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{{Level infobox | {{Level infobox | ||
|pagegamelabel=H2 | |pagegamelabel=H2 | ||
|prev=''[[Sacred Icon]]'' | |prev = ''[[Sacred Icon]]'' | ||
|next=''[[Gravemind (level)|Gravemind]]'' | |next = ''[[Gravemind (level)|Gravemind]]'' | ||
|game = ''[[Halo 2]]'' (<small>''[[Halo 2: Anniversary|Anniversary]]''</small>) | |||
|name = '''''Quarantine Zone''''' | |||
|game=''[[Halo 2]]'' (<small>''[[Halo 2: Anniversary|Anniversary]]''</small>) | |devname=<code>06b_floodzone</code> | ||
|devname=<code>06b_floodzone</code> | |image = [[File:H2A QuarantineZone Loadscreen.png|300px]] | ||
|player=[[ | |player = [[Thel 'Vadamee]] | ||
|date=[[2552|November 3, 2552]] | |date = [[2552|November 3, 2552]] | ||
|place=[[Quarantine zone (location)|Quarantine zone]] and the [[Library]], [[Installation 05]] | |place=[[Quarantine zone (location)|Quarantine zone]] and the [[Library]], [[Installation 05|Delta Halo]] | ||
|objective= Push through the Quarantine Zone to the Library and retrieve the [[Activation Index|Sacred Icon]]. | |objective= Push through the Quarantine Zone to the Library and retrieve the [[Activation Index|Sacred Icon]]. | ||
|partime=00:15:00 {{C|''Master Chief Collection''}} | |partime=00:15:00 {{C|''Master Chief Collection''}} | ||
|parscore=7,000 {{C|''Master Chief Collection''}} | |parscore=7,000 {{C|''Master Chief Collection''}} | ||
}} | }} | ||
{{Article quote|Parasites, humans - no matter. The Icon must be found.}} | {{Article quote|Parasites, humans - no matter. The Icon must be found.'''}} | ||
'''Quarantine Zone''' is the eleventh [[campaign]] level of ''[[Halo 2]]'', which follows up immediately from the end of [[Sacred Icon (level)|Sacred Icon]]. The [[Arbiter]], [[Thel 'Vadam]]ee, must battle his way past [[Forerunner]] [[Sentinels]] and vehicle-using [[Flood]] to reach the [[Library]]'s [[Index Chamber]]. | '''Quarantine Zone''' is the eleventh [[campaign]] level of ''[[Halo 2]]'', which follows up immediately from the end of [[Sacred Icon (level)|Sacred Icon]]. The [[Arbiter]], [[Thel 'Vadam]]ee, must battle his way past [[Forerunner]] [[Sentinels]] and vehicle-using [[Flood]] to reach the [[Library]]'s [[Index Chamber]]. | ||
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==Trivia== | ==Trivia== | ||
===Glitches=== | ===Glitches=== | ||
{{Main|Glitches}} | |||
*Because Quarantine Zone is the second part of a two-part level, your weapons will carry over from [[Sacred Icon (Level)|Sacred Icon]], unless one of your weapons was a [[M19 SSM Rocket Launcher|Rocket Launcher]] or [[Magnum#Halo_2_and_Halo_2:_Anniversary|Magnum]], or if you were equipped with both types of Sentinel Beams. If you finish Sacred Icon with a Rocket Launcher you will start Quarantine Zone with a Covenant Carbine and an Energy Sword. | *Because Quarantine Zone is the second part of a two-part level, your weapons will carry over from [[Sacred Icon (Level)|Sacred Icon]], unless one of your weapons was a [[M19 SSM Rocket Launcher|Rocket Launcher]] or [[Magnum#Halo_2_and_Halo_2:_Anniversary|Magnum]], or if you were equipped with both types of Sentinel Beams. If you finish Sacred Icon with a Rocket Launcher you will start Quarantine Zone with a Covenant Carbine and an Energy Sword. | ||
*At the end of the level, there are about a dozen [[Infection Forms]] that will not attack you, and you can even get them to crawl on you. If you follow them, they will go | *At the end of the level, there are about a dozen [[Infection Forms]] that will not attack you, and you can even get them to crawl on you. If you follow them, they will go to the place that you are supposed to go and disappear. | ||
*At the end of the level there will be multiple dead [[Elite]] [[Combat Forms]] and [[Marines]]. If you shoot off the leg armor of the dead Elite [[Combat Forms]] with a [[M90 Close Assault Weapon System|Shotgun]], they will [[Sliding Flood|growl and slide along the floor]]. | *At the end of the level there will be multiple dead [[Elite]] [[Combat Forms]] and [[Marines]]. If you shoot off the leg armor of the dead Elite [[Combat Forms]] with a [[M90 Close Assault Weapon System|Shotgun]], they will [[Sliding Flood|growl and slide along the floor]]. | ||
*It is possible to get blown up out of the map by the [[Scorpion]] tank attached to a [[D77-TC Pelican Dropship|Pelican]] earlier in the level. | *It is possible to get blown up out of the map by the [[Scorpion]] tank attached to a [[D77-TC Pelican Dropship|Pelican]] earlier in the level. | ||
*If you don't kill any of the Combat Forms on the Gondola, there may be an Elite Combat form outside the entrance to the Index Chamber. Also, the Combat Forms may follow you off the Gondola, but not too far. | *If you don't kill any of the Combat Forms on the Gondola, there may be an Elite Combat form outside the entrance to the Index Chamber. Also, the Combat Forms may follow you off the Gondola, but not too far. | ||
*Sometimes when you skip the level and enter the door that leads to the Gondola, wait until the game says "''Loading... done''", go back to the door, and you should see all your allies appearing even if they didn't follow you. | *Sometimes when you skip the level and enter the door that leads to the Gondola, wait until the game says "''Loading... done''", go back to the door, and you should see all your allies appearing even if they didn't follow you. | ||
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====Mistakes==== | ====Mistakes==== | ||
*If you look closely at a segment of the cutscene in which the [[Thel 'Vadam|Arbiter]] and Rtas ‘Vadumee activate the gondola, you can see some of the snow particles floating up instead of down. It may be an overlooked filtering error or a feature of Halo's environment, or perhaps simply the wind. | *If you look closely at a segment of the cutscene in which the [[Thel 'Vadam|Arbiter]] and Rtas ‘Vadumee activate the gondola, you can see some of the snow particles floating up instead of down. It may be an overlooked filtering error or a feature of Halo's environment, or perhaps simply the wind. | ||
*Strangely, the [[Deployable Lookout Tower|sniping towers]] from the last level are now destroyed. However, this change could have been intended for the level. | |||
*If you look closely at the final cinematic, when Miranda fires her SMGs at the Arbiter, you'll see a section where the guns seemingly stop firing, but the sound continues through. This is fixed in the ''Anniversary'' cutscene. | *If you look closely at the final cinematic, when Miranda fires her SMGs at the Arbiter, you'll see a section where the guns seemingly stop firing, but the sound continues through. This is fixed in the ''Anniversary'' cutscene. | ||
*During the last cinematic, after Sgt. Johnson gets Miranda up on the platform and calls for his Marines, Miranda clearly has her hands at her side then takes them up with her SMGs. It doesn't show Miranda taking them out or picking them up. This is fixed in the ''Anniversary'' cutscene as well. | *During the last cinematic, after Sgt. Johnson gets Miranda up on the platform and calls for his Marines, Miranda clearly has her hands at her side then takes them up with her SMGs. It doesn't show Miranda taking them out or picking them up. This is fixed in the ''Anniversary'' cutscene as well. | ||
*If you watch closely, at the cutscene in which the Arbiter activates the gondola, when the gondola moves, the Arbiter will not move with it. He will just float where he is standing. | *If you watch closely, at the cutscene in which the Arbiter activates the gondola, when the gondola moves, the Arbiter will not move with it. He will just float where he is standing. | ||
*The last sentence the SpecOps Commander says in his first line is the same thing he says on The Oracle, and it has the same tone as well. | |||
*In the chapter "Shooting Gallery", when the name appears, no black bars (letterboxing) appear. The name is instead floating in the corner over the screen. | *In the chapter "Shooting Gallery", when the name appears, no black bars (letterboxing) appear. The name is instead floating in the corner over the screen. | ||
*If all but one of the Spec-ops Elites from the beginning of the level die, and if the last one is with you when the Phantom drops off reinforcements, he will state that an enemy Phantom is inbound, even though it's an allied Phantom. | *If all but one of the Spec-ops Elites from the beginning of the level die, and if the last one is with you when the Phantom drops off reinforcements, he will state that an enemy Phantom is inbound, even though it's an allied Phantom. | ||
*If the final cutscene, "That Old, Familiar Feeling..." is viewed in classic graphics, one can see a mistake at the part where Miranda begins firing upon The Arbiter after he headbutts Johnson. The Arbiter's right arm not only seems to be armorless and seemingly out of socket, but his elbow also bends in the wrong direction. This mistake is not seen for the rest of the cutscene. | *If the final cutscene, "That Old, Familiar Feeling..." is viewed in classic graphics, one can see a mistake at the part where Miranda begins firing upon The Arbiter after he headbutts Johnson. The Arbiter's right arm not only seems to be armorless and seemingly out of socket, but his elbow also bends in the wrong direction. This mistake is not seen for the rest of the cutscene. | ||
*If you shoot at the Pelican flying overhead during the "Healthy Competition" portion of the mission with a Scorpion Tank or Rocket Launcher, you can actually kill one of the Marines on board. This is rare. | |||
====UNSC Presence==== | |||
*In the first chasm of the mission, there are a couple of UNSC weapons crates, a damaged Warthog, and a pair of Marine corpses lying nearby. One was armed with a Rocket Launcher, likely used to eliminate the Enforcers and Flood-occupied Wraith Tanks and Scorpion Tanks, but failed. | |||
*An aforementioned Pelican flies overhead during the "Healthy Competition" chapter. Johnson is onboard and can be seen firing rapid Sniper Rifle shots towards the Sentinels below. A Scorpion Tank is attached, which is occupied, and can also fire its weapons. It's unknown if this is the same Pelican seen crash landed outside the Gondola entrance. | |||
*Using mod kits, there are three spawn points meant for Marines located near the end of the Sentinel Construction Factory. However, they are not active. | |||
*There are several Marine corpses located near the exit of the sentinel factory, with several UNSC weapons crates and a Scorpion Tank nearby. It's likely the platoon attempted to inspect the factory when it collapsed, but we're easily overran by either Flood Combat Forms or Sentinels patrolling the area. | |||
*Outside of the Gondola entrance that the player takes to complete the mission, there is a Pelican crashed into a nearby rock, as well as several crates and Machine Gun Turrets setup. It is likely the Marines staged a defense of the entrance, but were quickly overran by the Flood, who were also occupying nearby Sentinel Portals to spawn from. | |||
*There are no Marines on the Human Gondola during the race to The Library. | |||
*Multiple Marine and Flood Combat Form corpses can be seen sprawled across the outside of the Index Chamber, indicating the humans were likely ambushed upon departing the Gondola into The Library. | |||
===Easter eggs=== | ===Easter eggs=== | ||
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===References=== | ===References=== | ||
*The | *The end of this level is the beginning of the [[Great Schism]]. | ||
*At the beginning of the level if you go by the tunnel where you came from you can see a black trident on the mountain on the left side. Not only a trident but if you look closer and a little bit to the right you will see a face of a goblin, though it looks like a person with horns. | |||
*This level is similar to [[Two Betrayals]], as they take place at night on snowy terrain, has you fight the Flood and Sentinels, involves the Index being stolen, and involves betrayals at the beginning or end of the level with someone who helps guide the player to the Index. | |||
===Miscellaneous=== | ===Miscellaneous=== | ||
*Quarantine Zone is the longest level in the entire trilogy distance-wise, as the [[Gondola]] ride triples the distance the player traveled. | *Quarantine Zone is the longest level in the entire trilogy distance-wise, as the [[Gondola]] ride triples the distance the player traveled. | ||
*Although it's not exactly honorable, it is possible (on Easy and Normal Difficulty anyway) to complete the mission without firing your [[Type-51 Carbine|Carbine]] or swinging your sword. If you get on a {{Pattern|Karo'etba|Ghost}} at the start and boost through to the end (making potshots at Flood as you see fit). If you can't get your Ghost past the boxes at the end of the [[Sentinel]] Factory, there is another one just little ways onward. You can drive it straight on to the Gondola. After the cutscene head to the lower level of the [[gondola]] and go into one of the short tunnels and wait out the trip. At the end of the trip, head back onto the lower level and into the library until the end. | |||
*When you reach the second semi-outdoor area after the big room with the first Scorpion on this level, you can see a [[D77-TC Pelican Dropship|Pelican]] fly over. You can also see the ''[[UNSC In Amber Clad]]'' moored above the other Gondola Platform before you enter the first circle door. | |||
*It is possible to get a [[Major Elite]] with you, but it is extremely rare. Kill all the Elites in the beginning (helps in co-op) and [[Rtas]] sends you some more Elites, and sometimes one is a red-orange Major Elite. You may get several on higher difficulties, and there is a possibility of getting an [[Ultra Elite]] on legendary. Also, if you use Thunderstorm Skull, you will get three [[Ultra Elite]]s. | |||
*If you quickly run off the Gondola into the hallway, you can hear [[SMG]] fire in the distance. If you use the Sputnik Skull to get to the human's gondola before entering the last area of the level, you can enter it through another entrance and see SMGs hovering just outside the tunnel leading to the center chamber. These SMGs fire in spontaneous bursts, and you can even pick them up, but they will continue firing random bursts and be unresponsive to pressing the trigger. | *If you quickly run off the Gondola into the hallway, you can hear [[SMG]] fire in the distance. If you use the Sputnik Skull to get to the human's gondola before entering the last area of the level, you can enter it through another entrance and see SMGs hovering just outside the tunnel leading to the center chamber. These SMGs fire in spontaneous bursts, and you can even pick them up, but they will continue firing random bursts and be unresponsive to pressing the trigger. | ||
*Strangely, though normal Marines can't dual-wield any weapons, Commander [[Miranda Keyes]] is seen using two SMGs to fire at the Arbiter. | |||
*This level easily has the largest number of Rocket Launcher-using enemies. | |||
*This is the only level where you actually fight inside of a [[Sentinel manufacturing facility]]. This happens once you have to get rid of your vehicle and you enter the building. | |||
*By using the Sputnik skull and some good jumping with the Rocket Launcher, it is possible to skip parts of the map, including spawn triggers. In doing this, you can skip the spawning of your allies at the part right before the gondola ride, as well as any enemy spawn points. In doing this, the cutscene that normally takes place on the gondola will not activate, and you will be able to explore the gondola and even activate the switch. However, the switch does not start the gondola, and you cannot go back outside once you get on the gondola. Strangely, the switch is not a gondola switch like the ones in the level Regret, but actually an elevator switch from the underwater elevator at that same level. | *By using the Sputnik skull and some good jumping with the Rocket Launcher, it is possible to skip parts of the map, including spawn triggers. In doing this, you can skip the spawning of your allies at the part right before the gondola ride, as well as any enemy spawn points. In doing this, the cutscene that normally takes place on the gondola will not activate, and you will be able to explore the gondola and even activate the switch. However, the switch does not start the gondola, and you cannot go back outside once you get on the gondola. Strangely, the switch is not a gondola switch like the ones in the level Regret, but actually an elevator switch from the underwater elevator at that same level. | ||
*During the Gondola fight, you can give ''all'' of your Elites energy swords, making them much better at cutting down the Flood. | |||
*This is the only level in ''Halo 2'' where you can drive a Human Vehicle as the Arbiter. | |||
*This is the only level in the Halo series that the Flood control vehicles besides the Pelican. | |||
*This is the last level in the whole trilogy that you get to use a blue [[Sentinel Beam]]. | |||
*This is the last level in ''Halo 2'' that contains any type of [[Sentinel]], that being it is also the last level in the trilogy that contains [[Enforcer]]s and [[Sentinel Major]]s. | |||
*This is the last level in the trilogy that [[Constructors]] are officially your enemy. | |||
*This is the last level in ''Halo 2'' where Human Vehicles are usable. | |||
*At the beginning of the level, where the shielded turrets used to be, there is now no turret and a black blast mark in its place. The same blast mark that is created when turrets are destroyed, implying that the turrets were mysteriously destroyed. | |||
*The design and layout of the complex encountered before entering the gondola appears to have a similar design to that of a modern-day "ferry dock". | |||
*The name of the last chapter ("That Old Familiar Feeling") references the fact that the section's layout is virtually identical to the Library level from ''Halo: Combat Evolved''. The title was clearly intended to inspire a "familiar feeling" of dread, as the original level was infamous as one of the hardest in the first game. | |||
*The name of the first chapter "Objects in Mirror Are Larger Than They Appear" is a reference to all of the vehicle use in the chapter with the title being what is seen on the mirrors of modern-day vehicles. | |||
*During the Gondola ride, when [[Tartarus]] goes after the humans, one of the [[Special Operations Sangheili]] can be heard hopefully commenting that the humans might shoot Tartarus down. | |||
*This is the last level in ''Halo 2'' where you play as one character in particular for two or more consecutive levels. After this, for the rest of the game, you switch between the Master Chief and the Arbiter from one level to the next. | |||
*If the player manages seize the Scorpion Tank at the beginning of the level, the route to the Sentinel manufacturing facility becomes exponentially easier to clear. | |||
* [[Flood Juggernaut]]s were initially intended to appear around the area where the Sentinel Factory is located. Furthermore, when you exit the factory, Bungie initially intended for the player to stumble across a Flood Juggernaut mercilessly butchering a trio of marines, who were defending a Scorpion Tank. This is confirmed further by the fact marine spawn points were listed in this area, but they do not appear as they were cut. There is even cut dialogue located in the map files of Rtas 'Vadumee expressing pity for these humans.{{Ref/YouTube|Id=Jugg|-cbVFPJVFo0|The Vengeful 'Vadam|I Brought Halo 2's Cut Flood Juggernaut Back Into The Campaign!|D=03|M=11|Y=2023}} | |||
==Gallery== | ==Gallery== | ||
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File:H2A - Fist of Rukt on Arbiter.jpg|Tartarus fires upon 'Vadamee with a blast from the Fist of Rukt, sending him tumbling to his intended death. | File:H2A - Fist of Rukt on Arbiter.jpg|Tartarus fires upon 'Vadamee with a blast from the Fist of Rukt, sending him tumbling to his intended death. | ||
</gallery> | </gallery> | ||
{{Succession box | {{Succession box |