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.

There are two ways to get beyond the barrier and roam outside the map. One can be done by one player alone.

To get out of the map with just one player, head over to the medical tent area. Get on to one of the ledges on either side of the tent, that are a little above the top of tent. From here, locate an area on top of the tent where there are six little "dots" in the metalwork. Jump onto those. When you are in the middle of this jump, hold crouch, and right before you land let go of crouch. There are two pairs of these six dots, and it works much better jumping the dots closer to the side the Warthog and shotgun spawn area. After you have perfected the jump, perform it again and land on the building on the edge of the map with several windows with windowsills and shutters overhanging them. Be sure to be crouching in the air after the jump, when you land, and stay crouched. If you are facing the building, land to the right side or edge of it. Then, crouchwalk to the left side, facing slightly to your right. If done correctly, you will slip out of the map. It is also easier to perform the superjump if you jump onto the tent from the side this building is on. Remember, like with all glitches of this nature, it is very hard to perform them the first time, but they gradually become second nature. Don't get discouraged.

Alternatively, you can use two people to get out of the map. This method cannot be used in matchmaking, however, the exception being Team fiesta within Team Training, as you need two players with swords. Have one player go behind the medical tent area where you can use a crate to jump up to a ledge where a Plasma Pistol rests. Instead of this ledge, go to the one just across the ramp you use to get up to this area. It looks identical to the Plasma Pistol ledge. On this ledge, if you look, you will notice a bit of wall coming out of the side nearest the edge of the map on the floor of the ledge. Use this as a ramp of sorts and walk as high as you can. Now, with some effort, you can crouchjump onto the orange overhang just to your left and above you. Once you get up there, face toward the medical tent area and you'll notice you can jump onto the gray concrete wall. Carefully worm around this wall until you can see in front of you the building with the windows and overhangs you use to get out alone. Have this person stay here. The second person's job is slightly more difficult.

Go to the medical tent area and jump onto the windowsill on that same windowed building. There is only one window with a windowsill that you can jump on because it is the only one lacking an over hang to knock you off. If you turn left from here, you'll notice a window with an overhang you can jump onto. Jump onto that overhang. Now, notice the parapet-ridden wall that makes one of the map's barriers. Perform a late jump off of the overhang to get on top of it. A late jump is jumping when you walked or ran off a platform but jump just soon enough to jump off its edge. It needs to be late so you do not hit the ceiling above. Once you get onto the parapetted building, walk along it towards the area the other player is at. This is the hardest part of the glitch coming up now. Be very careful. You will have to perform a crouchjump onto the metal rails on the side of the wall opposite the windowed building. You will fall off if you just stand there, but if you jump quickly enough, you can jump again onto the slanted top of the wall.

The two players should now be facing each other. This is where your swords will come into play. You will wnat to sword cancel off of each other. This will eventually break through the barrier. To sword cancel, just press R (RT if you are on a 360) and X simultaneously. This will make you do the traditional sword lunge, but cancel the actual attacking phase itself. you will notice when you break through the barrier. You can roam inside the area you formerly were stopped from going to by the invisible wall. Now the first person who got through should just stand there until the second person gets through the barrier by the same method. Now look to the high wall on the side of the area you broke into. Have a person jump at the side of the wall and the sword cancel while they are airborne. This will land you on top of that wall and you can roam around the massive outskirts of Turf. If you miss the wall and go past, do not fret. Look back towards the medical tent area and you'll notice that same slanted roof the second palyer had to jump to. With a well-placed crouchjump, you can jump to it and get on top of the wall.

Related Links

 * Old Mombasa
 * New Mombasa
 * District