Halo 2
From MLGWiki
| Halo 2 | |
| -BOX ART- | |
| Developer: | Bungie Studios |
|---|---|
| Publisher: | Microsoft Game Studios (Xbox) |
| Engine: | Havok? |
| Genre: | First-person shooter |
| Modes: | Campaign Multiplayer |
| Rating: | ESRB: Mature 17+ |
| Platforms: | Xbox Microsoft Windows |
| Media: | DVD (Xbox, PC) |
| Input: | Xbox Controller (Xbox) Keybord, Mouse (PC, Mac) |
| Official Website: | [1] |
Contents |
[edit] Halo 2 Multiplayer
[edit] Halo 2 Maps
- Ascension
- Backwash
- Beaver Creek
- Coagulation
- Colossus
- Containment
- Desolation
- Elongation
- Foundation
- Gemini
- Headlong
- Ivory Tower
- Lockout
- Midship
- Relic
- Sanctuary
- Terminal
- Tombstone
- Turf
- Warlock
- Waterworks
- Zanzibar
[edit] Halo 2 Weapons
***Human Names and descriptions come straight from the Halo 2 Standard Edition Handbook.***
- Covenant Names and descriptions come straight from the Halo 2 Collectors Edition Handbook.***
- Covenant Names and descriptions come straight from the Halo 2 Collectors Edition Handbook.***
Human Weapons
Name: M6C Pistol (Dual Wield)
Ammo Capacity: 12 rounds per magazine
Human Description: Standard UNSC sidearm. Recoil-operated magazine-fed handgun, firing a magazine of six 12.7mm semi-armor piercing rounds. Fired accurately in semi-automatic mode can be powerful anti-personnel weapon. This stripped-down "C" variant does not feature a scope.
Covenant Description: Almost laughably weak in most circumstances; however, Human pistol fires metallic projectiles which can be dangerous when fired very accurately. Often used as last resort by desperate Humans and one of their least threatening devices. Features no visual targeting enhancement and can be fired just 12 times before physical reload is required.
Name: BR55 Rifle
Ammo Capacity: 36 rounds per magazine
Human Description: Battle Rifle fires 9.5mm rounds from 36-round magazine. Mounted with a 2X optical scope for targeting. Fires in short, automatic bursts of three rounds. Very accurate, relatively high rate of fire makes it a useful all-around infantry weapon.
Covenant Description: Accurate, reasonably powerful, and carries large number of small explosive-fired metallic projectiles. Fires burst of 3 projectiles. Battle Rifle has optical visual enhancement, doubling the magnification of chosen targets.
Name: M7/Caseless Sub MAchine Gun (SMG) (dual wield)
Ammo Capacity: 60 rounds per magazine
Human Description: "Bullet hose" fires sustained burst of 5mm fire from 60-round magazine. SMGs, while not accurate over long distances, can provide withering fire at close quarters. Tends to "walk" upwards as compounding momentum from recoil takes hold. Therefore, careful moderation of aim required to maintain accuracy.
Covenant Description: Reliance on explosive chemical percussion makes its performance erratic and apparently difficult to control. Kinetic energy causes inaccurate firing. But sheer number of projectiles makes it a more difficult obstacle to infantry.
Name: S2 AM Sniper Rifle
Ammo Capacity: 4 rounds per magazine
Human Description: Gas-operated, magazine-fed weapon utilizes a smart-linked scope with two levels of magnification (5X and 10X). Firing 14.5mm armor-piercing, fin-stabilized, discarding-sabot rounds makes it very powerful. Sheer size and limited magazine capacity dictate strategic use. Devastating from a secured position, has clearly limited use as close-range weapon.
Covenant Description: Using gas pressure as mode of percussive acceleration, very high-powered weapon fires aerodynamically assisted projectiles made of very hard metal. Long barrel ensures true and accurate aim, penetrates all flesh. Direct strike to head kills energy-shielded infantry. Has 2 levels of digital visual enhancer, to increase the magnification of chosen targets.
Name: M19 SSM Rocket Launcher
Ammo Capacity: 2 102mm shaped-charged rockets
Human Description: Most commonly used light anti-vehicle weapon in UNSC arsenal. Man-portable, shoulder-fired, with single 2X level of magnification. Fires 102mm shaped-charge, high explosive tracking rockets. Reticle indicator denotes when launcher has achieved lock on target.
Covenant Description: Surprisingly effective and somewhat admired, fires missiles containing chemical explosive that can track moving vehicles. Effective even against Lekgolo. Launcher has digital visual enhancer, doubling magnification of chosen targets. Reticle indicator denotes when launcher has locked on target.
Name: M90 Shotgun
Ammo Capacity: 12 8-gauge shotgun shells
Human Description: Powerful, loud, pump-action, magazine-fed, firing 8-gauge magnum (3.5") rounds with strong recoil. Devastating at close range and in confined quarters, should be used with caution. Ineffective damage ratios at long range mean it should be used appropriately.
Covenant Description: Long-barreled weapon packs many tiny projectiles into each shot fired. Sprays cone pattern and while useless at any reasonable distance, is quite powerful at close range. In warrens of dwellings where we must fight, must be taken seriously. Humans must manually pump to refresh firing chamber.
Name: M9 HE-DP Fragmentation Grenade
Radius: 15-30 feet
Human Description:Basic explosive device has changed little thanks to excellent design and flexibility. Well-thrown grenade will kill or stun most opponents. Fuse activates half a second after striking surface or abject to avoid accidental detonation. Also allows combatants to "bounce" grenade into difficult to reach targets.
Covenant Description: Chemical explosive contained within hard casing. Operates on impact-activated timed fuse. When thrown by Human, fuse activates as it strikes object. However, grenade has no adherence ability and bounces unpredictably. Explosive radius and ability to inflict harm not to be underestimated.
Covenant Weapons
Name: Plasma Pistol (dual wield)
Core Power Output: 100-150 kV : 2-3 dA
Human Description: Understood better than most Covenant weapons, Plasma Pistol is semi-automatic, directed-energy weapon. Fires rapid bursts of superheated plasma, but holding trigger for extended period can build a powerful overcharged plasma bolt. Becomes temporarily unusable as it discharges excess heat. Both Plasma Pistol and Rifle use power core we don't fully understand.
Covenant Description: Standard-issue firearm of lesser Unggoy is still a flexible and useful tool, wielded correctly. Charged bursts of plasma decimate shielding, should the user hold trigger and repeatedly. Charge depletes in difficult battlefield situations. Once energy core has completely discharged, weapon is useless.
Name: Plasma Rifle (dual wield)
Rate of Fire: 420-600 rounds per minute
Human Description: Favored by Elites, but used by many Covenant troops, is a directed energy weapon and capable of both automatic and semi-automatic fire. Extended bursts of automatic fire cause weapon to overheat, temporarily disabling gun and depleting energy core. Once energy core has completely discharged, it is useless.
Covenant Description: Favored by Sangheili but available throughout military, Plasma Rifle makes excellent mid-range weapon. Powerful, light and deadly in capable hands. Fires super-heated plasma bolts in automatic or semi-automatic fashion. Limited power supply is only weakness. Once energy core has completely discharged, weapon is useless.
Name: Needler (dual wield)
Ammo Capacity: 30 rounds per magazine
Human Description: Unusual magazine-fed weapon fires razor-sharp crystalline projectiles, using unexplained homing ability to center on soft organic targets, to pierce flesh no matter the angle of impact. Energy shields deflect them successfully, and they ricochet from other hard surfaces. Ammunition explodes after it impacts flesh, causing further damage.
Covenant Description: Although f limited use against artillery or vehicles, a dangerous weapon. Inflicts enormous pain on targets as barbs erupt explosively in flesh. Concentrated grouping of quills kills most Humans quickly. Slight ricochet effect means it should be wielded carefully.
Name: Covenant Carbine
Ammo Capacity: 36 rounds per magazine.
Human Description: Rare Covenant projectile-firing rifle, a powerful, stocky weapon, and fitted with magnifying scope. Fires single rounds with high degree of accuracy and power. In some ways its technology mimics Covenant Fuel Rod Gun, although obviously on a smaller scale, but offers similar penetration to UNSC Battle Rifle.
Covenant Description: Using very high-speed radioactive ammunition, highly flexible and accurate rifle. Best used at medium distances agaist Human opponents, features a digital visual enhancer, doubling magnification of chosen targets.
Name: Particle Beam Rifle
Output Capacity: 18 bursts per charge
Human Description: Very precise, powerful weapon, uses relatively familiar particle beam acceleration method to fire devastating beam of energy. Limited battery capacity means weapon can fire only 18 bursts before depleting charge. Integrated scope enables two levels of zoom, approximately 5x and 10x. Makes excellent sniper weapon.
Covenant Description: Excellent choice for long-distance execution of targets. Charged-particle weapon fires lethal beam, shot to head guarantees success against shielded or unshielded target. Rifle has digital visual enhancer, with two levels of magnification for mid- to long-distance targeting.
Name: Brute Shot
Ammo Capacity: 4 rounds per belt
Human Description: Type of grenade launcher used, as far as we can tell, exclusively by Brutes. Grenades it fires from a 4-round belt can be deflected deliberately for tactical reasons, such as firing around corners. One of the least precise Covenant weapons yet encountered, limited ammunition capacity is made up for by huge, razor-sharp bayonet attachment.
Covenant Description: Jiralhanae grenade launcher fires powerful ballistic explosives. Can fire these explosives in rapid succession-a string of four before reload required. Very short fuse allows skilled marksmen to deflect grenades off of hard surfaces to reach covered targets.
Name: Covenant Energy Sword
Length: 3 feet
Human Description: Initially thought to be purely ceremonial. Few have been seen in combat, but they are invariably carried by high-ranking Elites. We don't understand how it functions, but it cuts through any armor with ease. Press "b" for regular melee attack and pull Right trigger for basic undercut attack. Or wait until reticle turns red to lock on an enemy, then pull Right trigger to perform a fatal lunge attack.
Covenant Description: Noble and ancient weapon, wielded by strongest of Sangheili, requires great skill and bravery to use, and inspires far in those who face its elegant plasma blade. Energy sword not to be used by those of ignoble rank, under any circumstances.
Name: Fuel Rod Gun
Ammo Capacity: 5 rounds per clip
Human Description: Lunching highly radioactive fuel rod projectiles, weapon is effective against both vehicles and personnel. Weapon is bulky, heavy and carries five fuel rods per clip. Single 2X level of magnification.
Covenant Description: Fuel Rod Gun is a useful infantry tool, designed to be used against smaller vehicles and personnel. Radioactive ammunition renders it particularly effective against Human ground forces. Optical zoom facility makes it accurate as well as powerful.
Name: Plasma Grenade
Radius: 30 feet
Human Description: Using unknown technology that can apparently differentiate between strategic targets and non-threatening surfaces, this grenade, when thrown accurately, adheres to combatant or vehicles, but not to a wall. Three second fuse is activated as soon as grenade comes to rest either on ground or stuck to intended target.
Covenant Description: Most commonly used thrown explosive in our arsenal is flexible and powerful plasma device. Intelligent-adherence quality rewards accurate thrower, and has proven itself especially useful when attempting to halt or destroy Human vehicles. Adheres firmly to Human epidermal layer. Slow fuse allows thrower three seconds to retreat from blast radius.
[edit] Gametypes
[edit] Halo 2 MLG Settings / Gametypes
[edit] Gametype Creation Philosophy
A gametype is a game created for a certain purpose. Whether the game itself would be based solely on competitiveness or a random game the user created themself depends on the user who created it. Each gametype in MLG is made so a team can have just as much of an advantage as the other without it being a race to the weapons. In MLG there are a variety of gametypes made to add a different element to the competition so teams don't base their whole strategy on killing the other team like in slayer.
Neutral Bomb - Each team starts in their own base with a bomb in the middle of the map. Objective: To plant and arm the bomb in the opposing teams base. Sort of the opposite of Capture the flag. This is one of the tougher gametypes as it takes a combination of slaying and objective to win. Slaying, to keep the other team from killing the bomb-boy and throwing the bomb out of the base, and objective to win.
Capture the Flag (CTF) - As in neutral bomb, each team starts on the opposite base and the goal is to grab the opposing flag while keeping your flag in place to capture. Unlike regular CTF, in Sanctuary CTF the flag does not return on touch. Instead the flag is returned by contesting it and capped regardless of the home flag being in place or not. In CTF its quite the opposite of slayer. In slayer the attitude of the game is to sit back, slay the other team from a distance and rack up more points for the win. In CTF the attitude is to rush in, grab the flag and bring it back to the base.
[edit] General Strategy Tips
Halo 2 is in essence a skill based first person shooter. However, it is not nearly the most skill-based shooter. Also, unlike its kin Halo:CE, it is more heavily supported by auto-aim. Furthermore it is also given lackluster weapons which take more shots/time to obtain a kill. With this combination of auto-aim, weapons which cannot support quick kills, the game becomes more team-based. The game's dependency on team fire is part of its widespread Multilayer fanaticism, as no one player has the ability to completely take charge of a game in a balanced arena. Nonetheless, Halo 2 does require some individual skill. Awareness is probably the most important aspect, as well as knowing where to go.
[edit] Team Slayer
[edit] Oddball
Halo 2's version of "Keep Away". This game features either team, or individual play. In the MLG rules of this featured flavor, Ball is played with two teams; red, and blue. Oddball can be found on the 2007 season playlist on both Lockout, and Midship. However it was once played on Warlock as well.
Lockout ball is perhaps one of the most challenging games for teams to play in 2007, as the map forces teams into multiple rush scenario's. Typical "holds" on this map have proven very difficult to break. While the game can be won or lost based on one team's control of the map, proper play may be able to win without ever having said map control. The use of the "Play Ball" which is done by throwing the ball off of the map, can give a team valuable seconds in Lockout Ball. The ball after a "Play Ball" is placed once again into the center of the map where it is completely open. Therefore the use of "Play Ball" gives a team valuable time, however forces the other team to make a decision to make a push on the 4v3 power play, at the cost of possibly losing one of its own by the unforgiving, uncontrollable center.
Midship, while more balanced is also one of the most challenging games for teams in 2007. Although this map does not have a "Play Ball" quite as useful as Lockout's it does however have an open center which allows teams to "throw" the ball into when in need of a "Play Ball" type action. The main strategy for Midship is to keep the ball in motion. While there are multiple places to make a strong "Hold" with the ball, the map's openness and angles force a team to either move out of an area after a short time, or risk falling to flexible, and often random, rushes.
[edit] Capture the Flag
[edit] King of the Hill
This gametype was used in the '05 season but with the hills having very random spawns, the winner was often the result of luck than of skill. The gametype did not return for the '06 or the '07 season.
[edit] Territories
[edit] Assault
[edit] Halo 2 Powerups
[edit] Active Camouflage
Active Camouflage is a power-up in the Halo series that allows the player to become invisible or nearly invisible for a short period. In Halo 2, when a player picks up the active camouflage, only a blurry outline of his or her body can be seen. If the player fires a weapon, or is hit by another opponent, the active camouflage momentarily exposes the body of the player. The only multiplayer map used in MLG play which features active camouflage is Warlock.
[edit] Overshield
Overshield is a power-up in the Halo series that provides three times the resistance of a normal shield to a player. When a player is equipped with the Overshield, the normal shields do not take damage as the player is hit by opposing weaponry. The Overshield is not permanent, however, as the extra shields drain slowly with time. Once the Overshield has worn off, normal shields and damage resume. During MLG events, the Overshield can be found on Beaver Creek. The power-up is also available on Ivory Tower, though MLG discontinued usage of the level.
[edit] Halo 2 Health / Shield System
[edit] Profiles
[edit] Character Models
[edit] Spartan Model
[edit] Spartan Armor
[edit] Elite Model
[edit] Elite Armor
[edit] Emblems
[edit] Xbox Live
[edit] Halo 2 Game Engine
[edit] Glitches
[edit] Double Shot
When done correctly, this glitch will result in the battle rifle firing twice in the time it would effectively take to fire once. To successfully double-shoot, a player must hit R(fire), R(fire), and X(reload). It should also be noted that after successfuly double shotting, you will be unable to fire again until the reloading occurs. In order to counter this, press YY to switch weapons and cancel the reload.Or, you can also press B, but it is not as effective as pressing YY.
Of all the Halo 2 glitches, the double shot is one of the hardest to do effectively.
[edit] BXR
A glitch that , when used correctly, results in an instant kill. To execute, a player must press B(melee), X(reload), and R(fire). When done correctly, the player should melee, then quickly after, shoot the opposing player's head, resulting in a kill. This can only be done when your ammo clip is full.
[edit] BRX
Much like BXR, however with BXR the depression of the right trigger forces the shot. BRX instead is triggered by the reload button (X). When done off host, this will automatically reload.
[edit] BXB
A glitch that results in a quicker way to melee a second time. After the first melee, a player must push X(reload) and then, after the player pushes X, he or she must melee again. This glitch can only be done when your ammo clip is not full.
[edit] RRBX
A glitch that results in an instant kill. To execute, a player must Fire,Fire,Melee,Reload while aiming at the head of the opponent. When done correctly one shot will be fired, followed by a melee and another shot. This can be done without a full clip, or with a full clip. (crouching while doing this glitch makes it more effective).
[edit] LXX (Grenade Reload)
When done off host, pressing Grenade, Reload, Reload (LXX) will automatically reload your gun in the middle of its clip. You may also accomplish this by simply pressing Grenade, Reload (LX) at a faster pace.
[edit] Controls
Thumbstick Layouts
Default:
Left Thumbstick ^ Move Forward <-> Strafe Left/Right v Move Backward
Right Thumbstick ^ Look up v Look down <-> Rotate/Left Right
Southpaw:
Left Thumbstick ^ Look up v Look down <-> Rotate Left/Right
Right Thumbstick ^ Move Forward <-> Strafe Left/Right v Move Backward
Legacy:
Left Thumbstick ^ Move Forward <-> Rotate Left/Right v Move Backward
Right Thumbstick ^ Look up v Look down <-> Strafe Left/Right
Legacy Southpaw:
Left Thumbstick ^ Look up v Look down <-> Strafe Left/Right
Right Thumbstick ^ Move Forward v Move Backward <-> Rotate Left/Right
Button Layouts
Default: Left Trigger - Use Left Weapon Right Trigger - Use Right Weapon Left Thumbstick (click) - Crouch Right Thumbstick (click) - Zoom View Back/Select - Multiplayer Score Start - Pause game X - Reload Y - Switch Weapons B - Melee Attack A - Jump White Button - Team Chat Black Button - Swap Grenades
Southpaw: Left Trigger - Use Right Weapon Right Trigger - Use Left Weapon Left Thumbstick (click) - Crouch Right Thumbstick (click) - Zoom View Back/Select - Multiplayer Score Start - Pause game X - Reload Y - Switch Weapons B - Melee Attack A - Jump White Button - Team Chat Black Button - Swap Grenades
Boxer: Left Trigger - Melee Attack Right Trigger - Use Right Weapon Left Thumbstick (click) - Crouch Right Thumbstick (click) - Zoom View Back/Select - Multiplayer Score Start - Pause game X - Reload Y - Switch Weapons B - Use Left Weapon A - Jump White Button - Team Chat Black Button - Swap Grenades
Green Thumb: Left Trigger - Use Left Weapon Right Trigger - Use Right Weapon Left Thumbstick (click) - Crouch Right Thumbstick (click) - Nelee Attack Back/Select - Multiplayer Score Start - Pause game X - Reload Y - Switch Weapons B - Zoom View A - Jump White Button - Team Chat Black Button - Swap Grenades
listed by callingrainbow ;) (please unban me calc i love u)
[edit] Techniques
pro/semi pro controller settings 8 Ball-5,legacy sticks,inverted claw; Adrenaline-4; AlcO-4 inverted; Anarchy-4; Apex-4; BeAst-4; BesT MaN-3 claw; BigTimer-5 boxer; Bonfire-5 boxer; BoO-3; Brad-4 claw; BuLLeTz-3; Butt3rZ-5 boxer; Bushido-9 boxer semi claw; CallMeGod-3 boxer; Censored-4 semi claw; Conker-5; DarkFury-5; Defy-3 boxer; Dizzy-8; DyNoMiKe-5 inverted claw; Dysphoria-4; Elamite-5; Eli-6 claw; Factor-4 inverted,green thumb; FearItSelf-4 boxer,inverted semi claw; Fire-5; FoSsiK-5 inverted; Gandhi-5 claw; Gexny-5 claw; GuN ShoT-5 semi claw; Ghostayame-4 semi claw; Havok-4; Hali-4; HeLLuVa-5; Hulk-5; HokuM-5 boxer claw; Howard-4 boxer; IceVayne-3; Infinity-4 southpaw button claw; iog-10 green thumb; Itwasluck-4 boxer; Joe-4; Karma-5 claw; Lancer-9 boxer; LastMan-6 boxer claw; LegendJRG-4 claw; Legit-5; Lies-5 semi claw; Lightking-8; Loon-4 southpaw claw; LunchBox-4 boxer; Mack-4; Mackeo-5; Massacre-4 semi claw; MeLLoZ-5; MudVayne-4; MimiC-5 boxer; Myth-5 boxer claw; Naded-7; Neighbor-4; Nitrouss-8; Nutraways-4 claw boxer; OGRE 1-5 semi claw,duke; OGRE 2-5,duke; Ownat1on-5 claw; PisToL-claw; Pistola-5 claw; Poon-5; Pr3decessor-5; Pr1mo-2; Pyrocy-5; Quantum-3 boxer inverted,duke; Ramby-5 southpaw buttons; Ray-5; Rio-7 boxer; Roy-4 boxer; Sayian-5,jap S: support; Scrub-5 claw; Shocka-3; Shockwav3-4 semi claw; Shoota-4 southpaw claw; SilverSon-5; Smoltz-5 claw; Snuff-5 boxer inverted; Solshy-5 semi claw; Soviet-5 claw; Spainiard-4 claw; Stonewall-4; Str8pimp-5; StrongSide-5; ShooK On3-5 duke; TalenT-4; TimeliestBrute-5; Toxic Euphoria-4 claw boxer; Tsquared-5; GSpot-10; Tupac-5; Vash-4; Vegetto-10; Victory-5; WaldoX-4; Walshy-5 inverted claw; Warkid-4; Watch-7; WoNka-5; Xtremist-5;
Vibe: Anarchy, Defy, Detach, DyNoMiKe, Fonzi, Foulacy, Gh057ayame, Havok, Karma, KillerN, OGRE1, OGRE2, Saiyan, Strongside, Tsquared, Walshy, Factor, WaldoX, LastMan, Quantum, iog, Bigtimer, Scrub, Lightking, Dizzy, GuN ShoT, Legit, Soviet,
No vibe: Ghandi, BesT MaN, Bonfire, Butt3rz, FoSsiK, Itwasluck, Mack, Naded, Nitrouss, Ramby, Samurai, Shockwav3, Silverson, Spainiard, Triple007, Tupac, Vash, Infinity, Str8pimp, Hulk, Ownation, Rio, TalenT, FearItSelf, Ap3x, Beast, BuLLetz, Fire, Shook On3, Scrub, Tupac, MudVayne, LegendJRG, Drummer, Gexny, Warkid, Massacre, Eli, Myth, Lancer, Loon, Shoota, Bushido, Stonewall wall, Pr3decessor, Alpha XFactor, Snuff, Howard, Lancer,
[edit] Physics
[edit] Campaign
[edit] Co-Op
[edit] Easter Eggs
[edit] Skulls
Unnamed Skull
-Difficulty: Legendary
Level-Armory
At the beginning of the level, after you power your shields for the first time, the Sarge shows up on an Elevator. Wait in the room until the Sarge starts berating you, telling you to get into the elevator. You MUST wait for him to say "Would it help if I said please?" Once he says this, get in the elevator, and go down to the tram. Get on the tram, and face towards the INSIDE of the building. Press up against the glass doors towards the inside of the building. You should hold 'X' down, and you should pick up the skull. It's on a stack of green crates, near the end of the tram ride.
Thunderstorm Skull
-Difficulty: Legendary
Level-Cairo Station
After you take out the second room of covenant boarding the ship, the game says "Priority Shift". Shortly after this you will go to the armory where you will have to take out a couple of Elites. The next room is "Commons B.01". Clear out all of the enemies on the ground floor and the Grunts in the far landing that are manning the plasma turret. Once you've cleared the room, look towards the outside -- literally out into space. You should see the dual tram tracks, and some diagonal supports holding up the tram tracks. You'll also note that the diagonal supports in the center are close together. One of those supports goes down the side of the wall near where one of the glass railings is. You can jump on the post for the glass railing and jump up onto the diagonal railing. From here, jump to the tram track and follow it all the way down towards the door you originally came in. You should see a landing with a trash can. The skull is in/under this trash can. Simply walk up to the trash can and hold X to pick up the skull.
Blind Skull
-Difficulty: Any
Level-Outskirts
As soon as the level starts your vision will be blurry. Directly ahead of you there is a hallway with a flashing light. Enter the hallway, turn around, and look up There will be a horizontal flashing halogen light. Jump to it. Then turn right and crouch jump to the roof. Then turn right again and there is a long passageway with some ammo, grenades, and the Blind skull.
An old study(that I've just now decided to find) documents a man finding a third skull in Outskirts that is only existent due to loading oddities. There's another theory that every skull in the game has a duplicate somewhere in the same level(for whatever reason). This skull has no powers(as there isn't an extra activation zone for it. These "spare" skulls do nothing, and are hard to find. This is the only documentation I've bothered to find, though I do believe there's a similar one for Thunderstorm on Cairo with the skull at the bottom of space. The video for it is old and unusable. The new one can be found here thanks to grumpy!
IWHBYD Skull
-Difficulty: Legendary
Level-Outskirts
The specifics of this skull are FINALLY known! The main thing triggers are spawning the sniper alley gremlins, not dying, and not reverting to a past checkpoint. After that's it's merely luck. You heard right, the end all way to get the IWHBYD skull is LUCK! A simple one-in-seven shot. The skull itself is in a room on a balcony. The room contains a sniper rifle and sniper ammo, and if you're one of the lucky ones who can get the skull to spawn, it will also contain the skull. Picking up the skull teleports you to the ground level, and gives you just a Plasma Pistol. You will quickly be assaulted by Elites. Some people say that grunts and jackals will also spawn, but I've never seen them do so, there's a good possibility that grunts followed marines into this alley before the fight, so they started there. In my video, 7 waves of Spec Op Elites come out. Killing the last Elite will have the text for the skull flash, meaning that you have to kill all of the Elites to actually finish getting the skull. If you die to the Elites, and your checkpoint no longer spawns the skull, kill yourself 4 or 5 times to be pushed back one extra checkpoint. The skull should have one more chance of spawning, so you can try again.
Catch Skull
-Difficulty: Legendary
Level-Metropolis
Right after you exit from the underground highway, you'll come to a large open-air circular room with a handful of Jackal snipers and some Elites. The quickest way to get safely to the skull is to get the next checkpoint by jumping into the Warthog and letting the marine drive you to the next area. Jump out of the jeep and backtrack to the large room, and clear the area. You will see a large semi-circular beam going from one of the main platforms that goes from the ground up to the top of the two towers. Do a grenade jump at the bottom of this beam and walk all the way to the top. Jump over to the ledge of the left tower. Walk to the end of the ledge and you will find the Catch skull.
Grunt Birthday Party Skull
-Difficulty: Legendary
Level-Arbiter
Progress throughout the level until you get a banshee. As soon as you are in the banshee, fly straight down towards the far side of the bottom of the middle structure. You will see two large circular supports and a large connetion between the top of those two supports. In between the supports and the large connection there is enough space to land your Banshee. You will find a circle of dancing grunts, and in the middle of that circle is the Grunt Birthday Party skull.
Famine Skull
-Difficulty: Legendary
Level-The Oracle
After you get off of the slowly descending elevator, you will come to a hallway where you see a handful of dead bodies. Continue into the next room, and you will be on the second floor of a room that has a lot of glass windows. When you enter this room, look to the right, and find the third pane of glass. It should be to the right of a wall that has some flood guts splattered on it. Shoot out this window, and the windows directly across the room. If you look below you, you will see a platform that has four tall posts. On the far side of the room there is a column that is right in between the two windows on the far side of the room. Turn on your active camo, and jump to the center platform. Jump on either of the posts on the far side of the platform and jump to the column between the windows. Make another jump through the window you shot out, and make a left. Walk all the way to the end and you'll find four flood elites convulsing on the floor, with the Famine skull in the middle of them.
Envy Skull
-Difficulty: Legendary
Level-Delta Halo
Progress through the level until you come to an area with a large central stucture that has a multitude of columns. When you first get into this area, you have to go left, and there is a ramp on the left that goes up and then back down. Get on this ramp and continue up the wall until you are on the landing where there will be (or used to be) some plasma turrets. Follow this landing all the way to it's end, and you'll see a door that is blocked off by a large stone. Jump on top of the stone, and jump again to get on a thin ledge. Make sure you're up against the left wall, and grenade jump up to the top of the wall to your left. Once you're on this wall, you'll see that the right wall ends and there is some earth behind it. Jump onto the dirt, and follow the stone wall all the way to the top. When you're on the top of this wall, you can look down towards the center and you should see two cloaked Elites looking towards each other with the Envy skull between them.
Assassin Skull
-Difficulty: Any (if you want the effect; Legendary)
Level-Regret
Immediately after the gondola ride following the battle with the hunters, there will be a building with two turrets on it. Enter the building and jump on the square stone block right in front of you. Jump again onto the ledge above you. This ledge takes you outside to where the turrets were. You'll want to get on the roof of the small room you were just in. There is a broken pillar right outside the door that you can jump on which will give you plenty of height to get on top of the roof. Using croutch jumps and grenade jumps, follow the right side perimeter of the building. Once you have gone as far as you can go you will find a small grassy area with two cloaked dancing elites and the Assassins skull.
Mythic Skull
-Difficulty: Legendary
Level-Sacred Icon
There is a semi outdoor area which has the same type of area right next to it. There is a large sentinal in front of each one. Go past this area and down the piston and you'll be in a vary dark and dank flood infested area. There's a stack of 6 or 7 boxes as you enter the room. Use them to jump up to the landing above. There are a handful of alcoves on your right hand side. The skull is in the third alcove, floating above a dead human flood.
Sputnik Skull
-Difficulty: Legendary
Level-Quarantine Zone
From the start of the level, turn directly around, and you should see a tunnel. Head into the tunnel and go straight until you exit the tunnel. Go straight across the open area, and you'll come across a broken pipe tunnel on your right. Straight in front of you you should see a small ledge running across the wall, above the green pit. Carefully get onto that small ledge and walk all the way to the end of the ledge to find the Sputnik skull.
Angry Skull
-Difficulty: Legendary
Level-Gravemind
Fight all the way through the Covenant city until you reach the outdoors. As soon as you are outside, turn right. You will see some Covenant crates next to the rock ledge. Jump from the crate to the rock ledge. Walk up the rock hill and to your right you will see a large red girder. Jump onto the girder and follow it back towards the complex you came from. You will run into an invisible grunt weilding a fuel rod. Kill the grunt, and continue to the end of the girder where you will see the Angry skull floating above a small grav-lift.
Ghost Skull
-Difficulty: Legendary
Level-Uprising
After the outdoor area with all the ghosts and grunts, there is an 'L' shaped room that is seen throughout the level. It is right after the armory room that is full of covenant and human weapons. Grenade jump using a jacked ghost up to the rafters and it's up there. You can also push a box from the armory room into the hallway, and jump on this box. The skull is right above the door, and if you hold X down while jumping close enough to the skull you will pick it up, even if you're not in the rafters and the skull isn't visible.
Iron Skull
-Difficulty: Legendary
Level-High Charity
When you enter the final (the second) Gravity Lift, look up. A skull will pass through you extemely quickly so you must start holding "X" a bit before you actually pass it to grab hold of it.
Black Eye Skull
-Difficulty: Legendary
Level-Great Journey
Eventually you have to escort the Sarge who is in a Scarab. Follow him along until you see the huge compound in front of you. Directly above the door that the Sarge blows open with the Scarab is an angled beam. Land your Banshee on this beam and walk to the top of the beam. Look down and to your left and you will see a circular angled wall. Jump onto this wall and walk to the top. Walk straight along the right-hand side of this area. You will have to jump over a small beam in front of you. Continue walking straight until you come to a grassy area. Keep walking up the grassy hill and go until you come to the point where can jump onto the angled support for the tower meets the grass. Jump onto the support and walk up the support. It's a very steep climb, so jumping while you're going up the support speeds up the walk some. At the first landing you will see the Black Eye skull sitting on a glowing white panel on the floor.
[edit] Storyline
[edit] Characters
[edit] Enemies
***Human Names and descriptions come straight from the Halo 2 Standard Edition Handbook.***
***Covenant Names and descriptions come straight from the Halo 2 Collectors Edition Handbook.***
Human Name: Grunt
Covenant Name: Unggoy
Human Description: 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.
Covenant Description: Stout and numerous, the Unggoy long have been the lifeblood of our Covenant's infantry. They will obey any order in the service of their duty and fight well with plasma pistol, turret, or in vehicles. Unggoy will as ever fight well with their comrades the Kig-yar, and obey the directives of the Sangheili.
Human Name: Jackal
Covenant Name: Kig-yar
Human Description: Excellent shots, the Jackals seem to be higher in status-if not necessarily rank-than the Grunts. They often will 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.
Covenant Description: Slight of build as they are, the Kig-yar remain a valuable fighting force. Excellent shots, and with their shields nearly invulnerable, the Kig-yar offer a great tactical advantage in ground combat. Faster and taller than the Unggoy, they complement each other very well.
Human Name: Drone
Covenant Name: Yanme'e
Human Description:Like the Brutes, Brones 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.
Covenant Description: Suited for flight and fighting in this planet's gravity, the Yanme'e will be a valuable inclusion to our forces. The Humans are unused to fighting aerial infantry. The Yanme'e will use their ability to fly to gain ground and provide accurate cover fire for other troops.
Human Name: Brute
Covenant Name: Jiralhanae
Human Description: 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.
Covenant Description: The newest ally to join the embrace of our flock is a powerful fighter indeed. The Jiralhanae are endowed with prodigious physical strength, and their simian origin makes them ideal for missions in any environment. We shall deploy them against Humans in the same instances as the Sangheili, but we may also give the Jiralhanae some increased security responsibilities in this conflict.
Human Name: Elite
Covenant Name: Sangheili
Human Description: 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.
Covenant Description: Our iron heart-the ideal fighter for this mission. My brothers. The Sangheili will be deployed across every rank, from simple soldier to Elite Commander. They thirst for Human blood and vengeance for the atrocity at Halo, and their loyalty is unquestioned. Excellent infantrymen and superb commanders, the Sangheili are proficient with most weapons and vehicle systems.
Human Name: Hunter
Covenant Name: Lekgolo
Human Description: 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 devastating hand-held fuel rod weapon make Hunter pairs very problematic.
Covenant Description: The Lekgolo pairs are simply too large to be deployed in many circumstances on the cramped sewer of a world, and so they will be given specialized missions. We will station them at defensive points as we gain territory, and bring them in for heavy destruction. Their fuel rod guns and sheer ability to inspire fear will be invaluable.
Human Name: Prophets
Covenant Name: Prophets
Human Description: 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.
Covenant Description: Our guiding light and the directors of our purpose. They are father to the children of our Covenant, and they will lead us to truth and to perfection. The Prophets of Truth, Mercy, and Regret will navigate us through the task that awaits us.
Name: The Flood
Description: The Flood, a parasitic species, infects individual organisms and causes them to undergo different stages of organized transformation into various "forms". The Flood has one purpose, eat and reproduce.
[edit] Artificial Intelligence (A.I.)
Cortana - Edit
