Halo 2 FAQ
Version 9.2
Written by: Thesomeone
Special thanks to shreddies, litheon, and the Xbox.com forum community.
Warning: this FAQ contains some spoilers.
Section I: Characters, Vehicles, Weapons, and Maps
Characters
Human-
Master Chief: The product of the top secret Spartan II super soldier program, Spartan 117 is the pinnacle of military evolution. Genetically modified and equipped with MJOLNIR Mark VI armor, he is Humanity’s best weapon against the Covenant.
Cortana: An incredibly smart artificial intelligence, Cortana can process unimaginable functions with the blink of an eye, and she is never far from the Chief.
Sergeant Major Avery Johnson: The only other Human to survive the incident on Halo, Johnson has been in the marines for most of his adult life, and is one of the toughest men in the Corps.
Commander Miranda Keyes: The daughter of the legendary Captain Jacob Keyes, and commanding officer of the UNSC frigate, In Amber Clad.
Lord Hood: The commander of Earth Orbital Defense Platform Cairo, and one of the highest ranking men in the UNSC.
UNSC Marines: The lifeblood of the Human military, the marines have been fighting the Covenant for decades, buying Earth as much time as they can.
Orbital Drop Shock Troopers: The men of NSWG2-ODST Team 5, the Helljumpers, drop into enemy-held territory in small pods that are launched from planetary orbit. Next to the Spartans, they are the toughest troops in the UNSC.
Covenant-
Grunts: Relatively small, weak creatures that tend to fight in packs. When their leader is killed, they scatter.
Jackals: Bird-like creatures that serve as the Covenant’s snipers and reconnaissance teams. They often use an energy shield mounted on their arm.
Drones: Small aliens that can cling to walls and fly for short distances. They are a good shot, but quite weak.
Elites: The iron heart of the Covenant military. They are smart, powerful, and fearless. A single Elite can decimate a squad of Human marines.
Hunters: Even more powerful then Elites, Hunters are slow, but effective. They are always found in pairs, and are often used in defensive situations.
Brutes: A new edition to the Covenant, but just as deadly as Elites. Brutes fight in groups and will charge at an enemy when not wielding a weapon.
Prophets: The Covenant spiritual and political leadership. Many are in the High Council and three Prophets- Truth, Mercy, and Regret, make up the Covenant triumvirate.
Forerunner-
343 Guilty Spark: The artificial intelligence that monitored Installation 04, known as Alpha Halo, before it was destroyed.
2401 Penitent Tangent: The artificial intelligence that monitors Installation 05, known as Delta Halo.
Sentinels: Crablike machines that are designed to protect and quarantine Forerunner facilities in the event of a Flood outbreak. They are armed with a small but powerful laser.
Enforcers: A larger and more powerful variation of the sentinels that are fitted with an energy shield, and armed with mortars and pulse lasers.
Flood-
Infection Forms: The standard form of Flood, these small parasites consumes a victim, taking over the victim’s brain and nervous system, and replacing the host’s biomass with its own.
Elite Combat Form: The form of Flood that evolves after an Elite is infected by an Infection Form and its biomass transformed.
Human Combat Form: The form of Flood that is created after a Human is infected and transformed by an Infection Form.
Carrier Form: After Combat Forms have been damaged to a certain extent, they convert into Carriers, mobile incubators for Flood Infection Forms.
Gravemind: A Flood “overmind”, Gravemind is a highly evolved and intelligent form of the parasite, made up of an enormous amount of bio-matter.
Vehicles
Human-
M12 Warthog LRV: A light reconnaissance vehicle that functions similar to a Jeep. The Warthog is fast and maneuverable, but prone to rollovers. It sports a light anti-aircraft gun and has room for three occupants.
M12G1 Warthog LAAV: This vehicle is nearly identical to the M12 LRV, the only difference being a gauss cannon mounted where the anti-aircraft gun should be.
M808B Scorpion MBT: A slow, bulky, but still incredibly powerful vehicle. The Scorpion is the strongest land-based vehicle in the UNSC, featuring a 90mm cannon and an armor piercing tracer gun.
D77-TC Pelican: The UNSC’s primary means of transportation. Pelicans can fly troops, supplies, and even vehicles into or out of a combat zone quickly. (not usable by the player)
Single Occupant Exo-atmospheric Insertion Vehicle: Better known as a SOEIV, this vehicle is a one-man pod used to insert ODSTs to their drop zone from planetary orbit. (not usable by the player)
Albatross Transport: A large and heavily-armored troop transport used when a payload is too large for a Pelican to handle. (not usable by the player; only seen in multiplayer)
Covenant-
Ghost: The Covenant’s main ground attack vehicle, the Ghost sits a single occupant and has twin plasma cannons mounted on its front.
Banshee: A small assault aircraft capable of performing maneuvers impossible with conventional aerodynamics. It is armed with twin plasma cannons and a fuel rod gun.
Wraith: A main battle tank, Wraiths can lob huge balls of plasma over incredibly long distances. However, the vehicle is quite slow.
Spectre: The Covenant equivalent to the Warthog, it has room for a driver, two passengers, and a gunner. The rear-mounted plasma turret fires extremely fast and makes it a very dangerous vehicle.
Shadow: Functioning as a troop transport, the Shadow can move up to ten Covenant soldiers onto the battlefield. (not drivable; only turret useable by player)
Scarab: An enormous spider-like vehicle that can inflict catastrophic damage on enemy positions. It features a primary plasma cannon, and two secondary turrets. (not usable by the player)
Phantom: The Covenant dropship, Phantoms can drop off vehicles and troops when in mid air, all while firing its three plasma turrets. (not usable by the player)
Weapons
Human-
M6C Pistol: The magnum is the standard sidearm for all UNSC personnel, this weapon is a weaker version of the M6D, used by the Pillar of Autumn’s crew. Unlike it's predecessor, it is not equipped with a scope.
BR55 Rifle: More commonly known as the Battle Rifle, this weapon fires in three-shot bursts and is equipped with a 2X scope for long range shots.
M7/Caseless SMG: Although somewhat weak, this submachine gun has a high rate of fire and can inflict some damage on enemy troops.
SRS99C-S2 AM Sniper Rifle: A very strong rifle capable of a 5X and 10X zoom. It has some recoil and leaves a contrail after each shot.
M19 SSM Rocket Launcher: Also known as the SPNKr or the Jackhammer, this weapon has a 2X scope and can fire two rockets before reloading. It can also lock onto vehicles, turrets, and similar large targets.
M90 Close Assault Weapon System: The shotgun is a powerful close range weapon, and although almost always fatal to the enemy, it has recoil and a long reload time.
M9 HE-DP Fragmentation Grenade: The standard hand grenade for UNSC personnel.
Covenant-
Plasma Pistol: Commonly used by lower classes of Covenant, this weapon is capable of continuous plasma fire or an overcharged burst that will track its target.
Plasma Rifle: Similar to the plasma pistol, but with a higher rate of fire, and unable to fire overcharged bursts.
Brute Plasma Rifle: A variant of the Plasma Rifle, but with a higher rate of fire and faster overheat. This weapon can be identified by its red color.
Needler: Unlike other Covenant weaponry, this gun fires shards of glass that will track a target before exploding.
Covenant Carbine: A magazine fed weapon that functions similar to the Human Battle Rifle, this gun fires beams of energy and has a 2X scope.
Particle Beam Rifle: A unique weapon that uses particle acceleration to fire a beam of energy that is both accurate and deadly. It sports a 5X and 10X scope.
Brute Shot: A grenade launcher, this weapon fires explosives that bounce off the first surface they hit and explode on the second.
Energy Sword: A weapon carried only by Elites, it is made up of plasma fused into a blade-like shape, and almost guarantees death to whoever gets too close to its holder.
Fuel Rod Gun: A weapon that fires explosive and radioactive fuel rods. Although the blast radius is not that large, it is very deadly to whoever is hit by it directly. (not available in multiplayer)
Plasma Grenade: The standard grenade of Covenant forces. It sticks to people and some surfaces and dispenses plasma throughout its blast radius after detonating.
Forerunner-
Sentinel Beam: A weapon used by the ancient robotic guardians of Halo, it fires a laser that will cut into its enemies. There are two versions of the Sentinel Beam, one that fires a blue laser that is powerful but overheats quickly, and one that emits a weaker orange laser.
Multiplayer Maps
Lockout: Some believe this remote facility was once used to study the Flood. But few clues remain among the snow and ice.
Ascension: This relay station is part of a network that has kept Delta Halo functioning smoothly for untold centuries.
Midship: Don’t let its luxury fool you – the Pious Inquisitor is one of the fastest ships in the Covenant fleet.
Ivory Tower: Once home to famous socialite Lance O’Donnell, the top floor of this building is now a public park.
Beaver Creek: These forgotten structures were once the site of many bitter battles but have since been reclaimed by nature.
Burial Mounds: This makeshift Heretic camp on Basis is littered with wreckage from the destruction of Installation 04.
Colossus: Numerous scientific expeditions have failed to reveal what the Forerunners intended with all this gas.
Zanzibar: Wind Power Station 7 sits as a mute reminder of the EAP’s late 25th-century attempt at re-nationalization.
Coagulation: Recent excavations have failed to shed light on the true purpose of the outposts in this bloody gulch.
Headlong: Although during the day Section 14 monitors almost all harbor traffic, at night its one of the city’s most notorious hangouts.
Waterworks: While the Forerunners excelled at mimicking natural beauty, the machinery in this cavern exemplifies their true genius.
Foundation: Deep in Chicago Industrial Zone 08 lies the decommissioned Tactical Autonomous Robotic Defense System testing facility.
Containment: Fighting for a patch of dirt abutting a wall containing a galaxy-devouring parasite may seem pointless to some, but ... um ...
Warlock: Despite overwhelming evidence to the contrary some stubbornly maintain that this structure was once a Forerunner arena.
Sanctuary: Though its original purpose has been lost to the march of aeons this structure is now a cemetery to countless brave warriors.
Turf: Though they dominate on open terrain many Scarabs have fallen victim to the narrow streets of Earth’s cities.
Backwash: There are strong indications that beneath the shroud of mist drowning this swamp on Delta Halo lies a powerful intelligence.
Elongation: A well placed bribe can speed a cargo ship through what are surely some of the longest inspections in the galaxy.
Gemini: This sanctuary now rings with the sound of combat – the end of the ancient duality of the Covenant is truly at hand.
Relic: Covenant scripture dictates that structures of this type are memorials to Forerunners who fell in battle against the Flood.
Terminal: The CTMS made New Mombasa’s rail system one of the safest on Earth; unfortunately it was one of the Covenant’s first targets.
Desolation: Once a scientific outpost, this derelict Forerunner facility waits patiently to be reactivated.
Tombstone: The UNSC decommissioned this munitions testing complex after safety concerns came to light.
Campaign Levels
The Heretic: For failure such as this, no punishment is too great.
Armory: Suit up, prepare for battle.
Cairo Station: Defend the station’s MAC-gun from Covenant boarders.
Outskirts: Rally scattered Marines, clear hostile contacts from the old-city.
Metropolis: Take the bridge, break the Covenant’s grip on the city-center.
The Arbiter: Infiltrate a Forerunner facility, quell the heresy therein.
Oracle: Kill the Heretic leader. The Prophets’ will be done.
Delta Halo: A Covenant army stands between you and the Prophet of Regret. Get to work.
Regret: You heard the lady. Locate the Prophet, take him down.
Sacred Icon: Succeed where others have failed. Lower the shield protecting the Sacred Icon.
Quarantine Zone: Parasites, humans- no matter. The Icon must be found.
Gravemind: The Prophets have the Index and plan to use it? Over your dead body.
Uprising: This is certain: The Brutes shall pay for the blood they have spilled.
High Charity: Cortana can handle the Index- stopping Truth is up to you.
The Great Journey: Form an unexpected alliance, keep Tartarus from activating the ring.
This posting is provided "as-is" with no warranties, and confers no rights.
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