The Oracle: Difference between revisions

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{{Article Quote|Kill the Heretic Leader. The Prophets' will be done.}}
{{Article Quote|Kill the Heretic Leader. The Prophets' will be done.}}


'''The Oracle''' is a ''[[Halo 2]]'' [[campaign]] level, where the player plays as [[Thel 'Vadamee]]. Starting directly after you land the [[Banshee]] you were flying in the [[The Arbiter (Level)|previous level]], the opening cutscene has [[Rtas 'Vadumee]] comment on smelling a familiar [[Flood|stench]]. You will again have Spec Ops Elites and Grunts as allies and, possibly, an [[Ultra Grunt]].
'''The Oracle''' is a ''[[Halo 2]]'' [[campaign]] level, where the player plays as [[Thel 'Vadamee]]. Starting directly after Thel 'Vadamee lands the [[Banshee]] he was flying in the [[The Arbiter (Level)|previous level]], the opening cutscene has [[Rtas 'Vadumee]] comment on smelling a familiar [[Flood|stench]]. There are again SpecOps Elites and Grunts as allies and, possibly, an [[Ultra Grunt]].


This is the first level in ''Halo 2'' in which you encounter the [[Flood]] and some of their new abilities, most notably the ability of [[Infection Form]]s to revive fallen [[Combat Form]]s and the shielding on some Combat Forms.
This is the first level in ''Halo 2'' in which the player encounters the [[Flood]] and some of their new abilities, most notably the ability of [[Infection Form]]s to revive fallen [[Combat Form]]s and the shielding on some Combat Forms.


The player goes down an elevator and up to the top of the [[Gas Mine]] to cut three cables. He or she then must backtrack to the hangar of the previous structure, complete with another Banshee-flying section, where he engages in combat with the [[Heretic Leader]] to prevent him escaping [[Threshold]] in a [[Seraph]]. In the cutscene directly before the fight, it is shown that [[343 Guilty Spark]] had survived the destruction of [[Installation 04]] and was responsible for the "heresy" through his teachings.
The player goes down an elevator and up to the top of the [[Gas Mine]] to cut three cables. They then must backtrack to the hangar of the previous structure, complete with another Banshee-flying section, where the Arbiter engages in combat with the [[Heretic Leader]] to prevent him escaping [[Threshold]] in a [[Seraph]]. In the cutscene directly before the fight, it is shown that [[343 Guilty Spark]] had survived the destruction of [[Installation 04]] and was responsible for the "heresy" through his teachings.


==Transcript==
==Transcript==
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*'''Sesa 'Refumee (hologram)''': ''(laughs)'' "Get in line."
*'''Sesa 'Refumee (hologram)''': ''(laughs)'' "Get in line."


''The Heretic Leader vanishes, and moments later, familiar tiny bulbous creatures start to appear.''
''The Heretic Leader vanishes. Moments later, tiny bulbous creatures start to appear.''


*'''SpecOps Elite 1''': "Leader!"
*'''SpecOps Elite 1''': "Leader!"
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*'''Rtas 'Vadumee''': "Stand firm! The [[Flood]] is upon us!"
*'''Rtas 'Vadumee''': "Stand firm! The [[Flood]] is upon us!"


''The team battles the oncoming Flood Infection Forms. Unless the Combat Form corpses are destroyed, the Flood begin reanimating them.''
''The team battles the oncoming [[Flood Infection Form]]s. Unless the Combat Form corpses are destroyed, the Flood begin reanimating them.''


*'''SpecOps Elite 2''': "Heretic fools! What have they done?"
*'''SpecOps Elite 2''': "Heretic fools! What have they done?"
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*'''SpecOps Elite 2''': "We shall not forget your sacrifice."
*'''SpecOps Elite 2''': "We shall not forget your sacrifice."


''If you have an [[Energy Sword]] already:''
''If the player has an [[Energy Sword]] already:''


*'''Rtas 'Vadumee''': "Keep your blade handy. I doubt the cable can withstand its bite."
*'''Rtas 'Vadumee''': "Keep your blade handy. I doubt the cable can withstand its bite."


''If you do not have an Energy Sword:''
''If the player does not have an Energy Sword:''


*'''Rtas 'Vadumee''': "Take my blade. I doubt the cable can withstand its bite."
*'''Rtas 'Vadumee''': "Take my blade. I doubt the cable can withstand its bite."
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* "You cannot hide from the truth!"  
* "You cannot hide from the truth!"  


''If you miss Sesa 'Refumee with your shots''
''If the player misses Sesa 'Refumee with their shots''


*'''Sesa 'Refumee''': "I see the Prophets have chosen poorly, Arbiter!"
*'''Sesa 'Refumee''': "I see the Prophets have chosen poorly, Arbiter!"
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*'''Sesa 'Refumee''': "Arbiter! Show yourself!"
*'''Sesa 'Refumee''': "Arbiter! Show yourself!"


''If Sesa 'Refumee kills you''
''If Sesa 'Refumee kills the player''


*'''Sesa 'Refumee''': "Come, Holy Oracle, we have much work to do."
*'''Sesa 'Refumee''': "Come, Holy Oracle, we have much work to do."
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*'''343 Guilty Spark''': "This mining facility predates Installation Alpha by several hundred years. It was retrofitted to research possible offensive and defensive measures against the Flood. Indeed, I designed and oversaw the construction of this facility's various outbreak management systems."
*'''343 Guilty Spark''': "This mining facility predates Installation Alpha by several hundred years. It was retrofitted to research possible offensive and defensive measures against the Flood. Indeed, I designed and oversaw the construction of this facility's various outbreak management systems."


''If you continue the fight long enough''
''If the player continues the fight long enough''


*'''343 Guilty Spark''': "The tether connecting the mine to the high-altitude suspension grid was the primary failsafe. I am glad that someone was aware of the necessary protocols and severed the tether locally."
*'''343 Guilty Spark''': "The tether connecting the mine to the high-altitude suspension grid was the primary failsafe. I am glad that someone was aware of the necessary protocols and severed the tether locally."
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==Trivia==
==Trivia==
===Glitches===
===Glitches===
*When the [[Phantom]] drops off surplus reinforcements, you move inside the structure and see the [[Heretic Leader]] starting to run away. If you stick him with a grenade, he will drop the [[Plasma Rifle]] in his right hand, allowing you to pick it up. It is a handy tip for the chase.
*When the [[Phantom]] drops off surplus reinforcements, the player can move inside the structure and see the [[Heretic Leader]] starting to run away. If he is stuck with a grenade, he will drop the [[Plasma Rifle]] in his right hand, allowing the player to pick it up.
*If you melee the Heretic leader in a certain position with a Carbine or an Energy Sword you can pass through the holo-door but you will die as soon you go through.
*If the player melees the Heretic leader in a certain position with a Carbine or an Energy Sword, they can pass through the holo-door but will die as soon as they go through.
*If you attack the hologram of the Heretic Leader, it will make sounds as if it has been hurt.
*If the player attacks the hologram of the Heretic Leader, it will make sounds as if it has been hurt.
*If you follow the Spec-Ops Commander and the remaining Elites and Grunts after the Arbiter announces his plan to cut the station's cable you can see them get back on their Phantom. If the two Grunts are still alive they will try to board the Phantom at the same time usually. One of them will enter the ship but the other will get stuck and the Phantom will stay there but if you kill the Grunt or stop them from going in at the same time it will fly away.
*If the player follows the Spec-Ops Commander and the remaining Elites and Grunts after the Arbiter announces his plan to cut the station's cable, one can see them get back on their Phantom. If the two Grunts are still alive, they will usually try to board the Phantom at the same time. One of them will enter the ship but the other will get stuck and the Phantom will stay there, but if the Grunt is killed or stopped, it will fly away.
*It is possible (with some practice) to reach the very bottom of the level by hopping on a Sentinel and slowly glide down while staying on it. Before you go inside the building where the Heretic leader runs and hides in the energy shield protected room, there will be some Sentinels off the edge of the building. Make sure you kill all enemies and allies around so they do not attack the Sentinels. Now use your camo and jump on one of the Sentinels, and keep your eyes on your feet and stay on top of it. Once you hit the bottom of the level you will slip off but you will still be alive walking on the air with the facility high above you.
*It is possible (with some practice) to reach the very bottom of the level by hopping on a Sentinel and slowly glide down while staying on it. Before the player goes inside the building where the Heretic leader runs and hides in the energy shield-protected room, there will be some Sentinels off the edge of the building. The player must killl all enemies and allies around so they do not attack the Sentinels, then use their active camouflage, and jump on one of the Sentinels, keeping their eyes on their feet. Once they hit the bottom of the level, the player will slip off but will still be alive walking on the air.
*If you try to push [[Rtas 'Vadum|’Vadumee]] when the elevator is down so you can take him in other places it will not work; if you push him down to the elevator, he will automatically disappear and reappear to the room he originated from.
*If the player tries to push [[Rtas 'Vadum|’Vadumee]] when the elevator is down so they can take him in other places it will not work; if he is pushed down to the elevator, he will automatically disappear and reappear to the room he originated from.
*In co-op, play until the Arbiter says he is going to cut the cable. Move up to the elevator and have one person go up it. Right before the loading scene have the other player push the button to bring it back down. If done correctly, you will be standing on the elevator platform and you will be outside. NOTE: there is no way to escape so you must restart from checkpoint if you wish to continue. See the [[Oracle Elevator Glitch]] page for steps on accomplishing this.
*In co-op, playing until the Arbiter says he is going to cut the cable can, with the proper steps, lead to the [[Oracle Elevator Glitch]].
*In the first room where you fight the Flood, if you manage to keep your two Grunts alive, sometimes no Flood Combat Forms will spawn in the next room.
*In the first room where the player fights the Flood, if the two Grunts survive, sometimes no Flood Combat Forms will spawn in the next room.
*In the room were you must cut the cables, there is a way to fly out of the level. All you must do is, when you finish cutting all of the cables, hurry and run to the elevator, then jump when the station starts to fall.
*In the room were the Arbiter must cut the cables, there is a way to fly out of the level. When the Arbiter finishes cutting all of the cables, running to the elevator then jumping when the station starts to fall will glitch the Arbiter out of the level.
====Mistakes====
====Mistakes====
*In the cutscene at the beginning of the boss fight, the Seraph faces the hangar door instead of the elevator.
*In the cutscene at the beginning of the boss fight, the Seraph faces the hangar door instead of the elevator.
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===References===
===References===
*When you reach the LZ that you took a Banshee from near the end of The Arbiter, the cut-scene will show the Arbiter crashing the Banshee into the wall below the LZ, before he climbs up and walks to the door. This is similar to what the [[John-117|Master Chief]] did at the beginning of [[The Maw]].
*When the player reaches the LZ that they took a Banshee from near the end of the previous level, the cut-scene will show the Arbiter crashing the Banshee into the wall below the LZ, before he climbs up and walks to the door. This is strikingly similar to what the [[John-117|Master Chief]] did at the beginning of [[The Maw]].
*When you are about to encounter the Flood for the first time, an Unggoy soldier can be heard saying "Me have bad feeling about this..." This is similar to [[Private Mendoza]]'s words in ''[[Halo: Combat Evolved]]'', when you first encounter the Flood. Likewise, the other Grunt's response "You always have bad feeling" mirrors Sergeant Johnson's response to Mendoza.
*When the SpecOps troops are about to encounter the Flood for the first time, an Unggoy soldier can be heard saying "Me have bad feeling about this..." This is similar to [[Private Mendoza]]'s words in ''[[Halo: Combat Evolved]]'', when the player first encounters the Flood. Likewise, the other Grunt's response "You always have bad feeling" mirrors Sergeant Johnson's response to Mendoza.


===Miscellaneous===
===Miscellaneous===
*The level was known in development as "Flood Lab".<ref>'''EDGE''' magazine, October 2004, page 51</ref>
*The level was known in development as "Flood Lab".<ref>'''EDGE''' magazine, October 2004, page 51</ref>
*In the first room you encounter the Infection forms, if you kill the entire raiding party rather than the Flood, and allow them to cover Sesa's hologram, then they will float up into the air with him and move into a pipe jutting from the wall. This will not stop Sesa' from appearing in any cutscenes.
*In the first room the player encounters the Infection forms, if the entire raiding party is killed rather than the Flood, the Flood can be allowed to cover Sesa's hologram. They will float up into the air with him and move into a pipe jutting from the wall. This will not stop Sesa' from appearing in any cutscenes.
*When you cut the cables, the [[Flood]] will stop what they are doing and look up, as if they are wondering what just happened. The [[Sentinels]] will do the same.
*When the Arbiter cuts the cables, the [[Flood]] will stop what they are doing and look up. The [[Sentinels]] will do the same.
*Additionally, if you cut all three cables and quickly make it back to the elevator, the 'Hold X to activate elevator' text will not appear until the station is in free-fall. This gives you time to have some fun. The player will fly up, caused by the station suddenly breaking loose from the cable; this effect will happen to all AI and the player regardless of location, but if done at the elevator while [[Oracle Super Jump|jumping]], the player will continue to fly upwards, eventually exiting the station. This must be timed correctly to work, otherwise you will simply make a normal jump. You are afforded a nice vista before dying. Your body and weapons will continue to fly upwards.
*Additionally, if the player quickly makes it back to the elevator after cutting the cables, the 'Hold X to activate elevator' text will not appear until the station is in free-fall. The player will fly up, caused by the station suddenly breaking loose from the cable; this effect will happen to all AI and the player regardless of location, but if done at the elevator while [[Oracle Super Jump|jumping]], the player will continue to fly upwards, eventually exiting the station.
*Also when you cut the cables, when you jump to float in the air, you will see broken parts of the facility in the sky floating and getting blown away. These pieces are also seen when you pilot a Banshee to reach the Seraph towards the end of the level. These pieces can destroy your Banshee if you are unfortunate enough to be intercepted by one of them.
*Broken parts of the facility can be seen in the sky floating and getting blown away. These pieces are also seen when piloting a Banshee to reach the Seraph towards the end of the level. These pieces can destroy the Banshee it is intercepted by one of them.
*After you cut the cable, you can see a Heretic Elite fighting the Flood with a Needler in the same room where Sesa' activated the holo-door.
*After the Arbiter cuts the cable, the player can see a Heretic Elite fighting the Flood with a Needler in the same room where Sesa' activated the holo-door.
*In the room with the Heretic hologram, you can jump back on to the second level (out of the way of the Flood). To do this you need to jump onto a little ledge on the side of the pillars near the corners of the elevated walkways. From there, crouch-jump onto the walkways. Be careful not to fall through the glass when you jump up. Just stay up there and let ‘Vadumee fight the Flood and take out the stragglers.
*In the room with the Heretic hologram, one can jump back on to the second level, out of the way of the Flood. To do this the player needs to jump onto a little ledge on the side of the pillars near the corners of the elevated walkways. From there, crouch-jumping onto the walkways and staying up there will let ‘Vadumee fight the Flood and take out the stragglers.
*You can still cut the cables if your sword is out of energy; this is unwise as you will likely be attacked by a Flood Combat Form wielding a fresh energy sword.
*The cables can still be cut if the energy sword is out of energy.
*The cables holding up the facility will not cut if the Commander is talking.
*The cables holding up the facility will not cut if the Commander is talking.
*The cable will always cut in the same place no matter where you attack it.
*The cable will always cut in the same place no matter where it is attacked.
*At the part of the level where you fly a Banshee, dead enemies (and you) will go up instead of down, because of the storm. You will also die '''instantly''' after getting out. Any debris leftover from destroyed Banshees, weapons, or bodies will fly upwards and can be 'caught' by the station if they run into it.
*At the part of the level where the player flies a Banshee, dead enemies (and the player) will go up instead of down, because of the storm. The player will also die instantly if they get out. Any debris leftover from destroyed Banshees, weapons, or bodies will fly upwards and can be 'caught' by the station if they run into it.
*At the beginning of the level, you can see a sealed aquarium in the middle of the room with small Flood Infection forms swimming freely in an unknown liquid.
*At the beginning of the level, one can see a sealed aquarium in the middle of the room with small Flood Infection forms swimming freely in an unknown liquid.
*Judging by the design of the large circular room entered prior to confronting the Heretic Leader, it appears that the turbines in the room's center are actually the complex's heating and cooling systems since structures of similar design to the one encountered can be found in other real-world facilities.
*Judging by the design of the large circular room entered prior to confronting the Heretic Leader, it appears that the turbines in the room's center are actually the complex's heating and cooling systems since structures of similar design to the one encountered can be found in other real-world facilities.


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