5. Halo 2 Anniversary
HALO 2 ANNIVERSARY Campaign Playthrough
Once again I’ll be doing most of these solo, but you can use a co-op buddy for most of them. Keep in mind that 'easy mode' skulls like Scarab, Bandana and Envy disable Par Time, Par Score, Speed Run, and Level/Campaign completion achievements, but do NOT disable collectibles, easter eggs, and level-specific ones.
I'd suggest not worrying about collectibles during your main playthrough, as you can return with Scarab, Bandanna, Sputnik, and Envy skulls to knock out the collectables and just save/quit out of the mission when you get the last one. Skulls must be done on Legendary but the same does not apply to Terminals or Toys.
**Make sure you switch to both classic and remastered modes at least once on each mission for the Tighten Up the Graphics achievement, You can switch and immediately switch back. You don't need to play the entire mission in each mode.
Terminals, Toys, and Skulls in chronological order:
Timestamps will once again be imbedded in the XX:YY format within each mission for each collectable.
Tutorial - The Armory
Other than following the prompts for this tutorial/intro, there is only one item of concern, that being the That's Just Wrong skull. To get it, when instructed to follow Sgt Johnson onto the elevator, don't. Just wait in front of the elevator and stare at him for several minutes. Eventually, he will say 'Would it help if I say please?'. Once this happens, board the elevator with him and head up, then into the tram. Once on the tram, go to the far left corner from where you enter. When it starts moving, hold . You will pass by the skull and automatically grab it if holding when it goes by. This can be seen at 0:14 in the collectibles video.
Mission 1 - Cairo Station
Note: I'll be describing the 'purist' speed run path here. That means not using any skulls that can potentially make things easier, and essentially narrating Eli's video as usual. However, an alternative for this mission is to activate the Grunt Funeral and Boom skulls. Both of these skulls have a 1.00x multiplier, meaning they don't increase your score, but also do not disable Par Time, Par Score, or Legendary speed runs. Since a lot of the time on this mission is spend defeating the waves of enemies in the two loading bays, these two skulls can greatly speed things up. Chain reactions of dead grunts exploding like Plasma grenades, along with 2x explosion radius, can make quick work of the swarms of Elites in those bays. Not to mention spamming a few grenades at the gaggle of Elites at the end of the mission. Just be sure to keep a safe distance from explosions.
From the start, follow the Marine in white down the hall. Shoot him in the head to skip his dialogue as you round the corner. Entering the next room, take an immediate right and move to the far end, with the ledge above with glass panes along its edge. Jump onto the structure near the wall and up onto the upper ledge. Move left to the other end of this ledge, breaking out the last couple of glass panes on your left. Stand up against the edge looking down, so that the floor below is on your left, and the red arrow on the floor pointing to the bulkhead below you is in front of you. Get ready to drop down.
Once the bulkhead explodes and a couple of Elites and Grunts run out, drop in behind them and take a right through the now-open door, then right again down the hall. As long as the first group of enemies that came through the door didn't register your presents, this next group at the end of the hall will have their backs to you. Quickly assassinate a Grunt and take its Plasma Pistol in exchange for your Assault Rifle, then turn right at the end of the hall and up the stairs. Take a left into the next door, and go diagonally left across the alcove just inside it.
Jump onto the lip of the window, with the lower area outside the window to your left, and jump diagonally across from the window ledge to the upper platform outside (the area on top of the wall, where the large sloped supports are, and no enemies are present). Turn left and move to the end of this upper ledge. When you reach the end, charge a Plasma Pistol EMP and jump over the ledge to the left, heading directly across the area below for the door on the far side. There is an Elite here waiting for you, so release your EMP to drop his shields, switch to your BR, and headshot him before turning left again in his alcove to go up the next set of stairs.
At the top of the stairs take a right into the door to reach the first landing bay fight. This is where the Grunt Funeral and Boom skulls can make quick work of things. For Eli's method, you have to throw a grenade into the center of each wave of enemies as it lands, then quickly polish off the Elites with plasma EMP shots followed by BR headshots. Once you clear the final wave of enemies here and your allies begin talking, use a box to jump back up to the catwalk. You can murder the Marine in white clothes here to hopefully get some frag grenades, and top off your plasmas with the ones lying about. Facing away from the windows, go to your far-left corner of the catwalk (opposite where you came in).
Stand on the railing nearest the wall and switch to classic mode so you can look down through the grating of the catwalk, as it's solid in anniversary mode. Once the enemies come through the door, back off the lip of the railing to fall down and slide in behind them, then quickly take a left down the corridor before they turn around. At the end of the hall you'll reach another loading bay. Quickly snipe the two Grunts on the turrets with your BR, then take cover behind the boxes and deal with the waves of enemies on the far side of the room. Once again, a grenade in their midst as they land followed by noob combos on the Elites will make quick work of the waves here.
Once all the waves are dead, look for the two stairways leading down in openings in the floor on either side of the room. Facing AWAY from the windows, stand at the top of the stairs on the right. As soon as the door opens, toss a grenade down to hopefully take out the Grunts and Elite. If they don't all die, just headshot the little guys and noob combo the Elite. Move down into the room below, watching for an additional Elite on your left as you enter. Noob combo him, then head forward to the door on the far side. Keep your Plasma Pistol out, stick a plasma grenade on the Elite inside as soon as the door opens, then immediately turn left and charge an EMP shot to noob combo the other Elite on the far side of the room as he enters. You have to be VERY fast here or that 2nd Elite will kill you.
Once those two are dealt with, move forward into the next room, which should be empty. Go up the stairs and the ceiling will open, revealing a room above with two Elites. Take cover down on the stairs, and peek out to EMP shot one followed by a quick BR to the head, then do the same for the second. If you haven't switched back to anniversary mode, do so now and move up into the room they were in. You'll see an opening on one side of the room leading out into an arboretum. Facing this opening, look to your left in anniversary mode to see the glowing terminal on the wall and activate it for Terminal 1 1:02.
Halo 2: Activate Terminal 1 on Cairo Station.
Again facing out into the arboretum from the opening where those Elites were, look for a small metal barrier to your right. Quickly jump onto this barrier, then crouch-jump up onto the high ledge to your right with the short/small railing. You have to be quick before enemies come out on the far side of the room and attack you. Once up on this upper ledge, jump onto one of the sloped supports and from it up onto the tram tracks running above. Facing the windows on this upper ledge on the tracks, jump onto the ledge in the far-right corner, up against the window. You should see a small trashcan in the corner here. Knock it out of the way with a grenade to reveal the Thunderstorm skull 1:22.
If speed running, you obviously wouldn't go up for that skull, but you would still jump onto that small metal structure and up onto the upper ledge. So once you land on the ledge, turn left and go to the far end. You should see a window on this upper level, to your left, with a couple of Grunts inside. Headshot them and jump diagonally over from the ledge into the window, then head to the right corner to a door leading into the next hallway. Just push ahead down this hall as quickly as you can, dealing with the two waves of Grunts and Elites to the best of your ability. At the end of the hall, a door will open leading out into the vacuum of space, and two flying, dual Plasma Rifle wielding Elites will fly in. Quickly noob combo them and make your way to the door.
When you drop down outside, you're supposed to turn around 180 degrees and go to the far end, where two more of these guys will spawn. Instead, go straight ahead and crouch jump onto sloped structure straight out from the door. Go to the top and directly to the wall ahead of you at the top of the sloped part. Grenade jump onto the dark wall in front of you. If all this is done quickly, the 3rd flying Elite near the door won't have seen you. Go left along the wall until you can see the door you're supposed to enter over the ledge to your left, and drop down to it. Go through the two sets of doors to reach the elevator room, where you'll have to deal with a large group of Drones (small flying enemies).
As you enter, move to the right side of the ledge behind the pillar and toss a couple grenades out along the ledge. The timing takes practice, but if done well you can wipe out a large portion of this group as they reach the lip. Take cover and deal with the rest using your BR to start the elevator on its way up to you, Covenant in to. As it moves up to you, headshot the Grunts from range, then noob combo the Elites as it gets closer. Once all the enemies on board are dead, jump on and activate the terminal on the front side to send it on its way back down to the bottom. At the bottom of the track, make sure to replenish your Plasma Pistol and fill up your BR ammo.
Going outside, you'll see three flying Elites, one of who is on a turret. Take him out first, then noob combo the other two. Take a 2nd Plasma Pistol from the room at the base of the elevator (dual wield) and head to the far side of this outer area. Deal with the two flying Elites by the door via the trusty noob combo and head inside. You'll take a short ride down to a room with the spiky bomb at the end, guarded by a large group of Elites. Noob combo and grenade spam all of these to their doom, then step forward to the bomb to end the mission.
You'll need to replay the mission for that level-completion achievement if you used Bandana or Scarab, but if following my advice and using Boom and Grunt Funeral, it should unlock, along with possibly the par time one. Go ahead and restart the mission on Legendary with Thunderstorm, Scarab, and Envy skulls turned on. Scarab is a 0.00x multiplier skull, but you can still unlock the easter eggs with it activated.
To activate the Megg Egg here, you need to do the entire level up to the bomb room without taking a single shot of damage from any enemy (or yourself). Fortunately, you can restart checkpoint if you get shot. Sound like a nightmare? It used to be. I did it on OG Halo 2 and it took me 2 hours. But now you can use the Scarab and Envy skulls. That combined with a BR equals 3-round bursts of precision explosion scarab destruction. It makes this achievement a cake walk. I have swapped out my old 'legit' (aka painful) method video with the new Scarab/Envy technique, which can be seen in visual form HERE.
Mission 2 - Outskirts
From the start, head straight into the door ahead of you. Jump onto the light fixture directly ahead of you as you enter the door, then turn left and jump up onto the sloped ledge above, using a crouch jump to clear it. If speed running, skip ahead past this portion about the skull and Chips Dubbo. From where you land above, turn left and look for a narrow corridor. At the end of this corridor you'll find the Blind skull 2:06. This is the only skull that appears on difficulties other than Legendary.
The Chips Dubbo - I got this one as I was heading away from the Blind skull toward the IWHBYD skull along the rooftops. Depending on the route you take, this should unlock as long as you're near the marines around the midpoint in the first half of the level. Don't go out of your way for it if it doesn't, because it is nearly impossible to miss, and should unlock between your 1st run, speed run, or par score run.
THE Chips Dubbo?
Halo 2: Fight alongside the legendary Chips Dubbo and listen to his words.
For the speed run, as soon as you jump up onto the sloped roof from the light fixture, turn around 180 degrees and jump diagonally to your left across the gap above the light fixture, to the roof along the left side of that area. Throw a grenade against the wall in front of you and jump up, using the grenade blast to launch you up onto it. This jump can actually be cleared with a side-strafing crouch jump, but that is a bit tougher to pull off. Turn left 90 degrees when you land up on the wall above and head forward. Jump across the gap between the buildings to the two-tiered roof in front of you.
When you land, turn right 90 degrees and go a few paces forward, then turn left 90 degrees down a narrow path between the two walls. The path dead ends into a short wall. Jump up onto it and onto the wall to your left. Continue forward the direction you were going to see the broken street ahead of you, down below. Jump down onto the street. On the far side, you can grenade jump up onto the roof ahead of you, or you can jump onto the small ledge on the side of the street, then crouch jump up onto the roof ahead. The gap in the street should be to your left before you jump up onto the roof.
Once you get onto the roof, you can attempt to get the IWHBYD skull or continue straight forward to continue the speed run. For IWHBYD, once you land on the roof above, turn left so that you can see the break in the street below (where you came from) and are facing parallel to that street. Now turn 45 degrees to your right. You should see a gap in the roofs roughly in an L-shape, with power lines running between them. Jump diagonally across that gap to the small roof and move across it. You should see a cluster of buildings in front of you with alleyways below and a bell tower-looking structure in the center of it. To the left of the tower, you should see a small ledge with a doorway, with some clothes hanging from a clothes line across it. Inside that doorway is where the IWHBYD skull spawns.
Despite some previous thoughts on this skull, it's spawn is completely random. There does not seem to be any guaranteed way to trigger it. The only thing that, to me, appears to be 100% required is for you to trigger the audio at sniper alley where you hear "Sergeant, I need you on that bird". This should trigger as you come across the roof tops via the path I described. If you hear that, the skull's possible spawn RNG has been triggered. So check inside that doorway. If the skull is there, trigger another checkpoint before you pick it up, because you have to fight a bit in a pit of Elites and you may die before the achievement unlocks and registers the skull as collected. Check the video starting at 2:33 for a visual aid on this one.
Now back where we first jumped up onto the building from the broken street below, to continue the speed run, continue straight ahead across the roof tops rather than turning left. You should see a lower area in the roof tops ahead of you that goes down along the right-hand side of the taller roof directly ahead of you. Jump down into this area and continue straight ahead. You'll see two air conditioner vent-looking structures directly ahead of you, just before a slightly higher rooftop. Jump onto these and up onto the next roof. Go forward just a bit and keep an eye out for a gap in the roof on your left side. Down in this gap you should see a Covenant Energy Sword with the word Rex spelled in blood on the ground. Check This Video for a visual guide.
Halo 2: Grab the energy sword on the level Outskirts.
Continuing straight ahead from where you came, past the hole with the Rex sword, you'll drop down onto a slightly lower roof. In remastered mode, it looks like a rusted tin roof. Turn left 90 degrees and move forward until you see the Hotel Zanzibar sign. Stay on the rooftop on the right until you get near the sign, then drop down through the hole in the roof of the building, directly in front of the sign. As soon as you drop down, move into the dark hallway. Keep your flashlight off, as Covenant will be coming into the hall soon. You should see alcoves along the side of the hall. Quickly duck into the 3rd alcove you come to and push up against the wall of the alcove furthest forward.
A couple of Elites will rush past to your left. As soon as they do, turn the corner and quickly head shot a grunt before rushing past the remaining grunts. Make sure to switch from your BR to your SMG and drop it in favor of the Plasma Pistol the dead Grunt held. Continue forward out toward the edge of the walkway where a drop ship is flying in. You want to angle toward the left side of the walkway and jump over the ledge quickly, before the drop ship melts you. Below, you'll see a Jackal or two near a Ghost. Head shot the nearest one if necessary before jumping into the Ghost and speeding off to the left along the shore.
Just before you reach the corner of the building to your left, you'll go over a small bump where a pipe goes out from the building to the water. Cut diagonally across this open area, hopefully avoiding the sniper Jackals' fire as well as the Ghost that comes out. You'll see a large shipping container on the left side of the alleyway ahead. You'll want to cut around that shipping container as close as possible to minimize your exposure to the Grunt sitting on a turret on the right side of the alley. At the other end of the alley, hug the wall on the right and go straight out to the shoreline, hopefully triggering a checkpoint as you near the shore.
Turn left along the shoreline and continue boosting ahead. Once you get past the first building on the left here where the Covenant are, angle to your left so that you round the corner up against the left wall. As you come around the corner and over another bump (pipe), you'll see a building on your left with stairs on the side, as well as another drop ship flying in ahead of you. That building houses Terminal 2 4:00.
Ignoring the terminal if speed running, boost directly across this area, angling for the gap in the tunnel ahead of you. The platform near the tunnel will have a sniper Jackal, but if you get there quick before it has a chance to levitate up, he should miss you. Turn right as you enter the tunnel and boost to the far end, going left through the gap in the wall. Turn right into the next tunnel and boost down it for 2-3 seconds before turning around and going back toward the gap, where a Warthog should be arriving. Make sure to line your cross-hairs up with the front of the hog and step in front of it so the driver stops. Kick him out and take the driver's seat.
Wait for that marine to jump into the passenger's seat. Having the two marines with you in the hog is crucial, as it distributes damage between the three of you, helping prevent you from dying as you drive past enemies here. Hug the right wall around the first corner and as the tunnel turns left. You'll go down a short incline and a bunch of enemies will be to your left, just before a ramp in the road where the flying drones show up. Just past the enemies on the left, before said ramp, make a hard left and go up the sloped wall so that you're driving along the elevated ledge along the left wall rather than going over that ramp in the road.
Continue ahead, praying you don't die. You should see two boxes on the ledge. Wedge yourself between the two of them, as you drive forward so that the right box will hopefully block a shot or two. This may mean the difference between living or dying. Continue ahead on this left ledge until you see a gap in the ceiling and a Scarab energy beam shooting down into it. At this point, angle down the slope so that you leave the ledge and go back down to the road. Ahead, you'll see a shipping container. You can go around the right end of it, but if you can wedge yourself through the gap on the left end, you should take less damage from the enemies here.
As you round the bend you'll enter a wider area with tons of enemies on the far end. Hug the left wall here and go up the ramp before angling back to the right and down onto the road, where you'll cross over to a gap in the all and enter the next and final tunnel. An enemy ship will be driving down the road with an Elite mounted in a turret. Go up the ramp and onto the upper ledge along the right side of the tunnel. You'll stay on this ledge and just pray to RNG that you make it past all these enemy vehicles as you race through this tunnel. Continue along this ledge until a box blocks your way, then drive down the slope onto the road to your left.
Drive ahead on the road around a bend to the left and the tunnel will straighten out into a wider area with lots of Covenant waiting to ambush you. Say another prayer to RNG and drive forward, going to the left of the first shipping container that you come to. Continue along the left side, near the slope that leads up to the ledge, then angle back to the right slightly and drive underneath the Shadow vehicle, angling through the gap in its center. You can also go around the left end of it if for some reason the Ghost is still sitting underneath it in its gap. If you make it past that final Shadow, you should be successful, and driving up the slope in the tunnel will end the mission.
There is a miscellaneous achievement to be done on Outskirts for sticking a cloaked Elite with a plasma grenade. Rather than trying to find one, just load up the mission with the Catch, Assassins, and Envy skulls. Envy turns your flashlight into active camo on demand. Just head forward and melee the first Grunt you see to get a plasma grenade, then move down the ramp and across the courtyard. Activate your active camo (flashlight) and waltz up to one of the perma-cloaked Elites just inside the far building to stick him with a plasma grenade and unlock Betcha Can't Stick It. For a video guide check HERE.
Mission 3 - Metropolis
At the start, forget the tank and turn around to get into the Warthog on the right. Wait for the female marine to get into the turret, but drive off without the rocket launcher guy, as he is more of a liability than a help. Speed up the long bridge, hugging the left side for the most part. The hog is much faster, giving you fewer enemy spawns and making it easier to dodge incoming fire, not to mention just flat out speedier than the tank, for obvious speed run reasons. As you round the bend to the right, you'll see a wall in the tunnel ahead. There is a short ramp up onto the ledge on the right side, which is where you will be aiming.
This technique of speed running the tunnel by driving through everything in the hog is EXTREMELY difficult to pull off. I would highly advise trying to find an experienced Halo vet to help with your run on this mission, to avoid the risk of broken controllers. Angling for that short ramp, you want to hit the ramp on its right side and drive up an angle to the left so that the hog clears the narrow gap in the wall at the top of the ramp. If done correctly, you'll make it out the other side and already be lined up to drive down onto the road and across to the left side of the tunnel.
Immediately upon hitting the left side of the tunnel, you'll have to make a hard right turn and angle between several vehicles to prevent enemy fire from nailing you. The first should be a van to the right, followed by a bus on the left and another van on the right. Keeping up against the right slope past these vehicles, you'll see another wall blocking the tunnel ahead. There is a very short section of the upper ledge to your right with a Jackal sniper and possibly a standard Jackal and/or Elite up there with him. You'll have to drive up the slope, onto that ledge, and through the gap in the wall before the enemies up there wreck your day.
This requires a hard right up the slope, followed by a hard left, so that your hog essentially goes through the gap on two wheels. Immediately after clearing the gap, you need to make yet another hard right into the tunnel on your right side, followed by a left into the next tunnel. You should see a circular, narrow tunnel ahead of you. Make sure your shields recharge before driving through this tunnel. When ready, drive up through this circular tunnel and out onto the ledge. Don't slow down for anything, and drive straight ahead to make roadkill of the sniper Jackal ahead of you before you jump off the ledge down onto the ground below.
At this point you'll be getting peppered by a turret above, so drive forward quickly, directly across to the far side of this area where you should see a tall wall with an opening. Go through this opening and make an immediate left down the hill. If you've been quick, you should see the Scarab just starting to walk away from the next large area. There is a Wraith at the far end of this area. Hug the left wall, avoiding the Wraith bombs and Scarab's footfalls. Drive into the tunnel and go left around the wall at the far end. You'll exit out onto the streets, with Ghosts arriving to greet you.
Turn right up the road, avoiding Ghost fire as much as possible. At the far end, make a wide left turn so that you turn onto the next road on its left-hand side, lined up for the Wraith ahead of you. Pray that the Jackal snipers don't hit you, and rush straight into the Wraith in your hog. Hop out of the hog just as it hits the Wraith and immediately board it. Punch the driver out of it (possibly using a frag grenade or two as well according to Eli) and jump into it. Use the Wraith now to take out the other one, using the elevated walkway above as well as your boost to dodge its shots. If it isn't dead before the drop ship arrives, take out the drop ship's 3 turrets first before turning your attention back to the Wraith.
Once its dead, hop out and enter the building, making sure to keep your BR and switch out your secondary weapon for a Plasma Rifle from one of the dead Wraith drivers. This next bit is extremely difficult, but shaves TONS of time off this mission by boarding the scarab early. You will need two frag grenades to do this. If you don't have two, kill a marine or two on your way up the stairs to get them. When you come out onto the first ledge, rather than continuing up the building, you'll want to do a trick jump. Go out to the edge and up the slope to the right. Jump up onto the upper level from here, still on the lip/ledge. Look for a small light post about waist-high near the T-inersection of the ledge in the middle. Jump onto this, turning to face out toward the area where the wraiths were.
You should see a narrow antenna-looking pole in front of you with a round top. Still on the waist-high light post, crouch and look down at your feet, positioning the left foot in the center of this post. Still crouching, throw a grenade at your foot. Just before it detonates, stand and push forward and jump, so that the grenade gives you the height you need to land on that small round top of the antenna-looking pole. Facing directly out on top of this round antenna, imagine that the direction you came from on the road is the 12-oclock position on the round thing you're standing on. At approximately the 10-oclock position is a narrow wire piece that connects the round outer circle to the inner pole.
Crouch and look at your feet and position it so your left foot is standing directly on that narrow wire connector piece. Now look up to the wall opposite you in remastered mode and you should see a shadow that makes a sort of V-shape and three vertical a vertical band of color between the two greyish walls. Put your crosshair on that band of color, then look back down at your foot and crouch again. Listen for a marine say "I don't think it's stopping". As soon as he finishes the word 'stopping', throw a frag at your foot while still crouched, then jump forward. The frag should launch you up so that you land on the Scarab. You'll most likely land on its head, so keep pushing forward and jump forward off its head to land on its body before you fall off.
If you pulled that off, congratulations! Practice makes perfect. Move into the Scarab, down the ramp. At the bottom of the ramp, face back up the ramp and position yourself so that you're directly opposite the left-side wall of the ramp when facing the ramp from inside the scarab. As soon as the Grunts spawn here, run back up the ramp to the outside area. You wait inside there to prevent falling off the Scarab as it climbs the building. Move to the front of the scarab and drop down onto its head, on the right side of the head when facing out in the same direction the scarab is facing. Standing on this small portion of where the head meets the body, you can actually see, and shoot, inside the scarab. Use your Plasma Rifle to take down the Elites' shields, then BR headshots to finish them off. Once the Elites inside are dead, the mission will end, even though there are other enemies on board.
Now we need to do a second playthrough on Legendary, but with the Sputnik, Envy, and Scarab skulls activated to get Commuter as well as the skull and terminal. Commuter simply requires you to finish the level without entering a vehicle. With the Scarab and Envy skulls activated, you can destroy everything in your path with ease. It just takes a while to walk through the mission on foot. The Sputnik skull will make nabbing the skull much easier. From the start, simply head up the bridge and down through the tunnel on foot, obliterating everything in sight with scarab-skull-infused weaponry. Once you reach the 1st outdoor area where the sniper Jackals are, clear them all out, including any reinforcements.
There in a large arch-shaped scaffolding structure in the center of the area. Head to the base of it and do a grenade jump (Sputnik assisted) to land up on the arch. Walk up to the top. At the T-insersection at the top, go left and take another left around the ledge of the pillar structure. You'll find the Catch skull 4:26 up here around the ledge.
Continue on past the next open area with the wraith and out into the streets. When you come out onto the streets, destroy the Ghosts before heading straight across from where you entered. You should see an inset portion of the building above you. Use a Sputnik-assisted grenade jump to launch up onto that upper portion. From there you can jump up the scaffolding in the rubble to reach the roof above. Once you get to the roof, look around the corner to the left to find the soccer ball. Shoot it for the Goal achievement. You can also get this when doing the Banshee glitch for the scarab achievement later.
Continue through the streets, destroying the Wraiths in front of the building that leads to the Scarab encounter. Before entering, turn left and go up the road into a side area where you don't normally fight. In the far left corner of this area you'll see a flashing neon sign in remastered mode. Look at this sign for a few seconds to unlock the E E E achievement. Despite the description, there isn't a 2nd sign to view. Check HERE for a video guide.
E E E
Halo 2: View both signs in the level Metropolis.
Continue on and enter the building with the marines. Look on the wall to your left, behind the boxes right when you enter the building, for Terminal 3 5:14. From there, just continue on with the level, taking the normal path to the end. Because you're using the Scarab skull, be careful how you clear out the enemies on the Scarab before boarding it, lest you shoot something point-blank and kill yourself too. Once you reach the end of the mission you'll unlock Commuter for doing it without using any vehicles.
Halo 2: Activate Terminal 3 on Metropolis.
Halo 2: Complete Metropolis without entering a vehicle on Heroic or Legendary.
Now restart the mission on Easy. The Scarab gun easter egg can be obtained using the Sputnik skull in that previous playthrough, but I find the Banshee glitch to be much easier. Kill off all Marines at the mission's start, then hijack the first Ghost you see. As soon as you have the Ghost, just boost past all the remaining enemies on the bridge until you reach the tunnel's entrance. Because it's on Easy, no Wraiths should be here. Shoot at the Banshee flying above to get its attention, then drive backwards until the tunnel. Take a shot or two near the Banshee, trying not to hit it, once in a while to keep its attention and make sure it follows you. You'll have to occasionally turn and face forward to deal with a Grunt or something. Just make sure to turn back and get the Banshee's attention again.
Do not put much distance on it or it will turn around and leave. Also make sure to kill any Marines in the tunnel, as well as any enemies so that they don’t kill you or inadvertently blow up the Banshee. When you reach the first wall barrier, jump out and go the rest of the way on foot. If the Banshee gets stuck nose-down against a wall, jumping around will usually cause it to switch angles and get unstuck. Once you reach the end of the large tunnel where it turns right into a smaller tunnel with a lone Jackal Sniper, you need to lure the Banshee into this smaller tunnel. There is a checkpoint around the corner where this smaller tunnel narrows into an even smaller, round one.
You need to be in the boarding animation and boarding the Banshee as you and it cross over this checkpoint spot so that it doesn’t disappear. If done correctly, the boarding animation will ‘pull’ the Banshee with you through the checkpoint, allowing you to fly it through the next area of the level. From here, fly waaaay up to the top of the level and you’ll find the Scarab gun (looks like a Plasma Rifle) floating in the air above a large bridge/span structure. This video shows this in action, as well as how to fly over and nab the soccer ball for the Goooaaaaalll achievement while you're at it.
Mission 4 - The Arbiter
At mission start, run forward and drop down to the door where there are two Elites and two Grunts. Stick plasma grenades to the two Elites, taking the sniper from one of them by trading weapons as you stick him. Use it to head shot the two Grunts. Use your sword on the Grunts if your headshot misses. Killing the Elites skips the conversation, and killing the Grunts makes the door close quicker once you enter. Once inside, activate your cloak and run behind the patrolling enemy, jumping up to the upper ledge and falling through the hole in the floor to your left to land on the blue moving walkway below. Run straight down this slope and drop off the end to the lower level before the enemies are alerted.
Turn around 180 degrees when you land and move forward, jumping onto the small lip on the wall ahead of you to activate the elevator from this back side before moving around the right side of the wall and dropping down to the elevator, which is already on its way down. As soon as you can, drop forward off the elevator and activate your camo just before you hit the ground. You'll be on the upper walkway of the chamber. Run diagonally forward and to the right to drop off the ledge and slip underneath the upper walkway on the right side of the room before your camo runs out. Continue forward under the walkway, slipping out the left side and around the base of the ramp at the end to activate the terminal on the wall at the base of the ramp.
Hide behind the nearby crate until the door opens enough to get outside, then slip out and around the corner to the right in camo. Peak around the corner and snipe the Sentinels flying around the hangar while waiting for your ally to show up. As the Phantom arrives and distracts enemies, assist it by sniping Sentinels and Heretics, and eventually three fuel rod Grunts will come out of the doors on your left (if facing into the hangar from outside). Deal with those three Grunts and immediately run to the door at the far end, beneath the elevator, so you get the checkpoint facing the door up against it.
As soon as the door opens, snipe the Heretic at the base of the ramp ahead of you with two quick shots as you run down the ramp. At the base of this first ramp, jump over the next Heretic with the Energy Sword as you turn left around the corner. When you jump over him, you should activate your camo about 3/4ths of the way through the jump, so that you're camo'd before the next Heretic comes around the corner below you. Continue down the ramp. If done correctly, that 3rd Hertic (after the first you killed and the 2nd with the sword) won't see you and will continue up. Use your sword to sword lunge at the 4th Heretic, which should be standing down at the base of the next ramp, facing the door. Don't lunge into his back though, just glance off his side, or more Heretics will spawn when he dies.
Enter the room he was facing and go up the ramp, jumping up to the ledge to your right about halfway up the ramp. Duck behind the box here and wait for your camo to recharge. Activate it and jump across the two support beams near the ceiling in here to make your way to the far platform along this side of the room, dropping your sniper in favor of the Carbine as you land on it. On this platform, on the upper level you're on against the wall nearest the door on at the far end of the room, you'll find Terminal 4 5:36.
Halo 2: Activate Terminal 4 on The Arbiter.
Drop down to the left of the terminal and enter the door. Go through this corridor and down two ramps, jumping over the corners on your left to make the trip faster. On the third ramp, sword lunge into the back of the Heretic facing away from you, then immediately activate your camo as you approach the pillar he was facing, with Grunts behind it. Kill the two Grunts quickly, then rush forward and sword the next Heretic as he comes out the door ahead of you. Hide in the room he came out from while your camo regenerates, throwing plasma grenades out at the corner just outside the room to kill any enemies coming up the next ramp down.
Continue to down the ramps, using active camo if any enemies are still alive, until you reach a door. Wait for your camo to regenerate. Enter the room and crouch jump up onto a support pillar just to your left as you enter. Activate your camo right as you reach the peak of your jump and land on the support pillar so the Heretics on the far ledge don't see you, and jump across the gap to their ledge, moving quickly up the sloped wall and following it around to the left before your camo drops and reveals you to the Heretics. You can run around the lower level if that's too tricky, just make sure to time your active camo so the Sentinels and Heretics don't see you.
In the next hallway, throw a plasma grenade at the Heretic approaching from the far end and quickly duck through the door on the left. Turn right 45 degrees as you enter this next room. Run over to the short, squarish platform. Jump onto it; turn around; and jump from there up onto the ledge above the door through which you entered. Move to the right to the center point of this ledge and hide behind the wall, pivoting left and right to see which of the two doors at either side of this ledge opens. It's random which one opens. Once you see one light up blue, rush toward it. Hide behind the wall nearest the door and watch your radar.
Once two or three red blips move through the door and away from you, activate your camo and move through the door and down the ramp, where you'll pass by a Heretic or two on their way up to where you were. At the bottom of the ramp, exit out to the ledge where the Heretic Banshees await (if playing on Legendary). Hop into the nearest one to unlock Dirty Bird.
If speed running, skip past this part about the skull. Once in the Banshee, fly down to the lowest point of the structure, where you should see three support-like structures. On the ledge underneath the cross beam on the middle one, you'll find a group of Grunts having a party, and the Grunt Birthday Party skull 5:56.
Back to where you first jumped into the Banshee, if speed running, take an immediate 45-degree turn to the right as you fly off the ledge. In remastered mode, you should see a large blue glowing light on the outer, vertical portion of the structure in the distance. To the right of this glowing light is an opening, at the top of which is a ledge you can land on with the door that is your destination. You'll see a waypoint on the door as you near it. Land on the ledge above the door and drop off of it, activating your camo just before you drop off. Make sure you don't bump a Grunt as you land, then enter the door and duck around the corner immediately to end the mission.
Mission 5 - The Oracle
Near the beginning of the level you can obtain the 10 Minutes Too Early achievement, and it's right near where we'll go for the speed run anyway. Pass through the first two doors you come to at the start and enter the large room with the square platform in the middle with glass tubes leading to it. Drop down and head straight forward to the middle of the room. Ditch your Plasma Rifle in favor of a Carbine, keeping your sword as your backup weapon. Fill up the Carbine's ammo from the bodies laying around, then head over near the door on the far side of the room from where you entered. Drop your Carbine right at the door by picking up the Sentinel beam. Your allies should be following you into the room soon.
Before they arrive and engage the Heretic leader hologram near this far door, you need to jump and crouch-jump your way back up to the upper walkway using the pillars around the room. Just jump up onto one of the small ledges along the walls, then up onto one of the ledges sticking out from the pillars, and from there back up onto the walkway, crouch jumping if necessary. Make your way to the right-hand side of the upper walkway nearest to the far door, on the side of the room where the Heretic leader spawns. Jump on the nearest of the four pillars in front of you (between your walkway and the wall where the door is), then to the one on the left (closest to the glass tube leading to the center structure).
Shoot out the glass tube nearest you so it doesn't get in your way, then crouch-jump onto the upper level of the square middle platform. Head to the left side of it from where you land and do a 180, so you're facing back toward the side of the room where the hologram appears below. From this position, you can see the two vents in the far corners on the side of the room where the heretic leader hologram appears, as well as being able to look down into the upper level of this central structure. If speed running, simply wait here on this corner and kill the tiny Infection form flood as they spawn, either in the middle of the central structure or up in those two vents in the far upper corners of the room. This next bit describes the achievements, so skip it if speed running.
From the corner where you took position to kill the Infection form flood, crouch-jump again up onto the ledge above and to your right. The corner in front and to the right of you is where the holo-drone resides, awaiting its cue to float down to the floor below for the scripted scene. You'll have to grenade-jump up into the vent in the corner where it's sitting (it will be in the right-hand one of the two vents in this corner). Check This Video for a visual walkthrough of this one.
10 Minutes Too Early
Halo 2: In The Oracle, find the holo-drone before the Heretic Leader activates it.
If not going for the achievement, you should still be on that upper corner. When the Infection form flood stop spawning, drop down into the room and exchange your sentinel beam for the Carbine you left by the exit door and enter it as soon as it opens. This takes you out onto the 'elevator' portion of the level. There is no 100% strategy here for the elevator. You simply want to kill the enemies as they spawn as fast as you can. Use your sword primarily for the Flood, as it destroys them so that they can't regenerate, and your Carbine for the Sentinels. If you kill a Flood with your Carbine, make sure to punch its dead body with the sword to destroy it so it can't come back to life. Do try to snipe 'headshots' on any Flood you see high up on the ledges if possible, before they jump down to the elevator, in order to conserve sword ammo.
As the elevator descends, it will rotate twice. The first rotation, just continue fighting. The 2nd time it rotates, you will want to take up position on the far side of the platform from where you entered, to the right of the support. It's best if you watch Eli's video linked in the playlist for the speed runs, but if not I will try to describe it. On the platform there is a sort of U-shaped upper ledge that has two ramps leading up to it on either side. Standing between those two ramps and facing the far side of the platform, you should see a vertical pillar/support type thing on the furthest edge of the platform. You want to wedge yourself right up against that on its right side from this perspective, on the very edge of the platform where there is a slightly lower ledge/lip than the rest of the main platform.
Don't do this until the 2nd rotation starts, but then quickly move into position before you get spotted by the next wave of enemies. If done correctly, you should be able to hide in this spot through the rotation and the following fight sequence while the platform is stationary. As soon as it starts to go down again, turn around 180 degrees and face away from the platform, toward the wall of the shaft. Looking below, you should see a lighted platform/ledge way down below (where the exit door is). Above hat and slightly to the right, you should see a narrow, sloped grey ledge. You want to drop off of the elevator and land on that sloped ledge, then drop down to the lighted ledge below.
Enter the door to find more Carbine ammo and a long hall to your left. At the end of the hall, enter the door to your left, leading into a large room with Heretics fighting Flood. Drop forward off the ledge directly in front of you and look to the left behind the wall for Terminal 5. Go back out into the middle of the room from the terminal and turn 90 degrees to your left, so that you're facing toward the ledge directly opposite from where you entered. Jump up onto the low platform nearby and grenade jump up onto that upper ledge on the far side of the room. Look to your left here between some twitching Flood for the Famine skull. Both the terminal and skull can be found at 6:43 in the collectibles video.
Halo 2: Activate Terminal 5 on The Oracle.
Of course if speed running, when you entered this room you would ignore the terminal and skull and immediately set to work killing things. As soon as you enter, drop your Carbine for the Sentinel beam to your left before jumping down into the room. Start off by jumping in and killing the two Grunts on the turrets immediately. Use your sword to take out the Heretic if he's still up, then mow down the Flood, especially the fatty ones, with the Sentinel beam. The beam helps clear the Infection forms quickly when they scatter from the fatty ones. A trio of Heretics will come in from above, so position yourself accordingly and take them out with your sword.
Around this time you want to replace your sword with the fresh one sitting on one of the low platforms, and swap out the beam for one of the Carbines scattered about the room from dead Heretics. From here on, try to stay near the door at the far end of the room, the opposite end from where the terminal is. After the trio of Heretics, you'll fight a good deal more combat form Flood as they drop in one after another. If for some reason the fighting seems to stop but the door doesn't open, look up to the ledges high above to see if a Flood got stuck up there and didn't drop down. Once the door starts to open, immediately activate your camo and run in past the Grunts and Heretic as they come out.
Turn around and stick the Heretic with a plasma grenade, and finish off the Grunts with Carbine headshots. They all have to die to trigger the door to close to advance the mission. When the far door opens, run out onto the bridge and angle across to the far-left corner. If the Grunts to the right target you, you may have to turn and shoot as you run past, but it is crucial to keep moving. Just as you pass the 2nd to last pillar, activate your camo so that you can run past the enemies just around the corner and continue up the ramp. Continue along the pathway above, and again activate your camo just before turning the final corner, so that when the door opens around the corner you can run in past the enemies inside if they spawn.
Move through the doors and into the large interior room. Use your Carbine to immediately start sniping the Sentinels as soon as you enter. Drop the three Sentinels first, then polish off the 3-4 combat form Flood and move to the center of the room to trigger a skippable cut scene. Move up the ramp in the center of the room. There are a couple of trick jumps Eli does in his video to shave 10-20 seconds off the ascent, or you can just take the normal path. At the top, take out the Sentinels if you want to play it safe, or just ignore them and pray to RNG they don't kill you before you do the God launch here.
There is an elevator pad here at the top of the ramp, with a button to activate it. Rather than standing on the elevator, go behind the wall where the button is and activate the elevator. Once it starts rising, activate it again and immediately run around the wall and stand underneath the elevator as it comes down on top of you. Rather than killing you, the elevator launches you up its shaft, and you become invincible for the rest of the mission. Once you land up top, just move around the upper ledge and use your sword to cut the three tethers on the three corners of the platform. As soon as you cut the 3rd, go down the ramp nearest you and out to the hole in the center where the elevator would have been.
Count to three once you reach the hole (one thousand one, etc) and drop down the hole. The platform beneath should spawn under you as you fall. If you drop down too early, just restart checkpoint to practice the timing. As you drop into the room below, look for an open doorway with lighting coming from it. It's hard to say where it will be depending on which direction you were facing when you dropped down, but it should be quite obvious. Drop off the upper platform where the elevator was, crouching while in the air to make yourself fall faster, and head for that doorway. Go in and ignore the enemies, dropping down the shaft on the far side of the room, again crouching to fall faster.
When you land at the bottom, exit via the nearby door and go down the ramp to the right outside to a door below. Don't jump, as the low gravity here wastes time when jumping. Once you enter the door at the bottom of the ramp, another skippable cut scene will start. Skip it and you'll be in a Heretic Banshee out in the storm. Turn slightly left and make a bee line for the waypoint at the door opposite your location. Again skip the cut scene and you'll be inside moving up a ramp corridor. At the top go left through the door, then drop off the ledge and go through the door off to the right. Turn right inside this door and go through the next one.
Follow this curved hall around to the left and look for a door to your right at the end. Continue up several ramps here, spiraling up and taking multiple right-hand turns before reaching the top and going through the door to revisit a familiar room from the Arbiter level. You should see blue energy coils scattered about the room. Go directly across to the far left corner of the room, through the door, and up the ramps in the next corridor. At the top a door will open and another cut scene will start for you to skip. Thanks to your invincibility, this fight should be easy, but it can take several minutes if you don't know how to optimize it.
As soon as you enter, activate your camo and jump up onto the ship, using your sword to lunge at the Heretic leader as soon as you get near enough on the approach. He will fly off into a tunnel. Standing on the top center of the ship, spin around and look at the four tunnels on the sides of the room to locate which one he is inside while he does his dialogue. Once you have a bead on him, you can jump over to that side of the room and crouch jump up onto the ledge nearest the tunnel using one of the platforms below. This will allow you to jump up and sword lunge him in the back as soon as he flies out.
Alternatively, since you're invincible, you can just unload on him with your Carbine as he flies out. Either way, rinse and repeat watching for which tunnel he is hiding in and attacking him as soon as he flies out to end this fight more quickly. After the initial sword attack when you enter the room, it takes another three sword attacks as he flies out of the tunnels to finish him off and end the mission.
Halo 2: Complete The Oracle.
Mission 6 - Delta Halo
Although this can be a rather lengthy mission via the normal route, the speed run route clocks in under five minutes. However, it is going to be exceedingly difficult to describe in words the exact route to take, where to trigger loading zones, etc, so I would highly advise watching Eli's speed run video and checking the collectibles video for the toy/terminal/skull. With that said, let's get to it.
From the start, turn 90 degrees right. Move forward and trade your SMG for the rockets the nearby ally has, and jump up two levels of the slope in the hill behind him. Turn left and shoot a Grunt off a turret, then back to the right to deal with Grunts in the hill gap ahead of you as well as a few coming in behind you on the slope. Turn back toward where the Grunt on the turret was and go up through the arched opening in the hill on the right side. Once through it, turn to the right up the path and follow it to where it dead ends on the cliff, switching to classic mode so you can see the level geometry. Jump up onto the first slope of the hill edge, then onto the angular tip with the steep slope at the very edge of the cliff. Turn left and hug the edge of this geometry as you walk back toward where the temple is down in the level proper.
Continue hugging this left edge. Look to your left to see a sniper Jackal at the top of the structure below and kill him with a BR shot or a rocket. Keep moving along to where the lower portion of the level goes into a valley. Right at the bend in the valley below, inch down the slope up here outside the level. You have to go all the way down to where two of the polygon edges of the outsdie-the-level geometry come to a point right at the base of the ledge, before falling off, and crouch down to trigger a checkpoint. This also triggers the next portion of the level to load. If you don't get the checkpoint right at the tip of the ledge, you aren't in the right spot. Once it triggers, turn around and face roughly opposite to where that valley was and move up the hill outside the level, angling slightly to the left.
If you stay in classic mode, you'll come up onto a greyish rock ledge up here outside the level. Along this rock ledge, you should trigger another checkpoint if you killed that one sniper Jackal down below when looking out from along the left ledge earlier. Again, the video will make much more sense than this description. Now, along this roughly level rock ledge that you're traversing, you'll see a portion where it slopes down to the left in a sort of crescent, with some tree-like green textures popping up out of the slope. You want to walk down through these trees (you'll slide a little). Exiting the tree texture, you should still be on the grey rock ledge and should now see the level proper below you, with a tree directly in front of you or slightly to your left, and the structure with the bridge activation button ahead of you.
Drop down off the rock ledge with the tree to your left. You should now have the bridge structure ahead and to your left, with the two Ghosts sitting in front of it, unoccupied. As you run toward the Ghosts, take out your rockets and shoot the turret up on the ledge ahead of you, then turn and shoot a rocket right at the edge of the walkway just behind the Ghosts, where the exit from the structure is. This 2nd rocket prevents the Elite that is coming out from jumping into one of the Ghosts and chasing you. Quickly jump into the nearest Ghost and move to the right around the structure. Stay in classic mode. You should see a waterfall to the right. To the left, you should see the bridge supports extending across the ravine.
In front of you, between where those bridge supports are and the waterfall, you should see a patch of grey texture on your left, with a narrow strip of green between it and the ravine edge. Drive forward and position your Ghost at an angle, facing slightly left, so that the tip of your left wing is about at the mid point of that grey texture. You should see a sharp angle on the ravine cliff edge where it slopes toward you, then makes a sharp point and slopes off to the right. Your right wing should be parallel to that ledge that slopes off to the right, with the tip of the wing lined up even with the sharp point between those two edges that come to a point on the ledge (again, check the video, this is extremely difficult to describe).
Hop out of the ghost and you should see that you're on a slightly lower portion, with a tip of the ravine ledge just in front of you and slightly higher. Throw a frag grenade right at that tip, then quickly jump in the Ghost and drive over it. If done correctly, the frag grenade should explode under the rear half of the Ghost and launch you across the ravine. Continue forward in the Ghost into the tunnel ahead and around the corner to the right. Midway down the hall, hop out and get into the fresh Ghost sitting in an alcove to your left before continuing on. Just boost past all the enemies on the ramps and continue to where the tunnel opens up into a large outdoor area.
There is a fountain like structure in the center of the area. It's extremely risky, but you can just boost straight across the area, angling so that you go across the left side of the fountain, and up the slope on the far side just to the right of the 2nd pillar/support from the left end (basically entering into the 3rd 'gap' from the left). There will be Ghosts coming up the ramp around the corner to the right, so you have to get lucky with RNG here not to get nailed too much by the turrets as you cross the area, or the Ghosts as you round the corner on the right. You only go down here to trigger the next loading zone. So round the corner and dodge the Ghosts as best you can and go down the 1st ramp, and the 2nd.
Once down the 2nd ramp you will have triggered the loading zone, so juke the enemies as best you can and drive back up the two ramps you just came down. At the top, angle to the far-right wall and hug the wall as you move back across the large open area, using the pillars on the left to block as much turret fire as possible. At the far side, angle to the left underneath the platform rather than going up the ramp. Move to the far end under the platform and boost up the path on the hill to the left. Just drive straight into the steeply sloped wall at the top of the hill. Your Ghost should tip up a bit, and when it does hit the boost to drive up the slope. At the top of this first steep slope you should see a large tree to your left. Again, continue straight into the wall and drive right up it in your Ghost.
Once you reach the top, you'll be outside the map once again. Turn slightly left and follow the mountain edge along the zone for a very short distance. You'll come up over a rise and see the grey rock area sloping down and away to the left. Boosting here will keep you from sliding down to the left, as this part is tricky. You should see two parallel treelike vertical textures in front of you. Drive between those, boosting. Just ahead you'll see another two parallel tree textures, these closer together than the last. Boost between them as well. About this time you should start sliding down to the left. You want to still try to aim forward as much as possible and boost a little so that you don't slide off the cliff too fast.
Your goal is to 'land' at the base of the green hill below, just to the right of the flat stone wall just over the hill. If you fall too far to the left and hit that stone wall or fall down below it, you'll have to revert checkpoint. Once you hit the base of the green hill to the right of that stone ledge, it's ok if you slide down onto it for a second. Then you'll need to angle approximately 45 degrees to the right (in relation to that stone ledge) and boost back up the hill ahead of you, over the lip at the top, and slide down the far side to a corner-shaped stone platform at the base of the far side. Facing out toward the 'tip' of this corner-shaped stone platform, you should see a narrow hill protruding ahead of you.
You'll know it's the right hill if it switches from grass texture to rock texture at roughly the halfway point, and has a sharp ridge line running down the middle. You want to position yourself to the right of the 'tip' of this platform, and do a partial boost so that you shoot out off the platform and 'land' on the right-hand side of the ridge line of that narrow hill. As you land, you'll have to turn left slightly and maybe boost a little so that your momentum doesn't carry you off, over, or down the hill. Once under control, turn 90 degrees to the left so that you're facing perpendicular to the ridge line, and let yourself start to slide down the hill backwards (on the right-hand side of the hill when referenced from that corner-shaped platform you just boosted from).
As you slide down, flutter tap your boost so you don't pick up speed, and just inch down a little at a time. As soon as you trigger the loading zone, which you'll know if you get the 'Off the rock, through the bush, nothing but Jackal' text, hold your boost down to get back up to the top of the hill/ridge and turn to the right to drive alone it. Follow it around a curve to the right, and you'll see the Forerunner structure off in the distance. Once you do, look down off the hill, ledge and look for the valley that forms the exit from the Jackal sniper valley (the thing that you triggered with that last loading point). Drop down into this valley and you'll 'exit' out onto the platform after Jackal sniper valley, just before the Forerunner structure.
If all the textures are present and the UNSC supply drop pods are on the platform, you did it correctly. Hop out of your ghost and swap your rockets for a Plasma Pistol on the ground here before driving down the ramp to the structure. Enter the structure and noob combo the Elite ultras inside to make quick work of them and end the mission.
Now, you'll need to restart the mission with Scarab and Envy skulls activated on Legendary. You have to complete the mission without entering a vehicle at all, and you need to be on Legendary for the skull to be present. Camo-on-demand with Envy along with Scarab guns will make this easy. Rather than going outside the level, just progress as normal through the mission.
In the building with the button to extend the bridge across the ravine, just look to the wall on your left in the same room where said button is located to find Terminal 6. This one starts at 7:34 in the video, but you shouldn't need it.
Halo 2: Activate Terminal 6 on Delta Halo.
From the building where the terminal was above, head outside and grab a ghost. Drive back toward the beginning of the level until you reach the area where the Jackal snipers were waiting for you to the right just before the ravine that leads back to the beginning of the level. Facing that ravine, use the ghost to drive up the hill to your immediate right next to the jackal snipers' spawn and follow the ledge around to the right to a "point" at the end. Make sure to be in Anniversary mode once you reach the end to get the toy, although classic mode makes it easier to navigate the hill while getting there. Check the video starting at 7:48 for this one.
The skull is difficult to describe. When you reach the ruins just before Jackal sniper valley, you will enter a smaller area where ghosts show up in the area below you and the paths and a UNSC ship drops off some weaponry for you. From where you first enter this area, jump onto the ledge on your left. Head forward and jump up onto a square block, then up onto an overhang, and finally up onto the higher ledge to the left. Then grenade jump up onto the upper ledge that you were facing when coming from the entrance to this area. You’ll see two invisible Elites dancing with the Envy skull between them. This skull’s location begins at 9:14 in the collectibles video.
From there, just finish out the mission without entering any vehicles to unlock He Never Gets Me Anything. It has to be done on at least Heroic difficulty, which is why we combine it with the collectibles on a Scarb + Envy skull run for ease's sake.
Mission 7 - Regret
Ok, if you're following along Eli's videos, he will make the beginning of this mission look simple. However, the jumps he makes are extremely difficult, so it's going to take a lot of practice. For what it's worth, I simply used the Sputnik skull to make the jumps easier. It makes the 'god despawn' he does slightly trickier to do, because you have to avoid launching yourself off the platform, but it is doable with Sputnik, and the skull makes the first portion of the mission vastly easier. I will still attempt to describe Eli's path, but I suggest using Sputnik and altering your strategy accordingly for the novice player. Sputnik allows you to make a single jump to the top of the building at the start, rather than several trick jumps, and a single grenade to cross the gap outside.
From the start, turn 45 degrees to the right and jump from the ramp you start on up to the upper walkway, throwing a frag grenade at the base of the wall ahead of you mid jump. Run to the grenade and immediately turn around approximately 150 degrees and jump so that the grenade launches you up to a higher ledge above the room. Crouch jump from this ledge to the far ledge directly ahead of you (where a beam across the room meets a 'corner' ledge). Keeping your momentum, crouch jump up the slope of the support pillar on the right side of this ledge. At the top, crouch facing the wall and throw a frag grenade at your feet, then turn left and jump with the grenade assist up onto the ledge above.
Jump over the slope to your left and immediately start scanning the area across the gap (building to your right, platform to your left) for Jackal snipers and take out as many as you can (between three and five, depending on their spawns). This next jump is VERY hard. From up here, throw a plasma grenade down so it lands on the edge of the broken bridge below, and jump down to it. If done right, it will launch you across the gap to the top of the far side's bridge. If not, you'll have to crouch jump across to the piece of rock sticking out of the base of the far-side's bridge, then grenade jump up onto the top of the bridge from there. Be wary of a straggler sniper that may be hanging about at the top.
Move around the left-hand side of the walkway and crouch jump across the gap to the nearest corner of the platform hanging out from the edge of the level. This is where the 'god despawn' occurs. It requires nearly pixel-perfect grenade throws, perfect timing, and some quick thinking and accurate shooting to pull off. Jumping across to this platform, you should see the right side of the platform in shadow, and the left side of the platform in sunlight. At the leftmost edge of the platform, there is a small (roughly calf or knee high) wall separating the platform from the courtyard. Switch to classic mode if not already in it. Just on the other side of that short wall is a sort of U-shaped, taller wall that is fully in the courtyard.
The back side of this higher wall will be shaded and parallel to the wall that separates the platform from the courtyard. Facing that wall from the platform, line yourself up on the left end of it, so that your crosshair is roughly a plasma grenade's distance to the left of where the shaded part of that higher wall makes a corner with the lighted, angled part. You should be approximately 4 BR lengths (if lain end to end) from the short wall that separates the platform from the courtyard. Once again, please check Eli's video, because just trying to do it based off my description, you will likely never get the positioning right.
Once in position and facing the short wall, look straight up at the sky. Throw one plasma grenade. Take one step to the right and throw a 2nd plasma grenade. Take two to three more steps to the right and throw a frag grenade. Look back down and jump onto the short wall, at the other end from where you started in relation to the taller interior wall, and try to land on the 'inside' edge of the shorter wall to trigger the enemies to spawn. If done correctly, you should be facing an Elite on the right-hand side of the enemy group that spawns. Quickly stick him in the back with a plasma grenade, and run out onto the platform before the four grenades go off.
The part you're running on is actually an extension that retracts, so make sure you jump across to the moving platform itself as the grenades detonate. Quickly turn around and face their spawn as you land. If you got them all, you'll get a killtrocity (six kills). If not, snipe the remaining enemies as fast as you can. The gondola (the moving platform) will be moving away from the courtyard now, and a Phantom will come flying in. Move to the middle/bottom of the gondole and look back at the courtyard, watching it as it flies in. This Phantom normally drops off the Hunters in the courtyard, but if you did the grenade throws right and got the kills quick enough before the gondola started moving, the Phantom will disappear, letting you know you hit the 'god despawn' correctly.
If the Phantom doesn't despawn, all is not lost. You still got on the gondola early, but without the despawn working, you'll have to stop and change gondolas halfway across, hit a button, and change back, killing a bunch of enemies in the process. Having the despawn work means your gondola won't stop, and should save you several minutes of that transition between gondolas and fighting. Once on the far side, enter the buidling and immediately jump up onto the ramped walkway above, making your way to the top of the interior. Kill the Grunt at the top and grab the Fuel Rod, then look down from the upper walkway to rain Fuel Rod death down on all the Jackals below. Staying up here until all the Jackals are dead also prevents the Drones from spawning in this room.
Drop down once all is clear and look down the pit where the elevator is rising. Throw a plasma down onto its roof to kill the Jackals inside. Once it arrives, head in and activate the button to descend for a scenic underwater tour. At the end of your trip, head up the ramp and around the corner to a long hall with sleeping Grunts. Pick your path, or follow Eli's down the right side, where he uses the Fuel Rod to deal with the two in the center after beating down the first, backup up the ramp at the far end to cover his six. At the far end, stay on the bottom level and go around two corners and into the next room/hall full of sniper Jackals.
Upon entering, angle 45 degrees to your right and look up as you run toward the low ledge. The Jackal there should drop his weapon and run away. Turn left as you land on his ledge and follow underneath the overhang, sniping the next Jackal just around the pillar if he's there. At the far end of the room, drop off this low ledge and jump over the two Hunters as they enter, escaping through the door from whence they came. A lot of that room is RNG though, and your path may need to be adjusted depending on where the Jackals spawn. Entering the next long hall with water in the floor, look for the cloaked Elites and snipe them quickly, followed by any Grunt stragglers as you cross the room and up the ramp on the far side.
There is a cloaked Elite with an Energy Sword that may or may not have come out of the next room yet. Make sure to watch for him and either sticky him or Plasma Pistol EMP + snipe him to avoid a quick death. Enter the elevator and activate it. At the other end of its path, exit and you should see an Elite ultra in front of you with a sword. Crouch jump up onto the wall to the right as you exit the elevator, and turn to the right so you're facing the direction that the back end of the elevator is, along the wall ledge. You should be looking down into the hallway on your left at this point. Move forward up against the wall at the end of this ledge.
When you see an Elite ultra pass beneath you, drop in behind him and go around the corner to the right. This next bit is extremely difficult. As you exit the building, turn 45 degrees to your right and jump over the corner of the walkway. From there, jump up onto the path on the hill, then angle slightly more to the right and jump up onto the higher part of the hill, so that the large rock sitting on it is to your left (again, the video makes this clearer). Jump up another ledge or two and you should be looking down over the stone structure and walkway area. Walk forward and drop down onto the stone walkway, continuing forward through a narrow gap, where you'll drop down to the lower portion of this area.
Turn left down this lower portion and run out onto the ledge, where you should see another gondola waiting off to your right. Drop your Plasma Pistol in favor of the Rocket Launcher sitting in the ammo pod on the left just before heading out onto the gondola. At this point you should still have your Energy Sword as well as the rockets. Head up to the front of the gondola and press the switch, grabbing some more rocket ammo nearby before dropping down to the lower level and facing back toward land. Switch to classic and watch for the Banshees flying out. Lock on with your rockets and take them out as quickly as you can.
Once the Banshees are down, drop your sword for the Sniper Rifle in one of the ammo pods. Switch to rockets and fire them at the center of the lower area of the oncoming gondola. A couple of rockets well placed *should* scare the flying Elites out of hiding, allowing you to snipe them now from the relative safety of distance. Once that gondola is cleared of enemies, 'drag' your sniper and BR down to the lower area of this gondola by picking up/dropping them, keeping your sword as your secondary weapon. Take cover behind the wall where the gondola's button is and snipe the enemies on the upcoming platform as you approach. Make sure to take out anyone occupying the turrets first, then mop up the rest.
From here, you can play really aggressive if you feel comfortable taking the risk, or you can play it safe. The aggressive strat as you land is to go up the ramp and sword lunge at the Grunt carrying out his turret on the right, then throw plasma grenades into the right corner as you enter the structure, then the left corner as you enter the next room, allowing you to rush up the interior ramp and into the fighting room to face the Prophet of Regret. The safer strat would obviously be to kill all the enemies outside first before rushing into his room, giving you a checkpoint and a safer approach to his Elite ultra and Grunt infested chamber.
The fight itself is highly RNG based. You have to get near enough to the Prophet to 'board' his floating jacuzzi and punch him, at which point you'll get knocked off and be forced to run around the room, dodging Grunts and Elites, until you can position yourself to board him again once he teleports/respawns. Do this until you've boarded and punched him five times to end the mission.
Halo 2: Complete Regret.
Restart the mission on Legendary with the Prophet Birthday Skull, Envy skull, and Scarab skulls activated. Just use your Scarab-enhanced gun to clear all the enemies at the start of the mission, including the ones outside in the courtyard and the Hunters once they get dropped in. Once everything is safe and dead, look to the building across the broken bridge gap. With Sputnik on, it should be easy enough to grenade jump across either gap between the starting area and that building across the broken bridge. Once across, go around the right-hand side of the structure (the right side being with the bridge to your back) to find a darkened room.
Just behind the 1st pillar on the left in this room, look up at the corner of the ceiling where it meets the pillar. Activate your flashlight and zoom in with the beam rifle at that corner. If in anniversary mode you won't see anything, but the achievement should still unlock. In classic mode, you should see the letters on the ceiling. Either way, Hi Ben should pop. Check This Video for a visual aid.
Go back outside the building that had the Hi Ben easter egg. Using another Sputnik-assisted grenade jump, launch yourself up onto the upper ledge of the building and follow the ledge around to the back side to find the Prophet of Regret toy 9:52.
After crossing the first gondola ride (the one where you would have done the god despawn), use the Sputnik skull once more to grenade-jump onto the roof of the building on the right-hand side. Follow the roofline around to the right and on around to the back side of the building, where you'll find two invisible Elites dancing on the ledge below you. The Assassins skull sits between them 10:26.
Once you reach the interior room midway through the level that has lots of Jackal snipers, as well as a huge hologram on the left-hand side, look on the wall behind the hologram on the middle level of the room to find Terminal 7 11:02. Then simply complete the level with your Prophet Birthday Party skull active (which it should be) to unlock Needs More Whammy Bar.
Halo 2: Activate Terminal 7 on Regret.
Mission 8 - Sacred Icon
From the start, turn around and head diagonally to your left to the structure with vertical blue energy bars. En route, switch to your Plasma Pistol and drop it in favor of dual-wielded Plasma Rifles from the box on the left. Shoot the vertical blueish-white energy bar on the pillar in the corner as you approach it until it vents steam and the pillar rises up. Drop down the 'garbage chute' beneath it. At the bottom, repeat the process to open the next pillar, turning 90 degrees to the left as you drop through it to enter the next corridor.
Run to the end of the corridor and open the next pillar, turning 90 degrees to the right as you drop through its opening. Turn left down the hall beyond and hug the left side to the end of the hall before angling through the door ahead to the right and across a bridge.
If speed running, skip this next bit. If not speed running, at the end of the bridge, turn to the left side of the corridor. Jump up onto the short pillar in front of you, then drop a grenade at your feet and grenade-jump up onto the higher ledge along the wall. You should see three darkened alcoves along the left side here, and in the 3rd one you'll find the Arbiter toy 11:35.
If speed running, in this corridor beyond the bridge, go along the right-hand side. Make sure to watch for a Sentinel ahead of you and take it out before turning right at the end of the corridor to see another pillar. Light it up once again to open it, and turn 90 degrees to your left as you drop through its opening. Move through the corridor below, once again shooting open the pillar at the end and turning 90 degrees to the right as you drop through it, at which point you'll be facing out into a large open area.
Jump out onto the platform, shooting the vertical lights on the four pillars to open them up the same as the previous ones while avoiding the large enemy above firing at you. Drop to the lower level to break its line of sight after the 4th one is opened, then run up the ramp and activate your camo so that you can move over and hit the floating hologram switch in the center toward the leading edge of the platform (the leading edge being the far end from where you entered this area). Once the switch is activated, drop down below and the Enforcer should die automatically, so you can head back out onto the platform and watch the scenery during the gondola ride.
As you approach the end of the ride, another large Enforcer will come out. Switch to your Carbine and shoot its 'legs' off, then stick two plasma grenades onto its body to finish it off. As you enter the docking point of the gondola, move to the front-left edge of the platform and jump up to the large door in the wall, activating your camo. If your quick enough doing this, before the gondola rises into position, you'll be able to duck into this door as it opens without fighting any of the Sentinels or Flood outside. Head to the far end of the corridor and shoot open the pillar at the far end. Dropping into it, turn around so that you'd be doubling back on the path the tunnel above took, into the tunnel below.
You'll have to jump over two low walls in this corridor. Just as you jump over the 2nd, activate your camo to run past the Flood that come out of the door ahead. Shoot open the pillar at the end of the hall and turn right as you fall through its opening. Grab the frag grenades off the dead bodies at the start of this hall. I prefer to grab the shotgun as well (in favor of the Plasma Rifle), but Eli keeps the Plasma Rifle in his run. Make sure to grab a 3rd frag from a dead body just around the corner as you move through the hall as well. Just after this, Eli jumps across the gap in the center of the structure. I prefer to camo and run past the next group of enemies. The jump is safer, if you can make it consistently, but I always miss it for whatever reason.
Continue to the end of the hall, tossing one frag into the room with the pillar you open at the end as you approach it. Open the pillar via shooting it and drop in, turning right as you fall through. You'll exit out to a outer edge of the structure, with a ramp leading down to a lower level off to your left. Ignore that ramp and hug the left wall, jumping up into its interior portion on the right side of the opening in it. Activate your camo just as you turn to the right in this interior portion in case an enemy spawns here, and hug the right wall to drop back down to the exterior area. Again, hug the left wall here, jumping over the sloped support. You'll see another pillar to shoot open in the interior area of the left wall, so shoot it as you approach and jump up.
You should pick up another frag grenade if hugging the left wall here before jumping up. No turning here, just face straight ahead (if the exterior area is to your back) as you fall through its opening. Move forward down the hall. You will see a stack of three boxes in the middle of the hall, followed by a short square structure. Just behind that, you should see a stack of five or six boxes, stacked three-boxes high. Activate your camo and jump onto these, then up onto the walkway up above, directly in front of you (with your back to the direction you came from). In the third darkened alcove up here on your right, you'll find the Mythic skull 12:16.
If speed running, obviously you won't jump up to that skull. Instead, just move past the first trio of boxes, then hang a hard right at the second stack of boxes, activating camo to avoid engaging the enemies. Hug the right side of the corridor to the end, then move out and across the bridge. At the end of the bridge go down the left side of the next corridor, then back out onto another bridge at the far end. At the end of this 2nd bridge, move along the left side of the next corridor once again, and turn left at the end to shoot open another pillar. Drop down facing straight ahead and shoot the next pillar open. Dropping down through this one, you should land on a cross beam if you dropped through the center, and looking down you can see the opening of the room below in front of you.
Terminal 8 12:43 can be found on the back of the wall on the right side of this room as you enter.
Halo 2: Activate Terminal 8 on Sacred Icon.
Move forward into the room and shoot the next pillar open to drop down another garbage chute beneath it. As you land in the room below, move straight forward and press up against the pillar in front of you until a checkpoint is triggered. Activate your camo as you come out from behind the pillar. Get about halfway to the next pillar that you have to shoot open before firing, then unload on it as you approach around its right-hand side. As soon as you've shot enough to open it, drop the Plasma Rifle in favor of the Energy Sword laying on the ground before quickly falling into the opening once the pillar rises. This bit is risky, and you may die once or twice before making it through.
Move across the bridge in front of you, slicing any combat form Flood that get in your way. At the far end, angle to the left toward the cave entrance in the zone wall (to the left of the floating platform that hasn't yet risen). Throw a grenade or two down the tunnel as you approach it, then activate your camo as you enter so that you run past any remaining flood inside. When you exit the far end, run past the Flood hanging around as fast as you can and make your way to the far side of the area. This area consists of several waves of Flood. There is on definitive way to finish it, but the faster you finish all the waves, the quicker the mission ends. This is one of those rare fights that requires not only skill, but good RNG on the enemies' spawns and movements to get you a fast time.
Destroy the two turrets with plasma grenades to force the white Elite to run around with his sword, which will help you clear things faster. Also switch to classic mode to spot enemies easier. Finally, move to the far end of the area from where you exited the cave to (hopefully) spawn an extra couple of Elites to help you. Keep an eye out for any Flood hanging out atop the cliff ledges not jumping down, because they can prevent the next wave from spawning, costing you several minutes or more easily. Use your sword on combat forms. If you shoot a Flood with your carbine or it's killed by an ally, make sure to sword the dead body so that the infection forms can't bring it back to life. Save your active camo for times when your shield is down to break line of sight and use it to drop aggro. Once the drop ship arrives, the mission will end.
Mission 9 - Quarantine Zone
From the start, do a 180 and head down the tunnel behind you. Upon exiting, go straight across the area and out onto a small ledge that runs along the perimeter of the bottomless pit. At the end of this narrow ledge, you'll find the Sputnik skull 13:02.
From the start, jump into the Ghost and drive up to the large door. As soon as it opens and the enemies come out, just boost in underneath them and down the hall. At the far end, exit into the next area and boost diagonally to your left around the large wall ahead of you. Hook a right back into the center of the platform, then a sharp left so that you're hugging the left side of this central platform. Hold down the jump button (different based on your control scheme) as you reach the far end so that you clear the 'lip' of the edge and fly over to the lower area.
In the far-right corner from where you land here, there is a Scorpion tank that you can hop into for the Six Pedals, Four Directions achievement. There is also another unoccupied one later in the mission, but we'll be staying in the Ghost for now for speed's sake. You can check out the achievement opportunity at this location in This Video.
Having held jump to clear the lip and dropped down onto the lower area at the far end of this room, wait for the door to open directly ahead of you. A Flood-occupied Warthog should drive out, but you should be able to slip to the left of it and boost down the corridor unbothered. In the next room, boost down the path just until you get to the edge of the tall wall to your right. As soon as you get past it, do a quick 180, hold jump, and boost over the ledge to the left of that tall wall to drop down to the area below, holding jump the entire time to stick the landing. Quickly duck into the first alcove on your right. Turn right as you exit the door and head for a sloped, snow-covered ledge protruding from the cliff wall to your right.
You should see a small tree at the top of this ledge. Aim for the gap between the tree and the larger cliff wall to the right and drive up the slope, then boost as you near the top to launch over the top and land near the large pit on the far side. You should see Wraiths on the hill in front of you shooting at one of the flying enemies. Hug the pit to your left and cross between it and another pit to the right. On the far side of this path between the two pits, head straight into the wall, holding the jump button once again to lift the nose of the Ghost up onto the wall. Boost up the wall and you should clear it, then drop down the far side into the orange-glowing wreckage area. Make sure you slide down the wall and don't just fly off of it, or you may die.
Normally there would be enemies to greet you here, but you've arrived too early, so head into the tunnel on the far side, switching to classic mode to see things easier. You can drive through the tunnel while still on the Ghost. You just have to turn and angle it up the wall and around the parts protruding on the left and right. Turn 90 degrees left upon entering the next room and boost to the far wall, then turn 90 degrees to the right and boost forward into the next tunnel. Hug the left wall in the next room and boost into the next tunnel past the flood and the Enforcer flying above.
As you move through this tunnel, hop out of the Ghost, activate your camo, and hop back in. Even though your camo will run out, according to Eli, the game will still treat it as if you're invisible and the Flood here won't see you. In the next room, hug the right side and boost to the ramp on the far side of the room. Here, you'll finally hop out of your Ghost. Go left at the top of the ramp and take an immediate right down a narrow gap leading outside. The room you just left has Terminal 9 13:41 beneath the ledge on the exit-side of the room, to the right of the tunnel you just boosted into.
Halo 2: Activate Terminal 9 on Quarantine Zone.
Midway through the short gap to the exit, make sure to pick up the Rocket Launcher sitting behind a box, dropping your sword in favor of it. Hug the left side as you exit and drop off the ledge, going to the left immediately as you land to jump into an unoccupied Ghost. Turning around as you get in to face the opposite side of the room, you should see three pillars with a Wraith behind them. Boost through the gap between the leftmost one and the middle one, and on into the tunnel behind the Wraith. Hug the right wall outside, and just as you round the bend in the wall, hop out of the Ghost and activate your camo. Hop back in and boost forward, avoiding the Warthog that comes down the path ahead of you.
Continue on up the path and under a rock archway at the top. If you stall for a second under the arch, you should get a checkpoint according to Eli, which you may need for this final run up to the gondola. Boost straight ahead until you come even with the corner of the building to the left, where you can see the pathway between the left structure and the larger right structure where you're headed. Bost down that path to the left and slip into the door as it opens on the right. Once you get inside and boost up a couple ramps, a cut scene will trigger the gondola ride.
Now here, Eli climbs up to the very top of the gondola to wait out the ride. I've found that if you just go down to the very bottom level and go inside the tunnel where the Flood spawn, you can avoid all the fighting on the ride. Once inside the flood spawn tunnel on the bottom level, just go all the way to the end of the tunnel until you hit a small slope and can look down on the bottom of the level. Here, you can just crouch down and wait out the ridiculously long gondola ride to the end of the mission.
Once the gondola comes to a full stop, just run up the ramp and activate your cloak before crossing the open area of the gondola and jumping over to the platform at the end of the mission. Once on the exit platform, just move forward and follow the path all the way around a large curve to the right before entering a narrow tunnel reminiscent of The Library mission in Halo CE to reach the mission's end.
If you're not speed running, once the gondola stops, make your way to the front-right side of it. Sputnik isn't necessary, but it will make this jump easier. From the small lip/ledge at the edge of the upper level of the gondola, you can do a standard (non sputnik) grenade jump over to the ledge at the top of the sloped wall on the exit platform by placing a grenade directly on that small lip/ledge on the gondola and jumping the gap just as it explodes. Alternatively, with sputnik, you can move out onto the ramp leading down onto the exit platform, and grenade jump from the midpoint of the ramp where it levels out to reach said location. Here you'll find the Tartarus toy 14:00.
Mission 10 - Gravemind
Alright folks, welcome to one of the most difficult missions to speed run in the entire game. There aren't a ton of massive skips in this one, and it really boils down to sheer skill in taking down the fights quickly. However, I will give you this advice. Don't bother speed running Gravemind until you have all the other 12 missions done. The reason I say this is because my first run of Gravemind ended in a time of around 40-45 minutes. I never bothered going back to it, because after I finished speed running the other 12 missions, I got the three hour Legendary speed run achievement. So I didn't even need to bother attempting a Gravemind speed run. That said, I will still give you the narrated version of Eli's speed run video in case you want to give it a go.
Before even starting the mission, watch the cut scene in Classic mode (not remastered) to unlock the Marathon Man easter egg achievement. No further explanation needed, but HERE's a video if you really want to see it in action. Also right at the mission's start, on any difficulty, you can unlock Go Ape Shift. Just kill one of the first two Brutes, which will cause his partner to go enraged and run around like an ape on all fours. When it does, simply punch it to death for the achievement. You can weaken it with gunfire, but the final blow must be your fist. You can see this in action HERE.
Go Ape Shiv
Halo 2: Kill an enraged, berserk Brute using melee.
Tip for skull users: If you can't get the despawn at the start, you can use the So... Angry... skull that causes any enraged Brute to die in an explosion after a few seconds. This can make the mission much faster even if you don't do any tricks or despawns, as you only need to kill one Brute in each pair. It isn't a 0.00x skull either, so it still works for speed runs, par times, and par scores.
Right off the bat, you'll spawn into an arena-like room of sorts and face off against waves of Brutes and Grunts. There is a good despawn here at the beginning but it takes speed and skill to pull off. Start off by using your Needler to dispatch the two Brutes in front of you. Quickly run to their bodies and drop your secondary weapon (keep the needler) so that you're dual wielding two of the red Plasma Rifles. Turn around and look into the first doors to your right and left as well as straight ahead to deal with four grunts. As soon as one with a Needler dies, try to switch to your Needler and dual wield them with the fallen one just as you take out the 4th Grunt. Immediately upon killing the four Grunts and grabbing your dual needlers, you need to do the despawn.
Standing where the two Brutes spawned at the very beginning and facing back the direction you started, you should see three doors on either side. The door you're aiming for is the MIDDLE door on the RIGHT side when standing on the initial two Brutes' spawn. So as soon as the four Grunts die, make a bee line for that door and walk backwards into it. Switch to classic mode and look up to the upper levels above the door opposite you. Along these upper levels you should see several small white lights. Position yourself inside this middle door in the center of its corridor, facing the opposite door, with one to three lights showing on either side of the opposite door on those upper levels.
Nak3d Eli has three lights showing on either side when he does the despawn both times. This first time you do it, if you've done it correctly, you should get two checkpoints while standing in the corridor. After the 2nd checkpoint, turn around and kill a Grunt that spawns behind you, then turn back and kill the other coming from the opposite door. Immediately turn left back toward the initial two Brutes' spawn and kill the next two Brutes that should be arriving at that end of the room with your dual Needlers. As you're doing this, jump onto one of the short nearby pillar-like structures and up onto the ledges above the despawn door. Continue raining pink death down onto the enemies below as best as you can.
When there are only two enemies left, the doors behind you on this ledge (above the despawn door to either side of this middle segment of the ledge) should open spawning Carbine carrying Brutes. Deal with them as fast as you can, and drop your Needlers in favor of their Carbines. Drop down in front of the despawn door and kill the final two enemies, then back into it so that you have the one to three (again, Eli has three) lights on the ledges above the opposite door visible, with the rest of the lights blocked on either side of your tunnel. This will do a 2nd despawn, but you have much less time to position it than the first one. If successful, two more checkpoints should come up with no enemies. If not, clear the waves and head for the closed door to the right as you exit the despawn door.
Head forward into the next room and clear the enemies as quickly as possible. As you approach the exit door, stay off to one side and look diagonally across the door to the opposite side as it opens with your plasma grenades read. Stick the Brute on the far side as the door opens, then turn to the one nearest you and stick him before his buddy explodes to make quick work of them. Pull out your carbine and headshot the Brutes at the far end of the exterior area. Move outside and along the right-hand ledge, skirting the area and only killing any enemies in your way. At the far end, look over the ledge and you should see two support structures angling down.
Rather than killing all the enemies above and taking the elevator down, drop off the ledge and land on the part where the steep angled support levels off before dipping into a curve to connect with the wall (see Eli's video). This prevents the drop timer from killing you, but don't land on the lower dipped part that connects with the wall. Just glance off the angled part where the support levels off before the dip to the wall, then drop down to the ground below. Move through the next room and duck down to the left of the door at the far end while it opens until the Jackals run past, then move around the corner into this small room and into the next, where a Brute should have its back to you.
Wait until the Jackal roaming the left side of the room walks forward behind the far wall, and assassinate the Brute before running full speed to the next door. As long as you get close to the door before the Jackal sees you, it will despawn the next group of enemies that would have come out of that door to greet you. Proceed through the two doors and jump up onto the right ledge in the next curved corridor, where you'll pass by some sleeping Grunts. You'll pass behind one wall partition and a small plant. When you reach the 2nd wall partition, crouch down behind the front end of it and watch your radar. You should see a couple of red blips slowly moving past on your left. As soon as the rear one gets level with you and starts to move past, push forward.
At the end of the room move through the doors and into the next room. Head shot the Jackal on the left as you enter the next room and drop down below the left side of the middle platform, hiding under the ledge in the corner just before the doorway that leads down beneath the center of the bottom level. When you see the two blips on your radar to the right hit the center of the structure, that's two Brutes launching up to the upper level. As soon as they do, move down underneath the bottom of the level to trigger Cortana on the holo pad near the gravity lift hole. Go down the lift to fall down to the prison level far below.
You'll see two Brutes as you land. Stick one with a plasma and head shot the 2nd as fast as you can. Try to drop your secondary weapon for the Brute Shot as they die, keeping your Carbin. Turn 45 degrees to your right and run THROUGH the hologram-looking wall directly to the right of the base of the gravity lift. You should drop down one level and land on the walkway of the level beneath you. Here, you can take up position behind the clear wall just to your right as you land and pick off the enemies as they come down the gravity lifts to your right from the level above. After a certain number of enemies die, another wave will spawn behind a random door.
There is no way to predict which door, and your radar only tells you the direction not which level they're on. You're on the middle level at this point, the top level being the one you landed on and the bottom being beneath you. Continue clearing the waves of enemies as fast as you can. Again, skulls like the So... Angry... skull for Brute suicides and Grunt Funeral for chain reacting Grunt deaths can greatly speed things up if you don't mind getting your speed run 'non legit'. Once enough enemies die, Cortana will direct you to either a mid-level or bottom-level door to rescue trapped marines. You don't have to wait for them to come out each time, just kill all the enemies in whichever cell room the marines are in and move on.
Toward the end of this section, you want to be positioned on the middle level, standing between the three lift circles in the floor so that when Cortana says "Chief, they're coming down the lift". This will despawn the lift so the enemies drop faster. Quickly step into the lift that takes you to the top level, and just run straight to the ledge and crouch jump over to the center platform to take the main gravity left back up out of the prison area. At the top, drop the Brute Shot in favor of the sword on the ground nearby. You can play it safe and hide in this room to clear the enemies as they come out of the door ahead of you, or attempt to sword lunch into the Elites as the door opens and run past them, along the right side of the next curved corridor.
Crouch behind the short pillar at the end of this right walkway and wait for the Drones to fly out of the next door and past you, then quickly slip in behind them and through the door while they fight the Elites you left behind. In the next hall, if the Brutes are alive and fighting, just run past all the enemies and through the next door. If the Brutes die to fast, you may have to stop and fight before advancing. Pass by the Hunters in the next room and out the doors to the exterior of the structure, where you should see rock cliffs intermixed with the building's geometry. Look to the platform at the far end of this exterior level, at the same height as the platform you exit on, and headshot the sniper Jackal before he sees you.
Hug the right side of the room and cross to the far side, making sure to replenish your Carbine ammo from a purple box just before the end of the room, overlooking the lower area up on this upper ledge. Also drop the sword in favor of a Beam Rifle from the box on the platform where the Jackal sniper was. Move to the exit doors, which open up to reveal a ramp leading down.
If you're not speed running, before you exit the room you can get the Terminal, Toy, and Skull. Standing at the exit at the far end of the room from where you entered, hug the right wall as it arcs around back into the room to find a purple glowing light on the wall for Terminal 10. From there, jump onto the nearby rocks and move up them until you can jump over onto the wall. On the wall, with the room at your back, turn right and follow the wall all the way around the room. You'll cross above the exit door, where you can see the ramp leading down to your left in the next room. Continue following all the way around the top of the wall until it dead ends. Kill the Fuel Rod Grunt and nab the Cortana toy as well as the Anger skull behind it. All three of these can be seen at 14:35 in the collectibles video.
Move on into the next room, down the ramp, through the doors, and across the light bridge. As you come off the light bridge, keep an eye out for a sniper Jackal and take him out as you land. Run straight ahead as you land and jump onto the ledge and up onto the top of the wall. You can see the next room ahead beneath you, and some cat walks of the level structure above it. Jump out onto the grey catwalk on the right side and follow it across the room. Jump over the wall at the far end and continue along the catwalk above the following room, where you should see another light bridge. Just stay on the catwalk and cross above the bridge and stick plasmas to the two flying Elites that come out of the door.
Continue through the corridor behind them into the next room. If you're extremely fast and like to take risks, drop down to the lower level in this room as soon as you enter, then run to the gravity lift in the center and take it up so you can rush to the exit before the enemies melt you. If you're lucky and fast, you can make it through the exit and start jumping up onto the walls in the corridor to avoid some enemy fire and survive. You'll still have to deal with two Brutes in this corridor before the light bridge. This method only saves a minute or two of fighting tops, and is extremely risky. I would advise just taking cover behind the doors after you open that room following the flyers and clearing the enemies before advancing.
At any rate, once you clear that room and pass through the corridor, cross the light bridge. At the far end, you can jump onto the crate that has the swords in it, then crouch jump onto the purple cross-beams above you and over onto the grey catwalk above the rooms once more. Continue along the right-hand catwalks above this room and the next. When you see the next light bridge, drop down and cross it. The next room will have a ramp leading up and several Brutes will come out at the top. Carbine them in the brain from the base where you enter so that you can top off your ammo in the nearby crate before advancing. As you enter the next room, jump onto the crate around the corner to the left and up onto the rock ledge to the left of that.
Continue along the rock ledges to the far side of the room, being careful not to fall off as you jump across the gap on the far side over to the exit door. Push on through the next hall and the next room, clearing the enemies as quickly as you can as you move forward. Make sure to swap your sword for a Fuel Rod in the narrow corridor before the room with the gravity lift beneath the center structure. You'll exit out onto a long bridge. Immediately kill the Jackal sniper to your right, then focus fire on the group of Covenant at the mid point of the bridge. Move to where they were and get a new Beam Rifle from the crate on the right. Immediately turn around and look up to the ledge high above to snipe two Drones as they fly out.
Turn back to face the door at the far end of the bridge. Snipe the Fuel Rod Grunt as soon as he appears, followed by the Elite. Use your Fuel Rod to make quick work of the Hunter and remaining enemies and continue forward through the doors at the far end of the bridge. Here you'll enter the final large fighting arena room of the mission. Hug the right wall as you enter and try to assassinate one of the Elites before finishing off the other two with Fuel Rods or snipes. You can sometimes get them to crouch down and enrage if you get close, their animation just before they pull out a sword to attack. If they do this, it's quite easy to strafe around behind and assassinate them.
One of them will have a Fuel Rod, which if you're lucky with RNG can contain up to 20 rounds in it according to Eli. Make sure to kill everything in the room except the Brutes, then kill the Brutes last while near the far end of the room. Facing the doors at the far end, you should see two hologram pedestals near the door. Further down the central patform, there are a couple more near the white glowing pit. Get near this pit as you clear the final Brutes, then as the last Brute dies move from there over to the left side of the exit door and face back toward that white pit.
Assuming the Brutes were the last enemies from the initial wave to die, you'll trigger Cortana early. You should see her on a pedestal to the right of that white glowing pit when looking back at it from the exit door. As soon as you see her, move toward her, which will start the end sequence without actually having to go through the entire fight in this room. A checkpoint will trigger and more Brutes will come out. Duck around the corner to the right while the exit door opens and the Elites come out to fight the Brutes. Once they come out, just sneak into the exit door behind them and run to the end of the mission. If you can't get that early Cortana trick, just clear the waves of enemies in that final room and fuel rod the Elites as they come through the exit door before running to the end of the mission.
Mission 11 - Uprising
Get ready for the shortest mission in the game. You basically skip the entire mission via a crazy glitch. From the start, walk straight forward down the path, shooting your Plasma Rifle at the ground all the way until you reach the sword. As soon as you pick up the sword, turn right and walk straight ahead, activating your camo just as you pass the corner. Jump over the wall directly ahead of you (with the sword spawn directly behind you). When you drop over the other side, move straight to the wall in front of you where a small tree is sticking out and crouch down. You should get a checkpoint here.
Wait for your camo to recharge, then stand up and go around the corner, activating your camo just before you go around it. You should see several Brutes in front of you. Your camo should last just long enough to run between them and around the corner to the left, hugging it. You can stop just around the corner and wait for camo to run into the building unseen, or just run around the corner and jump past the final two Brutes and into the building, quickly moving around the corner to the right once inside.
Through the next doors you'll enter a darkened rocky cave with friendly Grunts on the ledge directly in front of you. Jump up onto that ledge, using the small light post nearby if you are having trouble making the jump. Swap your Plasma Rifle for a Carbine from the box to the left as you move forward and up along the rock ramp/ledge. As you round the curve, zoom in at the exit door ahead of you with your Carbine and try to headshot the two Jackals as they come out. Move forward behind the boxes in front of you, quickly activating your camo while the enemies' line of sight is blocked by the boxes.
Jump over the boxes and over the Brutes, into the door. Go left inside, down the ramp, and through the door to the right. Through the corridor you'll exit out onto a high ledge at the top of vertical room. Jump off the ledge, trying to land on one of the two cross beams below (most likely the higher of the two). From there, drop down to the bottom, activating your camo just before you land so that you can run through the door ahead of you without the Brutes detecting you as they come into the room. Around the corner you'll come out into another room with a ramp on the right and a ledge ahead of you, overlooking an enemy on a turret.
For a non world record attempt, you can just go down onto the ramp on the right and wait for your camo to recharge, then camo past the enemies and into the next hallway. Make sure to grab the Fuel Rod at the end of this hall before exiting into the next room. Move to the far end of this room and grab some more Fuel Rod ammo before opening the door, making sure you have all five rounds in the chamber. Open the door from the side, waiting a second as it opens before unloading on the Brutes and Jackals outside. Make sure to save a round or two for the glitch. Turn left and move down the path. You'll see a Brute driving in ahead of you on a Ghost, landing behind a short purple pillar-like structure.
Head for that structure, passing behind it on the right so that it is to your left, and activating your camo just as you pass behind it. Crouch jump into the corner where the rock in front of you meets the green ledge to the right to get up onto that ledge. Here you might want to watch the video if you're not using a grenade jump or fuel rod jump. When you land on the ledge above, move along it to the left and jump up onto the rock plateau at the end.
There is a short, long rock at the base of it, with a tree on the right side. The jumping method involves jumping up into the gap where the tree meets the rock and sort of sliding up the level geometry onto the plateau. Or you can do a grenade-assisted jump, or better yet a Sputnik skull grenade-assisted jump, which takes almost zero effort. Just throw a plasma at the base of the plateau/tree area as you approach and jump up into the rock as it detonates to launch up onto the ledge above. Eli's video of course shows the traditional method of merely jumping up, and makes it look easy.
Once you reach the top, turn right and follow the ledge along until you are parallel with two tall pine trees on the left. Continue forward past them and you'll see a narrower portion of the rock ledge ahead of you, almost like a bridge. At roughly the center of this, on the left-hand side, you should see a darker blackish patch. Stand on this patch and crouch to end the mission. If you're struggling to follow these instructions, Eli's speedrun video isn't even three minutes long, a quick and easy watch to see what I'm talking about.
Restart the mission on Legendary with the Envy and Bandana skulls on to make quick work of any foes in your way as we go for the easter egg and collectibles. From the start of the mission. Scarab isn't recommended, at least at the start for the Cowardly Grunt egg. From the beginning, move through the valley and into the first building. Just below the ledge right inside this building is the Cowardly Grunt. You need to clear out all the other enemies in this first room without hurting him. After everything else is dead, walk up to him and he will cower and beg for mercy, as seen in This Video
Once you've got that out of the way, if you wish to restart with Sputnik to make killing everything super easy, you can. Make sure Sputnik is on though for the jump. Move through the mission until you reach the same part where you did the glitch to skip the rest of the mission. Jump up onto the ledge to the right, and up onto the plateau outside the level. Instead of going to the right like you did before to end the mission, move slightly to the left and straight across the ledge. You should see a horseshoe-shaped valley ahead of you, with a sniper Jackal on a ledge on the far side. Take him out and move forward close to the ledge.
Follow the horseshoe (or U-shaped if you prefer) valley's ledge around to the right until you can drop down from the plateau onto a lower ledge that hugs that valley. Continue along this narrow, dark ledge until it sort of dead ends, because you would fall down into the valley below if you walk forward at the end. Jump up onto the ledge on your right and walk along this upper plateau, keeping the valley you just saw to your immediate left as you move along the plateau.
Continue forward outside the level, making sure to keep that valley to your left. In remastered mode, you should see a few skinny trees ahead of you as you drop down onto a broader ledge. They'll be right on the edge of the plateau, overlooking that same falley. Just keep moving along the ledge, keeping the main mission path's valley to your left, until it dead ends in an open area with the Librarian toy near the wall at the far end. This is probably very confusing in text, so check out the collectibles video at 16:11 to avoid getting lost.
Moving through the level normally, rather than jumping outside the level like you did for the toy, you'll fight your way through a long valley that dead ends in a punch-bowl shaped area where you'll fight a Wraith and lots of Brutes. On the upper ledge of this area, there is a pair of rooms in the middle with doors at either end that you should pass through on foot. Before entering these two rooms, while still on the ledge in the first area at the end of the sniper valley, look behind the pillars to the right for Terminal 11. From there, enter those rooms, one of which is a weapons stockpile. When you exit the weapons stockpile room, turn around and grenade jump onto the ledge above the door to find the Ghost skull. The terminal and skull can be seen beginning at 18:08 in the collectibles video.
Halo 2: Activate Terminal 11 on Uprising.
MISSION 12 - HIGH CHARITY
From the start, move straight ahead and take out the combat form Flood carrying the Energy Sword with your Carbine. Drop your secondary weapon for it, keeping the Carbine. Move through the next two rooms, either by jumping straight over the wall in the center, or by taking out the enemies (slower). Again, the So… Angry… skull makes taking out the Brutes a little faster since you only have to kill one in each pair, should you choose the latter. Go up the lift at the end of the hall. Drop your Carbine in the hall at the top for the Beam Rifle and use it to take out the Drones as they drop in past the open doors in front of you. As soon as they are dead, swap back for the Carbine, handily located in the box to the right, and take out the platform to the far left BEFORE activating the light bridge.
With all the Drones and the Brute dead, the combat form flood that normally come as you cross the light bridge won’t spawn. Once you cross the bridge, move to the next bridge start and crouch to use the energy barriers as shields until the bridge moves you across. Lay down cover fire at the Flood as they come out until the bridge pulls you across. Move forward through the next two doors, jumping over the Flood in between. Once through the second door, go along the left side of the hall. There may or may not be enemies to deal with here. Make sure to kill the Flood form at the end of the hall so he doesn’t follow you and draw the attention of the enemies in the next room.
In that next room (just past that curved hall with the lone Flood at the end), keep your flashlight off and hug the left wall to slip underneath the central platform and through the far door. You likely won’t even get noticed, but if you do just rush through the far door. Continue through another door into a hall with a ramp leading down, where you’ll continue to hear Gravemind speaking to you. At the end of this hall, you’ll exit out into another room similar to the one you went through previously, with the tunnel-like structure going under the central platform. Instead of hugging the left side and just running through this time, you want to jump up onto the walkway above that tunnel and take out the Flood form carrying the rockets.
Swap out your Carbine for the rockets and continue to the far door, hopefully just jumping over/past any remaining Flood. Before you leave the room, if you wish, climb the rock arch on the right for the Rampant Cortana toy, which can be seen at 19:09 in the collectibles video.
I Like Crazy
Halo 2: Collect the Rampant Cortana toy in High Charity.
Exit the room and take an immediate left in the next hallway at the intersection. Go up the gravity lift into a room with a large fight against Flood, Brutes, and Jackals. Again, for this room the So… Angry… skull can possibly make things easier by making at least one Brute suicide via self-destruct. As soon as you exit the lift, move to the left side of the room, sword-lunging any nearby Grunts. Take out your rockets and fire into the group of enemies at the far end, hopefully taking out the sniper Jackal, and move into the area they were. Kill one Brute if you don’t have that skull activated, but two if you do so the third will self-destruct. Immediately back up walkway so your back is to the large door and wait for it to open. With luck the Flood will fight the remaining Covenant, allowing you to sneak into the next room.
In this room you should see an Energy Sword in front of you. Terminal 12 is to your immediate left. After exiting this room, you’ll go up another gravity left. Hold your ‘pick up/reload’ ( in default controls) button to grab the Iron skull on the way up the lift. Both of these can be seen beginning at 19:58 in the collectibles video.
Halo 2: Activate Terminal 12 on High Charity.
Once you exit the lift, run for whichever side of the room the Flood are on and jump up onto the upper walkway where they are. You can sword lunge at one or two to speed up the path, but keep the boxes in the path between you and the far end until you’re sure where the sniper Jackal is located. Make sure to snipe said Jackal, either as you jump over the boxes or when you first enter the room. Once you reach the end of the platform and step off of it the mission ends.
MISSION 13 - THE GREAT JOURNEY
Ahh the final mission. This one is super interesting because you can do a rather large trick, and you’ll be doing a big brass… you know… flyby of the first groups of enemies in a Ghost to despawn a large portion of the mission’s enemies. Also, the So… Angry… skull is VERY helpful for the jail room in this mission, if you aren’t a speed run purist.
At the start, force your ally out of the Spectre and park in near the large boulder ahead of you, or around the corner by the door (safer option). It’s a good idea to kill the Elite that arrived in it to make sure it doesn’t disappear. Move forward along the large boulder in the center of the valley, hugging its left flank. Right as you reach the end of it, activate your camo because two Ghosts should be arriving, and hijack one. Get reoriented quickly and boost forward down the valley, as the 2nd Ghost will likely be hot on your tail. Go along the left side of the valley until it opens out into the plateau with the cliff ledge in front of you. Turn right and head straight for the door at the far end of the plateau.
There will be Brutes and a couple of Wraiths near it, making this a pretty risky run. You may have to restart the mission once or twice to pull it off. Again, head straight at the door, hanging a sharp right just before you reach it. Hug the wall to your left once you turn right at the door so that you squeeze between the wall and the nearby boulders. Once you pass the end of the boulders and see the scarab’s legs in front of you, just boost straight across the plateau between its legs. Continue to the far end, hugging the left wall until you go around the corner to the left and about 3-4 ghost lengths into the shadowed area of the valley. This triggers the despawn. If it fails, you likely didn’t go far enough into the valley once you crossed into the shadows, so just go a little further on retrying.
Turn around and head back for the door. In Eli’s video, he continues through the structure on the Ghost. I prefer walking. You want to run through as quickly as you can. What I do is enter the first room and pass the Hunters, entering the next door and moving over to the ramp as quickly as possible. Cloak to run up the ramp and jump over the Brutes at the following door to get into the cavern, then quickly move to the left wall and look for a small triangular lip of the ledge ahead of you. Jump onto this lip, then over to a small slope on the left wall, and across the gap. On the far side, I reactivate camo and run up and through the next door, past all the enemies rushing into the cavern.
Around the corner and through the next door you come out onto a bridge. Here, I jump and snipe the sniper Jackal at the far end, then move forward to the low wall on either the left or right side, depending on where the rest of the Jackals are. Throw a grenade at whichever side they AREN’T on, which forces them away from that side. Jump the wall toward that side before the grenade detonates, and walk through just after its explosion, activating camo again midway across so that you can slip past the Drones that come out the far end. This allows you to slip into the next room mostly without being attacked, although it is hit or miss at times depending on where your grenade lands in relation to the Jackals.
Through the next hall you’ll enter the jail room. Once again, the So… Angry skull helps a ton here, as the majority of the enemies are Brutes. You can also find Terminal 13 here in the 2nd cell on your right on the top floor. You’ll have to destroy the energy barrier emitter to get into the cell. This one starts at 20:49 in the collectibles video.
Halo 2: Activate Terminal 13 on The Great Journey.
Quickly break the ‘locks’ at the base of the energy barriers in any cells containing Covenant so they begin attacking the Brutes. While they get to work, grab a Cargine and an Energy Sword from the weapon crates in place of whatever you might be carrying. Once three Brutes have died (more will be dying if you have that skull activated), head on through the doors at the far end using your handy camo. You’ll exit out onto a ledge where the Scarab is waiting. Quickly stick the nearest Brute with a plasma grenade, then back into the hall and shoot out the door with your Carbine at the remaining ones. Again (banging a drum here) So… Angry… makes your life here easier, and the Brute deaths quicker. Once all the Brutes are dead, the Scarab will begin your escort as two Banshees are delivered for your use.
Once the cut scene for the Scarab ends, or you skip it, move back into the hall you came out of and walk to the end where it makes a corner to the left, which will trigger a loading point. Turn around and head back outside, triggering a 2nd loading point. This despawns the three Wraiths you would normally have to kill to get the Scarab to progress. Keep your Carbine and grab dual-wielded red Plasma Rifles as your backup weapon before hopping in a Banshee. Fly to the end of the valley and get into the Spectre you left behind at the mission start, activating your camo before you get into it. Drive it off the ledge and out to the far end of the beach. Drive it down into the water and angle about 45 degrees or so to the right, looking for the end of a peninsula sticking out from the large structure’s island beneath the water. Do this in classic mode to see where you’re going. I’ve said it before, but the video will make this far more understandable than text ever can.
Drive up onto the peninsula and turn left along its edge, keeping the water to your left. Once you reach the support ‘leg’ of the structure on your left, angle off to the right around behind it. This area back here is also where the mountain for the toy doll is, as well as the sloped support leading to the top of the structure for the skull, but I’ll mention those later, sticking to the speed run path for now.
You want to go roughly 25-35% around the central part of the structure, then angle down the slope and up onto the curved/rounded grey portion of the center. Holding the jump button while trying to get your nose up onto ledges will help. There is a flat/level portion of the central supports, and you want to make your way out onto the front-left side of this (from the perspective of facing back toward the valley from the ‘front’ of the structure. Slowly inch off the leading edge and slide down onto the round ledge below. You should see a gap in front of you, with the outer ‘ring’ of the supports beyond that gap.
Move to the left end of the ledge you’re on and face across the gap to the sloped portion of the strut that rises up higher than that outer ring. It has a round light on it for reference. Boost across the gap, holding the jump button to go ‘nose up’ onto the slope where the light is. Once you land on the flat portion above the light, turn a little to the right so you can watch the front of the structure as the Scarab arrives. Wait until it fires two shots at the door, then turn your Spectre around and drive down onto the white round light on the sloped portion. As soon as you see ‘Delusions and Grandeur’ on the bottom-right of the screen, hop out of the Spectre and it will start sliding down that slope. When it’s front bumper goes over the ledge and it begins to tip forward (starts to fall) immediately fall off the ledge yourself to skip straight to the fight with Tartarus at the end, and if done/timed correctly, your Spectre will be here with you.
Jump into your Spectre and kill off any remaining Elites so that Johnson gets into the turret in the back. Once he’s in the turret, just sit still and face out toward the Tartarus fight and eventually (some RNG involved) another Johnson will spawn and get onto one of the wings (which is why you kill the Elites). Wait a little longer and a 3rd will spawn and hop on the other wing. Now drive out to the end of the platform and angle 45 degrees right, boosting across the gap to land at the right-hand end of the small wall at the edge of the ‘ring’. Immediately jump out and grenade the front of the Spectre so it flips and the Johnsons jump out before Tartarus knocks them off the ledge. They’ll all three snipe him (and a 4th that should have spawned back on the entrance ledge), so you can just take the gravity lift up top, grab a couple Plasma Rifles, and melt him each time they drop his shields. This makes quick work of the fight and ends the mission.
And of course if you’ve played through on Legendary you’ll get all of the following now too:
Big Green Style
Halo 2: Complete every level of the game on Easy difficulty.
Halo 2: Complete every level of the game on Normal difficulty.
Halo 2: Complete every level of the game on Heroic difficulty.
Finally, if you’ve been switching from re-mastered to classic and back again at least once on each level, you should unlock:
Now replay the mission on Legendary with the Scarab skull on to make your lift easier while we nab the toy and skull. At the mission’s start, get in the Spectre and drive it around the corner so it doesn’t get damaged or disappear. When you return to the cliff ledge after meeting up with the Scarab, drop down over the cliff backwards in the Spectre, controlling your descent with its thrusters. Drive it out the beach and into the water. You should see a rock formation you can drive up onto that leads around behind the structure. Drive up onto it and follow it toth e end where there is a very steep mountain. Simply climb this mountain using the Spectre and you will find the Didact toy, which can be seen at 21:06 in the collectibles video.
Halo 2: Collect all eight Halo toys.
At the cliff ledge where you can see the large structure in the distance, and Sgt Johnson ‘opens’ the door for you, take a Banshee and fly out toward the structure. Go to the left side. Midway up is a curved portion on the side of the structure, and there is a barrier preventing you from flying the Banshee further. Hop out and hug the wall of the structure, following the short ledge around to the back. At the back, you’ll see a ramp leading up to the top of the structure. Just run up this ramp and at the very top you’ll find the Black Eye skull, sitting in a glowing white light rectangular lighted portion. This skull starts at 23:19 in the collectilbes video.
HALO 2 ANNIVERSARY - PAR TIME RUNS
Similar to the par times on Halo: CE, you can just start the game on Easy or Normal and rush through, skipping the fights and flying past all the enemies.
However, as with Halo CE (and 3, and 4) there is an achievement for each game now that requires doing the entire campaign in under 3 hours... on Legendary. If you are going to go for this achievement, don't bother doing Par Times on Easy/Normal because you'll get them all when going for the 3-hour campaign one. Doing this with a partner and experimenting with skulls such as Grunt Funeral, Master Blaster, or Sputnik may make your life easier on some levels. Check out Nak3d Eli's playlist HERE for a visual aid on how to speed run each of these missions solo. Often it is easier to do them solo in Halo 2 (unlike 3 and 4), but you may find a co-op partner handy for some missions as well.
Halo 2: Beat the par time on Quarantine Zone.
And the uber speed run of them all, Halo 2, Legendary, in under 3 hours. Since it only counts your best times on each level (whether they're co-op or solo or any combination thereof) it shouldn't be TOO awful. Just as an FYI, I spent like 40 or 45 minutes on my first run of Gravemind. I ended up unlocking the Legendary speed run achievement before I ever revisited that level, so I never bothered trying to get a better time. That gives you an idea of the kind of cushion you have. Good luck!
Halo 2: Complete all Halo 2 Legendary campaign missions in under 3 hours.
HALO 2 ANNIVERSARY - PAR SCORE RUNS
As I mentioned for CE, the Par Scores have been made easier, SIGNIFICANTLY easier for Halo 2. Instead of 25,000 points per level, you now only need roughly 1/3rd that in many cases, or even less. This should be very easy to do on Heroic with 4 skulls on, or on Legendary with just 1 or 2 (or even none perhaps). To see the original Halo 2 Par Score long play video, getting 25,000 points on every mission for ideas on paths/strategies, you can check it out HERE
Cairo Station - 00:07
Outskirts - 13:40
Metropolis - 24:02
The Arbiter - 37:47
The Oracle - 49:43
Delta Halo - 01:05:31
Regret - 01:19:54
Sacred Icon - 01:46:50
Quarantine Zone - 01:59:40
Gravemind - 02:09:48
Uprising - 02:36:38
High Charity - 02:42:11
Great Journey - 02:51:02
The new score requirements are as follows:
Cairo Station - 14,000, Outskirts – 8,000, Metropolis – 9,000, The Arbiter – 7,000, The Oracle – 16,000, Delta Halo – 10,000, Regret – 8,000, Sacred Icon – 7,000, Quarantine Zone – 7,000, Gravemind – 11,000, Uprising – 9,000, High Charity – 9,000, The Great Journey – 8,000
Halo 2: Beat the par score on Cairo Station.
Halo 2: Beat the par score on Delta Halo.