Halo 2 FAQ


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                          FAQ/Walkthrough
 >>==>==>==>==>==>==>==>==>==
                        For Microsoft X-BOX
                           Version Final
                          By Chris Zawada
                          User: antseezee
                    E-mail: [email protected]
                    Website: www.antseezee.com
                          Created: 12/15/04
                        Last Update: 05/06/05
                     Copyright 2005 Chris Zawada
 ----------------------------------
 
 Author's Note
 ----------------------------
 Ah, the inevitable love for playing first person shooters. Halo defines the
 meaning of a "system killer", as it literally represents the X-BOX in every
 shape and form. Combining several unique elements, along with great graphics,
 music, and gameplay, Halo was the ultimate reason to purchase a Microsoft
 system. Its enticing action, full of aliens, mysterious threats, and one
 kickass hero named Master Chief, it was the ultimate gamer's dream. Now with
 Halo 2 out, that ecstasy has just about continued, featuring our favorite
 hero, along with numerous alien representatives. Not only does Halo 2 continue
 the great FPS legacy, but it adds a whole new realm of online gameplay with X-
 BOX Live support, not to mention viewable stats, and plenty of updates to
 arrive in the future thanks to Bungie. Pull that trigger back in the name of
 the universe, or be slaughtered like another glorious hero!
 
 Contributing/Feedback
 ----------------------------
 If you have any contributions, feedback, or strategies you'd like to have
 added to the guide, contact me via e-mail or on GameFAQs. I'll be more than
 content to add your segment of information, and will also provide credit. If
 you have any questions you'd like added to the Common Questions section, ask.
 I simply don't have the time to sit around thinking of questions. Provide me
 with what you want to know!
 
 Updates
 ----------------------------
 =05/06/05= v Final
 Added the following sections/details:
 - Converted strategies from my PDF guide to this guide.
 I am no longer accepting submissions, suggestions, or strategies. This is the
 final update for this guide, as I recently sold Halo 2 for personal reasons.
 However, I'm also not selling the guide anymore, so the exclusive rights have
 been released. I know the Autoupdate has fixed some of the suggestions in this
 guide, and new maps have been released, but it's the final update - so too bad.
 
 =02/06/05= v1.5
 Added the following sections/details:
 - Locations of all Skulls (special thanks to www.gamewinners.com)
 - Few Custom Gametypes (thanks to puppy)
 - Sniper Ammo Cartridge Pack Locations under Sniping section
 - More Sniper Spots (thanks to Dutch Hayabusa)
 
 =01/29/05= v1.4
 Added the following sections/details:
 - Combo Ratings section (thanks to Masked_Moogle for inspiration)
 - Elite vs. Spartan section (thanks to TimeOfRogues for idea)
 
 =01/22/05= v1.3
 Added the following sections/details:
 - More locations to Sniper Spots (thanks to Dutch Hayabusa)
 - CTF Methods section (thanks to Dutch Hayabusa & Dutch Sephiroth)
 - Minor Guide Corrections (thanks StarAdder007, AndrewDude1812)
 
 =01/15/05= v1.2
 Added the following sections/details:
 - Sniping section (under X-BOX Live Chapter)
 - Counter to each weapon (under Weapons Chapter)
 If you have anything else to suggest adding to the guide, feel free to do so.
 I'm currently brain-dead on new ideas to add, besides custom gametypes, more
 generic multiplayer tips, and so on. Somewhat interested in adding a
 "Legendary" section to help players struggling on the insane game mode.
 
 =01/03/05= v1.1
 Added the following sections/details:
 - Sword Flying & Rocket Flying (credit to Poomeister)
 - Getting to Top of Maps
 - More Q&A's under X-BOX Live Troubleshooting
 - Custom Game Variants
 - Dawn of the Dead section
 Still looking for more multiplayer tips. Seems like most of the Halo 2 experts
 are holding back. Stat resets are probably coming soon, so expect them Halo 2
 players.
 
 =12/19/04= v1.0
 Finished the FAQ. The guide is 100% complete, although I'm expecting a
 plethora of extra submissions via e-mail. Trust me, I've had experience before
 when I wrote the Ninja Gaiden guide. I'm not too keen on finding secrets in
 the game, which the guide lacks. However, I'm more interested in providing X-
 BOX Live tips, which I believe people will benefit from greatly. Feel free to
 contact me at [email protected], on AIM (antseezee), or via GameFAQs
 (antseezee).
 
 =12/15/04= v1.0
 Started the FAQ. This is going to be close to being one of my best guides,
 relative to that of my Ninja Gaiden guide. I'm writing for Halo 2 not out of
 popularity, but because it's one of the most played games in my X-BOX
 collection. You can expect a single player walkthrough, and MANY X-BOX Live
 tips.
 
 - I've now added a Quick Search function to the guide. Press CTRL + F, and
 type in the designated (#.#) to be quickly forwarded to that specific section
 of the guide.
 
           ============================
           -    Table of Contents     -
           ============================
           1) Introduction
           2) Game Basics
              > Controls
              > Screen HUD
              > Characters/Enemies
           3) Game Modes
              > Description of each
           4) Walkthrough
              > Level 1: Cairo Station      (4.1)
              > Level 2: Outskirts          (4.2)
              > Level 3: Metropolis         (4.3)
              > Level 4: The Arbiter        (4.4)
              > Level 5: Oracle             (4.5)
              > Level 6: Delta Halo         (4.6)
              > Level 7: Regret             (4.7)
              > Level 8: Sacred Icon        (4.8)
              > Level 9: Quarantine Zone    (4.9)
              > Level 10: Gravemind         (4.10)
              > Level 11: Uprising          (4.11)
              > Level 12: High Charity      (4.12)
              > Level 13: The Great Journey (4.13)
           5) Weapons
              > Profile of each w/ ratings
              > Combo Ratings               (5.1)
           6) Vehicles
              > Profile of each w/ ratings
           7) X-BOX Live
              > Game Modes
              > Matchmaking
              > Map Strategies                     (7.1)
              > Troubleshooting/Glitches/Solutions (7.2)
              > Custom Game Variants
              > Dawn of the Dead                   (7.3)
              > Sniping                            (7.4)
              > CTF Methods                        (7.5)
              > Elite vs. Spartan Comparison       (7.6)
           8) Secrets
              > Skulls
              > Sword/Rocket Flying
              > Getting to Top of Maps
           9) Common Questions
          10) Copyright/Distribution/Reproduction Guidelines
          11) Proper Credits
 
 ----------------------------------
 
 ============================
 - 1) Introduction          -
 ============================
 Your typical first person shooter is either loved, or despised by gaming
 communities. If developers manage to mold the right elements together, then
 you're rewarded with a nice 8.0 rating by various gaming sites. However, the
 games that go beyond the call of duty earn the 10s. Halo, which originated out
 of an authored trilogy of books involving humans and aliens in the future,
 ended up turning into one of the best shooters of next-gen gaming in the early
 century. A company named Bungie, which was known for inspiring new and
 intriguing methods into first person shooters, developed the first Halo
 exclusive for the X-BOX system. It turned out to be a system title, that
 became a reason to own the X-BOX. Now, Halo 2 is the sequel to the original,
 featuring the same hero, along with varying perspectives from both the alien
 race (Covenant), and an epic siege that only can be solved through intense
 firefights.
 
 You're basically tossed back into the Master Chief role (hero from the first
 game), who is a souped up Human Space Marine, with an enhanced armor system.
 By using futuristic technology, you must do melee and close combat with
 opposing enemies (along with some vehicular slaughter), and save the Earth
 from an invading threat of an alien species. Of course, the storyline takes
 place around 2500+, so technology is much more advanced than your typical
 spork. Suddenly, incoming scout reports show a large mass of Covenant ships
 approaching the home planet of Earth. It's up to you, and thousands of fellow
 space marines to defend Earth from the oncoming threat. Are you ready to kick
 some hard-boiled butt?
 
 Here's a brief excerpt from the instruction manual (credit to Bungie):
 
    >>_+= SECRET TRANSMISSION =+_---------------------------------
 
 ============================
 - 2) Game Basics           -
 ============================
 The X-BOX controller fits great for any first person shooter, mainly because
 of dual joysticks, and the ability to switch between numerous functions with
 the overwhelming amount of buttons. Halo 2's controls are simple, and take not
 much time to get use to. I recommend you put inverted controls on, if you're 
 use to them that way.
 
 KEY representation for each button:
      Thumbstick = left/right thumbstick pads (black)
     Control Pad = left directional pad (black)
               A = A button (green)
               B = B button (red)
               X = X button (blue)
               Y = Y button (yellow)
               R = R trigger (black, underneath right side of controller)
               L = L trigger (black, underneath left side of controller)
           START = Start button (black, center)
            BACK = Back button (black, center)
           Black = Black button (black, right)
           White = White button (white, right)
 
  ______________
 /Game Controls/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
         Left Thumbstick - moves character, strafes left/right
   Left Thumbstick Click - crouches, hold down to stay crouched
        Right Thumbstick - aims up/down, turns left/right
  Right Thumbstick Click - zooms scope, click only once
                       L - throws grenade, fires left weapon, boosts vehicles,
                           brakes on warthog
                       R - fires primary/right weapon, honks horn on warthog
                   START - pauses game, shows settings
                    BACK - brings up current score
        Up (control pad) - enables team chat
                       A - jumps
                       B - melee attacks
                       X - reloads (press once), action button, hold down to
                           enter/hijack vehicle
                       Y - switches weapons (press once), hold down to pick
                           up second weapon and dual wield 
                   Black - swaps grenade types
                   White - turns on flashlight, press once to enable team
                           chat
 
 - Moving your character is the same as before. Simply use the two joysticks, 
 left for moving, right for aiming. Crouching makes your overall body smaller, 
 and also makes you invisible to radar, but it must be held down. This can make 
 your thumb sore. Certain guns have scopes. The sniper rifle can be zoomed 
 twice, along with the beam rifle. If you have one weapon in hand, you can toss 
 a grenade by pressing L. If you have two weapons, you must drop one by 
 pressing Y once. Team Chat is a special feature that let's you talk to 
 teammates across the map. If they're not viewable on your radar, press the 
 White button once, then start talking. They will hear you no matter what. The 
 team chat feature is proximity activated, meaning it will stay on until you 
 stop speaking across your voice communicator. You DO NOT have to hold it down. 
 Jumping is great for reaching hard to find spots, or getting over a ledge 
 quicker. However, you're somewhat easier to hit.
 
 - Melee attacks are very useful, especially when close to an opponent or out 
 of ammo. It basically takes your weapon, and swings it like the butt of a 
 handle. If you hit someone from behind, it's an instant kill, also called an 
 assassination. You can reload by pressing X once, or holding X down when over 
 a weapon to pick it up. You can carry two weapons at a time, either in dual 
 wield, or on different slots. To hijack a vehicle, try to get near the person, 
 jump, and hold X when close to it. This is fairly hard to do on Banshees, but 
 can be done if you time it right. Dual wield let's you handle two weapons at 
 once, and fire them as if you had two pistols in hand. Simply hold Y when over 
 another weapon (of any kind, doesn't have to be same), and you will pick it 
 up. You cannot throw grenades in dual wield, but you can mix-n-match guns 
 until you find a powerful combo. Some guns are not dual wieldable, such as the 
 Shotgun, Rocket Launcher, or Sniper Rifle. There are two different types of 
 grenades in the game, explosive and plasma. You can switch between the two by 
 pressing the black button (if you have both in inventory).
 
  ___________
 /Screen HUD/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 The following section will briefly describe what the Halo 2 interface 
 looks like, and what each bar stands for in the game.
   __________________________________________________________
  |                                                          |
  |  /=======/                           [2]  /========/     |
  | / [1]   /                                /  [3]   /      |
  |/=======/                                /========/       |
  |                        [7]                               |
  |              #           _             #                 |
  |            /^./        /             .^               |
  |           /  /        | [6] |            ____          |
  |          /             _ /                 _|         |
  | ________/   __|                             /           |
  | ==[5]=/|  /                              |  |           |
  |  /      /                                /            |
  | | [4]  |                                                 |
  | |      |               [8]                               |
  |  ____/                                                  |
  |__________________________________________________________|
 
 
 Meaning KEY:
 
    [1] - Left Weapon Indicator - shows how much ammo you have left in your
                                  left weapon, or grenades (if no dual wield).
 
    [2] - Secondary Weapon - shows what item is in your secondary possession
                             if in dual wield, or normal wield. If you only have
                             one weapon, this will be blank.
 
    [3] - Right Weapon Indicator - shows how much ammo you have left in your
                                   right/primary weapon.
 
    [4] - Radar - shows enemies with red dots, friendlies with yellow. This only
                  picks up objects not in a crouched position, or who are moving
                  with relative speed. Sometimes misses stationary/slow targets.
 
    [5] - Shield Indicator - In Halo 2, you only have a shield, and basically no
                             life bar afterwards. If your shield bar runs down
                             to the left and is empty, HIDE. If you get shot or
                             hit with no shield, you will die immediately. Your
                             shield automatically regenerates after a set amount
                             of time (usually 10+ seconds).
 
    [6] - Aiming Reticle - this is where your gun will fire when shooting a
                           weapon. Use this whenever you want to aim something.
                           You can zoom in on other weapons, so make exclusive
                           use of that.
 
    [7] - Warning Indicators - various indicators will be shown whether you
                               have to reload, are low on ammo, red beams
                               around the reticle indicate location of oncoming
                               damage. For example, a left red flashing beam
                               means there is an enemy shooting you to your
                               left.
 
    [8] - Weapon Skins - your primary visuals on your weapons will be displayed
                         here.
 
  ___________________
 /Characters/Enemies/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 As with any first person game, you have your typical characters who help 
 navigate the plot, but don't do too much roleplaying to influence the 
 storyline. Halo 2 tends to get a little more in-depth, featuring more 
 cutscenes than your typical Star Trek game. Anyhow, this section will provide 
 some basic background info on the main characters, ALONG with information on 
 enemies (and how to defeat them).
 
     ----------------------------------
     `@` SPARTAN-117 - MASTER CHIEF `@`
        ||||||||||||||||||||||||||||
 
 - "Spartan 117, the Master Chief, is a member of the SPARTAN-II project. He is 
 a genetically, biologically, and technically enhanced fighting unit, standing 
 seven feet tall and weighing half a ton in his armor. His reflexes are 
 unmatched, his strength and endurance quite unlike any other human, and his 
 tenacity molded by a lifetime of conscripted military training. The Master 
 Chief is proficient in all current ballistic weapons and tactics, incursion, 
 and unarmed combat, and has extensive experience with Covenant military tech."
 
 = Basically your John Rambo of the game. Looks cool, kills enemy targets in 
 cool manners, and really knows how to lay a whooping. His unique appearance 
 gives him a Robocop-like feeling, meaning he's the good guy of the game. About 
 70% of players on Halo 2 multiplayer use the Spartan model, so don't feel bad 
 about using him too. Cannot jump as high as an Elite, but possesses a smaller 
 overall frame.
 
     --------------
     `@` GRUNTS `@`
        ||||||||
 
 - "The basic infantry unit of the Covenant, Grunts are dangerous in groups but 
 present little threat individually. Short, stocky, and relatively slow, they 
 will often panic when faced with superior forces. However, if they are being 
 led by an Elite, they will stand and fight."
 
 = These guys are like ants, almost squishable in instances. Grunts are very 
 weak, can usually be knocked down with minimal ammo. Most of them are equipped 
 with needles or plasma pistols. Toss grenades to take out packs of em', or use 
 burst shots to knock them down. Can easily be melee attacked for a quick kill.
 
     ---------------
     `@` JACKALS `@`
        |||||||||
 
 - "Excellent shots, the Jackals seem to be higher in status -- if not 
 necessarily rank -- than the Grunts. They will often be found in defensive 
 positions, fighting from behind their distinctive energy shields. A well-used 
 shield makes a Jackal a difficult target, but the notch they use to return 
 fire provides a weak spot that can be exploited."
 
 = You'll usually find these guys up in higher positions with Beam Rifles, or 
 plasma pistols with a shield. These guys can be tough. Grenades work best to 
 knock them out from behind, that or well-placed melee attacks. Don't 
 concentrate on them too much unless they have a long-range weapon.
 
     ---------------
     `@` HUNTERS `@`
        |||||||||
 
 - "Hunters are incredibly dangerous foes, deployed more like equipment than 
 soldiers. They are brought in for demolition or heavy defense, and always work 
 in pairs. These massive creatures appear to be composed of multiple organisms 
 that exist within the Hunter armor, creating a bipedal hive creature. Near-
 impenetrable armor and a devastating hand-held fuel rod weapon make Hunter 
 pairs very problematic."
 
 = Probably the worst enemy you could face on foot. Hunters are very big,
 almost like a tank, yet move slow. These guys shoot large green blasts of
 energy which do explosive splash damage. Best recommendation is to take
 shelter, get a high-damage weapon and fire it at them. Combine this with
 grenade tosses, and hope for the best. Hunters are most often encountered
 while in a vehicle, so they shouldn't be TOO bad.
 
     --------------
     `@` ELITES `@`
        ||||||||
 
 - "The Elites are the core of the Covenant military. Excellent soldiers,
 brilliant tacticians, and disciplined, aggressive fighters, they are the
 primary strength of the Covenant force. Faster, stronger, and tougher than
 Humans, they fight in relatively small numbers but often lead squads of
 Grunts. Armor color seems to indicate rank, and we believe Elites are promoted
 based on numbers of casualties they inflict."
 
 = Elites are the "Spartans" of the Covenant army, simply put. These guys have
 large plasma shields, but are exposed when no shield is activated. Try nailing
 them down with dual weapons (plasma pistol + SMG), or use grenades to sparse
 them apart. Taking an elite down amongst a group makes the group easier to
 kill. Stuck plasma grenades also work EXTREMELY well against them.
 
     --------------
     `@` BRUTES `@`
        ||||||||
 
 - "Not as readily understood as Elites, Brutes fight together in a pack and 
 are physically stronger. Brutes demonstrate similar battlefield abilities to 
 Elites, and their numbers have demonstrably increased since the conflict 
 began. They carry a ballistic explosive weapon with an attached bayonet 
 device."
 
 = Brutes are similar to smaller Hunters, but a tad quicker and more agile. 
 Their primary weapon is a grenade launcher that does iffy damage, but their 
 melee attack is a blade equipped near the handle of the gun. Try to avoid 
 getting up close to them, but rather, use grenades and bullet weapons to 
 weaken them. They have no shield though; killing them is just a matter of 
 aiming.
 
     --------------
     `@` DRONES `@`
        ||||||||
 
 - "Like the Brutes, Drones appear to be new additions to Covenant fighting 
 forces and are being deployed en masse. Apparently insectoid in origin, in 
 addition to maintaining Covenant spaceships, they have a limited ability to 
 fly and are excellent shots. Highly intelligent, their mastery of antigravity 
 flight assistance has given them an almost insurmountable strategic advantage 
 in combat."
 
 = And you thought Hunters were bad, these guys are a pain in the kalush. They 
 buzz around like bees, and sting with multiple plasma pistol shots. Problem 
 is, there are usually up to 10 at once, meaning your shields will be cut down 
 like stretched out cheese. Try to get a plasma rifle, and hit them down (their 
 life bar is weak). Get in cover when there are a ton in the air, because their 
 flying advantage is too overwhelming to take head on.
 
     ----------------
     `@` PROPHETS `@`
        ||||||||||
 
 - "Little intel is available on these creatures. We know that they are 
 administrative or religious in nature and have little to do with actual 
 battlefield circumstances. None has ever been killed or captured, and they 
 appear to be few in number."
 
 = The Elders of the Covenant race, prophets act like the overwhelming 
 Psychology professor at your local college. These guys have mystical powers 
 (the ability to float). Horrible in combat, but rather, more like a Pseudo 
 wizard you don't want to mess with. Their main attack consists of a large 
 sentinel beam attack, launched similar to a Fuel Road Projectile. 
 Unfortunately, you only encounter one during the game.
 
     -------------
     `@` FLOOD `@`
        |||||||
 
 = These are parasitical creatures that absorb themselves with living organisms 
 and morph the user into a cross-hybrid. The Flood often appear in various 
 forms (molded marines, molded Covenant, molded eggsacks). Many of them will 
 carry weapons, but have somewhat bad aim. Their melee attacks are powerful, 
 and a few whacks can put you out permanently. They often go down to spray-fire 
 weapons. Sentinel Beams and SMGs seem to work well against them. The Eggsack 
 versions explode to release parasites, so be careful.
 
 ----------------------------------
 
 ============================
 - 3) Game Modes            -
 ============================
 The real concern over many new first person shooters is whether or not they 
 have online multiplayer, and a rock-em-hard campaign mode. Thankfully, Halo 2 
 has both. This section will explain some of the game modes available.
 
  _________
 /Campaign/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 This is the universal mode that just about every Halo 2 owner out there has or 
 will play. Campaign mode is designed for single-player, where you must go out, 
 and save planet Earth as Master Chief. Along the way, a developing story will 
 progress, giving you access to the Covenant as well. Campaign mode can be 
 played through co-op with another friend on the same X-BOX, but cannot be 
 played on X-BOX Live. There are 13 levels. If you beat campaign mode on the 
 Legendary difficulty, an extra map is rewarded. However, in the recent update, 
 that secret map has been released publicly (Foundation).
 
  ___________
 /X-BOX Live/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 This is the ultimate way of getting every pound or dollar you spent into Halo 
 2. XBOX Live play allows you to play online games in various modes under 
 ranked conditions, custom games, or training grounds. You can matchmake 
 against other opponents of similar ranking, or practice with your own custom 
 settings and parties of friends. Parties are composed by inviting online 
 friends to join your "party." If they join, then the group stays together (as 
 if they were plugged in right next to you). Very useful stuff, but only for 
 those who have X-BOX Live. This is described in detail under the X-BOX Live 
 section (Chapter 7).
 
  ________
 /Profile/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 This is where you create your character's basic appearance both for online 
 play and to hold your own custom settings. You can give your player his own 
 custom avatar, which can be enhanced to a degree with various colors, symbols, 
 and backgrounds. Anyhow, profiles are designed to hold user settings, such as 
 controls and visual displays for one specific person.
 
 ----------------------------------
 
 ============================
 - 4) Walkthrough           -
 ============================
 As with any action game, sometimes the action gets too intense that you lose 
 track of your objectives. This is the primary feature of the guide. The 
 walkthrough section will guide you step-by-step through each level, tactics on 
 getting past sticky situations, and when to use certain weapons. I'm going to 
 let you know now that I wrote this walkthrough on the HEROIC difficulty, not 
 LEGENDARY. The only real differences between the higher difficulties is 
 stronger/more enemies, more life bars, less ammo, special secrets (only on 
 Legendary), and less damage propelled from enemy attacks. For the most part 
 though, it's relatively the same. Of course, completing the game on Legendary 
 is a task within its own. Levels are split into their individual sections, 
 each with objectives. Anyhow, here goes. 
 
    *The game begins with a FMV showing the Covenant Holy City, with a meeting
     proceeding onward. An Elite is telling a story to the fellow Prophets,
     about the Pillar of Autumn Space Marine ship which crash landed on the
     planet Reach. The Prophets criticize the commanding Elite for not stopping
     Master Chief, and allowing him to destroy the Halo ring. The Prophets
     declare him a heretic, and he is taken away. The game then shifts to the
     Earth Defense Plateau, which protects Earth from opposing forces. We're
     then brought to Master Chief placing his helmet on, and talking to one of
     the tech heads aboard a Marine ship. Apparently, Master Chief has gotten
     a nice upgrade to his armor. The better the merrier.*
 
  ____________________
 /Cairo Station (4.1)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: **
    SECRETS: n/a
 OBJECTIVES: + Repel the Covenant boarders
             + Find the Covenant bomb
 
 Start off by following the Sergeant's instructions. Look at the red lighted 
 beams, and then follow him over to the control manual. Walk into the machine, 
 and hold X over the hand imprint to start the zapper test. Once you're done,
 enter the elevator along with Sgt. Johnson (whom you might remember from the
 first Halo). Enter the train cart once you're above to proceed to the "real"
 first mission.
 
    *Another FMV sequence shows the rest of the command staff congratulating
     you on your success back at planet Reach. We're then forwarded to the
     Elite who was taken away. Some Brutes strap him into an orbital device
     of plasmic proportions. The Elite is then tortured via powerful red
     beams. Now that we're back at the Defense Grid, Master Chief is saluted
     by the ship Commander. More torturing is performed on the Elite, without
     his armor this time. Captain Keyes daughter is rewarded with a medal for
     her father's valiant actions. The Elite is then marked with a symbol for
     heresy for his failing actions. Cortana informs the commander that a
     large group of Covenant forces have been spotted on radar. Strangely
     enough, this group is 50 times smaller than the one that invaded Reach.
     Boarding ships are detected. They're going to try and take your MAC
     cannons offline. The commander orders you to defend this station.*
 
 Go down the stairs to where Sgt. Johnson is. Pick up the SMG and Battle Rifle.
 Follow the marines till you reach a large room with some barriers on the
 ground level. Crouch behind the one in the center, and wait for the Covenant
 to blast the door open. Start nailing the Elites and Grunts that pop out.
 Shouldn't be too bad. Once the sector is clear, head on through, turn right
 around the corner, and proceed ahead. The other marines will stay back to
 guard the perimeter. Go up the stairs. Cut through the double doors, and
 you'll see some broken windows to the left. Grab the turret by the first
 window, and reign down some fire on the Elites behind the plants. Once they're 
 down, go right through the upper hall. Proceed down the stairs, eliminate the 
 elite and his fellow friend, then enter the main hall. Enter back to the main 
 lobby, and take out the remaining tangos. Then, continue back to where the 
 stairs were, and proceed through the open hall.
 
 Several elites and grunts will be there to greet you. Nice time to toss a 
 grenade. Go through, and a brief Loading message should appear. You'll know 
 you're at the right place. Go up the stairs. Enter the hangar, and aim at the 
 purple tube. Knock out the Covenant who jump through. Jump down to ground 
 level and look out the window. One of the MAC guns will be blown to pieces by 
 an interior bomb. While the Covenant were retreating, some elite forces 
 managed to sneak in and plant a bomb. The door behind you should pop open. 
 Nail the forces, and head on through. Go left down the hall, then enter where 
 the retreating marine is coming from. Again, more Covenant will be popping out 
 of the boarding ships via the purple tubes. Use your grenades to clear out the 
 masses. 
 
    *Apparently, the Athens MAC gun was blown up, just like the Malta. The
     explosions are coming from inside. There's a bomb on your MAC gun as
     well. It's time to lock-n-load. Find the bomb and save the day.*
 
 Look near the middle of the room for a declining slant which leads to a door. 
 Head down and engage the aliens. This next part is a partial ambush. The 
 corridor on the right has an Elite that will pop through the door, along with 
 the lights darkening. Once he's down, you'll hear a shotgunning marine die. Go 
 up, engage the 2 elites, and watch out for one invisible one. Once they're 
 dead, make use of the shotgun on the ground. Go into the next room, but take 
 slight cover. Nail the grunts along the left, along with the people manning 
 the turrets. There's one plasma turret along the far wall as well. Use your 
 Battle Rifle. Plasma grenades work well here. Take out the elites, move ahead, 
 and enter the left corridor. Proceed up the stairs, and take out the 6 aliens 
 who pop through the new door. Move ahead.
 
 You'll meet up with Daughter Keyes, who seems to be having some trouble. 
 Grenade and shoot the Covenant in the hall, and help the other marines 
 eliminate the remaining tangos. Once clear, go right. You'll run into some 
 flying Elites who ambush the room. Take them down. Refer to your radar for 
 their positions. Once you're in the open, make use of your Battle Rifle for 
 sniping them out of the air. Backtrack under your previous position until you 
 see a door marked "Portside." Enter inside. When you see the two marines, 
 prepare for a tough part. Several Drones will fly up and ambush you. Try to 
 take cover along the right wall, and snipe them periodically with a long range 
 weapon. Plasma rifles work as well. Now that they're done, wait for the 
 elevator to rise. Snipe off the Covenant aboard it, then hop on, and hit the 
 switch to go down.
 
 When you reach bottom, head through the door, and make sure you have the 
 Battle Rifle. Start sniping the Elite on the plasma turret, then the other 
 flying elites. Once they're down, proceed ahead, hop on through, up to the 
 door in the upper left corner. Head into the Ground Control elevator. The next 
 part has some Grunts, and about 5-6 Elites guarding the bomb. Use your plasma 
 grenades to stick
 
    *Cortana enter Master Chief's head, and defuses the bomb. An enemy cruiser
     is heading up on their position. Master Chief decides to use the Covenant's
     bomb against them by flying out into space, and leeching it onto their
     ship. He jumps before landing on the ship itself, but the bomb plants
     itself and explodes. There goes one big mother clucker Covenant ship.*
 
  ________________
 /Outskirts (4.2)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: **
    SECRETS: n/a
 OBJECTIVES: + Defend the Marines until help arrives
             + Rendezvous with the Pelican
             + Find the Marines from second downed Pelican
             + Destroy the Covenant on the shoreline
             + Take the highway tunnel to the bridge.
 
    *Apparently, the Covenant managed to land on Earth, but only in one specific
     spot. It's your job to land onto Earth, and help save what can be salvaged.
     Unfortunately, along the way, a giant Covenant creature blasts down your
     transport vehicle, and you crash land inside an urban setting. Time to lock
     N' load marines.*
 
 Shake off the crash landing, and follow the marines out towards the open. 
 You'll face numerous enemies on this level, including more random ambushes. 
 Make use of your teammates, and stick together, until it's time to rock n' 
 roll. Once you reach the open area with a three-story building, you'll see 
 some Covenant reinforcements arrive from above. This is where it gets tricky. 
 Make your way to the building with the machine gun up top. Several Covenant 
 Elites and Grunts will pop out from the side alley along the right. Again, 
 more Jackals will pop out into the courtyard, so make use of the height 
 advantage. Several Drones will appear from up above, so make use of the turret 
 at hand. You may have some Beam Rifles on the extreme heights as well, 
 although they appear occasionally. Get a Battle Rifle to deal with them.
 
    *The Pelican says that if you can make it to the other side of the area,
     they can pick up the Marines via a new LZ. Johnson commands a marine to
     satchel open the gate.*
 
 Two new Hunters will arrive, thanks to the destruction of the gate. Not much 
 you can do, except try to toss plasma grenades at them and hope for the best. 
 Use the turret, along with close fire to eliminate them. They take a lot of 
 hits to go down as well. The Gate is right near the courtyard, fairly dark. 
 Head on through, and round the corners towards the Pelican. Johnson will get 
 picked up by one of the transports, as they need him elsewhere. Continue ahead 
 with the fellow marines. Make sure you have a long-range wep to take out the 
 Jackal beam rifle snipers ahead. Around the corner is a lone Jackal. Nail him, 
 grab his Beam Rifle, and hit the two snipers straight ahead on the two 
 different floors of the destroyed building. Then, start sniping out the 
 Drones. You'll have more Jackal snipers along the left/right balconies, along 
 the far sides. Some Elites will pop in as well, to help erupt the party. 
 You'll find them under the side balconies, one may even have a sword at this 
 point.
 
 Once the area is clear, head down the alley to the left where some fellow 
 marines are. Watch out for the two Beam Rifle snipers (one on left alley, 
 second straight ahead). The Elites will pop out from the right. There are also 
 several scrambling Grunts. Go down the left road where the flipped vehicle is. 
 Move ahead, clear out the remaining Covenant, and enter the Hotel where the 
 other marines are. Go down the dark hallway, and turn on your flashlight. A 
 small ambush of Elites is ahead. Make use of your Plasma grenades. When you 
 reach the open, nail the tangos to the left, then watch for the Covenant ship 
 in the open on the right. Kill the reinforcements that are dropped out. Now, 
 get into the driver's seat of the Warthog that appears. Time to clear some 
 alien forces out on the beach. Drive down through the ditch, and take out the 
 aliens next to the Pelican. Then, move ahead, and here comes the tough part. 
 There will be a beam rifle sniper in the floating tower, along with several 
 Elites/Grunts on the ground level near the beveled cargo boxes. Take your 
 time, spiral around, and let your gunner do the work. If your warthog is 
 destroyed, go back to the Pelican, and make use of the Ghost there. Watch out 
 for some Elite Ghosts as well.
 
 Now that you've made it past this part, gather some ammo, because you'll be 
 facing more of the same. Round the corner, and drive up ahead. You'll have 
 numerous Covenant forces under both large turret things, along with a 
 rebounding ship that will drop a few Ghosts. Try to get behind the ghosts, and 
 let your gunner nail out the driver. Otherwise, if it gets hairy, you can try 
 to run them over for the splatter kill. Again, keep the plasma fires off of 
 your warthog, because you need your gunner alive. If you're restricted to no 
 vehicle, try to hijack a Ghost, or kill the driver with a Battle Rifle, and 
 take over one. Get the gunner to shoot off the turrets on the Covenant 
 Carrier, and head up over the next hump. This next part will have a repeat of 
 before, with several Ghosts, along with a sheltered building near the 
 beginning. If you lose your warthog, retreat to the shelter, because the 
 Carrier will continue to pound down red plasma fire. Once the area is clear, 
 head towards the marked waypoint on your map. You won't be able to get the 
 Warthog up there, so try to grab a nearby Ghost, and boost ahead.
 
 Eventually, a Marine Warthog will come up from behind, if you want to hitch a 
 ride, but I recommend you stay in the Ghost. Zoom up ahead, and nail the 
 Covenant at the checkpoint. Boost over the ramp, but watch out for the flying 
 Drones. Try to take them out first (along with anyone on the turret inside the 
 pile of mass). Then, clear the next blockade, and blast ahead. Suddenly, a 
 large phason beam will blast through the highway. This is that big mother 
 clucker from before that shot us down. Three to four Ghosts will appear and 
 try to ambush you. Strafe and nail them down. Once it's clear, move ahead 
 again. Watch for your human warthog; he might get stuck next to the cargo box. 
 If he does, redirect him out, and through the right side. Blast ahead. You'll 
 run into several Elites at a checkpoint. Nail the turret first, the 
 concentrate on the men behind the barriers. They're easy to kill in a Ghost, 
 and you'll find a spare one behind the blockade in case you need on. Make a 
 right up ahead, and continue forth. Suddenly, you'll notice a fleet of Shadows 
 making their way down the Highway. You'll have to blow each of them up from 
 behind.
 
 I found that it's best to take out the back plasma turret, then boost ahead, 
 and nail the Elite Driver. If you're in the Warthog, try to avoid the shots,
 and hit both turrets since your driver won't be experienced (unless you're
 driving). If you destroy them early, you'll run into yet another Shadow ahead.
 Intercept it as well. Use the same plan as before. This one is just a test
 before reaching the end of the level.
 
  _________________
 /Metropolis (4.3)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: **
    SECRETS: n/a
 OBJECTIVES: + Crush Covenant resistance on the bridge
             + Make your way to the surface
             + Regroup with Marine forces in the city center
             + Board and destroy the Scarab
 
    *Remember that big mother clucker from before? Well, it's actually a Scarab.
     Unfortunately, it wiped through one of the marine platoons. Instead, your
     reinforcements drop down a Scorpion tank which you can use on the Covenant.
     Now we're talking. Where's my Cuban cigar? I'm gonna be smokin' em all
     away. Anyhow, the Sarge makes one more smart comment about what the ladies
     like.*
 
 Make your way onto the Scorpion Tank by holding down X. This tank has got a
 machine gun turret with the L button, and a tank cannon on the R button. Use
 the cannon for explosive situations, and the machine gun for infantry
 problems. Remember, don't let any infantry get near your tank, otherwise, they
 can blow it up. If you run into a Banshee, and can't seem to take him down, 
 use the Machine Gun to lower his shields and eventually blow him up. Board the 
 tank, and head up the bridge. If you want, you can let some fellow marines 
 hitch a ride on your tank, although they'll probably die in the process. The 
 tank has a "slight" arc on its shots, so try to aim slightly above on FAR 
 shots (300 meters or higher). A trio of ghosts will be along the right. Fire a 
 couple of shots to blow them up. An enemy Wraith up top will start firing 
 Plasma shots from the top. Ignore it for now, until you're in range. Just 
 don't get hit by the blue plasma balls. It takes about 3-4 shots to eliminate 
 the Wrath permanently. Fire a couple of shots, and wait for the blue explosion 
 to know you've done good.
 
 Along the way, you'll run into casual ghosts, but they're easy pickings with 
 the caliber on this tank. When you reach the peak of the bridge, it's gonna 
 get tougher. Some Carriers will ambush you from behind, on the sides. Fire a 
 few shots at em', and let your fellow marines RPG them. Watch for 2 Banshees 
 behind you on the diagonal flanks. Move downhill. About eight ghosts will come 
 up the bridge, but at timed intervals. Take them out in their 2-3 groups. When 
 you get close to the embankment, 3-4 Banshees will appear from above. Take 
 them out with the turret, and watch for the series of Ghost that attack on the 
 ground as well. Once they're taken out, another series of Banshees appear. 
 It'll get a ton more serious when the two Wraiths appear from the tunnel. Use 
 your tank gun, and the assistance of any alive marines if possible. Proceed 
 down the tunnel, and eliminate the small alien survivors. When you reach the 
 yellow-jutted doorway, you'll notice a friendly Warthog appears. Hop out of 
 the tank, and get the Shotgun that the marine gives you. Now, head up the 
 right pathway, and over through the crack.
 
 This is where it gets sticky. Several Elites will be mixed in with the 
 barricades below, with Grunts of course. However, there will be Beam Rifle 
 snipers in the background. Hopefully, you'll have some Marines left who have 
 Rockets equipped. Leave them to take care of the ground forces. You should 
 concentrate on sniping off the background snipers if possible, since they're 
 very annoying. Move ahead to where the red flashing light is, along the right 
 wall, and grenade the remaining Covenant. Head through the hallway. You'll run 
 into one or two Covenant, then a wide open space up ahead. Grab a Beam Rifle 
 from the Jackal before, and snipe off ALL of the Jackal Snipers. These guys 
 are very annoying because of the wide open arena. One of your Warthogs will 
 spiral around distracting the enemy. If you have any RPG guys left, they'll 
 take out the Ghosts. If not, then concentrate on sniping the Jackals first, 
 this is the biggest priority. Try to get the Ghost drivers second. If your 
 Warthog is alive, hop in the back with the Fuel Rod Cannon. Your driver will 
 take you into the next area. If you're on foot, grab a Beam Rifle, and snipe 
 off the Jackal at the far end by the tunnel. Two to four Ghosts will bum rush 
 you. If you're in the Warty, pick them off. Otherwise, stick with Plan B, get 
 cover, or pick up the RPG on the ground right near the entrance. Either way, 
 you'll have to get close to the Wraith, unless you have the Warthog with you.
 
 Now that this is done, proceed through the open tunnel ahead. You'll meet up 
 with yet ANOTHER Warthog who is battling some Ghosts. Take the Ghosts out 
 first either via a Warty or rocket launcher. Now, I recommend driving the one 
 you currently have. Your marines are not smart enough to evade the upcoming 
 Wraiths, so you should drive. Make sure you have a Gunner though. Proceed up 
 the road, and cut a left. You'll intercept 2 Wraiths, along with a Carrier. 
 The Carrier will be dropping Ghosts as well, so get the Ghosts first, then 
 nail out the Wraiths. They'll be fairly immobile, not too much of a threat. 
 Also, watch out for the 3 Beam Rifle Jackals on the bridge. You can probably 
 evade them, but if you're on foot, they're going to be your prime priority. 
 Once the area is clear, a new waypoint should appear.
 
    *The group of marines will inform you that their Lt. was hit upon landing.
     Not to mention, there are several Convenant forces in the perimeter, and
     the annoying Scarab from before. It's time Master Chief took a peek on
     how the Scarab exactly works.*
 
 Follow the soldier as he takes you through their landing zone. When you reach 
 the top, you should be out on a balcony. The Scarab should blow up your 
 Scorpion, then proceed overboard. Go up the slanted edge of the roof, then 
 move back past the water and through the sliding door. 
 
    *After all of the ass whoopin', Master Chief pops out fine as a dime. The
     Sarge is there in time to pick him up as well. Unfortunately, the Prophet
     Regret is jump warping back to his hometown in the middle of the city.
     Daughter Keyes decides to go in after him because he'll escape in otherwise
     flawless condition. She warps in with him. We're then brought back to the
     Covenant world where our tortured Elite is brought into a room with the
     Hierarch Council. These guys rule over the previous Prophets like yellow
     butter on a toasted rye. Anyhow, once the Brutes leave, the Hierarch wants
     the tortured Elite to become the next Arbiter, sort of like a hero who
     protects the code of the Covenant. The tortured Elite places on the new
     armor, and is instructed to go assault a true heretic (not him), but
     rather one who has been speaking against the higher council. Your mission
     is to kill this Heretic for his betraying actions, along with those that
     follow him. Unfortunately, his position is on a remote planet. You are
     shipped off to this location, along with some Elite troops, and are to do
     some stealth killing for your countrymen.*
 
 
  __________________
 /The Arbiter (4.4)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: ***
    SECRETS: n/a
 OBJECTIVES: + Locate the Heretic Leader
             + Pursue the Heretic Leader
 
 So, the game decides to take a twisting turn and put you in the role of one of 
 the covenant. Strange, no wait, very strange. Anyhow, you're start off on the 
 landing pad of the ship. Head to the nearby door. One of the neat features of 
 your Arbiter armor is the ability to cloak. Press the white button when you 
 want to cloak. A small clock will appear in the upper left corner. When it 
 runs out, you're visible. Also, it will recharge, so make sure you note when 
 it does, and continue to use the cloaking function. You'll also start off with 
 the nifty, yet lethal, Energy Sword. This baby can almost spell instant kill 
 with the amount of organic blood it spurts out from your opponent's body. I 
 recommend using it only on Elites, since it has limited ammo (about 5 plasma 
 per swing). Quickly move through the series of doors, cloak, and hit the guard 
 from behind. Up ahead will be a few more Heretics. Grab a Carbine, and use it 
 as your primary gun, with your sword as a backup. Pick off the Grunts that are 
 down the decline, and the remaining Covenant. Head down the pathway. Be 
 careful not to fall down.
 
 Round the corner, and then cloak, and engage the roaming guards by the 
 elevator. There will be 1-2 Heretics inside the elevator, so keep your guard 
 up. Proceed inside, and your fellow Elite will lower it with you. Once you 
 reach the bottom, cloak and enter the room. You'll notice that some of 
 the "Sacred Librarians" have sided with the heretics. Anyhow, start engaging 
 the enemy. You'd probably be best grenading the cluster on the right. Try to 
 make your way to the far window, and hit the switch. This will open the door 
 for your ship to come in, and provide reinforcements. Along the way, several 
 Grunts will appear from the right with Fuel Rod Cannons. Snatch one up, and 
 use it some of the approaching troops. You'll get an Elite or two to help you. 
 Watch out near the far end, as a Swordsman will enter the arena. Take him out 
 from afar, or behind, because his sword does an instant kill all the time. 
 Once the room is clear, get some fresh ammo, nades, and move onward. In the 
 next room, you'll have several Grunts and Heretics to lay waste to. 
 Fortunately, none of them will be opposing threats until you reach the blue 
 conveyor belts. Watch out for a heavy ambush from the sides, including several 
 Heretics. Stick to grenades and Dual Needlers for carnage.
 
 Proceed through the blue door, and sneak up on the lone guard. Eliminate the 
 Grunts to your left, then turn around, and make quick existence of the 
 Heretics. Continue down the spiral stairs to the left, and you'll run into 
 small scatterlings of Grunts and Heretics. Use your plasma grenades to take 
 out the bunches, and Carbine them down. There's a reload to your Sword down 
 below. Now, head through the next alleyway. Go around the circular path, 
 eliminating the Heretics as they appear. Use your plasma grenades near the 
 canisters to help get some explosive material. Once you've cleared it out, 
 compose yourself, and head through the door to the right at the end. Head into 
 the left door.
 
    *Suddenly, the Heretic Leader escapes into a Banshee, and says he will
     protect the Oracle. As he flies away, you receive orders to help escort
     your mothership as they track his coordinates down.*
 
 Start off by looking on your radar. An ambush will come either to your left, 
 or your right. Intercept the oncoming forces, then proceed outside, and hope 
 into either Banshee. Follow your waypoint to your mothership, and defend it. 
 You'll have a series of numerous Banshees attempt to attack it. This is fairly 
 simple, since you just have to shoot the opposing Banshees down. They're weak, 
 and have limited maneuvers. My best recommendation is to boost with the L 
 trigger after them, and just keep firing. Get use to the slow range on the 
 plasma lasers. Fire them ahead of distant targets to intercept their path of 
 flight. The Banshee also has a VERY useful Banshee Bomb. Press B to fire it. 
 It's similar to a Fuel Rod Cannon. It's best to use on stationary targets, 
 like plasma turrets, but works also on flying vehicles. Your next goal is to 
 take out all of the Banshees until they discover which one is the Heretic 
 Leader. Keep following your ship's waypoint, and keep destroying the Banshees 
 that follow. If you get close to the base, and the turrets fire at you, simply 
 destroy them as well. Believe it or not, the fuel rod turrets are way more 
 damaging than the flying Banshees.
 
 When you reach the upper echelon of the base, you'll find 2 spare Banshees 
 resting near the location with most of the Fuel Rod turrets. I recommend 
 switching to one of them to replenish the damage done to your primary hull. 
 Continue the search for the Heretic's ship. As usual, Banshees will continue 
 to come in pairs of two. Eventually, your mothership will inform you that the 
 position of the Heretic's ship has been located. He landed on one part of the 
 base. Clear the landing zone via your Banshee bombs and plasma fire. Wait for 
 the guards to come out, and take care of them as well. Land once your Grunts 
 are on the ground. Head on in.
 
  _____________
 /Oracle (4.5)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: ****
    SECRETS: n/a
 OBJECTIVES: + Escape the infested labs
             + Find the Heretic Leader
             + Cut the three cables holding up the station
             + Pursue the Heretic Leader back to the hangar
             + Kill the Heretic Leader
 
    *Your fellow forces will enter on in where the supposed Oracle is. However,
     one of your Elites reminds you that he has smelled this stench before.
     Smells like chicken tonight!*
 
 Move ahead into the narrow corridor, and move through the door. You'll be able 
 to see a firefight down below with some Covenant & Flood (zombies from the 
 first Halo). Unfortunately, it appears the Flood were victorious. Head through 
 the next door. Jump down to ground level. You will then start to hear groaning 
 and moaning sounds in the background. Be careful as an onset of Flood 
 parasites will start to attack you from all sides. You'll get an occasional 
 Flood Zombie who pops down, but they'll be fairly easy to kill. Your fellow 
 Elite will tell you to move on, while they wait for more reinforcements. Move 
 through the open door ahead. When you reach the elevator, numerous Librarians 
 and Flood Zombies shall appear. Try to pick up a Sentinel Beam, and start 
 firing at all the bogies around you. You may have some Elites left to help 
 you, but they probably won't last long. Keep alternating your Sentinels so you 
 have a fresh load of ammo. Make sure you do not fall off the elevator, as it 
 equals instant death. Keep firing down the motherload as they jump from above. 
 Again, more Librarians will appear along with them, which makes aiming at them
 ease with the Sentinel Beam.
 
 When you reach the bottom, a door should open. Go through it. Move through the
 halls up ahead, and grab a Carbine if you can. Then, enter through the next
 door. You'll hear some Covenant forces duking it out. Smash the glass windows,
 and start engaging both the Heretics and Flood. When the area is partially
 cleared, jump down, grab a Sentinel, and start blasting away the Parasites.
 More Heretics will pop up above to try and snipe you. Grab a Carbine and take
 em' out. Take shelter if necessary, because you'll be shot quite often.
 There's also a plasma cannon at one end of the room, but it's fairly
 ineffective at killing the Flood. After you've killed the drop-down enemies,
 look BEHIND you immediately. Heretics will pop out of the door. Start
 grenading them, and taking shelter on the opposite side. A mix of Flood will
 pop down as well. Once it's clear, move to the locked room that opened up. The
 door will open. Cloak, and proceed forward.
 
    *Your Elite informs you that the storm is about to hit, so you must find the
     leader of the Heretics, now!*
 
 Quickly move ahead using your cloak as you go. Avoid the right pathway as a
 series of Heretics and Grunts will rush down with Needlers. Take the left
 side. You'll run into minimal resistance, but nothing you can't handle with
 your sword. Move ahead, and you'll also have some reinforcements for backup.
 Reach the top, but be careful. Some Heretics will be waiting inside the
 pillars to ambush you. Try sticking them, but use your cloak as well. When you
 reach the top, cut back into the open area. You'll see a large arena. Move in,
 and engage some troops. The Heretic Leader will retreat, and hide himself 
 inside an energy barrier on the other side of the room.
 
    *A cutscene will reveal that the Heretic is protected from the storm in a
     minor room, and he curses you and your troops to die in the storm.
     Fortunately, the nifty Arbiter says he'll cut the cables holding the
     station together, to scare the Heretic out of his hiding hole.*
 
 Start go back towards the beginning of the room, and climb the stairs. As you 
 proceed upwards, a series of Librarians and Flood will drop down. Continue 
 your way to the top, until you reach the elevator switch, and hit it. When you 
 reach the upper echelon area, it gets tougher. There will be about 4-5 
 Librarians at once, along with several Flood Zombies ambushing you. You should 
 see three blue/white dotted pillars, at triangular coordinates surrounding 
 your position. Run up to these locations, pull out your Energy Sword, and 
 uppercut them to destroy them. Once they're all down, the station will start 
 to go into freefall. Quickly run back to the elevator that brought you up, and 
 press the switch. When you're back in the room, hop back down to the ground 
 floor, and go to the force field room. Eliminate the Heretics inside, then 
 drop through the elevator hole. Proceed through the next door. You'll run into 
 a frenzy of Flood that rush you. Pull out your sword and decapitate them. Now, 
 run down the spiral until you reach a bottom door. Nail the Elites guarding 
 the Hangar entry. Proceed inside.
 
    *The Heretic Leader jumps in a Banshee and flies away. Our Arbiter does the
     same to pursuit him to his death!*
 
 Apparently, he ran away again to another hangar station. Quickly follow your 
 waypoint which should be slightly to your left. You'll have about 4 Banshees 
 to deal with, and they're stronger than from before. Make use of the Banshee 
 bomb to eliminate them, and plasma them down. Use your boost if you're flying 
 up too quickly.
 
    *When you reach the waypoint, the Arbiter crashes and misses the landing!
     Thankfully, he did it for suspense, and was holding onto the ledge. He
     climbs up, and proceeds to sneak upon the Heretic Leader.*
 
 Run up through the next door, and start to engage the Flood/Librarians. Many 
 of the Zombies will be very aggressive, and attempt to jump-rush you. Jump to 
 ground level, and cut a right through the open door. Go right again. Follow 
 the Heretic to the left, and go through the doorway. Proceed up the spiraling 
 stairwell. Note that you'll face several Zombies, and plenty of Parasites. 
 Toss occasional grenades behind you to hold off the oncoming rush as you rush 
 upstairs. You can catch a couple of Heretics from behind as well. When you 
 reach the top door, you'll enter the conveyor section from before. Cloak past 
 them, and eliminate some of the Heretic guards along the left wall. Enter the 
 left "open" doorway, not the upper area. Proceed to the top.
 
    *The Heretic Leader attempts to jump onto his spaceship, but you intercept
     him. Unfortunately, 343 Guilty Spark is back, and ready to cause some
     deceitful chaos. The Heretic Leader then fires at the Arbiter, and spawns
     two Heretic bosses. Time to duke it out.*
 
 This boss battle can be extremely tough on higher difficulties, because of the 
 almost instant-death you're yielded if you're seen by 3 of the enemies. The 
 idea to remember is that only one is the true Heretic Leader, while the two 
 others are holograms. Start off by immediately cloaking and running to the 
 left. You'll find a Sword reload to the right, but more important, a fresh 
 Plasma Rifle along the left. There are also some important plasma grenades. If 
 you kill a hologram (either by sticking or slicing), the Heretic Leader will 
 respawn another one. Pay attention to which one he is. Usually, I notice that 
 the Heretic Leader stays on the upper part of the map. Keep using your cloak, 
 and try to get under him. Jump up, toss a grenade and try to stick him. If you 
 do, jump again, and do a swinging sword slice. It takes about 2-3 slices 
 without his shield to yield death.
 
    *After killing him, the Arbiter drags his body out so he can show the
     High Council of his accomplishment. A Brute then zap controls the annoying
     Oracle, and places him in a containment jar. After all, 343 Guilty Spark
     was responsible for the first Halo game. Now, we're fast forwarded to
     our human allies, where they have just jump warped into the area of the
     Covenant Battleship. Yet again, another Halo is discovered revolving around
     a Covenant planet. It's activated, and ready to be used at any second. It's
     time to lock N' load Master Chief.*
 
  _________________
 /Delta Halo (4.6)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: ***
    SECRETS: n/a
 OBJECTIVES: + Clear the landing zone for the Pelicans
             + Extend the bridge, and cross the chasm
             + Push through the Covenant-held ruins
             + Reach the towers in the lake
 
    *You and some other Marines will be launched via your landing pods onto
     Halo's surface. Suddenly, a few Covenant forces realize your presence,
     and start firing their plasma turrets.*
 
 When you reach the ground, immediately look up, and hold down R (with your 
 Rocket Launcher) to lock onto the plasma turret. Blast it out. Now, move up 
 the hill along with the other marines. When you reach the entrance to the 
 steps, take cover as you'll face several Elites and Grunts coming out of the 
 temple. Watch on the far left as an Elite will sneak behind you. Use your 
 Battle Rifle, or Dual Plasmas to move on up. You can get great reload cover 
 behind the temple pillars. There's a beam rifle sniper at the center of the 
 temple, close to a dark window. Take him out as a priority. Once clear, go up 
 top, and grab the beam rifle. The Pelicans will start to come in, but there 
 are some Covenant Phantoms as well. When the Phantom approaches, pull out your 
 Rocket Launcher, and nail the turrets on the Phantom. If you time it right, 
 you can also hit the reinforcements that drop down as well. Yet again, some 
 Elites may sneak into the bottom of your base, so eliminate them with some 
 well-timed nades. Once you're confident it's clear, go out, grab some 
 scavenger ammo, then retreat back in. Another Phantom will be dropping troops 
 in. Use the same strategy as before. Ammo will be more scarce, so try to get 
 your allies to help you out on this one.
 
 Now that the landing zone is clear, two Pelicans will arrive. Jump into the 
 driver's seat of the Warthog that appears thanks your fortunate Space Marines. 
 Now, drive straight ahead and to the right of the main temple. You'll see a 
 hilly road that leads up to the "big building" in the center of the island. 
 Three Beam Rifle snipers will be ready to greet you. Strafe and sidewind to 
 avoid them. Go right. When you reach the area up ahead, there will be about 3 
 plasma turrets that need to be taken out. Watch out for the two Ghosts by the 
 station. There's also a Wrath on the other side of the bridge. Start off by 
 eliminating the Ghosts and nearby Elites. If your Warthog flips, hijack a 
 Ghost, and finish off the remaining hostiles. Take cover behind the building, 
 and go inside. You should see a hole up top. Jump down into it, and engage the 
 enemies. It might be wise to toss a few nades first to let them know you're 
 here. Press the switch against the window (past the idol), and the bridge will 
 be extended. Now, head on out, eliminate any survivors, and wait for your 
 Pelican to drop down a Scorpion. Hop in, and make sure your allies are on as 
 well. Now, start firing your cannon at the two Wraiths on the other side. Move 
 across once they're down. Two Banshees will hit you from the left, along with 
 four Ghosts from the tunnel. 
 
 Cross through the yellow zone, and take the low route. Nail the oncoming 
 Ghosts. Move ahead, watch out for infantry troops, and cannon out the two 
 plasma turrets. Continue ahead to the next open temple area. Knock out all of 
 the turrets, troops, and about 6-8 Ghosts with your cannon/MG. Shouldn't be a 
 problem at all. Take the right path, past the fountain, up through the temple 
 stairs. Continue into the next area, but very slowly. Take out the flanking 
 Ghosts from the left pathway, and watch for plasma grenades being tossed by 
 Grunts by the pillars. Go down the left decline, and use the same strategy. 
 Cut a right, and you'll see another "large" structure. Be weary of when you 
 fire your cannon shots. More Ghosts will bum-rush from narrow alleys and the 
 steps on the left. Take out the plasma turrets too. Go along the left side, 
 and spiral through the center (under the temple). Eventually, you'll receive a 
 message from Cortana that says to clear a landing zone for the Pelican. Go 
 along the right side of the temple, and get out near the spikes. Help your 
 ground forces clear the Covenant forces by the shields. Move ahead near the 
 pillars, and start taking out more Grunts/Elites. Head into the inner tunnel.
 
 When you reach the next grassy opening, be prepared to engage some mix of 
 Elites/Jackals/Grunts. Nothing too spectacular, but concentrate on the blue 
 Elites since they're a tad stronger. Move up the left stairs when cleared, and 
 run ahead. Engage more commoners at the ambush spot ahead, but take shelter 
 behind the large boulders. Go down through the left cave. Here comes one of 
 the trickiest parts in the level. You're going to face several "Jackal" 
 snipers, and many of them are hidden behind the trees, bushes, and wilderness. 
 If you have any teammates alive, watch them go forth, and see where the 
 attacks originate from. You can use that to pinpoint the Jackals. Otherwise, 
 take your time, zoom through the leaves, and hope for the best. There are 
 usually two Jackals in the lower left. One is to your right, slightly below 
 the upper pathway. You can get a fresh load of beam rifle there. You'll also 
 find a Battle Rifle inside a canister along the path. Jump down, then cutback 
 near the waterfall, and two more enemies will be present. Suddenly, you'll get 
 ambushed by about 5-6 Drones from the air. Take them out, then backtrack along 
 the lower left side. Go up the hill, and take cover. Some more Jackal snipers 
 will appear at the far end from a dark tunnel, along with a guided Elite. Cut 
 up into the left path, but be careful as some Drones will ambush you from 
 behind. Kill the Elite ahead. 
 
 Move through the tunnel, along the left path, and regain some of your lost 
 ammo. Snipe off the Elites/Jackals ahead, or close combat them. Either way, 
 there won't be any flanking snipers, so you're doing good right now. When you 
 reach the dead end, curl a left up the path. You'll reach the end of the path, 
 with a wide-open view of the installation in the center of the lake. You have 
 to make your way into the belly of the beast. Start off by sniping off the 
 Jackal snipers patrolling the deck. There are 2-3 around the perimeter. Now, 
 concentrate on the Elites/normal guards. Jump down to the normal deck, and 
 grab the weapons in the canisters if you need a weapons reload. The Pistols 
 work well on the Drones. Run down the pathway, and enter through the sliding 
 doors. Crouch and peak around the corner. Pull out your Beam Rifle, and snipe 
 off the center Honor Guard. Now, 3-4 more Guards will hop down. Some will have 
 Swords, others will have skills. Try to take them out as they get near, or 
 stick them. DO NOT let them swing their swords near you. Grab a sword while 
 you're at it.
 
    *Before moving onward, Cortana says to stop here. She translated the
     Covenant message of the Prophet of Regret to be that he's going to release
     the firing mechanism on Halo, and carve an explosion in the universe beyond
     belief! Keyes will try to stop the index from occurring, but you must take
     the Prophet out, and set a universal record for the first Prophet being
     killed!*
 
  _____________
 /Regret (4.7)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: ***
    SECRETS: n/a
 OBJECTIVES: + Make your way through the first set of towers
             + Ride the gondola to the far towers
             + Pass through the submerged structures
             + Reach the main temple
             + Kill the Prophet of Regret, and escape
 
 As usual, you'll start back in the same temple room with the hologram.
 Immediately run upstairs and take shelter on the left ledge. Nail the 2-3
 Elites that pop out, along with the Drones. You'll have two marines for
 backup, which is rarely enough these days. Now that this area is finished off,
 go through the right doorway and out into the open area. There will be two
 Jackal snipers to nail off, along with some Grunts and Elites along the main
 pathway. You'll also face a Swordsman Elite. Take him out immediately, grab
 his sword, and wield it against the opposing foes. Move across the small
 plateau, but don't go over the top. Instead, take the under route, and grenade
 the beam rifle sniper on the other side. Now, rush the left along with the
 Elite, and take the covert entrance. Go through this spiral room, taking down 
 the minor opponents. Up ahead will be a narrow walkway, with some pillars. Use 
 the pillars for cover, peak out, and snipe of the Jackal snipers. It can get 
 fairly tricky. If you run out of ammo, you may have to grenade rush, and steal 
 a Beam Rifle. Anyhow, rush the Elites with the sword, and you may also note a 
 ship blasting off from the station.
 
 Get up to the fountain area, and proceed onwards. Suddenly, a Phantom will 
 drop down two hunters. Take shelter in the little stone hut, and try to Beam 
 Rifle snipe the heads of the Hunters. These guys are tough, and sticking them 
 with grenades will weaken, but only stir them. Avoid melee attacks or getting 
 within their range, as you'll be toast. Once you're through, wait for your 
 Pelicans to lay down some reinforcements. You'll get some human support, along 
 with several weapons. Grab the Sniper Rifle, and the Shotgun, as the Sword is 
 nearly out of ammo. Start sniping the Covenant on the gondola approaching from 
 the ship that detached before. Then, get up close, and eliminate the rest of 
 them. Go to the head of the ship and activate the switch. Now, you'll face a 
 series of Drones. These guys are easy work thanks to the shotty. When you get 
 close to the mid-floating gondola, try to snipe as many Drones and Elites as 
 you can. It may get tough, because these Drones have dual pistols, but you'll 
 get use to it. You can jump over, and re-equip if you wish. Now, jump back to 
 your main gondola, and it will float towards the ship. When you get fairly 
 close, get a long range weapon (preferably Carbine or Sniper Rifle - from your 
 remaining ally), and nail the 2 Jackals on the landing platform. Snipe off the 
 turret guards as well. A few more will pop out. Repeat the procedure, and 
 enter through the lower doorway.
 
 Engage the Jackals/Grunts inside the small room, and enter the next one. Jump 
 onto the stair-like platform, and go up. Wait a bit, and some Jackals will pop 
 up from an elevator. Apparently, the structure is going to submerge 
 underwater, and you better hurry unless you want to swim. Jump into the 
 elevator, and hit the switch.
 
    *During the brief transport, Cortana informs you that Regret was asking for
     forgiveness after prematurely attacking Earth. Apparently there's some
     hidden conspiracy going on, and we're about to find out what it is.*
 
 You will then be at the submerged state of the ship. Move out, and head to the 
 next room. You'll reach a long narrow substation. Kill the 10 Grunts inside 
 the room, then head up the slanted walkway. In the next large room (with a 
 large hologram of a Regret), start to snipe the Jackals on the left/right 
 sides of the room. You'll run into several drones that appear once your 
 stealth entry has been breached. Make your way along the right side of the 
 room. When about three red dots appear on radar, these are the Honor Guards. 
 Be careful. Take out the Swordsman, grab his Sword, and wield it against them. 
 The tough part is to avoid the two Hunters that appear in the middle of the 
 room. You do not have to kill these guys, since you really don't have the 
 firepower to take them down. Concentrate on getting to the far door, and watch 
 for the quick rush of an Elite and his fellow Covenant. Once cleared, head 
 down the floor. The Hunters should chase you into this small room. Now, go 
 onto the opposite side of the room (where most of the Jackal snipers were), 
 and pick up some fresh Beam Rifle ammo. Now, here comes the tricky part. They 
 should be "stuck" in the room you were just in. Start tossing plasma nades 
 onto them, and start Beam Rifling them in the head. Make sure you fire one 
 shot every 2 seconds, so it doesn't overcharge, yet keep a constant stream of 
 fire. One should go down. Repeat for the second one.
 
 ^ NOTE: If you have trouble, you can try to find Dual Plasma Rifles lying 
 around, attempt to dual fire both at once. A Hunter will go down after about 
 one full clip, and a couple more shots. Only problem is that Plasma Rifles are 
 fairly rare in this room. One of the Hunter Guard carries one, along with one 
 of the Drones.
 
 Once cleared, move back to that small room where you had the hunter, and round 
 the corner. Enter the small doorway ahead. Some cloaked Covenant will be in 
 the next room under the water. These are similar to veteran troops, so be very 
 careful. You can Beam Rifle sniper if you desire, although it's fairly 
 difficult locking on. I prefer to run in with Dual Plasmas, hide behind the 
 pillars, and gradually take them out. Careful for the Swordsman who sprints 
 out at the end. Make sure you refreshen your Sword. Move up the inclined path. 
 Round the path, then enter the next elevator.
 
    *Again, Cortana intercepts another encrypted message across the Covenant
     battle network. Apparently, Truth has disregarded Regret as a complete
     fool, and that he will be spared from public humiliation. Of course,
     you're going to be killing him, so that's one more favor.*
 
 Jump out of the elevator, and crouch towards the Swordsman. Assassinate him 
 from behind for the easy kill, and swipe the opposing foes that attempt to 
 stop you. Refresh your sword is necessary. Now, move ahead. Again, we'll see 
 more foolish propaganda from Regret. When you reach the open, be very careful. 
 Grab a Carbine from the previous Honor Guard, and start sniping off the 
 Drones/Grunts. Make your way up the hill, and nail off the 2-3 Elites. You'll 
 get more human weapons up from above, thanks to some Pelican reinforcements. 
 Take the Sniper Rifle and Battle Rifle. Move ahead towards the yellow cave. 
 Look to the right, and start sniping off the beam rifle Jackals. Make your way 
 over towards the left, and take out more of the same Grunts with their 
 friendly Elites. Their shields "seem" stronger, so take it a tad slower than 
 normal. Reach the far end, and you'll find one last gondola which leads to the 
 main temple. Pick up some Sniper ammo, and make sure you grab the Rocket 
 Launcher. Jump onto the gondola, and hit the switch. About 3-4 Banshees will 
 engage you as you cross to the main temple. Use the Rocket Launcher to lock on 
 and shoot them down.
 
 ^ NOTE: It is IMPOSSIBLE to hijack the Banshees. I have tried several times.
         Bungie disabled the feature during this part so you couldn't jack one
         and fly it straight to the main temple. Instead, they want you to take
         the gondolian way - hehe.
 
 You'll also have some Gravitational Elites to nail on the mid-gondola. Not too 
 much trouble for your sniper rifle. When you get fairly close to landing with 
 the temple, start to snipe off the normal grunts near the turrets. Then, focus 
 on the shield Jackals. Once clear, jump aboard.
 
    *A large Covenant fleet is seen flying overhead. Cortana says to hurry and
     kill Regret before that fleet can interrupt the mission.*
 
 Suddenly, several Covenant forces will pop out of the main entrance. Engage 
 them with your sniper rifle. Make use of a couple of plasma nades to spicen up 
 the party. Board the main entrance, and then round the corner. There will be a 
 few normal enemies, but several Elites, including Honor Guards from the upper 
 door. Take out the two Swordsman, and make sure to grab an energy sword. 
 Remember, sticking plasma grenades on these guys are your safest bet. Move to 
 the upper door, but be CAREFUL. Several Grunts will appear, along with Honor 
 Guard Elites down below. The Prophet is straight ahead in the room, near the 
 center. You can actually launch rockets at him, which take severe damage, 
 which is why it's best to conserve them for later on. Don't equip the Sword 
 yet. Instead, put on Dual Plasma Rifles so you can battle the normal guards 
 first. The best strategy is to lure the enemies towards the large sliding 
 doors, then retreat back to the hall, and shoot them as they come in. The door 
 has a delay open/close, which means you can reload, or regather your shields 
 quite easily. If you look ahead in the room, you'll notice the Prophet Regret. 
 Regret has a large Sentinel Beam attack, except it does nearly twice as much 
 armor damage. You can lock rockets onto his form, and attempt to destroy him, 
 but it's best to clear the room of default hostiles first. Now, to kill 
 Regret, you have to get close, jump up, and hold down X to grab a hold of him. 
 From here, you must tab B to melee attack him. After awhile, he'll teleport 
 around the room to various spots. It shouldn't be any trouble though, because 
 the Honor Guards sort of taper off during the fight. Keep beating him down, 
 and he'll eventually die.
 
    *Master Chief starts to run as the Phantoms fire a phason beam which
     eradicates the entire temple. Master Chief is thrown into the depths below
     of the treacherous seas. Then, some giant tentacle creature grabs him. We
     are brought back to the Holy City in the Covenant Empire. The Arbiter
     returns to find out that the Brutes have been designated as "official"
     guards of the Prophets, rather than the Elites which have been for many
     years. After intense interrogations with the Librarian, a Sacred Icon
     is the key to controlling the power and astonishment of the Halo weapon.
     The Hierarch wants you to retrieve this key, and bring it back to them
     so they may yield the power of the Halo. You're then dropped down onto the
     surface of a strange, yet futuristic temple.*
 
  __________________
 /Sacred Icon (4.8)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: **
    SECRETS: n/a
 OBJECTIVES: + Lower the Containment Shield
             + Power-up the four Absorbers to lower the Containment-Shield
             + Make your way through the Flood-infested Wall
             + Rendezvous with your allies in the Covenant camp
 
 Start off by moving forward, and engaging the two Librarians that appear. Your 
 Carbine should be your primary weapon of use, but find a Sentinel Beam as your 
 secondary. Some of the Librarians will have plasma shields around them. Look 
 along the wall for a big white hole near the top. Shoot it till it explodes. 
 Look along the right wall, and blow the other one up. This will stop the 
 Librarians from spawning. Look at the left pillar, and shoot the blue pylon 
 symbols on it. This will drop the pillar. Jump down the pit that appears. When 
 you reach the end, shoot down the next pillar the same way. Proceed down, and 
 move ahead. Nail down the numerous Librarians that spawn, and continue down 
 the small tunnel. Again, you'll be able to notice some spawn holes for the 
 robots along the walls. Make sure you shoot them, otherwise you'll have a ton 
 of chasers. Yet again, you'll have to engage another pillar and drop down a 
 floor. You'll notice some Covenant being engaged up ahead. Rush to the Savior, 
 and knock out the spawn points if you wish. Then, criss-cross over the bridges 
 as you move ahead. Again, move forward, and your Elite will warn you that some 
 Brutes have fallen attempting to nail the Shield Generator. Knock off the 
 usual spawn points and Librarians.
 
 You'll finally reach a corner with another pillar (boy they know how to build 
 bases). Nail it down, and drop down with your fellow comrades. Repeat the 
 procedure for the next room, and you'll finally reach a wide open area ahead. 
 There'll also be a large Librarian in the center. Have your allies distract 
 the large robot, and pull out a Sentinel Beam (or Carbine). Pelt off his two 
 legs first, then leap under him, and shoot the underside. This should blow him 
 to smithereens. Now, look at the four large blue pillars surrounding your 
 position. I actually goofed up at first, trying to get all 4 to light up at 
 once. Instead, grab a nearby Plasma Pistol, and rapidly short-shoot the blue 
 insignia on the pillar until it shoots upward. Do the same for the three 
 others ones. You don't have to get them to semi-light at once! Hit the switch 
 that pops up from below. Some minor robots will try to bother you, but they'll 
 be futile to your powerful Sentinel Beam. 
 
    *You'll start to drift across the chasm towards the inner sanctuary of
     the Library. Your Phantom will attempt entry, but is quickly ambushed by
     several plasma turrets and multiple Flood creatures. It pulls back,
     leaving the rest of the forces to you.*
 
 Start off by immediately nailing as many shots as you can on the "big" 
 Librarian. Remember, legs first, then work on the smaller Librarians. They'll 
 keep spawning, so try to make it for the large black door. Get on top of the 
 platform, then leap over. Meanwhile, several humanistic-Flood zombies with 
 weapons will engage you. Problem is, they tend to constantly hop out of the 
 walls, along with Librarians. Make your way to the end of the hall. Nail the 
 pillar with the blue insignias, and it should drop.
 
 ^NOTE: The best combination to take down the Flood is the Sentinel Beam &
        SMG. A shotgun works well in close quarters, but they're fairly rare.
 
 Move down the hole, and proceed to the right. Use the same plan, and move to 
 the pillar at the end. You'll run into a small ambush of Flood troops, but
 nothing you can't handle. When you start to hear marine radio commands, heads
 up. Grab the Shotgun on the ground (or spare Sentinel if you prefer), and the
 SMG. You're going to run into some Shotty Flood, along with melee ones. The
 Shotty ones are dangerous, so avoid them. My best bet is to cloak yourself and
 simply run straight ahead to the end of the tunnel. If you try to combat them,
 they will keep rushing from the walls, and the Librarians will get into the
 mix. Also, Suicide Flood will appear to intercept you as well. Make it to the
 end, nail the pillar, and drop down. Run to the left, and continue your
 pattern. Let the Librarians and Flood duke it out, Romanian style. You should
 find another pillar to sink along the left corner, and proceed along with it.
 The air should be a dirty green now. Be careful, as you'll have to cross some
 narrow ledges, or else you will fall. I recommend that you continue to cloak,
 and even when uncloaked, DO NOT fire. The firing of a weapon sort of puts the
 Flood on hyper-alert. You'll reach a checkpoint, and start to cross some
 invisi-bridges.
 
 Another Marine radio command recognizes that the opponents are not Covenant.
 You'll find one more staggering pillar to knock down along the left wall, near
 the end of the tunnels. Drop down two more sets of pillars, and you'll finally
 notice a large open arena of some sort. Go to the lower right corner, and pick
 up the Energy Sword. Shoot the pillar in the center, and drop down. Your
 Phantom will be laying down suppressive fire on the Covenantal-Flood, but it
 seems fairly ineffective. Again, avoid firing your weapon. These guys are much
 stronger with their melee attacks. Instead, cloak, and nail the pillar in the
 middle. Avoid the melee attacks and drop down. Now, move ahead into the open
 field. You'll have some allied Elites to help you. Move across the bridge, and
 continue to engage the Flood. You'll reach a small encampment to the left. Use 
 the booster pad to take shelter, and the Plasma turrets for heavy fire. I 
 found it best to slice-n-dice with the sword for this part. Once cleared, 
 you'll discover that your Covenant Camp is a little further in. You can find a 
 Rocket Launcher on the ground near the beginning of the stone hedges. Grab it, 
 then enter the left cave. Again, move out into the open, and engage the 
 surrounding Flood around the plasma turrets. Once you're ready, get ready for 
 an ambush attack by the Flood. Several will approach from all sides of the 
 base. Try to use the RPG and pelt them down. Sword swipe the larger Flood 
 creatures. Plasma turrets are fairly ineffective.
 
    *Your reinforcements will arrive to greet you. A brief emotional speech is
     given to motivate the Elites for the final push into the location with
     the Sacred Icon. It comes down to this mission baby, for Covenant and
     freedom.*
 
  ______________________
 /Quarantine Zone (4.9)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: ***
    SECRETS: n/a
 OBJECTIVES: + Push through the Quarantine-Zone towards The Library
             + Link-up with the Spec-Ops Leader, and break through the Flood
               barricade
             + Retrieve the Sacred Icon before the Humans
 
 Start off by immediately jumping into the Spectre. You should get a gunner, 
 and any Elites that are alive. Now, proceed towards the brown shutter door. A 
 large Librarian will appear, along with minor ones. Avoid the explosive float 
 mines, and take them all out. Guide yourself through the tunnel, and you'll 
 run into another ambush of Librarians. Fortunately, your gunner focuses on the 
 strong points of the creatures (although he does have a tendency not to fire). 
 The great advantage is that you DO NOT have to eliminate all these creatures. 
 Instead, work on the Librarians first. Now, an enemy Warthog and Scorpion, 
 along with minor Ghosts will appear from shudder doors below. I recommend 
 getting off the Spectre, going invisible, then sneaking up on the Scorpion, 
 holding down X to hijack, and keep tapping B. Kill the driver, but don't blow 
 up the tank. Instead, jump in, and use the tank against the Flood. The 
 Scorpion has extreme power. Move to the far end where the reinforcements came, 
 and proceed through. Go up the path and you'll reach part of the outside. The 
 robotic Librarians are easy to knock down thanks to the tank cannon. Use 
 machine gun fire for the legs on the BIG Librarians. There are about 3-4 along 
 the way, along with minor Flood on an ambush.
 
 Go into the small narrow tunnels at the bottom. Your Phantom will lay down 
 some reinforcements, some of his "best" warriors. You should still have the 
 tank by now. Those BIG Librarians can easily be nailed. Start knocking off the 
 Wraiths, one by one. These are ENEMY Wraiths, not friendlies - the Flood 
 hijacked them. Wait for your 3 Elites to be dropped, and let them board. Go 
 down the left pathway, and eliminate the two Ghosts. TAKE shelter behind 
 either the statue, or VERY close to the ice cave. A Flood RPG will ambush you 
 on a time delay (about 15 seconds) after engagement. This guy can easily 
 destroy you. Make sure he dies. There's also another RPG on the other side of 
 the bridge which must be eliminated. Move across, and more Ghosts/Flood to 
 kill. Cross back over to the left, and it will get tricky. There will be 4-6 
 more Ghosts to engage, along with several Librarians. They try to cluster at 
 once, so get fairly close to the cave. Proceed on in. When you reach the other 
 end, there will be another combating Scorpion. Don't engage it, but hope the 
 major Librarian kills the driver. If he does, bail out, and board this one. 
 Your allies will take over the other one, and help you out - double time. 
 Focus on the mini Librarians, then make your way down to the small crevice 
 along the wall. Bail out, and run through the hole. Round the corner and reach 
 the end.
 
 You'll notice SEVERAL Librarians battling the Flood. This next part is tricky 
 because there are too many Librarians to actually fight, but rather, you must 
 cloak all the way to the other side. I found it best to cloak, take shelter 
 under the first lava pillar, wait for it to recharge, recloak, and sprint to 
 the underalley over there. Run through, and keep cloaking. You'll be near some 
 large lava crystals when a large Librarian plummets to the ground. Cloak, and 
 go through this crevice towards the opposite side of the room. Enter through 
 the next caveway to proceed onward. You'll be in a room similar to before 
 (with all the Librarians), but with only a few Flood. Don't get confused, this 
 room is different than before. Originally, I thought I took the wrong tunnel 
 backwards. Move ahead, through the series of boxes, and cloak. Sneak up, and 
 use your Rocket Launcher to take out the enemy Wraith. You can avoid it as 
 well. There's a spare Ghost in the middle. Several Ghosts and normal Flood 
 will engage. Look in the left corner for a Scorpion. Grab it, and wield it 
 against them.
 
 Move through the tunnel where the series of Ghosts came from. You'll have to 
 engage a few Warthogs and Ghosts. You'll also discover a Spectre dropped down 
 in the middle of the field. Move on up the hill, and engage the majority of 
 Ghosts/Wraith which engage you. Crossover via the small bridge, and head up 
 the hill towards the peak of the base. There will be another Scorpion opposite 
 of you, 2 Large Librarians, and a Wraith to the right. Your allies are 
 probably dead by now, thanks to some horrible driving skills. Move towards the 
 right, and watch for a bum rush of Ghosts. Enter the large open doorway to the 
 building. There will be several infantry Flood to the left, along with 3 MG 
 turrets, and possibly a few Ghosts. Keep blasting away at the cannon, and 
 protect any allies fighting the enemy. Move up to the tall column door, and 
 get out of the vehicle. Go in on foot for the icon! 
 
    *The Arbiter and the Spec-Ops leader run up to the elevator which leads to
     the Icon. Fortunately, the leader says he will stay behind and attempt to
     hold off the Flood. Meanwhile, you must ride the elevator to the top
     where the sacred object can be found.*
 
 The next part is very repetitive, so I'll keep it to a minimum. A constant 
 flow of Flood Swordsmen, Gunners, and mini-munchers will keep hopping onto the 
 platform. You must fight them off as the elevator slowly travels to where the 
 object is. There's nothing really distinct, except the Swordsmen increase near 
 the end of the ride. Use plasma grenades, your sword for eliminating them, and 
 Dual SMGs to push them back. Your Phantom will lay down suppressive fire near 
 the end of the ride as well, to help you through the ease of mowing the aliens 
 down. When your leader gives you the command to hurry and get the icon, before 
 the humans do, quickly sprint off the boat and go left. 
 
    *Unfortunately, Captain Keyes grabs onto a vine, and reaches over to grab
     the Icon with ease. Thankfully though, the Arbiter knocks out Sgt. Johnson,
     kicks the girl's bootay, and grabs the Icon for his Hierarch. Another twist
     is added to the story. The Brutes come in and snatch both of the human
     hostages. Not only that, but they inform the Arbiter that they will be
     taking credit for retrieving the Icon. The Arbiter says that he will inform
     the high council of their deceit, but Tartarus, the Brute, says they
     ordered him to. The Arbiter is shocked and plummets into the depths.*
 
    *We're then forwarded into Master Chief's head, where we see a giant Flood
     creature grappling both the Arbiter and Master Chief. It appears that the
     giant creature is the Parasite, or leader of the Flood. Apparently, he
     tries to tell both sides of the story, and make both men understand that
     the Icon must be retrieved, and stopped before Halo is launched by the
     Hierarch Prophets. The Arbiter is mildly convinced that Halo is a weapon,
     and Master Chief thinks the Parasite is right. He then warps both of them
     off to individual locations where they can attempt to stop Halo from being
     launched. Suddenly, Master Chief gets warped right in the middle of the
     Prophets' ceremony, where they are announcing that they have the Icon.
     This can't be good, because several Brutes are lurking, and ready to kick
     butt.*
 
  _________________
 /Gravemind (4.10)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: ****
    SECRETS: n/a
 OBJECTIVES: + Locate the Prophet of Truth and the Index
             + Rescue the Marines being held in the detention-block
             + Follow the Prophet of Truth to the far tower
             + Stop the Prophet of Truth from boarding his Phantom
 
 The circumstances are very slim, as you're instantly spawned into the king 
 room of the Holy Covenant Empire. Damn that Parasite to hell. Suddenly, two 
 Brutes, along with some Grunts will rush you. Kill the Grunts first, take 
 shelter, get Dual weapons, and fire back. Brutes have no shields, which makes 
 them extremely easy to kill. They're also slower, and less intelligent. 
 However, they have a rushing melee attack, and can be devastating in close 
 quarter battles. Eliminate the first wave, and the doors will lock. A second 
 wave will rush in from the sides. Use the corners of the room to recharge your 
 shields, and work slowly - one at a time. Fortunately, Brutes are exposed to 
 plasma sticks, but keep the Needlers. The Brute Plasma Rifles eat away more 
 plasma energy, but hardly do damage to themselves. Again, you'll face 2-3 more 
 series of enemies which are laying down trouble. Keep making sure you pick up 
 Needler ammo as it's absolutely necessary. Eventually, some Carbine Brutes 
 will come down. Make sure you take the Carbine. After the guards have been 
 eliminated, Cortana will tell you to go to a nearby pedestal, in order to open 
 the door. Move to the door in the bottom corner which has some red on it.
 
    *Cortana accesses the Covenant battle network and discovers the Prophet
     Truth is holding the Index. You must retrieve it at all costs.*
 
 Move ahead, and the front door will open. Engage the Grunts that appear, and
 peek around the corner to engage the 2 Brutes. They'll have Covenant Rifles,
 so try to pick them off with yours. If that doesn't work, you may have some
 trouble advancing. Try sticking them with Plasma Grenades otherwise. Reach the
 top, and proceed through the door. Two Honor Brutes will be standing there
 right away. Make quick use of their insolence, and dispatch of them. Watch for
 a bum rush of melee attacks though. Now, move slowly into the room, but stay
 close to this base entrance. Several more Grunts will appear, along with Dual
 Plasma Turrets, and several Brutes (including a Captain). Focus on the
 underlings first, because the Brute Shot isn't "really" as devastating as
 you'd think. Use the Carbine to eliminate targets, and when you run low, pick
 up Dual Needlers, and take out the annoying Brutes.
 
    *Cortana says that Truth is travelling through the lower depths of the
     tower. She wants you to use the anti-grav pad. Just drop into the hole
     below. It doesn't look too safe.*
 
 Jump through the hole below, and you'll slowly be lowered. Turn around, and
 engage the 5 minor troops that appear. Make sure you grab the Beam Rifle as a
 secondary weapon. Head on through the door where the enemies appeared.
 Continue up ahead, but wait for the enemy troops to scatter on by. Go left,
 and proceed to the end. Engage the two Brutes, along with their Grunts.
 Cortana says she is picking up Marine locale responders below your position.
 Your new priority is to rescue those Marines being held below. Move ahead, and
 you'll have several Covenant beings to deal with. When the Brutes retreat
 backward, try to snipe them in the head with the Beam Rifle. Move ahead to the
 end, and again, there will be a lift up ahead. Unfortunately, there are about 
 4-5 Brutes, including a Captain, along with your traditional forces. You can 
 ignore the forces if you wish, but I'd recommend taking out the Captain with 
 the Covenant Carbine or Beam Rifle. He usually hides in the center. The lift 
 is on the ground floor in the center; just hop onto it. When you reach the 
 bottom, IMMEDIATELY toss a plasma grenade at the Brute in front of you. It's 
 extremely hard to assassinate him. Run away, and drop down a level. Do the 
 same before, engaging small enemies as you move along. It's too hard to fight 
 in the upper levels, because reinforcements keep getting pounded out. When you 
 reach the third bottom floor, you should be able to find a Brute Force against 
 the wall. Try using it on the enemies. Works quite well. Move towards the door 
 at the end, and you'll have 4-5 Brutes to engage. They're guarding 3 human 
 Marines. Once freed, proceed ahead to the next group of Marines.
 
 Now, move back through the door you came through. Back in the center room, 
 more Brutes/Jackals will appear as reinforcements. Nail them down as they come 
 to the elevator, and take out the Captain with the Brute Shot. Head up one 
 floor, then look for Cortana on one of the pedestals, and proceed through this 
 door. Again, you'll have some guards to eradicate, and the remaining Marines 
 should be freed. Now, head back out the same way. Make sure you pick up some 
 of the Brute Shot ammo on the rack at the end of the hall. Move back to the 
 center room, and some more reinforcements will arrive to intercept you. Shoot 
 them down as usual (they'll come down the grav lift), and then proceed up the 
 bouncing pad. Go back to the center grav lift, and jump up. You'll now fly 
 back up to where you were before. Suddenly, we can overhear a conversation of 
 Truth as he broadcasts to some of his fellow Covenant. Move straight ahead, 
 and Brute Shot the group of Elites in your way. Some Drones will try to 
 intercept as well. Make sure you pick up the Energy Sword right where the lift 
 landed you. Move through the door, and there will be some Elites up ahead. The 
 interesting thing is that the Brutes and Elites will be fighting each other, 
 so this alleviates some pressure off of yourself. When you reach the door up 
 ahead, a quick Drone rush will protrude out. Be very careful, because they're 
 led by a Captain Drone. It's best to just Dual Plasma fire anything that pops 
 out.
 
 Continue onward as usual, and you'll run into more Covenant resistance. 
 They'll be engaging each other, so it shouldn't be too bad. Cut a left after 
 the door, and you'll be in a fairly quiet room. BE CAREFUL. There are two 
 Hunters around the corners. Rather than attempting to kill them, distract the 
 first one by leaping onto the block, and shooting him. Run around the other 
 corner, towards the door, and ignore the second Hunter. This next part is very 
 tricky. As the Covenant are fighting each other, run down the right side, 
 avoid the Beam Rifle fire, and make it to the other side. Take out any Jackals 
 or Elites that follow you. Now, continue through the door. Refill on any lost 
 grenades or ammo. Cortana informs you that the Covenant just destroyed two of 
 their own ships. Apparently, an uprising is taking place. Move ahead, and jump 
 onto the Warp Bridge pad. On the other side, start to engage the minor forces 
 attacking you. The Elites will be distracted by the Brutes. Slice-n-dice if 
 necessary. Proceed along the left path. When you reach the other end, snipe 
 off the remaining Honor Brutes from the Covenant battle. Move up, pick up a 
 recharged Sword on the rack, then continue ahead, and up the upper-left path. 
 This next part is VERY annoying, because two anti-grav Elites will ambush you, 
 and they're very hard to hit. I recommend luring them back to the empty room, 
 and Plasma Rifling them down by shooting slightly ahead of their projected 
 path. Then, go back to the room, eliminate the remaining troops with the 
 sword, and grab the Carbine. Snipe off the two Honor Brutes across the bridge. 
 They both have Brute Shots. Once across, head through the door and go left.
 
 In the next room, the Drones will engage the flying Elites, and there are some 
 Brutes on the other side. Use your previous tactics, and there are some Beam 
 Rifles on the right which can be used. Move across to the door, head on out, 
 and cross the bridge. Grab the new sword, and Beam Rifle on the rack. Go left. 
 Again, you'll see some Brutes nailing down poor little Grunts. Take out the 
 Brutes, then move along up, and go across the bridge. Finally, you'll reach a 
 doorway which appears to enter the far tower. Once inside, you'll notice a 
 huge incline. Snipe the 3 Brutes which attempt to rush you with the Beam 
 Rifle. Run up the incline, and go through the door. Move left, and take out 
 the Jackal with the Beam Rifle. Jump down, move along the left, and slowly 
 make your way to the upper right. Avoid engaging any enemies unless they 
 approach you. A Fuel Rod Cannon can be picked up along the way, which is like 
 the Covenant version of the Rocket Launcher. Move up the left path, and you'll 
 see a Sword rack. Be careful though. Two cloaked Swordsmen will attempt to 
 nail you from behind. Nail them with the Fuel Rod, grab a fresh sword, and 
 move to the right. Enter through the door, but be careful in this next room. 
 There's one cloaked Elite, and several Grunts. Proceed onward, and use the 
 same strategy. When you reach the third room, there will be many patrolling 
 units. 
 
 Get to the center on the ground floor, and jump through the gravi-pad. Now, 
 slice anyone who pops up the Gravipad, and shoot the surrounding Elites. Move 
 towards the North door. When you move through, several Brutes will be fighting 
 each other. You can engage some of them, but you'll need to clear the way 
 first. A series of Drones will attack the Elites in the middle for support. 
 Rush ahead towards the incline of the hill. This next part is VERY tricky 
 because about 6-8 Grunts, 4-5 Drones, 2 Hunters, and 2-3 Elites will appear. 
 If you don't have a Fuel Rod Cannon, take out the lead Grunt, and use his 
 against them. Otherwise, toss lots of Plasma Grenades and hope for the best. 
 You may have to retreat for a previous weapon if the situation gets bad. 
 Continue ahead into the battle arena. Several enemies will appear, including 
 Brutes versus Elites. Focus on the Fuel Rod Elite in the upper right. Take him 
 out, get the Fuel Rod, and start taking out the Hunters. The Brutes will die 
 quickly, so work best against time. Move to the main door at the head of the 
 room. Cortana informs you that she detects Johnson and Keyes position nearby. 
 It's time you kicked some Bolivian butt!
 
 Move through the door, and 6-7 Royal Elites will rush you. Concentrate on 
 taking out the ranged ones with the Fuel Rod Cannon, as they're a serious 
 threat. The Swordsman isn't too bad, but don't let him get close. Sprint 
 forward. 
 
    *Tartarus takes the human prisoners away (Keyes and Johnson), and Truth
     hands the Index over to Tartarus. Unfortunately, some Flood beings rush
     the Covenant, and one of the Prophets is engaged by a headeater. Truth
     tells him to back off, and not worry about it. The Great Journey is
     ahead for Tartarus.*
 
   ________________
 /Uprising (4.11)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: *****
    SECRETS: n/a
 OBJECTIVES: + Defend yourself from the Brutes
             + Exact vengeance on the Brute traitors
             + Fight your way to the canyon floor
             + Raze the Brute encampment
 
    *The Arbiter is warped into some mysterious location on the planet, with
     a temple in nearsight. He picks up the Plasma Rifle, and prepares to
     avenge against the very Brutes who betrayed him.*
 
 Head up along the path to your left, and pick up the sword. Engage the 3 
 Brutes, slicing and dicing. Dual Plasma Rifles work well. Use your cloaking 
 when you need a recharge. You'll have 4-6 more Brutes up ahead, with 3 Brute 
 Shots to deal with. Try to keep cloaking and slicing whenever possible. Plasma 
 sticking is your best choice, as it conserves your energy sword ammo. Once 
 they're dead, move ahead up the hill. You'll meet a fellow Elite who has a 
 sword equipped. Time get some vengeance, eh? Several other Elites will be 
 dropped in from above. Move through the door. This next area will have about 7-
 10 Brutes, a few Jackals, and some minor Drones. Try to focus on Brute 
 Shotting the Brutes, or sneaking up with the cloak. Try to keep your allies 
 alive but flanking the Brutes via the side pathway. Reach the end door, and 
 move on through. Eliminate the Jackals below, along with the Brute that enters 
 through the door. Move through, and you'll see a large dropoff ahead. 
 Gradually, make your way down each lower level. Cloak on entry, stick a couple 
 of Brutes, then eradicate the remaining ones. The lowest level has 4 of them, 
 so be careful. Don't take heed to take shelter. Move on ahead, and there will 
 be another Sword reload. Engage the Brutes in the pit down below, and be sure 
 to take out the plasma turret. Focus your efforts on the right flank, since 
 they can walk up the stairwell. Once clear, move ahead. Pick up the Fuel Rod 
 Cannon off the floor. Grab more of the Fuel ammo ahead, then poke through the 
 door.
 
 Blast away the Brutes and Jackals. Go to the left, and several more units will 
 approach. Use some sticking tactics, and sneak behind some of the hidden 
 Brutes to eliminate them. Grab the Shotgun. Move left into the cave up ahead, 
 and jump onto one of the Ghosts. Boost ahead, and simply zoom past all of the 
 enemies, down the right route. Trying to engage all of these Brutes/Jackals 
 will only get you killed, and there are plenty of more to come. Go down to the 
 right, continue past the next area, and past the Shadow. Zoom down the river, 
 until you reach what appears to be a barricade. Boost up the RIGHT hand side, 
 which leads up to the top where the Beam Rifle Sniper is. Kill the Jackals 
 (ignore the Brutes), and shoot down the other Jackals. Boost off the ledge 
 onto the river. When you reach the area up ahead, nail the two Beam Rifle 
 snipers, on the center and right ledge. Now, boost off the waterfall ledge and 
 up to the right side. Jump out of the Ghost, and start to engage the Brutes 
 along the right hand side. Ignore the ones in the center, or the Wraiths on 
 the left. As you move up to the right, take shelter in one of the acloves. 
 Pick up the Carbine, and start to peak out near the ledge. Snipe off the 
 Brutes that are quite the distance away. Some will get in close, which is 
 perfect for cloaking and the Sword. When you're ready, cloak, and move up an 
 area. Repeat the process. Do one final push for the door where the
 reinforcements keep coming from. When inside, start meleeing any Brutes alive.
 Proceed through the hall.
 
 You'll find an armament full of weapons. Grab the Rocket Launcher, and keep
 your Sword. You may also switch your Sword (if extremely low, 25 or less) for
 the Fuel Rod Cannon. Proceed into the next room, RPG the Jackals on the left,
 and whack the one on the right. Lock-on to the nearby Wraith 3 times and
 destroy it. Now, cloak, and hold down X on the second Wraith. Tap B until the
 driver dies. Press X to hop off, then press X again to jump in. Now, use this
 Wraith against the opposing Brutes that come near you. Some may be on Ghosts
 and so forth. Head under the tunnel to the right. Now, go back to where you
 were before, run back up the ledge, and head back to the Armory. Reload, and
 take back your Sword if necessary. Run back to the left this time, but don't
 jump down. Continue along the ridge to the doorway.
 
 ^NOTE: Alternatively, you can cloak through the doorway, go left, and hide
        in one of the acloves. Recloak, nail both Brutes from behind, RPG the
        Ghost, and head through the door. Either way, both are very, very fun.
 
 When you reach the caveway, be careful for two Ghosts. I usually hijack one,
 and use it against them.
 
    *Our Arbiter joyfully meets a Wraith to only find out that it is one of his
     fellow Elites from the previous voyage. The Elite asks him of what
     happened to the Council, and the Arbiter says they were murdered by the
     Brutes. The sequence is followed by Tartarus entering one of the temple
     structures with 343 Guilty Spark in hand, along with Daughter Keyes.*
 
  ____________________
 /High Charity (4.12)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: **
    SECRETS: n/a
 OBJECTIVES: + Fight your way back inside the Mausoleum-tower
             + Stay ahead of the wave of Flood sweeping through the High Charity
             + Find a way onto the Forerunner Ship
 
    *We're then brought back to where Master Chief is. Unfortunately, he's too
     late, and the three Phantoms fly away. Cortana says that Truth is heading
     to the Forerunner, and the possibility of an attack on Earth is possible.
     Not to mention he has the power to launch Halo on demand. You must stop
     him. Cortana will stay behind and attempt to blow the nearby crashed
     Marine mothership in case manual detonation of Halo is triggered. It's up
     to you, big boy.*
 
 Apparently, Gravemind used you as a distraction in order to bring his own 
 forces into the Covenant capital. That son of a *****! No matter the reason, 
 we have to get back inside. As you start off, several Flood creatures will be 
 dropped in via infested Pelicans. Go towards the right, and nail the Flood 
 that approach. One will have an Energy Sword which you'll find very useful. Go 
 right into the door. Three to four Brutes will pop out. Engage them, and put 
 them down for the count. It's best to stick some of the Captains, and then 
 sprint forward leaving the others behind. In some cases, Flood will intervene. 
 Use them as a distraction. Head onto the anti-grav pad and leap up. When you 
 reach the top, move forward. Grab the Beam Rifle, but keep your Sword. In the 
 next room, snipe some of the Drones down. Go onto the gravi-pad to the left, 
 and again, engage some of the Flood. Wait for the next pathway to open up, and 
 go on that pad. Once you're on the third platform, go into this door. Swipe 
 away the Flood that rush you. Grab the Shotgun, or any close range weapon if 
 possible. In the next area, rush ahead. The stench of the Flood has returned.
 
 Sprint forward, past the Flood behind you. Eventually, a large amount will 
 collect behind you. When you encounter some of the pure Covenant, jump over 
 them, and let the Flood interact with them. Continue along the left side, 
 through a series of doors, until you hear Truth speaking again. Go right 
 through the green water into a series of one of the under tunnels. The Flood 
 will rush this room as well. The door you have to reach is in the upper left 
 corner. When through, Cortana informs you that the security systems are fairly 
 robust up ahead. Sprint along the left side, through another under tunnel, and 
 to another left door. This is starting to become an enjoyable habit. When you 
 reach the tri-way with the doors, go left, and you'll enter the Hierarch's 
 private sanctum. Hold down X to start the elevator. When you reach the top, 
 there will be tons of Honor Brutes, Grunts, and Jackals to deal with. Use the 
 occasional columns for cover, but try to eliminate smaller threats to minimize 
 damage taken. Stick the Brutes for easy kills. Make your way to the far door. 
 When the Flood overrun this area, the big door should open up. Head inside. 
 Grab the fresh sword off the platform, along with the Plasma Rifle. Head over 
 to your right where the small door is, and enter. Move onto the next lift.
 
    *Master Chief jumps into the Forerunner engine source, and is warped into
     the ship itself. He lands inside with perfect timing. Cortana stays behind
     in case of the launching of Halo. It is up to Master Chief to stop Truth
     from causing a full-out assault on the universe.*
 
  _________________________
 /The Great Journey (4.13)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 DIFFICULTY: ***
    SECRETS: n/a
 OBJECTIVES: + Crush any Brutes in your path
             + Commandeer the Scarab
             + Escort Johnson's Scarab to the Control Room
             + Enter the Control Room, and deal with Tartarus
 
    *Back with our Arbiter friend, he believes he still has time to prevent
     Tartarus from turning the key and causing immediate chaos. His Elite friend
     lends him a Wraith to go kick some Brutian Bootay.*
 
 Start off by hopping into the Wraith. Turn around, and follow your fellow 
 Spectre. You'll run into a series of 6-8 Brute Ghosts, which are fairly 
 stupid, and easy to explode. Boost into them if you're overrun. There will be 
 an enemy Wraith to your right, and take it out with priority to save your 
 Elite allies. Boost up ahead, and we'll face more Brute Ghosts. When you get 
 near the mouth of the base, and you see a Scarab, watch to your left. A 
 Phantom will lay down support fire. Blast off the turrets on it. Now, in order 
 to breach the Scarab, you must take out the two Wraiths to the left of the 
 Scarab. This one will be tough. Take shelter behind rocks if necessary. Once 
 you clear out the Wraith, nail the remaining Brutes behind the rocks. Go up to 
 the large doorway. A Hunter and an Elite will assist you, because they thought 
 you died centuries ago! How wonderful. Proceed ahead. Follow your troops 
 through the side route ahead. When you reach the room with the sliding doors, 
 cloak, and sneak up on the right. Stick and assassinate as many of the Brutes 
 as possible. Try to keep your Hunters alive. Then, move ahead, and repeat. 
 Cloak, sneak up, but don't round the right corner. Deflect some brute shots 
 off of the wall to take out the turret. Repeat the strategy, and keep cloaking 
 to assist the heavy Hunters. 
 
 Watch out for a Jackal Sniper ambush, and awaiting Brutes behind the yellow 
 bunker to the left. Move ahead, and then open the door to the outside world. 
 Cloak through, and start sniping the multiple Jackals. One Beam Rifle sniper 
 will appear on the top of a horizontal cross-beam bridge. Nail him, and 
 continue to snipe. You can get more Beam Rifles on the rack to your right. 
 Move ahead, but take a slow break in the middle. An enemy Phantom will be 
 waiting. Cloak into the next doorway. You'll reach a room with an odd temple 
 appearance. You're getting close. There are several trapped fellow allies. To 
 do this, I recommend cloaking, running up, and shooting the switch (purple 
 object) in front of the two Hunter cell. They're in the lower right corner. 
 Continue to release the prisoners, but also make use of the Sword next to the 
 armory (when you first enter), along with the Beam Rifles, Carbines, and 
 Needlers. Once cleared, gather your group, and proceed onward. 
 
    *Sgt. Johnson apparently locked himself inside the Scarab. While he hates
     the Covenant's guts, both of them must work together if they want to save
     the day. He tells you to grab a Banshee and give him cover. One of your
     allies will drop one in. Hop in, and prepare to cover his arse.*
 
 Start off by flying towards the head of the Scarab, and look out for two 
 Wraiths in the distance. Blast towards them, and blow them up. A third one 
 will appear from the left as well. When you move slightly ahead, you'll 
 discover an annoying Spectre. Try ignoring it. The Spectres will eat your 
 Banshee up alive. I found it best to concentrate on enemy Banshees first, any 
 turrets second, and the Spectres third. When you see the tower in the horizon, 
 a flurry of Banshees will rush. Don't let them get behind you, or else they'll 
 eat you alive. Stay clear of the door as Johnson blasts it open. Zoom up there 
 in your ship, and then land off. Enter through the blown open hole. 
 
    *Tartarus tries to force Keyes, who happens to be a Reclaimer (one capable
     of arming Halo), to turn the Icon into the arming device. She refuses. The
     Arbiter shows up and attempts to convince Tartarus that the Prophets
     betrayed them, and that Halo will kill everyone, rather than bring the
     Brutes as the supreme class. Tartarus dismisses the claim, but Johnson
     backs the Arbiter with a Beam Rifle, and tells him to explain his point.
     343 Guilty Spark explains that the Halo was designed to destroy everything
     in the universe, and has accomplished that task 3 times already. Tartarus,
     shocked by the news, refuses the theory, and says that the Brutes will be
     supreme no matter what.*
 
 Tartarus can be really annoying - or really easy, if you understand how to 
 beat him. To start off, there will be a wall of 4 Brutes surrounding him, 
 along with 2-3 Brutes helping him during random times (usually spawn once or 
 twice during the battle). After you nail them down, he will hop onto the 
 center platform. Chase him there. Make sure you have a Shotgun with you.
 
    *The Reclaimer asks 343 Guilty Spark on how to deactivate the ring.
     Apparently, all that has to be done is the Icon pulled from the activation
     device. Only problem is that Tartarus is guarding the position, and seems
     invincible.*
 
 Now that you're on the center platform, here comes the tricky part. Johnson 
 will occasionally beam rifle 2-3 shots at Tartarus. When this happens, you 
 MUST rush up to him, and pop him in the head with the Shotgun. Basically, 
 Johnson's Beam Rifle fire eliminates Tartarus's Shield temporarily, giving you 
 enough time to stick him with a plasma grenade, or shoot him while exposed. Be 
 careful though. Tartarus hates your guts, and will try to melee you. Use 
 cloaking for temporary relief. His melee attack is "usually" an instant kill, 
 so avoid it. About halfway, his pesky Captain Brutes will drop down, eliminate 
 them as well. Repeat this strategy, and the battle will end.
 
    *Now that Tartarus has died the horrible death, and the perimeter is secure,
     Daughter Keyes leaps onto the center platform and pulls the Icon out of the
     launcher. Disaster averted. The Halo abort sequence is initiated, and a
     small explosion results. Another twist is added to the story. Because of
     the abort sequence being initiated, the Halo ring has split into several
     different subsections, each which can be remotely detonated aboard the
     Forerunner ship. Oh boy. The Arbiter joins with the Marines to help fight
     off the chance of a threat.*
 
 - From here on, the credits display showing the entire Bungie staff and 
 associates responsible for Halo 2. Afterwards, if you wait, another movie is 
 shown.
 
    *We're brought back to the Covenant Holy City, which is a complete mess now.
     Remember Gravemind from before? Well, the Parasite has infected the entire
     city, inhabiting it with ease. Suddenly, he's chatting with someone who is
     being held captive. It's...Cortana! Remember how she stayed behind in case
     of the remote detonation of Halo? Well, no one is there to pick her up,
     and since Master Chief is on the Forerunner ship, she's all alone.
     Gravemind begins to interrogate her on many, many secrets...*
                       ___________
                      /___________
                     //           
                    //               
                   //    THE        
                  ||       END       ||
                  ||                 ||
                                  //
                                 //
                     ___________//
                       ^^^^^^^^^^^
 
 ^NOTE: There is no special ending on Legendary. It's the same one. You just
        get the dignity of knowing you beat the game on the hardest difficulty
        available.
 
 ----------------------------------
 
 =============================
 - 5) Weapons               -
 ============================
 As most gamers know, if you give them a gun, they will kick butt in the name
 of their character. Every FPS is about weapons. Depending on your weapon,
 enemies will either fall in a painful death, be blown to pieces, suffer
 poisons from unexplorable realms, or simply be knocked out forever. Halo 2
 features MANY weapons, of two different races (Covenant and Humans). You'll
 also find variations of these weapons during multiplayer games, and on
 vehicles. This section will rate the weapons and describe them in detail. Just
 so you know, I won't be giving them their TECHNICAL names, but rather what
 most people refer to them as. Ratings are based on a 1-5 * scale, with 5 being
 the best.
 
    _____________________
    <.> HUMAN WEAPONS <.> (500 years later, and we still have bullets...)
    =====================
 
      |}@ PISTOL @{|
      -000000000000-
     [  POWER: ***
     [  RANGE: **
     [   DUAL: YES
     [OVERALL: **
     
 - The typical UNSC sidearm, the Pistol is great for packing some whallop with 
 limited punch. Unfortunately, this weapon got a huge downgrade from the 
 original Halo. It no longer has a long scope, and it does about half as much 
 damage as it did before. Players from the original Halo remember the Pistol as 
 almost a mini-sniper rifle, capable of mowing down occasional threats with 
 ease. This is more of a secondary, and should NOT be relied upon. Personally 
 though, Dual Pistols can be useful, and can inflict heavy amounts during 
 Slayer games.
 
 ^ COUNTER: Use a Rapid-firing gun, preferably 2 SMGs or a combo PR/SMG. Many
            players will rarely use pistols, unless dualed together, or sided
            with an SMG. Shouldn't be a problem at all.
 
 
      |}@ BATTLE RIFLE @{|
      -000000000000000000-
     [  POWER: ****
     [  RANGE: ****
     [   DUAL: NO
     [OVERALL: ****
     
 - The Battle Rifle is an absolute beast when wielded correctly. It is designed 
 as an infantry support weapon, mainly for long range fire, and has the ability 
 for upclose battles with its burst fire technique. Clip is somewhat large, and 
 it does reasonable damage per shot. On multiplayer, these guns can absolutely 
 rape an opposing team if used correctly. Find a solid spot with a height 
 advantage that is fairly close to the battlefield. From here, you can wear 
 down your opponents' shields, and make easy kills with the scope on damaged 
 opponents. Unfortunately, it does take about 12 shots to really put an 
 opponent down, but these are useful nonetheless.
 
 ^ COUNTER: Sniper Rifle, or another Battle Rifle seem to work. Battle Riflemen
            at ranged positions are quite a hectic problem to deal with. The
            idea is to prevent them from scoping you for headshots, or to
            kill them before they get a 5-second interval to kill you. Never run
            straight towards a Battle Rifle.
 
 
      |}@ SMG @{|
      -000000000-
     [  POWER: **
     [  RANGE: **
     [   DUAL: YES
     [OVERALL: **
     
 - The Sub Machine Gun, or SMG, is one of the most common weapons during the 
 game. It's basically the typical primary weapon for every human Marine, but 
 it's also the one you spawn with on ALMOST every matchmaking game during X-BOX 
 Live. It features a fairly large clip, has a high rate of fire, but does not 
 do much damage. Depending on your range, it usually takes an entire clip to 
 wear a shield down and/or kill someone. Thankfully, when dual wielded with 
 another SMG, or Plasma Pistol, it can become lethal. However, these only seem 
 to have appeal for knocking down the Flood during campaign, and just a typical 
 machine gun. Nothing rare or exceptional about em'. For maximum effectiveness, 
 combine with a Plasma Rifle or Plasma Pistol.
 
 ^ COUNTER: Pretty much any weapon can counter a SMG with exception to the
            Pistol. Getting 2 SMGs can "easily" outmatch someone with a lone
            weapon. Due to its common spawning as a primary amongst all players,
            SMGs are by far the most common you'll see. Try to move away from
            the opposing player to make each bullet do less damage, and become
            less accurate.
 
 
      |}@ SNIPER RIFLE @{|
      -000000000000000000-
     [  POWER: *****
     [  RANGE: *****
     [   DUAL: NO
     [OVERALL: *****
     
 - Regardless of what anyone says, the Sniper Rifle is quite possibly the most 
 influential gun in the game (besides the RPG). This is exactly what it states, 
 a sniper rifle with huge calibre bullets. It only can hold 4 bullets at a 
 time, and must be shot in semi-automatic mode, however, these bullets upon 
 entry automatically kill the opponent, or disable their shield. Awesome for 
 killing on multiplayer, and also for long-range with a huge 2x scope. While it 
 has limited ammo, always get this gun on multiplayer maps. Hold a spot on 
 defense, or get a high advantage with a Banshee, land somewhere, and prove 
 otherwise.
 
 ^ COUNTER: Battle Rifle, Covenant Carbine, or an opposing sniper will do.
            Simply keep a steady rain of fire down on the Sniper, but make sure
            to be moving while doing so. You'll want to prevent your sniper from
            scoping you, which can only be accomplished by strafing while
            while firing. The Rocket Launcher can be applied into long-range
            scenarios, aka Headlong (one of the upper buildings), or a wedged
            hill.
 
 
      |}@ ROCKET LAUNCHER @{|
      -000000000000000000000-
     [  POWER: *****
     [  RANGE: ****
     [   DUAL: NO
     [OVERALL: ****
     
 - The Rocket Launcher is a rocket-propelled weapon (also known as RPG, even 
 though it doesn't shoot grenades). You can launch explosive masses at people 
 with this thing. The rockets can lock-on to vehicles by holding down the 
 firing button over a vehicle. Please note that if the target is out of range, 
 you will NOT see a range reticle around the vehicle. The Rocket has extremely 
 limited ammo (4 rockets initially), but on multiplayer maps, it spawns at set 
 locations. The RPG is another decisive weapon in taking down tanks, warthogs, 
 and banshees. It can also instant kill opponents when launched and exploded 
 near them. A good strategy is to leap in the air and fire down at the ground 
 where your opponent is. Stay near the vicinity of where the rocket ammo 
 spawns. Keep getting more ammo, and kicking more butt.
 
 ^ COUNTER: One of the most common tactics of any Rocket Launcher personnel is
            to jump, and fire at the rocket at the peak of the jump (to minimize
            their own taken damage). Simply time your jump with their's, and
            perform it an angle to avoid taking direct damage. Since they'll be
            aiming at your feet, try to keep them distracted, or off-balance.
            The Battle Rifle, dual combos, or a quick sniper kill makes them
            raw meat. The higher you are, the better, as it makes it tougher
            for your RPGer to hit you near the feet.
 
 
      |}@ SHOTGUN @{|
      -0000000000000-
     [  POWER: ***
     [  RANGE: *
     [   DUAL: NO
     [OVERALL: ***
     
 - The Shotgun is a specialty weapon, designed for close-quarters specifically. 
 This can instant kill somebody, the closer you are, or nail their shield down 
 quite efficiently. Sadly enough, it can barely do any significant damage past 
 the 10 feet range, making it horrible in long range scenarios. This IS the 
 ultimate defensive weapon, especially when guarding the flag or a bomb site. 
 Be careful though, your opponents that come in first on rushes will usually 
 knock out initial guards with these. Note that it can only carry a limited 
 amount of shells, and they must be reloaded manually.
 
 ^ COUNTER: This is the only gun you "truly" cannot counter against, unless you
     have 2 SMGS, a PR/SMG, or PP/SMG. Since it's extremely tough in close
     range, the idea is to move AWAY from the attacker while laying down
     hundreds of bullets. The BR can be effective at times, but you'll find the
     area to hunched to zoom in. Try to get their shields down as quick as
     possible with grenades, then hail down the bullets as they charge.
 
 
      |}@ FRAG GRENADE @{|
      -000000000000000000-
     [  POWER: ****
     [  RANGE: ***
     [   DUAL: n/a
     [OVERALL: ***
     
 - The fragmentation grenade is the human's version of pure chaos. These babies 
 can be tossed into corridors, bounced off walls, and have a metallic surface. 
 They'll be a tad more resistant than normal. They can explode, killing anyone 
 who is already damaged, or eliminate shields. Unfortunately, they DO NOT stick 
 to opponents, and lose a seeming edge in battle. Their range is slightly 
 longer than the Plasma grenade though, along with splash damage upon 
 detonation.
 
 ^ COUNTER: Use physics. Watch how high, and listen for bounces when a frag is
            tossed at you. Sometimes you'll anticipate the frag rolling under
            you, when it really bounced off of an adjacent wall, and explodes
            directly in front of you. Remember that frags are tossed slightly
            to the right from the opposing player (all grenades are tossed from
            the left hand, most of the time...).
 
    ________________________
    <.> COVENANT WEAPONS <.> (500 years into the future, and Plasma kicks butt)
    ========================
 
      |}@ PLASMA PISTOL @{|
      -0000000000000000000-
     [  POWER: *
     [  RANGE: ***
     [   DUAL: YES
     [OVERALL: ***
     
 - At a first glance, the Plasma Pistol is useless. It barely fires any 
 significant damage, and doesn't seem to really hurt any opponents during LIVE 
 play. However, combine this weapon with another gun (or Battle Rifle), and you 
 have a beast. If you hold down the fire button, it will charge up. Release the 
 shot at an opponent, and it will do a semi-lock towards the person. A charged 
 up plasma pistol can INSTANTLY knock out any opponent's fully charged plasma 
 shield. This is great for exposing key players. Unfortunately, you have to 
 wait while it seeks the person. If you miss someone when firing a charged 
 shot, then you're bound to lose the battle. DO NOT use this as a primary
 though.
 
 ^ COUNTER: Any long-range weapon will make the Plasma Pistol a waste. The
            easiest evasion technique is to simply use any map structure as
            cover. When a shot is fired at you, the Plasma charge will zoom in
            on you. Simply stand behind a pillar, wall, or little barrier to
            diffuse the charge. Then, counter while your opponent is armed with
            a singular weapon of their choice. In open areas, you are TOAST
            against a Plasma Pistol.
 
 
      |}@ PLASMA RIFLE @{|
      -000000000000000000-
     [  POWER: ***
     [  RANGE: **
     [   DUAL: YES
     [OVERALL: ***
     
 - Plasma Rifles are the "Battle Rifle" of the Covenant army. These guns are 
 high firing, automatic rifles that pulsate lots of energy out in a small 
 amount of time. They cannot be charged, although they can overheat. These are 
 most effective in taking down opponent's plasma shields, but do little damage 
 when the person has no shield. Try to combine these with another PR, an SMG, 
 or something to do combined attacks. Fairly effective when matched correctly.
 
 ^ COUNTER: Either a Plasma Pistol combo, or Battle Rifle will do. While Plasma
            Rifles are uncommon, they're useful for depleting shields fast.
            Your main focus is to remember that Plasma shots "move like bubbles"
            as in, they do not move like an instant hit. The bullet velocity is
            slow enough to move out of the way from. Try to get ahead of the
            direction your opponent is moving, then pelt them away as you're too
            far to be hit.
 
 
      |}@ NEEDLER @{|
      -0000000000000-
     [  POWER: **
     [  RANGE: **
     [   DUAL: YES
     [OVERALL: **
 
 - Needlers are like fragmentation guns. They shoot out a bunch of energized
 crystals which pierce and penetrate your opponent's shielding systems. The
 great thing about these is that if you connect enough of them into an
 opponent, the person will receive a minor internal explosion instantly killing
 them. Needlers have a fast firing rate, but fairly small clip, and SLOW
 movement after being fired. They seek towards people, but the slow firing rate
 limits range. They're truly only effective when paired up with another
 Needler. In the original Halo, these were one of the worst guns to have.
 
 ^ COUNTER: Again, much like the Plasma Pistol, use ground structures to deflect
            away shots, combined with rushing diagonally towards the needles.
            You can rush at an angle where the needles are moving too fast to
            cut a sharp turn and hit your body. Use a Battle Rifle to easily
            take them out.
 
 
      |}@ COVENANT CARBINE @{|
      -0000000000000000000000-
     [  POWER: ***
     [  RANGE: ****
     [   DUAL: NO
     [OVERALL: **
 
 - The Covenant Carbine shoots out green lasers which do basic energy damage, 
 sort of like a Rail Gun. Their damage is not as great as it should be, and 
 they can only carry a few rounds per clip. I rarely use these because they're 
 bulky, and don't seem fitting for combat. You'd be better off with a Plasma 
 Rifle. Great for campaign mode though, especially when taking out Brutes. 
 Excellent range for taking out immobile targets. Have fast penetrative shots.
 
 ^ COUNTER: Only a BR, or Sniper Rifle can counter these. Carbines are effective
            beyond degree when your opponent aims near the head of yourself.
            Try to get a nice comboed weapon, and hope for the best. The
            bullet velocity is extremely fast, making it impossible to avoid.
 
 
      |}@ BEAM RIFLE @{|
      -0000000000000000-
     [  POWER: ****
     [  RANGE: *****
     [   DUAL: NO
     [OVERALL: ****
     
 - The other snipe rifle in the game is the Beam Rifle. This high-density 
 energy gun shoots out a purple stream of almost instantaneous energy that 
 strikes the person with high definition. These can be just as damaging and 
 yield an instant kill when a person is struck in the head. Unfortunately, they 
 can be overcharged if you fire too quickly, which limits the explosiveness of 
 the weapon. It also takes 5 energy per shot, meaning you only have about 20 
 shots. Human sniper rifle is "slightly" more damaging. Get this weapon though 
 if you want to control maps, especially on Burial Mounds.
 
 ^ COUNTER: To be honest, only an opposing Sniper Rifle can counter this. The
            Beam Rifle's lack of a ammo restriction (besides energy) makes it
            tough to attempt Battle Rifling it out. Since you cannot count the
            shots fired, you'll have to do your best, and hope for an easy kill.
 
 
      |}@ BRUTE SHOT @{|
      -0000000000000000-
     [  POWER: **
     [  RANGE: ****
     [   DUAL: NO
     [OVERALL: *
     
 - Great during campaign mode, horrible during multiplayer. The Brute Shot is a 
 basic grenade launcher, except it does less damage than it should during 
 online play. It can only hold 4 shots at a time, and sometimes 4 direct hits 
 aren't enough to take down an opponent's plasma shield. Has a considerable 
 melee attack that does great damage, but not worthy of a traditional weapon. A 
 disgrace during online play.
 
 ^ COUNTER: Combo weapons, Battle Rifles, or pretty much any combo can counter
            the Brute Shot. It's 4 ammo restriction per clip, and lack of
            damaging power shouldn't make it a priority at all.
 
 
      |}@ ENERGY SWORD @{|
      -000000000000000000-
     [  POWER: *****
     [  RANGE: **
     [   DUAL: NO
     [OVERALL: *****
     
 - Quite possibly the most lethal weapon in all of Halo 2, the Energy Sword is 
 the only "designed" close combat weapon, especially for melee sequences. 
 Whenever you are within about 7 feet or less of your opponent, you can lock on 
 by holding the reticle over the person, and press the normal fire button. You 
 will actually "zoom" towards the person like a lock-on, and render an instant 
 kill if the person is hit. Sometimes it will knock their plasma shield down 
 all the way. Either way, the Energy Sword has UNLIMITED ammo during 
 multiplayer, making it almost a weapon to be reckoned with. It's perfect for 
 defense, as you can annihilate anyone who attempts to infiltrate the base.
 
 ^ COUNTER: Dual SMGs, PP/SMG, or PP/Pistol can really put this down for the
            count. The Battle Rifle is effective too, although you'll rarely
            see a Swordsman charge you full speed while you're equipped with a
            long-range weapon. Dual SMGs work surprisingly well, as they "jolt"
            the Swordsman from performing the Homing Uppercut. They're not
            superiorly great, but sufficient enough to slow down a melee
            warrior.
 
 
      |}@ FUEL ROD GUN @{|
      -000000000000000000-
     [  POWER: ****
     [  RANGE: ***
     [   DUAL: NO
     [OVERALL: ***
     
 - This is the Covenant's version of the RPG. It basically launched out highly 
 radioactive fuel cells which detonated upon impact. They're launched out 
 fairly slow, but do extensive damage. Can carry five units at once, and has 
 more ammo "normally" than a rocket launcher. Only problem is that this weapon 
 is only available during single player [thanks to StarAdder007] for confirming 
 this.
 
 ^ COUNTER: Battle Rifle and the same height jumps used against RPGs. Remember
            that Fuel Rod shots have a delayed period, right before they ZOOM
            quickly towards their destination.
 
 
      |}@ PLASMA GRENADE @{|
      -00000000000000000000-
     [  POWER: ****
     [  RANGE: **
     [   DUAL: n/a
     [OVERALL: ****
     
 - These, in my opinion, are much more destructive than typical frag grenades. 
 Plasma grenades are basically large balls of pure plasma energy, that explode 
 after a set amount of time on the ground (or on a target). You can "stick" 
 opponents by hitting them with the grenade (after pressing the fire button). 
 If the grenade sticks to the person, it's a guaranteed instant kill. Their 
 splash radius is somewhat smaller than a frag, however, it also sticks to 
 vehicles, yielding an instant kill. The sticking ability overrides the frags 
 to an extent, skill-wise.
 
 ^ COUNTER: Strafing and jumping. Plasma grenades are tossed slightly from the
            right of most opponents. Don't enter predictable areas on your
            radar.
            
  ____________________
 /Combo Ratings (5.1)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Obviously, one of the newest features (weapon-wise) in Halo 2, when compared to
 the original, is the ability to dual-wield weapons. Now you can be like John
 McClane from Die Hard, with a literal vengeance. To dual wield, simply hold
 down Y over a weapon (that's normally held with one hand), and you'll be able
 to a hold a second. You can alternate guns by holding down X. It's quite a
 simple process if you ask me. Anyhow, this section will basically list the best
 combos in the game (based on my personal experience). You're free to disagree,
 but oh well! I'd like to thank Masked_Moogle for inspiring me to write this
 section.
 
   Meaning KEY:
               SMG = Sub Machine Gun
                PP = Plasma Pistol
                PR = Plasma Rifle
                BR = Battle Rifle
    
    |\\\\|
   |%| Magnum/Magnum |%| 
    |=================|
    RATING: ***
    
    "Not only is this combo rare to attain, but even dual-wielding pistols can
    be tough to yield quick kills. The Magnums provide quite a whacking punch
    per shot, but that can only travel so far with a limited cartridge of 12
    bullets per gun. Very effective on Dawn of the Dead maps, but the scarcity
    and lack of rapid fire (without rapidly clicking the triggers) makes them
    only an average combo."
    
    |\\\|
   |%| Magnum/SMG |%| 
    |==============|
    RATING: *****
    
    "Probably the second best combo in the game, the SMG/Magnum mix is quite
    common as well. Basically, the Magnum is designed to be aimed at the head of
    the opponent, while you lay down a constant reign of fire with the SMG.
    While it doesn't "seem" as powerful as the dual Magnums, simply keep the
    reticle aimed high, and you'll be amazed at how quickly you kill your
    opponents. All you really need is a random Magnum anywhere on the map to be
    a threat. Unfortunately, it suffers from the "one-kill" syndrome, as this
    combo tends to only be able to kill one person, then MUST be reloaded. Don't
    expect multi-kills. Useful on assaults."
    
    |\\|
   |%| SMG/PR |%| 
    |==========|
    RATING: ***
    
    "Another fairly common, yet fairly above average combo that is rarely used.
    For starters, the PR/SMG combo gives you the ability to constantly knock
    someone's life down, just not as quick as you'd expect. While the PR is
    great for reducing shields, and the SMG to finish them off, this combo
    strictly lacks range, which is necessary against players with BR's, and so
    forth. This is a decent combo on defense, but not recommended as there are
    better ones out there."
    
    |\\|
   |%| SMG/SMG |%| 
    |===========|
    RATING: **
    
    "A very common combo that is only effective against killing people who spawn
    with one SMG, or against a warrior with a Sword. Two SMGs lack range, but
    have a decent amount of firepower up close. Fortunately, it does take a bit
    of time to wear the shields down, then hope you have enough ammo left to
    nail the final shots for the kill. You will find this combo overused in the
    game, because you would believe two Uzis is better than two Needlers. You be
    wrong."
    
    |\\|
   |%| SMG/PP |%| 
    |==========|
    RATING: ****
    
    "This is a very good combo in the game. The Plasma Pistol combined with a
    SMG (or pistol if you're good) can really kill anybody in almost
    instantaneous proportions. Simply charge a plasma shot up, release it at
    somebody, watch their shield instantly get removed, then fire away with
    the SMG. A good tip is to fire with the SMG constantly right after launching
    the Plasma Pistol shot, as the first reaction of a player is to turn towards
    you, rather than ignoring the Plasma Charged shot. You will rack up almost
    instant kills, and can even take out people with extreme weapons or
    Overshields with ease. The only combo that can counter this is an Energy
    Sword, or SMG/Magnum."
    
    |\\|
   |%| BR/PP |%| 
    |=========|
    RATING: *****
    
    "While this isn't a dual wielding combo, it's certainly one of the more
    commonly used single-wep combos you'll see during matchmaking. The idea is
    to get a Plasma Pistol and Battle Rifle. Now, shoot somebody with the PR to
    remove their shield, then quickly switch your Battle Rifle and lay down 1-2
    burst fires. It's an instant kill. This combo can rape on maps with wide
    open space, especially where you have the height advantage (Coagulation,
    Midship). It's even easier if you have a teammate who only holds the Plasma
    Pistol, and sticks with you, to make it easier to pop targets down. Really,
    the only disadvantage is the delay time between switching from the PP to
    BR."
    
    |\\|
   |%| PR/PR |%| 
    |=========|
    RATING: ***
    
    "While most players don't quite love this combo, I DO. Two Plasma Rifles is
    like buttering up toast, and giving it one hell of a ride. Basically, this
    ALMOST instantly takes a player's shield down in close quarters combat,
    especially on defense. Simply lay down an overwhelming amount of firepower
    on the player, and now, you can either keep firing at their shieldless body,
    whack them, toss grenades, or get allies to finish them off. One of the more
    remarkable facts is that you can aim these at long range by firing ahead of
    enemy targets, and watching the firepower intercept their paths. Try to NOT
    overfire them in automatic mode, but rather, burst fire, and keep it at a
    constant rate not to go overboard. The batteries in Plasma Rifles also have
    a remarkable amount of ammo. You can fire them straight across as
    projectiles on smaller maps, and literally annoy opponents as long as you
    don't overcharge. Try doing it on Midship, and it can be just as effective
    as using a Battle Rifle."
    
    |\\\\|
   |%| Needler/Needler |%| 
    |===================|
    RATING: ***
    
    "One of the worst weapons in the original Halo can actually turn out to be
    an effective combo in Halo 2. The Needlers upgrade in power and accuracy
    makes them a well-warranted combo, especially in dual mode. Simply get two
    Needlers, dual wield, and fire away. There are some keen strategies that you
    must be aware of to use them effectively. When firing the Needlers, try to
    stand still, and aim straight away without rotating the reticles. You'll
    notice the shots move faster, and actually home better onto targets. Even if
    your reticle doesn't turn red, just get the player's name to appear, and the
    needles will still zoom towards the target. Always move away from players
    rushing you, and fire while moving backwards. You'll notice the shots slow
    down, but will still pelt the approaching enemy. The only disadvantage of
    dual Needlers is the fact that you can easily get overpowered in close
    combat, not to mention bad needle velocity while rotating your reticle
    around. Also, try getting a height advantage and firing these. Needles don't
    work well in areas with rocks and pillars protruding out of the ground."
 
 ----------------------------------
 
 ============================
 - 6) Vehicles              -
 ============================
 Probably one of the best features of Halo 2 is that it includes vehicles as 
 interactable devices, rather than just any other generic shooter. You can 
 ride, target opponents, and engage in groups with allies, rather than being a 
 part of some scripted event. This section will describe the in-game vehicles, 
 their advantages/disadvantages, and ways of eliminating them.
 
    ++++++++++++++++++
    | HUMAN VEHICLES |
    ==================
      __________________
      ~#: MG WARTHOG :#~
      -0000000000000000-
     [VERSATILITY: ***
     [      POWER: **
     [       LOAD: 3
     [      ARMOR: Medium
     [    OVERALL: ***
 
 - The Machine Gun Warthog is one of the most common vehicles in the game. 
 Commonly found on most multiplayer maps, this vehicle is basically an armored 
 jeep without a mounted machine gun turret on back. It's great for fighting 
 infantry troops, airborne units, and on random assaults. The MG is more 
 powerful, as it does extra damage against lone persons, however, it suffers 
 from a lack of any "true" damage. There's a seat for the driver, passenger, 
 and one to aim the turret. Not as great as the Gauss version, but the armor is 
 fairly well, and only the RPG has true stopping power. Some neat tricks to try 
 with Warthogs involve aerobatic stunts, boosting to certain ledges, and 
 running over other players.
 
      _____________________
      ~#: GAUSS WARTHOG :#~
      -0000000000000000000-
     [VERSATILITY: ***
     [      POWER: ****
     [       LOAD: 3
     [      ARMOR: Medium
     [    OVERALL: ****
 
 - The Gauss version is a hefty upgrade for the typical player out there. 
 Rather than the foolish machine gun, it is modified with a high-density 
 explosive Gauss Cannon. Explosive splash damage is done to units, which means 
 you can tip over opposing Ghosts by landing a shot near them, and almost 
 instant-kills on infantry units. The rate of fire is slower, but the damage of 
 the round is extensive. Great for knocking out airborne units. Gauss shot has 
 a slightly slower speed of fire, but still is a great alternative.
 
      ________________
      ~#: SCORPION :#~
      -00000000000000-
     [VERSATILITY: **
     [      POWER: *****
     [       LOAD: 1
     [      ARMOR: Heavy
     [    OVERALL: *****
 
 - This is the best vehicle in the game. The Scorpion is a fully armored tank
 with a machine gun mounted on the L button, and a shell cannon on the R
 button. You can explode targets with the cannon, which is more powerful than
 the Gauss Cannon. The infantry gun is great for taking out enemy units that
 approach your target. You are susceptible to tangos that jump aboard and
 attempt to destroy your tank, but the destructive power is too much to pass
 up. Speed of the velocity shell is extreme, yielding almost instant damage. To
 board or destroy a tank, you have to get close, hold down X, then start
 tapping B. Once you've destroyed some of the outer hull, tap L to toss a
 grenade in. If you toss a grenade inside, it will blow the vehicle up. If you
 don't, and keep tapping B, you will kill just the driver. You can do some
 trickey by killing the driver, then boarding the tank. Some people will jump
 out before you can plant or take it over. When this happens, try to take the
 tank right away. Some people quick-switch thinking you'll jump off. You cannot
 ride on the sides of the tank like campaign mode. You can also run over other
 vehicles. It's very slow though, and has no boosting abilities.
 
 
    +++++++++++++++++++++
    | COVENANT VEHICLES |
    =====================
      _____________
      ~#: GHOST :#~
      -00000000000-
     [VERSATILITY: ****
     [      POWER: **
     [       LOAD: 1
     [      ARMOR: Light
     [    OVERALL: ***
 
 - The Ghost is sort of like a recon-esque vehicle, capable of weaving in 
 between enemy lines, yet lacking heavy firepower. It's basically a floating 
 vehicle with mobility, and has dual plasma cannons. You can boost by holding 
 down L, and this speeds up your vehicle. You cannot fire while boosting. Use 
 boosting if you want to rush locations. This is useful for being the first to 
 get the RPG on Coagulation, or chasing down an enemy Warthog. The Ghost can 
 also be taken into some remote locations, near enemy capture points, where you 
 can splatter people by boosting over them. The cannons are fairly ineffective, 
 but enough shots can easily taken down infantry units or vehicles. To hijack a 
 Ghost, try jumping in the air, and holding down X while one approaches. If 
 you're lucky, you should kick him off (press B to melee him off). The armor on 
 a Ghost is fairly light though, and can be blown to pieces without a rocket 
 launcher.
 
      _______________
      ~#: BANSHEE :#~
      -0000000000000-
     [VERSATILITY: *****
     [      POWER: ***
     [       LOAD: 1
     [      ARMOR: Medium
     [    OVERALL: ****
 
 - The Banshee is the only flying unit in the game, and probably the most 
 effective if used correctly. It's basically a small pod with two booster 
 wings, and dual plasma cannons. You can hold down L to boost for a speed 
 upgrade. Holding down R fires the cannons. You can do evasive maneuvers by 
 pressing a control pad direction + A. You can do a loop, or side twirls 
 left/right. The Banshee Bomb is not available during multiplayer (pressing B). 
 The Banshee can reach places on the map that you normally cannot reach on 
 other maps. A solid example would be flying up, getting out, and then sniping 
 people from an advantageous ledge. It also has the ability to easily shoot 
 down exposed tanks, Ghosts, and Warthogs. The only true disadvantage is that 
 an RPG yields an instant kill. Learn to become a weapon with this, and you can 
 annoy snipers, defenders, just about anyone on the map.
 
      ______________
      ~#: WRAITH :#~
      -000000000000-
     [VERSATILITY: **
     [      POWER: ****
     [       LOAD: 1
     [      ARMOR: Heavy
     [    OVERALL: ***
 
 - The Wraith is the Covenant version of a kick-butt tank. It's basically 
 another heavily armored plasma structure, that launches large blue plasma 
 balls. This the only attack it has. Fortunately, the plasma balls do extreme 
 damage to infantry AND vehicles. There is extreme splash damage as well. They 
 also have boosting abilities with the L button, but it's temporary. You can 
 run over vehicles, people, or any oncoming threats this way. Personally, these 
 are awesome on Waterworks, where you can border up your base by moving large 
 green boxes in the back and front entrances. Aside from that, they're very 
 exposed though, as ANYONE with a Banshee can easily shoot these guys down. 
 There are NO auto plasma turrets as seen during campaign mode. Try to have a 
 teammate on support with an RPG to help you in case you're being ambushed.
 
      _______________
      ~#: SPECTRE :#~
      -0000000000000-
     [VERSATILITY: ***
     [      POWER: **
     [       LOAD: 4
     [      ARMOR: Medium
     [    OVERALL: **
 
 - The Spectre is quite an odd vehicle, and unfortunately, never used during 
 matchmaking. It resembles a cargo vehicle with a trailer, except it has a 
 plasma propulsion drive, and has a rapid plasma turret mounted on back. This 
 is great for shooting down Banshees, Warthogs, or infantry units. It's slower 
 than a Warthog, and the boosting abilities are not impressive. Since it's 
 rarely used during online play, it has no true significance.
 
 ----------------------------------
 
 ============================
 - 7) X-BOX Live            -
 ============================
 Obviously, some of the most entertaining aspects of any shooting game is 
 multiplayer. You get to test your skills against the wide array of other 
 players out there, ranging from the good to the bad. X-BOX Live is yet another 
 way of competing against other players of your kindred, and seeing who 
 prevails. Halo 2 is one of the best X-BOX Live experiences you'll ever have. 
 There are several different game modes, ways of interacting with players, and 
 a plethora of statistics that you'll find yourself overwhelmed.
 
 - http://www.bungie.net/
 
 is where you can find all of your official stats, game results, etc...after 
 you play a game. It's surprising nowadays to see gaming companies actually 
 paying to support these items. The following section will describe Live play 
 for Halo 2, along with key strategies, and troubleshooting tips. I REFUSE to 
 post glitches in this FAQ, so do not submit them to me. If you're not sure 
 whether it's a glitch or not, try contacting me, and I'll find out more 
 information.
 
 ---> PROFILES
 
 >>> Before you can jump into action, a profile must be made in order to 
 represent your appearance and settings during online play. First of all, you 
 must have one X-BOX Live account to play from. Secondly, the profile controls 
 numerous settings. The most important one is your settings. You can alter the 
 button layouts if you wish, however, the most important FEATURE is Look 
 Inversion. I'm use to playing games with Inverted Y-axis for looking up/down, 
 so you may want to do the same. Otherwise, another neat feature of online play 
 with Halo 2 is the ability to setup your character's avatar/appearance. Under 
 appearance, you can alter the following:
 
      - Player Model - either Spartan/Elite [thanks to Andrewdude1812]
      - Primary Color - your character's primary color, base color of avatar
      - Secondary Color- your character's secondary color, base color of avatar
      - Primary Emblem - main color of symbol selected in avatar
      - Secondary Emblem - secondary color of symbol selected in avatar
      - Emblem Foreground - this is your avatar's symbol, and the insignia
                            printed on your character's body. There are roughly
                            around 100 of them.
      - Emblem Background - this is your avatar's background symbol, or pattern
                            that appears. It is not visible on your printed
                            insignia, but gives you avatar key boldness. There
                            are about 30 of them, ranging from gradiants to
                            stripes
 
 >>> Your Voice Output settings can be altered to place output in the 
 communicator, both, or speakers only. The option for Voice Masking is also 
 available, but you can't pick your "type" of voice masking. You may also 
 select whether or not you want your online status to be on/off during Live 
 play. Finally, you can alter whether or not subtitles are said during
 cutscenes. This sums up your typical profile. After you're done, name it with
 something familiar, and then log in under your Live account.
 
 *MY RECOMMENDATIONS*
 
 In order to become the most efficient Live player, there are some controller
 settings I highly recommend you select, if you plan on increasing your overall
 level. To reach this menu, go to the Settings, Edit your Profile, and select
 Controls. There are a few guidelines you should follow first, before attempting
 to log in a few games.
 
  - Button Layout == Boxer or Default
  - Look Sensitivity == 5-6, or 8
  - Automatic Look Centering == Disabled
  - Controller Vibration == Disabled (learn to rely on screen indicators)
  - Your button layout determines what the controls should be set to. I
  personally prefer the Boxer layout, which is alternate version of the default
  controls, except the Left Trigger performs melee attacks, and the B button
  tosses grenades. This setting is extremely efficient in close quarters
  battles, where you can repeatedly melee opponents within range. My overall
  level received a +3 upgrade by just switching to this. Tap the L button in
  succession to perform melee attacks much faster than before. While grenades
  are not naturally accustomed, they can still be used occasionally, and suffer
  no firing delay.
  
  - Look sensitivity should always be set to 5 or higher. I personally use 7, as
  it gives me a hybrid combination between CQB, medium-ranged combat, and
  sniping abilities. Certain level 20 and above players use 10, which is not
  recommended, unless you have mastered the art of Swipe Sniping (which is
  described later on in the guide). If you feel uncomfortable with a sensitivity
  of 5 to 6, then play a few levels on Campaign mode, and get use to it. You
  will never become a top player unless you're willing to sacrifice accuracy for
  turning range and mobility.
 
  - Automatic Look Centering is another simple function that brings your cursor
  plop down to the middle if you don't press the right thumbstick down for a few
  seconds. Always disable this, as it can cause mis-aims on your part.
  
  - Controller Vibration is not necessary in my opinion. It can be considered a
  secondary alarm during combat situations, but also a distraction. Besides, the
  red LEDs mark which direction you're being shot from.
 
  ___________
 /Game Modes/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Halo 2 has roughly around 3 different types of game modes, with several other
 ways of "joining" games. To start off, the primary way of selecting games is
 via Optimatch. This setting allows you to select which type of matchmaking, or
 ranked, game you would like to play. Matchmaking is the term Bungie uses for
 official matches, although you may also play clan matches too. Any stats
 logged during matchmaking are held on their website, and you can play in large
 parties with other people during matchmaking games (1-8 players depending on
 mode). You may also Quickmatch for a game, which automatically searches for a
 random matchmaking game. If you want to start your own custom game, simply
 select Create Party, and then invite people by pressing Y to access your
 Friends list, and sending out party invites. The final option on the Live menu
 is Content Download, which will be available once Halo 2 releases some
 downloadable items. So far, something "big" is coming out 02/09/05.
 
  ____________
 /Matchmaking/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Before you can jump right into the action, it's essential as to how you
 understand how matchmaking works. As stated before, matchmaking is a way of
 seeing how "good" you are at playing a certain type of Bungie-based game type.
 Basically, in Halo 2, you're assigned a level rating, ranging from 1-50. So 
 far, some of the highest players in the world are barely at 35 so far, but 
 they'll gradually make their way up there. In order to raise your level, you 
 must WIN a large amount of games out of the ones you play. It's not all about 
 getting the most kills, the most medals, or the most vehicular homicides as 
 everyone is inclined to believe. Basically, you're given experience for each 
 game you win. That experience is split over your entire team during a victory, 
 or some experience is lost when you lose a game. If you quit during a game, 
 you'll receive an experience penalty, and not really gain anything if your 
 team wins (or lose more if you lose). Each time you reach the full setting 
 under a given level, then you'll raise a level, and the experience raising 
 continues. Unfortunately, because of the high volume of Halo 2 players out 
 there, you'll meet your skill level both quickly and efficiently. Most people 
 will "stall" out around 10, and find it hard to raise.
 
 The idea behind matchmaking though is to find your fairest fit. It attempts to 
 match your levels with people who are matchmaking that are closest to yours as 
 well. You'll rarely face the same group of people twice, unless it's due to 
 extreme cases. However, you have to remember, the game bases your opponent's 
 rating off of their level, and not their "actual" rating. For example, a 
 person who plays Slayer a lot, and is extremely good, might be a level 21. 
 However, if they just started to play Team Slayer, they might only be a level 
 3. This can be deceptive, because they have the "skills" of a level 21, but 
 you don't know that. To find out the actual level of a player during a game, 
 press Y, scroll over to players, and look for their names in their column tab. 
 The great thing about matchmaking is that each game type has different level 
 settings. Your level will be different under Team Skirmish than it is under 
 Big Team Battle. You basically must play and concentrate under one type of 
 game mode. Players become accustomed to playing on one game type setting more 
 than the others. Your OVERALL level is determined by your highest level in ANY 
 game type setting. Don't confuse this with being an average of your levels 
 combined.
 
 Other features about matchmaking...
 
                                .../ GAME TYPES ...
 
      # RUMBLE PIT #
     /==============
    / Places you on a map as a free-for-all against 7 other opponents. There
   / are no teams, and it's basically slayer with some objectives mixed into
  / play (king of the hill, etc...). This one is fairly popular, but designed
 / mainly for one person alone.
 
 TIPS: - Get best weapons possible
       - Know location of the Overshield ALWAYS on the map
       - Find a good sniper spot, and stick with it
       - Energy Swords usually determine the leader
 
      # TEAM SKIRMISH #
     /=================
    / This is a 2-team game of up to 8 players total. You basically attempt to
   / complete objectives set before you (assault, planting bombs, capture the
  / flag) against an opposing team. This is VERY competitive, and is one of the
 / top 3 most played modes. Lots of competition, and teamwork necessary to win.
 
 TIPS: - Try to get in a party of good players you know; you won't last long
         alone trying to join a random party
       - Best weapons are key to your team's effective offense/defense
       - Groupwork necessary
 
      # HEAD TO HEAD #
     /================
    / Another somewhat popular game mode, Head to Head is designed for players
   / who want to duel to the death with an opposing player of similar skill.
  / Unfortunately, Head to Head lacks some popularity, as it only holds 2
 / players, and many people may camp in a nifty spot with a sniper rifle.
 
 TIPS: - Get best weapons possible
       - Know location of the Overshield ALWAYS on the map
       - Find a good sniper spot, and stick with it
       - Sword can be extremely dangerous
       - Radar disabled in all modes
 
      # BIG TEAM BATTLE #
     /===================
    / One of the top 3 most played modes, Big Team Battle allows you to bring
   / a party of up to 8 people. It's exactly the same as Team Skirmish, except
  / the teams can go up to 8 on 8. Mainly features objective-based themes, but
 / also plays on bigger maps and some odd alternatives (more vehicles).
 
 TIPS: - Snipers are key to helping your team on offense/defense
       - RPG is great for defense, eliminates threat of oncoming rushes
       - Get tanks no matter what. They're great for pounding down infantry
         units that spawn near bases
       - On certain maps, try to rush key weapons with the Ghost. A great
         example is rushing the Sniper Rifle on Headlong with a Ghost via the
         invisibility path
 
      # MINOR CLANMATCH #
     /===================
    / Uses the same variants as Team Skirmish, except it is designed for 6-8
   / players in different clans. You must form a party of 3-4 online clan
  / members, and duke it out against an opposing clan. This is the most popular
 / lag-free way of getting official matches in.
 
 TIPS: - Get best weapons possible for dominance
       - Organize and know what you're doing. Small groups of people mean a key
         weapon can spell victory/defeat
       - Look at the players' levels during the game to see what you're going
         up against. Sometimes a level 8 minor clanmatch ranking means the
         players could be level 15s.
       - Tab B if you notice a one man disadvantage during Step 2 of matchmaking
 
      # MAJOR CLANMATCH #
     /===================
    / Nearly the same as Big Team Battle, except it is designed for groups of
   / up to 10-16 clan players. You'll duke it out against an opposing clan
  / with similar variants, and hope for the best. Major clanmatches can get
 / laggy sometimes, which pushes most clans away from this option.
 
 TIPS: - Get best weapons possible
       - STICK together. You can crush teams if you have huge masses on assaults
       - This mode is very vulnerable to matching you up with a one-man
         disadvantage - especially when your party #'s are low (5-6). Tab B if
         you count more yellow boxes than your party of clanmates
 
      # TEAM SLAYER #
     /===============
    / This is actually a new game type released in a recent patch. Team Slayer
   / pits you in teams of up to 4 players, totaling for 8 players during the
  / game. It's basically strictly about putting the most kills up during a
 / certain time limit, or kill limit to win the game.
 
 TIPS: - This is the MOST popular game variant on Halo 2, so expect tons of
         competition. Because of its post-patch release, many levels are lower
         than their equivalency. Level 9 team slayers "really" play like level
         13s killing wise
       - Best weapons spell victory, pure and simple
       - Overshield is critical to taking out strong-weapon enemies
       - Assassination is a key way of knocking out opponents if you can find
         invisibility
       - Focus on sticking together. A group of 3 can easily take down a lone
         man with no support
 
 >>> NOTE: There are also two additional modes. Team Training and Rumble
           Training can be selected as matchmaking modes. However, they're just
           training sessions (doesn't count), and have the same variants
           as Team Skirmish/Rumble Pit.
 
  _____________________
 /Map Strategies (7.1)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 This following section will describe each multiplayer map of Halo 2, along
 with map strategies, where to get key weapons, and the best way to win each
 level. Maps are going to be organized alphabetically.
 
                             _________
 ___________________________/Ascension___________________________
 
 - "This relay station is part of a network that has kept Delta Halo
    functioning smoothly for untold centuries."
 
 = Personally, Ascension is a sniper-based map, pure and simple. There are
   three extending paths from a middle "radar dome" which dips into the ground
   like a soggy pothole. One path has a sniper rifle, the other a useable
   Banshee, and another sniper gun. Simply put, get the sniper rifles first
   and you'll win. Secondly, there is a somewhat secret RPG on a jumping pad.
   To get there, go to the circular platform between the Banshee and sniper
   rifle tower. Jump down off the pad and you should see a pad slightly below.
   Pick up the RPG in the center, and then use the jumping pad to get launched
   up. If your team has the RPG, get the Banshee at all costs. You can rape
   anyone who attempts to snipe, and also nail them as they approach the center.
   There's a teleporter which has a Shotgun nearby. This map is ALL about
   getting your team to rush the sniper rifle first. Do this, and you will
   control victory. You'll find this map often associated with King of the Hill.
 
                             ____________
 ___________________________/Beaver Creek___________________________
 
 - "These forgotten structures were once the site of many bitter battles
    but have since been reclaimed by nature."
 
 = Probably the smallest map in all of Halo 2, this is a mirror image red/blue
   base scenario. You're basically in a rural setting with a large upper path
   in the middle, two mirrored bases opposite of each other, a teleport in
   the back of each base, and a two sidewinding hills near each base. The RPG
   is in the center of the map, on the large upper path hill. Most people rush
   for it. On one side, you'll find a Sniper Rifle on one of the side paths,
   while the other side path is closer to the Rocket Launcher. This map is
   associated with CTF usually. The best way to capture the flag is to:
 
    > Have a teammate get on the roof of your opponent's base by jumping on
      the side rock. When your teammate grabs the flag, have him stand on the
      pilon that is usually above the flag capture point. Have the person
      press the R button to throw the flag up through the ceiling window.
      Your other teammate should grab the flag as soon as it's tossed. From
      there, he can easily jump down, enter the back portal, be warped to their
      base, and then re-enter the ceiling window down to the capture point.
 
    > Grab the flag and make your way to that base's back portal. The portal is
      a quick way of avoiding the middle chaos.
 
    > Sprint through the middle while being covered. This is very risky though.
 
    > Make sure you grab the Overshield which spawns in the small creek on the
      one side. You'll also find a Shotgun on the other side.
 
                             _____________
 ___________________________/Burial Mounds___________________________
 
 - "This makeshift Heretic camp on Basis is littered with wreckage from
    the destruction of Installation 04."
 
 = Burial Mounds is probably the most hated map in all of Halo 2. It features
   a non-mirrored setting in a stingy desert, designed for snipers, and
   includes twisting ruins which makes it difficult to navigate the Warthog
   which spawns on the offensive side of the map. You'll find the RPG on a
   lone stone bridge close to both spawns. Most people rush for this first.
   Have someone on your offensive team sprint over to the Beam Rifle (most
   critical weapon, always pick it up), and then look at where the bridge is.
   Snipe any opponents who try to grab the RPG. The defending team always spawns
   with a Sniper Rifle, so be weary of the enemy sniper. Since both teams get
   sniper rifles, it becomes a waiting game, and one of long range. This map is
   usually played with Assault/1 Flag CTF Fast, so you won't have much time to
   score. Some key tips include:
 
    > There's a Ghost that spawns next to a black column to the right of the
      defending base. Rush over to it, and harass/kill the enemy Beam Rifle
      Sniper immediately. Get both sniper rifles for supremacy. You can also
      snatch the Energy Sword in the tunnel behind the black spaced ruins.
 
    > There are two turrets in the defending base. While they're somewhat
      useful, you'll often be sniped out of them. The enemy Warthog that
      approaches can usually be exploded via grenades. It doesn't have much
      space to navigate through either the back tunnel, or through the sides.
 
    > You can actually jump-run through the front of the base. You have to
      get a running start first though. It's great to toss the bomb up, or
      crouch in the front to contest it.
 
    > This map is extremely difficult on offense, and it's uncommon to see
      people score. Don't feel ashamed if you do horrible, because a slight
      majority do as well.
 
    > You can boost yourself as a Beam Rifle sniper on some of the broken ruins
      for a height advantage. Make sure you crouch though, because an enemy
      Ghost will usually streak on through.
 
                             ___________
 ___________________________/Coagulation___________________________
 
 - "Recent excavations have failed to shed light on the true purpose 
    of the outposts in this bloody gulch."
 
 = This is one of the most POPULAR maps in all of Halo 2. Coagulation is a wide
   open grassy field with small hills, a trivial road, two mirrored bases, and
   tons of vehicles to play around with. During certain times, tanks will spawn
   (depending on settings). There are Banshees in each base, Ghosts/Warthogs,
   and a turret up top. You'll also find a sniper rifle on the top of each base,
   teleports which lead to the left/right sides of the map, and an RPG right in
   the dead center of the map. The best strategy is to spawn, run straight for
   the Ghost, boost to the center, jump off, grab the RPG, nail anyone who
   approaches in a vehicle, then sprint back with the Ghost, and defend the
   base. You'll often find RPG ammo near the three pine trees on this map. Pick
   it up to keep the RPG streak going. A Shotgun can be found inside three
   stones near your base. Use this for defense. This map is often played with
   CTF or Assault, so here are some strategies:
 
    > Have your team get organized inside one of the Warthogs - max load. Get
      a Ghost to come, along with a Banshee. The Banshee should drop in first
      onto the roof of the enemy base. Toss some grenades in the flag room.
      Most players hide crouch in the corners to the flag. Meanwhile, your
      Warthog, and Ghost should unload and all rush in now that the defenders
      are moving to avoid the grenades. Usually guaranteed on assault missions
      but it might be hard to pull the flag out.
 
    > This is a new tactic that is being used quite often. People will rush the
      base with a Warthog, drive it around back, then park it where your Banshee
      spawns. From there, one man will jump onto the top of the Warthog, and
      hold down X through the floor to take the flag. This really isn't a
      glitch because of the way Bungie programmed the game. If you're in
      proximity with any flag, and can reach it, you can usually take it through
      walls, and items of the such. HOWEVER, this is still very cheap, because
      the enemy doesn't have to interfere with your defenses at all. He just
      snatches it through the floor. If this happens, toss some frag grenades
      down the exit hole in the flag room to disrupt their plans.
 
    > Use your base's portal, and make your way to the slim rocks on the left.
      Get your bomb man to wear the Overshield powerup. Rush over with a
      Warthog, and have him go in on mixed assault. It becomes difficult for
      defenders to kill an overshielded bomber.
 
    > There are also two "secret" hiding spots on this map. You can take a
      Banshee to reach either of them, or a Ghost to reach one of them. Take
      a Ghost and go up to the backside where the elongated grassy field is
      with some rocks. Look along the wall for a V cut along a slanted
      mountain. It should be slightly past the first boulder. Now boost, and
      try to ride up the wall. If you get the right angle, you can boost
      the Ghost all the way up top. Get off, and you can now snipe up there.
      The other spot is a column sticking out of a mountain with a small
      platform that can be reached by flying up to it. Very useful spots if
      you have the Sniper Rifle.
 
                             ________
 ___________________________/Colossus___________________________
 
 - "Numerous scientific expeditions have failed to reveal what the Forerunners
    intended with all this damn gas."
 
 = Personally, Colossus is all about getting the Beam Rifle. You're basically
   tossed into a fairly small arena mirrored, with a large anti-grav pad
   near the upper middle. Jump onto the pad, and it launches you up to an
   area with a spawned Beam Rifle on the balcony. You'll find tons of plasma
   barrels spaced throughout conveyor belts, two ledges with Battle Rifles,
   nearby Shotguns, and a plethora of Plasma weapons. There is only one
   Beam Rifle though, and it's essential you get this, because it guarantees
   victory (almost). With the Beam Rifle, the opposing team can spawn camp
   players from their own base. The only way to counter this is to grab a
   Battle Rifle, and shoot him to prevent him from scoping. You'll find this
   map played mostly with CTF or Team Slayer. Here are some tips:
 
    > You can reach the enemy's base quite easily by running up the lower
      stairwells. When you reach the first turn on the stairwell, jump on the
      railing, then jump up to the enemy's platform. This is the quickest way
      without being forced to run all the way up the stairs.
 
    > You can be an absolute killer with the Battle Rifles that spawn on each
      base's ledge (or by the flag capture points). Simply stay on this balcony
      and hit anyone who drops down to the middle, or uses the anti-grav pad.
      Jump on top of the railing to get the height advantage, and nail the 
      people hiding where the Beam Rifle spawns. Be careful for people who come
      from where your ledge starts, or other Battle Rifle snipers.
 
    > An Overshield spawns in the lower end of the middle between two pits. Grab
      it for assaults on capturing the flag.
 
    > Shoot the energy barrels if you see people near them, and then snipe them
      off with the Battle Rifle for a quick kill.
 
    > GET the Beam Rifle at ALL costs. This is essential to victory.
    
                             ___________
 ___________________________/Containment___________________________
 
 - "One of the largest recently released maps by Bungie."
 
 = Containment is roughly three times the size of Coagulation set off in a cool,
 snow-crusted environment. Because of its tremendous size, Gauss Warthogs,
 Banshees, and Scorpion Tanks are considered default. Both sides are mirror
 images of each other, with functional ramps, side flanking routes in caves, and
 some key weapons to be grabbed (Snipers, Brute Shots, Rockets).
 
                             __________
 ___________________________/Foundation___________________________
 
 - "Deep in Chicago Industrial Zone 08 lies the decommissioned Tactical
    Autonomous Robotic Defense System testing facility."
 
 = Originally designed as a secret map, Foundation could only be unlocked if
   you beat the game on Legendary. However, the recent patch has made it
   available to everybody. Foundation is basically a mirrored four-way map
   with an upper path that circles the entire map, two turrets, a center
   bunker, and four exterior rooms. The RPG can be found near a construction
   zone on the ground, under a turret platform. An Energy Sword is in the
   middle as well. This map is rarely played under matchmaking, unless it's
   Team Slayer. Some tips are to:
 
    > Man a turret, and have someone protect your back. You can get a few
      nifty kills using the big guns alone. The RPG is not an absolute must
      as you can usually overrun the person going for it.
 
    > Get the Energy Sword, then camp one of the entrances to a room. Crouch
      and slice anyone who attempts to rush by.
 
                             ________
 ___________________________/Headlong___________________________
 
 - "Although during the day Section 14 monitors almost all harbor
    traffic, at night it's one of the city's most notorious hangouts."
 
 = Headlong is primarily a Big Team Battle map, designed with odd extremities
   and a fruitful design. Each team spawns in a large building, one which
   is a construction building featuring a series of stairwells that lead to
   the "defensive capture point." The other contains a nice structure with
   the "offensive capture point." Outside, you'll find a large dirt field, with
   a winding road to the left, and one that circles the defending base. Down
   the concrete road is an RPG under a bridge, with an Overshield overhead.
   Another RPG is located at the defending base on the top balcony ledge. There
   is also a Sniper Rifle on the bridge to the right of the offensive spawn.
   A Beam Rifle can be located in a room past the bridge to the left of the
   defending spawn. These sum up the critical weapons. Oh, and there's an Energy
   Sword in the building to the right of the defending base. This building also
   features the receiving location of the portal at the offensive base. There's
   an invisibility powerup, small tunnel, and broken string of bridges near the
   middle/left. This map is mainly played on 1 Flag CTF/Assault. Here are some
   tips:
 
    > There are "really" two ways of assaulting the defending base. Going
      through the ground floor is only good when you go up the stairwell in the
      enemy's base (not the spiraling paths up to the capture point).
 
    > The first way is to have everyone run up the stairs and go through the
      portal. From there, go through the building, jump down to the small
      balcony, then sprint over to the back bridge that leads to the defensive
      base. Storm it all at once, and do your thing.
 
    > The second way is to have someone rush for the RPG via the 2 Warthogs to
      the left. The other players should go upstairs, then curve a right and
      cross the bridge. Have your best Sniper nail down anyone who exposes
      themselves on the top floor. The rest of the team should rush the Beam
      Rifle room, then run through the top window opening near the boxes, and
      move down one floor to the capture point.
 
    > On defense, get the top floor RPG, and the Beam Rifle if possible.
 
    > Pick up the nearby Ghost, and boost towards the left hill where the broken
      bridge is. Go into the left tunnel, and zoom ahead (don't flip the Ghost).
      You can actually rush the first people who reach the normal Sniper Rifle,
      and nail them with dual plasma cannons. Also, try to grab the Sniper
      Rifle, and bring it back to your base. You now should have both sniper
      rifles, limiting your opponent's range.
 
    > There are turrets on two sides of the offensive base. Use them if your
      team drops the flag into the open dirt fields on the ground level.
      You can slaughter opponents since they're all in a frenzy to rush the
      flag carrier.
 
    > A secret path can be taken via the floating ledges in the middle of the
      map. Jump from the peak of the broken bridge to the hanging bridge, then
      onto the beam, and right onto the enemy's top floor. This is great for
      extracting the flag as well.
 
    > If time is running out, zoom over to the left part of the defending base,
      and crouch next to the wall behind a column. You'll be able to contest
      the bomb/flag and keep sudden death going. STAY CROUCHED. You'll give
      your team a chance to regroup and win.
 
                             ___________
 ___________________________/Ivory Tower___________________________
 
 - "Once home to the famous socialite Lance O' Donnell, the top floor
    of this building is now a public park."
 
 = Ivory Tower is another small-town setting with two spawns directly opposite
   of each other. You'll find a Sword in the middle under the waterfall, a
   Sniper Rifle on the 3rd floor via the elevator, and an RPG in the center
   arena behind the waterfall. A shotgun can be found via two floating air
   pumps, and an Overshield is on the right, along with a Battle Rifle. This
   is usually played with Team Slayer, Assault, or CTF Fast. Try your best to
   rush one of the key spots, especially the Overshield. Here are some tips:
 
    > If you're on offense, immediately grab the Sword, but AVOID bringing
      it to the defending base. You'll actually do worse, than any good. The
      defenders will almost immediately get the RPG, and giving them the
      Sword guarantees victory.
 
    > Try to get on the upper ledge and drop down from behind defenders. Many
      people like crouch hiding on the side stairwells and ambushing you when
      you go for either capture point.
 
    > On defense, get the Overshield, and try to rush the Sniper. He can pelt
      anyone exposed in the middle under-area.
 
                             _______
 ___________________________/Lockout___________________________
 
 - "Some believe this remote facility was once used to study the Flood. But
    few clues remain amidst the snow and ice."
 
 = Lockout is a VERY small combat arena, in a ice-filled environment. You
   will discover pretty much an upper and lower structure to the map. There
   is a center battle plateau that links to four different locations. One is
   an upper battle tower where the "offensive" capture point is, and the
   other leaders to the defending spawn (which has a jump pad, and lower
   green area with a Shotgun). The third link is to a small building locale,
   and the final one is to the sniper tower. The Sniper Rifle spawns on the
   highest tower, but you must curl around to reach it. There are numerous
   explosive columns around the area. Shoot them to explode and hurt other
   players. The jump pad area links to a low corner pathway where the defensive
   capture point is. You'll usually play this map on 1 Flag CTF Fast/Team
   Slayer. Here are some tips:
 
    > Get the Sniper Rifle no matter what. While it's not overwhelmingly
      dominant, you can snipe defenders on the low pathway, and move to another
      spot for cover fire. Even if you rush on defense, you'll prevent the enemy
      from getting it. There are explosive barrels right where the sniper rifle
      spawns. Shoot them if an enemy is there.
 
    > The Energy Sword spawns near the offensive base, on a small pathway. Grab
      it, and use it on offense. Even if the enemy gets it, you can snipe them
      away quite easily.
 
    > Get one of the Battle Rifles (peak of offensive tower, or defensive
      stacked tower). Jump down the gravi-pad tower, and walk in the lower path.
      You should be able to see some side flaps where you can crouch off the
      walkway, yet snipe anyone defending the flag. Useful location, but easy to
      find when exposed.
 
    > For capturing the flag, grab it, run up the path, then cut a left, and
      get a teammate to stand on the ledge of the center plateau. Toss is up
      to him, then he can run for the capture.
 
    > Grab the flag, run left through the stacked tower, then up the path, to
      the lower plateau, and then left. Jump across this small pit, rather than
      cutting around the path.
 
    > There's a quick way of reaching the offensive capture point. When you're
      on the central plateau, and you're right below the capture point, jump
      onto the side railings. Leap up to the slanted ledge, then run up to the
      point. It's quicker than curling around the sidewinding path.
 
                             _______
 ___________________________/Midship___________________________
 
 - "Don't let its luxury fool you - the Pious Inquisitor is one of
    the fastest ships in the Covenant fleet."
 
 = Midship is VERY, VERY small, and reminiscent of a gladiator arena. You'll
   find yourself tossed into a circular mirrored room with two anti-grav spawns,
   with an upper & lower level. In the center is a small dip, with side paths
   that twirl up and down. An energy sword is accessible in the top middle via
   a small floating platform. Battle Rifles are under each spawn in the corners.
   This map is played with Team Slayer/Multiflag CTF/Multibomb Assault. Here
   are some tips:
 
    > Get Dual Plasma Rifles, and fire away. These can really eat away your
      opponent's morale.
 
    > Try to stick opponents if possible. Plasma Grenades are prevalent on this
      map.
 
    > Use the Energy Sword in offense/defense. Many people tend to crouch in the
      corners, or grab the Shotgun in the middle.
      
                             _______
 ___________________________/Warlock___________________________
 
 - "Another recently released map that was previously known as Wizard in the
    original Halo."
 
 = Warlock is very reminiscent of a small enclosed battle arena, with jungle
 grapevines growing along the walls, various platforms stationed in four
 corners, and small watery moats near the floor. Unfortunately, there are hardly
 any key weapons on this map, enhancing grenade, Shotgun, and Battle Rifle use.
 You'll find yourself very mobile on this map. The Invisibility powerup in the
 center has its uses.
 
                             __________
 ___________________________/Waterworks___________________________
 
 - "While the Forerunners excelled at mimicking natural beauty, the
    machinery in this cavern exemplifies their true genius."
 
 = Waterworks is a huge Big Team Battle map featuring Wraiths, Ghosts, Warthogs,
   and Banshees. It's mirrored with a large machine press high above. There are
   dual caves on the sides, with dual upper pathways, a bridge in the middle,
   and an upper plateau in the middle with a Sniper Rifle. Two Sniper Rifles
   also spawn on top of each spawn, with turrets, Banshees in the upper launch
   platforms, and an RPG close to each teleport spawn. Oh, and the teleports
   are past each Banshee. Basically, this is a Sniper inclined map with wide
   open side roads, and easy access to the main bases. However, you can do
   many interesting things with this map. It's usually played with Multi CTF/
   Neutral Bomb/1 Flag CTF. Here are some tips:
 
    > There are large green boxes around your base. Jump in the Wraith, and 
      push these boxes into the back entrance. Get them lined up so nobody
      can crouch through. Repeat the same for the front entrance, and you
      should have a few spare boxes. You can push them near the entrance to
      the left cave. If you're really skilled, you can push the one box up
      the pathway to the right of your base which leads to the portal. Players
      will sneak up this path and enter the capture point above. Push the box
      far enough up where they can't just past it, or above it.
 
    > Immediately get in the Banshee, and rush the opponent's base. Try to
      take their RPG, or nail their Wraith as he stacks the boxes.
 
    > Get the RPG near your base all the time. You'll be doomed if you don't.
      Someone should be a dedicated sniper on your team as well. You can use
      the Banshee to reach the upper parts of the base that are normally 
      inaccessible.
 
    > If you manage to touch the flag, toss it near the open-window bunker style
      opening right by the point. Someone can reach it through the small hole. 
      Another thing is that you should crouch next to this small opening to
      contest it.
 
    > There are a ton of powerups that most people miss inside the middle
      structure machine press. This includes the Energy Sword.
 
                             ________
 ___________________________/Zanzibar___________________________
 
 - "Wind Power Station 7 sites as a mute reminder of the EAP's late
    25th-century attempt at re-nationalization."
 
 = Zanzibar is one of the most played maps in all of Halo 2. It's basically
   a coastal setting near the beach, that progresses into some stone-walled
   structures with a giant energy-revolving wheel in the middle, and an enemy
   structure which holds the defensive capture point. You'll find 2 Ghosts and
   a Warthog near the beach, along with a snipe rifle inside the wall structure.
   There's a second sniper rifle in the left plateau, a Shotgun/Invisibility
   power up in the right tower, and an energy sword in the middle of the wheel
   which can be accessed by blowing a trigger switch on a bridge. There's not
   much in the defending base, except for an RPG on the upper pathway which is
   a must-grab item. This is usually played with 1 Flag CTF/Assault/Land Grab.
   Here are some tips:
 
    > On defense, always get the RPG first, and do it QUICK. Sometimes an
      opposing sniper will nail you if you run back to your base. Never let the
      RPG get into the hands of thy enemy. Secondly, on offense, do the same.
      Rush the sniper rifle, and try to take the RPG man out. Also, another
      quick way of getting a sniper rifle is to sprint out of the defending
      base, or jump on a Ghost (on offense), and blast over to the left
      plateau. Then, grab the Rifle and run. Usually, your opponents will shoot
      the explosive barrels nearby and attempt to blow you up.
 
    > A quick way of getting to the second floor is to boost yourself via the
      rotating wheel. Jump into the center, and wait for one of the moving
      pylons to get close to you. Start to get dragged upwards by it, then jump
      up and land on it. Now you have a quick way of getting upstairs without
      being forced to go through their base.
 
    > After you grab the flag, run towards the stairs. Sometimes it can be best
      to go out the top of the base, rather than the front entrances/
 
    > After you grab the flag, run towards the stairs. Toss the flag in the
      corner that curls to the second set of stairs. It looks like this:
        _____
       /     
        ^ - Toss it there
      
      Now, have a person outside waiting there. They can grab it through the
      wall by boosting on a nearby cargo box.
 
    > On defense, some good positions involve the four pillars surrounding the
      rotating energy disc. There are 4 slants you can jump onto, crouch, and
      sit. You're undetectable on radar, and you can nail anyone who tries to
      plant without taking grenade damage.
 
    > The switch to the gate is often well-guarded by opposing teams. One
      nifty idea is to sit close to the switch up above, yet crouch near a
      doorway. Melee attack the players from behind as they sprint for the
      switch.
 
  _________________________________________
 /Troubleshooting/Glitches/Solutions (7.2)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Often, many players may have trouble connecting with X-BOX Live. This section 
 will address some of the more specific problems you may have with Halo 2 that 
 aren't glitch related, or in-game play.
 
                                       >
 
   PROBLEM: I can't hear a certain person, even though other players can in the
            room.
 
   ANSWER: This is actually a networking error. Some people have special LAN
           connections which use software and not actual routers. For some odd
           reason, you will not see their MIC symbol move, nor hear them speak,
           while other players in the room can. This use to happen to me
           frequently on Black Arrow. Try muting the person's voice by entering
           the player's menu, then turning their voice on. The voice will
           eventually return after a timed interval, but sometimes it can last
           up to 45 minutes of no hear.
 
 
   PROBLEM: My LEVEL icon disappeared. What happened?
 
   ANSWER: As far as I'm aware, this glitch only happens if you leave a clan.
           I use to be apart of a clan, but left. After leaving, my LEVEL
           ranking disappeared. My icon was gone until I rejoined a clan. To
           fix this problem, create your own clan by sliding to the clan tab.
           Now, once you've made the clan, leave the clan. Your ranking should
           reappear.
 
 
   PROBLEM: How do I do the special "echo" effect some people have on their
            MICs?
 
   ANSWER: Once your MIC is fully plugged in, slightly jiggle out the part
           where the pin plugs into the receptor (which is in the controller
           itself). Pull it out far enough so you don't hear anyone's voice
           anymore, yet your icon will mimic their every word.
 
 
   PROBLEM: During the game, a bright blue window appeared. It takes forever to
            restart the game. What happened?
 
   ANSWER: Halo 2 uses a special optimization sequence where the person with the
           best connection is the host. In some cases, they MAY not be the party
           leader. If they leave the game, and they were the connection host,
           Bungie attempts to relocate the next best connection to host the
           game. That's why it can take anywhere from 15 seconds to a minute to
           find the ideal host.
 
 
   PROBLEM: I was playing a matchmade game when the blue window appeared.
            Suddenly, I was dead, and/or the flag was captured.
 
   ANSWER: This is actually a router glitch that people have been performing.
           Thankfully, the Autoupdate has fixed the Standby glitch, meaning
           players cannot use it to cheat anymore. They can still perform
           standby, but the game will actually freeze their screen too.
 
 
   PROBLEM: I've been hearing something about a "dummy" glitch. What is it?
 
   ANSWER: This glitch has been fixed in the Autoupdate.
 
 
   PROBLEM: What's the stand-by glitch?
 
   ANSWER: Some players have special routers which have a setting that let's
           them halt the game temporarily. All other players in the game will
           see a blue status window saying it's looking for a connection host,
           yet the player performing the glitch can still move around in the
           game. Thankfully, it has been corrected in the Autoupdate.
 
  _____________________
 /Custom Game Variants/
 -=-=-=-=-=-=-=-=-=-=-=-=-=
 As some of you may know, Halo 2 incorporates a special feature which let's you 
 create your own gametypes. Unfortunately, many people haven't taken advantage 
 of this feature to the fullest extent. This section will list some custom 
 gametypes that I have used/played during my Halo 2 experience, types that 
 others have created, many of which are fun and exciting. Dawn of the Dead has 
 its own section after this. Please contact me with your custom gametype, and 
 I'll list it here.
 
        ____________________
    ___/// RAINBOW SIX 3 ///___ -- credit to: UNKNOWN
 \\\\\\\
     |TEAM SLAYER| 6-16 Players|
     ===========================
     Starting Weapon: Battle Rifle
    Secondary Weapon: Magnum
            Grenades: On
          No Shields: On
         Lives Limit: 2
      Weapons on Map: None
             Turrets: Off
            Powerups: Off
            Vehicles: Off
                 Map: ONLY Headlong
               Radar: Off
 
                                     RATING: ***
 
 - "The idea is to illustrate Rainbow Six-like gameplay with realistic 
 deaths, quick battles. Each team starts off with a typical zoom rifle and 
 secondary weapon. Grenades are the easiet way to get kills, but you'll expose 
 yourself when tossing them. It's very easy to die, so camp and use teamwork. 
 Each player only has two lives, meaning you'll want to avoid death as much as 
 possible. This is only fun on Headlong, since the map is big, in an urban 
 setting, with lots of camping locations. First team to entirely die loses."
 
 = Personally, I've had fun with this for a good hour or so. Most people will 
 stick together. No radar makes it a real challenge, and everyone has battle 
 rifles which can almost yield instant kills. Get a height advantage on the 
 map, preferably where the bomb normally would spawn, or at the opposing portal 
 building.
 
          __________________
      ___/// PAINTBALL   ///___ -- credit to: UNKNOWN
   \\\\\\\
     |TEAM SLAYER| 4-12 Players|
     ===========================
     Starting Weapon: Magnum
    Secondary Weapon: n/a
            Grenades: Off
          No Shields: On
         Lives Limit: 2
      Weapons on Map: None
             Turrets: Off
            Powerups: Off
            Vehicles: Off
                Maps: Lockout, Midship, Beaver Creek
               Radar: Off
 
                                     RATING: **
 
 - "First of all, there should be an even amount of players in the game. There
 should be multiple teams of 2 players each, so you basically have a paired
 buddy. Again, this is just like paintball. You have two lives to survive with,
 and it's almost one-shot kills with the Magnum. You must be the surviving team
 at the end. This map is most fun on Lockout."
 
 = I tend to hate this gameplay mode, although others are more fond of it. It's
 practically camping madness on small maps. Try to get headshots with the
 Magnum, and dual-wield for full efficiency.
 
         __________________
     ___/// HIDE N SEEK ///___ -- credit to: UNKNOWN
  \\\\\\\
     |JUGGERNAUT| 8-16 Players|
     ==========================
          Time Limit: 5:00 minutes
     Starting Weapon: Magnum
    Secondary Weapon: Energy Sword
         Active Camo: On (except for Juggernaut)
            Grenades: On
          No Shields: On (only for regulars, not Juggernaut)
         Lives Limit: 1
              Rounds: 2
      Weapons on Map: None
             Turrets: Off
            Powerups: Off
            Vehicles: Off
                Maps: Midship, Ivory Tower, Beaver Creek, Ascension
               Radar: Off (on for Juggernaut)
 
                                     RATING: ****
 
 - "Hide N' Seek is one of the more modern game modes that's fairly popular. The
 basic idea is that all of the people in the game are invisible, have no
 shields, and must HIDE from the Juggernaut (who is chosen at random at the
 beginning of the game). The Juggernaut is the seeker, and must kill all Hiders
 before the round ends. The Hiders are NOT suppose to kill the Juggernaut, and
 the Juggernaut has a radar, while you don't. The idea is to find creative spots
 that you doubt the Juggernaut will find you. Since you only have one life
 though, it can be fairly risky. Also, the Seeker can use either the Pistol,
 Grenades, or Sword. The Juggernaut should be visible too, so turn off Active
 Camo for him."
 
 = There are many creative spots. Don't go to the usual hiding spots, but rather
 areas with bushes, weird ledges, or behind corners. Avoid direct sunlight, as
 it shows your camo away instantly.
 
         _______________________
     ___/// METAL GEAR SOLID ///___ -- credit to: puppy
  \\\\\\\
     |JUGGERNAUT| 6-16 Players|
     ==========================
          Time Limit: n/a
     Starting Weapon: Magnum (either can use)
    Secondary Weapon: Sniper (for Juggernaut), Battle Rifle (everyone else)
         Active Camo: On (only for Juggernaut)
            Grenades: On
          No Shields: On (only for regulars, not Juggernaut)
                      Default normal shields for Juggernaut
         Lives Limit: 1 (even for Juggernaut)
      Weapons on Map: None
             Turrets: On
            Powerups: Off
            Vehicles: Off
                Maps: Zanzibar (ONLY)
               Radar: Off (on for Juggernaut)
 
                                     RATING: ***
 
 - RULES -
 
 1. Juggernaut must start "behind" the beach seawall, meaning no players should
 engage him while he moves there. Meanwhile, all defending guards must move to a
 'perimeter' zone, which is no further than the Giant Wheel, or invisibility
 tower building. They're suppose to guard the base.
 
 2. The sniper for the Juggernaut is designed to eliminate any exposed threats
 defending the base. Hence why it's smarter to actually defend the base rather
 than run near the wheel.
 
 3. Snake, or the Juggernaut, must kill all enemies on the base defending the
 map. This is somewhat easy because enemies have no shields, but he can be
 ganged up on. The guards are suppose to kill Snake at all costs.
 
 4. The person who kills the Juggernaut becomes the next Snake next time
 through.
 
 5. If Snake runs out of ammo, you must melee people to death. No hiding
 permitted for Snake.
 
 = As you can see, there are quite a few rules for this game type. Overall, it
 makes decent sense, and puppy did a great job creating it. The whole myth
 behind Zanzibar actually relating to MGS seems to be confirmed. This game
 variant just needs some decent players to follow the rules, and it can be
 extremely fun. Remember that the Juggernaut is invisible, but should have
 normal speed and normal shields.
 
  _______________________
 /Dawn of the Dead (7.3)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=
 Quite possibly the greatest game variant created thus far, it has invaded the
 Halo 2 gaming community like malaria on a hot, steamy day. Dawn of the Dead is
 a fun custom variant which requires some honesty on certain players, and a
 degree of teamwork. Here are the settings as follows:
 
          ___________________
    ___/// DAWN OF THE DEAD ///___ -- credit to: UNKNOWN
 \\\\\\\\
     |TEAM SLAYER| 8-16 Players|
     ===========================
     Starting Weapon: Shotgun/Magnum
    Secondary Weapon: Energy Sword
            Grenades: Off
          No Shields: On
         Lives Limit: Unlimited
      Weapons on Map: Shotgun/Magnum (depends on which type you're playing)
             Turrets: Off
            Powerups: Off
            Vehicles: Off
                 Map: Foundation, Zanzibar, Lockout, Ascension, Burial Mounds
               Radar: Off
       Friendly Fire: Off
          Time Limit: 5:00-10:00 minutes
          Kill Limit: 50-100 kills (if not using time limit)
 
                                     RATING: *****
 
 - "The idea is to reinact a Resident-Evil like environment, with a red/green
 team. Everyone except one person starts out as the red team, which are known
 as the Slayers. Slayers can use only Shotguns/Magnums, even though they have
 an energy sword in their inventory. The green team starts out with one Zombie,
 who can ONLY use the Energy Sword. The idea is for the zombies to kill all of
 the slayers. When a Slayer is slashed by a Zombie, he/she MUST switch to the
 green team and be a zombie. Once you turn into a Zombie, you must hunt the
 Slayers. Basically, you only get one chance at being a Slayer, then you must
 stay a Zombie for the rest of the game. Since Zombies can only use the Sword,
 it becomes challenging to kill the Slayers who armed with Pistols/Shotguns.
 However, no radar makes it easier to sneak up on people. Depending on the size
 of the map, a time limit will count down. If the Slayers can survive after the
 time limit ends, they win the round. If the Zombies kill all the Slayers, then
 the host should end the game. If a kill limit is planted, the Slayers
 must "fend off" the Zombie attack for a certain amount of kills."
 
 = This is by far the most addictive and fun gameplay type I've had with Halo
 2. Some key items to remember are that the host has complete control over
 which type of DotD you'll be playing. Many die hards believe in Shotgun-only,
 with no Magnums. This makes the gameplay extremely hard as you have no long-
 range capabilities. Other players believe in Magnums-only, or Mixed. I
 personally believe in Mixed. The Magnum is the best weapon to use since
 Headshots yield instant deaths, and you can dual-wield for shutdown power. I
 use to not believe in Dual-wielding, since it's fairly cheap, and two slayers
 can mow down an entire army. Some hints to remember are that you can hide on
 some cheap places on the map. On Zanzibar, you can get onto the top of the
 wheel by hopping via the rotating part onto the bridge, then up to the top. On
 Ascension, you can hide in the two inlets. In Foundation, you can barricade
 yourself in via boxes, or boost up to an upper portion. Foundation is where
 you will have the most fun, but you need a TON of people for this game mode to
 work.
 
 ^^ NOTE: Remember that this game mode is based off of honesty. If Zombies start
          to use weapons on you like guns, tell the host to boot them. If
          Slayers don't switch over after being killed by a Zombie, then check
          the Zombies Kill Total. It will always reflect how many Slayers have
          been killed. If it says 6 for the zombies, then there should be 7
          Zombies (one which is the initial one). Sometimes deaths will occur
          from suicides off of falls on the map. Penalize people who repeatedly
          suicide, or boot them from the game. Also, watch for explosive
          If your own slayer shoots them, and you die, you do not have to switch
          over. Try to use teamwork with the other slayers to survive. Camping
          a corner of a room, the beach on Zanzibar, or a tower in Ascension is
          a solid strategy.
 
  ______________
 /Sniping (7.4)/
 -=-=-=-=-=-=-=-=-=-=-=-=-=
 To become a complete player in Halo 2, it often requires the essential weapons
 and sheer luck to come out on top. Believe it or not, being a great sniper is
 one of those key elements which can make the difference between a team stopper,
 or real flopper. Snipers are one of the most dangerous player "types" out there
 that you can face. They're the only long-range threat in the game, when
 well-equipped. They can also isolate camping positions to sheltered, narrow
 spaces, and take out some of the most skilled players who cannot
 counter-attack. This section will specifically talk about how to increase your
 skills as a sniper, along with map spots that are perfect for sniping.
 
 - Before we jump to any conclusions, there are truly two classes of snipers.
 
    __:" ALL-AROUND SNIPERS ":_______________________________________________
    |
    |>> Setup:
    |         - Sensitivity set to (5)
    |         - Offensive/Defensive
    
     | All-Around snipers are practically your typical "great" sniper seen
       during a game. The idea is to get a hefty sensitivity which is fast
       enough to utilize the scope at different angles from various heights.
       Mainly, great snipers will look for the height advantage. In many cases,
       it might be the corner hill on Zanzibar, the sniper tower on Ascension,
       or one of the ruin blocks on Burial Mounds. Get a nice spot, get cozy,
       crouch for no radar detection, then snipe away. Most all-around snipers
       are better with the Beam Rifle, due to the unlimited cartridge (when
       shot correctly). They can also combat in close range fairly well, but
       you'll find these guys a true show stopper.
 
 
    __:" SWIPE SNIPERS ":___________________________________________________
    |
    |>> Setup:
    |         - Sensitivity set to (10)
    |         - Defensive
    
     | Swipe snipers are considered "unfair" to an extent, and was actually
       invented only a short while ago in the Halo 2 gaming world. Basically,
       the idea is to set your sensitivity to the highest setting, then find a
       target, and start 'swiping' left and right across the upper portion of
       their body. Rapidly press the aiming joystick back and forth. Now, press
       the fire button right when it appears to be in the middle. The idea is
       to press the fire button right when the "auto-aim" feature of the sniper
       rifle turns red. As many of you know, when you have a headshot targeted,
       the reticle circle turns a bright red. Press the trigger while swiping
       rapidly, and it supposedly makes it easier to snipe people (rather than
       aiming manually). Of course, it takes some practice getting use to the
       insane sensitivity, not to mention swiping and sniping. It's a lot
       quicker than you'd normally think. Unfortunately, swipe snipers "usually"
       must be standing still to perform the miracle, which means they're really
       just a defensive threat. They can be offensive juggernauts in closer
       ranges if backup is provided.
 
      ______________
    +/MAP STRATEGIES+
 
    -- ASCENSION --
    > Mini-Sniper Tower Roof  Sniper Tower High Roof  Your own Base Roof  Mini-Sniper Tower Roof  Elevated Black Ruin Block  Right of Base, near large rock & BR  Top of Ruins  Either Elevated Canyon Position  Small Rocks near Portal / Pine Trees near Portal  Top of Pine Tree  Red/Blue Upper Corner Hallways that lead to middle  Your own spawn  Window above Overshield  Column Support behind Battle Rifle nests  n/a  Red Broken Bridge Area on Left  Red Rocket Launcher spawned spot  Red Upper Back Bridge Entrance  3rd Floor Sniper Spawn  2nd Floor Circular Platform  Trees  Large Building Roof with dual barrels  Lower Pathway to blue jump-pad room Side Ledge  Highest Center Anti-Grav Platform  Dark Upper Halls near Anti-Grav Platforms  Your Own Portal Exit  Upper Middle Platforms near third Sniper Rifle  Hanging Pipe above Enemy's Roof  Upper-most Hill overlooking building base  On Top of the sub-Wheel Platform  Three rocks by Red Base  Three rocks by Blue Base  Next to Green Crate where Blue Base Sniper spawns  Top Right area near Overshield  Portal Snatching  Wide-Open Toss  Quick Roof Toss  Floor Snatch  Conveyor Belt Bounce  Sneaky Snatches  Mid-Floor Toss  Bouncey Bounce  Quick Roof Toss  SPARTAN  ELITE > - Same Jumping Abilities          @
   2 - Default Hit Boxes               >> - Irregular Head Hit Boxes        @
   3 - Default Melee Attack            >> - Default Melee Attack            @
   4 - Default Shield                  >> - Thicker Shield Radius           @
   5 - Both can Glitch fly             >> - Both can Glitch fly             @
   6 - Can't Dummy glitch              >> - Can Dummy glitch                @
   7 - Smaller Body Frame              >> - Larger Body Frame               @
   
      [1] - Jumping - Originally when the game came out, most players thought
                      that Elites had a higher jumping ability, to make up for
                      their other shortcomings. This is completely false. Both
                      Elites and Spartans have the same jumping ability; it's
                      just the operator that sucks. Remember that crouch jumping
                      to maximum height is usually achievable by hopping against
                      a wall with a running boost, then hitting the crouch
                      button at the peak of the jump. Holding it down earlier
                      lowers your height on the jump.
                      
      [2] - Hit Boxes - Hit Boxes are defined as the polygons surrounding a
                        character model, which represent where you can get HIT
                        by enemy projectiles. It has BEEN proven that Spartans
                        have a straight-up hit box frame (like the human body),
                        while Elites have a slightly hunched forward head (as if
                        they're leaning over). This is why you MAY find it
                        easier to snipe Elites while walking along the side,
                        because you're actually pelting their head at a crouched
                        angle. The same amount of hit boxes are there, it's just
                        that they're shifted into a more adversarial position.
                        
      [3] - Melee - This is one element that I've yet to prove, and it probably
                    is still questionable to this day. I played an Elite for 3
                    months, and still got the same amount of melee kills as
                    playing as a Spartan. Both characters have equal damage on
                    melee attacks, ALTHOUGH this case is different with the
                    Energy Sword. You may find it easier to hit Elites from the
                    front (because of their hunched forward head), why it's
                    usually easier to lock-on. This is the only exception.
                    
                    ONE key difference I have noticed is the Spartan's melee
                    attacking speed. It is MUCH faster than the Elite's, which
                    is why I recommend going Spartan.
                    
      [4] - Shield - This is actually a questionable element in the game, and I
                     do believe it quite extensively. Both Spartans and Elites
                     have plasma shields which protect them from enemy bullets
                     until the shield wears off from damage. The Spartan's is
                     colored a yellow-brown mix, while the Elites have a
                     sky-blue color. It seems like the Elite's shield is
                     thicker, as if you could shoot slightly out of their body
                     radius, and still hit the shield. This could be due to the
                     positioning of their hit boxes, but regardless, I am dying
                     less when I switched back to a Spartan after 3 months.
                     Could be my increase in skills, or a proveable rumor?
                     
      [5] - Glitch Fly - Removed in Autoupdate.
                         
      [6] - Dummy Glitch - Removed in Autoupdate.
                           
      [7] - Body Frame - As stated before, the Elites are slightly stockier
                         with their body, because of the hunched head, and items
                         of sort. This can also attribute as to why their body
                         shield gets hit easier than a Spartan's body shield.
                         Because of this, your chances of being hit as a Spartan
                         are more common, with exception to an Energy Sword to
                         the back, because your head is bent slightly forward.
 
 ----------------------------------
 
 ============================
 - 8) Secrets               -
 ============================
 Thankfully, the developers at Bungie were a tad more deceptive than one would
 think. Unlike most developers which are thankful for getting a game onto the
 shelves, Bungie actually took the time out to toss little secrets into each
 level. Whether the secrets or details are large and small, they make quite an
 impact on expanding the replayability of the game. The following section will
 describe some of the available secrets, but I will not go into detail on how
 to obtain them. Refer to some of the other FAQs available on www.gamefaqs.com
 if you're looking for specific details.
 
  _______
 /Skulls/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 As many of you already know (from playing Teamball), you must carry around
 a "skull" as part of the iconic way of winning. Well, apparently, Bungie has
 an odd obsession with skulls. During campaign mode, only on the LEGENDARY
 difficulty, you can collect hidden skulls which each have separate names. Each
 of them activates a special "mode", onto your character. Better yet, someone
 is trying to link them together to figure out exactly how and where they
 originate from. Perhaps there is a greater purpose amongst the skulls? We'll
 only know with time. 
 
                    ****************
 I'd like to give a *SPECIAL THANKS* to www.gamewinners.com
                    ****************
 
 - for providing the location of these cheat codes. Here's the following list of
 them:
     
     +*+*+ Envy +*+*+
     `~~~~~~~~~~~~~~`
     LEVEL: Delta Halo
     "Start off near the level and land. Move up towards the main temple, and
      look for some mounted Plasma Turrets to start lay down some fire on you.
      Look past the turret on the left, and you should notice a small (yet well
      disguised) door along the wall. There's a rock in front of the door. Jump
      onto the rock, the nearby ledge, then onto the next one to the left. The
      next part is fairly tricky. You'll have to frag grenade jump to reach the
      top of the sealed door building. There should be some Elites dancing with
      the Envy Skull on the ground. Pick it up to receive active camoflauge."
     EFFECT: Active Camoflauge
      
     +*+*+ Ghost +*+*+
     `~~~~~~~~~~~~~~~`
     LEVEL: Uprising
     "Make it through the level all the way up to the armory where you usually
      re-equip yourself with human/covenant weapons. Head to the "L-shaped" room
      right past this. Grenade jump up to the rafters immediately after this
      door, or push a box out, and boost up to find the skull. Enemy awareness
      will decrease after picking up the skull."
     EFFECT: Decreased Enemy Awareness
     
     +*+*+ Anger +*+*+
     `~~~~~~~~~~~~~~~`
     LEVEL: Gravemind
     "Make your way through the Covenant City all the way till you reach
      outside. Move along the right side, and proceed against the wall. Look for
      a red railing in the distance. Crouch-jump to reach it. Run to the end and
      you'll discover the skull. Apparently, it motivates the enemies even
      further, and causes them to shoot faster."
     EFFECT: Increased Enemy Fire Rate
     
     +*+*+ Thunderstorm +*+*+
     `~~~~~~~~~~~~~~~~~~~~~~`
     LEVEL: Cairo Station
     "Proceed through the level, killing the Covenant Boarders, till you reach
      the first major room where there are several Elites streamed along
      platforms (with nice artificial trees/plants) and a plasma turret mounted
      near the end of the room in a window. This is one of the first tough rooms
      you'll face. Anyhow, kill all enemies, then proceed to where the turret
      is. Jump to the ledge on the left. Then, diagonally jump across from
      pillar to pillar till you reach the other side of the room. Hop onto the
      ledge, knock some cans over, and voila, the skull. All Grunts and Elites
      become like the Spec-Ops leader, meaning they'll be superior in knowledge
      and abilities. Also, all Jackals will be given shields. This skull makes
      it extremely tough to complete."
     EFFECT: Upgraded Enemy Status
     
     +*+*+ Famine +*+*+
     `~~~~~~~~~~~~~~~~`
     LEVEL: Oracle
     "Continue battling through the Flood till you reach a room where you see
      some breakable glass (in which a battle between the Flood and Heretics
      will occur). Proceed down, and after a certain amount of Flood are killed,
      the Heretics will finally open a door to proceed onward. Now, stand on the
      lower pillars that reach up to the second floor. Crouch jump to the
      opposing ledge right below the broken glass where you first entered. The
      skull is on this ledge, also surrounded by some Flood. All default weapons
      in certain locations will only have half ammo."
     EFFECT: 1/2 Ammo for all Preset Weapons
 
     +*+*+ Sputnik +*+*+
     `~~~~~~~~~~~~~~~~~`
     LEVEL: Quarantine Zone
     "Right near the beginning, look for an Elite to your left. There should be
      a narrow opening to the left of this Elite as well. Proceed through the
      tunnel until you reach a cliff edge. Turn left, and follow the wall till
      you reach a rock wall. Move to the right of the wall, and head down the
      passage to find the skull. This will increase explosion physics, and cause
      more melee push on close attacks."
     EFFECT: Increased Explosion & Melee Physics
     
     +*+*+ Blind +*+*+
     `~~~~~~~~~~~~~~~`
     LEVEL: Outskirts
     "When you crash land into the land, rush through the door straight ahead,
      then, look above for a bright ray of light. Crouch jump along the ledges
      around the room until you reach the top near the left. Turn left, and run
      down this narrow dark hallway. The skull will be at the end of the route.
      Strangely enough, it causes most of everything in your HUD to vanish,
      which makes it tougher to aim if you're not already skilled at doing so."
     EFFECT: Weapon, HUD, and Flashlight Sprites do not work
 
     +*+*+ Grunt Birthday Party +*+*+
     `~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`
     LEVEL: Arbiter
     "Keep making your way through the level till you reach the Banshees. Fly
      directly down till you reach the bottom where there are 3 column supports.
      Fly around the middle one, and search for an opening where you'll see some
      grunts dancing around. It's usually right where another support beam
      crosses over horizontally. Drop on in once you've found them, and pick up
      the skull. This adds a unique explosion effect on any headshot."
     EFFECT: Ranged Headshot Projectiles cause Explosive Damage
 
     +*+*+ Black Eye +*+*+
     `~~~~~~~~~~~~~~~~~~~`
     LEVEL: The Great Journey
     "After defending the Scarab gun with your Banshee, make your way to where
      it just blasted up and opening inside the facility. Fly directly above the
      opening and jump out onto the small roof ledge. Slide down a rail onto a
      sphere area, and move over to the column opposing just where you were.
      Walk up and you'll find the skull protruded slightly under the area. This
      makes your shield not regenerate at all!"
     EFFECT: Shield Regeneration ceases except when Melee Kills performed
 
     +*+*+ Catch +*+*+
     `~~~~~~~~~~~~~~~`
     LEVEL: Metropolis
     "Proceed through the level until you reach the area where a Warthog is 
      circling, and there are 8-10 Jackal Snipers positioned around this upper
      walkway where you just entered. Make your way to the middle, and look for
      a path that leads up to a nearby building against the wall. Grenade jump
      to get high enough, proceed up till you reach the wall, then slide along
      it to find the skull. Your opponents will throw and drop many more
      grenades than usual."
     EFFECT: Enemy Grenade Tosses more common and more Grenades dropped
     
     +*+*+ Iron +*+*+
     `~~~~~~~~~~~~~~`
     LEVEL: High Charity
     "The last anti-grav lift in the level has a skull right in the beginning of
      proceeding up it. Hold down X as soon as you hit the platform, and you
      should grab the skull. You will not be able to respawn on the levels, or
      make use of checkpoints.
     EFFECT: Level Respawning eliminated
 
     +*+*+ Mythic +*+*+
     `~~~~~~~~~~~~~~~~`
     LEVEL: Sacred Icon
     "Move through the level, and you'll eventually drop down to a room filled
      with Flood fog. Cloak yourself, jump onto the nearest stack of crates,
      then jump up and over into the last hole against the wall. The skull
      should be lying next to a dead Flood body."
     EFFECT: Human Vehicles stronger
 
     +*+*+ Assassins +*+*+
     `~~~~~~~~~~~~~~~~~~~`
     LEVEL: Regret
     "Make your way across the lake via the gondola, and drop off at the new
      building structure. Head on in, and immediately look to your right for a
      box. Hop onto it, then onto a nearby light structure, and crouch jump to
      the top ledge. Run out, and you'll be where the plasma turrets were firing
      from before. Now, use grenade jumps to boost to the roof, and move along
      the right. The skull is on a small grassy ledge with two dancing Elites
      right near the end. It should be fairly visible if you made it this far.
      The skull causes all enemies to have Active Camo and be invisible on
      radar." 
     EFFECT: Enemy Active Camo and No Radar Detection
 
     +*+*+ (NO NAME) +*+*+
     `~~~~~~~~~~~~~~~~~~~`
     LEVEL: Armory
     "After the tutorial tests are performed, wait for Sgt. Johnson to keep
      saying quotes telling you to get in. When he says "Would it help if I say
      please?", then run against the wall and huge the window facing Earth. Hold
      down X the entire way, and you'll pick up the Skull which is on a stack
      crates as the elevator passes by. The skull causes the Covenant to know
      your position, regardless of crouching or walking."
     EFFECT: Your Location always revealed
 
  ____________________
 /Sword/Rocket Flying/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 * THIS TECHNIQUE HAS BEEN REMOVED IN AUTOUPDATE *
 
 ^ Can still be performed if you remove the Autoupdate, and play some of the
 levels with friends.
 
 One of the most well-known tricks in all of Halo 2 is Sword/Rocket Flying.
 Basically, it's a quick way of glitching into maps to explore the hidden
 secrets that the Bungie mapmakers placed into each map. In your spare time,
 make a custom game variant mode to test these items out. Here are the settings
 you need in order to do this:
 
               MODE: FFA Slayer
    STARTING WEAPON: Energy Sword
   SECONDARY WEAPON: Rocket Launcher
        OVERSHIELDS: ON
  DAMAGE RESISTANCE: ON
           VEHICLES: Wraiths/Ghosts/Spectres/Banshees (depends on map)
 
      ______________________
      ()*) SWORD FLYING (*()
 
 - Now, in order to sword fly, it's VERY simple. As you normally know, your
 target reticle turns RED whenever you are in range to do a homing sword slash.
 A neat little trick to do is to run up to somebody, press R when you're in
 range for the slash, then QUICKLY tap X to cancel the sword slash. You must do
 it before you slash the person. This basically cancels the homing attack, and
 your character shall do a short fake-stab. Now, try doing it with your
 opponent jumping straight up in the air. Time the slash, and cancel it. You
 should fly upward. Now, try doing it with someone standing on a ledge. You can
 actually boost upwards onto special roofs and areas of the sort. This is
 useful for making close-ranged long jumps, without using your rocket launcher.
 
 ^^ WARNING: Make sure the person is facing you when jumping. Many people are
             not quick enough with the buttons, and will often assassinate a
             friendly in the meantime process.
 
      _______________________
      ()*) ROCKET FLYING (*()
 
 - Rocket Flying is tougher to do, and actually took me a couple of days to
 figure out. As you know, when you aim someone with a rocket launcher, the
 reticle turns red. It's actually possible to use the long-range redness of the
 Rocket Launcher reticle, and make it act like a "sword-homing" attack, and
 actually fly towards somebody. Please note that rocket flying is reserved for
 longer jumps, especially at far distances. You MUST aim at someone with your
 Rocket Launcher, and the reticle MUST turn red. If it doesn't turn red, you
 don't have it centered on them, or they are too far away. Tell your opponent
 to stand still. Now, steady the aim on the person, and quickly press the
 following sequence of buttons (Y + X + R). Do Y, then X, then R. Now don't tap
 them like a combo on Street Fighter 2, you must do them VERY quickly and
 consecutively. I found it easiest to hold my right thumb over the upper part
 of the controller, invert is diagonally, and have the tip of the thumb on X,
 the midsection on Y, and your index finger on the R trigger.
 
 - So aim somebody with the reticle, hold your fingers into position as stated
 above, then press down Y, press right into X (with your one thumb), then
 quickly tap R with your right index finger. Keep repeating the sequence until
 you suddenly "fly" up towards the target. Rocket Flying basically locks you on
 to the opposing person, and you will fly straight up towards them. You can get
 straight up vertical cliffs, hills, and ledges normally unaccessible.
 
 ^^ WARNING: It is best to empty out all of your rockets before attempting this
             trick. Sometimes you'll accidentally kill the aimed target if you
             fire 2-3 rockets at them.
 
  _______________________
 /Getting to Top of Maps/
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=
 By using the above two glitch techniques, you can actually surpass
 the "invisible" barriers on the edges of maps, and see the top secrets of
 each. The great thing about getting to the top of maps is that you can impress
 fellow Live friends, show them neat little tricks, and explore the realms of
 scripted maps. You MUST know how to do the above two tricks, otherwise you'll
 run into some trouble. Some of these tricks require vehicles on the map. Go to
 Quick Options, and set them accordingly to fix the problem.
 
                             _________
 ___________________________/Ascension___________________________
 
 --=> Only a few things to be done on this map. Someone can ploop out of a
 Banshee on one of the two large pillars, then have others Rocket Glitch up.
 There are TWO hidden spots on this map great for Dawn of the Dead.
 
    - ONE: Go near the center radar dome, and head over between the cut-off
           bridge and Banshee Path. Jump on one of the small stones. Now, crouch
           and jump diagonally to the left. You should see a support pillar
           under the Banshee path. You can land on the diagonal trim near the
           bottom, and crouch their in secracy.
 
    - TWO: Go back to the same spot above, except position yourself on a larger
           rock to the right, that is more Overshield-aimed, and towards the
           large Sniper tower. Now, look down the at the support base which
           holds up the large sniper tower. You should see the pillar fade away.
           Jump down, and stay against the wall. Hold down the crouch button.
           You'll land on a small cut-in ledge that is right before the "dead"
           zone where you receive a suicide penalty. Crawl up, and you can
           actually hide here. Note that sometimes people will die attempting
           to fall there.
 
                             ____________
 ___________________________/Beaver Creek___________________________
 
 --=> Probably one of the least-glitched maps of Halo 2. You can get onto the
 roofs of each building by either jumping from the RPG hill/mound, one of the
 large side rocks, or one of the rocks by the Needlers. You can also block the
 portals by warping through them, and crouching right where you land.
 
                             _____________
 ___________________________/Burial Mounds___________________________
 
 --=> This one takes some practice to do, and a good Wraith driver. Everyone
 can get to the top of the map, but it takes TIME to do. You will need at least
 one WRAITH on the map, Energy Swords, Rockets, and your typical Overshields.
 Now, head over to the base of the bridge where you normally get the RPG
 rocket. Move past it till you see 3-4 large headstones sticking out of the
 ground. Turn right, and you should see a small wall hill. Have someone bring
 the Wraith over. Now, hijack the Wraith, but don't take it over. Just hold X
 to "catch a ride" up. The Wraith should boost up the hill, turn sideways to
 let you off, then go back down. Now, the person up top should turn around and
 notice there's a hill behind the invisible barrier. Have themselves stand
 right where the pointed ledge on the rock mound is. Make sure they're facing
 the Wraith, against the invisible barrier, and not moving. The Wraith should
 move slightly up the hill, full-boost speed, then blast the person through the
 barrier. Don't worry; it takes some tries, but the person will eventually go
 through the wall.
 
    - NOW: Try to boost everyone through the wall. The Wraith Driver should be
           the person most experienced with the rocket glitch. Now, the people
           on the other side can explore the lower portion of the map. There are
           bright "sun" spots that look like gold, and are truly sizzling. Have
           the people go left, and you should see a higher ledge. Move against
           the end of the map, run, crouch-jump on the declining hill. You
           should land on the next ledge. The others can Sword Fly up. Keep on
           running over until you start to see some cracks to your left.
           Find the one crack which OVERLOOKS the turret base straight-on. Have
           one person stand at the BASE of the crack, but not in it. Now, tell
           the Wraith Driver to get out, and come to the turret base. Tell him
           to line himself up to the person in the crack. The former Wraith
           Driver must rocket fly straight up to the person in the crack, then
           Sword Fly to make it over the ledge of the crack. From there, all
           people should be up.
 
    - NOW: Run over to the giant saucer. Go underneath, and a cut a left. Go
           near the edge where it looks like you'll fall off. Start to run up.
           There's actually an invisible path that looks reminiscent of the
           HOLY bridge in the last Indiana Jones movie. The path splits into
           two directions. One leads straight up to the top of the map, which
           looks like you're floating into heaven. The other curls upwards
           around the saucer edge into a trouble end. You will need a second
           person to get to the top of the saucer. To get there, have the
           first person who curled around the edge crouch-jump three times
           till they reach the corner of another wall. Have them turn around
           and start to jump. You should do the same, and try to Sword Fly off
           of their jump. If performed correctly, you'll go flying up onto a
           solid cliff ledge. Go near the ledge, have the person Sword Fly up.
 
    - NOW: Here comes the tricky part. Go back where you helped the person
           Sword Fly up. At the ledge, crouch jump agianst the wall. Each time,
           you'll notice you gradually slide back. There's an invisible stump
           against the wall. Try to land on it and crouch. Have the other
           person jump back down off the ledge so they're on the invisible path.
           Now, they should Sword Fly off of your elevated position on the
           invisi-ledge, and fly up to ANOTHER cliff ledge. They should be
           slightly below the tip of the saucer. Rocket Fly up yourself. This
           final part sometimes requires a third person. Have the one person
           move against the saucer wall and start to jump. You'll have to try
           and Sword Fly off of their jump, up to the top of the Saucer, and
           land on the flat ledge. If it doesn't work, have a third person come
           up, and jump off of the other person's head for an even higher jump
           boost. There is NOTHING at the top of the saucer except pure dignity
           of knowing you have conquered Burial Mounds.
 
    - HOLOGRAMS: A neat little trick to do on Burial Mounds is to get flying
                 holograms. Place a Scorpion on Burial Mounds. Go over to the
                 pillar which looks like it's burning in the ground. Have one
                 person stand straight against it, right at the lowest point
                 where the ground touches the pillar. Now, bring the Scorpion
                 over, and the tank should push straight on into the person
                 against the pillar. They'll eventually get pushed into the
                 pillar, and die. However, their dead body will suddenly
                 appear straight up in the sky over the ruins. Random holograms
                 are displayed, such as Giant Energy Swords, Giant Master
                 Chiefs, and even Rocket Launchers. They only appear for about
                 10 seconds.
 
                             ___________
 ___________________________/Coagulation___________________________
 
 --=> Another map with nothing interesting up top. To start off, you'll need
 the typical glitch settings on, with a Wraith enabled, a Spectre, Ghosts if
 you wish, and a Banshee for quick transport. Head over to the base with the
 slanted hill which people can Ghost up to, and hide on. It's opposite of the
 one with the canyon pillar that certain snipers Banshee up to. Now, to get the
 Wraith up there, go right of the slanted pillar spot, and boost up. Keep going
 straight up till you're halfway, then cut a diagonal left with the Wraith, and
 boost up. You'll eventually get the Wraith on top of the slanted hill. Make
 sure some people get up there via Banshee, Spectre, or the Ghost. Now, go near
 the right edge, and have them move a little to the left. Try to boost into
 them slightly head on with the Wraith, and they should go through the barrier
 (another hole like Burial Mounds). When they're on the other side, they can
 run to their left up an invisible path which leads to the top of Coagulation.
 Up top is basically more barren landscape. Some spots are shiny, but not as
 bright as Burial Mounds. On the other side of the map is a small ledge that is
 the highest point in Halo 2 on the map. Other than that, there's nothing else
 to explore.
 
                             ________
 ___________________________/Colossus___________________________
 
 --=> There's only one minute trick I've seen performed on Colossus, and it
 isn't much. Have two people go near the base of the jumping pad, on the
 conveyor belt in the front. Have them run in, both spaced out by small
 variables. The second person should Sword Fly off of the first person, and you
 can actually land on one of the upper portions of the white lift that doesn't
 work.
 
                             __________
 ___________________________/Foundation___________________________
 
 --=> Turn on the usual glitch settings as usual. Go to the room where there is
 a ventilation fan that spins, with a ceiling to reach the outside world. It
 also has a tall flap to the top of a large box. Have one person stand against
 the flap-edge of the box, while another pushes it against the wall. Push it
 over to where the ventilation fan is. Now, have one person jump on top of the
 flap box, with another one Sword Flying over them. They should land on the
 diagonal ledge under the fan. The second person should Sword Fly up from the
 diagonal ledge through the ceiling. Once above, you can explore the four
 realms surrounding the place.
 
                             ________
 ___________________________/Headlong___________________________
 
 --=> The most useful glitch on this map involves traditional
 overshields/damage resistance. You will also need a Wraith somewhere on the
 map. Now, go near the building where you normally plant the bomb. Head over to
 the odd side, where there are pillars lined up along another road. It's the
 road next to the portal building, but not where the bridge is. Now, have a
 person line up in the middle, between two of the pillars. The Wraith should
 boost-speed directly into them. If done correctly, and at the perfect angle,
 the person should go flying straight up in the air. The person flying in the
 air should hold forward. If performed correctly, they should fly up to a giant
 crane above the building, and time their landing so they're directly on it.
 You'll be visible to patrons below, and you can walk up the balance beam to
 the top where the beacon is flashing.
 
                             ___________
 ___________________________/Ivory Tower___________________________
 
 --=> This is by far one of the toughest glitches to perform in my
 Glitchtacular career. To start off, you'll need typical glitch settings. Go
 over to where the Overshield normally spawns. Have a second person go up to
 the top of the stairs, right where the corner is and crouch. Now, you should
 go on the other side of the transparent window, either on the ledge, or on the
 platform. Just make sure you're opposite of the person across the window. Pull
 out your Sword, and Sword Fly into the person. Cancel your sword slash right
 before, or when you hit the transparent window. I got lucky on my first try,
 although others seem to do it with ease. You'll actually glitch through the
 window, and make it to the outside world. Sometimes you'll land on an outside
 building ledge, or on a canopy of a platform on Ivory Tower. I actually fell
 through the floor all the way to the bottom of the map, where it gave me a
 Matrix-reminiscent feeling. If you keep dying and it says "Killed by the
 Guardians", then try moving somewhere else. You're going right into a solid
 pillar when attempting the trick.
 
                             _______
 ___________________________/Lockout___________________________
 
 --=> Lockout has really nothing up top except a nice view. Basically, have one
 person go into the center arena. One should attempt to get onto a pillar and
 jump, while the other Sword Flies off of them upwards. The other can Rocket
 Fly up, and there's just an unpleasant view of a wintry storm. There's nothing
 up top.
 
                             _______
 ___________________________/Midship___________________________
 
 --=> Two simple words - nothing here.
 
                             __________
 ___________________________/Waterworks___________________________
 
 --=> Again, not much here. There are pillars on the top of each spawn which
 can be shot down by the Banshee. You can actually crush/betray people with the
 falling debris.
 
                             ________
 ___________________________/Zanzibar___________________________
 
 --=> There are really 2-3 interesting items which can be performed on
 Zanzibar. First of all, you'll need glitch settings on, although vehicles are
 not a necessity.
 
    - ONE: To get on top of the rotating wheel, go up to where the RPG normally
           spawns. Now, turn around, and there should be a brown wall sticking
           out. Have a second person jump up to it, and continually jump facing
           you. Make sure they're backed away from the ledge. The second person
           should Sword Fly straight up. If done correctly, they'll land on top
           of the Rotating Wheel. Now, have the previous person run over to the
           platform where the Sniper Rifle normally spawns (along with explosive
           barrels). You should lean over the edge of the top of the wheel, and
           they can Rocket Fly up top.
 
    - TWO: The second spot is fairly easy as well. Go to the Zanzibar Base, and
           move to the top of the stairs. Jump on the wall at the top of the
           stairs. A second person should sword fly off of the ledge person up
           to the roof of the base. Now, have the person Sword Fly as well. One
           person should go to the right part of the Zanzibar base, farthest
           away from the invisible barrier opposite of it. Have them position
           themselves down a declined ramp, but slightly down. The other person
           should go against the gray cliff, into the farthest corner against
           the brown wall. Make sure they stand still. The person on the ramp
           should Rocket Fly over to the other person, and they should fly
           over the invisible barrier because of the declined ramp. They'll be
           on the other side of Zanzibar. From here, you can doodle around
           through the map even further.
 
 ----------------------------------
 
 ============================
 - 9) Common Questions      -
 ============================
 
 )) Gameplay ((
 ----------------------------
 
 >
 
 - I'll keep this one brief. Halo was originally released as an X-BOX starter
 title, and was a huge success. Halo 2 is the sequel to the futuristic shooter,
 and fills the shoes with seismic proportions. It's extremely popular due to
 the overwhelming amount of players who play online via Live play, stats, and
 community that follows Bungie. Not to mention, the game originated from a
 literary trilogy, and follows quite well. I've never read any of the books, but
 just search for Halo on amazon.com for more info. The storylines' are different
 from the game-to-story translation, so don't expect more of the same.
 
 >
 
 - It's a special edition of the game which features a "Making of Halo 2" DVD,
 along with some extra inserts, and a special cover. It had a slightly higher
 cover price than the normal game itself, and was released in a somewhat
 smaller quantity. DO NOT be excited though. MANY copies of the game were made
 because of excessive preorders, and you can find sealed copies in certain
 stores. While they're uncommon, you'd be better off holding onto a sealed CE,
 and waiting a few years before selling it.
 
 >
 
 - In a sense, he's almost like a cybernetic warrior. Master Chief was part of
 the SPARTAN program which was designed to create futuristic soldiers capable
 of fighting with extreme tactics and power. Not only that, but the SPARTANs
 are equipped with top of the line armor suiting, the best Marine technology,
 and were designed only for combat. We never see Master Chief's face, so we
 don't "actually" know who he is. All we know is that he is a man, because
 quite often you'll hear him referred to as "he."
 
 >
 
 - The Arbiter is the one who is selected by the Prophets to guide the Covenant
 to an "enlightened" state. He's sort of like the Elite, of the Elites,
 literally. Equipped with an ancient armor which is passed down as tradition,
 it is his duty to protect the Covenant empire from outside threats, and any
 conflicts that rise within.
 
 >
 
 - Bungie actually originated back in the early 90s, making small time first
 person shooters via BBS boards. Their first game turned out to be the
 first "actual" 3D shooter. They've never been behind, technology wise. Slowly
 but surely, they grew, and took on greater challenges, one of which was Halo.
 Their entire staff is dedicated to one game at a time, and the Halo series is
 one of their greatest accomplishments.
 
 >
 
 - I try not to be a fanboy, but what can I say. This game deserves an
 outstanding [9/10], not for the single player, but for the multiplayer. The X-
 BOX Live experience is quite possibly some of the most entertaining and
 challenging online play I've ever experienced. Now I know for sure that I'm
 not one of the top gamers in the world, when I'm only ranked a level 13. If
 you do not have X-BOX Live, it still makes a great addition to your collection
 [8/10]. But I'm not sure if you'd get as much replayability out of it, as the
 traditional online player.
 
 >
 
 - I use to be. Peaked myself to an 18 with the help of a few friends, but
 declined to a 16 recently. I retired from playing the game, and have gotten rid
 of it for personal reasons.
 
 
 )) X-BOX Live Play ((
 ----------------------------
 
 >
 
 - Practice, practice, practice. For most new players, they're going to have a
 disadvantage. Most of the Halo 2 community has been playing since the release
 of the game. However, not everyone progresses the way they'd like. You're
 going to hit a "phasing" point where you simply cannot advance your level.
 This is basically the skill breaking point where you need better friends when
 playing other opponents. I personally play for fun, and stick with some of my
 friends who are of a lower skill level. Others play only with their best
 friends, to attempt to raise their own rank in the meantime. A good tip is to
 always do 1-2 team training games before doing matchmaking. Get in the groove;
 get a solid pack of friends. Too many single players quit matches and are
 unorganized.
 
 >
 
 - Go to www.bungie.net and click on Halo 2. You need to link your X-BOX Live
 gamertag to a microsoft.net passport. Don't worry, it's all free. They just
 want critical information to know what games you're playing. You can still
 search random players by clicking find player (or a clan). After you log in
 with your new Passport, click My Stats, and be in a viewer's galore.
 
 >
 
 - There are four rankings - Overlord (master, highest), Staff (like a
 sergeant), Member (typical mojo), and Peon (lowling). You can have up to 4
 Overlords (I believe), and multiple Staff members. Everyone except Peons can
 invite new members to the clan. A good rule of thumb is to make people new to
 the clan (or you don't know) Peons, Members should be traditional good
 players, with Staff members being the most active/influential. Overlords are
 obviously the leader. You can get promoted by people of a higher ranking.
 
 >
 
 - First of all, sign up for an account on Bungie.net, then make sure you have a 
 Microsoft.net Passport that is completed and linked to your X-BOX Live 
 Gamertag. You usually have to give them your account # & password to verify. 
 Anyhow, after logging in, go to My Profile. There should be a My Settings 
 button. Check a small box that says something about linking your gamertag to 
 Bungie.net. Afterwards, a small delay (5-10 minutes), and it should appear 
 live behind your name transparently. This is the ONLY way to get the logo to 
 appear.
 
 ----------------------------------
 
 ======================================================
 - 10) Copyright/Distribution/Reproduction Guidelines -
 ======================================================
 This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted 
 by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO 
 NOT steal anything from this FAQ. If you want to use some information in your 
 own guide, simply ask me. If you want to place this guide on your website, 
 either link to the GameFAQs game page, or download the file and place it on 
 your own web server. Basically, you can post this on your website as long as 
 its in ORIGINAL form, and not linking directly to GameFAQs. Aside from that, 
 all proper credit is due when necessary. Also, don't even think about selling 
 FAQs. Trying to prosper off of other people's work will get you in big time 
 trouble (coming from an eBay seller myself).
 
 Any site out there has permission to host my FAQs (following the above terms), 
 however, these are a list of current sites that host my FAQs officially:
 
 - http://www.gamefaqs.com/
 - http://www.ign.com/
 - http://www.neoseeker.com/
 - http://www.cheatcc.com/ 
 - http://www.cheatplanet.com/
 - many others...
 
 ----------------------------------
 
 ============================
 - 11) Proper Credit        -
 ============================
 I'd like to thank the following people for their help in making this FAQ 
 possible:
 
 )) CJayC (( for constantly updating GameFAQs, and dedicating his entire life 
 to it. Takes a lot of effort to keep a site going this long.
 
 )) Rootsecure.net (( for providing an ASCII generator to help make the HALO 2 
 title. You guys are great for having that free one, which fits perfect to the 
 entire theme of my FAQs.
 
 )) Glassgiant.com (( for providing a useful Image-to-text ASCII generator. 
 Absolutely lovely, although I did have to do several editing features myself 
 to get it to match correctly, and with the right font. Thanks nonetheless.
 
 )) Gamewinners.com (( for providing everything about the skull locations. Very
 useful info, and great if players want to add a certain "challenge" to their
 gameplan.
 
 )) Bungie (( for producing an excellent sequel in Halo 2. Single player was 
 great, nothing exceptional, but multiplayer is some of the best I've ever 
 played. This is coming from a player who tuned into online Half-Life games for 
 nearly 6 years.
 
 )) Bungie.net (( for providing bandwidth, money, and resources to host our 
 statistics, clan results, and message boards. Quite an awesome work of art, 
 and amazing community you've established in only a few years.
 
 )) THE BEAR CLAN (( for sticking with me during the early parts when I first 
 got the game. While I was a veteran of X-BOX Live, and known as "the guy who 
 wrote the Ninja Gaiden guide", I'm still having fun to this day on Halo 2 
 multiplayer.
 
 )) Poomeister (( for teaching me some basic sword/rocket glitching moves. This
 eventually motivated me to search the top of each map in Halo 2.
 
 )) Dutch Hayabusa (( for e-mailing me some ADDITIONAL sniping spots that are 
 useful. Also like to thank him for suggesting the idea for the CTF section,
 which seems to be a popular matchmaking trends. Gotta catch em' all!
 
 )) Dutch Sephiroth (( for also helping Hayabusa in performing some of his keen
 tricks.
 
 )) Andrewdude1812 (( for recognizing a minor mistake I made in my Profiles
 section. I actually wrote Covenant/Elite; what was I smoking! Thanks for fixing
 this though.
 
 )) StarAdder007 (( for recognizing a Fuel Rod Gun mistake in my gun. You can't 
 use the gun during multiplayer games, and I thank him for correcting me on
 this.
 
 )) Masked_Moogle (( for inspiring me to create a Weapon Combos section, under
 the Weapons Chapter. While it wasn't exactly the idea you mentioned, it was
 close enough, and you definitely deserve praise!
 
 )) TimeOfRogues (( for inspiring me to create a Weapon Combos section, under
 the Weapons Chapter. While it wasn't exactly the idea you mentioned, it was
 close enough, and you definitely deserve praise!
 
 )) puppy (( for creating the Metal Gear Solid game variant. Very creative,
 although a tad tedious at times. Great inspiring ideas.
 
   "Some people make sacrifices to make other people happy." - Chris Zawada
   "Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)
 
 
 
 
 
 Extra special thanks to Revolution reader antseezeee!
   
 
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