Uprising: Difference between revisions
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Halopedia has a walkthrough guide for this level; see Uprising/Walkthrough. |
Uprising is the 13th campaign level in Halo 2, and the 12th playable one.
As Thel 'Vadamee, the player must battle their way through Brutes, Jackals and a few Drones to reach a rendezvous with Rtas 'Vadumee. Along the way, they will receive some aid from Grunts and other Elites, most notably (and surprisingly) a Zealot.
Transcript
Thel 'Vadamee is seen arriving on a cliff face via teleporting from the Gravemind. The view shows a view of Delta Halo's Control Room. He then turns to his left and finds a conveniently-placed Plasma Rifle, lying on a rock stained with Elite blood, and readies himself on the path ahead.
{Gameplay}
Oh, So That's How it Is
Thel 'Vadamee sees Brute Shot grenades going off in the distance, followed by Plasma Rifle bursts firing in the air
- Brute: "Weaklings!"
'Vadamee encounters a badly wounded Elite with an Energy Sword lying next to him.
- Elite: (dying) "The Brutes have betrayed us... the Councilors..."
The Elite dies. 'Vadamee sees a Brute shooting at a dead Elite nearby.
- Brute 1: "Let's just throw them over the edge!"
- Brute 2: "Where's the fun in that?"
Another Brute approaches the two other Brutes.
- Brute "I already checked there!"
- Brute: "Just making sure..."
If 'Vadamee ambushes the Brutes and assassinates them:
- Brute Captain: (growls) "Go see what's taking them so long!"
- Brute Captain: (if spotted) "He's still just an Elite. Go! Kill him!"
Or alternatively, if spotted:
- Brute: (sarcastically) "So, you've come to save your friends!"
After 'Vadamee reaches the doors of a structure, a cloaked Special Operations Elite arrives from the door and helps 'Vadamee to kill any remaining Brutes.
- Spec Ops Elite: "By the Prophets ... what have these Brutes done?"
The Elite turns and looks at 'Vadamee, then tightens his fist.
- Spec Ops Elite: "They have shed our brothers' blood... and for that, they must die!"
Insertion Drop Pods land on the canyon, unveiling Elite reinforcements.
- Spec Ops Elite: "A Zealot! So much for a stealthy advance."
- Zealot Elite: "Bah! Over so soon?"
If 'Vadamee moves into the structure before the rest of the Elite reinforcements do..
- Zealot Elite: "Arbiter! Save some for the rest of us!"
If 'Vadamee waits until the reinforcements enter the structure.
- Zealot: "Make haste! There are more Brutes to kill!"
Once the Elites clear the first room of the structure, they find a couple of Grunts running about. With their help, the Elites finish off the remaining Brutes, Jackals and Drones in the area.
'Vadamee and his allies enter the next room where several more Brutes take defensive positions.
- Zealot: "Ha ha! Long have I waited for this!"
- Brute: "Not all dead? Raise the alarms!"
Later, 'Vadamee finds a Grunt cowering in a corner. Sometimes, he will speak as follows:
- Cowardly Grunt: "Please ... no hurt! Me like Elites! Brutes stinky bad-bad! Me stay here, make sure no Brutes come behind mighty Arbiter!" (Chuckles nervously)
As 'Vadamee and the allies enter a hallway with dead Elites, Grunts, and weapons scattered about.
- Spec Ops Elite: (praying to dead Grunts and Elites) "Start the journey... be at peace."
Alternatively:
- Spec Ops Elite: " ...And yet I live."
or
- Zealot Elite: (sadly, kneeling over dead Unggoy) "He is no more."
'Vadamee and his allies go into another room, where more Covenant Loyalist forces await. The forces are easily defeated.
The lance soon enters another room, with more Elite and Grunt corpses and scattered weapons.
Step Aside, Let The Man Through
As the door to the outside opens, several Brutes and Jackals are taken by surprise as the Elites (and any remaining Grunts) charge at them.
As the Elites head forward, more Brutes await and are soon eliminated. A few Ghosts are placed near the position. The Arbiter pilots one of them, and the Elites follow on foot.
'Vadamee takes the vanguard and surprise-attacks the nearby Brute camp head-on. The Elites follow, as a big battle takes place between Plasma Turrets, Ghosts and infantry.
After clearing the Loyalist forces in the area, Jackals behind follow up to reinforce the camp, and after they are eliminated, 'Vadamee and his allies follow up on the next camp, where a Grunt on a Plasma Turret aids the Covenant Separatists. A few more Brute-controlled Ghosts and a Spectre try to stop the Separatist forces with failure.
A small Jackal camp awaits in the next area, and is easily taken care of by 'Vadamee. Some Elites take the opportunity to pilot the Ghosts throughout the camp.
Another Loyalist camp awaits with Power Cores placed at the front to stop the Separatists, and a few Jackal Snipers as support. The Separatist forces crush the defenses and rush through to the next area.
Fight Club
The next area is guarded by multiple Brutes and a few Wraiths. Once most of the area is cleared of Brutes, a few more Elite Drop Pods land, to reinforce the current Separatist pack.
Inside a structure room, they find a cache of Human and Covenant weapons
- Elite: "What vulgar taste! Even as trophies, these weapons are worthless!"
Vadamee and his allies get through the Brute forces and a Brute-controlled Ghost and enters a cave to find Jackals and another Brute-controlled Ghost.
'Vadamee exits the last door. A Wraith approaches him slowly. The Arbiter readies his weapon. The hatch opens to reveal Rtas 'Vadumee.
- Rtas 'Vadumee: "By the rings, Arbiter!? The Councilors! Are they -"
- Thel 'Vadamee: "Murdered... By the Brutes."
- Rtas 'Vadumee: "Vile, disloyal beasts! The Prophets were fools to trust them!"
They see Phantoms fly over them. One stops above the platform of the Delta Halo Control Room. Tartarus lands from the gravity lift, with Commander Miranda Keyes and 343 Guilty Spark in captivity. Tartarus greets the Brute guards with growls. He enters, and the doors close behind him.
Trivia
Glitches
- During the vehicle section of the level (before Fight Club), allies who are walking (notably the Sangheili Zealot) will get stuck near the waterfall, walking up and down, leaving the player along with the others who drive vehicles.
- If the dying Sangheili with the Energy Sword at the beginning of the level is meleed as the quote "The Brutes have betrayed us... The Councilors..." plays, then his mouth will start moving to the words.
- One can have unlimited Plasma Pistols on this level. First give a Grunt a Fuel Rod Gun or a Rocket Launcher then drive in a vehicle toward him, he will dive out of the way and drop his weapon and pull out a Plasma Pistol with 100% ammo.
- If the Grunts that joined the forces in the first cavern room are still with the player when he/she gets to the three-leveled room, one will notice that they will not follow any further. Even if pushed toward and off the edge, they will not follow the crowd like the Elites will if they are pushed down. The Grunts, however, will appear again when the player reaches to the second chapter, near the door.
- Sometimes, the Zealot will stop moving no matter how far the player goes, if the player switches weapons with him, he will start climbing up an imaginary boundary and stay at the top.
- At the top of the mountains by where the Spectre comes, when the player gets to the end of a pathway in the mountain, he/she can spot two trees mysteriously floating like the one in Halo: Combat Evolved campaign level Two Betrayals.
- If the player walks by a certain tree he/she will see part of his body and if he/she shoots it the player will take damage.
- Driving a Ghost out the last door will trigger the cutscene with a Ghost in the background.
- It is possible to gain two extra Spec Ops Elite allies near the beginning of the level, at the expense of two Grunts. When the first Spec Ops Elite begins to say, "By the Prophets, what have these Brutes done?" rush into the next room so that the Zealot and two minor Elites can't drop down from the sky. Therefore, the player will only have the one Elite as an ally, plus the two Grunts. If the Grunts are killed, two extra Spec Ops with Plasma Rifles will appear, usually accompanying the first one. Be sure not to betray the Grunts outright, or the Elites will attack the player. After clearing the first room, go back and allow the Zealot and two Minor Elites to drop from the sky, however, the Zealot and two Minor Elites will not follow through out the rest of the level in this glitch.
- It is possible to skip much of this level and start the next level prematurely by jumping out and around the level. A good example is Here
Easter Eggs
- There are mysterious faces in the cave's entrance and cat faces at the exit.
- Just before "Step Aside, Let the Man Through", one can find a Grunt covering his head and shaking. When approached, he will say: "Please! No hurt! Me like Elites! Brutes stinky bad bad! Me stay here and make sure no Brutes come behind mighty Arbiter! [laughs nervously]... eh?" This Grunt is known as the Cowardly Grunt, and is one of the three Talking Grunts.
References
- The ending cut scene is quite similar to the scene in Star Wars: Return of the Jedi, in which Han Solo is confronted with an AT-ST, only to be surprised by the fact that Chewbacca is controlling it.
- In this whole level, there are a total of Seven Sangheili, another seven reference.
- In one of the rooms that the Brutes wait there are seven in total.
Miscellaneous
- There was a cinematic cut from the beginning of this level in which the player would see Brutes lining up and killing Elite Councilors.
- Grunt allies surprisingly can be given the Rocket Launcher. The best way to do this is obtain the Thunderstorm Skull and play on Easy. Therefore the Grunts are Ultras and can take a lot of damage.
- At several points throughout the level, enemies will run ahead to alert groups further along. (Most notably the Brute that will run into the top of the three-leveled room and yell "Elite resistance, warn the others!")
- This level and The Great Journey are the only levels in Halo 2 where a Zealot Elite appears on any difficulty. They are also the only levels where Zealots appear as allies in the whole trilogy.
- When beginning the mission, go to the second rock to the north east, after that turn a little bit left to see the other wall, there is grass forming a bird head and if looks more up there are horns which might mean this is another devil bird like the one in Zanzibar.
- This is the only level in the entire Halo series that is just a "revenge" mission. There are no orders, no missions or guidelines to follow, just settling the score with the Brutes and making through the Forerunner complexes.
- In the Fight Club part, there is a Brute with a Shotgun that, if not killed, can be seen trying out the Shotgun on the wall.
- In the beginning of the level, one can see sparks of blueish light streaming around of the edge of the cliff. They have a resemblance to the Holo-Drones from when fighting Sesa 'Refumee.
- The levels "Gravemind" and "Uprising" occur at the same time.
- In the beginning of the level, Brute Shot can be seen shooting out from the cliff and 4 Plasma Rifle shots will be shot into the sky, hinting that Brutes are fighting and at least one Elite died. Unexpectedly, the Brutes are shooting the Elites, killing them.
- One of the crates in the "Brute trophy room" is labeled Nerve Gas. This leaves some to believe that the UNSC used or were planning to use biological weapons on the Covenant.
- The human weapon crates contain Marine helmets.
- After the Three-Leveled room, passed the corridor with the dead Elites (one has an Energy Sword) and Grunt bodies, the player will reach the room with the Shade turret. On the upper level, there will be a scared Grunt. If the Grunt is located at the left of the door the player comes from, there will be a Fuel Rod Gun beside him. If the Grunt is located anywhere else, the Fuel Rod Gun won't appear.
Gallery
Related Pages
Preceded by Gravemind |
Halo 2 Campaign Uprising |
Succeeded by High Charity |