Metropolis (Level)

''Looking for the city New Mombasa?

Summary
Metropolis is the third playable level in Halo 2. It takes place in New Mombasa, and starts as soon as the player emerges from the highway tunnel that was the last part of Outskirts.

In this stage, the Master Chief and two Marines must battle across a long bridge guarded by Covenant forces and another but shorter tunnel. After that, there is a small park, where another Marine-controlled Warthog lurks, and an open urban area with Wraiths, before going onto catwalks attached to buildings in order to attempt to board the Scarab and take out the Covenant piloting it.

Usable Weapons

 * Battle Rifle
 * Beam Rifle
 * Energy Sword
 * Needler
 * Plasma Cannon
 * Plasma Pistol
 * Plasma Rifle
 * Rocket Launcher
 * Scarab Gun
 * SMG
 * Sniper Rifle
 * Shotgun

Drivable Vehicles

 * Banshee
 * Gauss Warthog
 * Ghost
 * Scorpion Tank
 * Warthog
 * Wraith

Mission Objectives

 * Crush Covenant resistance on the bridge
 * Make your way to the surface
 * Regroup with Marine forces in the city-center
 * Board and destroy the Scarab

Part 01: Metropolis
C6-xq4itvHs

''{A Marine sitting on the ground watches as Master Chief approaches. The Chief steps over him to a standing Female Marine}''

Female Marine: It blew right through us. {they watch the Scarab stomp over the Bridge, out of view} 50-cal, rockets, didn't do a thing.

''{A Pelican drops a Scorpion. Johnson gets out, Master Chief and Marines walk over.}''

Sergeant Johnson: Where's the rest of your platoon?

Female Marine: Wasted, Sarge.

Marine 1: And we will be, too, sir, if we don't get the hell outta here!

Sergeant Johnson: You hit, marine?

Marine 1: Uh, no, sir.

Sergeant Johnson (Easy): Then, listen up! You had your chance to be afraid before you joined my beloved Corps. But to guide you back to the true path, I brought this motivational device. Our big green star cannot be defeated!

Sergeant Johnson (Normal): Then, listen up! The Chief is gonna jump in this tank, roll across the bridge, and blow up any inhuman-son-of-a-bitch dumb enough to get between him and the Prophet of Regret! Pull yourself together, because you're going with him!

Sergeant Johnson (Heroic): Then, listen up! When I joined the Corps, we didn't have any fancy-shmancy tanks. We had sticks! Two sticks, and a rock for the whole platoon- and we had to share the rock! Buck up, boy, you're one very lucky marine!

Sergeant Johnson (Legendary): Then, listen up! Usually the good Lord works in mysterious ways. But not today! This here is sixty-six tons of straight up, H-E-spewing dee-vine intervention! If God is love, then you can call me Cupid!

Female Marine: What about that Scarab?

Sergeant Johnson: We've all run the simulations, they're tough, but they ain't invincible. Stay with the Master Chief, he'll know what to do.

Female Marine: Yes, sir, sergeant!

Cortana (Radio): Thanks for the tank. He never gets me anything.

{Johnson climbs back on the Pelican, cocks a machine gun}

Sergeant Johnson: Oh, I know what the ladies like.

Part 02: Ladies Like Armor Plating
(Note: On Heroic, part 2 will be called "Ladies like Grinding Treads". On Legendary, it will be called "Ladies like Superior Firepower").

(You start out next to the tank, with the bridge stretching out in front of you. The burning skyline with the Covenant Assault Carrier hovering over it is visible in the distance. The bridge is strewn with the wreckage of cars, trucks and buses. A multitude of Ghosts patrol the bridge, as well as a Wraith tank.

''About halfway across, Banshees swoop in for an attack from either side, and three Phantoms fly by, delivering troops and another Wraith tank. A lone Marine stationed on the bridge joins you and the other 2 Marines. At the other end of the bridge, a group of Banshees flies in over the rooftops.)''

Cortana: That's quite a welcome party.

(A pack of Ghosts skitters into view and opens up on your tank. They are soon joined by a pair of Wraith tanks who come in from the nearby highway tunnel, as well as another pair of Banshees.

''You enter the highway tunnel meeting little resistance until a barrier prevents you from taking your tank any further. A Warthog pulls up and joins your cause, while a trio of Jackals stationed on the barrier fire down at you.)''

Female Marine: Secure the area!

(A different female marine walks up to you and offers you a Shotgun.)

Female Marine 2: It's tight quarters on the other side, sir. Use this.

(You enter a dark, wreckage and Covenant strewn section of the highway tunnel. A pair of Elites and a large group of Grunts attack, while a pair of Jackal snipers fire on you from a distance with their Beam Rifles. At the end of the tunnel, more Grunts and Elites attack, as well as another trio of Jackals. You enter a series of sewage tunnels that open out into a massive courtyard.)

Part 03: This Town Ain't Big Enough For Both Of Us
(The Scarab can be seen in the distance, although it leaves quickly. A Warthog pulls up to you.)

Sergeant Stacker: Could use you on the gun Chief!

(Stacker drives you into another courtyard, where a few Ghosts, a pair of Jackal snipers, a veteran Elite, and a Wraith tank guard the tunnel at the far end. Another pair of Ghosts enters the fray, and once they're dead, Stacker drives you into a large room with a waterfall, and then out into the streets of New Mombasa.

''You come upon a Marine outpost that is under siege by a trio of Wraith tanks and Jackal snipers, while a fellow Warthog valiantly defends. A Phantom delivers a pair of Ghosts, but they are put down easily.''

''A Pelican delivers a Scorpion Tank as you walk into the base. You are greeted by a Marine at the entrance.)''

Corporal Perez: Sir! Corporal Perez, A Company! CP's this way! The Lieutenant got hit as soon as we dropped in!

Cortana (Radio): Who's in charge now, Corporal?

Corporal Perez: Uh, Sergeant Banks, ma'am. He's pinned down up top. Come on, I'll show you.

(He leads you up the heavily guarded stairs to a balcony overlooking the streets where you fought the Wraith tanks. A huge plasma beam can be seen firing at something in the distance, and the Scarab lumbers into view.)

Part 04: Field Expedient
Sergeant Banks: When I asked for reinforcements, I didn’t think they’d send a Spartan. We got trouble!

(The Scarab demolishes the Scorpion tank that was just dropped in, then it starts walking toward the base.)

Marine 2: See this look?! It's terror!!

Sergeant Banks: Marine, did I give you permission to bitch?! I don't think it's stopping; get your heads down!

(The Scarab walks right over your position)

Sergeant Banks: That thing is really starting to PISS ME OFF! Marines, time to kill us a Scarab!

(You enter a large warehouse in pursuit of the Scarab. You end up on a series of walkways above a large water-filled canal, and the Scarab is walking below you, while Covenant troops fire at you from the deck.)

(Eventually, the Scarab reaches the end of the canal, and can go no further.)

Cortana: It can't go any further this way. We have it trapped.

(If you stall)

Cortana: You're going to have to board that Scarab, Chief.

(Groups of Pelicans fly by in front of the Scarab. Occasionally, one turns and unleashes a barrage of missiles on the Scarab, to no avail.)

(You enter the Scarab, to find a couple of Ultra Grunts, an Ultra Elite, and a couple of Major Elites piloting the Scarab.)

Cortana: Careful Chief, that Elite was an Ultra, and those pilots are no pushovers either.

p2Whp_0ivfg

( After you clear the hostiles out, the Scarab explodes and the Master Chief walks out.)

Sergeant Johnson (Radio): (In the Pelican cockpit) That's right you mothers! Run!

Cortana (Radio): Not if we can help it Sergeant.

(Cut to bridge of the In Amber Clad)

Commander Keyes: Extract the Chief and return to In Amber Clad.

Sergeant Johnson (Radio): Roger that!

Lord Hood (On display screen on In Amber Clad): Status?

Commander Keyes: Sir, the Prophet is bugging out! Request permission to engage!

Lord Hood: Negative, Commander. I'll vector two heavies for starside intercept.

(The Covenant ship begins to accelerate.)

Nav Officer: Ma'am, Slipspace rupture off the target's bow! It's going to jump, inside the city!

Commander Keyes: There's no time sir!

Lord Hood: Greenlight! Greenlight to engage!

(Cut to underside of the In Amber Clad. Johnson's Pelican docks via a hatch under the ship.)

Commander Keyes: Punch it! Get us close!

(Cut Back to bridge of In Amber Clad)

Nav Officer: Ma'am, without a destination solution-

Commander Keyes: We are NOT losing that ship!

(The Assault Carrier enters Slipspace, followed closely by the In Amber Clad, causing a massive white explosion that engulfs the whole of New Mombasa.)

Normal difficulty
Okay, so here is the level walkthrough for the level Metropolis, on Normal difficulty.

So, start off by getting into the Scorpion tank. Wait for the Marines to hitch a ride on the treads, then roll on out over the bridge. Tons and tons of Ghosts will attack as you climb it, attempting to waylay you. Fire a shell at them to disable them. If they don't explode, either pump a second shot into them, or bathe them in machine gun fire.

At the apex of the bridge a Wraith is waiting for you. Strafe to the side, while pumping shells into the tank, and when it explodes continue. Watch out for a Banshee that will attack you as you go down the other side. It is deadly to the Marines. Pump a well-aimed shell into it.

As you continue, a Phantom will show up. Fire a couple of shells at it to disable it's weaponry. A second one will show up, carrying a Wraith. Aim for the tank, and blow it up. If you don't then it will be dropped off at the bottom of the bridge, and that would be bad.

Very bad.

So, get to the bottom of the bridge, and prepare yourself for a welcome party. I'll bring the moonshine! Ahem... Sorry... So, get ready for a wing of Banshees to attack. Shoot them down, then turn your attention to the Ghosts and Wraiths that came out of the tunnel.

Deal with them, then continue. Beware of the Banshee reinforcements, though.

Roll on down the tunnel, killing off a pair of Grunts and an Elite. Eventually a Warthog will come down from a tunnel, and speed up towards a barricade. Use tank shells to kill off the squad of Jackals on top of the barricade, then drive the tank forwards until the Marines say something catchy, then jump off the tank. Hop off yourself, and swap your SMG for the Marine's Shotgun. Go over the ramp, and jump down onto the road. Waste as much Shotgun ammunition as possible on the aliens here, we'll be dropping it soon. Swap to the Rifle if needed. Watch out for snipers that will attempt to... snipe you.

Take out the troops on the ground, then jump up onto the civilian platform to the right. Toss a frag into the tight alleyway, then charge through, firing the shotgun. Sprint over the barricade, but watch out for Jackals that may be on the other side.

Swap the Shotgun for a Beam Rifle, then go up into some service areas.

Swap to the Beam Rifle, and melee the conveniently placed Jackal sniper in the back of the head. When he falls immediately zoom in and headshot the Grunt manning the turret. Continue to snipe out the rest of the visible enemies, then jump down and see if you can find the Gauss Warthog.

So, jump into the Warthog's driver seat, get Sarge to man the turret, and drive off. Make sure the rest of the enemies are dead, then continue, through the holes in the wall, into a courtyard. Watch out for the Wraith positioned here. Board it, knock out the driver, and take control. Continuous pairs of Ghosts will come down from the rooftops. Wraith 'em.

Before moving on, go back and grab the Rocket Launcher lying on the ground beside it's dead owner, then jump back in the tank. See if you can squeeze through the archway. If not, move next to a wall and launch a mortar to knock off multiple parts of the Wraith, including the two boosters at the wingtips that impede your progress. Drive through the archway, around the nice indoor waterfall, then out into a city-square.

Turn up to the right to find a pair of Wraiths besieging A-Company, who have taken shelter in a command post next to Tterrab Industries. Use mortar blasts to take out the pair of Wraiths, then aim up as a Phantom attacks. Fire a couple of mortars at the bottom of the Phantom to destroy the plasma cannons and the pair of Ghosts. The Phantom will retreat.

Now go up the back alley to the left to find a Rocket Launcher plus some useful ammo. Take it, then go back to the bunker to make contact with Corporal Perez. Go up to the command post to meet Sergeant Banks, and watch a Scorpion Tank get destroyed by the Scarab's mighty plasma cannon.

Okay, inventory check: Battle Rifle and fully loaded Rocket Launcher. Got 'em? Good. Don't got 'em? Get 'em.

Go up the stairs to the left, and come to a door where a Marine will be waiting to escort you. Go up the stairs, onto a large water channel. There is a large amount of weapons here, including too many Rocket Packs to count, Sniper Rifles, and about thirty BR packs.

Generally the safest strategy is to launch rockets at the infantry platform from the walkway. Use the Battle Rifle too if necessary. Use it for Grunts or unshielded Elites. Multiple waves of troops will emerge from the depths of the Scarab, and they are as follows:

First there are a couple of Minor Elites, Grunts and Jackals.

Next a group of snipers will emerge, accompanied by mixed Covenant.

The most deadly wave is to come now. Nearly five Major Elites will emerge. Most have dual Plasma Rifles. Watch out for the plasma shots that they will fire at you on the walkway.

Majors dead? Good.

The Scarab will come to the edge of a large dam, and won't be able to continue. This is your chance. Run to the end of the walkway, and grab the turret. Kill off any remaining Covenant, launch a few remaining rockets, then swap the Launcher for one of the nearby Shotguns leaning against the wall.

Leap down onto the Scarab, kicking through the Covenant bodies, and jump down the ramp into the cockpit. Pick off a pair of Ultra Grunts with the Battle Rifle, and fire at the Ultra Elite that will emerge.

Be careful with this guy. He can fire his Plasma Rifle with great speed and accuracy, but if you piss him off he will pull out a Sword. Use the shotgun to kill him if he gets too cloes, kill the Majors, and the level is finished!

Overview
Despite being relatively short, this level has something for pretty much everyone: The scorpion, wraiths, warthogs (including the rarely-seen gauss hog), banshees, sniping, close combat, rocket launchers, swords, vehicle boarding...and best of all, no flood. You'll begin with a high (or low) speed chase across a bridge, followed by a dismounted battle through yet another underground tunnel. The tunnel leads to a whole mess of snipers, and another round of vehicle combat (or avoidance), culminating with a dramatic boarding of the scarab. As in the previous level, we'll take advantage of the warthog's nice combination of mobility and durability to skip a few of the more tedious battles.

Part 1: Ladies Like Superior Firepower
At the risk of disappointing the ladies, forget about the tank: we're taking the warthog.

Ok, well, if you really want to lumber along the bridge in the scorpion systematically blasting everything to bits, be my guest, but I doubt you need my advice for that. Personally, I think it's much more entertaining to race across at high speed in the warthog while your passenger launches rockets at oncoming ghosts. If you pick the latter option, you'll also avoid many of the encounters, including the banshees and the group of wraiths at the end. In both cases, this is a relatively straightforward battle, with no particular strategy required beyond the initial choice of vehicles. Just choose whichever option suits your preferred style of play, and enjoy a relaxing breather from being sniped and torn apart by elites.

After the bridge you'll enter another tunnel and soon find your path obstructed by a conveniently-placed vehicle barrier. If you're in the scorpion, it's the end of the road. In the warthog you can drive around it easily enough, but there's really no point, as it doesn't seem to make the upcoming battle any easier. In fact, your marines will automatically exit the warthog (and won't re-enter) as you pass the barrier unless you go careening past at full speed, which drops you into a rather large force of covenant, not exactly improving your situation. Besides, I love watching my passenger obliterate the jackals hiding behind the crenellations on the barrier with a few well-placed rockets as I pull up in the hog.

So, hop out before the barrier and proceed methodically through the tunnel on foot, as shown in the next video.

QuickTime (7 mb) | WMP9 (6.1 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

As you can see, while there are quite a few enemies—including snipers—in the area, they are triggered to appear only as you cross certain points, allowing you to take them on one group at a time once you learn the order. Note the cheap attempt to ambush us with invisible elites, on which we can deviously turn the tables. Oh, and watch out for the galaxy's worst sniper awaiting you at the end. I'm sorry, but what the hell kind of sniper sets up position in the middle of a tiny, bare concrete room with no hiding places and a field of fire of about 10 feet? He's usually not even watching the entrance, for God's sake, despite the massive firefight that just took place outside.

Anyway, when the battle is over grab a fresh beam rifle from the nearby covenant crate (nice to see that those crates actually have some function), and exchange your other weapon for the energy sword conveniently dropped by the gold elite. Also take the opportunity to fill up on plasma grenades. When you're ready, head up the small round tunnel and into...

Part 2: This Town Ain't Big Enough for Both of Us.
...sniper hell.

This is another of those situations that has both a quick, efficient solution and a slow, tedious solution, with little room in between. See, Bungie? This is the problem with those damn snipers: they tend to limit your options.

It's entirely possible to run out to the ledge, hide behind the rock, and pick off all 15 or so snipers one by one. Wow, isn't it fun when you're about 13 or 14 snipers in and you think you're done and run out only to be zapped dead in one shot and have to do it all over again. For the record, it's also possible to move around to the middle platform and take them on, and there are undoubtedly other feasible positions as well, though I quickly lost patience with trying them.

I don't know about you, but I'm thinking screw this; and while we're at it, screw the next group of snipers, as well:

QuickTime (3.3 mb) | WMP9 (3 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

If you're really feeling guilty about skipping that last area with the wraith, you could try hanging around to cause a little extra carnage:

QuickTime (4.1 mb) | WMP9 (3.4 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Note that bashing the driver to death rather than using a grenade ensures that we won't destroy the wraith. Actually, even if you plan on using grenades I'd still suggest bashing the driver until his shields are down in the interest of ammo conservation. Just try not to trigger the checkpoint near the indoor waterfall until you finish the battle. Also, additional waves of two ghosts can appear, which quickly becomes tiresome.

The main problem with fighting the battle in this manner is that you risk losing the warthog, which adds the inconvenience of hijacking one of the ghosts in the next area. Yes, you could commandeer the warthog on the street past the tunnel, but keeping the marine-driven hog around as a distraction is useful for what we are about to attempt.

As far as I know, you have no choice but to fight the upcoming battles; but, for what it's worth, I've found them to be some of my favorite in the game, in terms of experimenting with different tactics.

If your gunner is still alive, he'll help keep the ghosts off your back as you drive out onto the street, though it's not really necessary, as they'll usually not give you much trouble. As you round the street corner, you'll have to find a way to deal with two wraiths, two snipers, and a phantom that shows up carrying two ghosts. I've tried several different approaches to this battle, and the next video shows what I think is the most elegant of the bunch.

QuickTime (6.3 mb) | WMP9 (5.5 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

Of course, it's certainly possible to destroy everything simply by driving around in circles with the warthog and letting your gunner do all the work, but that gets old pretty quickly. In either case, I'd advise stopping to take out the snipers first from long range, which is why we brought the beam rifle. Park the warthog behind the trees to help shield yourself from the couple of shots that the wraiths will send your way. Watching those trees absorb blasts from the wraith cannon without a dent to show for it makes me think the UNSC should consider armoring their starship hulls with wood.

There are a few things that I should probably note about this battle if you decide to follow the wraith-boarding approach. I start with the far wraith because the second warthog usually engages the nearest one, and your marines, with all of their brilliant new AI, have absolutely no problem with opening fire while you're trying to bash the driver to death. After a few such incidents of being shot to pieces by your own men, you'll want to reload just for the grim satisfaction of executing your marines for treason. In fact, I park the warthog under the stairs before boarding partly to protect myself from my own gunner, though it also gives you time to get well clear of the hog it before it starts drawing fire, which can result in all sorts of nasty outcomes. Also, if you can board the wraith while the other one is still occupied by your incompetent marines (and thus facing away from you), you'll be able to attack the second wraith from behind for a much easier kill once you gain control. Entering the wraith as quickly as possible and boosting immediately will help you avoid fire from the second wraith, who (when free of distraction) will begin firing on you as soon as you kill the driver. Note also that taking out the first wraith triggers the appearance of the phantom, so you'll need to be quick to avoid getting overwhelmed.

Well, at least give it a try; it's fun when it works, and if it's a bit riskier, well, that's what checkpoints are for. Vaporizing the ghosts along with the phantom's weapons before it even lands (using their own tank, no less) and sending it fleeing for the hills can be one of the more satisfying moments in the game.

When it's all over, exchange your beam rifle for the rocket launcher, courtesy of the marine on the first staircase, and continue upward toward your final confrontation with the scarab.

Part 3: Field Expedient
When you finally make your way up to the catwalks and bridges, you once again have some choices about how you want to proceed. You have plenty of weapons available, so it's up to you. If you want, you can even bring the warthog up to the catwalk (and onto the scarab, for that matter). As usual, though, it's basically a choice between hanging back either on the catwalks or on the scarab itself and pounding several waves of covenant (some of which include snipers) or charging in and going right for the throat.

You can probably guess which method I prefer:

QuickTime (3.4 mb) | WMP9 (2.9 mb)

Right-click (option-click on a Mac) and "Save As" to save to disk.

As you can see, grenades and the sword can take care of most of the up-close fighting, but the rocket launcher gives you a bit of insurance. Entering the scarab's interior right away avoids all of the subsequent waves of enemies. In any case, once you kill the drivers the battle—and the level—ends.