Gameplay

Scarab Gun: Difference between revisions

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{{Ratings}}
{{Status|Gameplay}}
{{Era|H2}}
{{Center|''This article is about the Scarab gun found in [[Halo 2]]. For types of Scarab, see [[Scarab]]. For other real-world uses of the word, see [[Scarab (disambiguation)]].''}}
{{Weapon
|image= [[Image:Scarab Gunfire.jpg|250px]]
|name= Scarab Gun
|manufacturer= N/A (Easter Egg)
|model= Scarab Gun
|counterpart= None, [[Spartan Laser]] is the closest
|type= Rifle
|cost= N/A (Easter Egg)
|size=Handheld, Single Handed ([[Dual Wield]]able)
*length (o/a): 66 cm (26 in.)
*width: 17.8 centimeters
*height: 37.9 centimeters
*weight: 5.9 kg (13 lbs)
|damage per hit= ''Extremely'' High
|magazine= Unlimited
|maxammo= Unlimited
|fire= Continuous
|ammotype= Superheated Plasma
|operation= All Purpose
|rate of fire= Continuous
|velocity= 126 m/s (413 f/s)
|accuracy= High
|range= Medium to Far Range
|era= *[[Human-Covenant War]]
**[[Covenant Civil War]]
|counterpart=
|affiliation= N/A (Easter Egg)
}}
{{quote|Think, MASSIVE FIREPOWER! For one level only.|[[Frank O'Connor]]<ref>[[Halopedia:Bungie Weekly Update 12-17-04|Bungie Weekly Update 12-17-04]]</ref>}}


The '''Scarab Gun''' is a [[Type-25 Directed Energy Rifle|Type-25 Directed Energy Weapon]] that looks like the normal Plasma Rifle but has the firepower of a [[Scarab]]'s main cannon, hidden in the ''[[Halo 2]]'' level {{Levelname|Metropolis}}.  
[[File:Scarab Gun.jpg|200px|thumb|The Scarab Gun, floating above a traffic cone atop a bridge.]]
{{quote|Think, MASSIVE FIREPOWER! For one level only.|[[Frank O'Connor]]<ref>[http://nikon.bungie.org/bwu/index.html?item=5 '''Bungie Weekly Update''' 12-17-04]</ref>}}
The '''Scarab Gun''' is a hidden {{Pattern|Okarda'phaa|plasma rifle}} with the firepower of a {{Pattern|Protos|Scarab}}'s [[focus cannon]]. It is hidden in the ''[[Halo 2]]'' level [[Metropolis]]. Like the [[Da Vinci Code objects]], the Scarab Gun is simply a placeholder object that generates the Scarab's firing effect.


==Background==
==Overview==
It has unlimited [[ammo]], continuous rapid fire, and it never overheats. However, if you fire this gun too close to your position, you will die instantly due to the immense splash-damage. It is dual-wieldable, just like a normal [[Plasma Rifle]]. The ''Halo 2'' Scarab Gun is the most powerful weapon of the entire Halo series, causing more destruction than the ''[[Halo 3]]'' [[Spartan Laser]], and even the Scarab Cannon in ''Halo 3''. Even on Easy difficulty, with shields, it takes a great of amount of skill to ''not'' kill yourself.
The Scarab Gun has similar appearance as a normal Plasma Rifle. It has unlimited [[ammo]], continuous rapid fire, and never overheats. Due to its tremendous firepower and immense splash-damage, firing the weapon at close range will normally kill the player.


==Walkthrough==
==Walkthrough==
===Method 1===
It is recommended for the player to attempt to obtain the Scarab Gun on [[Easy]] difficulty. The most popular method is the banshee method, since it can be done on single player, and the player can fly back down to the level normally after getting the Scarab Gun. However, other methods are also described below. However, the easiest method by far is using the acrophobia skull on [[Halo: The Master Chief Collection]].
[[Image:Scarab Gun.jpg|250px|thumb|left|The Scarab Gun, floating above a traffic cone atop a bridge.]]
''Note'': The [[Halo 2 Skulls#Sputnik|Sputnik Skull]] is recommended for this, but not necessarily required.


At the beginning of the ''Halo 2'' level, Metropolis ([[Easy]] difficulty is the only practical way to attempt it), kill all of your allies. It is not necessary to kill the enemies on the bridge. Simply driving past them is sufficient to obtain the Scarab gun, but if you are playing on a higher difficulty, you may have to do so. At the point where the two extra allies show up on the bridge, the first two Banshees show up. Saving as many Banshees as possible will not help later as they tend to disappear once you enter the tunnel. The only practical way to have a backup in case you fail is to lure a [[Banshee]] into the tunnel, get a checkpoint and have the Banshee stuck in some convenient place (such as between two trucks/cars). Be sure to kill the marines that come on the [[Warthog]]. Next, clear the tunnel ahead. Stop, once you reach the closed section of the roadway and have to detour off into the pipes. (Make sure to kill the sniper in there before heading back.) This will leave the tunnel enemy free, making it easier to work a Banshee down the tunnel to the spot needed. This is where the [[Sputnik Skull]] may come in handy.
===Banshee Method===
Since the player cannot fly the banshee into the tunnel, due to an elastic barrier, the banshee has to be lured through the tunnel.


Because your melees make objects move further, it will be easier to maneuver the Banshee where you need it. Return to the end of the bridge and move a [[tank]] to road on the bridge. Land a Banshee on top of the tank and then drive the tank down the tunnel. When you reach the first road block, you will need to position the Banshee on the top of the ramp to the right. It is important that you don't attempt to fly the Banshee once in the tunnel. It will cause you to die. You are not able to fly the Banshee into the tunnel due to an invisible wall. Now by hitting the Banshee you can maneuver it through the walk way at the top of the ramp and past the road block. To get the [[Banshee]] through the walk ways and end tunnel it may be necessary to shoot off the wings. To do this use either a [[Plasma Rifle]],[[Battle Rifle]] or a [[Sniper Rifle System 99C-S2 Anti-Matériel|Sniper Rifle]] and shoot single shots until the wings are deformed. Don't hit the [[Banshee]] too many times in succession. Allow it to rest between attacks, or it will blow it up. Two melees is the most that the Banshees can usually take without needing to rest.
#Proceed normally as you would till the end of the bridge. Kill all allies and enemy ground vehicles, and commandeer a ghost.
#To lure a Banshee into the tunnel, simply drive in reverse and fire around at a Banshee. Try to avoid firing directly at the Banshee. When the banshee follows you, you can start driving forward. Keep it from getting too close or too far, as either will make the banshee turn around and try to fly out of the tunnel.
#Some allies will spawn in a Warthog. The marines are invincible until they reach the jackals/road block in the tunnel. Eliminate them to avoid them from damaging/destroying the Banshee you lured. Feel free to also kill all enemy infantries to avoid interruptions. At the same time, repeat step #2 to keep luring the Banshee into the tunnel.
#Avoid taking your eyes off the banshee while in the tunnel. It may despawn, especially in co-op.
#Once you reach the closed section of the roadway and have to detour off into the pipes, you should dismount your Ghost if you have not done so. Lure the Banshee into this detour as you would with a Ghost by firing around it.
#In the detour hallway, lure the Banshee to the left path that leads to the next section of the campaign level. Try to melee it slowly into tunnel.
#It will get stuck due to the narrowness of the tunnel. At this point, you should fire off the Banshee's wings.
#The loadzone is just inside the tunnel. Board the banshee as it's flying through it to prevent it from despawning. The barrier will deload, preventing the banshee from being destroyed.
#Proceed out of the tunnel and fly off to the suspension bridges. You will see the Scarab Gun will be hovering on a cone.


Work the [[Banshee]] past the second road block, by forcing it up the wall to the right and through the walk way again. Force the Banshee into the tunnel on the right and up the first ramp in the tunnel. You need to position the Banshee (once on the platform at the top of the ramp) so that it is facing into the next tunnel. Your Banshee should be upright and you should be able to walk up to it and see the "''Hold X to pilot Banshee''" message. Now force the Banshee, into the tunnel by using well placed and strategic hits. Once the "Loading ..." message appears you need to enter the Banshee before it disappears, If you don't make it you will have to revert to last check point and clear the tunnel again. If the Banshee is destroyed, it is necessary to go back and retrieve another and force it down the tunnel the same way.
:'''Note''': the [[Halo 2 skulls#Sputnik|Sputnik skull]] and [[Halo 2 skulls#Black Eye|Black Eye skull]] are recommended for this, but not necessarily required. The Sputnik skull essentially makes objects lighter while the Black Eye skull allows players to boost their energy shield by meleeing an enemy.
:'''Note''': if the Banshee is stuck between scenery objects in the tunnel, simply walk behind it and move backwards slowly to get it unstuck.
:'''Note''': Having another player will ease the process.


After "Loading...done" disappears, fly through the tunnel and then directly up and to the left. There will be two suspension bridges; head to the first one. On the middle of the suspension bridge is a cone over which the Scarab Gun is hovering.  
===Banshee Method with AUP===
The banshee method can be extremely simplified by using [[Arbitrary unit possession|AUP]]. This is because elites are unaffected by the barrier, meaning you can fly through the tunnel if you AUP an elite. The method is described below.


===Method 2===
#Start Metropolis on co-op, any difficulty except Legendary, and no iron. Do not shoot or throw grenades unless told to! Enable [[Halo 2 Skulls#Envy|Envy]].
'''Requirements''': Lots of patience.
#Get the marines in the warthog and park them in the back corner. Make sure they don't run out onto the bridge.
#Punch one player to death. Have him pick up '''two''' out of the four grenades that get dropped.
#Drive the Scorpion Tank into the corner and maneuver it against the wall until it "rides" up on the wall/railing facing the water.
#Move the tank to the left and lower it so it sits on the edge of some windows above the ground.
#Have the player who died crawl under the tank. The other player should jump off to his death.
#If done correctly, the player should not respawn. Restart the mission.
#Have one player throw '''two''' grenades.
#That same player goes forward a bit until they near the first bus/set of ghosts. Make sure they don't shoot at you.
#The other player should jump to his death, while the first player uses camo and moves forward. They should jump and melee when they're about to hit the ground, repeatedly, to delay the other player's respawn.
#When you see two ghosts boosting towards you from across the bridge, you can let the player respawn.
#They should spawn as an elite.


First, kill all the Marines and eliminate everything but one [[Banshee]] and one [[Type-25 Assault Gun Carriage|Wraith]] at the section before the tunnel. Before taking the wraith, use the scorpion turret to shoot off the wings of the last Banshee. Do not shoot too many times in a row or it will explode.Steal the Wraith, luring the Banshee through the tunnel. The reason why you need a Wraith is to better protect yourself from the incoming super heated plasma bombs from the Banshee (the Banshee WILL shoot at you) and to easily kill your allies in a [[Warthog]] later in the tunnel. While heading down the tunnel, do not race too far ahead, as a checkpoint will be triggered and the Banshee will disappear. On a similar note, do not let the Banshee draw too close before getting to the lower part of the tunnel, because it will turn around and leave. Try to keep the Banshee within track of your radar.  
The elite can't hijack banshees on his own, so the spartan player will have to hijack a banshee and give it to him. However, the elite can fly the banshee all the way through the tunnel. When he goes through the loadzone in the banshee, the elite player will "despawn" and the player will respawn normally, but the banshee will remain.


Kill all enemies in your way as you continue. Due to the AI wanting to do complex maneuvers, such as turning around or turning in general, it will occasionally get stuck in a crack. To fix this simply go directly behind it and move backwards until it turns around and gets itself out of the crack. Or, if it gets stuck near your enemies, you might want to leave it for awhile and kill the enemies first, thereafter returning to free it. This will ensure that it doesn't fly away while you're not keeping a keen eye on it. However, while doing this, you must make sure there is not too great a distance between you and the Banshee or it will disappear. Eventually, when you and it are in the service tunnel, lure it to the point where the loading screen appears. You have to board it within one second. Now fly directly up to a suspension bridge found in between two buildings (note that there are two bridges, go to the first one). Go to the middle of it and claim the gun.
:'''Note''': If the elite player exits the banshee at all while it's in the tunnel, the banshee will explode. This is because the game, at that point, recognizes that a player is piloting the banshee, and applies the "proper" physics.


===Method 3===
===Box Launch Method===
'''Requirements''': [[Sputnik Skull]], [[Halo 2 Skulls#Black Eye|Black Eye Skull]] and an [[Overshield]] (Using Black Eye Skull).
This method doesn't require two players, or putting a banshee through a tube, but it may take many tries to pull off properly. Two players is also recommended, as it will be easier to delay and get checkpoints so the launch can be attempted repeatedly without having to reset the box.


First of all get the Black Eye Skull to get your shield to overshield range. Then drive a Warthog to the command outpost, and up the small bridge at the farthest from the outpost. Be sure your [[M19 SSM|Rocket Launcher]] is either your primary or secondary weapon. Stand on top of the gunner part. Fire the rocket at the bridge. This is when the Sputnik Skull comes in handy, however, there is a high probability of death. Once on the bridge walk to the Scarab Gun and take it. Try it on multiplayer and hop off the bridge, die, respawn with another player and get your gun back.
#Start Metropolis on Easy. Enable Sputnik and Black Eye.
#Go through the mission as normal, but make sure you have full (green) overshields and at least one spare rocket when you reach the final section.
#Rush to the last bridge ahead of the scarab. You should see three giant "cubes." A small box lays next to one of them.
#Push that box back to the start of that bridge. You must position it very specifically, or the launch may not work.


===Method 4===
To position the box correctly, first orientate it so that the indented middle is in-line with the long way of the bridge. You'll want to move it so that it's most of the way on the "vent" texture between the main walkway and the bridge's "plain" texture. There should be a "tile" like texture on the walkway itself, with little breaks that form small semi-squares (well, closer to octagons, but still square-ish). Position the box so that its indents are in-line and centered with the center of the semi-squares. Finally, ensure that the box is slightly overlapping with the walkway texture, and not entirely on the "vent" texture.
'''Requirements''': [[Sputnik Skull]] and another player (strongly recommended).


First of all, get a [[Rocket Launcher]] and a [[BR55 Battle Rifle|Battle Rifle]]. Then, continue until you get to the part where you have to destroy the [[Scarab]] (The last part of the level) and get as much ammo for your Battle Rifle and Rocket Launcher but not necessarily required. Then, zoom in your Battle Rifle at the last bridge where there is no shelter and the connector to the second building. Shoot the box beside the middle exploding vent.  
#At this point, or somewhere around it, you should get a checkpoint from the scarab. The checkpoint should appear when the scarab is nearing its final position.
#Shoot at the first "strip" on the bridge's texture past where you're standing. Aim halfway to the left to also explode the cube closest to you.
#If done correctly, you should get launched with incredible height. This is because of the cube, combined with the sputnik skull, giving you the power, while the box determines the angle you launch at.
#Land on the high-rise bridge above and claim your prize.


Once you shoot it three times, zoom out and head to it. Push the box and align it with the drain at the start of the bridge. Make it as perfect as possible, then jump on top of it. It is strongly recommended you wait for a checkpoint so you don't have to repeat the entire procedure all over again. Once the ''Checkpoint...Done'' appears, switch to your Rocket Launcher and shoot a rocket near the vent nearest to you. You will then fly up towards the bridge where the [[Scarab Gun]] is located. This takes some tries. Sometimes, you will go too low, sometimes, you will hit the bottom of the bridge and mostly, you might go too high and hit the invisible ceiling and fall to your death.  
===Barrier Launch Method===
This is an alternate version of the box launch method that uses the barriers on the bridge rather than a box.


But after a few tries, you will be able to get it. This is far most the easiest way to retrieve it. It is suggested you do this in [[Co-Op]] mode because when you retrieve the deadly weapon, you will not be able to get down. In co-operative, you can position the second player directly under the suspension bridge. Then, drop to your death and the second player would most likely retrieve it.
#Start Metropolis on Easy. Enable Sputnik and Feather.
#Go through the mission as normal until you reach the final section. Grab a rocket.
#Rush to the last bridge ahead of the scarab. Jump on the first defensive barrier and position yourself as close to the edge facing the wall as possible.
#Aim down, jump and fire the rocket. The blast should give you tremendous height. Keep aiming down and pushing forward, and you should land on the high-rise bridge where the gun awaits after a few tries.


===Acrophobia Method (MCC Only)===
#Simply activate the acrophobia skull when starting the level, and fly up to the scarab gun at the high-rise bridge.
==Other Scarab Guns==
==Other Scarab Guns==
There are actually four [[Scarab]] Guns in ''Halo 2'' -- two on {{Levelname|Outskirts}} and two on {{Levelname|Metropolis}}.
There are actually three Scarab Guns in ''Halo 2''—one on [[Outskirts]] and two on [[Metropolis]]. The other two Scarab Guns are scripted guns that shoot the scarab beam in place of the scarab itself. As with most scripted guns, they float in the air and disappear after their scripted firing. However, players can still pick these up. Bungie never expected players to reach these Scarab Guns and never disabled their pickup.
===Outskirts Scarab Gun (1)===
===Outskirts Scarab Gun===
#On [[Outskirts]] with the Black eye and Sputnik skulls on, get a [[Rocket Launcher]] and grenades.
The Outskirts Scarab Gun normally spawns when driving through the tunnel. It fires a beam through a hole in the ceiling, and hits the warthog flying by. There are currently a few methods of obtaining this Scarab Gun.
#Get in a [[Ghost]] and go to the highway tunnel. (Fun fact: if you go against the wall and out toward the water you can slip outside the map.)
====Out of Bounds Launch====
#On Outskirts with the Black eye and Sputnik skulls on, get a [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]] and grenades.
#Get in a {{Pattern|Karo'etba|Ghost}} and go to the highway tunnel. (Fun fact: if you go against the wall and out toward the water you can slip outside the map.)
#Go to the edge of the building and turn left. Now go boost forward until you get a checkpoint.
#Go to the edge of the building and turn left. Now go boost forward until you get a checkpoint.
#When the checkpoint is activated, get out and aim at the ground. Throw a grenade, shoot the ground with a rocket, and, at the same time, jump.
#When the checkpoint is activated, get out and aim at the ground. Throw a grenade, shoot the ground with a rocket, and, at the same time, jump.
#With an [[Overshield]], you should fly up in the air.
#With an [[Overshield]], you should fly up in the air.
#Hold X and you should (if in the right place) pick it up and land on the wall.
#Hold the pickup button and you should (if in the right place) pick it up and land on the wall.
===Outskirts Scarab Gun (2)===
 
This one can only be reached by modding the game.
You can simplify the process in co-op. Having a co-op partner means that you can pickup the Scarab Gun without having to land on the wall, and it should not despawn when you fall to your death. You can also use AUP.
====AUP Methods====
Possessing either a Pelican or Phantom will allow the other player to fly into the Scarab Gun when launching up the wall. Additionally, possessing a Phantom can give the player enough speed to fly through the beam while inside the tunnel. Due to its simpler and more consistent setup, the phantom possession method is described below.
 
#At the start of Outskirts on co-op, use debris to block the marines from exiting the room you start in.
#Do not take ANY shots or throw ANY grenades unless instructed. This is very important.
#Jump over the debris and scare the first grunt (do not shoot!). Do not progress down the ramp.
#Have one player grab Johnson's sniper rifle and get into the pelican. They should crouch in the back corner.
#Kill the other player with exactly 2 shots from the sniper. If crouched in the corner correctly, the other player should not respawn.
#Restart the mission.
#Repeat steps 1-4, but don't have the player go into the pelican.
#Kill the second player with 2 shots. Melee repeatedly while advancing down the ramp and behind the trash can. This will delay the player's respawn.
#Ensure no enemies shoot at you. Stop meleeing when you hear the phantom.
#If done correctly, the player should respawn as the phantom.


When the [[Scarab]] blasts a hole in the tunnel in [[Outskirts]], try to get outside the tunnel before the Scarab stops firing. If you succeed, you'll see it in a blue cloud beneath the Scarab.
Note that when you proceed past the first loadzone, the phantom will get stuck under the map. Going through the second loadzone may teleport the phantom correctly, or it will get stuck in the wall again, ''or'' it will despawn and the player will appear in a new body. If the phantom gets stuck in the ceiling, go back through the loadzone while adjusting the phantom's position to try to teleport it inside the map. Note that going too quickly back and forth through loadzones will usually result in the phantom despawning. Once you've done this, you can use the launching method described above, or just boost and fly through the scarab beam.


===Metropolis Scarab Gun (Alternate)===
===Metropolis Scarab Gun (Alternate)===
#On Co-op, at [[Metropolis]], fight until you clear the city center and talk to [[Corporal Perez]].
The second Metropolis Scarab Gun appears just before the scarab rounds the corner and blows up the tank. It fires the initial beam that the player sees before the scarab. Much like the Outskirts Gun, this is a scripted Scarab Gun that despawns after firing, but picking it up will prevent this.
#Have one player stand where the Scarab arrives. Have the other go into the building and load the Scarab.
 
#When it loads, have the first player perform an Overshield-, Rocket-, Grenade-, or Sputnik-jump (or really any "boosted" jump) into the scarab's laser -- or into the blue cloud, if there is one -- and hold X, and they will pick up yet another Scarab Gun.
#On Co-op, at [[Metropolis]], fight until you clear the city center.
#Before you talk to [[Corporal Perez]], use an alternate method to get on top of the building, such as a grenade launch, or by flying the banshee.
#Get outside the map on the left side of the top of the building. You should be following where the scarab goes.
#Once you can see the last area of the map with the bridges, go back. This will prevent the second player from teleporting.
#Have one player stand where the Scarab arrives. Have the other go into the building and up to the top flight of stairs.
#A few steps beyond will load the Scarab Gun. This is where you can adjust your setup as needed.
#When it loads, have the first player perform an Overshield-, Rocket-, Grenade-, or Sputnik-jump (or really any "boosted" jump) into the scarab's laser—or into the blue cloud, if there is one—and hold X, and they will pick up yet another Scarab Gun.
 
Note that the player doesn't have to live, but the scarab may knock the gun far away if the player dies.


== Trivia ==
== Trivia ==
*The Scarab Gun has a slightly different appearance than a normal [[Plasma Rifle]]. On co-op, when you get the gun, have your partner look at you while you are dual-wielding it with a Plasma Rifle. There is a glow at the tip of the Plasma Rifle, that is not present on the Scarab Gun (although you can do it on single player).
*The Scarab Gun has a slightly different appearance than a normal {{Pattern|Okarda'phaa|plasma rifle}}. On co-op, when you get the gun, have your partner look at you while you are dual-wielding it with a Plasma Rifle. There is a glow at the tip of the Plasma Rifle, that is not present on the Scarab Gun (although you can do it on single player).
*Unlike the [[Plasma Rifle]] which fires blue bolts, the Scarab Gun fires the same green beam a Scarab does. However, it fires with reduced accuracy and as 'rounds' (even though the ammo is unlimited), rather than a continuous beam, like the [[Sentinel Beam]].
*Obtaining the Scarab Gun in  [[Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista]] will unlock the [[King of the Scarab]] achievement. Obtaining it in ''[[Halo: The Master Chief Collection]]'' will unlock the [[Scarab Lord]] achievement.
*An achievement in [[Halo 2 Vista]] called King of the Scarab is unlocked by obtaining this weapon.
*Interestingly, the safety cone underneath the gun has multiple "Danger" signs on it, showing that the gun might have been put there intentionally to keep it away from others. Also, this is supported by the fact that Bungie put in an actual model (the plasma rifle's model) for the weapon, unlike other vehicles' .weapon tag (weapons are not specified in the vehicle tag).
*Interestingly, the safety cone underneath the gun has multiple "Danger" signs on it, showing that the gun might have been put there intentionally to keep it away from others. Also, this is supported by the fact that Bungie put in an actual model (the plasma rifle's model) for the weapon, unlike other vehicles' .weapon tag (weapons are not specified in the vehicle tag).
*If the player gets into the side seat of a [[Warthog]] and fires the Scarab gun, the screen (except for the HUD) will go completely white until the player stops firing. That's because, in third person, the weapon's gleam is as large as the Scarab's main gun.
*If the player gets into the side seat of a [[M12 Force Application Vehicle|Warthog]] and fires the Scarab gun, the screen (except for the HUD) will go completely white until the player stops firing. That is because, in third person, the weapon's gleam is as large as the Scarab's main gun.
*If you give a marine this Easter egg, he will hold it as if it were a normal plasma rifle, but he will never fire it. Bungie might have expected this and took steps to prevent this in order to balance the game AIs.
*If you give a marine this Easter egg, he will hold it as if it were a normal plasma rifle, but he will never fire it. Bungie might have expected this and took steps to prevent this in order to balance the game AIs.
*It was confirmed by Bungie on April 16, 2010, that the Scarab Gun was intentionally put in there as an Easter Egg<ref>[http://www.bungie.net/News/content.aspx?type=topnews&cid=25650 '''Bungie: One Final Effort'''] - ''Hiding the Scarab Gun on newmombasa and thinking "heh, it'll be forever before they find this!" and then having players get up there within a week by pushing Banshee through the BSP transition from the bridge. Damn. Never underestimate the player.''</ref>
*The Scarab Gun was originally used by [[Joseph Staten]] to generate the cinematic effect of the Scarab beam firing. According to him, it ended up in the game because he forgot to take it out.<ref>[http://www.youtube.com/watch?v=afXrOIpwz4M '''YouTube''': ''Halo Fest: Bungie Hatching the Cosmic Halo Egg'']</ref> However, designer [[Tyson Green]] has confirmed that the Scarab Gun was intentionally left in the game as an Easter egg.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=25650 '''Bungie: One Final Effort'''] (Tyson Green: ''"Hiding the Scarab Gun on newmombasa and thinking "heh, it'll be forever before they find this!" and then having players get up there within a week by pushing Banshee through the BSP transition from the bridge. Damn. Never underestimate the player."'')</ref>
*If you grab the gun and make it to the part when the Scarab shoots the [[957-A3|Scorpion tank]], you can destroy the Scorpion yourself and the Scarab will refrain from firing.
*The Scarab Skull can be enabled in Halo 2 Anniversary. This causes all weapons used by the player to fire scarab beams, much like the Scarab Gun itself.
**The skull used to affect vehicles as well, even working on the Warthog's horn


*If you pick up the gun, the screen will still say "picked up a plasma rifle"
==Gallery==
<gallery>
File:Scarab Gunfire.jpg|A single shot from the Scarab Gun
File:Scarab Gun whitescreen.jpg|The result of firing the Scarab Gun when in the passenger seat of the Warthog.
</gallery>


==Sources==
==Sources==
<references/>
{{Ref/Sources}}
 
==Links==
===Internal===
 
===External===
*[http://video.google.com/videoplay?docid=6086244683324364542&q=scarab+gun Video Tutorial]


{{Easter Egg}}
{{Easter Egg}}
{{Template:Covenant Weapons}}
[[Category:Halo 2 Easter eggs]]
[[Category:Easter Eggs]]
[[Category:Halo 2 Easter Eggs]]
[[Category:Covenant Weapons]]

Latest revision as of 10:13, May 8, 2023

This article is about the Scarab gun found in Halo 2. For types of Scarab, see Scarab. For other real-world uses of the word, see Scarab (disambiguation).
The Scarab Gun, floating above a traffic cone atop a bridge.

"Think, MASSIVE FIREPOWER! For one level only."
Frank O'Connor[1]

The Scarab Gun is a hidden Okarda'phaa-pattern plasma rifle with the firepower of a Protos-pattern Scarab's focus cannon. It is hidden in the Halo 2 level Metropolis. Like the Da Vinci Code objects, the Scarab Gun is simply a placeholder object that generates the Scarab's firing effect.

Overview[edit]

The Scarab Gun has similar appearance as a normal Plasma Rifle. It has unlimited ammo, continuous rapid fire, and never overheats. Due to its tremendous firepower and immense splash-damage, firing the weapon at close range will normally kill the player.

Walkthrough[edit]

It is recommended for the player to attempt to obtain the Scarab Gun on Easy difficulty. The most popular method is the banshee method, since it can be done on single player, and the player can fly back down to the level normally after getting the Scarab Gun. However, other methods are also described below. However, the easiest method by far is using the acrophobia skull on Halo: The Master Chief Collection.

Banshee Method[edit]

Since the player cannot fly the banshee into the tunnel, due to an elastic barrier, the banshee has to be lured through the tunnel.

  1. Proceed normally as you would till the end of the bridge. Kill all allies and enemy ground vehicles, and commandeer a ghost.
  2. To lure a Banshee into the tunnel, simply drive in reverse and fire around at a Banshee. Try to avoid firing directly at the Banshee. When the banshee follows you, you can start driving forward. Keep it from getting too close or too far, as either will make the banshee turn around and try to fly out of the tunnel.
  3. Some allies will spawn in a Warthog. The marines are invincible until they reach the jackals/road block in the tunnel. Eliminate them to avoid them from damaging/destroying the Banshee you lured. Feel free to also kill all enemy infantries to avoid interruptions. At the same time, repeat step #2 to keep luring the Banshee into the tunnel.
  4. Avoid taking your eyes off the banshee while in the tunnel. It may despawn, especially in co-op.
  5. Once you reach the closed section of the roadway and have to detour off into the pipes, you should dismount your Ghost if you have not done so. Lure the Banshee into this detour as you would with a Ghost by firing around it.
  6. In the detour hallway, lure the Banshee to the left path that leads to the next section of the campaign level. Try to melee it slowly into tunnel.
  7. It will get stuck due to the narrowness of the tunnel. At this point, you should fire off the Banshee's wings.
  8. The loadzone is just inside the tunnel. Board the banshee as it's flying through it to prevent it from despawning. The barrier will deload, preventing the banshee from being destroyed.
  9. Proceed out of the tunnel and fly off to the suspension bridges. You will see the Scarab Gun will be hovering on a cone.
Note: the Sputnik skull and Black Eye skull are recommended for this, but not necessarily required. The Sputnik skull essentially makes objects lighter while the Black Eye skull allows players to boost their energy shield by meleeing an enemy.
Note: if the Banshee is stuck between scenery objects in the tunnel, simply walk behind it and move backwards slowly to get it unstuck.
Note: Having another player will ease the process.

Banshee Method with AUP[edit]

The banshee method can be extremely simplified by using AUP. This is because elites are unaffected by the barrier, meaning you can fly through the tunnel if you AUP an elite. The method is described below.

  1. Start Metropolis on co-op, any difficulty except Legendary, and no iron. Do not shoot or throw grenades unless told to! Enable Envy.
  2. Get the marines in the warthog and park them in the back corner. Make sure they don't run out onto the bridge.
  3. Punch one player to death. Have him pick up two out of the four grenades that get dropped.
  4. Drive the Scorpion Tank into the corner and maneuver it against the wall until it "rides" up on the wall/railing facing the water.
  5. Move the tank to the left and lower it so it sits on the edge of some windows above the ground.
  6. Have the player who died crawl under the tank. The other player should jump off to his death.
  7. If done correctly, the player should not respawn. Restart the mission.
  8. Have one player throw two grenades.
  9. That same player goes forward a bit until they near the first bus/set of ghosts. Make sure they don't shoot at you.
  10. The other player should jump to his death, while the first player uses camo and moves forward. They should jump and melee when they're about to hit the ground, repeatedly, to delay the other player's respawn.
  11. When you see two ghosts boosting towards you from across the bridge, you can let the player respawn.
  12. They should spawn as an elite.

The elite can't hijack banshees on his own, so the spartan player will have to hijack a banshee and give it to him. However, the elite can fly the banshee all the way through the tunnel. When he goes through the loadzone in the banshee, the elite player will "despawn" and the player will respawn normally, but the banshee will remain.

Note: If the elite player exits the banshee at all while it's in the tunnel, the banshee will explode. This is because the game, at that point, recognizes that a player is piloting the banshee, and applies the "proper" physics.

Box Launch Method[edit]

This method doesn't require two players, or putting a banshee through a tube, but it may take many tries to pull off properly. Two players is also recommended, as it will be easier to delay and get checkpoints so the launch can be attempted repeatedly without having to reset the box.

  1. Start Metropolis on Easy. Enable Sputnik and Black Eye.
  2. Go through the mission as normal, but make sure you have full (green) overshields and at least one spare rocket when you reach the final section.
  3. Rush to the last bridge ahead of the scarab. You should see three giant "cubes." A small box lays next to one of them.
  4. Push that box back to the start of that bridge. You must position it very specifically, or the launch may not work.

To position the box correctly, first orientate it so that the indented middle is in-line with the long way of the bridge. You'll want to move it so that it's most of the way on the "vent" texture between the main walkway and the bridge's "plain" texture. There should be a "tile" like texture on the walkway itself, with little breaks that form small semi-squares (well, closer to octagons, but still square-ish). Position the box so that its indents are in-line and centered with the center of the semi-squares. Finally, ensure that the box is slightly overlapping with the walkway texture, and not entirely on the "vent" texture.

  1. At this point, or somewhere around it, you should get a checkpoint from the scarab. The checkpoint should appear when the scarab is nearing its final position.
  2. Shoot at the first "strip" on the bridge's texture past where you're standing. Aim halfway to the left to also explode the cube closest to you.
  3. If done correctly, you should get launched with incredible height. This is because of the cube, combined with the sputnik skull, giving you the power, while the box determines the angle you launch at.
  4. Land on the high-rise bridge above and claim your prize.

Barrier Launch Method[edit]

This is an alternate version of the box launch method that uses the barriers on the bridge rather than a box.

  1. Start Metropolis on Easy. Enable Sputnik and Feather.
  2. Go through the mission as normal until you reach the final section. Grab a rocket.
  3. Rush to the last bridge ahead of the scarab. Jump on the first defensive barrier and position yourself as close to the edge facing the wall as possible.
  4. Aim down, jump and fire the rocket. The blast should give you tremendous height. Keep aiming down and pushing forward, and you should land on the high-rise bridge where the gun awaits after a few tries.

Acrophobia Method (MCC Only)[edit]

  1. Simply activate the acrophobia skull when starting the level, and fly up to the scarab gun at the high-rise bridge.

Other Scarab Guns[edit]

There are actually three Scarab Guns in Halo 2—one on Outskirts and two on Metropolis. The other two Scarab Guns are scripted guns that shoot the scarab beam in place of the scarab itself. As with most scripted guns, they float in the air and disappear after their scripted firing. However, players can still pick these up. Bungie never expected players to reach these Scarab Guns and never disabled their pickup.

Outskirts Scarab Gun[edit]

The Outskirts Scarab Gun normally spawns when driving through the tunnel. It fires a beam through a hole in the ceiling, and hits the warthog flying by. There are currently a few methods of obtaining this Scarab Gun.

Out of Bounds Launch[edit]

  1. On Outskirts with the Black eye and Sputnik skulls on, get a Rocket Launcher and grenades.
  2. Get in a Karo'etba-pattern Ghost and go to the highway tunnel. (Fun fact: if you go against the wall and out toward the water you can slip outside the map.)
  3. Go to the edge of the building and turn left. Now go boost forward until you get a checkpoint.
  4. When the checkpoint is activated, get out and aim at the ground. Throw a grenade, shoot the ground with a rocket, and, at the same time, jump.
  5. With an Overshield, you should fly up in the air.
  6. Hold the pickup button and you should (if in the right place) pick it up and land on the wall.

You can simplify the process in co-op. Having a co-op partner means that you can pickup the Scarab Gun without having to land on the wall, and it should not despawn when you fall to your death. You can also use AUP.

AUP Methods[edit]

Possessing either a Pelican or Phantom will allow the other player to fly into the Scarab Gun when launching up the wall. Additionally, possessing a Phantom can give the player enough speed to fly through the beam while inside the tunnel. Due to its simpler and more consistent setup, the phantom possession method is described below.

  1. At the start of Outskirts on co-op, use debris to block the marines from exiting the room you start in.
  2. Do not take ANY shots or throw ANY grenades unless instructed. This is very important.
  3. Jump over the debris and scare the first grunt (do not shoot!). Do not progress down the ramp.
  4. Have one player grab Johnson's sniper rifle and get into the pelican. They should crouch in the back corner.
  5. Kill the other player with exactly 2 shots from the sniper. If crouched in the corner correctly, the other player should not respawn.
  6. Restart the mission.
  7. Repeat steps 1-4, but don't have the player go into the pelican.
  8. Kill the second player with 2 shots. Melee repeatedly while advancing down the ramp and behind the trash can. This will delay the player's respawn.
  9. Ensure no enemies shoot at you. Stop meleeing when you hear the phantom.
  10. If done correctly, the player should respawn as the phantom.

Note that when you proceed past the first loadzone, the phantom will get stuck under the map. Going through the second loadzone may teleport the phantom correctly, or it will get stuck in the wall again, or it will despawn and the player will appear in a new body. If the phantom gets stuck in the ceiling, go back through the loadzone while adjusting the phantom's position to try to teleport it inside the map. Note that going too quickly back and forth through loadzones will usually result in the phantom despawning. Once you've done this, you can use the launching method described above, or just boost and fly through the scarab beam.

Metropolis Scarab Gun (Alternate)[edit]

The second Metropolis Scarab Gun appears just before the scarab rounds the corner and blows up the tank. It fires the initial beam that the player sees before the scarab. Much like the Outskirts Gun, this is a scripted Scarab Gun that despawns after firing, but picking it up will prevent this.

  1. On Co-op, at Metropolis, fight until you clear the city center.
  2. Before you talk to Corporal Perez, use an alternate method to get on top of the building, such as a grenade launch, or by flying the banshee.
  3. Get outside the map on the left side of the top of the building. You should be following where the scarab goes.
  4. Once you can see the last area of the map with the bridges, go back. This will prevent the second player from teleporting.
  5. Have one player stand where the Scarab arrives. Have the other go into the building and up to the top flight of stairs.
  6. A few steps beyond will load the Scarab Gun. This is where you can adjust your setup as needed.
  7. When it loads, have the first player perform an Overshield-, Rocket-, Grenade-, or Sputnik-jump (or really any "boosted" jump) into the scarab's laser—or into the blue cloud, if there is one—and hold X, and they will pick up yet another Scarab Gun.

Note that the player doesn't have to live, but the scarab may knock the gun far away if the player dies.

Trivia[edit]

  • The Scarab Gun has a slightly different appearance than a normal Okarda'phaa-pattern plasma rifle. On co-op, when you get the gun, have your partner look at you while you are dual-wielding it with a Plasma Rifle. There is a glow at the tip of the Plasma Rifle, that is not present on the Scarab Gun (although you can do it on single player).
  • Obtaining the Scarab Gun in Halo 2 for Windows Vista will unlock the King of the Scarab achievement. Obtaining it in Halo: The Master Chief Collection will unlock the Scarab Lord achievement.
  • Interestingly, the safety cone underneath the gun has multiple "Danger" signs on it, showing that the gun might have been put there intentionally to keep it away from others. Also, this is supported by the fact that Bungie put in an actual model (the plasma rifle's model) for the weapon, unlike other vehicles' .weapon tag (weapons are not specified in the vehicle tag).
  • If the player gets into the side seat of a Warthog and fires the Scarab gun, the screen (except for the HUD) will go completely white until the player stops firing. That is because, in third person, the weapon's gleam is as large as the Scarab's main gun.
  • If you give a marine this Easter egg, he will hold it as if it were a normal plasma rifle, but he will never fire it. Bungie might have expected this and took steps to prevent this in order to balance the game AIs.
  • The Scarab Gun was originally used by Joseph Staten to generate the cinematic effect of the Scarab beam firing. According to him, it ended up in the game because he forgot to take it out.[2] However, designer Tyson Green has confirmed that the Scarab Gun was intentionally left in the game as an Easter egg.[3]
  • If you grab the gun and make it to the part when the Scarab shoots the Scorpion tank, you can destroy the Scorpion yourself and the Scarab will refrain from firing.
  • The Scarab Skull can be enabled in Halo 2 Anniversary. This causes all weapons used by the player to fire scarab beams, much like the Scarab Gun itself.
    • The skull used to affect vehicles as well, even working on the Warthog's horn

Gallery[edit]

Sources[edit]

  1. ^ Bungie Weekly Update 12-17-04
  2. ^ YouTube: Halo Fest: Bungie Hatching the Cosmic Halo Egg
  3. ^ Bungie: One Final Effort (Tyson Green: "Hiding the Scarab Gun on newmombasa and thinking "heh, it'll be forever before they find this!" and then having players get up there within a week by pushing Banshee through the BSP transition from the bridge. Damn. Never underestimate the player.")