Editing The Archive
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{{ | {{Era|RW}} | ||
{{Under Construction}} | |||
{{Level infobox | {{Level infobox | ||
|pagegamelabel=HW2 | |pagegamelabel=HW2 | ||
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|date = [[2559|June 4, 2559]]{{Ref/Game|Id=PLArms1|HW2|Phoenix Logs|Detail=Brothers In Arms I}}{{Ref/Game|Id=PLArms2|HW2|Phoenix Logs|Detail=Brothers In Arms II}}{{Ref/Game|Id=PLWR|HW2|Phoenix Logs|Detail=Warped Reflections}}{{Ref/Game|Id=PLTC|HW2|Phoenix Logs|Detail=Tread Carefully}} | |date = [[2559|June 4, 2559]]{{Ref/Game|Id=PLArms1|HW2|Phoenix Logs|Detail=Brothers In Arms I}}{{Ref/Game|Id=PLArms2|HW2|Phoenix Logs|Detail=Brothers In Arms II}}{{Ref/Game|Id=PLWR|HW2|Phoenix Logs|Detail=Warped Reflections}}{{Ref/Game|Id=PLTC|HW2|Phoenix Logs|Detail=Tread Carefully}} | ||
|place = [[Forerunner]] [[Archive]], [[Installation 00]] | |place = [[Forerunner]] [[Archive]], [[Installation 00]] | ||
|objective= | |objective= | ||
}} | }} | ||
'''The Archive''' is the eighteenth [[campaign]] level in ''[[Halo Wars 2]]'', and the fourth of the ''[[Awakening the Nightmare]]'' expansion. | '''The Archive''' is the eighteenth [[campaign]] level in ''[[Halo Wars 2]]'', and the fourth of the ''[[Awakening the Nightmare]]'' expansion. | ||
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**Brute Grenadiers | **Brute Grenadiers | ||
== | ==Trivia== | ||
=== | ===Miscellaneous=== | ||
*Make sure not to let any of your units get hit by beam defenses. The defenses deal considerable damage | *You can only purchase one Hero Unit on this level-the Sangheili Honor Guard-with a resource of 100 supplies. | ||
*Par time for this level is 30 minutes. | |||
===Strategy=== | |||
*Make sure not to let any of your units get hit by beam defenses. The defenses deal considerable damage. | |||
*Collect all of the scattered supplies and power and open every crate. You have very limited resources on this level. | |||
**Remember to conserve your resources. | **Remember to conserve your resources. | ||
** | **This only changes after you clear out the locks of the Sentinel defense network and you have to defend it as the network begins charging again. | ||
*You can leave the defense beams alone, if you know the pattern, or you can shut it down, but you need to pass through it one squad at a time to prevent losses. | |||
*You can only replenish your troops at teleporters, so remember to use the resources wisely. | *You can only replenish your troops at teleporters, so remember to use the resources wisely. | ||
** | **You can also heal your wounded units as one Huragok will be stationed at the teleporters, but it will only appear if you purchase a unit. The Huragok will subsequently remain at the teleporter and the player can send their units back for healing at any time. | ||
**Every purchase will dispatch at least two units. | |||
*Use the cloaking wisely when using Honor Guards; stealth is a critical part of this level. | |||
*Lure the Abominations to local Sentinel defenses after activating defense terminals, it should help you minimize casualties. | |||
*Use the Honor | *Keep your Honor Guard alive, you cannot replace him if he is killed. | ||
* | *The code to reactivate the Sentinel defense network is the same as the one to deactivate it: spin the outer ring to the left three times, the middle ring to the left five times and the inner ring to the right twice. | ||
* | *It is not necessary to keep all three locks clear at the end to reactivate the Sentinel defense network. The network charges regardless of the fact that one or more go down, though less active locks means a slower charging. However, losing all three locks stops the charging until at least one is cleared out again. If the locks become filled with Flood biomass once again, the player can clear them by targeting the biomass as they did to clear it in the first place. | ||
*The code to reactivate the Sentinel defense network is the same as the one to deactivate it: spin the outer ring to the left three times, the middle ring to the | *After arriving at the control terminal and clearing out the biomass, the player will begin gaining an increase in resources and power the same as if they had a base established. As a result, the player can keep calling in troops through the teleporters to help hold the Flood off until the Sentinel defense network charges up again. Mainly, the player is limited by the number of troops they can have, the same as on any other mission, but the teleporters allow them to keep calling in reinforcements to replace the troops that fall to the Flood. | ||
*It is not necessary to keep all three locks clear at the end to reactivate the Sentinel defense network. The | *On higher difficulties, it is recommended to repeatedly kill the Flood tentacles. This will build up your units' veterancy and help them last longer. | ||
* | |||
*On higher difficulties, it is recommended to repeatedly kill the Flood tentacles. This will build up your units' veterancy and | |||
== | ===Mistakes=== | ||
==Sources== | ==Sources== | ||
<references/> | |||
{{succession box | before = ''[[Light the Fuse]]'' <br />| title = [[Halo Wars 2|''Halo Wars 2'' campaign levels]] | years = '''''The Archive''''' |after = ''[[Manifestation]]'' }} | {{succession box | before = ''[[Light the Fuse]]'' <br />| title = [[Halo Wars 2|''Halo Wars 2'' campaign levels]] | years = '''''The Archive''''' |after = ''[[Manifestation]]'' }} | ||
{{Levels|HW2}} | {{Levels|HW2}} |