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Halo Wars eGuide
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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 › Multiplayer

2v2: Labyrinth

A maze of Forerunner structures creates a complex and challenging battlefield. The Forerunner Protector units may hold the key to victory. Both teams are separated by this strange complex, but there are ways around it, and the Protector Hooks on either edge augment your units with Healing, Combat, or Shielding capabilities.. Learn to control them and the central bridge for almost certain victory.

Areas of Interest

Starting Bases: 4

Forerunner Bases: 6

Protector Plant: 2

Sniper Towers: 8

Teleporters: 1 (1 entrance and 1 exit)

There are three Forerunner bases on each side of the map, and these are guarded by a few Sentinels and a fearsome Super Sentinel. These entities are violent when approached, and their laser technology from the craft and nearby Turrets is very damaging—the Super Sentinel’s shots slow down your troops when they are struck. This means run-and-gun tactics are less certain. However, as your foes are facing the same problem, it might be wise for you and your teammate to band together, both tackling a nearby Forerunner base in half the usual time so you can crank out more troops, supplies, and Reactor levels.

Unique to this map is the Protector Plant. There are two available along the outer edges of the L-shaped path. Once you’ve defeated the Sentinels, you can build any of the three Sentinel Protectors listed below. Each adds 1 to your Population (be aware of this). You can only build one Protector of the same type at a time, but you can have all three building at once. Each Protector takes 30 seconds to build. The Plant does not require an infantry to man it. Simply keep a presence there and you can access one of the following:

Offensive Protector

Attach this to a single squad to have the Protector attack targets that are shooting the protected squad.

Healing Protector

Attach this to a single squad to have the Protector heal the protected squad out of combat.

Shield Protector

Attach this to a single squad to have the Protector generate a small shield around the protected squad.

Naturally, a group of the same troops can be given the same or different chaperone Protectors. The Hooks are incredibly useful and are a great tactical location to hold, as the Protectors can augment your tough, friendly units such as Scorpions, Hornets, Vampires, or Covenant Leaders. Only one Protector can be assigned per unit, but having, say, a Healing Protector constantly keeping a Covenant Leader alive makes him even more dangerous. Similarly, assign a Protector to each Spartan, and they become incredibly adept at killing anything! Let your foes quake with fear as a Protector Scarab stomps over them!

Rushing is not recommended on this map, as both allies begin close to each other and can reinforce the other’s base if it is attacked. You are better to wait or catch your foes unawares. Instead, using Turtling tactics is the most effective plan; simply lie in wait and build up your base (optionally Locking it so your foe isn’t aware of how strong your forces are) until your foe mistakenly tries to attack you. If your foes are taking their time, gradually creep up and control the map until you meet resistance from them.

The central bridge with the labyrinth on either side is a great place to Rush to control and garrison some infantry troops in the four Sniper Towers. This slows down an enemy Rush and provides an early warning system that the enemy is on their way.

TIP

Don’t forget the Teleporter, as this can allow your forces to flee pursuers, quickly reach the Protector Hook on the map’s opposite side, or devise cunning plans: For example, have your friend bring a massive army up one side of the labyrinth’s L-shaped path while you head up the other. Then instead of attacking from either side, head your forces into the Teleporter, and follow your friend up to bolster his units and crush with overwhelming force!

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