Infection: Difference between revisions

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<center>''Looking for the [[Flood]] [[Infection Form]]?''</center>
<center>''Looking for the [[Flood]] [[Infection Form]]?''</center>
 
[[File:H5G-Infection.png|thumb|300px|Infection in ''Halo 5: Guardians'']]
[[File:Infection Symbol.svg|thumb|right|Infection Emblem]]
[[File:infectionmedals.png|thumb|right|Infection Medals]]
'''Infection''' is a [[multiplayer]] gametype in ''[[Halo 3]]'', ''[[Halo: Reach]]'', ''[[Halo 2: Anniversary]]'', and ''[[Halo 5: Guardians]]''.<ref>[https://twitter.com/JoshingtonState/status/691129891601776640 '''Josh Holmes on Twitter''']</ref> It is the official [[Zombie]] mode, modelled after zombie mode's popularity as a custom game in ''[[Halo 2]]''. In ''[[Halo 4]]'', the gametype was tweaked and renamed [[Flood (gametype)|Flood]].
'''Infection''' is a [[multiplayer]] gametype in ''[[Halo 3]]'', ''[[Halo: Reach]]'', ''[[Halo 2: Anniversary]]'', and ''[[Halo 5: Guardians]]''.<ref>[https://twitter.com/JoshingtonState/status/691129891601776640 '''Josh Holmes on Twitter''']</ref> It is the official [[Zombie]] mode, modelled after zombie mode's popularity as a custom game in ''[[Halo 2]]''. In ''[[Halo 4]]'', the gametype was tweaked and renamed [[Flood (gametype)|Flood]].


==Description==
==Description==
{{see|Flood (gametype)}}
{{see|Flood (gametype)}}
[[File:Infection Symbol.svg|thumb|right|Infection Emblem]]
[[File:infectionmedals.png|thumb|right|Infection Medals]]
Players in Infection matches are split into two teams: the Survivors and the Zombies. When a survivor dies, they switch to the zombie team. A survivor's goal is to remain alive (i.e. "uninfected") until the end of the round, while a zombie's goal is to kill (infect) as many survivors as possible. When only one survivor remains, that survivor becomes the "Last Man Standing." The Last Man Standing can be given unique player traits; typically, these include a waypoint revealing their location to zombies, making survival an extreme challenge.
Players in Infection matches are split into two teams: the Survivors and the Zombies. When a survivor dies, they switch to the zombie team. A survivor's goal is to remain alive (i.e. "uninfected") until the end of the round, while a zombie's goal is to kill (infect) as many survivors as possible. When only one survivor remains, that survivor becomes the "Last Man Standing." The Last Man Standing can be given unique player traits; typically, these include a waypoint revealing their location to zombies, making survival an extreme challenge.


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===''Halo 5: Guardians''===
===''Halo 5: Guardians''===
Infection was added to ''Halo 5: Guardians'' as part of the [[Memories of Reach]] update.
{{expand-section}}
{{expand-section}}


Infection was added to ''Halo 5: Guardians'' as part of the [[Memories of Reach]] update.
==Tactics and tips==
 
==Tactics and Tips==
[[File:Blemo Sword.jpg|thumb|right|250px|Zombies are often set to spawn with the classic Energy Sword.]]  
[[File:Blemo Sword.jpg|thumb|right|250px|Zombies are often set to spawn with the classic Energy Sword.]]  
[[File:LastManCamper.jpg|thumb|right|250px|A player [[camping]] in an Infection game.]]
[[File:LastManCamper.jpg|thumb|right|250px|A player [[camping]] in an Infection game.]]
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* In ''Halo: Reach'' Custom Games, the Safe Havens feature was used to create Infection maps that put players on a linear progression: survivors had to traverse a linear path, such as a series of city streets, and reach a Haven placed at the end of the map to win; zombies spawned at a central hub and could use teleporters to access any part of the path. This gameplay was enforced by only crediting survivors for kills scored from inside of a Safe Haven. It was common for settings to be tweaked so that survivors took two or three hits to kill, but did not regenerate their shields or health without the use of a [[health pack]].
* In ''Halo: Reach'' Custom Games, the Safe Havens feature was used to create Infection maps that put players on a linear progression: survivors had to traverse a linear path, such as a series of city streets, and reach a Haven placed at the end of the map to win; zombies spawned at a central hub and could use teleporters to access any part of the path. This gameplay was enforced by only crediting survivors for kills scored from inside of a Safe Haven. It was common for settings to be tweaked so that survivors took two or three hits to kill, but did not regenerate their shields or health without the use of a [[health pack]].
* It is possible for a survivor to acquire an Energy Sword in ''Halo: Reach'', as seen [http://www.youtube.com/watch?v=PZkGYMyqGa4 here]. For this to happen, a host migration must occur right as a survivor is infected and respawns as a zombie. When the game starts again, there's a chance that the player will turn back into a survivor, but will keep the zombie loadout.
* It is possible for a survivor to acquire an Energy Sword in ''Halo: Reach'', as seen [http://www.youtube.com/watch?v=PZkGYMyqGa4 here]. For this to happen, a host migration must occur right as a survivor is infected and respawns as a zombie. When the game starts again, there's a chance that the player will turn back into a survivor, but will keep the zombie loadout.
==Gallery==
<gallery>
File:H5G-Infected.png|An infected player in ''Halo 5: Guardians''
File:H5G-InfectedSwordHUD.png|The HUD of an infected player in ''Halo 5: Guardians''
</gallery>


==Sources==
==Sources==
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