Star Wars – Top 10 Jedi Council Members (Clone Wars Era)

In the waning days of the Galactic Republic, some extremely powerful Jedi took seats on the High Council, particularly as the war began to take its toll on the Jedi Order. At the height of its power, the Council counted several of the most powerful force users to ever live among their number,  and even Darth Sidious himself would think twice about taking on the entire Council at once – hence the need for Order 66. However, there was also a distinct power hierarchy among the Council, and several members had specific duties that gave them particular importance among the Jedi. As such, this list will rank the Top 10 Jedi Council Members from the Clone Wars era.

10 – Anakin Skywalker

anakin.jpgAlthough possibly the most powerful Force user to sit on the Council, Anakin’s low rank on this list is due to how little time he actually served on the Council, and justified by the fact that he would inevitably betray them and play a key role in the destruction of the Jedi Order. However, Anakin’s raw power does make him a formidable Council Member in his own right, and although he was not granted the rank of Master, chances are had he not betrayed the Jedi he would have gone on to be one of the Council’s most powerful leading members.

9 – Yarael Poof

yaraelA prominent member of the Council before the Clone Wars, Yarael sacrificed his life to save Coruscant from a dangerous terrorist group just before the conflict started, but was still considered among the Council’s greatest members even afterwards. A master of the Affect Mind ability, Poof was known to occasionally use the force in ways that other Jedi would frown upon – such as influencing the minds of bullies to make them flee in terror from their harmless victims – but was overall a great addition to the Council and a far better choice than his successor, Coleman Trebor.

8 – Saesee Tiin

tiin.jpgA powerful Jedi who would often assist Mace Windu throughout the Clone Wars, Saesee Tiin was an excellent pilot who played a pivotal role in the Space Battle above Coruscant, during which he captured a Separatist capital ship with help from a battalion of EVA troopers. However, Saesee’s downfall came at the hands of Darth Sidious, and he became one of the first victims of the Great Jedi Purge when he was struck down by the Sith Lord during their duel.

7 – Kit Fisto

fisto.jpegAppointed to the Jedi Council during the Clone Wars, Kit Fisto was a renowned duellist and his amphibious nature made him an ideal choice for defending water-based worlds such as Mon Calamari. Often deployed on dangerous missions, Fisto was one of the few Jedi to survive and encounter with General Grievous, and his lightsaber was fitted with a second crystal to refine the blade to allow it to work underwater, making him one of the key Jedi in the Clone Wars. Like Saesee Tiin, Fisto would meet his death at the hands of Darth Sidious, but of the three Jedi Masters Mace Windu brought with him to fight Sidious, Fisto survived the longest in the duel, proving his skill in combat.

6 – Plo Koon

plo.jpgA Kel Dor from Dorin, Plo Koon was known to be among the most compassionate of the Jedi in the Order, and was responsible for the induction of Ashoka Tano into the ranks of the Jedi as well as saving the lives of many Clones during the War, believing them to be people with rights rather than expendable infantry. His key achievements during the Clone Wars include the discovery of the Separatist flagship the Malevolence and the retrieval of the long-lost Council Members Sifo-Dyas’ lightsaber.

5 – Ki-Adi Mundi

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A famous Cerean who was among the few Jedi allowed to take wives due to the rarity of his species, Ki-Adi Mundi was certainly one of the most powerful force users of the era and was a skilled duellist, able to hold his own against the most effective Jedi Hunter of the era, General Grievous. Although he supported the Cerean policy of isolationism, Mundi himself was happy to play a key role in Galactic affairs, provided that his people be left alone, and he would tragically die at the hands of his own Clone Troopers following the execution of Order 66.

4 – Shaak Ti

shaak-ti.jpegAmong the few Jedi to survive Order 66, Shaak Ti often played a defensive role during the Clone Wars, assigned to protect the vital cloning facilities on Kamino and then later reassigned to protect the Jedi Temple in the waning days of the war. Surviving several encounters with General Grievous as well as being among the few survivors of the catastrophic Battle of Hypori, Shaak Ti was clearly among the most powerful of the Jedi, and her activities on Felucia following the Rise of the Empire were pervasive enough to mobilise the force-sensitive natives of the planet against the Sith.

3 – Mace Windu

mace-windu_b35242e5.jpegServing as Grand Master of the Order for a time, Mace Windu was considered the most powerful Jedi by many, and used his unique lightsaber style as well as rare abilities that he could channel from the dark side to further the aims of the Light. Although Windu was certainly unique among the Jedi, he made no secret of this, even fashioning a purple lightsaber to distinguish himself from his comrades. Despite utilising several dark side abilities, Windu was seemingly immune to temptation, although his instinctive mistrust of Anakin would eventually lead to the Jedi’s undoing.

2 – Obi-Wan Kenobi

obi.jpgFamous for being the Master of not only Anakin but also Luke Skywalker, and a former pupil of Qui-Gon Jinn, Obi-Wan was an ideal choice to sit on the Council following the onset of the Clone Wars as his skills as a diplomat were legendary, leading him to be given the nickname ‘the Negotiator’, a name he would later bestow upon his flagship in the War. During the Clone Wars, Kenobi proved a key asset to the Council and participated in many battles on planets as important as Geonosis, Naboo, Coruscant and Kamino, as well as being the only Jedi who was able to defeat his former pupil, Anakin Skywalker. One of the few Jedi to survive the Purge, Obi-Wan played a key role in inducting Luke Skywalker into the frail remains of the Jedi Order, thus ensuring that the Empire would one day be defeated.

1 – Yoda

yodaThe last of the Jedi Council to perish following the collapse of the Order, Yoda was among the Jedi’s oldest members and served as Grand Master of the Order for years before the Clone Wars. Wise and powerful, Yoda was skilled in almost every aspect of the Force, from meditation and premonition to lightsaber skills. He duelled many of the most powerful Sith during the Clone Wars, including Count Dooku, Asajj Ventress and even Darth Sidious himself, and was a key strategist during the conflict. Showing a particular interest in protecting the native wildlife of worlds caught up in the war, Yoda used his friendship with native peoples like the Wookiees to ensure that the limited numbers of Clones assigned to defend Kashyyyk were reinforced against Separatist attacks. Following the war, Yoda went into exile on Dagobah and continued the training of Luke Skywalker after the death of Obi-Wan Kenobi. Once he had passed on all the knowledge and training that he could to Luke, Yoda promptly died, becoming one with the force and, as the Jedi Council’s last surviving Member, effectively ending the institution. However, Yoda’s teachings proved instrumental in allowing Luke to turn Anakin Skywalker back to the light, destroy the Sith and save the Jedi.

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Doctor Who – Top 10 Big Finish Cyberman Stories

Big Finish has been producing the Doctor Who Main Range (formerly called the Monthly Range) since 1999 and is therefore fast approaching its 20th anniversary of creating Doctor Who audio dramas. Big Finish have not produced as many Cyberman audios as they have Dalek ones, but after 20 years of production, there is still a significant number of excellent Cyberman stories. This article ranks the best of the Big Finish Cyberman stories, starting with:

#10 – The Gathering

Gathering_(Doctor_Who)The Gathering has a strange place in the Cyberman story pantheon in that it doesn’t feature any actual Cybermen, but rather deals with the horrific aftermath of a Cyber incursion. This audio tells the kind of story that would be unlikely to appear in the TV series, and not only because it features some gruesome body horror, but the story also serves as Tegan’s return to the Fifth Doctor’s life after several years, and the focus on this aspect of the story, coupled with the lack of any actual Cybermen, is what puts this instalment at the bottom of the list. However, that is not to say it is a bad story, and it is an audio that Peter Davison fans should definitely check out.

#9 – Last of the Cybermen

dwmr199_last_of_the_cybermen_cover_large.jpgA homage to the Cyber-War plot from the early Cyberman stories, Last of the Cybermen depicts humankind’s final assault on Telos in an effort to wipe out the Cybermen for good. Featuring the Sixth Doctor alongside Second Doctor companions Jamie and Zoe, this audio has many twists and turns and has a terrifying depiction of the conversion process but is somewhat deflated by its pacing issues and underwhelming conclusion. Although it is fun to have Jamie and Zoe back fighting Cybermen, this was done far better in Legend of the Cybermen and as such this audio is further down the list than it would otherwise have been.

#8 – Human Resources

human resources.jpgThe final two-part story to the first series of Eighth Doctor Adventures, Human Resources Parts One and Two are an excellent conclusion to the strong first outing for the Eighth Doctor and new companion Lucie, played by Sheridan Smith. The story arc of the series is brought to a satisfying close and the Headhunter also makes an appearance, although the Cybermen themselves do not feature until quite a way through the story – which is good for tension, but means that there is not as much time for Cyber-action as is normally the case in 2-hour long audio plays.

#7 – Hour of the Cybermen

DWMR240_hourofthecybermen_alt_1417.jpgThe newest Cyberman story in the Main Range, Hour of the Cybermen is set on Earth and is a rare example of a Sixth Doctor UNIT story. The premise is simple – the Doctor arrives on Earth only to find that the UK has been afflicted with a terrible drought – but only the UK, not the rest of Europe (perhaps a veiled political message?) and eventually the Cybermen are revealed to be behind it. What makes this audio unique is the fact that it features the return of David Banks and Mark Hardy, who played the Cyber-Leader and Cyber-Lieutenant in Earthshock, The Five Doctors, Attack of the Cybermen and Silver Nemesis. Their iconic voices make this audio a real treat, and although Nicholas Briggs does a fantastic Cyberman voice, it is good to hear the old voices back again.

#6 – Sword of Orion

dwmr017_swordoforion_1417_cover_large.jpgSpeaking of Nicholas Briggs, Sword of Orion was the first story he wrote for the Eighth Doctor and the Cybermen in the Main Range, as well as being the first Cyberman story Big Finish produced. The format is simple but effective, which is particularly good considering the fact that this is Charley Pollard’s first ride in the TARDIS. The Cybermen also get some great action in this story, and their sinister nature is portrayed excellently in several scenes, particularly a gruesome encounter that the Doctor has with a Cyber-conversion plant that has stalled in mid-production = leaving the partly-converted victims to die horribly. Overall, this story is a strong instalment for the Cybermen, but doesn’t quite do enough new with them to warrant being in the top five.

#5 – The Reaping

The_Reaping_coverThe first Sixth Doctor to feature the Cybermen also features Peri, and deals heavily with her family and backstory meaning that those who are not fans of this particular companion may be immediately turned off this story. However, the concept itself is novel, with the idea of a highly futuristic Cyberman turning recently deceased humans into more Cybermen is similar to the concept for the New Series finale Death in Heaven, and that episode’s focus on the companion is also shared by this audio. Peri’s tragic story coupled with some really grisly Cyberman scenes makes this audio a must-listen for fans, particularly since it sets up several elements for both The Harvest and The Gathering.

#4 – Legend of the Cybermen

61lCIfV0rALAs previously mentioned, Legend of the Cybermen is a fantastic story involving the Sixth Doctor alongside Jamie and Zoe, and features the Cybermen invading the Land of Fiction from the Second Doctor story The Mind Robber. For those who haven’t seen that episode, it was essentially introduced as an excuse for the production team to use lots of historical and fantasy props for an episode, but ended up as a psychedelic journey through a crazy land featuring several fictional characters, and in this audio the Cybermen arrive there to convert them all. As the Cybermen work from an angle of total logic, this story depicts a sort of holy war for them, as they try to wipe the ‘scourge’ of fiction from the land.

#3 – The Harvest

dwmr058_theharvest_1417_cover_large.jpgThe first and arguably best of the loose ‘Cyberman Trilogy’ of The Harvest, The Reaping and The Gathering, this Seventh Doctor audio features the debut of Hex as well as the first encounter that the Seventh Doctor and Ace have had with the Cybermen since Silver Nemesis. The story focuses not only on Hex encountering the Doctor and Ace but also the side story of the Cyber-Leader transitioning into a human, something that is fascinating to listen to. With some great dialogue between the Doctor and the three main antagonists of the story, as well as the computer ‘System’, The Harvest is definitely one of the best Cyberman stories in the Big Finish back-catalogue.

#2 – The Silver Turk

20141022095558dwmr153_thesilverturk_1417_cover_largeThough the Eighth Doctor has a fair few Cyberman stories, this is his first and (so far) only encounter with the Mondasian Cybermen. The premise of having Mary Shelley in the TARDIS makes for a fascinating listen, particularly as she begins to feel sympathy for the Cybermen. Over the course of the story, several Mondasian Cybermen are used as marionettes and performers, and although they are somewhat sympathetic, they are also horrifying in their own right, and there are some really creative ideas that come together well in this story – but to give away any more would certainly venture in the territory of spoilers.

Honourable Mention – The Isos Network

dwea0204_theisosnetwork_1417_cover_large.jpgAlthough some fans will be put off by the more traditional ‘talking book’ style of the audio adventures of earlier Doctors, there are some genuine gems in amongst the catalogues of the first three Doctors. The Isos Network is an excellent bridge between the final two Second Doctor Cyberman episodes, and although there are some strange concepts included in this story, such as giant sentient slugs, the Cybermen are still fantastic in this story and the voices in particular are excellent.

#1 – Spare Parts

dwmr034v_spareparts_1417_cover_largeThe top spot, however, goes to Spare Parts, a story that serves as the origin story for the Mondasian Cybermen and has several links with the final First Doctor story, The Tenth Planet. Pitting the more human and fallible Fifth Doctor against the Genesis of the Cybermen was a fantastic move, as it sets up a dark and gritty tale that gives Genesis of the Daleks a run for its money, and that’s saying something. The gloomy world of Mondas with its desperate, hopeless inhabitants is countered by the down-to-Earth and optimistic Hartman family, and their tragic story helps drive the emotional weight of the story. The Cybermen themselves are at their best in this story, creepy and intimidating, and Nicholas Briggs does a fantastic impression of the original Mondasian Cybermen voices. Filling out its four parts nicely, this audio is a great jumping-on point for new listeners and is perhaps one of the greatest Big Finish audios of all time.

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Halo MCC – Top 10 ‘Additional Skulls’ That We Want To See Added to MCC

In the most recent update to Halo: The Master Chief Collection, 343 industries did something unexpected, exciting and ridiculous – they added new skulls to Halo: Combat Evolved, supplementing the game with several skulls that expanded its already impressive array of skulls from Halo: Combat Evolved Anniversary that was released in 2011. Halo: CE now features several skulls that, until now, had only been present in Halo 2, like Anger and Ghost, and several more that are staples of the modern incarnations of Halo, such as Thunderstorm and Tough Luck. However, in the blog post accompanying this update, 343 industries suggested that not only will the other Halo titles in the MCC be receiving new Skulls in the future, but also that there will be brand new skulls added to the game that have never been seen before. Since then, fans have been speculating as to what these skulls might do, so here is a list of the Top 5 ‘Additional Skulls’ that fans want to see in Halo: MCC.

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#10 – Invincible Allies Skull

This one is fairly low on the list because, if it ever exists, it will more than likely be a 0x scoring skull, and rightly so – having invincible allies would make the game very easy, in a similar fashion to infinite ammo, but it cannot be denied that having invincible allies would also be hilarious and would open up opportunities for weird and wacky glitches as it would be possible to blast or whack allies into areas that they would usually not enter. This skull has been brought up several times in relation to Halo: CE, as Marine snipers would often teamkill their allies when firing a rapid sequence of shots at eye-level , if marines walked into their line of fire. This Skull might even open up entire new ways of playing levels – if your Marine allies could survive 343 Guilty Spark on Halo: CE, or your Grunt allies could survive Sacred Icon (the level this blog is named for) on Halo 2.

#9 – Halo 2 Grunt Birthday Party Skull

This one is slightly less likely, but many now forget that in the original Halo 2, the Grunt Birthday Party Skull had a totally different effect to what it became in later Halo games. Originally, activating the skull caused all headshots to turn into plasma grenade explosions, so any time a projectile heads a character’s head – even if they are dead – it creates a plasma explosion. This skull’s effect was likely altered as it did make the game easy, as you could wipe out entire squadrons of Grunts or Flood with a single headshot, but the skull was still fun to use and, like the Grunt Funeral Skull that has somewhat continued its legacy, it can sometimes create lethal deathtraps for the player. If the Grunt Birthday Party Skull in its original form did ever return to MCC, it would likely be implemented under the name ‘Grunt Birthday Party (Classic)’, or perhaps even be given a completely new name. Either way, that feature is sitting dormant in the code of Halo 2: Anniversary and it needs to be released.

#8 – Universal Bandana

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This isn’t an idea for an original or returning Skull, but it is one of the most commonly requested ideas on Halo forums when fans are asked what Skulls they want to see implemented into Halo: MCC, and it is easy to see why. The Bandana Skull allows for exploration and exploitation opportunities in Halo: CE and Halo 2, but is not a feature for Halo 3, Halo 3: ODST or Halo: 4. As far as the hints that 343 industries have dropped in their blog posts are concerned, Universal Bandana will be implemented into Halo: MCC in due course, as it is likely that each game will be updated in separate updates.

#7 – Angry (SPV3)

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Those who haven’t played the excellent SPV3 mod for Halo: CE on the PC will likely not be aware of the Angry Skull, but it is an excellent idea that was implemented to SPV3 but would likely work on any and all Halo games. The Angry Skull turns all previously allied AI against you from the start of the level, meaning you not only have no allies at any time but also have vastly more enemies, and some sections of levels that would usually be a breeze become vicious gauntlets. If this Skull was ever implemented to Halo: MCC, parts like the first section of Crow’s Nest on Halo 3, that features almost 50 Marines, will add to the challenge, particularly if playing on Legendary with other Skulls on. This Skull would likely score around 1.3x, as it would drastically increase the difficulty of many levels.

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#6 – Combat Evolved Vehicle Armour

This Skull would essentially make all vehicles invincible, like they were in Halo: Combat Evolved. As in Halo: CE, this would not apply to certain vehicles like Banshees, Ghosts, Wraiths and likely other enemy vehicles, but would exist to give UNSC vehicles more versatility, especially on Legendary difficulty. This Skull would be non-scoring, likely having a 1x score, although a 0x score is possible. In other Halo titles this Skull would affect the Warthog, Scorpion, Mongoose and Mantis, and perhaps in Halo 2 Arbiter levels it would affect certain Ghosts, Spectres and Wraiths depending on which vehicles are intended for the player in each mission.

#5 – Bottomless Clip

As this feature exists as an option for Halo: Reach and Halo 4 in Forge and other modes, Bottomless Clip would surely not be a difficult feature to program into the campaign. After all, Bandana already gives players infinite ammo, and whilst this Skull would surely have a 0x score, it would make levels like The Storm and Tsavo Highway on Halo 3 a blast (literally). There would be other, practical uses of Bottomless Clip too in several of the Halo campaigns for the purposes of map exploration, boundary breaking, exploits and other shenanigans that Skulls are commonly associated with.

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#4 – Bang Bang

This Skull was from Halo: Combat Evolved Anniversary, but modders have since been able to access it and discover that the effect turns all weapon sounds into a voice recording of a man saying ‘Pew’. Whilst the idea is funny, the execution requires improvement, and if this Skull is to be added it should be on the condition that all weapons get their own individual voice clips that associate with that weapon, of people trying to imitate the weapon sounds of Halo, that would be pretty funny. Grenades would definitely just be someone going ‘Bang!’ though. Since the gameplay change is entirely aesthetic, this Skull would probably just have a 1x score.

#3 – Wuv Woo (Halo Wars)

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This Skull, which until now has only featured in Halo Wars, turns certain weapon projectiles into rainbow lasers with love hearts spewing from them, a sickening display which strikes fear into the hearts of all who see it. In Halo Wars, the Skull only works on Scarab beams, but for Halo: MCC, each type of weapon should have its own comical design – rainbows for Covenant weapons and confetti for UNSC weapons, perhaps? And in Halo 4 the Promethean weapons can fire multi-coloured blasts instead of their usual standard orange. Again, this Skull is aesthetic, so would likely score 1x.

#2 – Third Person

Based on a cut Skull for Halo 3: ODST, Halo: MCC should include a Skull that switches players to a third person perspective, like in Theater mode or when in a vehicle, at all times – meaning players will have to rely on the HUD more in a fashion similar to the original Star Wars: Battlefront. When combined with the Blind Skull, this Skull would open up great opportunities for making Machinimas, and would allow players to player the Halo games again in a whole new way.

Honorable Mentions:

  • Big Head Mode Skull (All enemies and allies have engorged craniums)
  • Halo 2 Black Eye Skull (Meleeing enemies gives you Overshields like in Halo 2)
  • Gamble Skull (You do more damage, but take more damage)
  • Reverse Assassins Skull (All allied NPCs are permanently cloaked)
  • Brawl Skull (Enemies favour charging melee attacks over ranged weapons)
  • Permanent Cloak (Halo CE/Halo 2) – The player is permanently cloaked
  • Overshields (Halo CE/Halo 2) – The player has recharging overshields

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#1 – VISR Skull

This simple but interesting idea for a Skull would essentially combine the ideas implemented into Halo 3: ODST and Halo: SPV3 by giving the player a night-vision mode instead of a flashlight for levels that are bathed in near-total darkness. Although this Skull would be fairly difficult to program, as it would require coding the VISR mode into all 4 mainline Halo games featured on the Master Chief Collection, but the end results would definitely be worth it. After all, the VISR mode was one of the best things about Halo 3: ODST, and bringing that over to the other Halo games would open up new styles of combat for each title, particularly in the Anniversary modes with their dynamic lighting.

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Doctor Who – Top Ten Classic Who Dalek Stories

As Classic Who’s most iconic and enduring monster, the Daleks appeared many times throughout the 1963-1989 run of Doctor Who following their initial appearance in the show’s second aired episode. Over the many eras of Classic Who, the Daleks usually appeared at least once – and although their creator Terry Nation wrote many of their early episodes eventually other writers stepped in with alternate interpretations of the pepper pots and how they should be used on-screen. This, coupled with the fact that Nation himself toyed with many varying ideas related to the Daleks, means that their episodes vary dramatically in tone, setting and content, and this inevitably leads to varying levels of quality to match.

destiny of the daleks

Honorable Mention – Destiny of the Daleks

Included here as an honorable mention is Destiny of the Daleks, simply because it cannot hold a candle to any of the other Dalek episodes on this list. Despite being written by Terry Nation and featuring Douglas Adams as the script editor, this episode is an absolute shambles in terms of the show’s lore and the depiction of Davros. The worst moments include scenes in which both the Doctor and Davros refer to the Daleks as robotic creatures, and the Daleks contradicting themselves by first claiming that self-sacrifice is illogical before volunteering themselves for a literal suicide mission. The only real upsides are Romana II, the great dialogue and Tom Baker as the Doctor, but otherwise this episode is hardly worth the time.

revelation of the daleks glass dalek

10 – Revelation of the Daleks

As previously discussed in How to Fix – Revelation of the Daleks, the Sixth Doctor’s only televised Dalek episode has its issues, particularly related to acting quality, pacing and story focus – it is still an enjoyable watch in its current state, although it does come across as a missed opportunity. The Doctor and Peri barely feature in this episode – and too much screen time is given to a strange DJ – but by far the highlight of the episode is Davros, and Terry Molloy is great as usual. Davros’ scheme is certainly twisted and insane, but what makes Revelation of the Daleks important to Davros fans is how it links two of the best Davros audios, Davros and The Juggernauts, as in the former we get to hear how Davros lays the foundations for his dreadful plans on Necros and the latter describes what happened to Davros immediately following this story, meaning Revelation forms the middle of a bizarre Sixth Doctor and Davros ‘trilogy’. One of the other highlights of this episode is the Glass Dalek, a monstrous creation by Davros that houses a human who has been mutated into a Dalek in much the same way that the Kaleds were in Genesis of the Daleks, laying the groundwork for Davros’ experimentation on the Dalek physiology that would ultimately culminate in the Imperial Daleks from 1988’s Remembrance of the Daleks. Whilst it is undoubtedly an important milestone in 1980s Dalek lore, Revelation does not stand up to many of the other Dalek stories on this list, particularly due to its odd pacing and tone issues that plagued many mid-1980s Doctor Who stories.

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9 – Death to the the Daleks

This episode features one of the best Classic Dalek designs and colour schemes, with the ‘science division’ Daleks featured in this episode sporting a unique silver-and-black finish that is certainly striking, Unfortunately, as far as Classic Dalek episodes go, that’s about the best thing that can be said about this episode – although the idea of using a power drain to force the Daleks and Humans to work together is an interesting one, Death to the Daleks does little more than this, especially considering the fact that the Daleks get alternate weapons before long. Still, the sequences inside the Exxilon City are interesting, and the Exxilons themselves are an interesting species with tribal chants that give this episode a distinct vibe, making Death to the Daleks an iconic episode even if it is not among the best Classic Who Dalek serials. Interestingly, this story is apparently Nicholas Briggs’ favourite Dalek story, and several Big Finish audios pay homage to it including the Fourth Doctor Adventures story The Exxilons and the Dalek Empire story also entitled Death to the Daleks!. One of three Dalek stories in the Third Doctor’s era (ironic, considering Jon Pertwee himself disliked the Daleks as villains) Death to the Daleks ranks as the weakest, although Jon Pertwee and Elizabeth Sladen’s performances in this story are not to be underestimated, and fans of this Doctor-companion pairing will enjoy Death to the Daleks for that reason alone.

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8 – The Daleks

The debut of the Daleks in Classic Doctor Who, The Daleks is definitely worth a watch but does suffer from issues of pacing, particularly since it is seven episodes long. Whilst this can be forgiven due to the fact that it was only the second ever serial of Doctor Who to air, The Daleks is perhaps best watched with the foreknowledge that it is in many ways a ‘prototype’ for future Dalek episodes – although at the time the creators had no idea the Daleks would become such an enduring recurring villain, many elements of this episode are developed in much more detail in subsequent Dalek stories, and The Daleks does dedicate a lot of its run-time to what is clearly filler. The best example of this is the chasm jumping sequence, in which the episode stops dead as we watch all five or six members of the Human-Thal party jumping over a chasm, taking up the majority of its episode’s run time. Ultimately, being the first Dalek episode and a very early episode in the show’s run, The Daleks is worth watching for historical interest but doesn’t contain as much Dalek action as it perhaps could, although there are many extended scenes in the Dalek control rooms that give the audience a good idea of what the Daleks are really like early on, as they scheme and manipulate the humanoids in the story with sinister mercilessness, with a particularly chilling moment being the line in which the Daleks decide to alter the environment of their planet to kill the Thals rather than adapting to the planet’s radioactivity.

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7 – The Power of the Daleks

Although this episode is entirely lost, thankfully a complete animated recreation was released by the BBC in 2013 with all six episodes restored using the original audio and some of the best animation for a Doctor Who DVD release to date. The episode shows the Daleks at their best – manipulative and ruthless – and their scheme to appear docile in order to siphon power from the human colony is devious. As this was the Second Doctor’s first televised story it set the standard for Dalek stories to come, as many fans view The Power of the Daleks as among the very best Dalek stories, but its length and pacing mean it has not aged as well as other much-loved Dalek episodes. Another slight drawback to this episode for many is the lack of original visuals, and although the animated reconstruction is welcome, many have noted the apparent poor quality of some of the recreated scenes – particularly the initial post-regeneration sequence and basically any other scene where it is not immediately obvious what the original actors were doing in the episode. Regardless, the animated Daleks do look spectacular and hopefully The Power of the Daleks will be the first of many fully-animated lost Dalek episodes.

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6 – Day of the Daleks

Having been recently remastered, Day of the Daleks went from being a somewhat mediocre Dalek story to a classic thanks to updated effects, re-dubbed Dalek voices performed by Nicholas Briggs and even whole new scenes filmed using the original camera equipment. In the original story, the final battle used only three Dalek props – the most that were available at the time – so the effect is lessened. With new Daleks added with CGI, the battle scene has been reinvigorated, and for Classic Who this episode is particularly exciting. With a complex time-travel plot that is similar to, but actually predates, the Terminator series, Day of the Daleks is a great action-packed Third Doctor story that incorporates time travel into the story as a core aspect of its main plot rather than simply a means of reaching Point A from Point B, making it unique among Dalek stories. Since its remaster, this episode has jumped up in quality from a mediocre Dalek serial that was bogged down by budget and production issues to a reinvigorated classic that is actually more like a longer episode of New Who than many other Classic Dalek serials. Living up to the action-adventure themes of the Third Doctor’s era, Day of the Daleks is well worth the time now that the much-needed remaster in the Special Edition has been released.

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5 – Resurrection of the Daleks

Resurrection of the Daleks begins the three-part ‘Dalek Civil War’ arc involving Davros, the Daleks and various factions of in-fighting Daleks that also includes Revelation  and Remembrance, and of the three Resurrection has by far the best depiction of Davros in all his manipulative, scheming glory. Terry Molloy’s debut as the twisted Kaled scientist is a must-watch for Dalek fans, and fans of the Fifth Doctor can rejoice as this episode features many watershed moments for his character, including his deliberation over whether or not to shoot Davros, and the fact that Tegan departs the TARDIS, both situations that test the more human and fallible Fifth Doctor. As far as the Daleks go, however, Resurrection portrays them as being noticeably weaker than previous Dalek stories, with the Movellan War crippling the Dalek Empire and forcing the Daleks to employ humanoid soldiers for assistance in combat situations. This leads to the introduction of Lytton, a fantastic character who appears in this episode and Attack of the Cybermen, and is somewhat of an anti-hero in both episodes.

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4 – The Dalek Invasion of Earth

It was inevitable following the success of The Daleks that the Daleks themselves would return to Doctor Who, and their second appearance, The Dalek Invasion of Earth, has often being said to be their best episode of the Hartnell era, as depicting the Daleks assaulting familiar ground like central London is far more effective and heavy-hitting than having them attack a band of alien hippies in a forest, as in The Daleks. Relying heavily on imagery from the Second World War, an event that was still directly impacting many of the audience at the time, giving this episode a heavy impact at the time that still endures to this day. As if the depressing imagery of a subjugated Earth was not effective enough, The Dalek Invasion of Earth also features the first instance of a companion departure in the show, with Susan staying behind on the war-torn Earth as the TARDIS leaves, with the Doctor promising that one day, he would come back.

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3 – Frontier in Space/Planet of the Daleks

As a pair, Frontier in Space and Planet of the Daleks link together to form one 12-part story involving the Master, the Ogrons and the Daleks attempting to destabilise the relationship between the Human and Draconian civilisations before awakening an army of Daleks, and either episode experienced on their own pales in comparison to watching the entire serial as one continuous story. Because Frontier in Space is just so excellent, featuring the final appearance of Roger Delgado’s Master, and Planet of the Daleks has some fantastic scenes with both Daleks and Thals, the pair of stories combine into an epic space opera revolving around the beginnings of the Galactic War against the Daleks. The only real criticism of this story is the length – although Frontier in Space makes a competent use of its runtime, Planet of the Daleks could have been shorter, and overall twelve parts for the entire double-serial run is just too long.

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2 – Genesis of the Daleks

Arguably Terry Nation’s best contribution to the lore of his own creations, Genesis of the Daleks depicts the creation of the Daleks, centuries before their appearances in The Daleks and subsequent Dalek episodes, as well as being the debut episode of the mad Kaled scientist Davros. Like all the best six-part Classic Who stories, Genesis effectively utilises its run time to deliver a well-paced story with suitable doses of action, suspense, and exciting sequences in each episode. Unlike Planet of the Daleks, there is not a single individual episode of Genesis that feels as though it could have been cut out, and as the plot marches towards the inevitable creation of the Daleks the tension builds until the climax at the end of Part 6. Genesis has been praised for its great characters and dialogue, and there are some fantastic scenes between the Doctor, Sarah and Harry that show how the TARDIS team has bonded throughout the season. The Kaled characters in this story are also fantastic – Nyder, Ronson and, of course, Davros, who makes his debut here played for the first and only time by the legendary Michael Wisher who does a tremendous job as the maniacal scientist. Overall, Genesis is a classic and well-deserved of its status as one of the greatest episodes of Doctor Who. However, there is one other Dalek episode that takes the top spot, and that is…

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1 – Remembrance of the Daleks

…ironically, the final Dalek episode of the Classic series, Remembrance of the Daleks. The Cartmel Masterplan made its debut in this episode, as script editor Andrew Cartmel decided to include more references to the idea of the question behind the Doctor’s identity, and Remembrance of the Daleks is the first in a series of episode that hint at the Doctor’s dark past and his history with the Time Lords and other powerful races. The depiction of the Imperial-Renegade Dalek Civil War as well as the return of Davros and the introduction of the Special Weapons Dalek make this episode an explosive and fitting finale to the Dalek plot arc in the Classic series, as the episode ends with a much darker and more ruthless Seventh Doctor destroying Skaro and wiping out both the Imperial and Renegade Daleks on Earth. If that were not enough, this episode is considered by fans to be the true 25th Anniversary Special (even thought the inferior Silver Nemesis’s broadcast coincided with the actual anniversary date of the 23rd of November) as this episode is littered with continuity references and is based in 1963, in the same place as the First Doctor and Susan parked the TARDIS in the very first episode of the show.

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Doctor Who – Top Ten New Who Dalek Stories

As one of the most enduring icons of Classic Doctor Who, it was no surprise that the BBC decided to incorporate the Daleks into the modern version of the show as soon as possible, with Series 1 alone featuring them in three episodes including the two-part finale. Since then, the Daleks have appeared in every series of the revival, with varying success – sometimes a Dalek episode is exactly what a series needs to bump up the action and stakes, and other times the Daleks seem to be a drag on episodes that they could otherwise not even featured in. Due to their successes in the 60s, 70s and 80s, showrunners of modern Who assume that the Daleks will always be a big hit, but have the pepperpots enjoyed the same success in the 21st century as they had in the 20th? For this list, the focus will be primarily on how the Daleks themselves are presented in the various episodes in which they appear and how much of a threat they present, but also on other factors in the episodes that contribute (positively or negatively) to the overall quality of the story.

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10 – Asylum of the Daleks

At the very bottom of the list is Asylum of the Daleks, which will come as no surprise to any Dalek fans as Asylum is notorious for being one of the biggest let-downs in the history of the show. To those not in the know, the marketing for this episode was really exciting – fans knew from various ‘leaked’ photos (which were actually released as a deliberate ploy by the BBC) that classic Dalek props from a multitude of different eras of the show were all gathered together, and modified to look damaged and dusty, and the title of the episode suggested that this would be a love letter to the Classic series that delved into Dalek psychology and perhaps filled in some gaps in their timeline from the Classic era. Fans were wildly speculating that the Cult of Skaro, the Dalek Emperor, the Special Weapons Dalek or even Davros could feature in this episode, and it generated a lot of hype. This all turned out to be in vain, however, and what is truly baffling is why the production team went to the trouble of gathering together all these genuine classic Daleks (including the Special Weapons Dalek from 1988) just to have them all sit there and do absolutely nothing. Ultimately, the fantastic setup and exciting premise of this episode were wasted on a pointless and unwarranted divorce subplot involving Amy and Rory that is solved like magic in the last five minutes, and an arguably well-executed but similarly unwarranted debut of Jenna Coleman as ‘Oswin’, which was later revealed to be one of Clara’s splinters, and the combination of these two subplots distracted attention entirely from the thing fans wanted most of all at that point – a decent Dalek episode – and what we are left with is a mess of wasted potential that should have either been a two parter or had a complete rewrite from the ground up.

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9 – The Time of the Doctor

From one myriad of wasted potential to another, The Time of the Doctor serves as the confusing and overstuffed finale to the Eleventh Doctor’s tenure, and it was essentially Steven Moffat trying to bolt together all the answers to all the loose ends that had accumulated throughout Matt Smith’s era into one hour-long special because, apparently, he had originally planned for the Eleventh Doctor to have one more series until Matt Smith announced he was leaving the role. As a result, none of the ideas presented here get any real development and, like Asylum of the Daleks, many great ideas are either watered down to the point where they are forgettable or just go over the audience’s heads. Take Handles’ death for example – the scene is beautifully acted, the score is fantastic, and it is clear that the death of this Cyberman head really does affect the Doctor – but it doesn’t affect the audience, because we only met this character about half an hour beforehand. The Daleks in this episode are actually quite formidable – the episode describes in detail how the Daleks attacked the Church of the Papal Mainframe and slaughtered everyone inside, Humans and Silents alike, but it would have been better if the audience could have actually witnessed this for themselves as it would not only have made the Daleks appear more of a threat but it would also have solidified the idea that the Silents are good guys now (which, the first time I saw this episode, I didn’t even clock onto – that’s how fast-paced and convoluted the plot is). Yet, despite all this, Moffat still found a ten-minute space in the runtime for the Eleventh Doctor to make creepy and perverted sexual advances on Clara by running up to her stark naked and then proceeding to do the same thing to her relatives at Christmas dinner, too. Yes, this was a dark time for Doctor Who.

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8 – The Stolen Earth/Journey’s End

As previously mentioned in How to Fix – The Stolen Earth/Journey’s End, this two-part finale of Series 4 has a fantastic setup but a poor conclusion. In fact, were these two separate episodes, The Stolen Earth would rank much higher whereas Journey’s End would definitely be lower, which gives an idea of how inconsistently the Daleks are presented in this two-parter. The Stolen Earth is a great opener – the Doctor and all of his companions from the previous two years, including Sarah Jane Smith, Captain Jack and the Torchwood team all come together to combat a full-on Dalek invasion of Earth, and it is glorious. Throughout this opening episode the audience is constantly reminded of how much of a threat the Daleks are to human society – we see Dalek Saucers bombing Manhatten, we see Daleks destroying houses to draw out human prisoners, we see Daleks slaughtering Human defences like UNIT HQ and the Master’s battleship Valiant, Davros returns for the first time since Remembrance of the Daleks in 1988, and as icing on the cake, a Dalek finally gets to shoot the Doctor dead. All of this is fantastic, but then Journey’s End comes along to spoil everything. As if by magic, suddenly the Daleks are spinning around, out of control, and all the threat and menace that was built up over the opening part melts away and Russell falls back on the most generic, flimsy ‘prophecy’ plotline ever contrived, and the Daleks are beaten. How difficult would it have been for Russell to let the Daleks win? The Doctor should have saved the Earth and stopped the Reality Bomb but at the cost of failing to destroy the New Dalek Empire, allowing Davros to escape with his new army swearing that he will return, and then we wouldn’t have been faced with…

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7 – Victory of the Daleks

In a similar vein to The Stolen Earth/Journey’s End, Victory of the Daleks suffers from having a great opening and general premise, but also having a disappointing final act that essentially ruins the episode by leaving a sour taste in the mouths of the audience. This came in the form of the often-derided Paradigm Daleks, which debuted in this episode as a vain attempt by Steven Moffat and Mark Gatiss to ‘reboot’ the Daleks for their tenure as showrunner and resident weirdo respectively. To make things perfectly clear (and perhaps in contradiction to my earlier assessment of the Paradigm in my various Custom Figure Collection posts), the design of the Paradigm Daleks isn’t actually all that bad – true, there are some odd design choices, such as the hunched back, the flexi-straw neck and the oversized fenders, but if Asylum of the Daleks did one thing right by Dalek fans, it showed that with a new coat of chrome paint and a few modifications the Paradigm props could be made to look intimidating. Unfortunately for Victory of the Daleks, the Paradigm first appeared with matte paint in a disused matchstick factory that had the lighting of a primary school assembly hall that only served to make the new Daleks look more tacky and laughable than they were already. The real tragedy is that, aside from the Paradigm, Victory is actually a decent Dalek story – the Ironsides look awesome, the World War 2 setting complete with Winston Churchill works really well, and there are some great narrative links to Classic Who stories like The Power of the Daleks. It is a true shame that the first Dalek story in Moffat’s era was so disappointing.

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6 – Daleks in Manhatten/Evolution of the Daleks

Yet another episode on this list with its own article on how it can be fixed, Daleks in Manhatten and Evolution of the Daleks are the kind of Doctor Who episodes that take a lot of hate from certain fans of the show, despite essentially being episodes that are not meant to be taken all that seriously. The problem with this idea is that when using a monster like the Daleks, fans tend to take things more seriously than they should, which has led to this Series 3 two-parter being slammed by Whovians of all creeds for brutally cutting short the reign of the Cult of Skaro, creating a ridiculous and overtly phallic Dalek Hybrid creature, and featuring a musical number in a style designed to accompany a 1920s flapper dance routine. Surprisingly, the results are oddly glorious, with this episode slotting in nicely between a great homage to classic sci-fi B-Movies and an odd nod to sci-fi Noir, whilst also featuring some great Dalek scenes, most notably scenes involving Dalek Sec. Other highlights include the rest of the Cult scheming against Sec, the scene in which Solomon and Dalek Caan converse, the relationship between Tallulah and Lazlo and Martha generally just been cool and reliable, as usual. The final battle between the Daleks and the Hybrids is pretty cool as well, and although you don’t have to be Grand Admiral Thrawn to see the obvious flaws in both sides’ strategies (standing still and firing continuously regardless of how many casualties are inflicted on either side), a genuinely poignant moment is when the Doctor laments the eventual death of Dalek Sec, hailing him as ‘the cleverest Dalek ever’, probably due to his mercilessly roasting of the Cyberleader during their previous encounter.

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5 – The Magician’s Apprentice/The Witch’s Familiar

Opening the divisive Series 9 is the equally divisive The Magician’s Apprentice/The Witch’s Familiar, a two-part episode that receives equal measure of love and hate from various factions of the Doctor Who fanbase. On the one hand, this episode does a much better job of showcasing the relationship between the Doctor and Davros than The Stolen Earth/Journey’s End did, to the extent that many have come to regard this episode as less of a Dalek story and more of a Davros story, as the Daleks themselves feature more as a background power at work rather than the main villain of the story. The scenes with Missy and Clara are all fantastic, and there are a handful of great Dalek scenes – most notably the Supreme Dalek’s ‘Maximum Extermination’ scene. On the other hand, the episode does its best to deliberately mess with the audience, in that it seems for the entire story as though the Doctor had done something terrible to Davros in his youth – perhaps even causing the horrendous injuries he is famous for – and yet this rising source of tension in the plot seems to suddenly deflate at the end, and although the moments between Davros and the Doctor are poignant, some fans saw right through the attempt to tug at the viewer’s heartstrings and labelled this episode a failure. Whilst both sides have good points to make, the justification for ranking this episode so highly comes primarily from the scenes with Missy, finally having Classic props in lighting that allows the audience to see them, and some great dialogue between Davros and the Doctor that are reminiscent of the kind of thing Big Finish have done in audios like Davros.

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4 – Doomsday

There are many important factors to consider when revisiting Doomsday now, after over ten years. At the time of airing, this episode shook the nation, and that fact cannot be understated – the hype for this episode was justified, and Rose was given a departure to remember as she is torn away from the Doctor whilst Daleks and Cybermen burn the city of London in an unprecedented all-out war between two of the franchise’s most iconic villains. From the perspective of the Daleks specifically, Doomsday has some fantastic scenes, especially thanks to the introduction of the Cult of Skaro, a group of Daleks with more distinct personalities than the standard drones fans are accustomed to. Stand-outs include the verbal demolition of the Cyberleader conducted by Dalek Sec as war is declared, some short but fast-paced action scenes as they tear up the Cybermen, and a surprisingly deep insight into the mind of a Dalek as the Tenth Doctor breaks down how lonely and painful their existence actually is. Over the years, the impact of Rose’s departure has somewhat lessened, particularly as her status as ‘most important companion’ was slowly transferred to Clara over the course of Moffat’s run, and this is perhaps what has hurt this episode the most – ultimately, Doomsday spends a lot more time focusing on the Doctor and companion than it does the Daleks, which is more justified in this instance than it was in Asylum of the Daleks but no less frustrating in hindsight.

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3 – Into the Dalek

Since this was only the second episode to feature the Twelfth Doctor, it was important at this stage that his character be firmly established lest the audience grow confused over what this new Doctor actually stands for. Whilst complaints of an inconsistent characterisation are often thrown against the Twelfth Doctor, Into the Dalek was the episode that firmly established Capaldi as the Doctor, as all the best things about the Twelfth Doctor really shine in this story. He struggles with his morality, he is merciless and rude but also caring and occasionally tender, and ultimately with help from Clara he realises the correct course of action and helps bring out the best outcome of a situation that was rapidly spiraling out of control. The Daleks in this story are fantastic, and the opening scene in particular does wonders to showcase the vast size of the Dalek Empire compared to the tiny and ill-equipped Human resistance. In fact, this is the first Dalek story in a long time to effectively convey the idea of a wider galactic conflict being waged against the Daleks in the future, a plot point that often featured in the Classic Series and Big Finish audios yet has been unfortunately absent from New Who until this point thanks to Russell’s Time War plotline. Whilst the basic premise of the episode requires some suspension of disbelief to go with, once this episode gets going it is almost perfect in its depiction of Dalek morality and philosophy, and it is a shame in hindsight that Capaldi didn’t get more Dalek episodes.

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2 – Bad Wolf/The Parting of the Ways

The finale of the Series 1 is perhaps the most exciting depiction of the Daleks waging war in the entire history of televised Doctor Who, as the Dalek Emperor returns from the Time War to enact a 100,000 year plan to destroy the Human race and wage war on the entire Galaxy. The Emperor himself is impressive, and credit must be given to both the artists and designers who worked on the prop and Nicholas Briggs, who provided the Emperor’s fantastic booming voice. The Emperor isn’t the only impressive addition to this episode either, as this is the first time we see a full Dalek Fleet in action on-screen and the scenes of the fleet bombing planet Earth as Lynda watches are particularly horrific. Speaking of Lynda, her untimely death at the hands of the Dalek Attack Squad provided another heavy-hitting moment in this already devastating episode, making this episode undoubtedly one of the darkest and most harrowing of the series, and a great showcase of just how threatening the Daleks are at the height of their power. Interestingly, this episode also takes a unique approach to the Daleks themselves – these are half-Human and have a concept of blasphemy, and view the Emperor as the God of all Daleks – and credit must be given here for a fantastic idea that is well-implemented, as this has a distinct effect on the characterisation of the Emperor himself that turns him from an already menacing Dalek into a full-blown deranged megalomaniac of a villain.

 

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Honorable Mention – The Day of the Doctor

As a brief aside, it is worth mentioning that the Daleks feature in 2013’s The Day of the Doctor, Doctor Who’s 50th Anniversary special, and for the most part they are very strong in this episode. For the first time we get to see the final day of the Last Great Time War, and although this scene has been criticised for depicting the once-legendary dimension-rending myth-war as simply a generic sci-fi battle with lasers and explosions, it is somewhat understandable as by this point in the War the Time Lords had expended all of their timey-wimey weapons and were simply trying to hold out against what was now an inevitable wave of utter devastation – that is exactly why the War Doctor chooses to end it all with the Galaxy-Eater. The reappearance of Murray Gold’s soundtrack ‘The Dark and Endless Dalek Night’ works fantastically with this scene as we see the Daleks lay waste to Gallifrey’s second city, slaughtering soldiers and commoners alike in the streets. Immediately after this scene, however, the Daleks are reduced to mere fodder and do not feature as prominently in the 50th as many fans would have liked, with the honor of primary monster going to the… Zygons? Why?

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1 – Dalek

And finally, the number one – Dalek, the initial appearance of the Daleks in NuWho. Whilst the title does spoil the surprise somewhat, Classic Who fans rejoiced at the prospect of the Daleks returning to modern Doctor Who, and this episode certainly lived up to the hype. Robert Shearman, who had previously written for Big Finish audios before penning this episode, largely based the plot of Dalek on his Sixth Doctor audio Jubilee, which dealt with the idea of a single Dalek locked up in a prison only to escape and slaughter its former captors. Dalek has the edge, however, in that it was also written to flatten many previous criticisms of their design – particularly the inclusion of their rotating middle section and the reappearance of their ability to fly which had not been seen on-screen since 1988’s Remembrance of the Daleks, which makes their comeback all the stronger. This episode also features plenty of death, again to showcase the true power that even a single Dalek can unleash, but also features a rare example of Dalek character development – this particular Dalek gains human emotions from Rose, and the scenes between the Dalek and Rose, particularly the Dalek’s final scene, is surprisingly poignant. The scene that makes the episode, however, is the Doctor confronting the Dalek in its cell – arguably one of the greatest Dalek scenes in the history of the show. With compelling characters, a fast-paced story and some great action, Dalek is hands down the best Dalek episode in NuWho.

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Doctor Who – Top Ten New Who Cyberman Stories

Following on from the Top Ten Classic Who Cyberman Stories, this list presents the appearances of the Cybermen in the Doctor Who, ordered by the quality of their depiction of the Cybermen themselves – originally designed to be fearsome former humans stripped of all emotions, the Cybermen had experienced significant ‘villain decay’ during their tenure on Classic Who. That being said, did NuWho do any better a job of realising Kit Pedler’s original vision of the Cybermen as a sinister cautionary tale against the advancements of medical technology, or are the NuWho Cybermen merely robotic tin soldiers as they were depicted towards the end of Classic Who?

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10 – The Time of the Doctor

For those who recall the appearance of the Cybermen in The Time of the Doctor, you should be commended – this episode is mend-bending in its complex awfulness and there are many who have burnt this special from their minds completely to avoid flashbacks of some of the more cringe-inducing aspects to this story – a naked Matt Smith accosting Jenna Coleman, Tasha Lem implying that her alter is a sex-bed she used with the Doctor once, and all manner of Moffat-isms that will undoubtedly be looked back on by future generations as one of the lowest points in the show’s history. Nonetheless, the Cybermen do feature, in two significant capacities – first in the decapitated Cyber-head which the Doctor christens ‘Handles’, arguably one of the best things about this episode, and a Wooden Cyberman which invades Trenzalore with a flamethrower only for it to burn itself to death. From this we can draw two important conclusions – first, Moffat most think the Cybermen are absolute imbeciles that would arm a wooden soldier with a device that creates fire, and second, the fact that a decapitated Cyberman’s head is the best thing about this episode really tells how bad this episode actually is.

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9 – Closing Time

Whilst James Cordon did a surprisingly good job as a one-off central character in Series 5’s The Lodger, Series 6’s Closing Time proves that the law of diminishing return is still going strong as Cordon turns what was already a mediocre script into a genuinely bad episode. What makes this all the worse is the fact that, at this point, the Cybermen hadn’t had their own episode since The Next Doctor, meaning this was essentially a chance to redeem the Cybermen that fell completely flat for numerous reasons. Firstly, the Cybermen themselves barely appear, and whilst there are some creepy scenes in which the Cybermen sneak around the department store at night abducting workers, this seems to completely ignore one of the Cybus Cybermen’s key traits – their loud intimidating stomp. Secondly, far too much attention is placed on the Doctor essentially bumming around (although this criticism could stand against many episodes in the Eleventh Doctor’s tenure) and, in a similar fashion to The Lodger, the villain’s entire plan has to be summed up in about 3 lines of dialogue right at the end since so much time was spent with scenes of James Cordon and Matt Smith doing ‘ordinary bloke stuff’ like playing in a toy shop and snogging in a lift. Lastly, the Cybermen are defeated by ‘the power of love’, the laziest and stupidest plot device ever after ‘and they woke up and it was all a dream’.

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8 – A Good Man Goes To War

Despite only appearing in one scene, the Cybermen do make somewhat of an impression in this episode – though they are essentially used as fodder for Rory to destroy to make him seem like more of a badass by comparison. This episode does contribute somewhat to the villain decay that the Cybermen experienced throughout the Eleventh Doctor’s era, although this episode is notable in that it features the reappearance of the Cyberman warships, which were briefly seen in The Pandorica Opens although it is not until this episode that we see them as part of a fleet. Other than that, there really isn’t much more to say about this episode as far as the Cybermen are concerned – apart from the fact that their brief cameo in this is far better than the entirety of Closing Time.

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7 – Nightmare in Silver

Neil Gaiman’s attempt to reboot the Cybermen in Series 7 was met with mixed reception, and it is certainly nowhere near as good as his previous episode, The Doctor’s Wife. Despite this, Nightmare in Silver is probably one of the best episodes of Series 7, alongside Cold War and A Town Called Mercy, and it does do a decent job of presenting the Cybermen as a serious threat, unlike several previous Matt Smith episodes had. The setting used here is particularly creepy, the thought of an entire planet dedicated to an abandoned theme park is an interesting idea, but the focus in this story is all over the place – for a start we have the ludicrous idea to include schoolchildren under Clara’s care in this story, a plot device that goes nowhere and was essentially included to fill time, then we have Porridge and his strange subplot involving Clara, and on top of that we have the soldiers and their conflict with the Doctor over blowing up the planet, all running at the same time. Overall, the best aspect of this episode is the Doctor’s conflict with the Cyber-Planner that is attempting to take over his mind, and Matt Smith has to be given credit for some fantastic acting in these scenes, but the impact of the Cybermen themselves in this episode is mediocre thanks to the inclusion of cartoonish special effects to depict their new abilities.

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6 – The Next Doctor

As a Christmas Special, it is no surprise that The Next Doctor does not focus primarily on the Cybermen themselves, despite being marketed at the end of Journey’s End as ‘The Return of the Cybermen’, this episode seems to feature them as a token villain – there are some great scenes with them, particularly the scenes between the Cyberlord and Mercy Hartigan, but ultimately this episode contributes little to their story aside from introducing the Cybershades, which never appear again. By far the best scene in the episode, as far as the Cybermen are concerned, is the scene in which Mercy Hartigan unleashes them onto unsuspecting Victorian Noblemen in the graveyard, and this is probably the last good scene that the Cybus Cybermen get in Doctor Who – even if it does only last about a minute and a half. The Cybershades are a nice addition to this scene too, their guttural cries and bestial stature make them scarier than the standard Cybermen but over the course of the episode they gradually devolve from a fearsome threat to a simple footsoldier for the Cybermen, until they are all inexplicably destroyed at the end in a puff of smoke.

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5 – The Pandorica Opens

The Cybermen are essentially the primary villain of The Pandorica Opens, which is fitting considering the next part, The Big Bang, primarily features a Dalek. However, The Pandorica Opens does not feature the Cybermen to an extent anywhere near the usual for the villain of a Doctor Who episode – a Cyberman’s head stalks Amy before attacking her and re-attaching itself to its old body in an attempt to assimilate her, which is a great scene in itself, but is basically the Cybermen’s only appearance in this episode aside from the brief scene of the Cyberleader arriving with the other Alliance members. Still, it is probably the strongest Cyberman cameo in the revived series, definitely beating Hell Bent and Face the Raven in terms of action-factor, as well as also being the final appearance of the ‘Cybus’ Cybermen, with all future NuWho Cyberman episodes featuring either Mondasian Cybermen or the strange ‘non-Cybus’ Cybermen who use their basic form but without the trademark Cybus logo. The design of the ‘zombie’ Cyberman is to be commended – arguably the best scene in the episode is Amy’s battle with the spider-like Cyber-head, and the skull popping out as it tries to essentially eat her alive is a gruesome reminder that each Cyberman was once a person, whilst also emphasising the more robotic elements of the Cybus design – the suit can operate even without any organic parts, and it yearns to assimilate a new brain and nervous system.

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4 – Army of Ghosts/Doomsday

The finale of Series 2 starts out as a Cyberman story before the Daleks show up at the end of Army of Ghosts to wipe the floor with them – thus prematurely beginning the inevitable villain decay that the Cybermen would experience in NuWho, just as they had done in Classic Who. Although the scenes in Army of Ghosts and Doomsday with the Cybermen are good, and their plan definitely devious, the Daleks steal the show in this episode and the Cybermen are reduced to merely fodder for the Cult of Skaro to mow down in their dozens. The only really interesting aspect to the Cybermen in this story is that they eventually end up siding with the Doctor and the Human forces, fighting alongside the Preachers and even marching out into the streets to divert fire away from the Humans (intentionally or not). This is in keeping with the fact that the Cybus Cybermen were programmed to believe that upgrading is for the Human’s own good, so it makes sense that they would seek to protect what they regard as good stock. Aside from being verbally demolished by Dalek Sec, the Cyberleader is physically destroyed when Jake and his parallel soldiers storm the Torchwood control room, and we get an idea as to how the Cybermen promote individuals within their ranks – apparently, the choice is made at random, and as soon as one Cyberleader is killed the information from its brain is downloaded into another Cyberman, effectively making the Cyberleader almost like a body-hopping consciousness that can possess any soldier in the Cyber-army. What is a shame is that, with everything that is going on in this episode, absolutely nothing is done with this idea.

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3 – Rise of the Cybermen/The Age of Steel

The debut of the Cybermen in NuWho also introduced a ‘subspecies’ in the Cybus Cybermen – i.e. Cybermen that had been created on Earth in a parallel universe by the Cybus Corporation, the brainchild of John Lumic. This episode is a spiritual remake of the Big Finish Audio Spare Parts, in that they both depict the origin of their respective species of Cybermen, although the stories themselves are quite different. The parallel universe setting allows for some great character moments, particularly when Rose finds out that in this timeline her father is still alive, and also Mickey’s similar realisation with his Nan. What makes this all the more tragic is that, in this parallel world, the Cybermen essentially control the population through their earpods, leading thousands of Londoners to the slaughter including the parallel version of Rose’s mother. Though this is exceptionally bleak, Russell doesn’t quite go as far as Spare Parts did in terms of bleakness, since ultimately the Cyber-revolution is prevented and the main factory destroyed. Of all the factors in this episode, however, by far the best is the character of John Lumic. Essentially the Cyberman’s equivalent to Davros, Lumic is insane and fits the part of merciless businessman perfectly. Following his conversion into the Cyber-Controller, Lumic retains an aspect of his megalomaniac personality and the scenes with him and the Doctor are all excellent.

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2 – Dark Water/Death in Heaven

Arguably the first true Cyberman story since The Next Doctor, the Series 8 two-part finale Dark Water and Death in Heaven finally reintroduce the element of body horror to the Cybermen that has, in many ways, been lost since Rise of the Cybermen/The Age of Steel. Through Danny Pink’s death and subsequent conversion by a highly advanced race of Cybermen created by Missy, the audience finally gains an insight into the horrors of Cyber-conversion in a way that is not often seen in televised Doctor Who. The plot is primarily driven by Clara and her grief and desperation after losing Danny, and the horror when she learns of his true fate makes us more sympathetic towards her than perhaps ever before in her tenure on the show – for once she isn’t marching around acting like she owns the show, and that frees up plenty of time for this episode to spend on great scenes with the Doctor, Missy and the Cybermen. There are some nice nods to The Tomb of the Cybermen and The Invasion with the Cyber-Tombs being located inside St. Paul’s Cathedral, and the inside of these new Cybermen have been fantastically designed, as Danny’s partially decayed corpse staring blankly out of the face of a Cyberman has got to be one of the most enduring images of the Series. This episode was controversial at the time of airing as the dark themes of death and the afterlife, coupled with the three words ‘Don’t Cremate Me’ being a driving force behind the episode,  was reportedly more scary for kids than the Cybermen themselves, but in hindsight this merely adds a much-needed boost to the fear factor of both the Master and the Cybermen as the plot involving Cybermen rising from the graves of the recently deceased in a fashion similar to a zombie apocalypse is perhaps one of the most fearsome plot outlines in NuWho’s history, making this one of the Cybermen’s scariest episodes.

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Honorable Mention – Cyberwoman

For all its faults, the Torchwood episode Cyberwoman has some really gruesome depictions of Cyber-conversion that would never have been seen on the main show – for once blood and gore go hand in hand with the process of Cyber-conversion thanks to the more mature and adult-orientated nature of the spinoff. This is just about the only positive that can be said about this episode, however – its reputation as being an overblown nonsensical waste of potential is deserved – but for its part it does try to bring an element of body horror back to the Cybermen, the likes of which so far had not been seen in NuWho before this episode’s release.

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1 – World Enough and Time/The Doctor Falls

The last thing anyone expected to get in NuWho was the Genesis of the Cybermen story involving the classic Mondasian Cybermen as previously seen in The Tenth Planet, but that’s what we got with the Series 10 finale World Enough and Time and The Doctor Falls. As icing on the cake, this episode goes out of its way to ensure that the Big Finish audio Spare Parts – the Fifth Doctor story which shows the origin of the Cybermen on Mondas – is still canon, by establishing the idea of parallel evolution of the Cybermen, accounting for the Mondasian, Telosian, Cybus and Cyberiad versions all existing at once. This allows Steven Moffat to essentially tell his own version of the Cyberman origin story without interfering with the canon, and his version is far darker and bleaker than Russell’s version from Rise of the Cybermen. The inclusion of the Master as a major contributing factor to the creation of this particular faction of Cybermen is an interesting twist, and the scenes with John Simm and Michelle Gomez show how truly great both performers are at capturing certain aspects of the Master’s personality. What steals the show however is Pearl Mackie as Bill, and her tragic subplot involving Cyber-conversion is perhaps the most harrowing depiction of the process in the history of the show. The editing and direction in this episode is excellent, with Bill switching between her human and Cyberman body depending on the perspective of the scene, which showcases the most fundamental horror of the Cybermen – under the metal and plastic exterior they are, or rather were, simply ordinary people.

Ultimately, it appears as though NuWho’s depiction of the Cybermen is as varied both in content and quality as in Classic Who – there are some great episodes, that portray the Cybermen as horrifically ruined human beings either tragically seduced by the advancements of technology or forced into conversion against their will, and some terrible episodes that present the Cybermen as little more than robots who stomp around as a generic enemy for the Doctor to defeat. Both showrunners so far in NuWho have had a mixed bag of handling the Cybermen, and hopefully Chris Chibnall finds something more interesting to do with them that doesn’t resemble Cyberwoman.

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Top 10 Halo 2 Glitches

It is a well known fact within the Halo community that Halo 2 was rushed to release, and although the finished product is a great game, it wasn’t as polished as the developers would have liked, particularly in some areas of the campaign. This is great news for players, who in the time since the game’s release have found a multitude of ways of exploiting glitches in the game’s physics engine to explore outside the levels in the campaign, which the developers actually filled with Easter Eggs knowing that this would happen. Some of the glitches in Halo 2, however, are less to do with the lack of level boundaries and quirks with the physics engine and more to do with specific objects or enemies in particular levels that, to the uninitiated, may come across more like Easter Eggs – and for all intents and purposes they are, albeit unintentional ones.

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10 – Needler Sentinel – Quarantine Zone

The origins of this particular glitch are somewhat unclear – either Bungie originally intended for Sentinels to carry and use weapons other than their usual energy beams, or it was simply a one-off error with the coding of this particular Sentinel – but either way, in a particular room on the game’s eleventh level, the player encounters a massive firefight between Sentinels and Flood combat forms that can get pretty hectic. In the chaos, it can be hard to miss this one particular Sentinel that fires Covenant Needler rounds instead of the Sentinel Beam, and when it is destroyed, it drops a Needler. Interestingly, the Sentinel Enforcers do use a weapon similar to the Covenant Needler, but that weapon fires red shards instead of purple, and Sentinels are never seen wielding that weapon either. Bungie employees have given varying explanations for this, from an accidental ‘slip-of-the-mouse’ when the level was being coded to an entirely cut feature in which Sentinels would use their own version of the Needler on occasion – regardless, it is an interesting glitch.

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9 – Sergeant Johnson Drops Dead/Four Sergeant Johnsons – The Great Journey

This glitch is actually two (or perhaps even three) glitches at once, all in the same place on the same level, but they essentially amount to the same result. If the player can manage to maneuver a Covenant Spectre into the final room of the final level of Halo 2 – no small feat – one can actually use the vehicle in the final boss against the Brute Chieftain Tartarus, and can even convince Sergeant Johnson to climb aboard. As Halo 2 veterans will known, Johnson is crucial in the final fight against the Chieftain as he uses a Covenant sniper rifle to lower the Brute’s shields, thereby allowing the player to deal the fatal blow. Due to a strange glitch in the design of the three-tiered arena, however, crouching on the lowest level will cause the player or any other character to drop dead instantly, because you technically intersect with the death barrier that prevents you from falling beneath the floating structure. If one can maneuver Johnson in the Spectre onto the bottom level and cause him to climb out, and because Johnson always crouches after exiting a vehicle, the normally invincible Sergeant will drop dead, allowing you to loot his weapon.

Also, using the same method of getting Johnson in the Spectre, the player can amass a small army of Johnsons since the game automatically spawns a new Johnson when the old one moves too far away from his sniping spot – undoubtedly to keep the battle fair in case Johnson somehow falls. With one Johnson on the powerful plasma turret and two Johnsons riding shotgun, plus another Johnson occupying the sniping spot, this glitch can seriously tip the balance of the boss fight in the player’s favor.

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8 – Bullying the Heretic Leader – The Arbiter

For those who played the first two Arbiter levels and thought “How is the Heretic Leader always one step ahead?” and aren’t quite satisfied with finally killing him at the conclusion of the level The Oracle, on the original version of Halo 2 for the Xbox it is actually possible to reach him early and essentially beat him up – you can toss grenades at him, throw him into a chasm, or even drop a Banshee on him, and yet he will simply refuse to die. For this to happen, you must equip an Energy Sword in the scene in which the Heretic Leader is visible through a window giving orders to his men and then climbing aboard a Banshee to escape your wrath once again. If you time it right, it is actually possible to use the sword’s lunge attack to clip straight through the window and hit the Heretic Leader directly. Now simply use a grenade to render his Banshee inoperable and he will just stand there, as if accepting his fate. It should be noted that doing this makes the level impossible to complete, and as previously mentioned this only works on the original Xbox version of Halo 2, so it might be more trouble than it is worth at this point. Still, a fun time-wasting glitch that is actually one of the few glitches in the game to be patched in later re-releases.

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7 – Exploring ‘Lake Regret’ – Delta Halo/Regret

Who doesn’t love exploring outside level boundaries? This particular glitch can allow players to not only explore outside the usual confines of the levels Delta Halo and Regret, but it also demonstrates the Master Chief’s less-well known ability to breathe underwater indefinitely, something that comes in very handy when walking across the bottom of a deep lake Pirates of the Caribbean-style. To accomplish this, one has to simply use a grenade to propel the player onto the hills around the final part of Delta Halo or the first part of Regret, and then simply walk around the lake to find a point in which it is possible to walk into the water. Falling into the lake is not a good idea, since fall damage will usually kill the player on contact, but another method that involves using a Ghost to climb the grassy verges around the level can speed things up a bit. (This is easier with the Sputnik Skull enabled that allows the player to propel themselves further with explosives). Once in the lake, the player is free to wander around, study the architecture of Regret’s temple that seems to float on the lake with the supports cutting off about 3 feet beneath the water’s surface, listen for the sound of invisible Whales, and find a large and ominous hole in the floor that seems to serve no real purpose whatsoever.

It should be noted that, although not included here, the well-known ‘Vacations’ that can be taken on almost every Halo 2 level (using similar methods to exploring Lake Regret) constitute their own ‘sub-category’ of fun and interesting glitches. In fact, that might be the subject of another article later down the line…

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6 – Knock the Prophet out of his Throne – Regret

Speaking of the Prophet of Regret, another fun glitch allows the player to temporarily remove the shriveled Covenant hierarch from the safety of his Gravity Throne. During the boss fight with him at the end of the level Regret, the throne must be boarded in order to injure the Prophet as his shields absorb anything the player can throw at him from overcharged Plasma-Pistol shots to both barrels of a Rocket Launcher. However, since Regret’s throne is treated like any other vehicle in order for the boarding mechanic to work, with enough explosive force the player can flip the throne over and, like all occupants of a flipped vehicle in Halo, Regret will be forcibly ejected. Interestingly, the Prophet will simply sit on the floor in the same position as if he were occupying his throne and then attack the player with a Plasma Pistol of all things. This alludes to the fact that in the Halo novels he and most other Prophets are depicted carrying at least one Plasma weapon as a sidearm, and the Prophet will actually drop this pistol upon death whether he is in or out of his throne. This glitch is tricky to pull off, and it is recommended that either the Scarab Skull or weapons like the Fuel Rod Gun or Needler are used since only these can create enough inertia to bounce Regret out of his seat.

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5 -Miranda in Space – Cairo Station

For those who are not convinced that Miranda Keyes is an unmitigated badass, this glitch confirms that Miranda Keyes can actually breathe in space. Using an Energy Sword on the level Cairo Station, it is possible to push Keyes (or Johnson, for that matter) past the point in the level in which they would usually leave the Chief and through an airlock, and as they are programmed to be invincible the repeated strikes will not kill them. By eventually pushing them into a section of the level that they are never supposed to enter, the player can actually push the naval officers into space, as the next section of the mission requires Chief to exit the station and fight Covenant EVA troopers. Though they need the player’s help to get through the level, Keyes and Johnson will attack enemies that are nearby and speak to the Chief, despite the fact that they are in a near-vacuum without any protection whatsoever. Oddly, they will de-spawn if the player attempts to push them back into the station later in the level, and nudging them off the station and into the vast abyss of space will cause them to drop like a rock, still adopting a combat-ready pose as they plummet into the Earth’s atmosphere.

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4 – Plasma Grenade Fountain – The Oracle

This is another glitch that exploits the Heretic Leader, specifically one of his holo-drones. At the start of the game’s seventh level, the player encounters a hologram of the Heretic Leader that taunts you and your allies before disappearing. However, in the game’s code, this hologram is treated as an enemy – and if you melee it with the Piñata Skull on in Halo 2: Anniversary, it will drop Plasma Grenades in abundance. Using the faster swing of the Energy Sword means that in the brief time the hologram is present the player can spawn dozens of grenades, and this can cause a massive explosion if they are all detonated at once.

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3 – Permanent Invisibility – Chief Levels

In the original Halo 2 for the Xbox, Skulls had to be found and activated in levels on Legendary, and the effects of the skulls only lasted until the console was switched off. This was done because, at the time, there was no menu option to activate and deactivate Skulls, they were merely included by the developers as wacky Easter Eggs. As a result of this, acquiring the Envy Skull in the original Halo 2 and using it just as a checkpoint passes, saving and exiting, and then restarting the Xbox and loading up the level will cause the Chief to be permanently invisible. This works because the Envy Skull trades Chief’s flashlight for Arbiter’s active camouflage, a feature that he can never acquire in regular gameplay, but only for the time in which the Envy Skull is activated. Because switching off the Xbox deactivates the Skull, saving and exiting a level while Chief is still invisible means that, after the Skull is deactivated, the game cannot revert him back to normal visibility and the player will be able to sneak up on unsuspecting enemies and eliminate them at their leisure. This glitch is most useful on Legendary, but it can only be used in levels in which Chief is the playable character.

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2 – Cortana’s Scary Face – The Great Journey

This glitch is a result of the feature in Halo 2: Anniversary that allows players to switch back and forth between the classic graphics and the updated, remastered graphics created by 343 Industries and Blur Studios. At the conclusion of the final cutscene of Halo 2 when Cortana accepts Gravemind’s offer of answering his many questions about Humankind and the Covenant, switching from new graphics to classic graphics at the last second of the cutscene after it cuts to black will present the player with this abomination – clearly Cortana’s rampancy is taking its toll. This is caused in part by the fact that the remastered cutscene is longer than the classic cutscene was, and so switching back shows the player the models after the cutscene has technically already finished, and is also due to the fact that the camera has panned inside Cortana’s head, leaving only her eye visible. Hilariously, this glitch is also accompanied by the spooky final few notes of the Halo 2 Soundtrack’s Epilogue.

Honorable Mention – The ‘Ghosts’ of Halo

This phenomenon caused quite a stir when it was first discovered in the early days of Halo 2 on Xbox Live. According to legend, players on maps such as Lockout on Xbox Live began reporting sightings of strange characters that resembled other players but lacked a gamertag, movement animations or a place on the scoreboard – these ‘Ghosts’ would reportedly kill players by sliding around the map and tossing grenades in all directions, and in certain cases they were apparently un-killable. Various explanations for this odd occurrence were suggested throughout the fanbase such as the ‘Ghosts’ being a result of a glitchy network connection, but other more ludicrous theories sprung up such as the idea that Bungie employees had programmed bots into the game, that Microsoft were spying on players or that the maps were legitimately haunted. Ultimately, confirmed sightings of the so-called ‘Ghosts’ that haunt various multiplayer maps of Halo have been scarce since Xbox Live has improved, which would suggest that the phenomenon was a result of little more than a bug in Xbox Live or a dodgy network connection, or that the entire thing was a hoax. Either way, the ‘Ghosts’ of Halo are still regarded among the game’s most infamous glitches.

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1 – The Honour Guard Councilor – Gravemind

Halo 2 had numerous boss battles in the game, ranging from our old friend the Heretic Leader to the Brute Chieftain Tartarus, but one boss fight in the game was actually created by accident as a result of a glitch in the game’s code. The final enemy of the mission Gravemind is an Elite with a unique set of armour that changes each time the level is played – sometimes the Elite will have an Honour Guard helmet, a Councilor helmet, or even no helmet at all – but the armour will always be white with the gold and black spurs of the Honour Guard. This mini-boss with unique randomised armour is actually the result of the game trying to spawn an Elite Zealot that was coded with the wrong tags, causing the Elite to spawn with widely varying armour and much higher shield strength. Strangely, the Elite can sometimes spawn with the face of Rtas ‘Vadum, an ally to the Arbiter throughout the Halo 2 and Halo 3 campaigns, and sometimes the Elite spawns with a strange and unique helmet that was coded into the game but never allocated to any characters. This visually unique accidental mini-boss is arguably the best example of how good some of the glitches in Halo 2 actually are – although the game is riddled with bugs like these, it doesn’t negatively impact the gameplay, and instead serves to make the game that bit more interesting.

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Doctor Who – Ranking the New Series companions (2005-2017)

The New Series of Doctor Who has been running for so long now that there are almost as many companions in modern Who as there were in the 1963-1989 run of the Classic Series, and with four Doctors spanning two showrunners there are several eras within the run of Modern Who that have created some very unique and interesting companions. Time to rank them all!

#10 – Rose

Yep, Rose is at the bottom. Those who have read previous articles on my site will know that I am not exactly Rose’s biggest fan, and this is mostly due to her erratic and unpredictable behaviour – be it laughing and giggling after having just witnessed someone being brutally murdered in Tooth and Claw, or being a uncharacteristically obnoxious to Sarah Jane Smith in School Reunion, berating a grieving Elton for upsetting her mum in Love and Monsters when she herself  ruined a year of her mum’s life by disappearing for a year. Whilst her character draws from several earlier archetypes of the Doctors companion / love interest that became more prominent in Doctor Who media made in the 90s, her superb character growth throughout Series 1 of the revival is negated by a very unhealthy romantic relationship with the Tenth Doctor that derails her character. To make matters worse, her presence is constantly felt during Russel T. Davies’ era of the show, with the far superior Martha being sidelined and Donna’s series overshadowed by constant appearances from Rose with no context or explanation as to why. As far as romantic love-interest companions go, River Song from Moffat’s era and Charley Pollard from the Big Finish audios are far better depictions of this trope than Rose.

#9 – Clara

In a similar vein to my dislike of Rose, Clara stole the show a bit too much when she finally came along. In fact, even before she came along – Jenna Coleman played two distinct versions of Clara before appearing permanently as the genuine article, and this sparked the retch-inducing ‘impossible girl’ storyline that was essentially a more contrived storyline than the whole Bad Wolf thing. The only reason why Clara ranks higher than Rose is that she became slightly less insufferable during her time with the Twelfth Doctor – although she continued to try and take over the show, even getting her face in the title sequence at the end of Series 8 instead of the Doctor’s – the Twelfth Doctor bounced off her better character-wise, and Clara gained more of a personality in Series 8 and 9 compared to the ‘Impossible Girl’ arc that basically carried her through Series 7. Once her character began to emerge, she is really good in some episodes, and once Moffat had got out of his Cbeebies phase Clara was able to meet the more serious and darker aspects that the show took on leading into Capaldi’s era, even having a particularly fantastic death scene in Face the Raven. Although her death is essentially reversed in Hell Bent she still has to eventually go back and die, which is a pretty dark concept if you think about it, and keeps her departure strong.

#8 – River Song

I can genuinely appreciate what Steven Moffat was trying to do with River – the notion of a fellow time-traveller that is encountered out of order and married to the Doctor is a great idea in theory, but the execution was less than spectacular – because her appearance in Silence in the Library and Forest of the Dead was so good as a standalone idea for an episode, people were almost disappointed when her return was announced just one series later. Overall, although River herself was a strong character played excellently by Alex Kingston who also had great chemistry with Matt Smith, her reveal was ultimately a bit of a let down and although she is the Doctor’s wife it is strange that so much emphasis was placed on revealing her ‘secret identity’ only for it to turn out that she is the daughter of the current companions. Despite all this, her departure in The Husbands of River Song is still a defining moment in the Twelfth Doctor’s characterisation change for Series 10 so River can ultimately be thanked for inadvertently influencing the best series of the revival. Ironically, River Song is depicted far better in the Big Finish audios in which she appears, not least because she gets to bounce off Classic Doctors which really drives home the idea that she is the Doctor’s wife.

#7 – Mickey

Poor Mickey. The strange thing about this character is that he was a genuinely good person – he cared deeply for Rose, he was loyal to his friends and was pretty brave by the end of the show, yet for some reason that defies explanation the Doctor just really seems to dislike Mickey at first, probably because Russell had it in his head from the beginning that the Doctor would fall in love with Rose, but what reason is given for the Doctor’s disdain for Mickey? All Mickey did was get captured by the Autons and then be understandably shaken when the whole thing was over, and yet Rose totally abandons him. Throughout the series Mickey jumps from our universe to a parallel universe and back again, again a symptom of the writers not really knowing what to do with him, and eventually ends up with Martha in an unfortunate ‘match the spares’ situation of the ilk of Neville Longbottom and Luna Lovegood in the eighth Harry Potter film. Ultimately, Mickey’s best qualities are apparent in Series 2, in which he joins the TARDIS team and spends time fighting Cybermen in a parallel universe, eventually becoming a badass.

#6 – Amy and Rory

Although their era spiralled further and further into the nonsense that was Series 7, Amy and Rory are a standout because their relationship gave the show a whole different dynamic that almost makes every episode seem like a continuation of the same story, just framed differently against the backdrop of travelling through time and space. Amy may be bitchy at times and Rory takes a while to find his feet as a character (similarly to Mickey, in many respects) but once he becomes the Roman he becomes one of the most likeable characters on the show. Their best episodes include Amy’s Choice, The Pandorica Opens/The Big Bang, The Impossible Planet/The Day of the Moon, The God Complex, The Doctor’s Wife and A Good Man Goes To War so there is a fairly strong selection there alone, and whilst it could be argued that their combined character was irrecoverably ruined  by the abysmal Asylum of the Daleks they at least got a good send off in Angel’s Take Manhattan.

#5 – Donna

As companions go, Donna is definitely going to be among the best-remembered in years to come, possibly even on the same level as companions like Jo Grant and Sarah Jane Smith, in that they all take a very unique perspective on the companion role. In Donna’s case that is the role of a loudmouth with an attitude but who has a heart of gold and, in many ways, is very like the Doctor in some ways. Considering the recent trend that started with the Eighth Doctor TV Movie in which the Doctor has a more romantic relationship with his companion, Donna was a refreshing change as it was made clear from the start that she and the Doctor had absolutely no romantic feelings for each other. This makes episodes in Donna’s era seem more concise and better trimmed, as time isn’t spent on a half-baked romance story in every single episode like in the Rose era.

#4 – Nardole

An ex-criminal cyborg from the future, Nardole is primarily used for comic relief in his initial appearances but the fantastic Series 10 molds him into a well-defined character in his own right, who was an unexpected fan-favourite at the time, who is expected to return at some point in the future. His great relationship with both Bill and the Twelfth Doctor made his inevitable departure all the more tragic, particularly with the manner in which it was carried out – essentially, he was doomed to protect the Mondasian children from endless waves of ever-adapting Cybermen with no hope of escape, which is a pretty dark way to go. Thankfully, we do eventually learn that Nardole survived for years and was eventually inducted into the Testimony system, so Nardole fans can rest easy.

#3 – Captain Jack

Who doesn’t love Captain Jack? Apart from being the first representation of an LGBT character on-screen, (not counting Ace because, although intended, that aspect of her character was never directly addressed by anyone on-screen), Captain Jack is unique among the majority of other NuWho companions as he does not originate from modern-day London, instead originating from the 51st century. As such he is more clued up on the various alien races and technology. The best thing about Jack’s character is that he bounces really well off basically any other character, and is one of the few characters in Russell’s era that I believe is due a temporary return, as he worked so well with both the Ninth and Tenth Doctors and I see no reason why he couldn’t work really well with the Thirteenth Doctor.

#2 – Martha

If there is another companion from Russell’s era that is deserving of a return, it’s Martha. Despite her time in the TARDIS being somewhat overshadowed by her romantic feelings for the Doctor, these didn’t get in the way of her character development or story involvement half as much as Rose’s romantic backstory with the Doctor did, and Series 3 gives Martha a chance to shine in some fantastic episodes like The Shakespeare Code, Gridlock, Human Nature/Family of Blood, Utopia and Sound of Drums/Last of the Time Lords, in the latter of which she proves her mettle by saving the world and the Doctor from certain destruction. Her departure, on her own terms, sets her above her contemporaries – particularly Donna and Rose – and her comeback in The Sontaran Stratagem/The Poison Sky allowed Freema Aygeman to return to her original character Adeola Oshodi’s defining trait of being a human controlled by an evil invasion force.

#1 – Bill

The personification of wide-eyed wonder and enthusiasm, Bill is one of the cornerstones of the masterpiece that is Series 10. Her relationship with the Twelfth Doctor was totally unique and hearkened back to the ‘Professor/Student’ relationship that Ace had with the Seventh Doctor, although in Bill’s case this is taken a tad more literally, as the Doctor takes on a tutor role both in the real-world, marking Bill’s assignments and teaching her in classes, and also on their adventures. Bill’s reputation as a companion who flaunts her sexuality is, in my opinion, undeserved – although Bill does mention the fact that she is gay in numerous episodes, often this is in response to things other characters insinuate, and even the seemingly random remark she makes to the Doctor before they part ways in The Doctor Falls about liking girls is obviously because the Twelfth Doctor appears so oblivious that they probably hadn’t even talked about it before. Ultimately, Bill is one of the most likeable companions in NuWho and Pearl Mackie does a fantastic job of bringing the character to life.

So that concludes my list ranking the NuWho companions, 2005-2017. If you enjoyed be sure to leave a like and you can follow us either here or on Facebook for more content like this. Thanks for reading!

Top Ten Sci-Fi Spaceships

The Science-Fiction genre is replete with examples of iconic spaceships, often used as transports and even mobile homes for the characters in science fiction. As such, the ship almost becomes a character in itself, developing its own quirks and technicalities that give it its personality. But the question remains – which ship is the best? For this list we will be judging based on how useful the ship would be, and the extent of its powers. To begin:

10 – Red Dwarf – Red Dwarf

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Despite being a slow, unwieldy, ancient mining ship that is peppered with meteorite impacts, Red Dwarf always pulls though and provides a home for its disparate band of occupants. Also, it comes packaged with Holly, the transgender eighth generation ‘hologrammic’ computer with an IQ that supposedly exceeds 6,000. Depending on the day, Holly might be sane or totally senile, and the ship seems to attract trouble on a near-daily basis. Don’t look forward to speedy travel with the Dwarf, however, since it trundles along at a snail’s pace. You do, however, get Starbug, but its up to you whether or not that’s a good thing.

9 – High Charity – Halo

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The Covenant Holy City-ship of High Charity serves as the cultural, political and military headquarters of the alliance, and mobilises the Covenant assault force against Humanity.  The best thing about High Charity is its environments, which you explore during the Halo 2 levels Gravemind and High Charity. The curved purple interiors and modular architectural design demonstrate the alien nature of the Covenant, and in terms of power it boasts a slipspace drive for instant transportation and a vast array of destructive weapons, with docking structures that can contain and transport hundreds of capital ships. So whether you like strolling through botanical gardens or invading planets with huge fleets of warships, High Charity is for you.

8 – Thunderbird 3 – Thunderbirds

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The ultimate classic rocket design, Thunderbird 3 might not have weapons but it is extraordinarily fast – able to make it halfway around the world in a matter of minutes, in some cases. Overall, the red rocket tops any other rocket-type ship in sci-fi, and the best part about it is that you might even get Tracy Island thrown in, as well as the ability to travel to and dock with Thunderbird 5, an orbital space station. Designed to launch as an SSTO (single-stage-to-orbit) rocket, the ship can be re-used unlike contemporary rockets used by NASA, and it even runs on the same fuel,

7 – Ebon Hawk – Star Wars: Knights of the Old Republic

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The spiritual predecessor to the Millenium Falcon, the Ebon Hawk serves as the home for the traveling circus cast of Star Wars: Knights of the Old Republic. This ship was constructed over 1,000 years before the Falcon, so it isn’t as fast but it does seem to be more heavily armoured. However, featuring dual engines, the Ebon Hawk was certainly fast for its era, and could certainly hold its own against more powerful ships like the Leviathan. After all, this was Darth Revan’s ship for a reason.

6 – Serenity Firefly

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Similar to the Ebon Hawk, Serenity is a freighter primarily, designed to haul cargo from planet to planet. Thanks to heavy modifications, however, she serves as the vessel of Mal Reynolds and his crew, a band of vagrants and smugglers who partake in various illegal activities. The ship was described by Firefly creator Joss Whedon as the ‘tenth character’ of the series, and she has character indeed – fans have likened Serenity to freighters like the Millenium Falcon. The biggest strength of Firefly-class ships is their durability and ease of repair, and Serenity is no exception.

5 – USS Enterprise-D – Star Trek: The Next Generation

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The USS Enterprise is a fantastic ship in its own right, but the USS Enterprise-D surpasses it in almost every conceivable way. For one, it is essentially just a more powerful version of the original Enterprise, and it also has much more advanced technology aboard like the Holodeck and the Saucer Separation. Not only that, but the ship is also more luxurious, with more space and better living conditions – the original Enterprise was built with practicality in mind, with dull grey bulkheads and no inch of space wasted, whereas the Enterprise-D has a warm beige interior design with the occasional appearance of wood paneling. With the addition of the crew, particularly Data, the Enterprise-D is equipped to deal with any obstacle, whilst also providing a comfortable environment.

4 – Millenium Falcon – Star Wars

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Allegedly the fastest piece of junk in the Galaxy, the Millenium Falcon is certainly a go-to starship if speed is a priority. Han Solo boasts in A New Hope that the Falcon ‘made the Kessel run in less than 12 parsecs’, which sounds like he made it up on the spot but will undoubtedly be extrapolated to the Nth degree in the upcoming Solo Movie, but the general jist of what he is saying stands – the Falcon is a fast ship. Able to outrun any Imperial starship, this unassuming-looking freighter has gone on to become one of the most famous ships in the Galaxy, and aided in the destruction of not one but two Death Stars. The only real downside of the Millenium Falcon is its amenities – it is essentially a grotty smuggling vessel, with very few forms of entertainment to pass the time during the long hyperspace jumps (unless you count a dodgy holographic chess set and a flying ball.) The ship would be handy in a pinch, but for long-distance travel the Falcon falls short of the best ‘conventional’ starship in Sci-Fi, which is:

3 – USS Voyager – Star Trek: Voyager

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The Intrepid-class starship won the top spot for Top 10 Federation Starship Classes, and the most famous ship of its class is at least half of the reason why. The exploits of the USS Voyager top any starship of this dimensional plane, and its already advanced and reliable design is augmented by many modifications that the crew picked up during the ship’s time in the Delta Quadrant, including some Borg technology and a massively improved warp drive. With the Voyager also comes the Delta Flyer, a greatly upgraded and improved redesign of the standard Federation Shuttlecraft for ship-to-surface transport or even ship-to-ship dogfights, an innovation that other Federation starships lack. Despite the greater focus on tactical systems and speed, the Voyager still features the entertainment systems available on the Enterprise like the Holodeck, and is sleeker, faster and comes with a holographic medic.

2 – Heart of Gold – Hitchhiker’s Guide to the Galaxy

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The Heart of Gold is powered by the Infinite Improbability Drive, a wonderful new method of crossing interstellar distances in a mere nothingth of a second, without all that tedious mucking about in hyperspace. This incredible propulsion system temporarily launches the ship through every part of conceivable space simultaneously, and the only payoff is a temporary bout of extremely high improbability, which can cause hallucinations, out-of-body experiences, or a complete rewrite of the ships entire internal environment at a molecular level. Known effects have included the creation, and spontaneous upending, of a million-gallon vat of custard, marrying Michael Saunders, the transformation of a pair of guided nuclear missiles into a whale and a bowl of petunias, and transforming one of its crew into a penguin.

1 – The TARDIS – Doctor Who

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The TARDIS may not look like much of a spaceship, but its abilities exceed all of the other ships on this list combined. Capable of traveling anywhere in time and space, the TARDIS can quite literally take its crew anywhere in any time period, and even other dimensions under the right conditions. If that were not enough, the ship is dimensionally transcendental, meaning the interior exists in a separate dimension to the exterior, creating the illusion that it is bigger on the inside, and the interior of the TARDIS is so vast that after over 2,000 years of owning the ship the Doctor has still not managed to fully map the floor plan. The TARDIS is alive, in a sense, and can alter and reshape its interior to suit the needs of its occupants, as well as allowing for a huge amount of internal systems such as a karaoke bar, a cinema, a library and a swimming pool, all of which occasionally move, change, or in rare cases fuse (causing the swimming pool to sometimes appear in the library). The ship is shielded to the extent that Dalek missiles – of which less than 10 are needed to eradicate a planet – don’t even scratch the blue box. Undoubtedly, no other spaceship in Sci-Fi even comes close to beating the TARDIS.

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And that’s our list of the Top 10 Sci-Fi spaceships. If you enjoyed, be sure to leave a like, and you can follow us and like us on Facebook for more content like this. If you have your own list of Top 10 Sci-Fi spaceships, be sure to leave it down in the comments below!

 

Top 10 Best Halo Easter Eggs

So I’ve already covered the topic of Creepiest Halo Easter Eggs, Funny Halo Skulls and Hardest Halo Skulls, so it seems only fair that I also rank the funniest and/or coolest Easter Eggs in the Halo Series to round this theme to a close. For this list I will not be including Skulls, since I have covered those already, and none of the Easter Eggs that appeared in my Top 10 Creepiest Easter Eggs list will be appearing here either. So, coming in at number 10:

10 – Windows Phone – Halo 3

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The wall-mounted phones in Halo 3 have tiny Windows logos on them, a nostalgic callback to the era in which this game was released. This is one of several computing-related references in Halo 3, another being the fact that the UNSC computers offline with a modern-day blue screen of death. Just a small but relatively interesting detail that shows the dedication to making the world seem real.

9 – Excalibur – Halo 2

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This Easter Egg is tucked away in the top floor of a destroyed building in the Halo 2 level Outskirts. What makes this interesting is that it is located outside of the level boundaries, meaning that the developers must have known that players would manipulate the game mechanics in ways that would allow them to leave the level boundaries, and yet rather than filling every corner of every level with invisible walls or death timers, Bungie instead filled the outside areas of their levels with secrets to find. This Energy Sword serves as a reward for players who manipulate the game mechanics, as well as seeing one of the infamous ‘Rex’ symbols written in rocks and blood (shotgun shells in the anniversary version). This sword can also be used to implement a glitch that gives you an invisible Energy Sword with infinite ammo in the next level, so it is a useful Egg to find.

8 – Notice Board – Halo: Combat Evolved Anniversary

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The Pillar of Autumn’s notice board in the original version of Halo: Combat Evolved was already full of in-jokes, references or gags such as a note claiming to have lost Alien‘s cat ‘Jonesey’, but the Anniversary version steps this up a notch. The ‘Cat Found!!!’ notice is clearly a reference to the Jonesey post on the original notice board, and the Spartans on the ‘Defy the Covenant’ poster are wearing Halo: Reach-era armour, further solidifying the link between Reach and Halo: Combat Evolved. There is even a trollface next to a blatant advert for Halo 4 which, at that time, had not been released, so in a way this notice board looks both to the past and to the future.

7 – Red vs Blue Marines – Halo 3

 

 

This one crops up a lot because it doesn’t take much to find – simply go further along to a corner near the start of the Halo 3 level Crow’s Nest when the game prompts you to turn left, and you will encounter a door with a Marine standing outside. What proceeds is a humourous argument between the Marine outside and another Marine, presumably just inside the door, over the password needed to get in. What makes this even better is the fact that the voices are done by various members of the Red vs Blue cast, and the conversation changes depending on the difficulty.

6 – Football – Halo 2

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This one takes some effort but is really fun if you can pull it off with two people. The football itself can be located at the very top of a damaged skyscraper in the Halo 2 level Metropolis, which continues Halo 2’s theme of placing fun and interesting secrets and hard-to-reach areas. Using various Skull combinations, the players can then push the ball with explosives out of its corner and down into the play-space of the road itself, and with two Ghosts this can make a game of giant football in the streets, if you can overcome the strange physics of the ball.

5 -Siege of Madrigal – Bungie Games

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This Easter Egg is brilliant because it recurs throughout the franchise, and when activated it plays a piece of music called Siege of Madrigal from one of Bungie’s older games, Marathon. To activate it in Halo: Combat Evolved, one must fly a Banshee up to the peak of the control room tower in the level Assault on the Control Room and park in a very specific spot (to the right of the second-highest rung, to be precise.) The tune can be found in almost every Halo game, usually located in a very specific but hard-to-reach location, and can be heard here.

4 – Flyable Pelican/Phantom – Halo: Reach

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It had long been a dream of Halo fans to actually get a chance to fly the iconic dropships of either the UNSC or the Covenant, but Halo: Reach finally made it possible, albeit in the form of a very glitchy Easter Egg. Bungie knew that fans had always wanted to fly a Pelican because the vast majority of the few mods that exist for Halo generally are mods that allow the player to fly the Pelican, and although they implemented a form of air-vehicle in Halo 3 with the Hornet and again with Halo: Reach’s Falcon, they knew that before they left the franchise for good they would have to provide some form of closure to fans, and so enters New Alexandria, an air level in Halo: Reach that primarily uses the Falcon, but with the flip of a secret switch and a quick flight through a giant ring-shaped building and your Falcon is magically transformed into a very unstable Pelican. Phantoms can also be driven if you manage to complete the same method with a Banshee, although that is even more unstable with no collision detection at all.

3 – Club Errera – Halo: Reach

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Oddly enough, this next Easter Egg is actually from the same level as the previous one, but that is no real surprise since Halo: Reach’s New Alexandria is jam-packed with fan-service Easter Eggs, since it was Bungie’s last massive open level in the series. The basic story behind Club Errera is simple – in the game as normal, you pass through a nightclub during your mission to destroy Covenant Radar Jammers, but if you manage to find and activate a secret switch before coming into the Club, all of the Covenant will be either dancing, Dj-ing or waiting at the bar, and the Hunters act as bouncers guarding the door. Overall, it is a surreal experience, and you can even change the music with different switches, one of which is a remix of a track from the Halo 2 Soundtrack.

2 – Scarab Gun – Halo 2

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This unassuming-looking Plasma Rifle floating above a conveniently placed danger sign atop a skyscraper (that requires sacrificing an arm and a leg to get to) is actually the key to ultimate power. There are few examples of Easter Eggs as sandbox-altering as secret weapons, but this is the obvious exception. This weapon, although looking visually identical to a Plasma Rifle, is actually a placeholder for the Scarab’s main weapon used semi-regularly throughout the level Metropolis in Halo 2. Using a Banshee, (which requires a tedious and complicated method to even obtain in the first place) the player must fly up to the very top of a specific building in New Mombasa, the player can find and acquire this weapon, which allows them to shoot Scarab beams to their heart’s content. Unfortunately, this weapon is extremely hard to use since it can often kill the player due to the insanely high splash damage, and a single tap of the trigger can instantly kill the player. In the Anniversary version of Halo 2, a whole Skull was created to turn every weapon in the game into a Scarab weapon, (that thankfully turns off scoring) so now even casual players can experience the power.

Honorable Mention – Secret Talking Grunts, Halo: CE, Halo 2 and Halo 3

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This single Honorable Mention is in fact three separate Easter Eggs, all involving secret Grunts with specific lines of funny dialogue. The first is the ‘Thirsty Grunt’, who can be found during the final run of the last level of Halo: Combat Evolved. When approached, he expresses his hope that the ‘food nipple’ is waiting for him at the starship, clearly ignorant of his impending doom. The next, ‘Cowardly Grunt’, can be found in the Halo 2 mission Uprising, during which the player is actually allied with this Grunt since you play as the Arbiter. However, this Grunt will refuse to fight, and instead pitifully cowers in the corner whilst assuring the Arbiter that he will stay behind to make sure nobody sneaks up on him. The final Grunt is aptly named the ‘Final Grunt’, since he is the final grunt you encounter in Halo 3, although he is occasionally called the ‘Jerk-Store Grunt’ since he rants and raves to the Chief, claiming that ‘the Jerk Store called, and they’re all out of you’ as well as berating the Chief for having a troubled past and claiming that he is high on gas. Wow.

1 – Terminals, Data Files and Audio Logs – All Halo Games

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This could be considered cheating since I’m incorporating a vast array of separate Easter Eggs into this one entry, but they are essentially the same thing – hidden lore elements that are buried in the game and left for the player to find. This process began in Halo 3 with the ‘Terminals’, Forerunner (or sometimes Covenant) devices that could be accessed to read/hear small snippets of information about the wider story of the game and its context. This continued with Halo 3 ODST’s atmospheric audio logs, Halo: Reach’s data files and continued well into the 343 era with fully rendered mini-movies being hidden throughout Halo 4, Halo: Combat Evolved Anniversary and Halo 2 Anniversary, and a huge swath of fully voiced audio logs for Halo 5: Guardians, which is one of the few things worth praising about the game. What makes this such a great Easter Egg is that it is the perfect way of making players want to learn more about the wider lore of the games, as by hiding it away and including an element of challenge to find them with achievements encourages players with a sense of accomplishment or desire for 100% completion to scour the levels searching for clues and piecing together the wider lore that explains the origin of the Forerunners, the Halos, the Covenant, the Flood and countless other aspects of Halo lore.

So that’s my list of Top 10 Best Halo Easter Eggs, I hope you enjoyed and if you did then please be sure to leave a like, and remember to like us on Facebook or follow us on WordPress for more content like this, and look down below for more Halo related content!

 

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