A TIME AND HAS THE THEREFER THE LONGEST RELOAD SPEED OF ALL WEAPONS IN HALO 2. BE SURE TO BE EQUIPPED WITH A LONG RANGE WEAPON SUCH AS A SNIPER OR A BATTLE RIFLE AS AN ALTERNATIVE. ***************************************************************************************************************************** SNIPER RIFLE OFFICIAL NAME: S2 AM SNIPER RIFLE PROJECTILE TYPE: 14.5mm ARMOUR-PIERCING, FIN-STABILISED DISCHARGING SABOT DUAL-WIELD: NO DAMAGE: VERY HIGH RANGE: VERY LONG (WITH SCOPE) ACCURACY: VERY HIGH (WITH SCOPE) RATE OF FIRE: LOW MAGAZINE CAPACITY: 4 BULLETS ADDITIONAL AMMUNITION: 20 (5 MAGAZINES) RELOAD SPEED: SLOW MELEE ATTACK: AVERAGE SCOPE: 5x, 10x THE SNIPER RIFLE IS EQUIPPED WITH A SCOPE THAT OFFFERS 5x AND 10x MAGNIFICATION. IT CAN BE USED WITH DEADLY CONSEQUENCES BY A PATIENT MARKSMAN. ALWAYS TRY TO MAKE HEADSHOTS WITH THE SNIPER RIFLE WITH THE ONLY EXCEPTION BEING THE HUNTERS WHICH YOU SHOULD IF POSSIBLE SHOOT IN THE RED PARTS ON THEIR BACKS AND CHESTS. THE AMMONITION OF THE SNIPER RIFLE SHOULD BE USED CAREFULLY MAKING EVERY SHOT COUNT. THE SNIPER CAN ONLY HOLD A MAXIMUM OF 4 BULLETS AND YOU SHOULD HAVE AT LEAST 2 IN YOUR GUN AT ANY TIME. AMMONITION FOR THE SNIPER IS RARE SO DON'T USE IT TO PICK OFF GRUNTS IF YOU CAN KILL AN ELITE WITH TWO HEADSHOTS. HOWEVER YOU SHOULD BE EQUIPPED WITH A GOOD WEAPON FOR CLOSE COMBAT AS THE SNIPER IS VERY IMPRACTICAL AT A CLOSE RANGE. ***************************************************************************************************************************** ROCKET LAUNCHER OFFICIAL NAME: M41 SSR MAV/AW PROJECTILE TYPE: 102mm SHAPED-CHARGE, HIGH-EXPLOSIVE TRACKING ROCKETS DUAL-WIELD: NO DAMAGE: VERY HIGH RANGE: LONG ACCURACY: HIGH (HOMING ABILITY) RATE OF FIRE: LOW MAGAZINE CAPACITY: 2 ROCKETS ADDITIONAL AMMUNITION: 6 (3 MAGAZINES) RELOAD SPEED: SLOW MELEE ATTACK: SLOW SCOPE: 2x THIS PROTABLE ROCKET LAUNCHER FIRES HOMING ROCKETS WITH GREAT ACCURACY OVER VAST DISTANCES. THE ROCKETS ARE SLOW AND NOISY THEY GIVE AN AUDIO CUE TO ALL NEARBY COMBATANTS. IT IS BEST TO AIM THE ROCKETS AT THE FEET OF INFANTRY OR AT A NEARBY WALL. THE ROCKETS HAVE A VAST DAMAGE AND BLAST RADIUS AND WILL INJURE THE MC IF HE WAS TO FIRE IT TO CLOSE TO HIMSELF. THE ROCKET LAUNCHER HAS A HOMING FEATURE. TO INITIATE THE HOMING PROCESS AIM THE ROCKET LAUNCHER AT A VEHICLE OR TURRET AND HOLD THE RIGHT TRIGGER TO LOCK ON. ONCE THE TRIGGER THE TRIGGER IS DEPRESSED A SECOND CROSSSHAIR WILL APPEAR. MATCH IT WITH THE FIRST TO RELEASE A HOMING ROCKET. ***************************************************************************************************************************** FRAG GRENADE OFFICIAL DESIGNATON: M9 HE-DP FRAGMENTATION GRENADE DAMAGE: HIGH RANGE: LONG AMMONITION (ADDITIONAL): 4 GRENADES THIS FRAGMENTATION GRENADE CAN BE THROWN, BOUNCED OFF WALLS OR CEILINGS. IT LAUNCHES LETHAL HIGH SPEED SHARDS WHEN DEPLOYED AND CAN TURN ENEMY TROOPS SUCH AS GRUNTS INTO A QUITE UNAPPETISING MESS. WHEN THROWN, IT TIMES BEGINS ON THE FIRST IMPACT WITH A SURFACE; DETONATION FOLLOWS SHORTLY AFTERWARDS. THE FRAG GENADE ISN'T AS EFFECTIVE AGAINST BRUTES, HUNTERS AND THE SHIELDED ELITES IT CAN MERELY BE USED TO WEAKEN THEM. A GOOD TACTIC IS TO WEAKEN THE ENEMIES UP WITH A GRENADE AND THEN CHARGE INTO THEIR MIDST WHILE THEY ARE STILL DAZED FROM THE EXPLOSION. ***************************************************************************************************************************** TURRETS PROJECTILES: 30 CALIBER DAMAGE: MEDIUM RANGE: LONG (LESS EFFECTIVE WITH DISTANCE) ACCURACY: MEDIUM AMMUNITION: UNLIMITED SCOPE: NO MANNING A TURRET IS SIMILAR TO ENTERING A VEHICLE, YOU SIMPLY PRESS "X" TO MAN IT AND SHOOT BY PRESSING THE RIGHT TRIGGER. THERE ARE 2 HUMAN AND 2 COVENANT TURRETS AND THEY ARE MOSTLY FOUND IN THE CAMPAIGN LEVELS. WHILE USING IT YOU ARE EXTREMELY EXPOSED TO ENEMY FIRE AND EVERY COMMANDER THAT HAS A BIT OF SENSE WILL WANT TO NEUTRALISE YOU AS A THREAT. THE EFFECTIVENESS OF THE TURRET DEPENDS ON THE POSTITION IT IS IN, BUT WITH UNLIMITED AMMO YOU CAN STILL CAUSE A LOT OF ANGUISH AMONG YOUR ENEMIES. ***************************************************************************************************************************** CC OO V V I EEE CC O O V V I E CC O O V V I E CC OO V I EEE WEAPONS ***************************************************************************************************************************** PLASMA PISTOL AMMUNITION: SUPERHEATED PLASMA DUAL-WIELD: YES DAMAGE: LOW RANGE: CLOSE ACCURACY: MEDIUM (CHARGED: HOMING) ENERGY PER ROUND: 0.5% (CHARGED 15%) AMMUNITION (MAX): 100% OVERHEATING: MEDIUM MELEE ATTACK: FAST SCOPE: NO THE PLASMA PISTOL IS USED BY THE LOWER FORMS OF THE COVENANT SUCH AS JACKALS AND GRUNTS. ITS BASIC FORM OF FIRE IS RELITAVELY INEFFICIENT EVEN IN DUAL WIELD CONFIGURATION. THEN WHY USE THIS WEAPON, YOU WILL ASK. SIMPLE, THE ANSWER IS: CHARGED SHOTS. THE PLASMA RIFLES CHARGED SHOT IS A UNIQUE WEAPON IN HALO 2. KEEP THE TRIGGER DEPRESSED AND A LARGE BALL OF PLASMA WILL BEGIN TO FORM AT THE MUZZLE END. THIS SHOT IS STRONG ENOUGH TO TAKE A SHEILD DOWN IN ONE SHOT. EVEN AN OVERSHEILD OR A JACKAL SHEILD.DUAL WIELD THE PLASMA PISTOL WITH AN UNSC WEAPON TO PRODUCE A DEVASTATING EFFECT. WITHOUT THEIR SHEILDS THE COVENANT ARE CRIPPLED AND UNABLE TO PUT UP A PROPER DEFENCE, YOU WILL HAVE NO PROBLEM SLAUGHTERING AN ELITE WITH NO MORE EFFORT THAN IT TAKES TO GET RID OF A COMMON GRUNT. ***************************************************************************************************************************** PLASMA RIFLE AMMUNITION: SUPERHEATED PLASMA DUAL-WIELD: YES DAMAGE: MEDIUM RANGE: CLOSE ACCURACY: MEDIUM ENERGY PER ROUND: 0.5% AMMUNITION (MAX): 100% OVERHEATING: AFTER APPROX 6% TO 7% MELEE ATTACK: FAST SCOPE: NO THE PLASMA RIFLE IS ANOTHER STAPLE OF THE COVENANT TROOPS. IT IS USED MAINLY BY THE SHEILDED ELITES. IT FIRES BLUE-WHITE PLASMA AT A HIGH VELOCITY AND IS LIABLE TO OVERHEAT FAIRLY SWIFTLY. ONCE THE TEMPERATURE INSIDE THE PLASMA RIFLE REACHES A CERTAIN LEVEL A FAILSAFE SYSTEM KICKS IN AND REPRIVES YOU FROM USING IT FOR A WHILE. SHORT BURSTS OF FIRE USUALLY WORK BEST ESPECIALLY AGAINST JACKAL AND ELITE SHEILDS.THE BRUTES HAVE THEIR OWN TYPE OF PLASMA RIFLE, IT IS RED AND HAS A HIGHER DISCHARGE RATE, THOUGH THIS MAKES IT MORE LIABLE TO OVERHEATING. WHEN THE BATTERY IS EXAUSTED (OR LOW) THE PLASMA RIFLE SHOULD BE REPLACED. ***************************************************************************************************************************** NEEDLER AMMUNITION: CRYSTALINE PROJECTILES DUAL-WIELD: YES DAMAGE: LOW TO HIGH RANGE: LONG ACCURACY: HOMING RATE OF FIRE: HIGH MAGAZINE CAPACITY: 30 NEEDLES ADDITIONAL AMMUNITION: 90 (3 MAGAZINES) RELOAD SPEED: AVERAGE MELEE ATTACK: FAST SCOPE: NO IN HALO 1 THE NEEDLER WAS THOUGHT TO BE A SLIGHTLY TO WEAK WEAPON UNTIL SOME PEOPLE ATTEMPTED THE LEGENDARY DIFFICULTY. ON THE DEFAULT DIFFICULTY THE NEEDLER ALWAYS SEEMED A BIT UNDERPOWERED, SOMETIMES OF SOME USE, BUT THERE WAS ALWAYS A ETTTER ALTERNATIVE AT HAND. HOWEVER LEGENDARY VETERANS CHRISTENED IT THE "ELITE KILLER": A WEAPON BEST SUITED TO RID THE MASTER CHIEF OF HIS MOST ABLE ASSAILIANTS. THE NEEDLER HAS BEEN UPGRADED FOR HALO 2, IT IS NOW FAR BETTER SUITED FOR GENERAL COMBAT. THE NEEDLER FIRES CRYSTALINE PROJECTILES THAT HOME IN ON TARGETS OVER A LONG RANGE AND BOUNCE ON NON-ORGANIC CONTACTS. THIS MEANS THAT EVEN ENEMIES HIDING BEHIND OBSTACLES CAN BE HIT. THE NEEDLES IMBED THEMSELVES ON CONTACT WITH A LIFEFORM AND WILL DETONATE IN AN EXPLOSOIN OF LETHAL SHARDS. IF THERE ARE EIGHT OR MORE NEEDLES IN A TARGET THE EXPLOSION IS AS EFFECTIVE AND VIOLENT AS A PLASMA GRENADE. DUAL-WIELDING NEEDLERS CAN MAKE YOU A SERIOUS THREAT TO THE HEALTH OF WHOEVER HAPPENS TO BE IN RANGE. SOME PLAYER HOWEVER WILL FIND THAT THE NEEDLES OF THE RAPIDLY DISCHARGING WEAPON LIMIT THEIR VIEW AND AS THE NEEDLES TAKKE A CERTAIN TIME AFTER THE IMPACT TO EXPLODE, IT RENDERS THE MASTER CHIEFS ENEMIES CAPABLE OF RETURNING FIRE N THE MEANTIME. ***************************************************************************************************************************** CARBINE AMMUNITION: ENERGY PROJECTILES DUAL-WIELD: NO DAMAGE: MEDIUM (WITH SCOPE: HIGH) RANGE: MEDIUM (WITH SCOPE: HIGH) ACCURACY: HIGH RATE OF FIRE: LOW MAGAZINE CAPACITY: 18 PROJECTILES ADDITIONAL AMMUNITION: 72 (4 MAGAZINES) RELOAD SPEED: AVERAGE MELEE ATTACK: AVERAGE SCOPE: 2x COMPARED TO THE OTHER TYPES OF THE COVENANT ARMORY THE CARBINE THE CARBINE IS SOMEWHAT UNUSUAL. THE PROJECTILES ARE FAST AND DAMAGING, BUT THE SINGLE SHOT DESIGN SEEMS A BIT OLD-FASHOINED FOR A COVENANT WEAPON. BUT YOU WON'T THINK BADLY OF IT. THIS WEAPON IS GREATLY EFFICIENT WHEN FIGHTING BRUTES, IT'S DESIGN IS IDEAL FOR GIVING THEM EXACT HEADSHOTS. THE ONLY SHORTCOMING OF THE CARBINE IS A SMALL YELLOW TRAIL THAT ACCOMPANIES EVERY SHOT. ***************************************************************************************************************************** BEAM RIFLE AMMUNITION: ACCELERATED PARTICLE BEAM DUAL-WIELD: NO DAMAGE: VERY HIGH RANGE: VERY LONG (WITH SCOPE) ACCURACY: VERY HIGH (WITH SCOPE) ENERGY PER ROUND: 5% TO 6% AMMUNITION (MAX): 100% OVERHEATING: AFTER TWO SHOTS IN QUICK SUCCESSSION MELEE ATTACK: MEDIUM SCOPE: 5x, 10x THE BEAM RIFLE IS THE COVENANT EQUIVALENT TO THE HUMAN SNIPER RIFLE, WITH IDENTICAL ZOOM FUNCTIOINS AND A SIMILARS STOPPING POWER. IT IS BEST USED TO DELIVER HEADSHOTS WITH IMPECCABLE ACCURACY. THE ONLY DIFFERENCE BETWEEN THE SNIPER RIFLES IS THEIR AMMUNITION. THE BEAM RIFLE'S AMMUNTION IS DESIGNED TO LASTY FOR APPROXIMATELY 20 SHOTS. IT ALSO OVERHEATS WITH REPEATED FIRE. SIMILARLY IT'S WEAKNESS IS THE SAME AS THE HUMAN SNIPER RIFLE: IT IS SIMPLY NOT A CLOSE COMBAT WEAPON. IT ALSO REVEALS YOUR POSITION WITH A TRAL THAT FOLLOWS EACH SHOT. ***************************************************************************************************************************** BRUTE SHOT AMMUNITION: GRENADES DUAL-WIELD: NO DAMAGE: HIGH RANGE: LONG ACCURACY: MEDIUM RATE OF FIRE: MEDIUM MAGAZINE CAPACITY: 4 GRENADES ADDITIONAL AMMUNITION: 12 RELOAD SPEED: SLOW MELEE ATTACK: SLOW SCOPE: NO FAVORED BY HIGH RANKING BRUTES, THE BRUTE SHOT IS A GRENADE LAUNCHER THAT ALLOWS THEM TO PEPPER TARGETS WITH HIGHLY EXPLOSIVE GRENADES. IT MAY TAKE YOU SOME TIME TO COME TO TERMS WITH THE TRAJECTORY OF THE AMMUNITION. THE GRENADES LOSE HEIGHT OVER DISTANCE AND IT CAN BE FRUSTRATINGLY IMPRECISE ON FIRST USE. TAKE SOME TIME TO PRACTICE ON A MULTIPLAYER MAP TO TRAIN YOUR SKILLS A BIT. THE GRENADES FIRED BY THE BRUTE SHOT EXPLODE IMMEDIATELY ON CONTACT WITH A TARGET. WHEN THEY HIT INANIMATED TARGETS THOUGH, THEY WILL BOUNCE, ALLOWING YOU TO HIT ENEMIES BEHIND COVER AS WELL. THE BRUTE SHOT IS ALSO VERY USEFUL FOR MELEE ATTACKS AS IT HAS A LARGE BAYONETTE AT THE END OF THE WEAPON. ***************************************************************************************************************************** FUEL ROD CANNON AMMUNITION: EXPLOSIVE ENERGY PROJECTILES DUAL-WIELD: NO DAMAGE: VERY HIGH RANGE: FAR ACCURACY: LOW RATE OF FIRE: MEDIUM MAGAZINE CAPACITY: 5 EXPLOSIVE BULLETS ADDITIONAL AMMUNITION: 25 (5 MAGAZINES) RELOAD SPEED: MEDIUM MELEE ATTACK: SLOW SCOPE: NO THE FUEL ROD CANNON IS A CUMBERSOME AND UNWIELDY DEVICE THAT FIRES EXPLOSIVE ENERGY PROJECTILES ON A DETERIORATING ARC, WHICH MEANS YOU HAVE TO AIM SLIGHTLY HIGHER TO HIT DISTANCED ENEMIES. YOU CAN USE THIS TO YOUR ADVANTAGE TO HIT ENEMIES POSTITIONED BEHIND OBSTACLES. IT WILL TAKE YOU SOME TIME TO GET USED TO THE TRAJECTORY OF THE SHOT, BUT YOU WILL GET ACCUSTOMED TO IT AFTER A WHILE. THE GREEN PROJECTILES OF THE FUEL ROD CANNON EXPLODE ON IMPACT, BATHING THE UNFORTUNATE ENEMIES IN A WAVE OF MOLTEN PLASMA. EVEN VEHICLES WILL FIND IT HARD TO WITHSTAND THE MIGHT OF THE FUEL ROD CANNON. BUT AS WITH THE HUMAN ROCKET LAUNCHER YOU SHOULD USE IT WITH CARE AS THE MASTER CHIEF WILL ALSO BE DAMAGED BY THE SHOTS. ***************************************************************************************************************************** ENERGY SWORD DAMAGE: HIGH RANGE: CLOSE COMBAT MELEE ATTACK: FAST MAINLY BRANDISHED BY SENIOR ELITES, THIS WEAPON IS A TRADITIONAL WEAPON OF THE COVENANT AND THOSE THAT BEAR IT, BEAR IT WITH PRIDE. THE ENERGY SWORD IS STRICTLY FORBIDDEN TO HT ELOWER CLASSES AND CAN IN COMBAT SLICE THROUGH SHEILDS AND ARMOUR WITH AN EASE THAT MAKES YOU WONDER WHY THEY USE THE OTHER WEAPONS AT ALL. THE TRICK WITH THE SWORD IS OF COURSE TO GET NEAR ENOUGH TO YOUR ENEMY TO ATTACK HIM. MOST ENEMIES WILL FIRE AND MOVE BACKWARDS WGILE YOU CHARGE, ANYTHING ELSE WOULD BE ALMOST SUICIDAL. THIS IS WHY IT MAKES SUCH A GREAT WEAPON AGAINST THE FLOOD. THIS WEAPON HAS A LIMITED SUPPLY OF POWER IN CAMPAIGN MODE, AND WILL DISINTEGRATE ONCE THE POWER EQUALS ZERO. THE POWER STOCKS WILL BE REDUCED BY AROUND 10% WITH EVERY DEADLY HIT. THE SWORD ALSO HAS A SPECIALL ATTACK WHICH MIGHT SURPRISE INEXPERIENCED OPPONENTS IN MULTIPLAYER MATCHES. AFTER TRAINING YOUR CROSSHAIR ON THE ENEMY FOR A MOMENT (IT WILL TURN RED), PRESS THE RIGHT TRIGGER TO EXECUTE A POWERFUL (AND OFTEN DEADLY) LUNGE. ***************************************************************************************************************************** PLASMA GRENADE DAMAGE: HIGH RANGE: LONG AMMUNITION: 4 GRENADES DON'T MAKE THE MISTAKE IN ASSUMING THAT THE PLAMA GRENADE AND THE FRAG GRENADE ARE ALL BUT THE SAME. THEY BOTH HAVE VERY DISTINCT CHARACTERISTICS. THE PLAMA GRENANDE HAS AN ADHERENCE ABILITY THAT THE MARINE FRAGMENTATION GRENADE HAS NOT. IF THE GRENADE HITS A WALL OR GENERIC PIECE OF FURNITURE, IT WILL BOUNCE OR DROP TO THE FLOOR WHERE IT WILL EXPLODE AFTER A SHORT WHILE. IF HOWEVER IT BECOMES ATTACHED TO A BIOLOGICAL CREATURE OR VEHICLE, IT WILL STAY IRREVOCABLT STAY STUCK UNTIL IT EXPLODES. MOST ENEMIES WILL PANIC IF STUCK BY A PLAMA GRENADE AND MAYBE RUN INTO THEIR ALLIES AND ENVELOP THEM IN THE RESULTING EXPLOSION. OF COURSE IF TAGGED THE MASTER CHIEF TOO WILL BE HISTORY, THOUGH YOU MIGHT WANT TO ENJOY THE SATISFACTION OF TAKING THE THROWER WITH YOU. IF YOUR OPPONENTS ARE THROWING GRENADES IT IS BEST TO KEEP MOVING AT ALL TIMES. ***************************************************************************************************************************** PLASMA CANNON AMMUNITION: SUPERHATED PLASMA DAMAGE: MEDIUM RANGE: LONG ACCURACY: MEDIUM AMMUNITION: UNLIMITED SCOPE: NO THE PLASMA CANNON IS THE COVENANT VERSION OF THE HUMAN TURRET. IT IS A FORCE TO BE FEARED. IT IS USEUALLY OPERATED BY GRUNTS AND HAS A HIGH RATE OF FIRE. THE GUNNER IS EASILY DISPACHED BY A WELL AIMED SHOT TO THE HEAD. SOME CANNONS HOWEVER ARE EQUIPPED WITH SHEILDS LIKE THOSE CARRIED BY JACKALS. YOU WILL NEED PLASMA WEAPONRY TO DESTROY THOSE TURRETS. ***************************************************************************************************************************** OO TTTTT H H EEEE RRR O O T HHHHH E R R O O T HHHHH E RRR OO T H H EEEE R R WEAPONS ***************************************************************************************************************************** FORERUNNER WEAPONS ***************************************************************************************************************************** SENTINEL BEAM AMMUNITION: UNKNOWN DUAL-WIELD: NO DAMAGE: MEDIUM RANGE: LOW ACCURACY: MEDIUM ENERGY PER ROUND: 1% AMMUNITION (MAX): 100% OVERHEATING: AFTER 19% MELEE ATTACK: SLOW SCOPE: NO VERY LITTLE IS KNOWN ABOUT THIS APPROPRIATED FORERUNNER TECHNOLOGY. FIRST SEEN USED BY SENTINELS ON INSTALATION 04 IT'S SHORT BURSTS CAUSE LITTLE DAMAGE, BUT SUSTAINED BEAM ATTACKS ARE WITHERING. THE BEAM IS BEST USED BY CONTINOUS FIRE ON A TARGET UNTIL IT EXPIRES OR IS DESTROYED. ONCE THE WEAPONS POWER SOURCE IS DEPLETED THE WEAPON SHOULD BE DISCARDED. ***************************************************************************************************************************** ***************************************************************************************************************************** ***************************************************************************************************************************** 4.1 ENEMIES COVENANT: FORERUNNER: FLOOD: GRUNT SENTINEL INFECTION FORM JACKAL SENTINEL MAJOR COMBAT FORM ELITES CARRIER FORM DRONES HUNTERS BRUTES PROPHETS ***************************************************************************************************************************** CC OO V V I EEE CC O O V V I E CC O O V V I E CC OO V I EEE ENEMIES ***************************************************************************************************************************** THE COVENANT IS A COLLECTIVE OF HIGHLY ADVANCED NON-HUMAN ALIEN RACES THAT ARE AT THE MOMENT OF GAMEPLAY ENTIRELY ABSORBED IN ANNIHILATING ALL OF THE HUMAN COLONIES ON THE POPULATED PLANETS. THEIR RACE IS COMPLETELY CASTE-ORIENTATED, CONSISTING OF A RULING CLASS (PROPHETS), A WARRIOR CLASS (ELITES, BRUTES) AND A WORKER CLASS (GRUNTS, JACKALS, DRONES AND HUNTERS). THE COVENANT HAS WAGED WAR AGAINST THE HUMAN COLONIES FOR THE LAST THIRTY-TWO YEARS AND HAVE DESTROYED NEARLY ALL OF THE OUTER COLONIES. A GREAT BLOW TO THE HUMAN CONFIDENCE WAS THE RECENT DESTRUCTION OF THE PLANET REACH. THEY APPEAR NOT TO WANT TO CONQUER BUT COMPLETELY DESTROY THE HUMAN RACE. THE NAMES BESTOWED ON THE COVENANT BY THE HUMANS (OR MORE ACCURATELY THOSE FIT TO PRINT) ARE THE ONES USED IN THIS GUIDE. COVENANT CASTE SYSTEM: |---------------------------------------------------------------------------------------------------------------------------- | RELIGIOUS CLASS | | PROPHETS | | / \ | |---------------------------------------------------- / --------- \ --------------------------------------------------------| | WARRIOR CLASS ELITES \ | | \ BRUTES | |------------------------------------------------------ \ ---------- | -----------------------------------------------------| | WORKER CLASS HUNTER | | | \_____JACKALS | | DRONES | | | GRUNTS | |---------------------------------------------------------------------------------------------------------------------------| ***************************************************************************************************************************** GRUNT COVENANT NAME: UNGGOY PREFERRED WEAPONS: PLASMA PISTOL, NEEDLER, PLASMA GRENADE TYPES: MINOR GRUNTS (YELLOW), MAJOR GRUNTS (RED), GUNNER (GREEN), SPECOPS (BLACK) BEST WEAPON AGAINST: FAST FIRING WEAPONS SUCH AS DUAL WIELD SMGs OR BATTLE RIFLE HEADSHOTS. GRUNTS ARE THE LOWLIES BEINGS IN THE COVENANT HIERARCHY. USUALLY USED AS CANNON-FODDER THESE SMALL ALIENS HAVE A WEAK BODIES, WHICH ARE EASILY DAMAGED BY METAL PROJECTILES ASWELL AS PLAMA WEAPONRY. AS THEY DO NOT BREATHE OXYGEN LIKE THE OTHER SPECIES OF COVENANT SO THEY CARRY GIANT REBREATHER PACKS WHICH PROVIDE THEM WITH THE MATHANE ATHMOSPHERE THEY NORMALLY RESIDE IN. THESE CREATURES ARE ALSO PRONE TO LASPSES OF VIGILANCE IF NOT POLICED BY AN ELITE COMMANDER. THEY ARE ONLY REALLY A DANGER TO THE MASTER CHIEF IN LARGER GROUPS AS A SIMPLE SHOT TO THE HEAD WITH MOST WEAPONS WILL SUFFICE TO KILL THEM. THE USE OF GUN EMPLACEMENTS IS ONE OF THE GRUNTS SPECIALITIES, USING THESE THEY CAN QUICKLY LAY WASTE TO AN ATTACKING FORCE UNLESS QUICKLY BROUGHT TO A STANDSTILL. THE GRUNT IS MOST ESILT KILLED BY A SHOT TO THE HEAD. WHEN ENCOUNTERING GROUPS OF NORMAL GRUNTS A FEW HEADSHOTS OR EVEN A MELEE ATTACK WILL SUFFICE TO STOP EACH OF THEM. A YOU PROCEED THROUGH THE GAME YOU WILL ENCOUNTER DIFFERENT TYPES OF GRUNTS. RED GRUNTS FOR EXAMPLE WILL BE ABLE TO SUSTAIN MORE DAMAGE THAN THEIR MINOR GRUNT EQUVALENTS. SPEC OPS GRUNTS SHOULD BE HANDELED WITH CARE, THEY ARE THE ELITE GRUNT SOLDIERS. ***************************************************************************************************************************** JACKALS COVENANT NAME: KIG-YAR PREFERRED WEAPONS: PLASMA PISTOL, BEAM RIFLE TYPES: MINOR JACKAL (GREEN SHEILD), MAJOR JACKAL (ORANGE SHEILD), SNIPER (NO SHEILD) BEST WEAPON AGAINST: CHARGED PLAMA PISTOL SHOTS + ANY OTHER WEAPON THOUGH GRENADES SHOULD BE FIRST CHOICE. THE JACKALS ARE ALSO MEMBERS OF THE COVENANT WORKER CLASS, LIKE THE GRUNTS THEY HAVE NEARLY NO SOCIAL RGHTS AND ARE USED AS CANNONFODDER IN BATTLES. THEY COMPLEMENT EACH OTHER WELL IN THESE AND CAN OFTEN BE FOUND TOGETHER. THEIR SPEED, AGILITY, EQUIPMENT ASWELL AS THE JACKALS PORTABLE SHEILD THAT THEY ALWAYS CARRY WITH THEM MAKE THEM A MORE DANGEROUS ENEMY THAN THE SLOW GRUNTS. THE JACKALS PORTABLE SHEIL IS IMPERVIOUS TO BALLISTIC FIRE (APART FROM THOSE WITH AN INCEDIARY PAYLOAD - THE SHEILDS ARE NO MATCH FOR WELL AIMED SHOTS FROM, SAY THE ROCKET LAUNCHER). SOME JACKALS CARRY BEAM RIFLES INSTEAD OF SHEILDS. YOU CAN TAKE THIS TYPE OF JACKAL DOWN WITH A FEW SHOTS, BUT BE AWARE THAT IT CAN FIRE AT YOU OVER GREAT DISTANCES. THE JACKAL SHEILDS ARE HIGHLY RESILIANT TO BALLISTIC MISSILES, SO DON'T TRY TO ATTACKTHEM WITH HUMAN WEAPONS. EVEN GRENADES WILL BOUNCE OFF THEIR SHEILDS. TRY TO USE PLASMA WEAPONRY, FOR EXAMPLE A CHARGED PLAMSA PISTOL WILL COMPLETELY OVERLOAD THE SHEILD, LETTING YOU ATTACK THE JACKAL DIRECTLY. IF YOU ARE AT CLOSE QUARTERS WITH ONE, A WELL AIMED MELEE ATTACK OR TWO WILL SUFFICE. THE JACKAL SHEILD ALSO HAS A SMALL EMBRASURE THAT THE USER FIRES THROUGH WHICH YOU COULD USE TO YOUR ADVANTAGE. ***************************************************************************************************************************** DRONES COVENANT NAME: YANME'E PREFERRED WEAPONS: PLASMA PISTOL, NEEDLER TYPES: UNKNOWN BEST WEAPON AGAINST: FAST FIRING WEAPONS, BEST ARE DUAL WIELD SMGs OR PLASMA RIFLES. THE DRONES ARE A COVENANT SPECIES NOT FOUND IN HALO 1. THESE SENTIENT INSECTS HAVE A HARD SHELL AND CAN FLY, BUT SHOW NO APPARENT PERSONALITY OR INTELLIGENCE. ABOUT THE SIZE OF A GRUNT, DRONES ARE FAST AIRBORNE MARKSMEN AND THEIR AGILITY MAKES THEM A HARD FOE TO DEAL WITH. USED IN COMBINATION WITH THE OTHER COVENANT SPECIES, THEIR AERIAL ASAULTS ARE HARD TO WITHSTAND. IF FIGHTING DRONES YOU SHOULD LOOK FOR COVER IMMEDIATELY, A WALL OR A ROOF, OPTIMALY BOTH, WILL HELP YOU TO REDUCE THE ANGLES FROM WHICH THEY CAN ASSAULT YOU. THE BEST CHOICE OF WEAPON AGAINST DRONES SHOULD BE A FAST-FIRING WEAPON, BECAUSE AS THE DRONES HAVE NO SHEILD, THEY CAN EASILY BE PICKED OUT OF THE AIR IF THE WEAPON RELEASE AMMUNITION FAST ENOUGH. YOU CAN ALSO EXPLOIT THE DRONES TACTICAL WEAKNESS OF HAVING TO REST THEIR WINGS EVERY MINUTE OR SO, TRY TO SHOOT THEM WHEN THEY ARE RESTING. ***************************************************************************************************************************** HUNTERS COVENANT NAME: LEKGOLO PREFERRED WEAPONS: FUEL ROD CANNON TYPES: UNKNOWN BEST WEAPON AGAINST: ACCURATE RANGING WEAPONS SUCH AS A SNIPER RIFLE OR BATTLE RIFLE, ALSO A ROCKET LAUNCHER IF YOU CAN GET ONE HUNTERS ARE HEAVILY ARMED COLLECTIVES OF WORM-LIKE ORGANISMS UNITED UNDER A COMMON CAUSE AND CONCIOUSNESS. THEY ATTTACK IN PAIRS, NEW INTEL SUGGESTS THAT THEY MATE VERY EARLY IN LIFE AND FORM LIFE-LONG PARTNERSHIPS. HUNTERS BECOME VERY AGGRESSIVE WHEN IT'S MATE IS SLAIN, IT WILL STOP FIRING THE FUEL ROD CANNON AS MUCH AND WILL START CHARGING AT YOU INSTEAD. HUNTERS ARE DEPLOYED AS SHOCK TROOPS ANDTHEIR SPEED AND INCREDIBLE STRENGTH MAKES THEM VERY EFFICIENT AT THE JOB. HUNTERS WEAR AN IMPENTRENABLE SUIT MADE OUT OF AN UNKNOWN SUBSTANCE. THE SUIT OF HUNTERS INCLUDE A FUEL-ROD CANNON THAT FIRES IN A MORE EFFICIENT WAY THAN THE BASIC FUEL ROD CANNON. THEY WILL USE THIS AT MIDDLE TO LONG RANGES BUT WILL CHARGE AT YOU FROM AT CLOSE QUARTERS. THE WAYS OF DEFEATING HUNTERS ARE NOT VERY NUMEROUS: 1) SNEAK BEHIND IT WITH A SNIPER RIFLE OR A MAGNUM AND SHOOT IT WHILE ITS BACK IS TURNED. 2) LET IT MELEE ATTACK YOU, JUMP OVER IT AND SHOOT IT IN ITS BACK. 3) TRY TO SHOOT IT IN ITS NECK OR STOMACH WHATEVER YOU TRY, THE HUNTER IS A HARD ENEMY, EVEN ON NORMAL DIFFICULTY, NEVER UNDER ESTIMATE THEM! ***************************************************************************************************************************** BRUTES COVENANT NAME: JIRALHANAE PREFERRED WEAPONS: BRUTE PLASMA PISTOL, BRUTE SHOT TYPES: MINOR BRUTE, MAJOR BRUTE, BRUTE CAPTAIN, HONOUR GUARD BEST WEAPON AGAINST: CARBINE, SNIPER RIFLE, ROCKET LAUNCHER SO FAR HUMANITY HAS NEVER KNOWN OF THE EXISTANCE OF THESE FUR-COVERED GIANTS. IT BECOMES APPARENT THAT A GREAT RIVALRY BETWEEN BRUTES AND ELITES HAS SP FAR ONLY BEEN ABLE TO BE SUPPRESSED WITH GREAT DIFFICULTY. BUT RECENT POWER SHIFTS IN THE COVENANT HAVE NOW PROVIDED THE BRUTES WITH MORE POWER, AND THEY NOW PLAY A KEY ROLE IN THE ERADICATION OF HUMANITY.BRUTES POSESS GREAT POWER, STAMINA AND AN ENORMOUS AMOUNT OF HITPOINTS. THEY HAVE THEIR OWN SPECIALISED WEAPONS SUCH AS THE BRUTE PLASMA RIFLE, WHICH DIFFERS FROM THE NORMAL PLASMA RIFLE BY HAVING A HIGHER RATE OF FIRE, BUT IS ALSO MORE LIABLE TO OVERHEAT. THE BRUTES TACTICS DIFFER FROM OTHER COVENANT MEMBER'S. THE LAST OF THESE AGGRESSIVE CREATURES FROM A GROUP OF BRUTES, WILL GO BERSERK AND CHARGE AROUND, BLINDLY RUSHING AT ANY FOES IN SIGHT. THEY ALSO DO NOT USE SHEILD TECHNOLOGY, THOUGH IT TRANSPIRES THAT THE EFFECT WOULD BE ENOURMOUS, WOULD THEY USE IT. ***************************************************************************************************************************** ELITES COVENANT NAME: SANGHEILI PREFERRED WEAPONS: PLASMA RIFLE, PLASMA GRENADE, ENERGY SWORD TYPES: MINOR ELITE (BLUE), MAJOR ELITE (RED), STEALTH ELITE (GREY), SPECOPS (BLACK), RANGER (JETPACK), ZEALOT (GOLDEN), HONOUR GUARD BEST WEAPON AGAINST: COMBINATION OF PLASMA PISTOL + OTHER WEAPON IN DUAL WIELD, ENERGY SWORD, SENTINEL BEAM THE ELITES ARE A PROUD WARRIOR RACE, SUBSERVIENT ONLY TO THE PROPHETS. THESE ARE PEROTECTED BY HONOUR GUARDS WHICH ARE TRADITIONALLY EQUIPPED WITH ENERGY SWORDS. ELITES HAVE ENORMOUS STRANGTH AND QUICK REFLEXES, EVEN THE LOWEST FORM OF ELITE CAN BE DANGEROUS. ELITES HAVE FULL BODY SHEILD, WHICH CAN SUSTAIN A LOT OF DAMAGE BEFORE COLLEPSING. OWING TO THE PHYSICAL STRENGTH AND NEARLY EQUAL SHEIL TECHNOLOGY, IT WOULD NOT BE WRONG TO COMPARE THIS RACE TO THE SPARTAN II SOLDIERS, OF WHICH THE MASTER CHIEF IS THE ONLY KNOWN SURVIVOR. ELITES ALL HAVE DIFFFERENT ROLES ON THE BATTLEFIELD, BUT GENERALLY THEY CAN BE USED FOR MOST POSTS, FROM A NORMAL FOOT SOLDIER TO THE COMMANDER OF A MIGHTY SCARAB, THE ELITES ARE USED FOR VARIOUS ROLES. SOME ELITES ALSO CARRY JETPACKS, WHICH CAN BE USED TO MANOVERE EVEN IN THE VACUUM OF SPACE. ***************************************************************************************************************************** PROPHETS COVENANT NAME: PROPHETS PREFERRED WEAPONS: UNKNOWN TYPES: UNKNOWN BEST WEAPON AGAINST: UNKNOWN ENCOUNTERED ONLY ONCE IN THE GAME, THE PROPHETS APPEAR TO BE THE COFOUNDERS OF THE COVENANT AND HAVE CONTROL OVER ALL REIGIOUS MATTERS. THEY SEEM TO BE THE RACE THAT UNITED ALL THE RACES AFTER HAVING FOUND EVIDENCE OF THE FORERUNNERS AND THEIR "GREAT JOURNEY". THERE APPEARS TO BE A TRIUMVIRATE OF PROPHET LEADERS, KNOWN AS THE PROPHETS OF TRUTH, MERCY AND REGRET. PHYSICALLY WEAK, THEY LEAVE THE FIGHTING TO THE ELITES. HONOUR GUARDS PROTECT THE PROPHETS AT ALL TIMES. ***************************************************************************************************************************** FFFFF L OO OO DDD F L O O O O D D FF L O O O O D D F LLLL OO OO DDD ENEMIES ***************************************************************************************************************************** THE FLOOD WERE FIRST ENCOUNTERED BY THE HUMANS ON INSTALATION 04, ALSO KNOWN AS "HALO". THE FLOOD IS DIVIDED INTO 3 GROOUPS: THE FIRST IS THE INFECTION FORM. THIS PARASETIC LIFEFORM WILL INVADE THE BODY AND LODGE ITSELF AROUND THE HEART AND LUNGS OF ITSUNFORTUNATE VICTIM. FROM THERE IT WILL LET ITS TENTACLES CREEP UP THE SPINE AND SEIZE CONTROL OF THE VICTIMS CENTAL NERVOUS SYSTEM. IT WIL TRANSFORM THE VICTIM INTO A COMBAT FORM. HTIS AGGRESSIVE MUTANT WILL JUMP TOWARDS ITS ENEMY UNRELENTLESS OF ANY DAMAGE IT COULD CAUSE TO ITSELF. THE INFECTED BODIES BECOME HORRIBLY DISTORTED, ALL TRACES OF THE ORIGINAL PERSONALITY ARE ELIMINATED. THEY ARE UNPITINYING AND UNFEELING AGRESSORS WITH ENORMOUS STRENGTH. WHEN NO LONGER USEFUL IN BATTLE THEY BECOME CARRIER FORMS. THESE SPAWN INFECTION FORMS, WHICH SEEK TO INFECT NEW SENTIENT LIFE. AS THE NAME SUGGESTS THE FLOOD ATTACK IN ENDLESS WAVES OVERTHROWONG THEIR AGGRESSORS BY THE SHEER WEIGHT TOF NUMBERS. REPORTS FROM INSTALLATION 04 SHOW THAT THE FLOOD IS ABLE TO USE HUMAN AND COVENANT TECHNOLOGY, SUCH AS WEAPONS AND VEHICLES. THE "HALO" RINGS WERE CONSTRUCTED TO KEEP THE FLOOD AT BAY. INFECTION FORMS // /\ // || // \\ SPAWNS INFECT || \\ || \\ \/ \\ COMBAT FORMS ====) CARRIER FORMS ***************************************************************************************************************************** INFECTION FORM COVENANT NAME: UNKNOWN PREFERRED WEAPONS: NONE TYPES: UNKNOWN BEST WEAPON AGAINST: FAST FIRING WEAPONS THE INFECTION FORM IS THE FIRST FLOOD STAGE. PHYSICALLY AND INDIVIDUALLY WEAK THESE FORMS OF FLOOD WILL ATTACK IN MASSES, DOZENS OR HUNDREDS OF THEM AT ONCE. FLOOD LIE DORMANT FOR THOUSANDS OF YEARS UNTIL A SUITABLE HOST IS FOUND. A SINGLE INFECTION FORM IS NO THREAT TO A SHEILDED WARRIOR, IT WILL SIMPLY BURST ON HIS SHEILD. UNFORTUNATLEY THESE VILE CREATURES ATTACK IN HUNDREDS OR THOUSANDS, HENCE THE FLOOD MONIKER. WHEN THE FLOOD BURST ON THE MASTER CHIEF OR THE ARBITERS SHEILD, IT WILL BECOME DEPLETED. SHOULD THE ENERGY OF THE SHEILD COMPLETELY DEPLETE, THE FLOOD WOULD PENETRATE THE BATTLE SUIT. WHEN FIGHTING THE FLOOD YOU SHOULD ALWAYS RETREAT BACKWARDS AND STRAFE TO AVOID THE FLOOD. DON'T USE PLASMA GRENADES AGAINST THE FLOOD. AS THEY RUN TOWARDS TO YOU EVEN IF STUCK BY THEM, THEY MIGHT RETURN THE EXPLOSIVE PRESENT. ALSO NEVER THROW PLASMA GRENADES WHEN SURROUNDED BY INFECTION FORMS AS YOU MIGHT INADVERTEDLY STICK ONE TO AN INFECTION FORM, WHICH WOULD BE VERY STUPID INDEED. ***************************************************************************************************************************** COMBAT FORM COVENANT NAME: UNKNOWN PREFERRED WEAPONS: ALL WEAPONS APART FROM SNIPER WEAPONS TYPES: ELITE AND HUMAN COMBAT FORMS BEST WEAPON AGAINST: ALL UNSC WEAPONS APART FROM THE SNIPER RIFLE WHEN FIGHTING THE FLOOD YOUR ATTENTION SHOULD BE FOCUSED PRIMARILY ON THE COMBAT FORMS. COMBAT FORMS ARE ELITES OR UNSC SOLDIERS THAT HAVE BECOME INFECTED BY INFECTION FORMS. THEY ARE FAST, STRONG AND AGILE. AS THEY BOUND TOWARDS YOU, THEY WILL USE HUMAN OR COVENANT WEAPONS IN AN ATTEMPT TO NEUTRALISE YOU FOR INFECTION. THEIR SPECIALITY IS TO DEAL OUT STUNNING MELEE ATTACKS. THEY WILL ALSO EMPLOY ANY WEAPONS THAT THEIR HOSTS WERE ABLE TO USE. THIS MEANS THAT YOU WILL ENCOUNTER FLOOD USING SHOTGUNS AND EVEN ROCKET LAUNCHERS. THE LATTER ARE EASY TO SPOT, BUT THE FIRST THING YOU WILL KNOW ABOUT A FLOOD WITH A SHOTGUN WILL BE ONCE IT HAS JUMPED AT YOU AND GOT YOU WITH BOTH BARRELS OF THE SHOTGUN. FLOOD WILL NEVER GIVE UP HUNTING YOU AND WILL UNQUESTIONGLY SACRIFICE THEMSELVES FOR THE CAUSE OF THE WHOLE. COMBAT FORMS WILL ALSO IF KILLED, STAND UP AGAIN IF ENTERED BY A SECOND INFECTION FORM. THIS IS WHY YOU SHOULD USE THE ENERGY SWORD AGAINST THEM IF POSSIBLE, SO NOTHING IS LEFT BEHIND TO BE REWAKEND BY THE INFECTION FORMS. NEVER USE SNIPER RIFLES AGAINST COMBAT FORMS AS THE SHOTS WILL PASS THROUGH THEM WITHOUT CAUSING ANY DAMAGE. INSTEAD USE WEAPONS LIKE THE SENTINEL BEAM AND THE SHOTGUN. ***************************************************************************************************************************** CARRIER FORM COVENANT NAME: UNKNOWN PREFERRED WEAPONS: NONE TYPES: UNKNOWN BEST WEAPON AGAINST: ANY, BUT UNSC WEAPONS SHOULD BE PREFERRED. DO NOT USE THE SNIPER RIFLE AGAINST THEM. THIS STAGE OF THE FLOOD CYCLE PUTS A USE TO THE REDUNDANT OR DAMAGED COMBAT FORM, MAKING IT A CARRIER FOR INFECTION FORMS. INFECTED GRUNTS ARE GENERALLY USED AS CARRIER FORMS. THESE BLOATED LIFEFORMS WILL WADDLE SLOWLY TOWARDS A FOE AND WHEN IT REACHES THE ENEMY IT WILL DROP TO THE GROUND AND RAPIDLY SWELL. THEREAFTER IT WILL EXPLODE, KILLING OR WOUNDING CREATURES IN THE VINICITY AND SHOWERING THE AREA WITH INFECTION FORMS. WHEN ENCOUNTERING THESE BULBOUS ENEMIES SHOOT THEM FROM AFAR BEFORE THEY REACH YOU. IF A CARRIER FORM IS PRESENT IN THE MIDST OF AN ARMY OF COMBAT FORMS, SHOOT THE CARRIER FORM FIRST AND HOPE THAT IT WOUNDS SOME COMBAT FORMS IN THE RESULTING EXPLOSION. LEARN TO JUDGE THE RIGHT MOMENT FOR WOUNDING THE MOST ENEMIES. ***************************************************************************************************************************** SS EEEE N N TTTTT I N N EEEE L SS E NN N T I NN N E L SS E N NN T I N NN E L SS EEEE N N T I N N EEEE LLLL ENEMIES ***************************************************************************************************************************** SENTINELS COVENANT NAME: UNKNOWN PREFERRED WEAPONS: SENTINEL BEAM TYPES: UNKNOWN BEST WEAPON AGAINST: CHARGED PLASMA SHOT, PLASMA RIFLE, NEEDLER AND MOST OTHER COVENANT WEAPONS THESE FLYING MACHINES ARE A FORERUNNER INVENTION. USING THE CONTINOUS LASER WEAPON, THE SENTINEL BEAM, THEY WILL ATTACK THEIR FOES WITH MECHANICAL PRECISION AND A COLD UNRELENTLESS ATTITUDE. THE SENTINEL BEAM MAY NOT BE VERY DAMAGING, CONTINUOS FIRE IS VERY DAMAGING, PARTICULARLY ON HIGHER DIFFICULTY LEVELS. THE SENTINELS ANTI-GRAV SYSTEM MAKES THEM RELITAVELY SLOW AND PREDICTABLE OPPONENTS. THEY ARE EASY PREY FOR COVENANT PLASMA WEAPONS, ESPECIALLY THE NEEDLERS HOMING ABILITY MAKES IT A GOOD CHOICE AGAINST THIS FLYING FOE. THE SENTINEL BEAM IS ALSO A GOOD WEAPON AGAINST IT. SENTINELS ARE SPAWNED OUT OF HATCHES, EACH HATCH CAN SUBMIT AN UNLIMITED AMOUNT OF SENTINELS. BE SURE TO LOOK FOR AND DESTROY THESE HATCHES AND DESTROY THEM. ***************************************************************************************************************************** SENTINEL MAJOR COVENANT NAME: UNKNOWN PREFERRED WEAPONS: A LIGHT ENERGY BEAM AND A MORTAR TYPES: UNKNOWN BEST WEAPON AGAINST: PLASMA PISTOL CHARGED SHOT + PLASMA PISTOL A SENTINEL MAJOR IS AN UPGRADE OF THE ORIGINAL SENTINEL. ITS CAPABILITIES EXCEED THE ONES OF A COMMON SENTINEL BY FAR. IT HAS A STRONG SHEILD, WHICH CAN ONLY BE DE-ACTIVATED BY CONTINOUS FIRE BY ANY WEAPON OR A CHARGED SHOT BY THE PLASMA PISTOL. IT CAN FLY AND ITS MIGHTY ARM CAN GRAB VEHICLES TO DISPOSE OF ITS DRIVER. IT HAS TWO WEAPON SYSTEMS, THE FIRST IS A RELITAVELY WEAK ENERGY BEAM, BUT THE SECOND ONE IS A MORTAR WHICH SHOULD BE AVOIDED AT ALL COSTS. ***************************************************************************************************************************** ***************************************************************************************************************************** ***************************************************************************************************************************** 5.1 VEHICLES HUMAN: COVENANT: WARTHOG GHOST SCORPION BANSHEE PELICAN WRAITH SPECTRE SHADOW PHANTOM SCARAB ***************************************************************************************************************************** U U N N SS CCC U U NN N SS C U U N NN SS C UU N N SS CCC VEHICLES ***************************************************************************************************************************** GENERAL VEHICLE INFORMATION: HOLD THE "X" BUTTON TO BOARD A VEHICLE. YOU CAN ALSO BOARD ENEMY VEHICLES, PROVIDING IT ISN'T DRIVING TOO FAST AND IT ISN'T DESTROYED. YOU CAN'T DRIVE CERTAIN VEHICLES. THESE ARE THE PELICAN ON THE UNSC SIDE AND THE SPECTRE, SCARAB AND THE SHADOW ON THE COVENANT SIDE. WHEN YOU ARE PLACED ION A VEHICLE, YOUR SIGHT CHANGES FROM FIRST PERSON TO THIRD PERSON. THIS MEANS THAT THE CAMERA IS PLACED BEHIND THE MASTER CHIEF (ARBITER) AND WILL STAY LIKE THAT UNTIL YOU LEAVE THE VEHICLE. EVERY VEHICLE HAS A SPECIALISED WEAPON, WHICH VARY, ACCORDING TO THE TYPE OF VEHICLE. VEHICLES CAN HAVE A CERTAIN AMOUNT OF DAMAGE INFLICTED ON THEM BEFORE THEY WILL BE DESTROYED. THIS GENERALLY HAPPENS WHEN THE OPERATOR OF A HEAVILY DAMAGED VEHICLE DIES. THE VEHICLE WILL NEVER EXPLODE AS LONG AS THE DRIVER STILL LIVES. IF A VEHICLE IS OVERTURNED (AND IN WORKING CONDITION) YOU CAN PRESS "X" TO FLIP IT. ***************************************************************************************************************************** WARTHOG TYPES: M12 WARTHOG LRV WEAPONRY: M41 LAAG M12G1 WARTHOG LRV M68 GAUSS CANNON TRANSPORT CAPACITY: 3 (1 DRIVER, 1 PASSENGER, 1 GUNNER) CONTROLS (DRIVER) : LEFT THUMBSTCK: ACCELERATE, BRAKE/REVERSE RIGHT THUMBSTICK: VIEW/STEER "A" BUTTON: BRAKE RIGHT TRIGGER: HORN LEFT TRIGGER: E-BRAKE KNOW AS A THE WARTHOG, THIS LIGHT RECONNAISSANCE VEHICLE IS A MAINSTAY OF UNSC DEPLOYMENTS. IT WEIGHS THREE TONNES, BUT IT IS STILL SURPRISINGLY MANEUVERABLE. THERE ARE TWO DIFFERENT TYPES OF WARTHOG THAT THE UNSC USES. THE M12 WARTHOG LRV IS ARMED WITH A THREE BARRELED 12.7mm MACHINE GUN, WHICH IS KNOWN AS A LAAG (LIGHT-ANTI-AIRCRAFT-GUN). IT IS CAPABLE OF FIRING 450-550 BULLETS PER MINUTE AND IS PARTICULARLY EFFECTIVE WHEN USED AGAINST INFANTRY UNITS. THE M12G1 WARTHOG LRV's GAUSS CANNON FIRES 25mm PROJECTILES. ITS ASYNCHRONOUS LINEAR INDUCTION MOTOR PRODUCES A BIPOLAR MAGNETIC FEILD TO FIRE THE PROJECTILES AT HYPER-SONIC VELOCITY.IT CAN PENETREATE ARMOUR NAD CAN STOP VEHICLES, EVEN TANKS. IT IS USEFUL AGAINST INDIVIDUAL ENEMIES, BUT SHOULD NOT BE USED AGAINST LARGE AMOUNTS OF ENEMY SOLDIERS. THE WARTHOG IS DESIGNED TO HOLD A CREW OF THREE HUMANS: A DRIVER, A PASSENGER AND A GUNNER. YOU ENTER THE VEHICLE BY STANDING NEXT TO THE CORRESPONDING POINT AND PRESSING "X". IF YOU STAND TO THE LEFT OF THE WARTHOG, YOU WILL ENTER IT AND BECOME THE DRIVE. IF YOU ENTER ON THE RGHT YOU WILL BE THE PASSENGER. IF YOU PRESS "X" WHILE STANDING BEHIND THE WARTHOG, YOU WILL MAN THE LRVs CANNON. AS A DRIVER IN THE WARTHOG YOU HAVE NO WEAPONS. YOUR TASKS ARE LIMITED TO GIVING YOUR PASSENGERS A SAFE AND COMFORTABLE RIDE. THE ACTIONS YOU CAN PERFORM ARE LIMITED TO STEERING (LEFT AND RIGHT THUMBSTCK), BRAKING ("A" BUTTON AND LEFT TRIGGER) AND THE OCCAISIONAL HONKING (RIGHT TRIGGER). YOU CAN ALSO RUN ENEMIES OVER AND HAVE A BIT OF FUN LIKE THAT. AS THE PASSENGER YOUR ONLY ACTIONS ARE THESE. RIDING SHOTGUN YOU CAN FIRE YOUR WEAPON WITH THE RIGHT TRIGGER AND THROW GRENADES WITH THE LEFT TRIGGER. YOU CAN SWAP AVAILIBLE WEAPONS WITH "Y". YOU WOULD BE ADVISED HOWEVER NOT TO PRESS "X" TO RELOAD AS YOU WOULD GET OUT OF THE PASSENGER SEAT INSTAED OF RELOADING/PICKING NEW WEAPON UP. THE GUNNER CAN FIRE HIS WEAPON WITH THE RIGHT TRIGGER. ***************************************************************************************************************************** SCORPION TYPE: M8O8B SCORPION TANK WEAPONS: PRIMARY: 90mm HIGH VELOCITY SHELL (LARGE SINGLE PROJECTILE CANNON), ANTI-VEHICLE SECONDARY: 7.62mm AP-T (ARMOUR PIERCING TRACER) ANTI-PERSONELL TRANSPORT CAPACITY: 5 (1 DRIVER, 4 PASSENGERS) CONTROLS (DRIVER): LEFT THUMBSTICK: MOVE VEHICLE RIGHT THUMBSTICK: MOVE ANGLE OF VIEW, TURRET RIGHT TRIGGER: FIRE MAIN GUN LEFT TRIGGER: FIRE MACHINE GUN THE SCORPION AND ITS HIGHLY RESISTANT CERAMIC-TITANIUM ARMOUR, IS AN ENEMY TO BE FEARED AT ALL TIMES. EQUPPED WITH TWO WEAPON SYSTEMS, THIS TANK CAN LAY WASTE TO ENEMY INFANTRY AND VEHICLES IN THE BLINK OF AN EYE. TO ENTER THE TANK, YOU APPROACH IT FROM THE LEFT (ASSUMING YOU'RE APPROACHING FROM THE BACK OF COURSE, IF YOU ARE WALKING AT IT FROM THE FRONT, YOU NEED TO KEEP TO THE RIGHT SIDE), AND HOLD "X". YOUR STRATEGY WITH USING THE CANNONS SHOULD BE TO USE THE MAIN CANNON TO WARD OF VEHICLES AND THE MACHINE GUN AGAINST INFANTRY. DON'T WORRY ABOUT AMMUNITION, THE SCORPOIN HAS AN INFINTE AMOUNT OF AMMUNITION STOCKS (DON'T ASK ME HOW THAT WORKS) SO DON'T HESTITATE TO SHOOT. THE SCORPION IS VERY SLOW, BUT IT IS A FORCE TO BE FEARED. EACH SHOT OF IT'S PRIMARY WEAPON IS STRONG ENOUGH TO BLAST A BANSHEE OUT OF THE AIR, DESTROY A GHOST AND EVEN OBLITERATE A SPECTRE. IT NEEDS ONLY TWO SHOTS TO DEMOLISH A WRAITH, THE ONLY TWO VEHICLES IT IS USELESS AGAINST ARE THE SCARAB AND THE PHANTOM. IN FACT THE ONLY REAL WEAKNESS OF THE SCORPION IS A BLIND SPOT SURROUNDING IT WHERE ITS WEAPONS CAN'T REACH. IF AN ENEMY GETS TOO NEAR TO THE TANK, YOU WON'T BE ABLE TO GET A CLEAR SHOT. AND AS THE SCORPOIN IS SO SLOW, IT'S ALMOST IMPOSSIBLE TO RUN OVER AN OPPONENT. YOU COULD HOWEVER LET SOME PASSING MARINES HITCH A RIDE ON YOUR SCORPION. THEIR WEAPONS WILL BE EFFECTIVE AGAINST THE ENEMY EVEN IF IT DOES GET CLOSE. BE MIINDFUL THOUGH THAT A ROCKET OR FUEL RD BLAST WILL BE EXTREMELY HARMFUL TO THEM AS THEY HAVE NEARLY NO COVER ON THE SCORPION. IF YOU ARE TRYING TO ELIMINATE AN ENEMY CONTROLLED SCORPION BE MINDFUL OF ITS POWER. THERE ARE FEW GOOD TACTICS FOR DESTROYING A SCORPION. ONE IS TO DESTROY IT FROM AFAR WITH A ROCKET LAUNCHER. THE OTHER IS TO SNEAK UP ON IT AND HARASS THE DRIVER WITH MELEE ATTACKS. THIS WILL FORCE HIM TO GET OUT AND FACE YOU IN THE OPEN. ***************************************************************************************************************************** PELICAN TYPE: UNKNOWN WEAPONS: MACHINE GUN, TYPE UNKNOWN TRANSPORT CAPACITY: 12 (2 DRIVERS, 10 PASSENGERS) CONTROLS (DRIVER): YOU CANNOT DRIVE THE PELICAN THE PELICAN IS AN UNSC DROPSHIP USED TO DELIVER AND EXTRACT COMBAT UNITS AND VEHICLES. YOU CAN'T PILOT THIS CRAFT IN HAO 2. ***************************************************************************************************************************** CC OO V V I EEE CC O O V V I E CC O O V V I E CC OO V I EEE VEHICLES ***************************************************************************************************************************** GHOST TYPE: UNKNOWN WEAPONS: TWIN PLASMA CANNON TRANSPORT CAPACITY: 1 (1 DRIVER) CONTROLS (DRIVER): LEFT THUMBSTICK: MOVE THE VEHICLE FORWARDS/BACKWARDS, STRAFE LEFT OR RIGHT. RIGHT THUMBSTICK: ADJUST ELEVATION OF FIRE, STEER LEFT AND RIGHT. RIGHT TRIGGER: FIRE WEAPONS LEFT TRIGGER: BOOST "A" BUTTON: AIRBREAK THE GHOST IS THE COVENANT TYPE OF A LIGHT RECONNAISANCE VEHICLE. POWERED BY A GRAVITY PROPULSION DRIVE AND EQUIPPED WITH A POWERFUL BOOST, THIS VEHICLE IS FASTER THAN ANY OF THE HUMAN GROUND VEHICLES. IT IS LARGELY USED BY THE COVENANT TO PROVIDE FIRE SUPPORT FOR INFANTRY OR LARGER VEHICLES. IT IS NOT THE STRONGEST OF VEHICLES, IT'S TWIN PLASMA CANNON AREN'T TO BE FEARED IF SITUATED BEHIND THE WHEEL OF A SCORPION OR WRAITH, BUT IT IS A DANGEROUS FOE TO GROUND UNITS AND CAN EVEN RUN OVER THOSE NOT FAST ENOUGH TO JUMP OUT OF THE WAY. THE GHOST IS USUALLY MANNED BY AN ELITE, SO THEY WILL NEVER RETREAT. THE DUAL PLASMA CANNON SITUATED AT THE FRONT OF THE GHOST, ONE LEFT ONE RIGHT, ARE EQUAL IN POWER TO A DUAL-WIELD PLASMA RIFLE. UNLIKE THESE THOUGH, THE WEAPONS OF THE GHOST CANNOT OVERHEAT. THE POWER OF THE WEAPONS CAN ALSO BE RE-DIRECTED INTO THE MOTOR TO CAUSE A BOOST BUT THE WEAPONS WILL BE DISABLE FOR THAT TIME. THE GHOSTS PRIMARY STRENGTHS ARE ITS SPEED AND AGILITY, DON'T USE IT TO ATTACK A BATTLE TANK OR A FIXED GUN EMPLACEMENT. YOU WILL BE ABLE TO SPEED PAST THESE WITH A BIT OF LUCK, BUT YOU WILL BE UNLIKELY TO DESTROY THEM. CONTROLLING THE GHOST IS PRINCIPALLY THE SAME AS CONTROLLING THE MASTER CHIEF (IN PRINCIPLE). OF COURSE IT IS FASTER AND HAS MORE MOMENTUM, BUT THE CONTROLS ARE ALMOST THE SAME. YOU CAN MOVE FORWARD, BACKWARD, STRAFE, USE YOUR WEAPONRY AND AIM. THE GHOSTS WEAPONS ALWAYS FACE THE DIRECTION IT IS POINTING, BUT YOU CAN USE THE RIGHT THUMBSTCK TO AIM EITHER A BIT HIGHER OR LOWER HAN YOUR PRESENT POSITION. WITH A BIT OF LUCK YOU CVOULD EVEN TACKLE A BANSHEE WITH A GHOST. ***************************************************************************************************************************** BANSHEE TYPE: UNKNOWN WEAPONS: TWIN PLASMA CANNON & FUEL ROD CANNON TRANSPORT CAPACITY: 1 (1 DRIVER) CONTROLS (DRIVER): LEFT THUMBSTICK FORWARDS: MOVE VEHICLE FORWARDS LEFT THUMBSTICK BACKWARDS: DECELERATE, STOP LEFT THUMBSTICK LEFT/RIGHT: MOVE TO LEFT RIGHT RIGHT THUMBSTICK: CHANGE VIEW DIRECTION/STEER RIGHT TRIGGER: FIRE TWIN PLASMA CANNON LEFT TRIGGER: BOOST "B" BUTTON: FIRE FUEL-ROD CANNON "A" BUTTON + LEFT THUMBSTICK FORWARDS: LOOP "A" BUTTON + LEFT THUMBSTICK LEFT/RIGHT: BARREL ROLL LEFT/RIGHT THE BANSHEE IS THE ONLY HALO 2 VEHICLE TO OFFER YOU THE LUXURY OF FLYING. WHILE YOU WILL FIND THAT IT ISN'T POSSIBLE TO FLY EVERYWHERE, YOU WILL APPRECIATE TO BE ABLE TO SPEED AWAY FROM YOUR OPPONENTS IN A MUCH FASTER VEHICLE. THE BANSHEE ISN'T AN ATTACKING VEHICLE, IT IS BETTER PUT TO USE AS A TAXI AS IT CAN OFFER YOU NO SECURITY FROM ENEMY FIRE. THE BANSHEE IS EQUIPPED WITH TWIN PLASMA CANNONS AND A FUEL-ROD CANNON, BOTH OF WHICH FIRE IN THE DIRECTION THAT THE BANSHEE IS FACING. THEY HAVE AN UNLIMITED AMOUNT OF AMMO, SO DON'T HESITATE TO APPLY THE TRIGGER TO EITHER OF THEM. THE FUEL ROD CANNON IS DESCRIBED IN "WEAPONS", THE TWIN PLASMA CANNONS ARE EQUAL TO THOSE ON THE GHOST. YOUR BANSHEE CAN'T PROTECT YOU FROM ENEMY FIRE, SO YOU WOULD BE WELL ADVISED TO DODGE ONCOMING ATTACKS. THIS YOU CAN DO BY PRESSING THE "A" BUTTON AND MOVING THE LEFT THUMBSTCK UP, DOWN LEFT OR RIGHT. IF YOU MOVE IT UP, YOU WILL PERFORM A LOOP AND IF YOU MOVE IT TO THE LEFT OR RIGHT IT WILL PERFORM A BARREL-ROLL IN THE CORRESPONDING DIRECTION. IF YOU WANT TO LAND YOU PRESS THE LEFT THUMBSTICK DOWNWARDS AND YOUR BANSHE WILL SINK TO THE GROUND. IF YOU PRESS THE LEFT TRIGGER IT WILL ENABLE A BOOST WHICH ENABLES THE BANSHEE TO FLY FASTER, BUT WILL DISABLE ITS WEAPONS FOR THE TIME THAT THE BOOST IS ENABLES. DO NOT MAKE FRONTAL ATTACKS WITH THE BANSHEE, SUBJECT THE ENEMIES TO A BOMBARDMENT FROM THE FUEL ROD CANNON FROM A LONG RANGE. YOU CAN ALSO EXIT THE BANSHEE AT ANY TIME, BUT DON'T DO IT WHEN HOVERING HUNDREDS OF FEET ABOVE THE GROUND! ***************************************************************************************************************************** WRAITH TYPE: UNKNOWN WEAPONS: PLASMA MORTAT + TWO AUTOMATIC PLASMA CANNONS TRANSPORT CAPACITY: 1 (1 DRIVER) CONTROLS (DRIVER): LEFT THUMBSTICK: MOVE VEHICLE FORWARD/BACKWARD, STRAFE LEFT/RIGHT RIGHT THUMBSTICK: CHENGE VIEW, STEER LEFT/RIGHT RIGHT TRIGGER: FIRE MAIN CANNON LEFT TRIGGER: BOOST THE WRAITH IS THE COVENANTS MAIN BATTLE TANK. IT HAS AN EXTREMELY THICK ARMOUR AND IS EXTREMELY HARD TO DESTROY, EVEN BY ROCKETS. SADLY THOUGH THIS TOUGHNESS COMES AT A HIGH PRICE. THE ENORMOUS WEIGHT SUPPORTED BY THE WRAITHS GRAVITY PROPULSION DRIVE MAKES IT VERY SLOW INDEED. IT IS ARMED WITH A PLASMA MORTAR ON ITS ROOF AND WITH TWO PLASMA CANNONS ON EACH WING AT THE SIDE OF THE WRAITH. THE TWO PLASMA CANNONS WILL NOT SHOOT WHILE THE PLAYER IS CONTOLLING THE WRAITH. ONLY ENEMY OR ALLIED AI CAN CONTROL THE CANNONS. IF YOU ARE TRYING TO BOARD A WRAITH YOU WOULD BE ADVISED TO ATTACK IT FROM THE BACK, JUMP ON TO THE HATCH AND ASSAULT THE DRIVER WITH MELEE ATTACKS. ALTERNATLEY YOU COULD TOSS AGRENADE INTO THE VEHICLE, TO THE GREAT DISCOMFORT OF ITS INHABITANTS. ONCE YOU ARE INSIDE OF THE WRAITH YOU SHOULD REMEMBER THAT THE CONTROLS DO NOT DIFFER MUCH FROM THOSE OF THE GHOST. IT HOVERS ABOVE THE GROUND AND CAN THEREFORE STRAFE LIKE THE GHOST. IT IS OF COURSE SLOWER, BUT BY PRESSING THE LEFT TRIGGER YOU CAN ACTIATE THE BOOST, WHICH WILL PROPELL THE WRAITH FORWARD A FEW METRES. THIS IS HANDY FOR CATCHING UNAWARE PEDESTRIANS AND RUNNING THEM OVER. THE MAIN CANNONS ALTERATION IS CONTOLLED BY THE ELEVATION OFTHE VIEW. THE GRENADES DESCEND IN AN ARC AND EXPLODES ON IMPACT KILLING OR MAIMING NEARBY UNITS. BE SURE TO AVOID UNITS CARRYING ROCKET LAUNCHERS OR FUEL ROD CANNONS. BLASTS FROM THESE WILL REDUCE THE WRAITH TO PILE OF SMOULDERING ASHES IN NO TIME AT ALL. ***************************************************************************************************************************** SPECTRE TYPE: UNKNOWN WEAPONS: ONE REAR MOUNTED PLASMA CANNON TRANSPORT CAPACITY: 4 (1 DRIVER, 2 PASSENGERS, 1 GUNNER) CONTROLS (DRIVER): LEFT THUMBSTICK: MOVE VEHICLE FORWARD/BACKWARD, STRAFE LEFT/RIGHT RIGHT THUMBSTICK: CHANGE ANGLE OF VIEW, STEER LEFT/RIGHT LEFT TRIGGER: BOOST "A" BUTTON: AIRBRAKE THE SPECTRE IS A CROSS BETWEEN A DROPSHIP AND A LRV (LIGHT RECONAISSANCE VEHICLE). THIS VEHICLE ISN'T GOING TO BREAK ANY SPEED RECORDS, BUT WITH ITS FULL COMPLEMENT OF PASSENGERS AND THE GUNNER IT IS FORCE TO BE FEARED. THE PLASMA WEAPON ON ITS REAR IS EXTREMELY EFFECTIVE OWING TO ITS HIGH RATE OF FIRE. YOU ENTE THE DESIRED PLACE IN THE VEHICLE BY APPROACHING IT FROM THE CORRESPONDING DIRECTION. THE SPECTRES CONTROLS CONTROLS ARE EXACTLY THE SAME AS THOSE OF THE GHOST. THE ONLY EXCEPTION IS THAT THE DRIVE CANNOT USE ANY WEAPONS. THE GUNNER OF THE REAR MOUTED PLASMA CANNON CONTROLS THE DIRECTION OF THE CANNON WITH THE RIGHT THUMBSTICK AND FIRES WITH THE RIGHT TRIGGER. THE PASSENGERS SIT ON THE WINGS OF THE SPECTRE AND CAN FIRE THEIR WEAPONS AT ANY TIME. YOU'LL WANT TO POSITION YOUR MORE HIGHLY EQUIPPED MEMBERS OF YOUR TERAM ON THE WINGS SO THEY CAN USE THEIR WEAPONS TO A GREATER EXTENT. THE SPECTRE OFFERS HARDLY ANY PROTECTION TO ITS PASSENGERS, THE DRIVEROR THE GUNNER, SO YOU MUST USE A COMBINATION OF SPEED AND WEAPONS EFFICIENCY WHEN IN THE SPECTRE. THE SPECTRES BOOST OFFERS LITTLE CHANGE FROM THE ORIGINAL SPEED, BUT ON THE PLUS SIDE DOESN'T DISABLE THE ONBOARD CANNON. DON'T USE THE SPECTRE WHEN FIGHTING BATTLE TANKS! ***************************************************************************************************************************** SHADOW TYPE: UNKNOWN WEAPONS: ONE PLASMA TURRET TRANSPORT CAPACITY: 8 (1 DRIVER, 1 GUNNER AND SIX PASSENGERS. THE PASSENGERS CAN BE EXCHANGED FOR ONE GHOST) CONTROLS (DRIVER): YOU CAN'T DRIVE THIS VEHICLE IN HALO 2. THE SHADOW IS THE COVENANTS MAIN PLANETARY TRANSPORT VEHICLE. IT CAN CARRY 8 TROOPS OR ONE GHOST. THIS CAN INCLUDE ONE PILOT AND ONE GUNNER. THE SHADOWS PLASMA TURRET IS EXTREMELY STRONG AND EFFICIENT. IT BEGINS TO FIRE SLOWLY, BUT FIRES FASTER AS THE SYSTEM STARTS TO WARM UP. IT IS EVEN EFFECTIVE AGAINST VEHICLES AS TOUGH AS A WRAITH OR A SCORPION. IT IS MODERATELY FAST AND IS ABOUT AS FAST AS A SPECTRE (WITHOUT BOOST). YOU WILL NOT BE ABLE TO DRIVE THIS VEHICLE IN HALO 2. ***************************************************************************************************************************** PHANTOM TYPE: UNKNOWN WEAPONS: THREE PLASMA TURRETS TRANSPORT CAPACITY: UNKNOWN, PROBABLY ABOUT 10 TROOPS ASWELL AS ABOUT 5 CREW. CONTROLS (DRIVER): YOU CAN'T DRIVE THIS VEHICLE IN HALO 2. THE PHANTOM IS THE COVENANTS DROPSHIP, USED TO DEPLOY OR EXTRACT TROOPS IN COMBAT ZONES. THEY ARE EACH EQUIPPED WITH THREE TURRETS WHICH YOU CAN DESTROY, THOUGH YOU CANNOT DESTROY THE CRAFT ITSELF. THE TURRETS ARE LOCATED WITH TWO ON EACH SIDE TOWARDS THE FRONT AND ONE AT THE FRONT OF THE VEHICLE. THEY PROVIDE COVER FIRE FOR EMBARKING TROOPS. AGAIN YOU CAN'T DRIVE THIS VEHICLE IN HALO 2. ***************************************************************************************************************************** SCARAB TYPE: UNKNOWN WEAPONS: SCARAB GUN TRANSPORT CAPACITY: 2 PILOTS, PROBABLY ABOUT 50 TROOPS CAN BE ACCOMODATD IN THE SCARAB CONTROLS (DRIVER): YOU CAN'T DRIVE THIS VEHICLE IN HALO 2. THE SCARAB IS THE COVENANTS STRONGEST GROUND ASSAULT VEHICLE. NO HUMAN WEAPONRY CAN STAND IN THE SCARABS WAY. DO NOT WASTE AMMUNITION FIRING ONE ONE SHOULD YOU ENCOUNTER ONE. YOUR ONLY CHANCE TO DESTROY IS TO BOARD IT AND KILL ITS CREW. THIS VEHICLE IS NOT AVAILIBLE FOR YOUR USE IN HALO 2. ***************************************************************************************************************************** M M U U L TTTTT I PPP L A Y Y EEEE RRR MM MM U U L T I P P L A A Y E R R M M M U U L T I PPP L AAAAA Y E RRR M M UUU LLLL T I P LLLL A A Y EEEE R R ***************************************************************************************************************************** GAMETYPES: SLAYER KING OF THE HILL ODDBALL JUGGERNAUT CAPTURE THE FLAG ASSAULT TERRETORIES ***************************************************************************************************************************** ________ / \ ( SLAYER ) \________/ A CLASSIC LIFE AND DEATH MATCH. THE OBJECTIVE IS TO ACHIEVE AS MANY KILLS AS POSSIBLE. EVERY SUCCESFUL KILL IS REEWARDED WITH A POINT. A MAXIMUM OF 16 PEOPLE CAN PLAY AT ONCE. YOU CAN HAVE TEAM MATCHES WITH TWO OR MORE TEAMS FIGHTING EACH OTHER ASWELL. POINTS ARE DEDUCTED FOR SUICIDES. SOME GAMES MAY ALSO DEDUCT POINTS FOR DIEING. ***************************************************************************************************************************** __________________ _______ |BUILT IN VARIANT| |RULES| (---------------------------------------------------------------------------------------------------------------------------) ( SLAYER | A CLASSIC SLAYER DUEL TO THE DEATH. EVERYBODY TRIES TO KILL EVERYBODY ELSE. ) ( | 25 POINTS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TEAM SLAYER | SMALL TEAMS FIGHT AGAINST OTHER ENEMY TEAMS. 50 POINTS TO WIN ) (----------------------------------|----------------------------------------------------------------------------------------) ( ROCKETS | ROCKET LAUNCHERS ARE THE ONLY WEAPONS. THERE ARE NO MOTION SENSORS. 25 POINTS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SWORDS | SWORDS ARE THE ONLY WEAPONS. EVERYONE HAS OVERSHEILDS. 25 POINTS TO WIN ) (----------------------------------|----------------------------------------------------------------------------------------) ( SNIPERS | SNIPER RIFLES AND BEAM RIFLES ARE THE ONLY WEAPONS. THERE ARE NO MOTION SENSORS. 25 ) ( | POINTS TO WIN ) (----------------------------------|----------------------------------------------------------------------------------------) ( PHANTOMS | ALL PLAYERS HAVE ACTIVE CAMOUFLAGE. 15 POINTS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TEAM PHANTOMS | THE TEAM VERSION OF PHANTOMS. FIRST TEAM TO 25 WINS ) (----------------------------------|----------------------------------------------------------------------------------------) ( ELIMINATION | THE SOLITARY SURVIVOR WINS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( PHANTOM ELIMINATION | A TEAM VERSION OF ELIMINATION. EVERY PLAYER IS INVISIBLE AND HAS ONLY ONE LIFE. LAST ) ( | PLAYER STANDING WINS THE ROUND. THE WINNER IS THE FIRST TO WIN THREE ROUNDS. ) (---------------------------------------------------------------------------------------------------------------------------) _______________ |QUICK OPTIONS| (---------------------------------------------------------------------------------------------------------------------------) ( SCORE TO WIN ROUND | DECIDES HOW MANY POINTS ARE NEEDED TO WIN THE ROUND. ) (----------------------------------|----------------------------------------------------------------------------------------) ( ROUND TIME LIMIT | A ROUND CAN BE SET TO END AFTER A CERTAIN AMOUNT OF TIME HAS ELAPSED ) (----------------------------------|----------------------------------------------------------------------------------------) ( STARTING WEAPON | DETERMINES THE PLAYERS STARTING PRIMARY WEAPON ) (----------------------------------|----------------------------------------------------------------------------------------) ( WEAPONS ON MAP | DETERMINES WHAT SET OF WEAPONS IS AVAILIBLE ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( MOTION SENSOR | SWITCH THE MOTION SENSOR ON/OFF ) (----------------------------------|----------------------------------------------------------------------------------------) ( BONUS POINTS | PLAYERS CAN EARN ADDITIONAL POINTS FOR NOTABLE ACHIEVEMENTS SUCH AS DOUBLE KILLS OR ) ( | KILLING SPREES. ) (----------------------------------|----------------------------------------------------------------------------------------) ( STARTING GRENADES | IF THIS FEATURE IS ON, PLAYERS WILL START THE GAME AND RESPAWN WITH GRENADES. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SECONDARY WEAPONS | DETERMINES IF THE PLAYER STARTS THE GAME AND RESPAWNS WITH A SECOND WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( MAX. ACTIVE PLAYERS | CONTROLS THE MAXIMUM AMOUNT OF PLAYERS IN A GAME. ) (----------------------------------|----------------------------------------------------------------------------------------) ( PRIMARY LIGHT VEHICLE | CHOOSE THE PRIMARY LIGHT VEHICLE (WARTHOG, GAUSS WARTHOG, GHOST, SPECTRE, RANDOM, NONE)) (----------------------------------|----------------------------------------------------------------------------------------) ( PRIMARY HEAVY VEHICLE | CHOOSE THE PRIMARY HEAVY LAND VEHICLE (WRAITH, SCORPION, RANDOM, NONE). ) (---------------------------------------------------------------------------------------------------------------------------) ***************************************************************************************************************************** ***************************************************************************************************************************** __________________ / \ ( KING OF THE HILL ) \__________________/ IN THIS MODE THE AIM OF THE FGAME IS TO CONQUER AND CONTROL A DESIGNATED PART OF THE MAP. THE HILL IS DESIGNATED WITH A TRANSPARENT-LIGHT BLUE BAND AROUND THE AREA. IF TEAM GAME IS ACTIVE THE BANDS COLOR WILL CHANGE ACCORDING TO THE TEAM OCCUPYING IT. ***************************************************************************************************************************** __________________ _______ |BUILT IN VARIANT| |RULES| (---------------------------------------------------------------------------------------------------------------------------) ( KING | CONQUER THE HILL AND HOLD IT FOR A SPECIFIED AMOUNT OF TIME. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TEAM KING | SEVERAL GROUPS FIGHT TO OCCUPY THE HILL. THE TEAM MUST CONTROL IT FOR ONE MINUTE. ) (----------------------------------|----------------------------------------------------------------------------------------) ( PHANTOM KING | PLAYERS HAVE ACTIVE CAMO. ONE MINUTE OF HILL POSESSION TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( CRAZY KING | THE HILL CHANGES ITS POSITION RANDOMLY. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TEAM CRAZY KING | TEAM VERSION OF CRAZY KING. ) (---------------------------------------------------------------------------------------------------------------------------) _______________ |QUICK OPTIONS| (---------------------------------------------------------------------------------------------------------------------------) ( SCORE TO WIN ROUND | DECIDES HOW MANY POINTS ARE NEEDED TO WIN THE ROUND. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TEAM PLAY | DETERMINES WHETHER THIS IS A TEAM GAME OR FREE FOR ALL. ) (----------------------------------|----------------------------------------------------------------------------------------) ( UNCONTESTED HILL | IF THIS OPTION IS ON YOU CAN ONLY EARN TIME ON THE HILL IF THERE ARE NO ENEMIES ON IT. ) (----------------------------------|----------------------------------------------------------------------------------------) ( WEAPONS ON MAP | DETERMINES WHAT SET OF WEAPONS IS AVAILIBLE ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( MOVING HILL | DETERMINES WHETHER THE HILL WILL CHANGE ITS LOCATION. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TEAM TIME MULTIPLIER | DETERMINES WHETHER YOU EARN TIME FASTER IF THERE ARE TEAMMATES ON THE HILL. ) (----------------------------------|----------------------------------------------------------------------------------------) ( DAMAGE RESISTANCE | IF THIS FEATURE IS ON, PLAYERS ON THE HILL WILL BE TOUGHER THAN NORMAL. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SECONDARY WEAPONS | DETERMINES IF THE PLAYER STARTS THE GAME AND RESPAWNS WITH A SECOND WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( STARTING WEAPON | DETERMINES THE PRIMARY STARTING WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FORCE EVEN TEAMS | ALL TEAMS HAVE THE SAME AMOUNT OF PLAYERS ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( STARTING GRENADES | IF THIS FEATURE IS ON, PLAYERS WILL START THE GAME AND RESPAWN WITH GRENADES. ) (---------------------------------------------------------------------------------------------------------------------------) ***************************************************************************************************************************** ***************************************************************************************************************************** _________ / \ ( ODDBALL ) \_________/ IN THIS GAMETYPE THE AIM IS TO FIND AND HOLD THE ODDBALL FOR A SPECIFIC TIME. THE "BALL" IS ACTUALLY A SKULL. IN SOME GAMETYPES ITS LOCATION IS INDICATED WITH A WAYPOINT MARKER. ***************************************************************************************************************************** __________________ _______ |BUILT IN VARIANT| |RULES| (---------------------------------------------------------------------------------------------------------------------------) ( ODDBALL | FIND THE BALL AND HOLD IT FOR 2 MINUTES TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( ROCKETBALL | ROCKET LAUNCHERS ARE THE ONLY WEAPONS. HOLD THE BALL FOR ONE MINUTE TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SWORDBALL | SWORDS ARE THE ONLY WEAPONS, THERE IS NO MOTION SENSOR. HOLD THE BALL FOR 30 SECONS TO ) ( | WIN THE ROUND. THERE ARE 3 ROUNDS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TEAM BALL | UP TO EIGHT TEAMS FACE EACH OTHER. THE TEAM THAT HOLDS THE BALL FOR 2 MINS WINS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( LOW BALL | EVERYBODY IN A TEAM HAS TO HOLD THE BALL FOR 30 SECONDS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FIESTA | EVERY PLAYER RESPAWNS WITH RANDOM WEAPONS. 2 MINUTES TO WIN. ) (---------------------------------------------------------------------------------------------------------------------------) _______________ |QUICK OPTIONS| (---------------------------------------------------------------------------------------------------------------------------) ( SCORE TO WIN ROUND | DECIDES HOW MANY POINTS ARE NEEDED TO WIN THE ROUND. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TEAM PLAY | DETERMINES WHETHER THIS IS A TEAM GAME OR FREE FOR ALL. ) (----------------------------------|----------------------------------------------------------------------------------------) ( BALL COUNT | CONTROLS THE NUMBER OF BALLS IN THE GAME. ) (----------------------------------|----------------------------------------------------------------------------------------) ( WEAPONS ON MAP | DETERMINES WHAT SET OF WEAPONS IS AVAILIBLE ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( MOTION SENSOR | TURNS THE MOTION SENSOR ON/OFF. ) (----------------------------------|----------------------------------------------------------------------------------------) ( BALL INDICATOR | THE BALL INDICATOR SHOWS THE PRESENT POINT OF THE BALL. ) (----------------------------------|----------------------------------------------------------------------------------------) ( DAMAGE RESISTANCE | IF THIS FEATURE IS ON, PLAYERS ON THE HILL WILL BE TOUGHER THAN NORMAL. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SECONDARY WEAPONS | DETERMINES IF THE PLAYER STARTS THE GAME AND RESPAWNS WITH A SECOND WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( STARTING WEAPON | DETERMINES THE PRIMARY STARTING WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SPEED WITH BALL | DETERMINES THE SPEED WITH WHICH THE CARRIER OF THE BALL MOVES IN RELATION TO THE OTHER ) ( | PLAYERS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TOUGHNESS WITH BALL | IF DAMAGE RESISTANCE IS ON, EVERYBODY IS TOUGHER THAN NORMAL. ) (---------------------------------------------------------------------------------------------------------------------------) ***************************************************************************************************************************** ***************************************************************************************************************************** ______________ / \ ( JUGGERNAUGHT ) \______________/ ONE PLAYER IS THE SO-CALLED JUGGERNAUGHT. THE AIM OF THE OTHER PLAYERS IS TO HUNT HIM AND KILL HIM. THE JUGGERNAUGHT IS THE ONLY PLAYER THAT CAN EARN POINTS BY KILLING THE OTHER PLAYERS. THE PLAYER THAT KILLS THE JUGGERNAUGHT TAKES HIS ROLE. ***************************************************************************************************************************** __________________ _______ |BUILT IN VARIANT| |RULES| (---------------------------------------------------------------------------------------------------------------------------) ( 2 on 1 | ONE PLAYER IS THE JUGGERNAUGHT. THE OTHER TWO ARE TEAMMATES. ONLY THE JUGGERNAUGHT CAN ) ( | SCORE. 10 POINTS TO WIN THE GAME. ) (----------------------------------|----------------------------------------------------------------------------------------) ( 3 on 1 | SAME AS 2 on 1. THERE ARE 3 OTHER PLAYERS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( NINJANAUT | THE JUGGERNAUGHT HAS ACTIVE CAMO AND MOTION SENSOR. THE OTHER PLAYERS DON'T. ) (----------------------------------|----------------------------------------------------------------------------------------) ( PHANTOM FODDER | THE JUGGERNAUGHT IS INVISIBLE BUT HAS NO MOTION SENSOR. 5 POINTS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( DREADNAUT | THE DREADNAUT IS FASTER, HAS ACTIVE CAMO, EXTRA DAMAGE AND OVERSHEILD. 20 POINTS LIMIT.) (---------------------------------------------------------------------------------------------------------------------------) _______________ |QUICK OPTIONS| (---------------------------------------------------------------------------------------------------------------------------) ( SCORE TO WIN ROUND | DECIDES HOW MANY POINTS ARE NEEDED TO WIN THE ROUND. ) (----------------------------------|----------------------------------------------------------------------------------------) ( JUGGERNAUT OVERSHEILD | IF THIS OPTION IS ACTIVATED THE JUGGERNAUT HAS STRONGER SHEILDS THAN USUAL. ) (----------------------------------|----------------------------------------------------------------------------------------) ( JUGGERNAUT ACTIVE CAMO | WHEN THIS OPTION IS ACTIVATED THE JUGGERNAUT HAS ACTIVE CAMOFLAGE. ) (----------------------------------|----------------------------------------------------------------------------------------) ( JUGGERNAUT MOVEMENT | DETERMINES THE JUGGERNAUTS SPEED RELATIVE TO THE OTHER PLAYERS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( JUGGERNAUT INFINITE AMMO | IF THIS OPTION IS ACTIVATED THE JUGGERNAUT HAS AN INFINITE SUPPLY OF AMMUNITION. ) (----------------------------------|----------------------------------------------------------------------------------------) ( JUGGERNAUT DAMAGE RESISTANCE | WITH THIS OPTION THE JUGGERNAUT IS EXTRA TOUGH. ) (----------------------------------|----------------------------------------------------------------------------------------) ( JUGGERNAUT EXTRA DAMAGE | WITH THIS OPTION THE JUGGERNAUT WILL INFLICT MORE DAMAGE ON HIS OPPONENTS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SECONDARY WEAPONS | DETERMINES IF THE PLAYER STARTS THE GAME AND RESPAWNS WITH A SECOND WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( STARTING WEAPON | DETERMINES THE PRIMARY STARTING WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( WEAPONS ON MAP | DETERMINES THE SET OF WEAPONS ON THE MAP. ) (---------------------------------------------------------------------------------------------------------------------------) ***************************************************************************************************************************** ***************************************************************************************************************************** __________________ / \ ( CAPTURE THE FLAG ) \__________________/ THE OBJECTIVE OF THIS GAMETYPE IS TO INFILTRATE THE ENEMY BASE AND CAPTURE THE ENEMY FLAG. THE SUCCESFUL RETURN OF THE FLAG TO THE BASE IS REWARDED WITH POINTS. THE TEAM WITH THE MOST SUCCESFUL CAPTURES WINS. ***************************************************************************************************************************** __________________ _______ |BUILT IN VARIANT| |RULES| (---------------------------------------------------------------------------------------------------------------------------) ( MULTI FLAG CTF | DEFEND YOU FLAG WHILST LAUNCHING AN ATTACK ON THE ENEMY BASE. 3 CAPTURES TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( CTF CLASSIC | DEFEND YOUR FLAG WHILE CAPTURING THE ENEMIES. 3POINTS TO WIN. FLAG CAN BE RETURNED. ) (----------------------------------|----------------------------------------------------------------------------------------) ( 1 FLAG CTF | TAKE TURNS ON OFFENSE/DEFENSE. ROUND LASTS 3 MINS AND IS WON BY A CAPTURE. ) ( | 3 ROUNDS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( 1 FLAG CTF FAST | ROUNDS LAST 2 MINS INSTEAD. ) (---------------------------------------------------------------------------------------------------------------------------) _______________ |QUICK OPTIONS| (---------------------------------------------------------------------------------------------------------------------------) ( NUMBER OF ROUNDS | DETERMINES THE NUMBER OF ROUNDS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( ROUND TIME LIMIT | DETERMINES THE TIME LIMIT OF THE ROUND. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FLAG TOUCH RETURN | ENABLES RETURNING YOUR FLAG TO YOUR BASE BY TOUCHING IT. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FLAG RESET TIME | THE TIME TO ELAPSE BEFORE THE FLAG RETURNS HOME. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FLAG AT HOME TO SCORE | YOU CAN'T SCORE A POINT UNTIL THE FLAG IS ON THE FLAG STAND. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FLAG INDICATOR | ENABLES A WAYPOINT INDICATOR SHOWING WHERE THE FLAG IS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( VEHICLE OPERATION | DETERMINES WHETHER THE FLAG CARRIER CAN OPERATE VEHICLES. ) (----------------------------------|----------------------------------------------------------------------------------------) ( OVERSHEILD | CONTROLS WHETHER THE OVERSHEILD POWER-UP IS AVAILIBLE ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( ACTIVE CAMOFLAGE | CONTROLS WHETHER THE ACTIVE CAMO POWER-UP IS AVAILIBLE ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FORCE EVEN TEAMS | ALL TEAMS HAVE THE SAME AMOUNT OF PLAYERS ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( PRIMARY HEAVY VEHICLES | CHOOSE THE PRIMARY HEAVY LAND VEHICLE (WRAITH, SCORPION, RANDOM, NONE). ) (---------------------------------------------------------------------------------------------------------------------------) ***************************************************************************************************************************** ***************************************************************************************************************************** _________ / \ ( ASSAULT ) \_________/ EXACTLY THE OPPOSITE OF CTF, THIS GAMETYPE REQUIRES YOU TO CARRY THE BOMB INTO THE ENEMY BASE AND HOLD IT THERE FOR A SET AMOUNT OF TIME. ON SUCCESFUL ASSAULT EARNS A POINT. ***************************************************************************************************************************** __________________ _______ |BUILT IN VARIANT| |RULES| (---------------------------------------------------------------------------------------------------------------------------) ( MULTI BOMB | DEFEND YOU BASE WHILST LAUNCHING AN ATTACK ON THE ENEMY BASE. 3 BOMBINGS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( NEUTRAL BOMB | ONE BOMB STARTS IN THE MIDDLE. 3 BOMBINGS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SINGLE BOMB | TAKE TURNS ON OFFENSE/DEFENSE. ROUND LASTS 3 MINS AND IS WON BY A BOMBING. ) ( | 3 ROUNDS TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SINGLE BOMB FAST | ROUNDS LAST 2 MINS INSTEAD. ) (----------------------------------|----------------------------------------------------------------------------------------) ( BLAST RESORT | ONE LIFE AND NO MOTION SENSOR. TEN SECOND ARMING, 3 MINUTE ROUNDS, FIRST TO 3 WINS. ) (---------------------------------------------------------------------------------------------------------------------------) _______________ |QUICK OPTIONS| (---------------------------------------------------------------------------------------------------------------------------) ( NUMBER OF ROUNDS | DETERMINES THE NUMBER OF ROUNDS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( ROUND TIME LIMIT | DETERMINES THE TIME LIMIT OF THE ROUND. ) (----------------------------------|----------------------------------------------------------------------------------------) ( BOMB TOUCH RETURN | ENABLES RETURNING THE BOMB TO THE ENEMY BASE BY TOUCHING IT. ) (----------------------------------|----------------------------------------------------------------------------------------) ( BOMB ARM TIME | THE TIME TO ELAPSE BEFORE THE BOMB IS ARMED. ) (----------------------------------|----------------------------------------------------------------------------------------) ( ENEMY BOMB INDICATOR | ENABLES A WAYPOINT INDICATOR SHOWING WHERE THE ENEMY BOMB IS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( STICKY ARMING | WHEN THIS IS ACTIVATED YOU CAN PICK UP A PARTIALLY ARMED BOMB AND RESUME TO ARM IT. ) (----------------------------------|----------------------------------------------------------------------------------------) ( VEHICLE OPERATION | DETERMINES WHETHER THE BOMB CARRIER CAN OPERATE VEHICLES. ) (----------------------------------|----------------------------------------------------------------------------------------) ( OVERSHEILD | CONTROLS WHETHER THE OVERSHEILD POWER-UP IS AVAILIBLE ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( ACTIVE CAMOFLAGE | CONTROLS WHETHER THE ACTIVE CAMO POWER-UP IS AVAILIBLE ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FORCE EVEN TEAMS | ALL TEAMS HAVE THE SAME AMOUNT OF PLAYERS ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( PRIMARY HEAVY VEHICLES | CHOOSE THE PRIMARY HEAVY LAND VEHICLE (WRAITH, SCORPION, RANDOM, NONE). ) (---------------------------------------------------------------------------------------------------------------------------) ***************************************************************************************************************************** ***************************************************************************************************************************** _____________ / \ ( TERRITORIES ) \_____________/ IN TERRETORIES YOU FIGHT TO GAIN CONTROL OF TACTICAL AREAS ON THE MAP. THE MORE TERRETORIES YOU CONTROL THE MORE TIME YOU ACCUMULATE. UNLIKE KING OF THE HILL YOU DON'T HAVE TO STAND IN THE AREA TO GAIN THE TIME AND THUS CAN ALSO CANTROL MORE THAN ONE TERRITORY. ***************************************************************************************************************************** __________________ _______ |BUILT IN VARIANT| |RULES| (---------------------------------------------------------------------------------------------------------------------------) ( 3 PLOTS | THERE ARE 3 TERRETORIES. ACCUMULATE 3 MINUTES OF TIME. ) (----------------------------------|----------------------------------------------------------------------------------------) ( LAND GRAB | OWN A MAYORITY OF TERRETORIES AND EARN 5 MINUTES OF TIME TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( GOLD RUSH | TWO MINUTES WINS A ROUND. ROUND LASTS 3 MINS. FIRST TO 3 ROUNDS WINS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( CONTROL ISSUES | TWO TERRETORIES AND OVERSHEILDS BRINGS THE FIGHT TO THE MAXIMUM. 5 MINS WINS. ) (----------------------------------|----------------------------------------------------------------------------------------) ( CONTENTION | ONE TERRETORY ON THE MAP. TWO MINUTES TO WIN. ) (---------------------------------------------------------------------------------------------------------------------------) _______________ |QUICK OPTIONS| (---------------------------------------------------------------------------------------------------------------------------) ( SCORE TO WIN ROUND | DECIDES HOW MANY POINTS ARE NEEDED TO WIN THE ROUND. ) (----------------------------------|----------------------------------------------------------------------------------------) ( NUMBER OF ROUNDS | DETERMINES THE NUMBER OF ROUND TO WIN. ) (----------------------------------|----------------------------------------------------------------------------------------) ( TERRITORY COUNT | DETERMINES THE NUMBER OF TERRITORIES ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( WEAPONS ON MAP | DETERMINES WHAT SET OF WEAPONS IS AVAILIBLE ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( CONTROL TIME | DETERMINES HOW MUCH TIME YOU NEED TO BREAK SOMEONES CONTROL OF THE TERRITORY. ) (----------------------------------|----------------------------------------------------------------------------------------) ( CONTROL TIME | DETERMINES HOW LONG IT TAKES TO GAIN CONTROL OF A NEUTRAL TERRITORY. ) (----------------------------------|----------------------------------------------------------------------------------------) ( WEAPONS ON MAP | DETEMINES THE WEAPON SET ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( SECONDARY WEAPONS | DETERMINES IF THE PLAYER STARTS THE GAME AND RESPAWNS WITH A SECOND WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( STARTING WEAPON | DETERMINES THE PRIMARY STARTING WEAPON. ) (----------------------------------|----------------------------------------------------------------------------------------) ( FORCE EVEN TEAMS | ALL TEAMS HAVE THE SAME AMOUNT OF PLAYERS ON THE MAP. ) (----------------------------------|----------------------------------------------------------------------------------------) ( STARTING GRENADES | IF THIS FEATURE IS ON, PLAYERS WILL START THE GAME AND RESPAWN WITH GRENADES. ) (----------------------------------|----------------------------------------------------------------------------------------) ( ACTIVE CAMO | DETERMINES IF ALL PLAYERS ARE INVISIBLE. FIRING A WEAPON MAKES YOU TEMPORARILY VISIBLE.) (---------------------------------------------------------------------------------------------------------------------------) ***************************************************************************************************************************** THANKS TO: http//: www.cheathappens.com http//: www.gamers-pad.com & http//: www.wasabi-uk.com FOR HOSTING THIS GUIDE AND YOU FOR READING IT OF COURSE. © EternalSlayer 2004/2005 (A.M.M.O.member@gmail.com) This Guide is for private use only. Unauthorised copying of this Guide (plagarism) is prohibited.