Turf

Summary
Turf is a multiplayer map for Halo 2. It is actually very small, but has a huge appearance. It is a small city, complete with convenience stores, garages, and a broken down Scarab. The presence of the Scarab suggests that it is part of Old Mombassa featured in the campain level Metropolis, even though much of the city was destroyed when the Covenant ship jumped out. It also shows the bridge you must cross in Metropolis.


 * Turf was added to Halo 2 in the Killtacular Pack.
 * Turf was remade as Gym Class for Halo 3.

Strategy
Turf is a fantastic map for ambushes. There are many boxes and crates littering the map; these can be used for cover and to lie in wait for opponents. Many game variants, espically those that are objective based involve a defensive role. The vast amount of strategic cover in this map makes it especially easy for successive defensive and flanking maneuvers.



Another key in dominating the map is to take over the large "L" shaped section of the map typically referred to as the courtyard, or the street. This is most commonly achieved through extensive use of the Sniper Rifle and players to cover the person sniping. The other key factor is controlling the "Newb Combos". This allows players to easily control the large and small sections of the map, although the newb combo is most effective in medium range encounters which are abundant in Turf.

There are 2 large beams on the buildings on the street. When meleed these beams can fall and serve as a convenient walkway.

There is a way to get to the roofs of the buildings next to the medic hut. To do this, jump on the ledge thats to the side of the medic hut. There will be on the wall black knobs that stick out a bit, just enough for you to jump on them. Jump first on the one that has now awning on top of it. Then jump to the awning that is next to it. You can then jump from there up unto the top of the back wall behind the medic place, and from there run along the tops of the buildings towards where the Warthog spawns. This is a very usefull spot if you have the some combination of Rockets, Snipers, and Battle Rifle. But watch out, if not careful and other team has either the rockets or snipers its not too hard to take you down.

A handy and ever so usefull Shotgun appears right next to Warthog spawn. But the Shotty comes at a price, the Sniper Rifle lays on a higher elevation exactly oppisite of it's spawn point and thus makes the Shotgun wielder easy to attack. It is also close to the Brute Shots, which can and will ruin the close range specialist's day if a foe grabs one. And finally, it is placed right next to a destroyable object, the Warthog.

By the fallen Scarab a one of kind weapon lurks, the Brute Plasma Rifle. Amazing when combo'd with a SMG, even a new player weilding it is dangerous due to the rate of fire and pure power the weapon packs. It is very effective overall on this map, it can force Snipers to un-zoom, take down enemies easily at medium and close range. And if the SMG wont kill the target, a swift melee attack will end their hinderance of you after they have taken only a few shots from the Brute's weapon.

Territories

 * Street
 * Scarab
 * Warehouse

Easter Eggs

 * There are 2 soda machines with Rooster Teeth logos on Turf; one near the makeshift medical camp, the other in the warehouse with a silhouette of a rooster.
 * This is the only map to feature the Brute Plasma Rifle as a map default weapon.
 * A trick can be used to reach extreme heights, overlooking the whole level. With overshields turned on, one must stand on the bar jutting out of the defensive human shield and shoot the shield in front of you with a rocket launcher, thus propelling you into the air for a bird's-eye view of the whole level.

Crates
There are numerous large, blue crates on Turf. Two of them have the number "0" written on them and contain flammable solid. These crates have a warning on the back, as opposed to a barcode number. Another crate has a "2" on it, and is the only other kind of crate besides "0" to have a warning instead of a barcode. This crate contains toxic materials. Another two crates have a "3" on them. These ones contains compressed oxygen, and have a barcode on the back: 8180 5213 9073 2807 7972. Two other crates, with a "4" on them, contain plutonium, a radioactive material, and have the same barcode on the back. The last crate, with an "8" on it, contains flammable solids, but probably not the same solids as the "0" crates, as it has a different number.

Trivia

 * You can shoot out the green lights on the bottom of the Scarab. They will crack, and flicker on and off.
 * To get on top of the Scarab, You will need to be a Juggernaut, with a Rocket Launcher. Jump on the box in the rubble, then Rocket Hop onto the Scarabs side, next to the left back leg. Then Rocket Hop backwards on top of the Scarab. This makes for an excellent sniping spot. No one will suspect you're up there!

Glitches
Get behind the gate: (This requires two people and over shield) First, have one player stand in front of the gate, and the other in a warthog, have the second player ram into the first player, if done right, the first player should be propelled through the gate.

Related Links

 * Old Mombasa
 * New Mombasa
 * District