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<<Back
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Maps
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Knowing
your maps is the absolute key to winning at any type
of game, especially Slayer. Know everything about the
map-- where to get the best guns, where most of the
respawn points are, and how to find a good sniping
perch. This section contains map strategies and
official Bungie overhead views of each map.
Note:
I do not yet have the descriptions for the new Halo
PC/Mac maps. Those will be coming soon, so check back.
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Maps |
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Battle
Creek. A small box canyon featuring two
bases, separated by a creek and an arch
structure. Defending the forts is made easier
by controlling the teleporter at the back,
which leads to the back of the other base.
There are alcoves at the top of the map and to
either side, with ladders leading to them;
each has a sniper rifle and can make a great
sniper perch. |
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Damnation. A
Covenant structure that was used to control
water flow into a section of Halo. Damnation
is one of the few non-symmetrical maps in
Halo, and it incorporates both a high and low
flag base. During CTF events stay close to the
flag locations and snipe across the high
teleport road and the low dam crossing.
Communicate well and the flag is yours, as it
is easy to attack the flag bases from multiple
sides at once. The rocket launcher is located
in the middle of the lower corridor below
‘shotgun alley’, so be sure to pick it up
during your travels. In addition, use the two
sniper rifles to surprise and effective
suppress opponents.
There's
a good hiding place near the uplink crate.
Watch
your step! There are a lot of areas on
Damnation where you can walk off a ledge and
die. Pipes, on the other hand, can be fun
places to hang out and get the drop on
someone.
You
can’t hop to the pit area from the falls
bridge area, but you can do it the other way.
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Rat
Race. An
asymmetrical map which involves some human
mining into one of Halo's hallway system. As
with all multiplayer maps, keep moving to stay
alive. To attack the high flag base during CTF,
use the teleporter located near the lower flag
base and attack through the cave system (you
can also pick up a shotgun on the way). To
attack the lower flag base, use the same cave
system, but drop down on the defenders using
the ‘murder holes’.
You
can shoot the power-ups down from their
roosts!
Shotgun
+ over shield = dishes of pain.
Find
out where those teleporters lead; they can
come in handy.
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Prisoner.
A
four story corridor of destruction. Most of
the spawn points are on the first level, so
climb high as fast as possible to escape the
chaos. Sniper rifles are located in the two
4th floor platforms and can effectively cover
the central corridor, although from highly
exposed positions. Respawn generators are
located in the openings behind these so be
wary that opponents may pop in behind you at
any given time.
Grab
the rocket launcher and invisibility (below)
from the central platform on level two and
work your way up. However, watch your tail.
During CTF games, try to stay on the highest
level as much as possible. Falling down leads
to a long walk up, and plenty of exposure to
the respawned below, so be careful.
There
are two ways up to each level.
Practice
your jumping skills for this map.
Needles
can force players to either sidestep off a
ledge or become a popping pincushion.
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Hang
'em High. A
large storage facility on the Halo which
provides an excellent location for all sorts
of scenarios. The sniper rifle and rocket
launcher are located on the catwalks above,
and are well worth the risk. Meanwhile, the
shotguns tend to spawn in the shelters on
either side of the maps, so spin through these
areas occasionally during your exploration.
For ball games, try controlling the areas
around the ‘shotgun gallery’, as there are
only two ways in and out.
The
pistol rules this level.
There
are two ways onto the middle platform, but you
can't get off without taking some damage.
Don’t
get stuck in the trench; it isn’t easy to
get out.
The
invisible power-up is your friend on Hang 'em
High.
Beneath
the corner with the tall tower is a long
tunnel. This is easily defended in team
Oddball games. Another benefit: it is situated
beneath several spawn locations, where your
teammates will reappear when they die.
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Chill
Out. A
Covenant research facility on HALO, used to
analyze Halo's material. This environment is a
series of connected rooms, with several
changes in elevation. The rocket launcher is
located on one of the two horizontal beams,
but use with extreme caution. The confines of
this map are tight. Grab the shotgun and the
super-shield power up in the cooling room, and
go say “Hi” up close and personal. In
addition, use the geometry of the map for
different points of cover.
Find
that rocket launcher and you could be sitting
pretty.
This
map is really small and getting from one end
to the other is easy, especially if you know
where all the teleporters go. Be sure to watch
your motion tracker on this one; there are a
lot of turns so it's hard to see people
coming.
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Chiron
TL-34.
An intense training facility for
SPARTANs. Keep moving, grabbing whatever
weapons are in front of you. Also, check out
all of the rooms in the structure, as several
strategic opportunities exist in their
positioning.
If
you can figure out the layout of this map and
where all the teleporters go, you will have
the jump on many of your opponents.
The
motion tracker is still useful through the
teleporters as they lead where you would
expect. That is, if you see a red dot on your
motion tracker pointing to the teleporter,
throw a grenade at the teleporter because
there is probably someone coming through.
Similarly, if you're playing a game with nav
points to guide you, trust the teleporters and
follow the nav point.
Shooting
rockets through the slits in the central,
maze-like room is very satisfying. You can get
some good angles at teleporters with them.
The
shotgun is very useful on this map.
There’s
a health pack in every room, though sometimes
you need to look for it.
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Longest.
It
is advantageous to take the higher ground,
especially on offense. If playing defensively,
stay in the lower corridors, near the ends of
the hallways.
Power-ups
are especially good to have on this map.
Learn
to jump well over the ridges and you can jump
between halls easily.
Grenades
are fun to chuck down the halls.
A
great environment for large or small teams.
Use the ladders towards the middle to get the
shotgun and power-ups. In addition, the pistol
(located in the bunkers) is also quite
effective. During CTF, guard the flag well, as
once it is gone… it's gone.
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Wizard.
The
middle platform is a quick way to each of the
four side platforms.
Don’t
hide next to the teleporter; it's a dead end.
In more ways than one.
Get
those power-ups and health packs whenever you
can.
Another
human training facility. Pick up grenades in
the short lower hallways and use plasma
grenades for close confrontations. The pistol
also does well in this environment, although
plasma weapons and the Needler are equally
effective.
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Derelict.
A
long-abandoned wreck in space. Look out the
window in the middle of the lower floor to see
the stars. The second level is the key to
holding the map. Power-ups
appear in the walkways around the edge of the
second floor, and the rocket launcher lies in
one of the transition hallways. Use this
second level to rain hell down on the folks
below, or to escape with the ball. The
hallways around the first floor contain
weaponry, so scout them out before taking the
top floor. Also, use the ramps in front of
each teleporter on the first level to
"launch" yourself into the
teleporter and make yourself a harder target
to hit.
Teleporters
are the only way up. Figure out where each
goes so you can track players through them.
Each teleporter goes 30 degrees counter
clockwise.
The
side hallways are good to hide in.
Keep
moving.
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Boarding
Action. Two
human starships face each other in an epic
confrontation. A great environment for
sniping, and use the sniper rifles in the far
corners of level 5 (on the left side, if you
are facing the specific ship). In addition,
invisibility sits on floor 1 (on the right
side), so pick up what you can and keep
moving. Otherwise, it can turn into a shooting
gallery at the state fair. For CTF maps,
attack from levels above, as the flag bases
are rather exposed. Of course, this strategy
becomes rather obvious, so defenders can use
this to their advantage and rocket the
flag-carrier and flag into space The numbers
on the sides of the walls will tell you where
you are, and where your opponents are as
well...
Getting
to know how to get from one level to the next
and from one end of the ship to the next is
very important.
Sniper
rifle rocks on this level; there are two
emplacements, up high. When sniper rifles are
involved, never assume that nobody can see
where you're hiding...
There
are some good shortcuts you can take on your
way down. Look for ledges and platforms off
the regular hallways.
If
a player is heading toward a ladder, wait for
him to start climbing, then snipe him.
There
are teleporters to the other ship on the top
and bottom floors.
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Blood
Gulch. A
dried-up river valley in the middle of a box
canyon. There is a good sniper spot behind the
red base, up on a hill in the shadows.
Use
those teleporters to get across the map
quickly without a vehicle.
Caves
can provide good cover to get you across the
map.
Parking
a vehicle on top of your enemy's teleporter
location is an effective (if low and dirty)
way of controlling the middle of the map. Try
going into their base with Active Camo and
waiting for them to try to use the teleporter.
The
rocket launcher, which appears in the middle
near a small bush, is a precious commodity.
When playing with vehicles, try to only use
your rockets on a vehicle. Rocket ammo is in
short supply, especially if a lot of people
are playing, and snipers like to pick off
people going for the launcher. So pick your
targets wisely. When shooting a warthog, you
want to hit it so that you kill at least one
of the passengers while flipping it so it
tosses everyone else. Try and nail the front
of the warthog. This will usually kill
everyone except the gunner, and he'll be
tossed out with a lot of damage done to him.
Unless you have a good shot (and time to
reload), toss a grenade in or finish the other
guy off with your other weapon. Eventually
you'll be brazenly standing in the path of
oncoming traffic with a rocket launcher.
Flying vehicles will kill you, so remember
your basic laws of physics. Just for kicks
though, try standing in a valley in the middle
of Blood Gulch and get a jeep to ramp up a
hill and jump over you. Then fire a rocket at
the jeep as it flies directly over you. It
will be a while before your opponents hit the
ground.
When
traveling across the map in the warthog, try
to avoid taking big, flashy jumps &
instead weave around through the valleys:
you’re less of a target this way.
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Sidewinder. A
giant, horseshoe, snow-covered canyon of death
and destruction. Use the vehicles for quick
access to the other base, but careful of the
warthog on ice and for snipers on the higher
levels. In addition, you can use the outer
teleport route to pick up the rocket launcher
and to work your way around the outside of the
canyon. However, the teleporter between the
bases and first teleporter station is one way,
so be prepared for a bit of a walk. In
addition, a central base connects the two
sides of the horseshoe, and also contains
grenades, power-ups, and pistols. For a quick
CTF capture, try grabbing the flag, running
through this central base structure, and
throwing the flag (to a waiting teammate)
through the power-up gate. In addition, ghosts
can be used effectively to either guard the
flag or ram it home, however visibility can
sometimes become occluded by the structure.
Use
the teleporters to get across the map quickly,
but remember: once you leave the base you've
got a long walk back.
Parking
vehicles on teleporter delivery areas can
block the teleporter.
The
most effective attack route on Sidewinder is
up through the tunnels leading from one base
to another. Get the dual power-ups on your way
to the opponent's base, not on the way up the
ramp to the middle. That way they will last
long enough for you to use them near the
enemies (mostly applicable to team games).
Once past the middle of the tunnel route, you
have two choices for attacking - down through
their tunnel, or right off the edge of the
cliff. When defending, keep this in mind - the
enemy is far more likely to come in the door
on the tunnel side of your base.
It’s
easy to defend the base as there are only two
ways into the base and only one way to the
flag. Note that there are only two ways up to
the tower, but three ways out.
Don’t
drive the jeep on the ice; you will be a
sitting duck. Conversely, keep an eye out for
warthogs on the ice; they're easy targets.
The
sniper rifle can be your friend or your worst
enemy on Sidewinder.
Try
to take your vehicle to strange and
interesting places. Sometimes a vehicle is
best used blocking a doorway on this map.
If
someone is camping near your teleporter outlet
points with a shotgun or some other
death-dealing doodad, try running through the
teleporter backwards - often you'll be face to
face with the ambusher and in a better
position to deal with him.
When
Scorpions are available, a horrifyingly
effective tactic is to shell the enemy base
from a distance, hitting the second floor and
the front doors constantly. If you find
yourself the victim of this, the teleporter on
the second floor is often your best hope,
since it will get you clear of the
bombardment, near a rocket launcher, and often
behind the enemy tanks.
When
playing CTF, a favorite tactic is to get the
flag and then run into the tunnels. Instead of
turning and running up the tunnels, turn and
run down the other side, where the over shield
and invisibility power-ups can be found. Once
you arrive, throw the flag through the bars
(preferably to an ally on the far side). Not
only is this faster, but it's almost
impossible for the enemy to recover their flag
once it's through the bars.
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