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{{Status|Gameplay}}
{{Title|Sacred Icon Walkthrough}}
{{Walkthrough infobox
|era=''[[Halo 2]]''
|prev=[[Regret (Halo 2 level)/Walkthrough|Regret]]
|next=[[Quarantine Zone/Walkthrough|Quarantine Zone]]
|name=Sacred Icon
|image=[[File:SacredIconAchievementArt.jpeg|300px]]
|player=
|objective=
|location=
|starting weapons=
|new weapons=
|enemies=
|skulls=
|pagegamelabel=H2
}}
==Weapons==
==Weapons==
*[[M6C Magnum Sidearm|Pistol]]  
*[[M6C Magnum Sidearm|Pistol]]  
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*[[M7/Caseless Submachine Gun|SMG]]  
*[[M7/Caseless Submachine Gun|SMG]]  
*[[M19 SSM Rocket Launcher|Rocket Launcher]]
*[[M19 SSM Rocket Launcher|Rocket Launcher]]
*[[M90 Shotgun|Shotgun]]  
*[[M90 Close Assault Weapon System#M90 Mk II|Shotgun]]  
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
*{{Pattern|Okarda'phaa|plasma rifle}}
*[[Type-25 Directed Energy Rifle|Plasma Rifle]]
*[[Type-33 Guided Munitions Launcher|Needler]]  
*[[Type-33 Guided Munitions Launcher|Needler]]  
*[[Type-51 Carbine|Covenant Carbine]]
*[[Type-51 Carbine|Covenant Carbine]]
*[[Type-1 Energy Weapon/Sword|Energy Sword]]  
*[[Type-1 Energy Weapon/Sword|Energy Sword]]  
*[[Anskum-pattern plasma grenade|Plasma Grenade]]  
*[[Type-1 Antipersonnel Grenade|Plasma Grenade]]  
*[[M9 High-Explosive Dual-Purpose Grenade|Fragmentation Grenade]]
*[[M9 High-Explosive Dual-Purpose Grenade|Fragmentation Grenade]]
*[[Shade#Shade (Halo 2)|Shade]]  
*[[Shade#Shade (Halo 2)|Shade]]  
*[[Mythic Skull]] (Legendary Only)  
*[[Mythic Skull]] (Legendary Only)  
==Vehicles ==
==Vehicles ==
*[[Kez'katu-pattern Phantom|Phantom]] (non-drivable)
*[[Type-52 Troop Carrier|Phantom]] (non-drivable)


==Normal Walkthrough==
==Normal Walkthrough==
The player starts out with a [[Covenant Carbine]] and a [[Plasma Pistol]]. To the left is a pair of [[Needler]]s which are recommended because they are very effective against the [[Sentinel]]s. A swarm of harmless [[Constructors]] is seen flying about zapping their repair beams before flying further ahead. Head towards the lighted section of this room and on the left will be a piston. A cowardly Grunt Major will be hiding in a corner, occasionally he will follow you. If he does give him a needler. Activate the piston and then jump down. (On higher difficulties the pistons are activated by shooting or melee). Beneath it is another [[Piston]] and [[Sentinel Launcher]]s. At the end of the hall will be another piston. Active it and jump down.
The player starts out with a [[Covenant Carbine]] and a [[Plasma Pistol]]. To the left is a pair of [[Needler]]s which are recommended because they are very effective against the [[Sentinel]]s. A swarm of harmless [[Constructors]] is seen flying about zapping their repair beams before flying further ahead. Head towards the lighted section of this room and on the left will be a piston. A cowardly Grunt Major will be hiding in a corner, occasionally he will follow you. If he does give him a needler. Activate the piston and then jump down. (On higher difficulties the pistons are activated by shooting or melee). Beneath it is another [[Piston]] and [[Sentinel Launcher]]s. At the end of the hall will be another piston. Active it and jump down.


In the next room are two [[Jackal Major]]s and a [[Unggoy|Grunt]] to aide. A glitch allows the [[Kig-yar|Jackal]]s to be given [[Covenant Carbine]]s. Destroy all the Sentinels and [[Sentinel Launcher]]s in the room. At the far end of the room will be a walkway that has triangle supports. [[Tartarus]] says that many of his [[Jiralhanae|Brutes]] have died fighting the [[Sentinels]] and the corpse of one is visible on the ground as the first Brute encountered in-game. Go down that hallway and you'll come to a room identical to the one you just came from. Once you've killed all the sentinels, there will be a piston at the far end of the room on the right side. Drop down there; the [[Kig-yar|Jackals]] and [[Unggoy|Grunt]] will jump down to follow you. On entering the new room, a new scared [[Unggoy|Grunt]] will join up with your group, begging you not to send it back to fight the "big scary thing". Continue down the hallway, destroying sentinels and blowing up the things in the wall they come out of. If you're really concerned, make sure to run ahead and take out the sentinels and their launchers ahead of your troops, so your squad doesn't end up taking a lot of damage. At the end of the hallway will be yet another piston, so jump down.
In the next room are two [[Jackal Major]]s and a [[Grunt]] to aide. A glitch allows the [[Jackal]]s to be given [[Covenant Carbine]]s. Destroy all the Sentinels and [[Sentinel Launcher]]s in the room. At the far end of the room will be a walkway that has triangle supports. [[Tartarus]] says that many of his [[Brutes]] have died fighting the [[Sentinels]] and the corpse of one is visible on the ground as the first Brute encountered in-game. Go down that hallway and you'll come to a room identical to the one you just came from. Once you've killed all the sentinels, there will be a piston at the far end of the room on the right side. Drop down there; the [[Jackals]] and [[Grunt]] will jump down to follow you. On entering the new room, a new scared [[Grunt]] will join up with your group, begging you not to send it back to fight the "big scary thing". Continue down the hallway, destroying sentinels and blowing up the things in the wall they come out of. If you're really concerned, make sure to run ahead and take out the sentinels and their launchers ahead of your troops, so your squad doesn't end up taking a lot of damage. At the end of the hallway will be yet another piston, so jump down.


You'll drop down into the shield door that's guarded by an [[Enforcer]] [[Sentinel]]. The [[Enforcer]] will usually end up killing most or all of your troops (2 [[Jackal Majors]] and 2 Grunts at this point, if you've been careful) with its barrage of artillery fire, but if you're quick enough and lucky enough sometimes your whole squad survives. Once you kill him (it will die when you unlock the plug locks first, and that will make it a lot easier on [[Legendary]]) go up to any one of the large pillars and activate it and then do the same with the other 3. Once you do that a holographic panel will come up at the center of the thing you’re standing on. Go up to it and press "X." Take a breather and enjoy the music as the [[Gondola]] takes you to a room identical to the one you just came from.  
You'll drop down into the shield door that's guarded by an [[Enforcer]] [[Sentinel]]. The [[Enforcer]] will usually end up killing most or all of your troops (2 [[Jackal Majors]] and 2 Grunts at this point, if you've been careful) with its barrage of artillery fire, but if you're quick enough and lucky enough sometimes your whole squad survives. Once you kill him (it will die when you unlock the plug locks first and that will make it a lot easier on [[Legendary]] go up to any one of the large pillars and activate it and then do the same with the other 3. Once you do that a holographic panel will come up at the center of the thing you’re standing on. Go up to it and press "X." Take a breather and enjoy the music as the [[Gondola]] takes you to a room identical to the one you just came from.  


===Buyer's Remorse===
===Buyer's Remorse===
After a few moments of peaceful riding, you can see new Gold Sentinels (Sentinel Majors) and Flood battling ahead. At this point your troops, if they're still alive, will follow you on the gondola into the next fight. If you had time to optimize guns, take the [[Needlers]] away from the [[Grunts]] and give them {{Pattern|Okarda'phaa|plasma rifle}}s, as Needlers aren't very effective against charging [[Flood]]. The [[Phantom]] will only stay for a little while, so you need to act quickly. The [[Phantom]] will directly engage another [[Enforcer]] hovering in the middle of a large hangar which your gondola is going to park in: lots of normal Sentinels come out of the sides as well, lead by Major Sentinels, but there are Flood swarming behind them. It's a three-way fight, and the Sentinels might fire at you a bit but will mostly shoot at the numerous [[Flood]], who will quickly overwhelm the outnumbered [[Sentinels]]). If you time it just right and reload many times (it's right after a checkpoint) you can conceivably throw a plasma grenade at the Enforcer while it's still fighting the [[Phantom]], ''before'' the [[Flood]] appear, but this is really difficult, and mostly done so that the Enforcer's artillery barrage doesn't slaughter your troops. You could just wait for its back to be turned and unleash a duel-needler barrage on it. Kill as many [[Flood]] and [[Sentinels]] as you can.  
After a few moments of peaceful riding, you can see new Gold Sentinels (Sentinel Majors) and Flood battling ahead. At this point your troops, if they're still alive, will follow you on the gondola into the next fight. If you had time to optimize guns, take the [[Needlers]] away from the [[Grunts]] and give them [[Plasma Rifles]], as Needlers aren't very effective against charging [[Flood]]. The [[Phantom]] will only stay for a little while, so you need to act quickly. The [[Phantom]] will directly engage another [[Enforcer]] hovering in the middle of a large hangar which your gondola is going to park in: lots of normal Sentinels come out of the sides as well, lead by Major Sentinels, but there are Flood swarming behind them. Its a three-way fight, and the Sentinels might fire at you a bit but will mostly shoot at the numerous [[Flood]], who will quickly overwhelm the outnumbered [[Sentinels]]). If you time it just right and reload many times (its right after a checkpoint) you can conceivably throw a plasma grenade at the Enforcer while its still fighting the [[Phantom]], ''before'' the [[Flood]] appear, but this is really difficult, and mostly done so that the Enforcer's artillery barrage doesn't slaughter your troops. You could just wait for its back to be turned and unleash a duel-needler barrage on it. Kill as many [[Flood]] and [[Sentinels]] as you can.  


If you take out the [[Enforcer]] quickly, the situation will quickly devolve into a chaotic all-out brawl between your troops, the dwindling Sentinels, and the oncoming horde of Flood. This is a protracted [[Flood]]-battle which might take a good two minutes. This is very difficult in the heat of battle, but somehow try to rip [[M7/Caseless Submachine Gun|SMGs]] off of dead Flood, and give them to your [[Kig-yar|Jackals]], *ASAP*, preferably mere seconds into the fight. Your 2 Grunts are basically a write-off at this point: even assuming all of your troops survive the Enforcer's barrage and not even considering the Sentinels, the Flood will easily overwhelm any non-shielded enemies. It is thus actually possible for one or both of your Jackals to survive the entire battle if you arm them with [[SMG]]s, and they actually take some real heat off of you. Once in a blue moon, in the small time window you have for arming your Jackals with human weapons in the first few seconds of the fight, a Flood will drop a shotgun, and Jackals ''can'' be armed with shotguns, which are of course great against the Flood (documented evidence of a shotgun appearing in the same game that a [[Kig-yar|Jackal]] is still alive, and the player successfully giving the Jackal the shotgun, is not available at this time). However, even if your [[SMG]]-armed [[Kig-yar|Jackal]]s survive, their [[Artificial intelligence|AI]] won't let them follow you into the rest of the Sentinel Wall and they'll just hang around the gondola while you proceed inside (of course, you could just race ahead after engaging active camouflage and never even try to keep your troops alive, but the challenge of trying to "save" them is half the fun).  
If you take out the [[Enforcer]] quickly, the situation will quickly devolve into a chaotic all-out brawl between your troops, the dwindling Sentinels, and the oncoming horde of Flood. This is a protracted [[Flood]]-battle which might take a good two minutes. This is very difficult in the heat of battle, but somehow try to rip [[M7/Caseless Submachine Gun|SMG's]] off of dead Flood, and give them to your [[Jackals]], *ASAP*, preferably mere seconds into the fight. Your 2 Grunts are basically a write-off at this point: even assuming all of your troops survive the Enforcer's barrage and not even considering the Sentinels, the Flood will easily overwhelm any non-shielded enemies. It is thus actually possible for one or both of your Jackals to survive the entire battle if you arm them with [[SMG]]'s, and they actually take some real heat off of you. Once in a blue moon, in the small time window you have for arming your Jackals with human weapons in the first few seconds of the fight, a Flood will drop a shotgun, and Jackals ''can'' be armed with shotguns, which are of course great against the Flood (documented evidence of a shotgun appearing in the same game that a [[Jackal]] is still alive, and the player successfully giving the Jackal the shotgun, is not available at this time). However, even if your [[SMG]]-armed [[Jackal]]s survive, their [[Artificial intelligence|AI]] won't let them follow you into the rest of the Sentinel Wall and they'll just hang around the gondola while you proceed inside (of course, you could just race ahead after engaging active camouflage and never even try to keep your troops alive, but the challenge of trying to "save" them is half the fun).  


After a while, a large door will open and two Sentinels will come out. Go through the door and follow the hallway until the end where there will be a piston. Jump down. Continue down the hallway and turn right. Activate the piston and jump down. Right near the dead Human bodies there will be a Shotgun and some SMGs. I usually take the Shotgun. Continue down the Flood-infested hallway and at the end will be another piston, so press "X" and jump down.
After a while, a large door will open and two Sentinels will come out. Go through the door and follow the hallway until the end where there will be a piston. Jump down. Continue down the hallway and turn right. Activate the piston and jump down. Right near the dead Human bodies there will be s Shotgun and some SMG's. I usually take the Shotgun. Continue down the Flood-infested hallway and at the end will be another piston, so press "X" and jump down.


In this massive room there will be plenty of ammo spread around, you just have to look a little. I don't even bother fighting, but you can do whatever. Turn left from the room that you dropped down from the piston and you'll find a near-identical room with some flood in it. At the end of the smaller room will be an opening into an identical, massive room. Again, there will be some ammo strewn about, so if you’re running low, quick grab some. Otherwise, jump down into the massive room and head left. You'll see a piston, so press "X" when your near to it and jump down.
In this massive room there will be plenty of ammo spread around, you just have to look a little. I don't even bother fighting, but you can do whatever. Turn left from the room that you dropped down from the piston and you'll find a near-identical room with some flood in it. At the end of the smaller room will be an opening into an identical, massive room. Again, there will be some ammo strewn about, so if you’re running low, quick grab some. Otherwise, jump down into the massive room and head left. You'll see a piston, so press "X" when your near to it and jump down.
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==Speed Run Normal Walkthrough==
==Speed Run Normal Walkthrough==
Alright, so you've got a Carbine and a Plasma Pistol. There is a container to your left with two Plasma Rifles. Dual-wield them in place of the Plasma Pistol and keep going through the piston on the next level to your left. (Get used to the piston idea). At this part, it doesn't matter. If you want speed, you can overload it with the Plasma Rifles, or save the battery and activate it manually. The rest of the time you have to use the Plasma Rifles.  
Alright, so you've got a Carbine and a Plasma Pistol. There is a container to your left with two Plasma Rifles. Dual-wield them in place of the Plasma Pistol and keep going through the piston on the next level to your left. (Get used to the piston idea). At this part, it doesn't matter. If you want speed, you can overload it with the Plasma Rifles, or save the battery and activate it manually. The rest of the time you have to use the Plasma Rifles.  


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Throw a grenade ahead of you to take out some Flood, and fight your way through the rest. The piston will bring you down to a floor with a window to the outside where there is an Enforcer helping other Sentinels fight Flood. Ignore them and go into the other elevated hall. Jump in and activate your active camouflage. Run through the Flood and go to a similar hall to the right of you when you jump down, and use the Plasma Rifle to overload the piston. Now you drop to a room where there is no flood and just a piston in the middle of the room. Go down it to another room just like it with another piston in the same place, just with Flood and Sentinels. Throw a grenade to the Flood on your right. There is an Energy Sword to the right of the piston. Swap your Plasma Rifle for it after you overload the piston with it. Drop down, and you're finally in open space. Run through the first area with Flood and Elites and go through the tunnel. Now just finish off all of the Flood in this area with your shotgun and energy sword (this is what it was for) and you're halfway to the great prize, the Sacred Icon!
Throw a grenade ahead of you to take out some Flood, and fight your way through the rest. The piston will bring you down to a floor with a window to the outside where there is an Enforcer helping other Sentinels fight Flood. Ignore them and go into the other elevated hall. Jump in and activate your active camouflage. Run through the Flood and go to a similar hall to the right of you when you jump down, and use the Plasma Rifle to overload the piston. Now you drop to a room where there is no flood and just a piston in the middle of the room. Go down it to another room just like it with another piston in the same place, just with Flood and Sentinels. Throw a grenade to the Flood on your right. There is an Energy Sword to the right of the piston. Swap your Plasma Rifle for it after you overload the piston with it. Drop down, and you're finally in open space. Run through the first area with Flood and Elites and go through the tunnel. Now just finish off all of the Flood in this area with your shotgun and energy sword (this is what it was for) and you're halfway to the great prize, the Sacred Icon!


{{succession box | before = ''[[Regret (Halo 2 level)/Walkthrough|Regret]]'' <br />| title = Halo 2 Campaign Walkthroughs | years = '''''Sacred Icon''''' |after = ''[[Quarantine Zone/Walkthrough|Quarantine Zone]]''}}
[[Category:Halo 2 walkthroughs]]


==Video Walkthrough==
{{succession box | before = ''[[Regret (Level)/Walkthrough|Regret]]'' <br />| title = Halo 2 Campaign Walkthroughs | years = '''''Sacred Icon''''' |after = ''[[Quarantine Zone (Level)/Walkthrough|Quarantine Zone]]''}}
<div class="floatleft">{{#widget:YouTube|id=S6p4WEDzgSM|width=300|height=200}}</div>
[[Category:Walkthrough]]

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