Editing The Oracle/Walkthrough
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==Weapons== | ==Weapons== | ||
*[[Type-25 Directed Energy Pistol|Plasma Pistol]] | *[[Type-25 Directed Energy Pistol|Plasma Pistol]] | ||
* | *[[Type-25 Directed Energy Rifle|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 | *[[Type-50 Sniper Rifle System|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) | ||
*[[ | *[[Type-1 Antipersonnel 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) | ||
*[[Type-31 Seraph|Seraph]] (non-drivable) | *[[Type-31 Seraph|Seraph]] (non-drivable) | ||
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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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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. | ||
The | 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. | ||
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]]''}} | {{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]]''}} | ||
[[Category: | [[Category:Walkthrough]] | ||
==Video Walkthrough== | ==Video Walkthrough== | ||
<div class="floatleft">{{#widget:YouTube|id=YQZLpAQmoTc|width=300|height=200}}</div> | <div class="floatleft">{{#widget:YouTube|id=YQZLpAQmoTc|width=300|height=200}}</div> |