Difference between revisions of "High Charity"

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| title = High Charity
 
| title = High Charity
 
| image = [[File:HighCharity.jpg|300px]]
 
| image = [[File:HighCharity.jpg|300px]]
| caption = There were those who said this level would never come
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| caption = The final Master Chief level of the game
 
| game = Halo 2
 
| game = Halo 2
| time = Easy: ~x:xx; Legendary: sub-5:00
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| time = Easy: 2-4 minutes; Legendary: 2-5 minutes
 
| previous = [[Uprising]]
 
| previous = [[Uprising]]
 
| next = [[The Great Journey]]
 
| next = [[The Great Journey]]
 
}}
 
}}
  
'''High Charity''' is the thirteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [[w:c:halo:High Charity (level)|High Charity (level)]] for general information.
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'''High Charity''' is the thirteenth playable level in [[w:c:halo:Halo 2|Halo 2]]. See [https://www.halopedia.org/High_Charity High Charity] for general information.
  
==Easy==
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=Full Game Strategies=
  
Kill the combat form that runs at you at the start of the level for his sword.  
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===Easy===
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 +
====Start====
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If you are going to do the flood butterfly, skip to the section about the flood butterfly. Otherwise, walk towards the enemies. Kill the combat form that runs at you at the start of the level for his sword. It will either be the first or second flood combat form to run at you. Continue through the level to the elevator that takes you to the next section. You can use sword flies and sword cancels to speed up this section.
  
 
==== Bug/Open Room ====  
 
==== Bug/Open Room ====  
  
Sword fly to the brute at the first landing platform. Alternatively progress through the room normally.
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After going up the elevator, pick up the beam rifle that is on the right in the hallway, if you are going to sword fly. Sword fly to the brute at the first landing platform. Step on the lift to go to the next area to activate it, while waiting for it to activate, pick up a carbine from the weapon box. Continue through the lift to the hallways.
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If you don't intend to sword fly, just keep your original carbine and take the lifts across the room to the hallways.
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==== Hallways ====
  
==== Halls ====
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When the first door to the hallways opens up, you can jump and do a sword cancel off a flood and potentially go quickly down the entire first hallway.
  
Progress through the halls as fast as possible. In the second open room (the one with flood) kill the rocket flood and grab his rocket.  
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In the first half-circular room, Progress through the halls as fast as possible. In the second open room (the one with flood) kill the rocket flood and grab his rocket.  
  
 
==== Elevator ====
 
==== Elevator ====

Revision as of 22:34, 20 June 2018

High Charity
HighCharity.jpgThe final Master Chief level of the game
Information
  • Game: Halo 2
  • Beginner Goals: Easy: 2-4 minutes; Legendary: 2-5 minutes

  • Intermediate Goals: {{{time2}}}

  • World Class Goals: {{{time3}}}

  • IL Records: {{{time4}}}

  • Segmented Times: {{{time5}}}

    Halo 2 level navigation

    Uprising - High Charity - The Great Journey

High Charity is the thirteenth playable level in Halo 2. See High Charity for general information.

Full Game Strategies

Easy

Start

If you are going to do the flood butterfly, skip to the section about the flood butterfly. Otherwise, walk towards the enemies. Kill the combat form that runs at you at the start of the level for his sword. It will either be the first or second flood combat form to run at you. Continue through the level to the elevator that takes you to the next section. You can use sword flies and sword cancels to speed up this section.

Bug/Open Room

After going up the elevator, pick up the beam rifle that is on the right in the hallway, if you are going to sword fly. Sword fly to the brute at the first landing platform. Step on the lift to go to the next area to activate it, while waiting for it to activate, pick up a carbine from the weapon box. Continue through the lift to the hallways.

If you don't intend to sword fly, just keep your original carbine and take the lifts across the room to the hallways.

Hallways

When the first door to the hallways opens up, you can jump and do a sword cancel off a flood and potentially go quickly down the entire first hallway.

In the first half-circular room, Progress through the halls as fast as possible. In the second open room (the one with flood) kill the rocket flood and grab his rocket.

Elevator

You can try the pressure launch, however if you don't get it or if the enemies don't spawn you want to have a checkpoint at the elevator and make sure to revert quickly to avoid softlocking the game.

Kill the three brutes and the jackals at the door at the top of the elevator to progress.

Go up the elevator after the fight and the level ends when you reach the end of the room at the top of the elevator.