This page is a fully written walkthrough for the first-person shooter action Halo 2, the sequel to Halo: Combat Evolved. Our game guide contains the location of every last Gorgon Eye and Phoenix Feather, strategies for fights that could even marvel the gods, and the locations of secret red orb chests to quickly gain experience. Below the main text walkthrough we have included links to other walkthroughs, faqs and videos. Use the table of contents to jump to a particular section.
Halo 2 Walkthrough Introduction
This is a detailed page on how to complete the Xbox version of Halo 2. The game is a first-person shooter developed by Bungie Studios and was released on November 9, 2004. The guide is divided by mission.
Tips and Advice
A good starting weapon combination in the game is the Battle Rifle paired with the Plasma Pistol because you can take down an enemy at any range. The Battle Rifle can be zoomed by pressing the Right Joystick and shoots a damaging spray of bullets when fired. This weapon is much more effective than other automatics thanks in large part to its accuracy. If you lose the Battle Rifle, swap for the weapon with any marine who has it or pick it up at any reinforcement checkpoint.
While the Plasma Pistol may seem useless at first, you can deal very good damage with an overcharged shot. To overcharge the Plasma Pistol, hold down the trigger to form a ball of energy with the gun. To attack this way, just let go of the trigger when the Plasma Pistol is fully overcharged. The shot locks onto enemies by itself and also breaks down shields.
You can zoom with the Sniper Rifle by pressing down on the Right Joystick. While this weapon only holds four bullets, it can one shot almost any opponent in the game. Sniping is also fairly easy to pull off if you are at long range. Obviously, the Sniper Rifle is pretty useless at close range, so switch to an automatic for close corridor combat.
The Shotgun is very effective in close quarter combat but useless if shot more than ten yards away. The weapon is especially useful against the flood later in the game because they're always jumping in your face. You need to reload every bullet separately, though.
Reload your weapon whenever you can and do not start fights with half a clip of ammo. Swap with enemy Carbine and Plasma Pistols as often as you can so you can always fight effectively. It's much easier to reload out of combat than after an Elite rushes you.
Take cover behind any objects or walls in the area. Usually I'll tell you a good cover position, but anything that you can duck against works great for cover. Also, doors make good cover as you can close them by walking backwards.
Melee (B) is your best assault when the enemy is at close range. Meleeing is extremely powerful and will knock down any shields on the enemy. You can one-shot smaller enemies with just one melee punch. Larger enemies can endure more than one melee hit, so it's best to run back out to range and fire at them.
The Energy Sword is the best close combat weapon. When you're in melee range, the energy sword automatically locks and lunges at the enemy. This usually results in a one shot kill unless you're facing bosses or large enemies. With that in mind, whenever you see a yellow or red Elite with an Energy Sword, get to a safe distance from their lunges. Like other Covenant weapons, the Energy Sword can be depleted, so always pick up a new Energy Sword if you see one.
The Heretic
- Watch the game's opening cutscene.
Armory
One Size Fits All
In the armory, follow the soldier's orders and look at the lights with the Right Joystick to get acclimated with the camera. Afterwards, follow the soldier over to the next area and position yourself inside the next machine. Press X to start the test. The soldier gives a valuable bit of information: when your shields are down, hide behind cover and wait for them to recharge.
Walk into the elevator and wait until the twosome finish talking before it ascends up to a floor with a tram. Inside the tram, enjoy the ride to the other side and walk outside for a cutscene.
After the cutscene, run down the stairs to your left and pick up the guns on the crate. Walk through the doorway ahead of you into a hall. At the end of the hall, a door opens and you're now inside a large room. Jump down the railing right in front of you to reach a lower level.
Now go left and take cover behind the crates.
Home Field Advantage
A small firefight will start now against a few grunts and enemies. Just stay back and fire away; if your shield goes down, take cover behind the crates and wait for it to recharge.
After the fight, make your way to the opposite side of the area to find an open doorway. In this hallway there are more grunts and enemies hiding behind the large crate. After defeating them, go right and head over to the stairs. Using the corner as cover, take out any enemies at the stairs before ascending a few levels.
Go through the door at the top and take an immediate left in this room. After hopping down a level you will meet more marines pinned down in a firefight.
Stay behind the crate as you shoot them. Alternatively, you can use the turret on the upper level behind you also. Kill the enemy and the foolish grunts on the far side of the room. Now head north and take the door on the left to sneak up on a grunt.
Run down this hall until you reach your first left corner. A grunt is right around here - stand back and engage at range. Continue down the hallway, killing the grunts along the way, and climb the near-identical staircase as before.
At the top, take the right door to reach a large room with invading areas. Stay on this second platform and shoot at all the enemies from below; you have a great vantage point here because the enemies are focused on the marines at the opposite corner of the room.
A few waves of enemies will come out of the invading ship on the far window. When you clear a wave, get a head start on the next by aiming your battle rifle right on the enemy's entrance. You should kill a few before they even get out of the gate.
When the marines start to talk, take cover behind the crates in this room and wait for the invading enemies. After killing the grunts, follow the hall in the corner, picking up the ammo along the way, until you are reunited with some marines at a firefight.
Assume a similar cover position to the marine and get to work clearing the room. Throw a frag around the shield at the pack of grunts and enemies. Also be sure to take out the enemies on the second floor of this room.
Additional enemies will enter through the porthole after you have cleared the area. If the shields are giving you trouble, take them out with a plasma pistol shot.
Note: Stay away from the enemy with the energy sword and swap your plasma pistol for the weapon after you down him from range.
Priority Shift
After the explosion, your priorities in this level really do "shift." In the center part of this room you'll find stairs leading down to a door and the level below. More enemies should pop out at you once you reach the bottom. You can use the door as cover, moving backwards to automatically close it, as you take out the enemies and grunts in the room beyond.
Down here, make your way to the door on the opposite side of the room. There are openings on the right with possible enemies if you didn't clear from the door enough.
Kill the enemy in your sight right when you open the door with a swipe of your energy sword. Now follow the hall upwards and kill a second enemy. Up the stairs near the enemy two more enemies decide to come out and play, one of them wielding a deadly energy sword.
Stay at range and defeat the enemies with the battle rifle (preferably head shots) before swapping the energy sword on the ground with your old one.
Access a checkpoint at the dead marine upstairs. Jump on top of the shield near him to get to the upper level of this room. Use this high position as a vantage point to clear the room below before you enter through the northeast door.
Through the adjourning multiple doors, follow the hall until you reach more grunts off in the distance. Grenades work well here, especially if you want to conserve ammo, because the grunts tend to bunch up in one place. Down the hall even further you'll encounter a renegade enemy with a needler, so stay your distance and headshot him with the battle rifle.
At the four way intersection down the hall, two more grunts and a enemy will pop out of the different paths. Stand back behind the fallen debris and take out the enemy from far away. You can defeat any grunts with a simple melee bash.
Go right at the intersection and kill the grunt inside this room.
Authorized Personnel Only
On the other side of this room, the door opens and you'll see two enemies looking away from you. Stealth might just be your best bet here; walk up to the enemies and take them out with your energy sword.
In this very large hanger, head in the opposite direction of the way you were when you entered the room and go through the door in the corner.
The next area is fraught with flying creatures that can kill you if you stay out in the open. Immediately take the stairs to the right, kill the enemy halfway up, and stand on the platform between the two stairs as you kill all of the flying creatures in the room. If they start to overtake you, run down the stairs for cover.
Once you've defeated all things airborne, fire at the enemies on the rising elevator before it reaches the top. They're sitting ducks while they're ascending up to your position.
Hop down to the elevator and kill any remaining enemies. An enemy or two sometimes hides behind the crate at the far end; make your headshot with the battle rifle from range. Afterwards, press X at the green button for the elevator to descend down below.
At the bottom, go through the door to the admittedly small room and wait for the dialogue for the far door to subsequently open. There are two flying enemies in this room, but they are tougher than before, like enemies that can fly with automatics to boot. Take cover behind the gray wall to your right and make your shots with the battle rifle.
Follow the right path as it goes up and down and leads to a doorway. Go right at the doorway to meet another enemy; after defeating it, head through the doorway ahead to reach an elevator.
Return to Sender
- At the top of the elevator, run outside and immediately head left through the small opening to reach a dark but covered area. Walk to the end of the hall here and go through the left opening. Take cover at the crate right in front of you as you kill the enemies around here. If overrun, head back to the dark hall area for cover. If the enemies continue to pursue, you have an excellent opportunity to mow them down as they enter through the doorway.
- Once the area is clear, run over the bomb with the strobing red light for another cutscene.
- When you have control again, run forward to the doorway with the blinking light. You'll encounter a grunt coming up the stairs here, and he should be an easy target. Down the stairs, zoom in on the opposite side of the room with your battle rifle to find another grunt ripe and ready.
- Run forward to the oversized crate in front of you and fire at all the enemies inside and outside of the complex from this position. Take the grunt's plasma pistol and fire an overcharged shot to take down the shields, because bullets aren't too effective against those things.
- YouTube: Cairo Part 1 (Time 9:39)
- YouTube: Cairo Part 2 (Time 10:04)
- YouTube: Cairo Part 3 (Time 10:04)
- YouTube: Cairo Part 4 (Time 8:15)
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