The Oracle/Walkthrough: Difference between revisions

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{{Status|Gameplay}}
{{Title|The Oracle Walkthrough}}
{{Walkthrough infobox
|era=''[[Halo 2]]''
|prev=[[The Arbiter/Walkthrough|The Arbiter]]
|next=[[Delta Halo/Walkthrough|Delta Halo]]
|name=The Oracle
|image=[[File:TheOracleAchievementArt.jpeg|300px]]
|player=
|objective=
|location=
|starting weapons=
|new weapons=
|enemies=
|skulls=
|pagegamelabel=H2
}}


==Weapons==
==Weapons==
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
*[[Type-25 Directed Energy Rifle|Plasma Rifle]]
*{{Pattern|Okarda'phaa|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-50 Sniper Rifle System|Particle Beam Rifle]] (if carried over)
*[[Type-50 particle beam rifle|Particle Beam Rifle]] (if carried over)
*[[Type-1 Energy Weapon/Sword|Energy Sword]]   
*[[Type-1 Energy Weapon/Sword|Energy Sword]]   
*[[Type-33 Light Anti-Armor Weapon|Fuel Rod Gun]] (if carried over)
*[[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]] (if carried over)
*[[Type-1 Antipersonnel Grenade|Plasma Grenade]]   
*[[Anskum-pattern plasma grenade|Plasma Grenade]]   
*[[Type-52 Directed Energy Support Weapon#Halo 2|Plasma Cannon]]
*[[Type-52 Directed Energy Support Weapon#Halo 2|Plasma Cannon]]
*[[Sentinel Beam]]
*[[Sentinel Beam]]
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==Vehicles ==
==Vehicles ==
*[[Type-26 Ground Support Aircraft|Banshee]]
*[[Type-26 Ground Support Aircraft|Banshee]]
*[[Type-52 Troop Carrier|Phantom]] (non-drivable)
*[[Kez'katu-pattern Phantom|Phantom]] (non-drivable)
*[[Seraph-class Starfighter|Seraph]] (non-drivable)
*[[Type-31 Seraph|Seraph]] (non-drivable)


==Legendary Walkthrough==
==Legendary Walkthrough==
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===Part 01: Juggernaut===
===Part 01: Juggernaut===
Its time for you to be reintroduced to the Flood who have somehow been released on this station. They generally behave pretty much the same as in'' [[Halo: Combat Evolved]]'', though their arsenal has been expanded accordingly and their melee attack is now often a one-hit kill. The exploding Carrier Forms seem to do less damage than in the previous game, while the Infection Forms seem to do considerably more. The Combat Forms have acquired a few more tricks, like driving vehicles and using shields, but that's a problem for a later day. Although it won't affect you on this level, eventually you'll find that the Shotgun does not seem quite as effective as it used to be; in its place, though, the Energy Sword has stepped up as the ultimate Flood-killing device.  
It's time for you to be reintroduced to the Flood who have somehow been released on this station. They generally behave pretty much the same as in'' [[Halo: Combat Evolved]]'', though their arsenal has been expanded accordingly and their melee attack is now often a one-hit kill. The exploding Carrier Forms seem to do less damage than in the previous game, while the [[Pod infector|Infection Form]]s seem to do considerably more. The Combat Forms have acquired a few more tricks, like driving vehicles and using shields, but that's a problem for a later day. Although it won't affect you on this level, eventually you'll find that the Shotgun does not seem quite as effective as it used to be; in its place, though, the Energy Sword has stepped up as the ultimate Flood-killing device.  


If you have followed the guide from the previous level, you will have discovered the Infinite Energy Sword glitch. Although the indicator reads 0 and the blade is invisible, it will otherwise sound, act, and wreak devastating carnage just like it did when fully charged. Note: however, that if you drop the sword, you won't be able to pick it up again.  
If you have followed the guide from the previous level, you will have discovered the Infinite Energy Sword glitch. Although the indicator reads 0 and the blade is invisible, it will otherwise sound, act, and wreak devastating carnage just like it did when fully charged. Note: however, that if you drop the sword, you won't be able to pick it up again.  
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Eventually, you'll wind your way down to an open door near the bottom. It's actually possible to drop down to this platform without dying near the very end of the battle, allowing you to skip the last few waves of flood. You're better off just sticking it out a little while longer and going into the next battle with your two elites to support you.  
Eventually, you'll wind your way down to an open door near the bottom. It's actually possible to drop down to this platform without dying near the very end of the battle, allowing you to skip the last few waves of flood. You're better off just sticking it out a little while longer and going into the next battle with your two elites to support you.  


When the platform stops at the bottom, continue onward through the doorway and down the hall. Eventually, you'll find yourself on the second floor of an open, two-level room lined with breakable windows. Below you, a battle between the Heretics and the Flood already rages; the Flood will always be victorious, and it's up to you to choose at what point you want to join in. In generally, it's probably safer to wait until the battle is over before you move in (even through a few annoying Combat Forms will drop in to pester you). Unfortunately, though, you have no control over your Elites, and they may or may not jump down into the fray at their own whim. If they do this, its a good idea to follow their lead, and then try to keep them alive as long as possible.  
When the platform stops at the bottom, continue onward through the doorway and down the hall. Eventually, you'll find yourself on the second floor of an open, two-level room lined with breakable windows. Below you, a battle between the Heretics and the Flood already rages; the Flood will always be victorious, and it's up to you to choose at what point you want to join in. In generally, it's probably safer to wait until the battle is over before you move in (even through a few annoying Combat Forms will drop in to pester you). Unfortunately, though, you have no control over your Elites, and they may or may not jump down into the fray at their own whim. If they do this, it's a good idea to follow their lead, and then try to keep them alive as long as possible.  


Again, this is a fairly chaotic battle. There are some helpful observations to consider for it though. Clearly, the safest approach is to stay out of the open, along the edge of the room where you can use the columns for cover as necessary. After the first wave of Flood is eliminated, another group of Heretics will appear from the same entrance that you did, so you may want to remain underneath that side to avoid fire from above. Shortly thereafter, more waves of Flood will show up to harass you and the Heretics alike. If the Infection Forms really begin to annoy you, you might consider temporarily switching your Fuel Rod Gun for a Sentinel Beam; just make sure you don't lose track of it, or forget to pick it up when the battle is over. The Plasma Turrets at the other end of the room can we quite useful for picking off the Flood, but can leave you vulnerable to the Heretics.
Again, this is a fairly chaotic battle. There are some helpful observations to consider for it though. Clearly, the safest approach is to stay out of the open, along the edge of the room where you can use the columns for cover as necessary. After the first wave of Flood is eliminated, another group of Heretics will appear from the same entrance that you did, so you may want to remain underneath that side to avoid fire from above. Shortly thereafter, more waves of Flood will show up to harass you and the Heretics alike. If the Infection Forms really begin to annoy you, you might consider temporarily switching your Fuel Rod Gun for a Sentinel Beam; just make sure you don't lose track of it, or forget to pick it up when the battle is over. The Plasma Turrets at the other end of the room can we quite useful for picking off the Flood, but can leave you vulnerable to the Heretics.
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<small>Right-click (option-click on a Mac) and "Save As" to save to disk.</small>
<small>Right-click (option-click on a Mac) and "Save As" to save to disk.</small>


Inside, you'll find a vast room dominated by the presence of a central ramp winding upward to an elevator platform. The Heretic Leader flees to safety behind an impenetrable energy barrier, any efforts to kill him before he reaches safety will be unsuccessful. Fortunately, during the cutscene the Arbiter comes up with a plan to flush him out.
Inside, you'll find a vast room dominated by the presence of a central ramp winding upward to an elevator platform. The Heretic Leader flees to safety behind an impenetrable energy barrier, any efforts to kill him before he reaches safety will be unsuccessful. Fortunately, during the cutscene the Arbiter comes up with a plan to flush him out.
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===Part 03: Dead or Alive...Actually, Just Dead===
===Part 03: Dead or Alive...Actually, Just Dead===
Ok, time for one last, mad dash to catch up with the cowardly heretic leader once and for all:  
Okay, time for one last, mad dash to catch up with the cowardly heretic leader once and for all:  


[http://files4.bungie.org/legwalk/Halo2_LgndWalkHBO_oracle6.mov QuickTime] (6.9 MB) | [http://files4.bungie.org/legwalk/Halo2_LgndWalkHBO_oracle6.wmv WMP9] (7 mb)
[http://files4.bungie.org/legwalk/Halo2_LgndWalkHBO_oracle6.mov QuickTime] (6.9 MB) | [http://files4.bungie.org/legwalk/Halo2_LgndWalkHBO_oracle6.wmv WMP9] (7 mb)
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<small>Right-click (option-click on a Mac) and "Save As" to save to disk.</small>
<small>Right-click (option-click on a Mac) and "Save As" to save to disk.</small>


Indeed, you're simply retracing the same path that you walked in the previous level back to the hangar with the docked Heretic Seraph. Opposition here is pretty thin, and you can cruise right through the majority of the route with little trouble. The only seriously tricky spot is in the final room before you reach the Heretic Leader, as you have quite a bit of open ground to cover and several enemies in your way. Depending upon their initial position, it's not always easy to make it through the door before your cloak runs out. You should receive a checkpoint close by, though, so just reload and try again if you run into serious trouble. It may be tempting to expend a few Fuel Rod rounds here to clear the path, but its best to save them all for the finale, just in case. However, you may want to be careful of where your shots go, because if they hit the gas canister, the canister(s) will explode.  
Indeed, you're simply retracing the same path that you walked in the previous level back to the hangar with the docked Heretic Seraph. Opposition here is pretty thin, and you can cruise right through the majority of the route with little trouble. The only seriously tricky spot is in the final room before you reach the Heretic Leader, as you have quite a bit of open ground to cover and several enemies in your way. Depending upon their initial position, it's not always easy to make it through the door before your cloak runs out. You should receive a checkpoint close by, though, so just reload and try again if you run into serious trouble. It may be tempting to expend a few Fuel Rod rounds here to clear the path, but it's best to save them all for the finale, just in case. However, you may want to be careful of where your shots go, because if they hit the gas canister, the canister(s) will explode.  


As the cutscene with the Heretic Leader ends, you'll receive a checkpoint, its very strongly recommend that you save and quit here. As with some of the earlier battles, you'll receive additional checkpoints throughout the upcoming fight, and some of them may turn out to be inconvenient (though, with the Fuel Rod Gun, this is less of a problem than it normally might be). After all the work it took to get to this point, you don't want to wind up stuck at the end.  
As the cutscene with the Heretic Leader ends, you'll receive a checkpoint, it's strongly recommended that you save and quit here. As with some of the earlier battles, you'll receive additional checkpoints throughout the upcoming fight, and some of them may turn out to be inconvenient (though, with the Fuel Rod Gun, this is less of a problem than it normally might be). After all the work it took to get to this point, you don't want to wind up stuck at the end.  


Regenerating supply of disposable henchmen. Still largely unwilling to fight his own battles, the Heretic Leader will surround himself with holographic duplicates in an admittedly effective attempt to confuse us.  
Regenerating supply of disposable henchmen. Still largely unwilling to fight his own battles, the Heretic Leader will surround himself with holographic duplicates in an admittedly effective attempt to confuse us.  


[[File:Sesa Firing.png|300px|thumb|center|'''Boss 1''': [[Sesa 'Refumee]]]]


The battle is divided into four rounds, the first of which begins as soon as the cutscene ends. During the first three rounds, the Heretic Leader shows up with two holographic duplicates of himself. Your mission is to blast him with one Fuel Rod in each round, which is all it takes to send him running for cover. The holograms are indistinguishable from the real thing until after you've hit them. At that point, you'll either hear your target vanish in a poof (if it was a hologram) or yell in pain (if it was the leader). The final round can be a bit tricky, as he can potentially deploy more than two holograms, and you'll have to hit him twice in succession to finish him off. Other than that, though, it's the same story as before. Note that his holograms will vanish as soon as he runs off.  
The [[Boss (gameplay)|battle]] is divided into four rounds, the first of which begins as soon as the cutscene ends. During the first three rounds, the Heretic Leader shows up with two holographic duplicates of himself. Your mission is to blast him with one Fuel Rod in each round, which is all it takes to send him running for cover. The holograms are indistinguishable from the real thing until after you've hit them. At that point, you'll either hear your target vanish in a poof (if it was a hologram) or yell in pain (if it was the leader). The final round can be a bit tricky, as he can potentially deploy more than two holograms, and you'll have to hit him twice in succession to finish him off. Other than that, though, it's the same story as before. Note that his holograms will vanish as soon as he runs off.  


Now this battle could actually be quite tricky if we hadn't come loaded for bear, as the Heretic Leader and his holograms are somewhat difficult to target and can do a tremendous amount of damage. Fortunately, the patience you showed in carrying that Fuel Rod Gun around for the last 1.5 levels is about to pay off big time. The Heretic Leader begins each round (after the first) by appearing randomly from one of the four vents near the ceiling. Unwisely and foolishly, he stands there in plain view taunting the Arbiter before flying out to attack. Although he's invulnerable between rounds while he is talking, he is fair game when he stops talking.
Now this battle could actually be quite tricky if we hadn't come loaded for bear, as the Heretic Leader and his holograms are somewhat difficult to target and can do a tremendous amount of damage. Fortunately, the patience you showed in carrying that Fuel Rod Gun around for the last 1.5 levels is about to pay off big time. The Heretic Leader begins each round (after the first) by appearing randomly from one of the four vents near the ceiling. Unwisely and foolishly, he stands there in plain view taunting the Arbiter before flying out to attack. Although he's invulnerable between rounds while he is talking, he is fair game when he stops talking.
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The easiest way to kill the Heretic Leader (in lower levels) is to just run past the first two holograms and use your Energy Sword to kill him. You can also turn on your camo and stab him.
The easiest way to kill the Heretic Leader (in lower levels) is to just run past the first two holograms and use your Energy Sword to kill him. You can also turn on your camo and stab him.


{{succession box | before = ''[[The Arbiter (Level)/Walkthrough|The Arbiter]]'' <br />| title = Halo 2 Campaign Walkthroughs | years = '''''The Oracle''''' |after = ''[[Delta Halo/Walkthrough|Delta Halo]]''}}


[[Category:Halo 2 walkthroughs]]


{{succession box | before = ''[[The Arbiter (Level)/Walkthrough|The Arbiter]]'' <br />| title = Halo 2 Campaign Walkthroughs | years = '''''The Oracle''''' |after = ''[[Delta Halo (Level)/Walkthrough|Delta Halo]]''}}
==Video Walkthrough==
<div class="floatleft">{{#widget:YouTube|id=YQZLpAQmoTc|width=300|height=200}}</div>