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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Indeed, you're simply retracing the same path that you walked in the previous level back to the hangar with the docked Heretic Seraph. Opposition here is pretty thin, and you can cruise right through the majority of the route with little trouble. The only seriously tricky spot is in the final room before you reach the Heretic Leader, as you have quite a bit of open ground to cover and several enemies in your way. Depending upon their initial position, it's not always easy to make it through the door before your cloak runs out. You should receive a checkpoint close by, though, so just reload and try again if you run into serious trouble. It may be tempting to expend a few Fuel Rod rounds here to clear the path, but it's best to save them all for the finale, just in case. However, you may want to be careful of where your shots go, because if they hit the gas canister, the canister(s) will explode. | Indeed, you're simply retracing the same path that you walked in the previous level back to the hangar with the docked Heretic Seraph. Opposition here is pretty thin, and you can cruise right through the majority of the route with little trouble. The only seriously tricky spot is in the final room before you reach the Heretic Leader, as you have quite a bit of open ground to cover and several enemies in your way. Depending upon their initial position, it's not always easy to make it through the door before your cloak runs out. You should receive a checkpoint close by, though, so just reload and try again if you run into serious trouble. It may be tempting to expend a few Fuel Rod rounds here to clear the path, but it's best to save them all for the finale, just in case. However, you may want to be careful of where your shots go, because if they hit the gas canister, the canister(s) will explode. | ||
As the cutscene with the Heretic Leader ends, you'll receive a checkpoint, it's strongly recommended that you save and quit here. As with some of the earlier battles, you'll receive additional checkpoints throughout the upcoming fight, and some of them may turn out to be inconvenient (though, with the Fuel Rod Gun, this is less of a problem than it normally might be). After all the work it took to get to this point, you don't want to wind up stuck at the end. | As the cutscene with the Heretic Leader ends, you'll receive a checkpoint, it's strongly recommended that you save and quit here. As with some of the earlier battles, you'll receive additional checkpoints throughout the upcoming [[Boss (gameplay)|fight]], and some of them may turn out to be inconvenient (though, with the Fuel Rod Gun, this is less of a problem than it normally might be). After all the work it took to get to this point, you don't want to wind up stuck at the end. | ||
[[File:Sesa Firing.png|300px|thumb|center|'''Boss 1''': [[Sesa 'Refumee]]]] | |||
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 [[Boss (gameplay)|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. | The [[Boss (gameplay)|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. | ||
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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> |