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| {{Status|Gameplay}} | | {{Era|RW}} |
| | {{Under Construction}} |
| {{Level infobox | | {{Level infobox |
| |pagegamelabel=HW2
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| |prev = [[Light the Fuse]] | | |prev = [[Light the Fuse]] |
| |next = [[Manifestation]] | | |next = [[Manifestation]] |
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| |image = [[File:HW2-The Archive.jpg|300px]] | | |image = [[File:HW2-The Archive.jpg|300px]] |
| |player = [[Voridus]] | | |player = [[Voridus]] |
| |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, 2559]] |
| |place = [[Forerunner]] [[Archive]], [[Installation 00]] | | |place = [[Forerunner]] [[Archive]], [[Installation 00]] |
| |objective=*Keep your Jump Pack Brutes alive | | |objective= |
| *Locate the central Forerunner defense system
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| *Destroy the Flood covering the locks
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| *Defend the locks
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| *Solve the Forerunner interface puzzle
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| ;Optional
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| *Kill units with any source of incendiary gel (100)
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| *Deactivate the Forerunner beams at the terminal
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| ;Bonus
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| *Don't lose any units to the Forerunner beams
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| *Clear all the Flood within the time limit
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| |partime=30:00
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| }} | | }} |
| '''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 |
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| ==Strategies== | | |
| ===General=== | | |
| *Make sure not to let any of your units get hit by beam defenses. The defenses deal considerable damage on any difficulty. | | ==Trivia== |
| *Until you get to the final room, you will have very limited resources on this level.
| | ===Miscellaneous=== |
| **Collect all of the scattered supplies and power and destroy every salvage. Explore the map and look for areas blocked off by web-like Flood biomass, where there are typically several salvage.
| | *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. |
| **Upon clearing out the locks in the final room, your resources will replenish slowly for your defense against the Flood. Keep in mind that there still is a population limit. | | *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. |
| **The Sangheili Honor Guard, a Hero unit, can only be bought at the first teleporter for 100 supplies. If he dies, you cannot purchase another one from the other teleporters. | | **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. |
| **Other than the teleporters in the final room, every teleporter can only be used once.
| | **Every purchase will dispatch at least two units. |
| **Sangheili Rangers can effectively kill enemies at long range, so they are very useful on lower difficulties, when Voridus takes all the damage at the frontline.
| | *Use the cloaking wisely when using Honor Guards; stealth is a critical part of this level. |
| **On lower difficulties, when you purchase units from the teleporters, a friendly Huragok will also appear, allowing you to heal your wounded units. The Huragok will subsequently remain at the teleporter and you can send units back for healing at any time. Note that Huragok will not appear at the teleporters in the final room.
| | *Lure the Abominations to local Sentinel defenses after activating defense terminals, it should help you minimize casualties. |
| *Use the Honor Guard's cloaking ability to scout ahead, then send the correct units to counter enemy units. | | *Keep your Honor Guard alive, you cannot replace him if he is killed. |
| *The Flood Abomination can be encountered near a control panel that brings in a swarm of Sentinel Aggressors to the area for a short duration, much like [[Ellen Anders|Anders]]' Ark Defense Leader Power. Lure the Abomination to the front of the platform, then activate the defense terminal. This should help you minimize casualties. Note that only Jump Pack Brutes can reach the platform with their abilities. | | *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. |
| **Destroy any Flood Blisters and Combat forms nearby before approaching the Abomination so all your units can focus on defeating the Abomination. | |
| *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 right one time, 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 facility power charges faster with all three locks activated, and fewer activate locks means it charges slower. However, the charging process stops completely if all three locks are covered by Flood biomass. If the locks are deactivated, you need to reactivate them by destroying the biomass like you did to clear them initially.
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| **On higher difficulties, it may be impossible to keep all three locks activated concurrently. Rather than splitting up your forces to defend each lock, build up a large force to reactivate one lock while the Flood Abominations are focused on attacking another lock.
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| *On higher difficulties, it is recommended to repeatedly kill the Flood tentacles. This will build up your units' veterancy and boost their health, allowing them to survive for longer.
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| ===Bonus and Optional Objectives===
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| *Only send one unit to go through the laser defenses. The optional objective ends in failure if any one dies.
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| **It is possible to revert to a saved game if a unit dies to the laser defenses.
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| *During the quarantine section, Flood spawners will appear. Prioritize on destroying them as they will spawn more units to deter your progress.
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| *Gaining 100 kills through Incendiary Gel can be done through Voridus' ability and the Infusion Wake Leader Power.
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| **A lot of progress can be made in three areas: when waiting for the lightbridge to reactivate, the quarantine section, and during the defense in the final room.
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| **The objective doe not count any units damaged by the gel but killed by other units, so try to limit the number of units that are attacking the enemies in the gel. Voridus should also focus on spreading his incendiary gel, and stay out of the fight while luring enemies into the gel.
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| ==Achievements== | | ===Mistakes=== |
| The following [[achievement]]s can be unlocked on ''The Archive'' across the [[Xbox One]] and Windows 10 editions of ''Halo Wars 2''.
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| {| class="wikitable"
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| |-
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| ! scope="col" style="width:135px;text-align:center;" |'''''Halo Wars 2'''''
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| ! scope="col" style="width:175px;height:20px;text-align:center;" |'''Title'''
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| ! scope="col" style="width:350px;height:20px;text-align:center;" |'''Unlock requirement'''
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| ! scope="col" style="width:200px;height:20px;text-align:center;" |'''Games'''
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| |-
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| |[[File:HW2 Achievement WeGotThis.png|center|114px]]
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| |<center>'''[[We Got This]]'''</center>
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| |Reach the final room of "The Archive" without calling in reinforcements from the teleporters.
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| |<center>''[[Halo Wars 2]]''</center>
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| |-
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| |[[File:HW2 Achievement NimbleForABigFella.png|center|114px]]
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| |<center>'''[[Nimble, for a Big Fella]]'''</center>
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| |Navigate the laser defenses in "The Archive" without losing any units on Heroic or above.
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| |<center>''[[Halo Wars 2]]''</center>
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| |-
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| |[[File:HW2 Achievement HaveYouTriedRebooting.png|center|114px]]
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| |<center>'''[[Have You Tried Rebooting?]]'''</center>
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| |Complete "The Archive" on any difficulty.
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| |<center>''[[Halo Wars 2]]''</center>
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| |}
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| ==Sources== | | ==Sources== |
| {{Ref/Sources}}
| | <references/> |
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| {{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]]'' }} |
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| {{Levels|HW2}} | | {{Levels|HW2}} |