Prima Games eGuides
primagames.com Browse Redeem a code Help
Halo Wars eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Multiplayer
    • Introduction
    • 1v1: Blood Gulch
    • 1v1: Chasm
    • 1v1: Pirth Outskirts
    • 1v1: Release
    • 1v1: Tundra
    • 2v2: Beasely’s Plateau
    • 2v2: Crevice
    • 2v2: The Docks
    • 2v2: Labyrinth
    • 2v2: Repository
    • 2v2: Terminal Moraine
    • 3v3: Exile
    • 3v3: Fort Deen
    • 3v3: Frozen Valley
  • Campaign Act 1
    • Introduction
    • 01: Alpha Base
    • 02: Relic Approach
    • 03: Relic Interior
  • Campaign Act 4
    • Introduction
    • 12: Repairs
    • 13: Beachhead
    • 14: Reactor
    • 15: Escape
  • Campaign Act 3
    • Introduction
    • 08: Anders’s Signal
    • 09: The Flood
    • 10: Shield World
    • 11: Cleansing
  • Appendices
    • Introduction
    • Appendix I: Achievements
    • Appendix II: Skull locations
    • Appendix III: Black Box Locations
    • Appendix IV: Complete Halo Wars Timeline and Unlock Condition
  • Art Gallery
    • Art Gallery
  • Factions
    • Introduction
    • UNSC Leaders
    • Spirit of Fire
    • The Command Base
    • Firebase Buildings
    • Firebase Units
    • Barracks Units
    • Vehicle Depot Units
    • Air Pad Units
    • Covenant Leaders
    • The Citadel
    • Citadel Buildings
    • Citadel Units
    • Hall Units
    • Factory Units
    • Summit Units
  • Campaign Act 2
    • Introduction
    • 04: Arcadia City
    • 05: Arcadia Outskirts
    • 06: Dome of Light
    • 07: Scarab
  • Basics
    • Introduction
    • Welcome to Halo Wars Advanced Training
    • Rock, Paper, Scissors: RPS in the RTS
    • Veterancy on the Battlefield
    • Upgrades on the Battlefield
    • Skills and Skulls
    • Base Construction Tactics
    • Main Methods of Play
    • Leader Powers
    • Dealing with an Artificial Intelligent Enemy
    • Tactical Tips

Halo Wars Guide › Campaign Act 2

07: Scarab

After insertion into the dome, a Covenant superunit is discovered: A Super Scarab is under construction but can track units, lock on to them, and deliver a devastating plasma payload. Destroy the Power Nodes to slow its tracking head cannon before defeating the mechanical beast itself.

Objectives

Win Condition: All primary objectives met.

Loss Condition: All buildings and units destroyed, and heroes downed. Not enough supplies to recover.

Par Time: 12:00–24:00

PRIMARY OBJECTIVES

Destroy the Super Scarab

Completion Score: 2,000 Points

The Scarab must be destroyed before it wipes out your base. Keep your forces out of the head’s line of fire.

OPTIONAL OBJECTIVES

Kill 10 Locusts [10]

Completion Score: 750 Points

The spiderlike Locust is slow-moving but powerful. It is designed to destroy structures and is less effective against units. Counter the Locust with Marines or Scorpions.

Destroy All Enemy Power Nodes [7]

Completion Score: 750 Points

The nodes are secondary power sources for the Scarab. If they are destroyed, the Scarab will not be able to turn its head as quickly.

Difficulty Modifications (Compared to Normal)

Easy: All enemy units have 50 percent less Health Points and inflict 50 percent less damage. There are less enemies defending Power Nodes.

Heroic: There are Shade Turrets added to the Covenant forces. More attacks occur on your base.

Legendary: All enemy units have 25 percent more Health Points and inflict 25 percent more damage. Even more attacks occur on your base.

Mission Commencement

You begin with a Fortress to build. Concentrate on supplies and upgrades to your Warthogs and optionally your Scorpions, and at each corner, plant Turrets augmented with Flame Mortars and Rail Guns. As you gradually increase production, make sure your forces have reached and taken all the supply crates that are in the base’s immediate vicinity. Use Warthogs to gather these supplies, and it may be wise to build four or five of these units in preparation for part one of a two-pronged tactical strike. Directly north of you is a gargantuan Super Scarab with a devastating mining laser. It’s your job to destroy it before it cuts through the ancient Forerunner temple defenses and slices through your base!

Tip

You begin with a few units from the previous mission. Keep your Scorpion and Warthogs at the ready. Don’t move your two Rhinos; instead, treat them like movable Turrets—clamp them down between two Turrets, facing into the grassy plateau but not at the temple wall. Rhinos can then guard against Covenant incursions.

Note

The following tactical plan can be attempted using only Scorpions, Warthogs, or a mixture of both. Warthogs are slightly more maneuverable and useful in the earlier stages, but even when fully upgraded, their weaponry takes time to inflict damage on the Super Scarab. The Scorpions are trickier to maneuver across the landscape, but once you remove the Power Nodes, the Super Scarab takedown is a little easier.

Caution

If you’re determined to complete this mission without destroying any Power Nodes, the only bonus you receive is the Micro Manager Achievement. Don’t attempt this and expect an impressive score!

With your defenses building, you can opt to destroy one Power Node before moving your army to face the Super Scarab. It is important to destroy at least one Power Node before striking the Super Scarab, or the Scarab’s laser beam moves too quickly to dodge. Also remember that destroying the first and seventh (and final) Power Nodes slows the Scarab’s head down the most. If you’re adamant about only blasting one Power Node, choose the seventh one labeled on the guide map, northeast of the Fortress, which is close by, poorly defended, and easily destroyed. You can now move to Waypoint 8 or locate the other six Power Nodes (the latter is recommended, as the Optional Objective worth 750 Points requires you remove all Nodes).

Legendary Tactics

With the increased Covenant attacks on your base, you still need to leave your base and concentrate on surviving the Power Node takedowns. Therefore, it is wise to build a few additional units to help nullify this additional Covenant threat. First, add Flame Mortars and Railguns to all four of your base Turrets to weaken incoming enemy ground forces. Then trundle out some Cobras to damage incoming Covenant vehicles at long range. A few Flamethrowers can help too.

After your forces have darted out to destroy the Power Node at Waypoint 1, take Forge and a few Warthogs and drive west to the lone temple cover section, where you should destroy an Elite. You’re making a looping route along the western perimeter of this grassy plateau, destroying all Covenant you see and leaving a Warthog to collect supply crates (such as those scattered between Waypoints 3 and 4) before rejoining the group.

Cooperative Advice

With two players, have one completely manage the Fortress and incoming foes, while the other takes down Nodes. Or, split forces with each player covering different groups of Power Nodes.

Using Forge to scout around the plateau for all the Power Nodes, you should now employ a “MAC, then attack” strategy for every Power Node you spot. This tactic begins at Waypoint 3, where you’ll encounter a few Covenant troops, including Locusts. Remember to destroy each one to complete the Kill objective. As your troops first spot the Power Node, call in a MAC Blast (you have two free ones to use up) to decimate the Power Node and any nearby enemies, then lay into the nearby remaining foes.

TIP

Another great technique to try is blasting each Power Node with a group of Scorpions’ Canister Shell upgrade attack; it takes out Nodes almost instantly!

Continue along the perimeter, ideally sending Forge to Waypoint 4 to reveal the Power Node and small Covenant defense force in this small peninsula overlooking the inaccessible canyon below. Call in your next MAC Blast to destroy the Power Node, perhaps damaging the Covenant forces milling around this location in the process. Then, once your Warthogs (or Scorpions) have laid waste to the two Locusts along the western perimeter, drive your force into the peninsula and remove all enemy threats.

Rebel Sympathizer

Although you won’t be collecting this Skull yet, you must return to this peninsula later into this mission, once you defeat ten Locusts but before dispatching the Super Scarab. Claim the Rebel Sympathizer Skull floating in this area. Peel off a Warthog to claim it while the rest deal with the Super Scarab.

TIP

The guide map reveals the starting locations of all ten Locusts; head to these locations for the best chance of finding them.

The “MAC, then attack” technique continues as you bring your forces in a straight, southeasterly path; or retrace your steps if your vehicles are slower and likely to be struck by the Super Scarab’s beam, and you want to ensure a sizable Combat Bonus. Pass Waypoint 1 (and the Power Node, which you may already have destroyed), and venture northeast to the corner of the plateau. As you reach the Power Node by Waypoint 5, execute a MAC Blast if you have one ready. Otherwise, push your forces between the large rock and the perimeter wall so you aren’t blasted by the Scarab, and clean up the Covenant scum in this area.

TIP

The Super Scarab moves its head from left to right; by now, you should be able to spot where its head is pointing. So, for example, time your moves so you drive east just as the Scarab is shooting its beam from east to west; this gives you the most amount of time before the Scarab blasts the area you’re in. Keep moving!

CAUTION

Don’t keep a large number of troops behind the large temple wall north of your base; you don’t want the Super Scarab focusing its power here, as it soon blasts through, then decimates your base in moments! Make sure the Scarab is occupied with your fast ground forces well away from the base.

Round the pathway curve, focusing on tearing the remaining assembled Locusts apart. Be very cautious, as there’s little protection except for the large alcove to the north and a small temple structure by Waypoint 6. Tear through the perimeter Covenant Power Node; this should leave you with the final two Nodes in the map’s center, near Waypoint 7. Time your maneuvering, and when the Super Scarab is looking and moving east to west, drive out into the middle of the plateau.

Legendary Tactics

If you’re having trouble with the Hunters clustered around a couple Power Nodes, soften them up with your two free MAC Blasts before engaging them.

TIP

It is possible to play a game of cat and mouse with the Scarab, providing you’re in a Warthog or other fast vehicle. Drive and coax the Scarab’s head into following your Warthog, and it will track you for a few seconds. Do this while the majority of your army is driving in an otherwise dangerous location, moving the Scarab’s focus away from your main troop groups. This is another possibility during Cooperative play.

Black Box 7

As you round the curve, the alcove to the north offers more than simple Scarab protection; it has a sizable stash of supply crates; leave a Warthog behind to collect these. In the middle of the alcove rests Black Box 7. Take this easily without detriment to your Time or Combat Bonuses.

Cooperative Advice

In Cooperative play, you can peel off a few of your troops to tackle and soften up the Super Scarab while you destroy all the Power Nodes. This eases the final battle against the Super Scarab considerably.

TIP

Be sure you destroy most (and ideally all) the Power Nodes before attacking the Super Scarab with your entire army.

The sixth and seventh (and final) Power Nodes are located in the middle of the plateau, as shown on the guide map. Drive to Waypoint 7 and destroy both Nodes. The reason you should tackle these Power Nodes last is that they are in the open, and your forces are most susceptible to the Super Scarab attack. However, if the five previous Nodes are knocked out, the Scarab’s beam is much easier to dodge now. You may also wish to use the MAC Blast on one of the Nodes to quicken the Node takedowns.

Your assault on the Super Scarab begins now! Continue to train your army up to its maximum population, and create a Global Rally Point in the vicinity of Waypoint 8 so new units are easily accessible. A good place for the Rally Point is behind either of the temple blocks, but be wary of them being struck by the Scarab and demolished. The only remaining Covenant forces to face are the Super Scarab and a few Banshees flying around from the Scarab’s left. Then attempt the following tactics for demolishing this behemoth once and for all!

Upgrade your Warthogs’ main armament to the Gauss Cannon (the final upgrade), and it becomes effective against both the Banshees and the Super Scarab.

Trundle your forces in a large mass to one side of the Super Scarab. You should attack the Scarab from the left side, then the right, before moving back and forth (as shown in the picture). Do not engage the Scarab with frontal assaults, as this can cause the Scarab’s beam to erode the temple wall shielding your base, whether or not the Scarab strikes your forces.

TIP

Scorpions are excellent during the latter stages of combat providing you’ve upgraded this tank as it is hardy and the Canister Shell ability whittles down a Scarab. Don’t forget to fire off as many MAC Blasts during the fight!

Movement is extremely important when demolishing the Super Scarab. Begin with your entire force on either side of the Scarab. Then send one unit to the Scarab’s other side. The Scarab’s head tracks that unit. Then send over the next unit, triggering the Scarab. Continue until all units are on the opposite side, and then start over. This gives the rest of your army more time to inflict damage before fleeing from its beam (which is still necessary), until the Super Scarab yields to your inferior firepower but superior tactics!

Cooperative Advice

Leave one player to dodge the Scarab’s beam and launch the all-out vehicular attack, while the other fires the MAC Blasts.

Awards and Summary

Keep reading with a free account

The first 3 sections of Halo Wars are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

Previous06: Dome of Light NextIntroduction