FAQ/Walkthrough - Guide for Halo
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___ ______ ¯| | |¯\ /\ ¯| |¯ /¯¯¯¯¯¯¯¯¯\ | | | | / \ | | / /¯¯¯¯¯¯¯\ \ | | | | /¯\ \ | | _/ / \ \ | |-----| | ¯ \ \ | | ¯¯¯ ( )- ) )- | |¯¯¯¯¯| | ------\ \ | | / / | \ | | / /¯¯¯¯¯¯\ \ | | /| ______/ / _| \_ | |_ _/ /_ _\ \_ _| ¯¯¯¯¯¯ | \______ / ¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯ =============================================================================== -----{FAQ/WALKTHROUGH}-{Ver 0.7}-{By: NeoGamer}-{[email protected]}------ =============================================================================== +---------------------------------+ -=| General Information |=- +---------------------------------+ ===================================================================== | Platform:---------------Xbox | | | | Game Format:------------1 DVD | | | | Publisher:--------------Microsoft | | | | Developer:--------------Bungie | | | | Price:------------------$49.99(USD) | | | | Genre:------------------First Person Shooter(FPS) | | | | Players:----------------1-4 With Single Xbox Console | | 2-16 With Xbox System Link | | | | Memory:-----------------227 Blocks | | | | Controller:-------------Analog | | Force Feedback | | Memory Unit Support | | | | Release Date:-----------November 6, 2001(US) | | | | ESRB Rating(Mature):----Blood and Gore | | Violence | ===================================================================== +---------------------------------+ -=| Table of Contents |=- +---------------------------------+ ===================================================================== | I.--------Legal Disclaimer | | | | II.-------Introduction to this Document | | 2.1---About this FAQ/WALKTHROUGH | | 2.2---History/Updates | | 2.3---Contact Information | | | | III.------Game Basics | | 3.1---Starting a Game | | [a]Campaign | | [b]Multiplayer | | [c]Settings | | [d]Game Demos | | 3.2---Game Settings | | [a]Change Name | | [b]Controller Setup | | [c]Advanced Setup | | [d]Change Color | | 3.3---Saving/Loading | | [a]Managing a File | | 3.4---Heads Up Display(HUD) | | [a]Weapon Indicator | | [b]Health/Shield Indicator | | [c]Flashlight Indicator | | [d]Directional Damage Indicator | | [e]Navigation Points | | [f]Target Indicator | | [g]Motion Tracker | | | | IV.-------Introduction to HALO | | 4.1---Background Information | | 4.2---Human and Alien Encounters | | [a]The Ship and Crew | | [b]The Covenant | | [c]The Master Chief | | 4.3---Controlling Your Character | | 4.4---Weapons and Items | | [a]Human | | [b]Covenant | | 4.5---Vehicles | | [a]Human | | [b]Covenant | | | | V.--------Level WALKTHROUGH | | 5.1---The Pillar of Autumn | | 5.2---Halo | | 5.3---The Truth and Reconciliation | | 5.4---The Silent Cartographer | | 5.5---Assault on the Control Room | | 5.6---343 Guilty Spark | | 5.7---The Library | | 5.8---Two Betrayals | | 5.9---Keyes | | 5.10--The Maw | | | | VI.-------General Tips & Strategies | | 6.1---Enemy Tips | | 6.2---Weapons/Items Tips | | 6.3---Gameplay Tips | | 6.4---Vehicle Tips | | 6.5---Level Tips | | [a]Level 1 | | [b]Level 2 | | [c]Level 3 | | [d]Level 4 | | [e]Level 5 | | [f]Level 6 | | [g]Level 7 | | [h]Level 8 | | [i]Level 9 | | [j]Level 10 | | 6.6---Multiplayer Tips | | | | VII.------Secrets/Extras | | | | VIII.-----F.A.Q. | | | | IX.-------Multiplayer | | 9.1---Modes of Play | | [a]Cooperative Play | | [b]Split Screen | | [c]System Link Play | | [d]Edit Multiplayer | | 9.2---Multiplayer Levels | | [a]Battle Creek | | [b]Blood Gulch | | [c]Boarding Action | | [d]Chill Out | | [e]Chiron TL34 | | [f]Damnation | | [g]Derelict | | [h]Hang 'Em High | | [i]Longest | | [j]Prisoner | | [k]Rat Race | | [l]Sidewinder | | [m]Wizard | | 9.3---Multiplayer Games | | [a]Slayer | | [b]Slayer Pro | | [c]Elimination | | [d]Phantoms | | [e]Endurance | | [f]Rockets | | [g]Snipers | | [h]Oddball | | [i]Reverse Tag | | [j]Accumulate | | [k]Juggernaut | | [l]Stalker | | [m]King | | [n]King Pro | | [o]Crazy King | | [p]Race | | [q]Rally | | [r]CTF | | [s]Invasion | | [t]Iron CTF | | [u]CTF Pro | | [v]Team Race | | [w]Team Rally | | [x]Team Ball | | [y]Team King | | [z]Team Slayer | | 9.4---Multiplayer Tips | | | | X.--------Acknowledgment | ===================================================================== -=[Section I]=- +---------------------------------+ | Legal Disclaimer | +---------------------------------+ ============================================================================= This Document is Copyrighted (c) 2001 by NeoGamer. Any reproduction of this document in part or in whole without the author's consent is strictly forbidden. If the reader wishes to use the FAQ for his or her personal and private use only, then a printed copy may be made. The following websites have my permission to host this Document: [GameFaqs]-----------------------(http://www.gamefaqs.com) [Video Game Source]--------------(http://igamingnetwork.tripod.com) [GameSpot]-----------------------(http://www.gamespot.com) [Cheat Code Central]-------------(http://www.cheatcc.com) [Cheat Codes]--------------------(http://www.cheatcodes.com) [The Internet Central Network]---(http://www.a2zcheats.com) [Insert Site Name]---------------(http://www.xbox-cheat-codes.com) [Gaming Online]------------------(http://www.thegamingonline.com) [MSXbox World]-------------------(http://www.msxbox-world.com) [Gameguru]-----------------------(http://gameguru.box.sk) [Absolute Xbox]------------------(http://www.absolutexbox.net) [Cyber Gaming Network]-----------(http://www.cybergamingnet.com) [Cheat Code Digest]--------------(http://www.hulka.com) [Halo Combat Evolved]------------(http://halohq4.tripod.com/halocombatevolved) [The Hyper Fusion Network]-------(http://www.thfn.cjb.net) [Bali's Games]-------------------(http://www.angelfire.com/games4/balisgames) [Planet Halo]--------------------(http://planethalo.cjb.net) [Worthless Gaming]---------------(http://worthlessgaming.com) [DLH.NET]------------------------(http://dlh.net) [The Realm of Gaming]------------(http://www.realmofgaming.com) [FunXbox]------------------------(http://www.funxbox.com) Any other sites wishing to host this Document, feel free to contact me. I will respond A.S.A.P. regarding your request. ============================================================================= -=[Section II]=- +---------------------------------+ -=| Introduction to this document |=- +---------------------------------+ ============================================================================= __________________________ [2.1]--|About this FAQ/WALKTHROUGH} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Halo is an awesome game, and probably the best Xbox game that launched with the system. Developed by Bungie, Halo is a unique FPS(First Person Shooter) that contains constant adrenaline rushing sequences that can be quite tough. Never fear, this guide is here to help! This guide was written in size 10 Courier New font. If you are viewing this document in a word processor, set the font in a likewise manner for best results. Additionally, this guide is formatted for 79 characters in width. If you would like to find a specific section, hit Ctrl+F and type in a keyword. For example, if you wanted to skip to the Walkthrough for level 1, you could search for [5.1] or the level name itself, The Pillar of Autumn. Simply use the Table of Contents as a reference for your search. The newest version of this FAQ/WALKTHROUGH can always be found at: http://www.gamefaqs.com http://igamingnetwork.tripod.com NOTE: It seems that some of the sites hosting my FAQ have changed the format of this document. I'm not sure there is anything I can do to fix this. I suggest that if you want a safe version, one that looks the way it was meant to look, head over to GameFaqs. NOTE: The Walkthrough reflects the events on the Normal difficulty setting. _______________ [2.2]--|History/Updates} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [November 16, 2001]- The structural layout of the guide was put into place and the ASCII art was designed. The General Information for Halo, as well as a tentative Table of Contents, was added. Sections I, II, and III were completed. [November 17, 2001]- With a research paper to work on, only section IV was completed. Playing through the first few levels extensively was also done to help when the writing of the Walkthrough later on. [November 18, 2001]- Halo multiplayer madness! I played multiplayer in various modes to get a good feel for the overall multiplayer experience. There will be extensive multiplayer coverage in a later update. The GameCube came out and I did not have much time to play HALO, but a complete walkthrough for the first few levels will be completed soon. [November 20, 2001]- I added a few general tips that I thought might be helpful. Not much time for the Walkthrough. [November 22, 2001]- Thanksgiving! And I wrote the level 1 Walkthrough. [November 23, 2001]- I wrote the level 2 Walkthrough, and fixed a few spelling errors. And finally, I uploaded version 0.3 of this FAQ/WALKTHROUGH to GameFaqs. [November 25, 2001]- Busy with other things as usual, only had time to update the list of sites that may host the FAQ as I've received many e-mails requesting this. I also received several tips via e-mail and incorporated them into the FAQ. Additionally, some e-mail questions were answered in the FAQ section. Hopefully I'll have time for a few more levels in the near future. [November 29, 2001]- One research paper down, three to go. Until then, I'm allowed a bit of free time to work on the FAQ. I added yet a few more sites to the list. I received a handful of new tips and questions, and added those as well. I revised a few of the "shaky" points in the FAQ. ;) I sense a big update this weekend. [November 30, 2001]- I was able to complete the level 3 Walkthrough, which is fairly long. [December 1, 2001]- I completed the level 4 Walkthrough, and added some FAQ questions that I received via e-mail. I also added a few more tips that were sent in. See, I do care. [December 2, 2001]- Not much time to work on the Walkthrough because I have another research paper due tomorrow. I did, however, upload version 0.5 to GameFaqs! Finally. [December 10, 2001]- NOTE TO SELF: Never try to write a FAQ near the end of the semester. [December 11, 2001]- I apologize for the updates, or the lack thereof. Finals are soon to come, and I've been working frantically to finish every paper that is due. I managed to steal a bit of free time today, so I went through dozens of e-mails and added new tips. In-depth information regarding the Master Chief was added, as it was received. [December 15, 2001]- Finally, I'm able to sit down and write more of the guide. I started the level 5 Walkthrough and added some level 5 Tips to the appropriate section. A few more URLs were added, as I've had more requests for hosting the FAQ. [December 19, 2001]- Ok, school's out for the year! I finished the level 5 Walkthrough. What a long Walkthrough that was. I also went through my e-mail and added a few tips. I also started adding the cinematic titles wherever they appear throughout the levels. Well, more updates are on the way! [December 21, 2001]- With all of my Christmas shopping completed, I can now work on the FAQ for the weekend! Now I just need to concentrate on Halo and not FFX. Well, the level 6 Walkthrough was completed today. The level 7 Walkthrough will hopefully be completed soon... just as long as I don't go crazy playing through it. [December 22, 2001]- With several breaks in between, I made significant progress on the level 7 Walkthrough! Still quite a bit to finish though. I sorted through another pile of mail and added a few tips. I also added some FAQ questions that I had received. [December 24, 2001]- After taking yesterday off, I decided to finish the level 7 Walkthrough... finally! I added a few more URLs of websites that wanted to host the FAQ. I do plan to play through the first four levels again to obtain the cinematic subtitles. [December 27, 2001]- I am now the proud owner of a 1999 Mitsubishi 3000GT!... A red one at that. With what free time I had today, I went through answering tons of e-mail and updated the tips section. I went ahead and changed section VII seeing how there are no codes in site. I also sent in the long-awaited update (version 0.7) to GameFaqs! I will pump out the final three levels in due time; just be patient people. I've literally received a few hundred e-mails asking for the rest of the guide. ___________________ [2.3]--|Contact Information} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I may be reached via email: [email protected] Visit: http://igamingnetwork.tripod.com for more of my work. Additional work may also be found at: http://www.gamefaqs.com/features/recognition/12825.html If you would like to help contribute to this FAQ/WALKTHROUGH in any way, such as add a tip/secret, or correct any errors I may have made, e-mail me and I'll give you due credit on the next update. ============================================================================= -=[Section III]=- +---------------------------------+ | Game Basics | +---------------------------------+ ============================================================================= _______________ [3.1]--|Starting a Game} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [3.1][a]-Campaign: This is the primary meat of the game. Choose this option to begin a new Campaign or to resume where you left off in an existing Campaign. If you have not created a profile yet, a new one will be created automatically. When the virtual keyboard comes up, name your profile. Your progress during a single player game will be saved to this profile. Up to 3 profiles may be created. If you have already created a profile, you will be able to continue with that profile, or chose a different one if you wish. [3.1][b]-Multiplayer: Choose Multiplayer to take on your friends in head-to-head combat, or to play through the campaign cooperatively with one other person. For an extensive look at the Multiplayer in Halo, go to section IX of this guide. [3.1][c]-Settings: On the Settings menu, you can modify player profiles, customize controls, and define custom multiplayer game types. For a detailed look at the Game Settings, go to section 3.2 of this guide. [3.1][d]-Game Demos: Use this option to learn about a few other Xbox games. You can play Fuzion Frenzy and Oddworld: Munch's Oddysee. Additionally, you can view videos of: Amped, Azurik: Rise of Perathia, Bloodwake, NFL Fever 2002, Nightcaster, Oddworld: Munch's Oddysee, and Project Gotham Racing. _____________ [3.2]-|Game Settings} ¯¯¯¯¯¯¯¯¯¯¯¯¯ [3.2][a]-Change Name: First select the profile you wish to edit, then, once 'Change Name' is highlighted, hit the A button. Use the virtual keyboard to rename your profile. Select 'Done' when finished. For the changes to take effect, you must go down and select 'Save Changes' before you quit. [3.2][b]-Controller Setup: Select the profile you wish to work with. Using the A button, select the 'Controller Setup' option. You will be given the chance to change the thumbstick and regular button settings to one of four settings: Default, Southpaw, Legacy, and Legacy Southpaw. Choose whichever configuration you think might be comfortable. You can always go back and change this, however, so play around. Hit the A button to confirm your new setup. For the changes to take effect, you must go down and select 'Save Changes' from the main settings menu. [3.2][c]-Advanced Setup: Select the profile you wish to work with. Using the A button, select the Advanced Setup option. From here you can adjust the following: Invert Thumbstick: Yes/No Choosing Yes will cause the Y-axis of your thumbstick will reverse, so that pushing up makes you look down, and vice versa. Look Sensitivity: 1-10 Default is 3. 1 is too sluggish and 10 is ultra-sensitive. Controller Vibration: Yes/No Choosing Yes will cause the controller to vibrate whenever your character takes on damage. Invert Flight Control: Yes/No Choosing Yes will ensure a more authentic flight experience with any flying vehicles you find. If you like the Thumbsticks to be inverted(see above) you will most likely find this option more comfortable. Auto-Center: Yes/No Choosing Yes will keep your viewpoint centered until you Aim in a different direction. As usual, for the changes to take effect, you must go down and select 'Save Changes' from the main settings menu. [3.2][d]-Change Color: First select the profile you wish to edit. After selecting the 'Change Color' option, you will be presented with 18 different colors. These color affect your character's color in Multiplayer modes ONLY. ______________ [3.3]--|Saving/Loading} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Halo automatically saves to the Xbox's HDD(Hard Disk Drive) at multiple points throughout the Campaign mode. When given the option to save changes to certain aspects of HALO, such as custom multiplayer settings, the game is saved on the selected profile. There is no initial need for a Memory Unit in the controller, as the file is simply stored on the HDD safely. If you wish to transfer the save file to another Xbox, you will need to use the Memory Unit(Sold Separately) to do so. See below. [3.3][a]-Managing a File From the Xbox's main menu(called the "Dashboard"), select the 'Memory' option. Choose the Xbox Hard Disk to view your Halo saves on the HDD. Select a profile, and while a Memory Unit is inserted into one of the controller ports, select 'Copy' to copy the selected profile to a Memory Unit. You may also delete Halo profiles from this menu. _____________________ [3.4]--|Heads Up Display(HUD)} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is a vital part of surviving the onslaught of enemies in Halo. If you do not know what your current health is, or even your weapon status, how can you survive? [3.4][a]-Weapon Indicator: The weapon indicator is located in the upper-left corner of the screen. This indicator displays how much ammo you have left for your currently equipped weapon. When using one of the Covenant weapons, the weapon indicator displays a percentage rather than a number since the Covenant weapons use charges. Just to the right of the weapon indicator you will see a grenade indicator. Keep up with how many you have because they are very useful when in a crowded area. [3.4][b]-Health/Shield Indicator: Located in the upper-right corner of the screen, the health and shield indicators are the most important to be aware of. The health indicator is the gauge next to the blue cross symbol. Depending on how full the bar is and what color each bar is indicates your overall status. Red is poor, yellow is okay, and blue is great. In order for health to be restored, health power-ups must be picked up. The shield indicator is located just above the health indicator, and right next to the shield symbol. When you are not taking on damage, the shield charges automatically and does not stop until it is fully charged. Be careful: when your shield reaches the red area, your health bar will start to go down. Try to take cover when this happens so your health will not drop too low. [3.4][c]-Flashlight Indicator: When in a dark area, it is advised that you turn on your flashlight. To do so, press the White button on the Xbox controller. Upon doing so, a blue meter will appear below your health bar. This meter represents the flashlight's power, which will slowly drain. Fortunately, the flashlight will recharge once you turn the light off. [3.4][d]-Directional Damage Indicator: When you are in the middle of a war zone, an arrow will light up on the screen indicating which direction fire is coming from. Turn in the direction the arrow is pointing and eliminate the attacking target! [3.4][e]-Navigation Points: At certain points in the game, a small red triangle will appear in the top- center of the screen. Although misleading at times, this arrow will usually lead you in the general direction of an important target. Just be aware that this is not always a good indicator for height. [3.4][f]-Target Indicator: This is basically the reference for firing your weapon. While aiming, if you target an enemy, the indicator turns red. However, the target indicator does have a range. At long distances the indicator will not turn red when an enemy is targeted. Just because the indicator is not red doen't mean you can't hit your target. [3.4][g]-Motion Tracker: The Motion Tracker appears on the bottom-left area of the screen. This simply indicates nearby moving objects. Some enemies use stealth and may not be seen. Other enemies, however, show up as red dots. Allies are usually represented by yellow dots. Use this to either avoid or locate enemies or allies. ============================================================================= -=[Section IV]=- +---------------------------------+ | Introduction to HALO | +---------------------------------+ ============================================================================= ______________________ [4.1]--|Background Information} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The year is 2552. Planet Earth still exists, but overpopulation has forced many of her former residents to colonize other worlds. Faster-than-light travel is now a reality, and Earth's unified government, through the United Nations Space Command, has put its full weight behind the colonization effort; millions of humans now live on habitable planets in other solar systems. A keystone in humanity's colonization efforts is the planet Reach, an interstellar naval yard that builds colony ships for civilians and warships for the UNSC's armed forces. Conveniently close to Earth, Reach is also a hub of scientific and military activity. Thirty-two years ago, contact with the outer colony Harvest was lost. A battlegroup sent to investigate was almost completely destroyed; only one badly damaged ship returned to Reach. Its crew told of a seemingly unstopable alien warship that had effortlessly annihilated their forces. This was humankind's first encounter with a group of aliens they eventually came to know as the Covenant, a collective of alien races united in their fanatical religious devotion. Covenant religious elders declared humanity an affront to the gods, and the Covenant warrior caste waged a holy war upon humanity with gruesome diligence. After a series of crushing defeats and obliterated colonies, UNSC Admiral Preston Cole established the Cole Protocol: no vessel may inadvertently lead the Covenant to Earth. When forced to withdraw, ships must avoid Earth-bound vectors-even if that means jumping without proper navigational calculations. Vessels in danger of capture must self-destruct. On Reach, a secret military project to create cyborg super-soldiers takes on newfound importance. The soldiers of the SPARTAN-II project rack up an impressive record against the Covenant in test deployments, but there are too few of them to turn the tide of the war. Existing SPARTAN-II soldiers are recalled to Reach for further augmentation. The plan: board a Covenant vessel with the improved SPARTAN-IIs and learn the location of the Covenant home world. Two days before the mission begins, Covenant forces strike Reach and annihilate the colony. The Covenant are now on Earth's doorstep. One ship, the Pillar of Autumn, escapes with the last SPARTAN- II and makes a blind jump into deep space, hoping to lead the Covenant away from Earth. __________________________ [4.2]--|Human and Alien Encounters} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [4.2][a]-The Ship and Crew: The Pillar of Autumn- The Pillar of Autumn is a Halcyon-class warship that has seen decades of service. An aging but sturdy vessel, and one of the smallest cruisers in the human fleet, the military High Command chose it specifically as an inconspicuous launch pad for a covert offensive against the Covenant. Genetically-engineered cyborg soldiers in state-of-the-art battle suits were supposed to board a Covenant vessel and locate the Covenant home world. A surprise Covenant attack on the human military base on the plant Reach annihilated all but one of the SPARTAN-II soldiers. The remaining SPARTAN-II, known only by his rank of Master Chief(That would be you, the hero!), was stored in a cryosleep chamber upon the Pillar of Autumn shortly before the ship made a blind jump across the galaxy in a desperate effort to lead the Covenant away from Earth. The Master Chief is easily the best soldier aboard the Pillar of Autumn, but many of the human military's finest also call the ship home. Captain Jacob Keyes- Twenty-six years into his military career, Captain Keyes commands respect as a keen strategist and inspirational leader of his men. He became a minor hero early in his career, when he led a small group of security troops against a Covenant ambush of the colony ship Meriwether Lewis and held them off long enough for the ship to escape. His many decorations and years of combat experience against the Covenant made him a natural choice to command the Pillar of Autumn and its secret cargo. The Marines- A rugged and diverse assortment of soldiers, the Marines on the Pillar of Autumn are fighting a losing battle against the Covenant's superior weaponry and numbers. Under the leadership of Captain Keyes they continue to wage a furious struggle against the Covenant, even as their numbers dwindle. They're the best of the best-but they're only human. Cortana- Cortana is the highly advanced AI at the heart of the Pillar of Autumn. Her design allows her to be uploaded into an appropriately configured battle suit for safekeeping. She is capable of hacking into alien computer systems, and has used this skill to intercept Covenant communications during combat. She interprets this data to provide her caretakers with directional waypoints and the best available information about troop movement and strategy. [4.2][b]-The Covenant: The Covenant forces have spent more than thirty years trying to wipe out humankind. Because their efforts have been so successful, and because few Covenant troops have ever been captured alive, little is definitively known about their origins, society, or motivations. Intercepted communications and battlefield reports indicate a religious underpinning to their genocidal campaign. What follows are brief descriptions of the alien races known to belong to the Covenant collective, gathered mostly from encounters on the battlefield. The Grunts- Approximately 5' tall and relatively weak, Grunts tend to travel in packs and stick close to more powerful allies. Individually they are easy to defeat, but in groups they can overwhelm careless Marines. Their armor seems to house some sort of life-support mechanism. They are known to use a variety of weapons including the plasma pistol, plasma rifle and plasma grenades. The Jackals- With superior senses of sight, hearing and smell, Jackals serve as scouts and assassins for the Covenant forces. They use plasma pistols and carry a strong energy shield to compensate for their physical weakness: a well- positioned Jackal can hold his own against several Marines, though grenades are effective against them. They stand approximately 5'8" tall. The Elites- 1337! There are a few varieties of the Elite, but all are roughly 8'6" tall and incredibly strong. Their strength allows them to rely on brute force when necessary, but they're quite capable of brilliant battlefield tactics as well. Their natural resilience is augmented with full-body energy shielding which recharges when depleted. They wield plasma pistols, plasma rifles, grenades and needlers. The Hunters- Hunters stand 12' tall, though in their combat state they contract to approximately eight feet. Hunters fight with a fuel rod gun integrated directly into their armor. They carry an enormous and nearly-impervious metal shield made of an unknown alloy, which they sometimes use as a melee weapon. [4.2][c]-The Master Chief: NOTE: The information contained within this section ([4.2][c]) was sent in by Tony Cord. Conception - Age 6: He was observed, along with many others, by the military to determine whether or not he had the qualities they were looking for in the Spartan II program candidates. After it was determined that he did possess these qualities, he was kidnapped by the military at the age of 6. The military replaced him with a clone, so his parents were none the wiser. Age 6 - Age 13: After being kidnapped, the Master Chief entered a combination boot camp/boarding school, where he was trained to be a soldier and taught all about ground warfare tactics. This training was supplemented with challenging and often sadistic field exercises. Age 14: Almost immediately after entering puberty, all Spartan II candidates underwent heavy modification, including: A: Carbide ceramic bone grafting B: Muscular enhancement injections C: Increased blood flow to the eyes, enhancing vision D: Nervous system alteration to enhance reflexes and intelligence 33 Spartan II candidates lived through and adapted 12 Spartan II candidates were severely crippled by side effects 40 Spartan II candidates died in the process Eight months later the spartan candidates are considered succesful, and are introduced to the Mjolnir powered armor, which originally has no shielding nor any interface for an AI. Due to it's design, it can only be safely used by enhanced humans. Age 41: The Sigma Octanus conflict occurs. The AI construct Cortana receives and secretly decodes a covenent transmission from the second battle. This transmission is translated into a set of coordinates that Cortana keeps secret. These coordinates outline the location of Halo. After the Sigma Octanus conflict, the Covenant attacks Reach, succesfully destroying the Naval shipyards. During the battle of Reach, all of the spartans are sent planetside to stop the covenant except for the master chief. The Spartans are overrun, the battle is badly lost, and Captain Keyes flees to a random point in space to keep the aliens from tracking them back to earth. The shipboard AI, however, has other plans. Instead of choosing random coordinates, Cortana substitutes the coordinates captured from the second battle, and the pillar of Autumn finds Halo. A veteran Spartan, the Master Cheif becomes the sole surviving original member of the first Spartan II project - Age 41. __________________________ [4.3]--|Controlling Your Character} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ First Person Shooters can be hard to control, at first, when using a controller as opposed to the traditional keyboard and mouse. Controlling your character must be second nature if you wish to survive. With time, the controls will feel natural, but it is advised to know exactly what your buttons do before you begin your adventure. So, memorize the layout! Here are the default controls: [Left Thumbstick] Used to move forward and backwards, and strafe left and right. Press in on the Left Thumbstick to crouch, and move the control stick around while the button is pressed to do a crouch walk. [Digital Pad] Same functions as the Left Thumbstick, only not analog. Also, you will not be able to crouch if you are using the D-Pad. [Back Button] [Start Button] Brings up the Pause Menu during gameplay. [Right Thumbstick] Turns your character left or right while moving forward with the Left Thumbstick. Use this to aim your weapon around as well. Press in on the Right Thumbstick to activate the Zoom function. The Zoom function only works with certain weapons, but it allows for more accuracy at a greater distance. It is advised to adjust this stick to where it is inverted, as it makes aiming feel smoother. [Left Trigger Button] Throw grenades. Simple. [Right Trigger Button] Fires the weapon you are currently holding. [A Button] This button simply jumps. Run before you jump and you will go much farther. [B Button] Used for melee attacks. If you are low on ammo, or simply out, use this button to strike enemies with the gun itself. A blow to an enemy from behind can be devastating. [X Button] The Action button. This does a variety of functions. It reloads your weapon, picks up and swaps weapons on the ground, and performs basic 'action' commands. [Y Button] Switch weapon. [Black Button] Yes, this button is just a black button, there is no name for it. It switches grenades though. [White Button] Again, a button with no label other than the color. This activates and deactivates your flashlight. _________________ [4.4]--|Weapons and Items} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If you are out of ammo, you can use the weapon in your hand to fight melee style! This is quite handy when the enemy is in close, or when you wish to conserve ammo. As mentioned earlier, hitting the enemy from behind while melee fighting can cause an instant kill. However, in most cases, you are better off using a weapon with ammo. Also, you are only allowed to carry 2 weapons at one time, with the exception of grenades. There are two types of weapons, Human weapons, and Covenant weapons. [4.4][a]-Human: The Human weapons are advanced military issue guns, similar to those used in other adventures. A few of the guns even give a nice 'Starship Troopers' feeling to the actual gameplay. [M9 HE-DP Grenade] The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Use it to suppress or disable vehicles, except tanks. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can't reach. Increase the angle of the throw to toss it farther, or to get it over obstacles. Be careful not to throw it too close to your own location. [M6D Pistol] This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart-linked scope capable of 2x magnification (press in the Right thumbstick). It fires 12.7 mm semi-armor-piercing, high-explosive rounds. It can shoot either semi-automatic or automatic fire (pull and hold the Right trigger for automatic fire). Shot placement is very important. The only shot that guarantees immediate and total incapacitation is one roughly centered in the head, above a horizontal line passing through the ear opening and below the crown of the alien skull. [MA5B Assault Rifle] This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing rounds. Rate of fire is limited by a soldier's ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully automatic fire. The MA5B's integrated computer displays rounds left in the magazine and the relative direction of the gas giant, Threshold, for point of reference. This feature is particularly useful for orienting you in areas where it's easy to get turned around and lose your sense of direction. [M90 Shotgun] The shotgun is a pump-action magazine-fed (dual tubular non-detachable type) weapon. It fires 8 gauge magnum (3.5") rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range. [S2 AM Sniper Rifle] This rifle is a gas-operated magazine-fed weapon. It is issued with a smart- linked scope with two levels of magnification (press in the Right thumbstick once for 2x magnification, press again for 10x magnification, and once more to deactivate). Also, while still in zoom mode you can press the White button to activate light amplification. It fires 14.5mm armor-piercing fin-stabilized discarding sabot rounds. [M199 SSM Rocket Launcher] The M19 SSM is a man-portable and shoulder-fired rocket launcher. It has two major components, the launcher and the magazine. The magazine (the expendable part of the system) contains two 102mm shaped-charge, high-explosive rockets. It is designed for fast, easy detachment from the launcher. The launcher contains the sighting and fire control systems. [M41 LAAG] The Warthog's M41 light anti-aircraft gun is a three-barreled, electric-powered, linkless, drum-fed weapon. It fires 450 to 550 12.7x99mm armor penetrating rounds per minute. Turret traverse rate is 100 degrees per second and weapon elevation rate is 60 degrees per second. Recoil from sustained fire is prodigious and negatively impacts accuracy at long range. [4.4][b]-Covenant: The are quite powerful, and out of this world. Just about every enemy that you kill will drop one, so you should have plenty of opportunity to snag one up. The Covenant are weaker against their own weapons, so use these to inflict more damage! One other thing, unlike the Human weapons, the Covenant weapons do not take traditional ammo. Instead, the take Plasmatic energy. Most weapons will need to be recharged. [Plasma rifle] This is a directed energy weapon. It is capable of either semiautomatic or automatic fire (pull and hold the Right trigger for automatic fire). Continuous rapid fire overheats the weapon-this in turn depletes the weapon's power core. The Humans do not understand how to replace or recharge a power core at this time. [Plasma pistol] This weapon is a semi-automatic directed energy weapon. If you pull and hold the Right trigger, the weapon may become over-charged; when the Right trigger is released the bolt is launched. After the over-charged bolt is launched the weapon temporarily stops functioning as it dumps waste heat. Use of the over- charge capability rapidly depletes the weapon's power core. The Humans do not understand how to replace or recharge a power core at this time. [Needler] Very little is known about this weapon other than that it is a magazine fed weapon capable of automatic fire. Its projectiles penetrate soft targets no matter what the angle of impact. They ricochet off of hard surfaces at oblique angles, however, and are always deflected by energy fields. The only exceptions to this are the shields generated by the MJOLNIR battle suit and the Elite's combat armor. The composition and energy signatures of its projectile is unknown. The manner in which the projectiles home in on their target is also unknown. [Stationary Gun (Shade)] Although the Shade appears to be a light anti-vehicle weapon, the Covenant uses it almost exclusively in an anti-infantry role. The operator sits directly behind the gun and an armored control suite, but relies entirely on the infantry support for protection to the sides and rear. [Plasma Grenade] This weapon is similar to the Human's own hand grenade in that it is a thrown anti-infantry and anti-vehicle weapon. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree or wall. It has a three- second fuse that is activated after it sticks to a target or otherwise comes to a rest. ________ [4.5]--|Vehicles} ¯¯¯¯¯¯¯¯ The world of HALO is vast and you will need to cover a lot of ground quickly, so vehicles are indispensable. Therefore, hijacking Covenant vehicles is useful and necessary. The strength provided by your MJOLNIR armor allows you to right overturned vehicles by standing next to them and pressing the action button[X]. There are also a few Human vehicles to use. [4.5][a]-Human: The Human vehicles, while more traditional when compared to the Covenant vehicles, are still quite useful and powerful. [M12 LRV(Warthog)] The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle of the UEG armed forces. It is fast and maneuverable, but prone to rollovers during hard cornering. A three-barreled machine-gun is mounted in the rear of the vehicle. Armed passengers significantly increase the unit's anti-infantry capacity. Using three people is most beneficial. One person can drive, another, from the passenger seat, can use any hand weapon to fend off foes, and a third can stand in the back and use the heavy M41 LAAG machine gun. Driving the Warthog is no cakewalk. Turning the Warthog is done by positioning the camera. Where the camera points, the vehicle will go. Try to be easy on the analog stick to ensure a smoother ride. [M8O8B Scorpion MGT] The Scorpion Main Battle Tank is primarily an anti-vehicle weapons platform, but it also has very high anti-infantry capabilities. Its ceramic-titanium armor makes it nearly invulnerable to small arms fire, but its deep dead-zone, or the area within which fire from the tank's guns cannot hit targets, puts it at risk from enemy anti-tank infantry. Up to four soldiers may ride on (and fire from) the Scorpion's track pods. Riding on a tank is always hazardous and should be done only when the advantages outweigh the risks. [4.5][b]-Covenant: Far superior to Human vehicles, the Covenant vehicles are better armed. They are more useful against Covenant forces, so use them if you can find them. [Ghost] The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle. It is equipped with two of what are now accepted as the standard light vehicles mounted weapons: a directed energy weapon capable of projecting a bolt of super- heated plasma in the 100-250kW range. While the vehicle is fast and maneuverable, the driver is virtually unprotected. [Banshee] Not to be confused with a Viper or Cobra, the Banshee is the Covenant's standard ground assault aircraft. It is very fast, extremely maneuverable and capable of hovering. It has two weapon pods mounted to either side of the fuselage. Both of these pods contain a light plasma cannon and a fuel rod cannon. Though small arms fire may not disrupt or disable the pilot, only heavy weapons are capable of inflicting damage or destroying the vehicles. ============================================================================= -=[Section V]=- +---------------------------------+ | Level Walkthrough | +---------------------------------+ ============================================================================= ____________________ [5.1]--|The Pillar of Autumn} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Mission Overview] Escape intact as Covenant forces board your ship. [Introduction] This level is fairly linear, however, this section covers every detail of the entire level in the event that you need help. So read on. >>Complete Training Diagnostic After the cinematic introduction to the first level, the order is given to unfreeze the Master Chief(that would be you!). The technicians must ensure you are in working order before you are on your way. The first thing they ask is that you look around the room(use the Right Thumbstick) to get. Then they bring your health monitors online and ask you to climb out of the cryo-tube. Hit the X button to climb out. Take a few steps to get used to the controls, then stand on the red square as requested so that the technician can check your targeting sensors. Use the Right Thumbstick to aim at the orange lights and turn them green. If you have not played HALO yet, the controls will not be inverted. After targeting all 5 lights, you will be given the chance to test out the inverted controls(up goes down and vice versa). I prefer the inverted, but test it out to see if you like it. Just tell the technician if you do and he will keep it inverted. After you target all 5 lights, you will be asked to follow the technician to the yellow square to test your shield. While on the shield the technicians will charge and test your shields to ensure they are working properly. Press the A button to initiate the shield testing while on the yellow square. After the technicians are through with that stage of the diagnostic tests, an order will be given to send you to the Captain's Bridge. It sounds urgent. Immediately after that, you hear a few of the crew members die from something. >>Find Captain Keyes on the Bridge Follow the technician through the door, but not too closely, as he's about to meet up with a nasty surprise. Turn around and look for the pipes on the right and hit the A button to jump over them and into the next area. Take a right and continue down the corridor and through the door with a green light. Keep going down the hall and take a left. You will see a huge door that is halfway closed. Press in on the Left Thumbstick to crouch and crawl under the door. Some fellow crew members are fighting off the Covenant that has boarded the ship. Take a right, and wait for your pals to seal the doors. On the left there is a door that leads to the bridge(look at the floor for the blue arrow). Go through that, and watch out for what's ahead. The Marines, after killing the baddie, will tell you to get to the Bridge. Take a left, and make your way down the hall. You will run into more crew members and Marines fighting the Covenant forces. Just watch for now, and after the doors close, make your way across to the Marine standing in the doorway marked with a blue arrow on the floor. Follow the Marine, allowing him to do all the gun work(not that you have a weapon yet). Follow him closely until he stops. He should tell you that Captain Keyes is waiting for you. Take a right, and you are now on the Bridge! Follow the hallway around to find Captain Keyes. He gives you the bad news, and a new set of orders. He is abandoning ship, as the invading Covenant forces are too great. Now you need to get Cortana off of the ship to keep the valuable secrets safe. Captain Keyes also gives you a pistol, but with no ammo. >>Get off the Pillar of Autumn Exit the Bridge the way you came. You will pick up some ammo for your gun near the main entrance to the Bridge, and then confront your first set of enemies! Take out the (3)Grunts and take the first right. You will find an MA5B Assault Rifle. Help out the Marines in that room. After the Covenants are destroyed, take either of the paths to the right, as they are part of the same hall. Finish off the Grunts in that hall, and take the only open door, which also has a First Aid kit next to it. There is also a red arrow marked "Airlock". Go through that door, and continue down the corridor. You will see a few Marines fighting an Elite, be generous and help them out! Proceed and the Marines will freak out at the rumble. Take a right and follow them. Soon you will come to another small area and a Marine will say, "It's about time you showed up!". Back up, as a group of Covenants will burst through! Stand next to the Marines and take out all of the Grunts and Elites. Take a right where the Covenant forces broke through to find an extra shield. Backtrack, turn to the right, and continue following the Marines. Take a right at the door that has a green arrow on the floor labeled "Stairs". Go through that hallway. From here you can either: (A)Take the next right and eliminate the Covenant forces alone. (B)Go straight and find the Marines, if you need help with the forces. The fight will go quicker if you choose to go alone, but you will be better protected if you stay with the Marines. After the Covenant are eliminated, make your way straight across from where the Marines were firing. There is a First Aid kit next to the door on the right that you will need to enter. Below the door, on the floor, is a red arrow labeled "Airlock". Make your way through and help the Marines fight off the Covenants. Follow the Marines(if they are still alive) straight through the door in front of you. Take a right and continue to battle it out with the Covenant forces. Keep making your way around the hallway until you see the flaming barrels. On the right you will need to duck through the halfway opened door. In the next area, eliminate every enemy, then find the door on the left containing a First Aid kit. There is also a green arrow on the floor labeled "Stairs". Make your way through the halls until you see the stairs. The lower area is a dead end, so climb the stairs and destroy the Coventant forces that wait above. After they are destroyed, exit the only open door at the top of the steps. Use the barricade to take safely take out the enemies. Make your way down the hall, taking out the other enemies. You can also use their plasma shield to take cover from fire. Continue around to the left, taking out even more of those pesky Grunts and Elites. Just try not to let the Elites get too close, as their melee attack can be deadly. Continue around the corridor and you will hear a message telling everyone to abandon ship. As you continue down the hall, you will notice out the left window, some life pods already launching. Boy, I bet you wish you were on one already! Unfortunately, the Covenant forces are already destroying some of the life pods, so hurry up! To the right of the window is a First Aid kit, in case you need one. Make your way to the left. As you can see, those life pods have already been used. You need to make your way through the maintenance area to reach more pods. Follow the Navigation Point until you see a green arrow on the ground labeled "maintenance". Go in, and turn on your flashlight. Using your flashlight, take the hidden left passage. Follow the path until Cortana activates your motion tracker. There are three exits, but only one of them seems to be safe: the right path. Exit the maintenance area, and you will be in a dead end, or so it seems. Use the butt of your weapon to open the jammed door(hit the B button). Take a left, and prepare for a battle. Down the hall, there are two doors on the left. Both lead to the same hallway, so take either one. The main thing you need to do is destroy every enemy. Be especially careful when fighting the Elites, and take cover if your primary shields are depleted. After the battle, take a right through the door with a First Aid kit next to it. As you make your way through the next area, you will see the operating room where the technicians unfroze you. Keep going straight. Up ahead you will notice some charred hallways. Be very cautious as there are several preprogrammed explosions coming your way. You need to find another maintenance tunnel. This one is to the right of the area where the explosion occurred. Turn on your flashlight, and kill the Grunt to the right. There is another Grunt on at the next right turn, but after killing him, go left. Take your next right. From here, there are four doors that you can take, which all lead to the same hallway. I suggest taking the one on the far right. You will emerge next to your Marine buddies, so help them. Ignore the door with a First Aid kit next to it, as it leads in a circle. Instead, go forward towards the area that the Covenant forces were coming from. Up ahead you can take either the left or right path, as they both lead to the same area. The next area is actually on the left side, so it is quick to take the left path. Continue through the new area, killing the many Covenants. Advance and take a left, and you will see more Airlocks. There will also be a barricade to hide behind, and you will find some Fragmentation grenades. Take out the enemies. To the left of the barricades, you will see another maintenance tunnel. One of the paths leads in front of the barricades, the others lead in circles. You can take the tunnel and keep right, or simply jump over the barricades. You need to get in a life pod! Just in time, you escape the Pillar of Autumn. ------------------------------------------------------------------------------- ____ [5.2]--|Halo} ¯¯¯¯ [Mission Overview] Seek out surviving Marines and help them fight the Covenant. [Introduction] You have escaped the Pillar of Autumn. The pilot notices a strange looking, ring shaped surface, so he attempts to land. You crash land, killing the other Marines aboard. As you leave the ship, pick up the weapons at the exit. Covenant dropships approach and you need to hide. For now, your objectives are: >>Evade the Covenant patrols searching for you >>Head for higher ground >>Search for other lifeboats As soon as you leave your lifeboat, take a left and make your way over to the canyon. Cross the bridge and turn right. Travel along the wall, using the rocks as cover from the Covenant forces. Continue up the slope, staying as close to the left wall as possible. You will soon meet up with a small group of Covenant forces. Go ahead and take them out, and continue forward up the slope. Near the top, the path narrows and the slope will begin to drop. Use the rocks to jump down and continue around the path that winds to the left. You should see a Covenant dropship unloading more enemies. Dodge the fire from the ship as it leaves, then head down. You will see a structure, along with several Marines! Help them fight off the Covenants. Go up to the structure and head to the top. Walk around the edge and you will find two First Aid kits, some grenades, and ammo for your weapons. The Marines are happy to see you, and you receive a new set of objectives: >>Stay with the survivors >>Protect the human survivors >>Wait for an evac dropship to arrive Then more Covenant dropships arrive. Help the Marines destroy every last one of the enemies. After the first batch of enemies are destroyed, additional Covenant dropships will unload. Happy day! Continue with your mayhem. Eventually, some of the enemies will make their way up to the structure you are on. You may also have to leave the structure to reach a few of the hiding Covenants, just use your Motion Tracker and look for the red spots. Finally, after much fighting, an evac dropship arrives nearby. You learn of three additional groups of human survivors. The evac ships drops off a Warthog for you to use! How nice. Simply use the Navigation Point to find it. Unfortunately, the controls for this cool vehicle are somewhat demanding. You now have additional mission objectives. >>Search for three additional groups of human survivors >>Protect the human survivors >>Wait for an evac dropship When you are ready, jump in the driver's side of the Warthog. You already have a gunman. Drive around for a minute to get a good feel for the vehicle. Cortana will mention something about the location of the survivors. Then another Navigation point will appear. Follow the Navigation Point down the rocky path and around to the right. You will see an entrance to a cave. Go in and follow the paths. There is a jump ahead, so be sure to keep up the speed. Hopefully you did not get your gunman killed up to this point, as he will be quite useful up ahead. Continue through the cave. Eventually you will make it to an large, futuristic looking area. This place is crawling with Covenant forces. There are various ways to go about eliminating the Covenants. The easiest (and funnest) way is to simply run over the covenants with your Warthog. Just try to vary your path so you do not receive much damage. A little more difficult way (for those of you who insist on gunning your way through) is to go to either the left or right side, park the Warthog, and get out. Help your gunman destroy the wave of enemies by taking out anything he misses. Or you can simply drive around the area and let him do all of the shooting, but you will take more damage that way. If the gunman is dead, get in the back and use the big guns yourself. The center path leads to the other side, but the bridge is down. Go to the right side of the room and find the ramp. Prepare yourself with a really powerful weapon, preferably the Needler. There are two Elites at the top of the ramp, and they are extremely dangerous! You could also use a Plasmatic Grenade, but if the Elites charge you, Kaboom! I suggest backtracking immediately if you chuck a grenade their way. Walk up and around the ramp to the top and, after destroying the Elites, hit the switch and watch the bridge appear. Now go back down, get in your Warthog, and drive across bridge. Continue through the tunnel. Soon you will reach the exit. It seems that a larger number of crew members made it off of the ship. First make you way up the hill. At the top, you will see a river on the left side. Notice that there are also enemies over to the left. While they are not important at the moment, you can take them out now and save trouble later. The good thing is that they can't cross the deep ravine to attack you. Simply strafe to dodge their fire. After you have killed the enemies you can see, get back in the Warthog. (NOTE: The following detailed section of the [5.2] Walkthrough takes you in a counter-clockwise direction for rescuing the three groups of Marines. You can actually go in any order you wish. If you are having a hard time going this way, try taking a different route when you make it to this point.) Make your way forwards, and to the right. You should see two blue lights marking the entrance to a new path. Go through there, and follow the skinny pathway until you reach an opening. Several Marines are detected up ahead hiding in the rocks. To the right is another crashed lifeboat. Head over too it and you will find a First Aid kit, some ammo, and an S2 AM Sniper Rifle. Drive around the rocks and help the Marines fight the Covenant forces. After the initial wave of enemies is destroyed, a few Covenant dropships will come by and drop off additional enemies. This wave will be significantly harder. Try to take cover between the rocks. Use the gunner for support but not if there are too many Covenants. You want to keep your gunner alive and be alert of the Warthog's position at all times. After that batch of enemies has been destroyed, you will signal for a rescue ship to come to the area. The pilot says there seems to be two more groups of survivors. One near a cliff edge, the other at the head of the river. There is nothing more to do in the area you are in. >>Search for the two remaining groups of human survivors >>Protect the human survivors >>Wait for an evac dropship Remember the path you took to enter this area? The one with two lights? That path is on the left side of the area if you are exiting. Instead, take the path on the right side. To reach this path, go along the cave wall on the extreme right side of the area. You will see a narrow path leading up and around to the right. You will see a different set of blue lights, so continue through there. When you make it back out, you will be back in the field next to the river. If you look off to the left, you can see the first set of blue lights. Now you know where you are! Go to the right just a bit, and cross the river. You will see yet another set of blue lights. Follow this path and you will soon come to a major cliff. Below you can see a structure that is shooting a blue beam into the air. There are also several enemies below. Carefully drive down the cliff, and you will learn of a group of Marines hiding in the hills just above you and to the right. Join them, and they will help you fight off the group of Covenants. Stop next to some Marines while in your Warthog and some will get in the Warthog to assist you. After the fight, another evac dropship will come in to pick up the Marines. Find the crashed lifeboat nearby for a First Aid kit, grenades, and ammo as usual. When you are ready get back into your Warthog. Hopefully you still have some people in it. It is no big deal if you do not, but it is much easier if you do. >>Search for the last group of human survivors >>Protect the human survivors >>Wait for an evac dropship There is a path to the right of the area, opposite the cliff that you entered from. This path is near the crashed lifeboat. If you can't find the path, follow the right side the wall where the Marines were hiding in this area. Once on the path, continue as it winds around. As soon as you make your way through the new path, a group of Covenants are waiting. You learn the Covenant forces have discovered the crash site of the Pillar of Autumn and secured it. You need to hurry and find the final lifeboat. Simply turn right after exiting the path, cross the river, and go up between the blue lights. After following this path, you will see another structure. As you approach, you see more enemies. Take them out. A good method is to park next to the cliff and take them out by hand. If you still have a Sniper Rifle, use its zoom function to snipe out the Covenants from a long distance. As you make your way closer to the structure, more enemies come out of hiding. One of the structure on the right has some areas to explore inside. Enter and follow the path in the building. Take out the enemies as you see them. You will find a group of Marines in the lower parts of the building. You automatically signal for the last evac dropship. Exit the building, and eliminate any remaining enemies. The evac dropship will not come until they are all destroyed. Cortana found Captain Keyes! He is being held on a Covenant ship. Make your way to the evac dropship. A Navigation Point appears to guide you. Jump aboard and move out! ------------------------------------------------------------------------------- ____________________________ [5.3]--|The Truth and Reconciliation} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Mission Overview] Board a Covenant ship in an attempt to rescue Captain Keyes. [Introduction] The Covenant forces have captured Captain Keyes, and are holding him aboard the Covenant Battle Cruiser, The Truth and Reconciliation. You land with a small group of Marines, and you must find your way to the entrance of the ship from below. You start out with a Sniper Rifle and Marine Assault Rifle. Additionally, your Sniper Rifle is equipped with night vision on the scope. You can activate it by pressing the flashlight button (the White button by default) when in the zoom view. Covenant forces have been spotted up ahead, so let's get to the action! >>Board the Covenant Battle Cruiser After the cinematic introduction, turn to the right just slightly and head straight for the opening in the canyon. Your job is to use espionage to snipe out as many enemies as you can before the Marines come in and support you. Stay to the right side of the passageway, as far as you can. You do NOT want to get too close, as the enemy will spot you and engage in a full assault. (NOTE: There are multiple sniping positions, however, the one noted is the safest that I have found from the start.) You should see a U-shaped rock on the right side of the entrance to the canyon. In fact, this is the first large rock structure you should see. Use this point for sniping the enemies. You should see a few Grunts, Jackals, one or two Elites, and most importantly, a Covenant Turret gun, called a Shade. Try to take all of these enemies out from your current position. If it looks safe, and you do not see any enemies on the motion tracker, proceed to the right along the wall and look for another safe sniping spot. Again, take out as many enemies as possible. You will also notice another Shade gun, this one further back and to the left. If you are fired upon by the Covenant at any point, the Marines will rush in a help you. I suggest staying up on the ledge and continue to snipe out the Covenants while the Marines take them on from below. A few waves of Covenants will emerge from the area on the left near the Shade gun. Keep taking them out, and advance toward the opening near the left-most Shade gun. Now you will be traveling along a narrow path on the left side of the mountain. The drop to the left is deadly, so don't fall! As you make your way around the bend, additional Covenant forces are spotted ahead. Carefully proceed and start taking out the Covenants. There are Elites in this group as well. One of the most important things you can do is take out the Shade gun on the canyon top straight ahead. Use the trees and rocks as cover. Try not to advance too deeply until you have taken out a sufficient amount of Covenants. At the base of the canyon, straight in front of you, is a First Aid kit, Fragmentation grenades, and some Assault Rifle ammunition, should you need any supplies. Continue around the left side of the path after the enemies have been destroyed. After a short journey, you will make it to an opening which contains more Covenants. There is also a hidden alcove to the right and a few Grunts will attempt to ambush you. After taking them out, concentrate on the enemies at the top of the slope. After they Covenants are dead, continue forward and the path slims down. Now you must travel along the edge of the cliff. Cortana detects Covenant forces ahead. (NOTE: There are a few ways of going about taking out the Covenants ahead. This guide covers the most common, and probably easiest way.) You are recommended to stay far to the left as you make your way solo around the pathway. Go slowly, sniping the Covenants as they appear on the path. Soon the path will curve around to the right, connecting with the area you were just next to. Cortana will radio the Marines to take the middle. You will now be in the middle of a small war, but the Marines are on the opposite side of you and you can press in on the enemy. Note that there is an Active Invisibility pick-up located in the center of the three trees in the middle of the area. If you pick that up, you can either fight with an advantage, or head for the corner of the area and continue through the canyon. I would fight, however, so the Covenants located here do not cause trouble later. There are three Shade guns in this area. One next to the path you took on the left, one in the upper right corner, and one to the right of the area where the Marines entered. Soon Cortana will radio in a Dropship, and additional Marines will jump out and help. After the Covenants are eliminated, make your way under the rock passage. This is located to the right, on the opposite side of the cliff. Under the passage and slightly to the right lies a skinny path leading to the next area. Your Marines will follow, but prepare for a major fight ahead. As you enter the next area, it might be a good idea to snipe out any enemies before engaging in full combat. Stand up on the rock and pick off some enemies. There is also a Shade gun set up, take it out first if you wish for your men to survive a bit longer. Press on with your troops and continue to kick tail. You should notice the beam in the middle. This will transport you to the ship after this fight. Around the corner and to the left, is yet another Shade gun. Take it out, and hunt down any surviving enemies. On the far side of the area, opposite the side you entered, there is a third and final Shade gun. Take it out as well. Soon, after one of the Marines yells, "That can't be all of 'em!" a group of Covenants teleport down from the ship. Don't you hate those hunches? After those baddies have fallen, a Covenant dropship will drop some more enemies on the other side of the transport for you to kill. Then, yet another small group of Covenants will teleport down from the ship above. After you kill that batch, you are safe... for about 10 seconds. As soon as the music changes to a dramatic pace, focus your attention on the teleport area. You will be introduced to two Hunters. Not good. These guys are tough, and practically indestructible from the front. There are a variety of ways to take them out (see section [6.1] for enemy tips). My way is just to allow them to charge at me, then strafe out of the way, and hit their back. Their orange spots represent their weak spots. Unless you act fast, your Marines will die. Try to take out the Hunters quickly, but without taking on too much damage. After the Hunters are dead, more reinforcements arrive. On the other side of the teleporter, between the wall and the base of the teleporter, you will find a health pack and some ammo that has been dropped by a fallen Marine. When you are ready, go up to the teleporter with your men and enter the Covenant Battle Cruiser! >>Find the ship's brig and rescue Captain Keyes You are teleported to a room with several doors. Apparently, there are no enemies... yeah right! Among standard Elites, Grunts, and Jackals, you will encounter an Elite using Invisibility and wielding a powerful plasmatic sword. One hit of this sword can kill you. The best strategy for him is to keep running backwards while shooting him with your most powerful weapon. Additionally, a slew of enemies will come from various directions. Just help the Marines fight them off. On one of the sides of the room, there is a First Aid kid. Also, behind one of those barriers around the edge of the room, you can find an Active Invisibility pick-up. I would use it to help the fight go smoother if I were you. After every enemy in that room has died, the Marines advance through the large corridor. If you follow them, you will see that the door is locked. They say you need to open if for them. How nice. Return to the large room where you first teleported and there will be two doors on the right. Since both lead to the same hallway, it doesn't matter which one you choose. The one on the right will get you to the place you need slightly quicker, so go through and take out the Covenants. Follow the path around to the right and an Elite is waiting for you. Just beyond that, there is a path to the left. This is a dead end, but a few Grunts are here so you might want to take them out now so they do not sneak up on you later. Continue forward, and around to the right. When you reach the door, be prepared: A few Covenants, usually Grunts, will sneak up behind you. Hey, at least you already got rid of the other ones. Past the door are several enemies along a ledge, but you can snipe them with ease if you still have your Sniper Rifle. If not you'll have to engage in combat hand to hand. This ledge is overhanging a room below, which you will be able to enter soon. For now, just make your way around the top and kill the Covenants in your way. There are a few Elites, so be prepared. Take advantage of your height. Go ahead and take out as many Covenants down below as possible. This will save quite a bit of trouble in just a few minutes. After you have taken out the enemies on the ledge, as well as the ones down below, head through the door at the end of the path. That leads down to the room you were just above. The tunnel is very straight-forward. There are a few Elites in there, so be careful since this will be in closed quarters. Once at the bottom, follow the Navigation Point and press the switch on the right side of the door. This will open up the door for the Marines to help! Good thing, because more Covenants have arrived! Take note of the path in which the Covenants are entering. You will take this path once the room has been cleared. After every enemy has been killed, follow the Navigation point to the door. You can also take the door to the left or right of this, but they lead to the same hallway. Once you have proceeded down the new path, take a left. Follow this path down around to the right, and take out the Covenants along the way. This path will continue down and around, and take you to the shuttle bay area of the ship. The bad news is, this area is quite tough. Try to stay in the tunnel you are in and take out as many Covenants as possible. There are several Covenants camping out at a higher elevation waiting for you, (ala The Rock shower room scene ^_^). This advantage will be tough to overcome, but with precision sniping or firing, it can be done. Proceed through the room, constantly moving and firing. Soon Cortana will radio a dropship and since you are in a shuttle bay, that is entirely possible. Enemies seem to pour in from all directions, so keep a constant move! Once all of the Covenant forces in that room have been eliminated, proceed to the adjacent room for some similar combat. In the other room, in front of one of the barriers, you will find an Over Shield. You will need it. There are multiple waves of enemies, including several Elites, that come your way. As you take them out, Cortana decides to override a computer system and open up a door. Soon after you kill most of the enemies, the music will change to a dramatic pace yet again. And likewise, there are two hunters waiting for you! By the way, there is a First Aid kit in the first room, along the wall, opposite the side in which you entered. After the Hunter's have been killed, follow the Navigation point to the door that Cortana just opened. Follow the path up and around, taking out the enemies as you meet them. You will find a few Elites along the way, including two who are invisible. Fortunately, they do not carry a sword like last time, but standard plasma rifles. Eventually the path will lead up to the mid section of the shuttle bay. Take out the enemies on the right side, then take a left to continue around the ledge hanging over the shuttle bay. On the right side of the path, in the center of the bay, there is a platform with a switch. Find your way there and hit the switch to open the shuttle bay doors, allowing a new dropship to come in. As soon as the ship enters, however, Covenants will appear from the area you just came from. Do not hesitate, take them out. Then continue going around the ledge and take the door on the left. This leads up to the third and highest level of the shuttle bay. On the way up, you will once again face many Covenants. No invisible Elites this time, however. Once you reach the top and are in the shuttle bay, follow the ledge around to the right and fight the Covenant coming through the passage. After killing them continue around the ledge and take a right at the very end. Go through the door, and follow the path until you reach a three-way fork. The path to the left leads to a First Aid Kit and ammo. The center and right path lead to a larger control room. There are many enemies in this room, including an Elite with a Plasmatic Sword. Fortunately, he is not invisible. Try to take him out first though. After destroying the remaining enemies, follow the Navigation point to the door and follow the path to the left. As you make your way through the halls, you will encounter several Jackals and a few Grunts. Eventually you will reach another major fork, this time you can only go left or right. First go up to the left. This path leads to a holding cell. There are no enemies here, but if you hit the switch at the end of the room you can open up the prison doors and grab some ammo and a First Aid kit in one of the cells (the far right on your way out). Leave the room and go straight, ignoring the path on the right in which you came from earlier. Continue following this path, which will eventually lead to another holding cell. This one is holding some Marines, and Captain Keyes. Before you can release him, you must destroy the Covenants, including an Elite using a Plasmatic Sword, and two invisible Elites using Plasma Rifles. Go hit the switch in the middle after the enemies have been cleared out. You learn about the ring you are on... Halo, lol. >>Return to Shuttle Bay for Extraction The number one rule for this next part is to keep the Captain alive. If he dies, you fail the mission. Before you can make it out of the holding cell, two invisible Elites make their way in. There is a First Aid kit and ammo in one of the cells (the far left on your way out). Head back towards the shuttle bay, killing all of the Covenants you meet along the way. Just follow the tunnels and you will make it to the control room. Be very careful here, there are two invisible Elites carrying Plasmatic Swords! Take them out swiftly before the other Marines arrive if possible. Cortana will radio for a ship to pick you up, but that is currently impossible. Continue making your way to the shuttle bay. For your convenience, a Navigation point will appear. Keep following it until you reach the upper floor of the shuttle bay. Take out the enemies that are walking around on the ledge. Then turn left and hit the switch on the right of the ledge to release the Covenant Dropship. You have to use it to get out of here! Finally, a bit of peace. Don't worry, it will not last long. ------------------------------------------------------------------------------- _______________________ [5.4]--|The Silent Cartographer} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Mission Overview] Search for the map room that will lead you to the secrets of Halo. [Introduction] You and two teams of Marines are dropped off on the shore in search of the map room. You do not know exactly where it is yet, but you see some Covenants up ahead. You start out with your trusty Assault Rifle and Handgun. >>Clear the landing beach of hostiles Advance forward along the shore and take out all of the Covenants. They will be hiding behind the rocks and other structures along the sand, but you have two teams of Marines to help! While fighting Elites especially, use the rocks for your own cover. As soon as the Covenants in that area have been destroyed, a Warthog will be dropped off nearby. Use the Navigation Point to find the Warthog if you don't already see it. Make sure two Marines get in the Warthog with you before you head off. (NOTE: The events detailed below can be done in a different order, for example, you do not have to follow a specific direction around the island, or kill all of the enemies. In fact, you can explore each area in many different ways.) >>Find the entrance to the map room Once in the Warthog, continue along the shore. You should be traveling in a counter-clockwise direction. Around the corner, you will meet up with a few Jackals. Running over them is a very easy way to take them out. Your gunner should be able to reach the Jackal hiding on the rock to the left. Continue in a counter-clockwise direction around the island and up the slope. On the way up, you will meet some Grunts and an Elite. Use similar tactics to kill this group of Covenants. As you continue to make your way over the hill, you should spot a Covenant Dropship unloading off to the right next to the beach. Drive down to the right and take those enemies out. There is also an Over Shield right where the Covenants were standing. If you turn and look toward the center of the island, you should notice a structure. The Map Room is located inside here, but one of the doors is locked. You do not have to go in here at the moment, but I'm going to just in case you want to go ahead and take out some Covenants. (Skip to the next paragraph if you want to save this for later.) There's just something good about knowing there are no enemies behind you. Before you can enter, you should take out as many Covenants as possible. A good strategy is to turn around and go back up the hill you came down in order to reach the Over Shield. Once back at the top, turn around and stay to the left this time, as you travel in the usual counter-clockwise direction. You will see many Covenants, including several Elites. Run over as many as you can, then try to take out the rest by gun. You should park the Warthog near a wall to keep the Marines safe from multi-directional fire. After you have taken out all of the Covenants, proceed to enter the structure. You will have to take out a few Elites in the first hall, as well as some other Covenants. Follow the hallway down, and you will reach a small group of Covenant forces. Kill them, and head down to the door. The Covenants have locked the door! They outsmarted you this time. Captain Keyes orders you to use any means necessary to find the Map Room. So leave the facility the way you came in. Immediately, after making your way back outside, you may notice a cave on the far left wall. This is basically a shortcut to the shore, but if you have a Warthog with you, you can't make it through the cave. It doesn't save much time, but it's a neat place sneak up on someone. >>Find the main facility security override Head back down to the beach and continue in a counter-clockwise direction. After you travel through the small alcove, keep to the right near the shore and head for the overturned Warthog. It appears some Marines were not as lucky as you are. There is plenty of ammo and even two First Aid kits on the ground where the Marines have fallen. Cortana should say, "It looks like there's a path into the interior of the island". If you face the center of the island from the point where the overturned Warthog is, you should see a few Covenants. Just so you'll know, if you continue around the island in a counter-clockwise direction, you will make it back to the point where you started the level. However, heading up towards the Covenants seems to be the best course of action, as that path leads to the security override system. Soon your Marines will start firing at the Covenant that are making their way down hill. I found it easy to flip the overturned Warthog and use the gun on the back while your Marines are in the other Warthog. Double the firepower! When all of the Covenants that you can see are dead, make your way up the hill and you'll notice a path. Unfortunately, the Warthog just doesn't seem to fit through. It seems like it would if you could drive it at an angle, but so far I've had no luck. So, unless you find a way, you'll have to go on foot. Make your way up the path, and use the rocks as cover while you take out the Covenants. One thing I did is fire at the Covenants, then back away slowly and lure them down to the start of the trail. The Warthog was parked close enough that the Marines helped finish those enemies off. Continue up and around the path, which is crawling with Covenants. Soon you will be at the top, terrain will flatten out. As the path curves to the right, you should see a couple of large red spots on your motion tracker. These, my friend, are Hunters. Around to the left side, there are two First Aid kits and some ammo, should you need any of this after the fight. Down below that, is a structure and the Hunters. Hopefully you have your pistol handy, as it only takes a few shots to the back to finish them. Sitting right between the Hunters are two more Over Shields. Try to save one for later, but use the other if you need it. After the Hunters have been destroyed, go past the structure and into the new area. Again, try to use the rocks as cover as you make your way through the next area covered with Covenant forces. This new field area is enclosed by rock walls, so you should not have a problem with being disoriented if you turn around in circle. Be careful, though, as many of the Jackals will shoot charged shots at you. These charged shots are powerful enough to take down your armor with one hit. On the far right side of the field, you should see a structure around the bottom of the slope. To the left is a narrow pathway. Make your way there, taking out any Covenants you see. As you follow the path, you will see the ocean. Don't jump down, as you can't make it back up. If you could make it back up, there would not have been a need to cross through the center of the island. Instead, go to the right and you will see the entrance to the new structure. This structure holds the security override system. Around to the left side of the entrance, before you actually enter, you should see three Over Shields. Pick one up if you need, and enter either of the two entrances; both entrances lead to the same hall. Follow the pathway down and you will see a large room with several barriers in it. These barriers provide good cover from fire, but unfortunately they do not provide much room for running around. This is especially bad when you consider that there are a few Hunters in the room! Try to take on only one at a time. Be careful not to strafe into a block while dodging the Hunter's charge. There seems to be more running room at the ends of the room itself, and not in the middle. After you take them out, go through the doorway, opposite the side you came in. Follow the hallway down to the dead end room which contains the security system. Walk up to it and press the action button (X by default) to override security system. You will see an Elite with a Plasmatic Sword, but you will not fight him for a while. The previously locked door will now be unlocked. Turn around and go back down the hall and through the large room. On your way, you hear of a dropship taking heavy fire. When you actually reach the large room that had the Hunters in it, you will be ambushed by an invisible Elite. This one is only carrying a gun, but he is still tricky. Use evasive strafes while looking for him to give away his general location by firing his weapon. After killing him, continue back up the ramp and out of the structure. Remember that there is an Over Shield next to the exit on the right, just after you get outside. >>Find the Silent Cartographer Remember the beach? Instead of traveling back across the center of the island, you will need to make your way down to the beach in front of the structure. There is a path that leads halfway down to the beach, right next to the area where the three Over Shields were located. If you are leaving the structure, just take a right. Look down and you'll see a steep path. You will still have to jump part way down, as this path doesn't lead all the way to the beach. Your armor will absorb the minimized damage and will recharge. When you reach the bottom, you will see a dropship that has crashed, and a few Covenants around the plateau near the shore. Take them out, and gather the weapons. There are also two First Aid kits. You might consider picking up the Rocket Launcher and rockets! The only negative aspect is that, since you can only hold two weapons, you might find yourself short on ammo later on. But the Rocket Launcher is so cool I'd get it just to play around with. See the overturned Warthog next to the downed dropship? Turn it over and get in it. You don't have any Marines with you this time, but you will manage. Your mission now is to go back to the structure with a locked door. You can either follow the shore clockwise or counter- clockwise to get there. Clockwise is a shorter, however. As you make your way clockwise, you will soon see the spot where you spotted the first overturned Warthog. This is also where you decided to cut across the mountain. If you want, you can pick up the Marines that are in the other Warthog near the start of the trail that took you to the security override system. When you're ready, continue back along the shore in a clockwise direction. This area should look familiar now. Make your way up to the structure on the right, just after you pass under the alcove. Be warned though, there are two hunters up here. Once they spot you, get OUT of the Warthog. If you have Marines in the Warthog, do NOT park it within the Hunter's range of fire. Now might be a good time to use the Rocket Launcher. Don't worry, there's not really a boss or anything to use it on later in this level. After taking out the Hunters, continue inside the structure. There should be no Covenants in the first hallway leading to the now unlocked door, if you previously killed them that is. Make your way to that door, go through it, and take a right. Just get a view of the place. Wow. Deep. Turn around, go to the very end of the hall, and follow the hall to the left. The next set of corners has several Covenants. The big room adjacent to this hall has several enemies in it. Go around in that area and eliminate the Covenants. On the left side of the large room, there is a door that leads to a ramp. This ramp will take you down one level. At the bottom of the ramp, you are faced with a few choices. Basically, this level features a center room with halls on either side. There are Hunters and other Covenants in the center room. Take them out carefully. Use your rockets on the Hunters if you still have them. If you find yourself low on health or ammo, you will find two First Aid kits along with some ammo along the hall on the right. After taking out every Covenant in this area, find the ramp that leads down to the next level. Location wise, this ramp can be found at the back left corner of the area, past the large room. Go down the ramp to the next level. Halfway down the ramp, if you look over the edge, you can spot a small platform to jump down to. This seems to be a shortcut, but you might take some damage. Just letting you know the options. I'm going to continue down the ramp though. At the bottom of the ramp, you will hear the Marines having a conversation with Cortana and a dropshop pilot talking about a few Covenants. They will try to hold them off while you find the Map Room. Continue through the hall and into the large room. From here, you are at a high point in this room, and can take the ramp on the left to go down one level. You can either jump off to the main floor below, or continue around the corner and take the following ramp. I would jump off, because just below the ramp that you just came down, there is a door that leads to a lower level. This is the next area you need to go to. Go through the door and down the path. At the bottom you will see an Active Invincibility pick-up. The only way down to the floor below is to jump. Get the invisibility and jump down. Follow the hallway down to the large room, and take out the Covenants. From here, there are a few ways to reach the next lower area. (A)The far right side of the large room leads to a ramp. Taking this ramp will allow you to sneak up on two Elites from behind. You can do a melee attack to instantly kill one. The room beyond is the Map Room. Or... (B)You can also take a left from inside of the large room and go down the ramp on the outside of the structure. There is an Over Shield next to the barrier located on this path. Follow this path around to the right to reach the Map Room. Activate the Map with the action button. You have the information you need, but can't seem to contact Captain Keyes. You are able to contact the dropship pilot, so its time to get out of here! >>Return to the surface for extraction Making your way up will be slightly different. If you took the path with invisibility, you will remember that you had to jump down to reach the lower area. Leave the Map Room and go up one floor to the large room that you fought the enemies in while you had the Active Invisibility. Find the only ramp leading up while in this room. Take this ramp and continue along the path. The musical score will change for the dramatic side, but no Hunters this time. There are Covenants though. Continue into the next area, which is the previously visited large room, and fight off the enemies. After they die, find the ramp near the middle of the room and take it up. Follow this path around and it will eventually lead to another ramp that goes up. Continue making your way back up. You will see soon be back to the room that contained two Hunters. There are a few Covenants here now, so be careful. Go across this room and exit the way you came earlier. On the other side of the door, continue up the ramp. Through the door at the top of the ramp, there are several enemies. After clearing that room, find the exit on the other side. Be careful in that hallway. The Elite you saw earlier with a Plasmatic Sword is waiting for you! Shoot a strong plasma weapon at him while running backwards. Don't let him hit you or you will die. At the end of the hall, and to the right, you should see the door that you unlocked via the security system earlier on. Go through the hall, and up the ramp. Careful! Right after Cortana radios for pick-up, when you reach the room that leads to the outside of the structure, you will be greeted by three invisible Elites! After taking them out, head outside and over to the back of the dropship. Press the action button to get in. Cool, you're out of here! For a moment... You are taken underground to the area where you can reach the control room. For now, you're on your own. ------------------------------------------------------------------------------- ___________________________ [5.5]--|Assault on the Control Room} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Mission Overview] Defend the Control Room against wave after wave of Covenant troops. [Introduction] Deep inside island, the Dropship unloads you; however, you have no Marine support at the moment. In fact, it will be a little while before you do, so you might as well get used to the solo-heroic scenario. Just as an overview note, I'd like to mention that there are several situations on this level where you have the option of using melee attacks for stealth kills on sleeping or unknowing enemies. Always use the melee attacks, as they will not only save ammo, but allow you to take out quite a few enemies without the risk of damage. ____________________________ -=[I Would Have Been Your Daddy]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ >>Reach the transition to the second chasm As soon as you jump out of the Dropship, a few enemies will make their way through the door on the right. To cliff on the left leads to death, so try not to fall off while fighting. There are multiple ways of dealing with the Covenants that come: you can always use those shields that are set up for protection and take them out by standard fire, or you can even jump on one of those Shade guns and start killing Covenants, concentrating on the Elites first. After dealing with the Covenants, make your way through the door on the right. At the entrance, take note of that white arrow on the floor. These arrow will become useful later on if you are having trouble finding the right exit in a particular room. Make your way through the corridor and you will soon meet a Grunt. The best course of action might be to take it out with a melee attack. Beyond the Grunt, there is a door that leads into a room filled with Covenants. This circular room has an outer pathway, with a room in the middle. Covenants will be strategically positioned all around, so use the structures and walls for cover. Also, you might eventually want to trade your Assault Rifle for a covenant weapon. Use plasma grenades liberally, as they can be found around almost every dead Covenant. After the Covenants are dead, you should find a door on the other side of the room. In case you are not sure which door to take, use the arrows on the floor (in front of each door) as reference points. Go through the door and follow the corridor. You will soon come to another door; behold, the snow. Beautious as it may be, this is no tourist spot. You will see a Dropship as you approach the door leading outside. The Dropship is requesting help. Ahead is a bridge that leads to the next area. You have a few options here: (A)If you wait for the entire message from the Dropship, Grunts will wake up and start using the Shade guns to the left and right of the door you are coming out of. You will have to take them out while they are shooting at you, which can be risky. (B)If you go immediately out the door, even before the Dropship is in site, the Grunts will be asleep. There are two just behind the Shade guns, and two a little bit further along the bridge. If you use melee attacks, the Grunts will not wake up and will instantly die. This is much safer. After the Dropship lands, however, all enemies on the bridge will be alerted. One thing to note, this bridge has two levels. On the left and right sides of the bridge, you will find ramps leading down to a lower level of the bridge. There are Covenants here as well. Make your way across the bridge, taking out the Covenant forces as you go. There are a few Elites, several Grunts and several Jackals. There is also an Elite with a plasma sword. Those structures in the middle of the bridge make for good cover spots. You don't have to take out the Covenants below, but if you do not, they could sneak up on you from behind. If you happen to look over the side of the bridge, you will see a nice valley below. You will be here soon, but you can't simply jump down as the fall would kill you. On the other side of the bridge, you will find two more Shade guns. Most likely, Grunts will be using them so take them out quickly. Exit the door at the end of the bridge. Follow the corridor to another circular room. The exit to this room is just to the right of the entrance, but a solid wall blocks your path and you must travel almost all the way around to reach it. So, travel around this room in a clockwise direction to reach the exit. Almost half way around the room, on the left side, you will find a First Aid kit, some ammo, and a few fragmentation grenades, lying right next to the dead Marines. Continue in a clockwise direction, taking out the Covenants as you see them. Some Covenants are in the center of the room while others are at a higher elevation, so just be careful. When you are through, find the exit and follow the path. This path will lead to a lift. Get on it, and press the switch to go down. At the bottom of the lift, follow the corridor and you should see some sleeping Grunts in the new hall. Take them out using melee attacks, and enter the large, circular room. This room can be confusing during chaotic fights. The room has a circular path around the outside, with an inner room. The left side of the path is blocked off, so you will have to travel in a counter-clockwise direction. As you make your way around the room, continue using melee attacks until the Covenants have been alerted of your presence. There are a few Elite in the room, along with several Jackals and Grunts. Use the structures that litter the path to dodge incoming fire, and remember to take out the enemies in the center room. The exit is marked by a white arrow and is located almost all the way around the room. Leave the room and follow the corridor. You will emerge at the bottom of a snow-covered canyon; the very canyon you might have seen from the bridge above. This new snow-covered area can be daunting at first. As you enter this area, you should notice a battle raging on to the left; these are the Marines, and they are using Covenant weapons! If you take out the Shade gunner on the left, you can use the Shade gun to take out another Shade gun turret across from the Marines. There is a small group of Covenants fighting the Marines, so go help them out. An Elite will board one of those Ghost vehicles parked near the canyon wall, opposite the side you entered. Stick a plasma grenade to it and his ride will end. Or, if you do not wish to damage the Ghost, you can shoot the Elite directly since he is exposed. Now you can drive the Ghost around and run over and/or shoot any remaining Covenants to help out the Marines. There should be another Ghost, unused, parked near the area the Elite found his. You should also notice the large, blue, plasmatic energy balls landing near your area. This is from the Covenant tank, however, you will not be able to pilot this vehicle. This vehicle is quite dangerous, so use a few grenades to take it out quickly. Near the overturned Warthog you will find a First Aid kit, ammo, a Sniper Rifle, and a Rocket Launcher. You can also find additional rockets behind a rock near the area where the two Ghosts were parked. After taking out the Covenants, get what you need and head in the direction that the Marines were firing. (If there are any surviving Marines, I would take the Warthog for the extra firepower. If the Marines are dead, however, the Ghost vehicle will work better because you can drive and shoot at the same time.) As you make your way through the canyon, be sure to take out all of the Covenants as quickly as possible. There are a few groups of Jackals up ahead, but running over them will take them out quickly. Just before the canyon curvs to the right, there is a semi-steep drop-off that you must drive down. Just keep enough speed so that you don't flip when you go over the edge. After the drop-off, you will notice a few things: there are more Marines fighting, there is a crashed Dropship, and there is a Scorpion tank... yes! Climb aboard the tank, and take out the Covenants with ease. (The Right Trigger button fires explosive rounds, the Left Trigger button fires the tank's machine gun.) Any nearby Marines will jump on the tank and use their primary weapon. Before advancing, there is a First Aid kit, Rocket Launcher, and additional ammo under the crashed Dropship. As you continue through the canyon, the path splits. Both the left path and the right tunnel lead to the same area, but before you can decide what to do, more Covenants will come in. You might have to take down a few Ghosts as well, but the tank's explosive rounds work wonders. After taking out the Covenants, it doesn't really matter which path you take. However, the left path through the canyon seems more efficient due to its position. (NOTE: The rest of the guide for this level assumes you have the Scorpion tank. While you can beat the level without it, the Scorpion tank makes things much easier. So, use your tank as long as possible!) As you make your way into the new area, you will notice a structure at the other end. Reaching the structure is your goal for now. There is an Active Invisibility located to the right of the structure (next to a rock), but trying to get it before killing most, if not all, of the enemies will be much harder than just taking on the enemies from far away. On your way you will have to fight standard ground enemies; Elites, Grunts, and Jackals. As you progress toward the structure, a few Ghosts will get in your way, so use the tank to dispose of them. You should also notice Covenant tank fire. You can take out the Covenant tank in just a few shots if you use the tanks explosive rounds. You will also need to take out the three Shade guns; one in the middle of the field, one near the far left corner, and the last near the far right corner. As you reach the section just before the structure, and the game auto-saves (you see the message "checkpoint... done"), turn around, face the direction you entered from, and look up to the sky. A Banshee, or flying Covenant vehicle, will fly down for a bit of fighting. The guns on the Banshee can cause major damage. Try to line up the Banshee in your sites and use the Scorpion's machine gun and explosive rounds to take out the Banshee. Also, there is a Covenant tank on the snow bank above the structure. You do not have to take this tank out, just stay near the base of the structure and the plasma balls will not reach you. There will also be two Hunters and a few Elites that come from the entrance to the structure down the slope. Now might be a good time to use the Active Invisibility to the right of the structure, or you could just use your tank's explosive rounds. Before following the path leading down into the structure, you can find a Sniper Rifle, several grenades, and other ammo behind some rocks to the right side of the strucure, near the area the Active Invisibility was found. When you are ready, take the tank down the slope at the base of the structure. Get out and hit the switch to open the large door. Make your way though the tunnel using the Scorpion tank. You will come out in a cool looking cavern area, however, the Covenants here are numerous. There is a bridge to the left that you must cross to reach the other side, and the bridge to the right, which isn't complete, has a Shade gun on it. Take out the enemies to the left and right sides of the cliff you are on. The far right edge of the cliff on your side contains some rockets, several grenades, and other ammo. The far left side of the cliff on your side contains a Shade gun, which you should take out, and a few additional Covenants. Before you cross the bridge, you might want to take out some Covenants from the side you are on. There are a few Elites and two Hunters on the other side, but you can easily take them out from the side you are on if you use a Sniper Rifle, Rocket Launcher, or the Scorpion tank's explosive rounds. When you are ready, cross the bridge, and take out any Grunts and Jackals that may be waiting for you. There is also a Shade gun to the left, after you cross the bridge, but there may or may not be someone using it so you might not need to take it out. When you are ready, press the switch to the left of the door that is directly in front of the bridge you just crossed. With the door now open, take the Scorpion tank through the tunnel. _______________ -=[Rolling Thunder]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soon, you will meet up with more Covenants in the tunnel. Take out the Elites before they can use the two Ghost vehicles sitting in the tunnel. The tunnel will then curve to the left and the slope will increase. Shoot the Covenants as you make your way up the slope and out of the tunnel. >>Reach the transition to the third chasm When you near the top of the slope, you should see a Covenant dropship landing; there are quite a few Covenants up ahead. After you leave the tunnel, two Ghost ships will come at you. If you fire the Scorpion's explosive rounds early enough, you can take both of the Ghosts with one shot. There are also dozens of Grunts at the top of the slope. A good tactic is to use the Scorpion's machine gun while the primary gun on the Scorpion tank is recharging. Now that the Covenants in the immediate proximity have been eliminated, you should carefully choose your next battle plan. This next wave of violence can be tough. In the middle of the snow-covered area you are in, there is a large stone tower: you can go to either the left or right side of it. The right side has a Shade gun on it. The left side contains a few Ghost vehicles in operation by Elites, and a Shade gun on a rock plateau in the middle of the path. There are doors on both the left and right side of the large stone tower; enemies will pour out of either side when you drive by. After taking them out, you can enter the tower via one of the doors. Just be careful, there is an invisible Elite with a plasma sword inside. Behind him, over in the corner on the shiny floor, you can find an Active Invisibility. Other than the two hallways that lead to the left and right sides of the stone tower, there is a ramp that leads to a higher ledge on the tower. There are a few Elites up here, and this ledge makes for a great sniping spot for any enemies you may have missed. When you are ready, go back outside and get in your tank. Now head for the back side of the stone tower. Use the explosive rounds to take out the Covenant tank hovering over the frozen pond. After that, head in the direction that the Covenant tank was located. Get ready for a some hard situations. Two Hunters and two Elites will come from a path located to the left, and a Banshee will come from behind. I would take out the Hunters first, then try running over the Elites while aiming up at the sky and taking out the Banshee. If things get to chaotic, either temporarily retreat or leave the tank all together. You should have enough ammo for your Rocket Launcher that you can take out the enemies quickly on foot. After the Covenants have been eliminated, jump back in the tank and head for the narrow path that the Hunters came from. Follow the path until you reach another opening. In the new area, on one side of a cliff, you will see several Covenants near the trees to the right. There are also a few Grunts and Jackals further to the left near a rock. Advance slightly and use the explosive rounds to take out the Shade gunner positioned on the cliff across from you. Then, make your way to the left side of the cliff you are on and you will see a ramp leading down to the valley below. (The valley is actually composed of frozen water, so the tank controls will be a bit looser.) At the bottom of the spiraling ramp, you will be joined by about five Marines on foot. If you have any room left on the tank, some will jump on. Then, a Covenant dropship lands nearby. Grunts, Jackals, and Elites will start coming down the ramp you just came down, so take them out! Once those Covenants are taken care of, work your way around to right side of the ramp and through the valley where the Marines were located. Around the bend to the left, two Hunters will be waiting for you. Since you probably have four Marines on the Scorpion right now, it might be a good idea to take the Hunters out on foot: especially if you still have a Rocket Launcher. This will ensure that the Marines are not helplessly slaughtered. There is also an Active Invisibility located on the wall behind the Hunters, incase you wish to take them out while invisible. The only problem is that you will have to go right next to the Hunters to get the Active Invisibility, which almost nullifies the purpose. Near the Active Invisibility, behind a rock, you will also find some ammo and a First Aid kit. At the end of the canyon, behind the Hunters, you can see some round, pipe-like structure. You will need to go through here to reach the next area. The primary purpose of the pipe-like structures is to keep you form bringing the Scorpion tank though. Yes, that's Bungie's way of telling you that you can't use the tank for the rest of the level! So, leave the tank and go through the passage beyond the pipe-like structures. The tunnel is quite short, and, at the entrance to the new area, you will meet an invisible Elite, and some Jackals and Hunters! Now you are at the bottom of another canyon. If you look up, you will see two bridge. You will be here soon, but not yet. Continue to make your way up the slope. An Elite will meet you on the way, and hopefully your Marines will still be there to help. Behind you, directly above the passage you just came from, you will see a Shade gun. Take out the gunner to prevent trouble. You get a message saying that the Covenants have secured a position ahead in the rocks. Make your way up the slope and fight off the slew of Covenants, which consists of Grunts for the most part. As you advance toward the two bridges overhead, you will see a structure. To the right of the structure, embedded in the canyon wall, there is a door. This is your goal, but first take out the Covenants ahead. Use the rocks as cover, and take out the Shade gun on the left. There are also two shade guns on the right side, guarding the entrance to the door in the canyon. Additionally, a Banshee and a Ghost vehicle will try to take you and the Marines out. Use your Rocket Launcher if you still have it. If not, use your most powerful weapon, a Shade gun, or a downed Ghost to take them out. There are two dead end tunnels under the structure, and they only contain Elites. Avoid them unless you are just feeling frisky. As you approach the door embedded in the cavern, two more Elites will come out. After taking them out, proceed inside and prepare for a familiar structural setup. Go through the corridor until you reach the next room. This room is quite similar to the previous rooms at the beginning of the level. The right side is blocked off, however, so you will have to travel in a clockwise direction to reach the next exit. Use melee attacks as long as you can, then mix things up with a few grenades. There are a few Elites, but mostly Grunts in this area. The exit, in this case a hallway, is around on the other side. There is also a white arrow marking this path as well. So, after taking out the Covenants, find the exit and continue down the hall. This will eventually lead to a lift, so get on and press the switch. You are greeted by a Jackal at the top of the shaft, so greet him back with a nice weapon. Continue through the corridor and down the hall. In one of the next halls, you will come up behind two Jackals. Take one of them out melee, and quickly finish the other. Also, in that same room, there is a First Aid kit and some ammo at the top of a small block. Continue through the corridor, and up the small ramp. There are quite a few Grunts at the top of the small ramp, so have a good grenade ready. You are now in a circular room, but the path leading around is blocked off to the left. So, travel in a counter- clockwise direction. The center area has several Elites, Jackals, and Grunts in it, and the musical score will heighten to let you know of the chaotic fight at hand. After taking out the Covenants, find the door, marked by a white arrow, on the other side of the room. Go through the door and follow the corridor. This path leads outside, to one of the two bridges that you saw from below. When you exit the corridor, you will be on a bridge. There is another bridge over to the right, however, you are not able to reach it just yet. Notice the glass shields on the left and right sides of the bridge; these will come in handy when dodging enemy fire from the other bridge. To the left and right sides of the entrance, you should notice several sleeping Grunts. Take them all out with melee attacks, then proceed across the bridge. Eventually you will be spotted and fired upon by a Jackal. Now all of the Covenant, including the ones on the other bridge, will be alerted of your presence. Try to keep to the left side of the bridge as you make your way across. This protects against some of the Covenant fire coming from the bridge to the right. There are a few Elites ahead, but using the center blocks as cover should make taking them out easy. Just be careful as you reach the end of the bridge: an invisible Elite is standing near the group of Grunts waiting to take you out. Go through the door at the end of the bridge and follow the corridor to the next room. This circular room is quite simplistic, but is similar to the other ones. There are a few Elites in here, but most of the enemies are gone. (My theory is that some of the enemies that ambushed you on the bridge came from this room, so numbers will vary from time to time.) Around on the left side of the room, there are two dead Marines. Here you can find a First Aid kit, rockets, a Rocket Launcher, and more ammo for the Assault Rifle and Handgun. When you are ready, leave the room using the corridor on the opposite side of the area that you entered. Like usual, there is a white arrow on the floor pointing in the direction you should go. Around the corridor, as it turns to the right, you will find a long hall with pillars on the left. Several Jackals and Grunts are hiding here. Lob a few grenades at them to take them out in large numbers. Proceed down the corridor, and follow the rest of the path. The path comes out in another circular room filled with Covenants. The center room is different this time; and there are elevated walkways that go around the room as well. After disposing of the Covenants, make your way out of the room by the door on the opposite side. The floor is marked by a white arrow in case you are disoriented and do not remember which direction you came from. Follow the corridor which leads outside to the next bridge. Now you are on the second bridge. As the music takes a turn for the dramatic, you might notice that the bridge you just crossed is to the right, and there are two Hunters on it! There are also quite a few enemies on the bridge you are currently on. Those glass barriers will be helpful while dodging the Hunter's charged shots. A good tactic is to get the attention of the Grunts on the bridge you are on. Then make your way back to the corner and use the glass as protection from the Hunters on the right. Now you can take out quite a few of the Covenants on your side without worrying about the Hunters. If you still have a Rocket Launcher, use it combined with strategic strafes to take out the Hunters on the other bridge. If you have no way of taking them out, stay to the left and make your way across the bridge. Proceed to eliminated the Covenants on the bridge and be cautious of the invisible Elite near the end. When you are ready, preceed through the door at the end of the bridge and follow the corridor to the next circular room. In this room, the primary path to the left is blocked off, but the center area is large enough that it doesn't really matter. On the immediate left, Jackals are patroling. I would simply go to the right and take out the sleeping Grunts. After that, take out the remaining Grunts and Jackals. The music will change when the Covenants in that room have been defeated. There are no Elites, so clearing this room should be simple. The exit is on the left side of the room, so travel around to it and follow the corridor. You will soon be in a long hallway with more pillar structures on the left. This time there is an invisible Elite with a plasma sword hiding, so take him out pronto! Down to the left, beside the wall, you can find your own Active Invisibility. As you proceed down the corridor, you will find another invisible Elite; however, this one does not have a plasma sword. After taking him out, follow the corridor to the next circular room. The path to the left is blocked off, so take your booty counter- clockwise. In the center of the room, there are two Hunters. Use a Rocket Launcher from far away, or your good old dodge tactics to take these big guys out. Grunts and Jackals will pour in the room from the exit. There is a First Aid kit in the middle room where the Hunters were located, and rockets are on a dead Marine near the exit. When you have killed the Covenants, Cortana notes that you must be getting close; so, follow the corridor until you make it to the next area. _______________________ -=[If I Had a Super Weapon]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Cortana informs you that you are at the Control Room and that the entrance is at the top of a pyramid structure. From here, you have a few options. I'll explain both in-depth. The basis of your next operation is in a huge canyon. As you leave the corridor, you will be on a bridge. In the distance and off to the left, you can see a pyramidal structure. You need to be up at the top, but there are so many ways to go about this it isn't even funny. Below, two of the most common ways have been outlined. Option (A) is my pick, as it's much easier and extremely fun when compared to option (B). However, you have a free will, so please do as you wish. (A)For this option to work, you must act quickly. There are two Banshees on the bridge that you come out on. Ignoring the Covenants on the bridge, head for the middle and jump in the Banshee closest to you. If an Elite gets to the Banshee before you, either skip to section (B) or "REVERT TO SAVED" and try again. You can even shoot the Elite before he reaches the Banshee. Assuming you have the Banshee now, quickly fly off the right side of the bridge, increase your elevation and go all the way to the wall. You should now be on the opposite end of the canyon, far away from the pyramid. [While you can just fly straight to the top of the pyramid, the rest of section (A) details the events that consist of taking out Covenants. So, if you don't want to take out several Covenants, skip the rest of section (A) and (B).] After taking a few seconds to get a good feel of the controls, turn around and look down. If you hold back on the Left Thumb stick, you will hover in one spot. This is a good tactic for getting a good view of the area and firing down upon enemies. There is a Covenant tank on the ground far below. Use the Banshee's two plasma cannons along with its fuel rod cannons to take out the tank. You might also have to engage in a dog fight with an Elite in a Banshee; this all depends on whether or not the second Banshee from the bridge was taken. Now you can hover next to or above the bridge and take out the rest of the Covenants. If you land on the ground below, there are several Ghost vehicles and Covenants ready to fight. Taking them out with the Banshee, however, is quite easy. There is also a deep ravine on the ground that contains quite a bit of ammo, a Rocket Launcher and a Sniper Rifle. You should land the Banshee to reach this area. When you are ready, use the Banshee to fly to the top of the pyramid. (B)Choose this option only if you can't get a Banshee while you are on the bridge. Make your way across the bridge, taking out all of the Covenants. Use the rocks as cover, and try to take out the flying Banshees with your Rocket Launcher. Or, if you want to conserve ammo, and if you do not have a rocket launcher, run! There is a door at the other end of the bridge. When you get there, a few Grunts will run out. Take them out and go through the door. Follow the corridor to the, gasp, circular room. The right side is blocked off, so travel around the left side. Take out the Grunts and Jackals as you go. After taking them out, make your way to the exit around on the other side. Like usual, use the white arrows if you are disoriented during a fight to find the correct path. Follow the corridor until you reach a lift. Hit the switch and you are on your way down. At the bottom, follow the hallway leading into a new room. There is an invisible Elite waiting for you, so be careful. Other than that, follow the path to the right and take out the remaining Grunts and Jackals. In the center room, at the top of a ramp, you can find quite a bit of ammo. The exit, marked by a white arrow on the floor, is located on the far left side of the room. The corridor leads outside, below the bridge you were on a few minutes ago. Cortana mentions the fact that you need to make it up to the pyramid, now to your right, and that you need quite a bit of firepower. As you leave the corridor, there will be a group of Covenants to your left. Take them out and secure a Ghost vehicle. Try to take out the Covenant tank using a Rocket Launcher while on foot. Now head for the base of the pyramid, while still in the Ghost, and climb slope on the right. At the top of the first slope, a Hunter and a few Grunts are waiting! You are extra vulnerable while in the Ghost, so try to run him over. Or, you can get out and use your hand to hand combat tactics. Take the Ghost through the small tunnel to the left side of the pyramid where you will find a few Grunts and another Hunter. After taking them out, there is a ramp on the far left edge of the pyramid that leads to the next highest section. On the next section take out the Shade gun quickly, and proceed along the edge of the pyramid. After taking out the Elite and Grunts, go through the small tunnel to reach the right side of the pyramid where you will find more Grunts and a slope leading up one more level of the pyramid. At the top of this level you will find yet another Shade gun. There are also quite a few Grunts on the right side of this area. After taking out the Grunts, make your way over to the left side of the pyramid. On the way you will encounter more Grunts and a handful of Jackals. Make your way through the small tunnel and to the left side of the pyramid. Follow the slope on the left to reach the top of the pyramid! If you had the Banshee, you could have flown directly up here. Now that you are on the top level of the pyramid, make your way up the ramp and to the door. In a minute you will need to open that door, but before you do, take out the Grunts and two Hunters that come down from the tower just in front of the door! (NOTE: One time there were no enemies on the tower across from the large door, but this was only when I used option (A) from above.) When you are ready, press the switch to the right of the door. The large door will open, revealing a large number of Covenants. An Elite holding a plasma sword is among the first to charge you. This section is not really easy, but there are a few things you can go about doing to help things go smoother. If you have a Rocket Launcher, fire it into the groups and hide behind the blocks. If you have a Ghost, run over the enemies while shooting them. Or, you can use one of the Shade guns parked outside of the doors. Using a Shade gun will be quite effective, but you must get out if your health begins to drop. After taking out the initial wave of Covenants, more Covenants will appear. After taking out every last Covenant, enter the large room and go around the corner. You will be facing yet another huge door, so when you are ready, hit the switch on the right (One of the panels is not really a switch.) As the door opens, Cortana informs you that the Covenant forces have been eliminated! Whooo! Continue down the huge corridor, and when you reach the next large door, hit the switch on the right. When you do, the level ends. You are now in Halo's control center. Cortana gets out and starts acting really freaky. Do not worry, the freaky part is yet to come... ------------------------------------------------------------------------------- ________________ [5.6]--|343 Guilty Spark} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Mission Overview] Creep through a swamp to meet the only enemy the Covenant fear. [Introduction] At the end of the previous level, Cortana vaguely mentions Captain Keyes and tells you to find him immediately. You are soon dropped off in a swamp: the point where Captain Keyes' last transmission was recorded nearly twelve hours ago. This time you will not have the support of Cortana. _________________ -=[Well Enough Alone]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ >>Locate Captain Keyes When you jump out of the dropship, you are in the swamp. While this area looks easy to get lost in, it really isn't. In fact, it is fairly linear. Move forward and to the left to the dry land, and you should see the dropship of Captain Keyes. Load up on the ammo for the Assault Rifle and note the three First Aid kits. You also hear a garbled, pre-recorded transmission coming from the ship that goes something like this: "This is dropship Victor 9... Pillar of Autumn... if anyone... need assistance... we are under heavy attack by some new kind of Covenant... isn't Covenant... Captain Keyes has been captured by hostiles... we're dug in at a large structure in a swamp near... long we can hold out... please... I will send this message to repeat at... intervals... dropship Victor 933 clear." Hmmm, that doesn't sound good. Well, after taking the Assault Rifle ammo, continue forward and down into the next swamp. You should see a few dead Covenants after you pass through the water and reach the dry land. Continue forward and follow the path around to the left. Now make your way down the hill and you should see some live Grunts and Jackals. To the left is a downed Covenant dropship. After taking out the Covenants, pass by the downed Covenant dropship and take a left and head up the hill. You will meet a few more Covenants along the way. Beyond the rocks, you will find a Jackal standing on top of a rocky area, next to a downed tree. Take out the Jackal and jump up on the rocks to make it to his former position. From on top of the rock where the Jackal was standing, you can see the rest of the downed tree to the right. Simply jump on the tree and travel across it. On the other side, climb the hill and you should be right next to a Shade gun. Continue forward and you should see some fighting below. As you make your way down, you can see the Covenants running from the right. To the right is the structure you need to enter, as that is where the Marines are. Taking out the Covenants on the left is optional. Also, the hill to the left only leads back to the beginning of the level where you were dropped off. When you are ready, enter the large structure you found on the right. As you enter the large room of the structure, a lift will come up the shaft in the middle. Get on and hit the switch on the right to descend. When you reach the bottom, head for the Covenants on the other side of the wall. After taking out the Grunts and Jackals, proceed through the door the Covenants were blocking. Through the door, you will find yourself on the second floor of a large room. After taking out the Covenants on the ledge you are on, jump down to the floor below. There are a few more Grunts down here, so take them out. A First Aid kid can be found in the far left corner behind a pillar. On the right side of the room you will find the only unlocked door on the lower floor. Go through it and you will be in a tiny room with small corridors on each side. The doors on the left and right are locked, so go through the door at the other end of the room. This takes you to a much larger, square room with Covenants on the left. The center of the room contains a slimy substance, and if you look up, you can see green liquid dripping from above. Take out the three Jackals on the left and go through the door. As you enter the tiny room, the first thing you will notice is the Covenant blood... everywhere! Ignore the doors on the left and right sides and exit through the door at the other end. This leads to the bottom floor of a large room. Apparently, the Covenants have already fought here. The exit is to the right side in the middle, but you will have to jump behind a pillar to reach it. You will be in yet another small room with doors on the left and right. Like the last few times, the only open door is on the other side. However, let the door open, but do not go through yet. As the door opens, you will see a Marine, still alive, sitting up against the wall in the next room. He has been traumatized, and says: "Stay back! Stay back, you're not turning me into one of those things! I'll blow your brains out... get away from me! Ghaaa... ahhhhhhhhh! Don't touch me you freaks... I won't be like you I'll die first! Find your own hiding place the monsters are everywhere! Play dead! That's what I did... play dead. They took the live ones. Oh God I can still hear them... monsters... ahhhh... aaha.. aaaahhhhhaaaa... Just leave me alone. Sarge, Mandoza, Jenkins... Oh God, the things took them. They're gone... get it? Gone! They wont get me! Oh God... Oh God, I don't want to be like them please... please no, please no..." This gets freakier by the minute! He warned you... stay away. Unfortunately you must pass through there. He will shoot at you, but have a heart and just run by him, ok? No need to kill the innocent. As soon as you run by him, you are safe. It appears that more Covenants have died during some type of confrontation. There are no other doors in this room, so you need to reach the walkways above. In the back left corner of the large room, you can find a way up. Just use the rubble to jump up onto the ramp. Follow the path toward the front of the room and go through the door, which is actually above the one you used to enter the room. Go through the next small room and exit through the door on the other side. This next room you have been to before, but not on the upper walkways. As you enter, you can immediately spot the exit: all the way on the other side in between the two red symbols that were painted on the wall. Make your way to the other side by following the ledge on either the left or right side of the room. There is an Assault Rifle on the floor in front of the door, so pick it up if you need it. As you go through the door, the music turns freightfully dramatic. Go around to the left side to find two First Aid kits. From there, follow the ramp down to the lower floor and take a left. Approach the door and prepare for a nasty surprise. Enter the room and watch the chilling cut-scene detailing the previous events through the eyes of one Marine, Jenkins. _________ -=[The Flood]=- ¯¯¯¯¯¯¯¯¯ After the cut-scene, the Flood will burst out of the door on the opposite side of the room. There are no unlocked doors at the moment, so you will have to fight them off. In fact, the door does not unlock until all of the Flood in this room have been killed. The Assault Rifle is probably the best weapon you currently have to use against the Flood. After killing most of the Flood that came from the opposite side of the room, more Flood will burst through one of the doors on the right side of the room. Take some of them out, and additional Flood will come from one of the doors on the left side of the room! And finally, after killing most of the Flood in the room, a large group of Flood will burst through the door in which you entered from, providing an exit. This group of Flood includes much larger enemies that lunge out at you, so be careful. Before you leave, you can find a First Aid kit through the first door on the left. Be sure to kill all of the Flood in that room. After you do, you will be given a new set of orders. >>Escape! From this point on, your goal is to simply escape. This task is easier said than done. One thing you should note, you do NOT have to kill all of the Flood. Ignoring them is usually a good thing, and taking them out is always optional. Sometimes it is better to take them out because there might be a particular item in a specific area that might be worth getting. So, for the time being, exit the door you entered earlier. Follow either of the ramps on the left and right side of the hallway as they both lead to the same area. Continue forward and exit the door to the front of the room. In this next room, you can see the Flood fighting the Covenant on the floor below. No time to watch the show, unless you want to fight. Remember, the way you came in this structure is not accessable right now, so your exit will be different. From here, there are two doors you can go through. One is on the top, on the right of the room you just entered. The other is on the bottom, directly under the door the right side of the room. Both lead to the same area, but the one on the top level is a bit easier. If you fall down below, however, you will have to take the lower door. (A)Taking the top door: Go through the door and follow the path through the small room. Soon you will come out in a much larger room with glass in the middle and walkways around the side. Find the door on the right side of the room, which leads into a small, square room. Go through the small, square room and enter the larger room. There is no need to jump down to the floor below. On the right, you can see Covenants blocking a door. There are two green symbols on the wall above. Take out the Covenants and go through the door. (B)Taking the lower door: Assuming you are on the lower floor in the room where you found the Covenant fighting the Flood, go through the door on the right side of the room. Through the door is the familiar square room with Covenant blood everywhere. Make your way through that room and into the next. Above you can see some glass walkways, and there is an exit to the right side of the room. Try to move fast because there are quite a few large Flood in this room. The large ones are much more powerful. The exit on the right leads you through a small square room with one unlocked door on the other side, and onto the lower level of a large room. As you enter the large room, there will be tons of Flood. The exit you need to take is on the upper right floor, but the only way up is to jump on some purple blocks on the other side of the room. These are located near the right corner. After jumping up the blocks, take out the Covenant to the right and enter the door they were blocking. There are two green symbols on the wall above the door. After going through the door, take a left. There will be two First Aid kits and a Shotgun next to the dead Marines. Pick up the First Aid kits if you need them, and be sure to get the Shotgun because it is one of the best weapons against the Flood. Trade the Shotgun for anything but the Assault Rifle. Both weapons are quite vaulable against the Flood. Make your way down the hall to the left and go through the door. Make your way to the end of this next room and go through the door on the left. This next room is large and has a lift in the middle. This is one of the situations where it would be better to finish off the Flood in that room. After taking them out, stand on the lift and hit the switch. As you go down, you will notice tons of Covenant blood splattered on the walls. When you reach the bottom, bad news is the only thing that will accompany you. The larger Flood now use weapons. There is an Over Shield at the top of a pile of purple blocks. Climb the blocks to snag this priceless gift. Before leaving, you may wish to take out the Flood if they are causing too much trouble while chasing you. When you are ready, take the exit which is to the left side of the area that you found the Over Shield. As you enter the next room, you will see a fight going on between the Flood and a few Marines. I was never able to save them. There is a bridge in the middle that keeps reappearing, but you can't cross it. To the right of the entrance, there are two Active Invisibility pick-ups. Pick one of them up and jump down to the floow below. Using a Shotgun while invisible will make this large group of Flood much easier to kill. There are Assault Rifles and a few Shotguns spread across the room where the Marines died. When you are ready, exit through the door on the left side of the room. This door leads to a small room with three doors. The doors on the left and right are dead end rooms that hold the Flood. Make your way to the door on the other side of the room. Go through it and into the large room filled with Flood. Above, you can see some walkways. You need to get up here, so climb the rubble in the far left corner of the room. On top of part of the rubble, you will find a First Aid kit and some ammo. Make your way up to the walkways above. Now that you are on the higher level of the room, head toward the entrance and go through the door. This door is actually right above the one you entered. Pass through the small, square room and into the large room. You might want to take out any Flood that are bugging you. To the right, you can see that bridge that keeps appearing. Since you are already on the other side, find the exit that is straight across from the door you just entered. If you accidentally jump down, you will have to go back through the door on the bottom floor. Go through the door and into the small, square room. Exit through the door on the opposite side and you will be on the upper level of a large room. Jump down and find the exit on the lower floor, to the left side of the room. This leads through another small, square room and into another large room, similar to the one where the Covenant were fighting the Flood. There are quite a few Flood in this room, but I would just run past them. There is an exit on the other side of the room, just across from the area in which you entered from. Go through this door and through the next small, square room. In the next room, you will confront yet another group of Flood. To the right of the entrance, you should see a few blocks. Jump up on them, to find a First Aid kit and quite a bit of ammo. You can also use these blocks to reach the upper level of this room. Jump up to the walkways above and take the upper door, which is on the left side of the room. Exit through the door and go through the small, square room to reach another large room. There are two ledges in this room, and if you hit the switch near the middle of the ledge you are on, you can activate a bridge. (If you fall off the ledge, you will have to go through the door on the bottom and into the room you were previously in.) Make your way across the bridge you just activated, and approach the door with three symbols above it. Large Flood will pour out of the doorway, so take them out. When no more come through, go through the door and into the large room. There is a lift in this room, and it actually goes up! Before taking it, however, be sure and eliminate the Flood so that they do not come up the lift with you. When you are ready, get on the lift and press the switch. Near the top, you are contacted by the dropship pilot. When you reach the top, a large number of Marines are in the room ready to leave. They eagerly greet you! Follow them up the ramp and out into the swamp. Make your way forward and over the small hill, traveling between the trees. You and the Marines will soon be confronted by the Flood. There are quite a few, so I would not worry about taking all of them out. Continue around and to the left as you follow the Marines. Be careful because the Flood will jump out of tree and ambush you along the way! Make your way down the hill and into the swamp area. When you reach the actual swamp water, you should be able to see red lights through the fog. These lights will lead to a structure up ahead. As you enter the water, quite a few Flood will swarm the area. After taking them out, make your way around to the other side of the structure in front of you. If there are quite a few Flood in the area, some blue, flying robots will help you take them out! ________________ -=[343 Guilty Spark]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When you reach the other side of the structure, you meet a Monitor named 343 Guilty Spark. Its job is to prevent the Flood from spreading since they were recently released. It asks that you follow because it needs your help. Unfortunately, you must follow the Monitor for the game to progress. Prepare for The Library. ------------------------------------------------------------------------------- ___________ [5.7]--|The Library} ¯¯¯¯¯¯¯¯¯¯¯ [Mission Overview] Fight your way through an ancient security facility in search of the index. [Introduction] Relieved to be out of the swamp? Save that relief for later; you'll need to keep your head on straight for this mission. The Library is a bit long and quite repetitive. The level itself is semi-linear, but the primary problem is the Flood. You will continually fight hordes of them through large hallways, which slows down progress through the level dramatically. The key thing to remember while reading my guide to level 7: Easier said than done. While I can offer great tips on how to kill the Flood in each area, it is ultimately up to you to wield your Flood killing skills. Here is one tip for the entire level, however: Do not try to keep up with the Monitor. Instead, stay back and clear an area of the Flood before trying to catch up with the Monitor. Enemy management is what I like to call it. As the level starts, the Monitor will tell you that the "index" must be found and taken to the control room and asks that you follow it. ___________ -=[The Library]=- ¯¯¯¯¯¯¯¯¯¯¯ >>Follow the Monitor to the index (NOTE: The Monitor emits a blue luminosity that can be seen from far away, so keeping up with it should be no problem.) You start out with an Assault Rifle and Handgun, but there are plenty of weapons to be picked up throughout the level. For now, the Assault Rifle will suffice. Proceed to follow the Monitor, and a few of the small Flood will come out to attack you. Take them out, and move closer to the Monitor who is waiting for you. When you do, turn around becaue tons of the Flood will pour out from behind you as well as from your sides. Try to take out the Flood with giant heads from far back because their death results in an explosive situation. After taking out the Flood, turn back around and make your way toward the Monitor. Again, before you can reach the Monitor, the Flood will come at you. This time from the left and right. I'd backtrack toward the beginning of the level so that the concentration of the Flood is in front of you. Then make your way forward as you clear out the Flood. Ahead, on the right, the Monitor will be hovering over the entrance to a large room. The Monitor should say "We are near the index chamer, follow me." Don't enter yet, however, as there are quite a few dangerous Flood pouring out of a pipe to the left. These larger members of the Flood are carrying weapons, which make them extra lethal. The good news, however, is that you can take their weapons after killing them. Just be sure to keep the Flood in front of you at all times. You might also have to run backwards while firing in order to dodge some of the lunge attacks. Before going through the door that the Monitor was hovering over, be sure you pick up a Shotgun off of one of the dead bodies. When you are ready, enter the doorway and go through the short hall to the large index room. As you follow the it into the large room, the Monitor will mention the index above. Don't venture far into the large room, however, as the Flood will enter in from all sides. A good tactic is to walk back a litle way into the tunnel you used to get to the large room. This will force the Flood into a small area, allowing you to concentrate your shots. You might have to run back into the index room to lure additional Flood out of hiding. After taking out that batch of the Flood, the Monitor is waiting for you to the left side of the index room. Make your way over to the Monitor and pass through the corridor below it. Before you can reach the other side of the small corridor, the Flood will come at you from the other side. In this area beyond the corridor, just outside of the index room, the Flood will continue to come out of a large pipe in the wall for quite some time. The corridor itself seems like a fairly safe area to shoot from. After taking out all of the Flood, enter the area the Flood were just coming from and follow the path to the right. Before you can even take a few steps, the Flood are already pouring out of pipes up ahead. These Flood have more lethal weapons such as the Shotgun and Needler. Try to take them out first. Keeping the Flood in front of you is a must. Also, never be affraid to run backwards to save your life. When no more red dots appear on the Motion Tracker, proceed around the pathway. On the left side of the path, you should see the Monitor hovering next to a giant door. Approach the door and the Monitor will say, "The security doors have sealed automatically. I will go access the override to open them." After waiting for a few seconds, the Monitor returns and says, "Please follow closely. This portal is the first of ten." Joy! So, put on a smile and go through the large doors. The Monitor is waiting, and wants to take the path on the right. However, if you take the path on the left, you can save a bit of trouble later on. If you go left, the Monitor will say, "This is not the correct direction. If you do not follow me you may become lost." Ignore the Monitor and continue in the "wrong" direction. You will reach a dead end, but tons of the Flood will emerge. Fortunately, these are the small Flood and are quite easy to take out with an Assault Rifle. Taking them out now will prevent them from sneaking up from behind if you would have gone the "correct" way first. After taking the Flood out, turn around and go in the correct direction. The Monitor is waiting for you, so follow it down the large hall. As soon as the Monitor mentions your "ineffective weapons", the Flood will appear ahead. Take out the first wave and advance. Then, as you reach a section of the path with three glass panels in the floor, more of the Flood will appear. This time you will be surrounded by them, so try to find an area where you can regain control of the situation by putting the Flood in front of you. During your hardships, the Monitor conveniently says, "The Flood must not escape the installation: they consume all." Work your way back toward the three glass panels and take out all of the Flood. As you go past the glass panels, you will see the monitor waiting at the end of the path. When you approach the Monitor, the Flood will jump out of the pipes in the wall in front of you. Backtrack a little to give yourself some room to take out the Flood. Just be careful not to fall through the area where the three glass panels were behind you. While a Shotgun does work wonders on the Flood, the Covenant's weapons seem to be quite useful on the large Flood members. After a few waves of the Flood, follow the Monitor around to the left at the end of the pathway. The Monitor mentions "genetic infection" and how the bodies "transform". No time to care right now, because as you follow the Monitor around the corner to the left, more of the Flood jump out. After taking the Flood out, continue following the Monitor down the large hall. Again, the Monitor mentions the Flood and says they need a "host". Interesting. As you are following the Monitor, it will fly into one of those pipes ahead. You obviously can't follow that, but the Flood come out anyway. After taking the Flood out, follow the hall around to the right. The Monitor is out of site, but there are more Flood that appear anyway. Before advancing down the hallway too far, be sure to pick up the Over Shield at the bottom of the small ramp in the middle of the path. As you continue down the large hall, you will meet back up with the Monitor who will then say, "We must continue. This way please." However, the Flood come from your left and right so you must deal with them. Backtrack some so that you can keep the Flood in front of your position. After taking the Flood out, follow the Monitor down the hall a little bit more. The Monitor will compliment the facility and suggests that you can see more of it later. Yeah right. Like usual, more Flood will appear. Again, you will be surrounded, so find a good spot to protect your back. After dealing with the first batch of the Flood, continue down the hall. You should see three glass panels in the floor again, just be sure not to fall through them. When you approach the area beyond the three glass panels, more of the Flood will come from the hall in front of you. This group of the Flood will be concentrated in front of you already, so just hold your ground. After dealing with them, pass over the three glass panels and follow the hall around to the right. At the next corner, as the hall turns right, additional Flood will appear in front of you. After taking the Flood out, continue around the corner to the left. Up ahead, the path will widen and quite a few Flood will appear. Then, the Monitor introduces you to a group of Sentenals! These Sentenals are like the robots you may have seen at the end of level 6. They use precision lasers to take out the Flood. Advance forward and watch them work their magic. Letting them do the work saves ammo too. However, if you notice that any of the Sentenals are taking damage, protect them. Actually, you may wish to fight at the same time the Sentenals fight just to make things go even quicker. You should be careful not to get in the way of the precision lasers as they will damage you! After most of the Flood in the immediate area have been eliminated, the Monitor mentions something about a disruption of the power flow. The Monitor then leaves, so continue forward down the hall and take out any remaining Flood. Near the end of the hall, there is an opening on the left. This leads to a circular room that acts as an elevator. Enter the room and stand in the center of the elevator. The Sentenals will not follow you, but you will now be able to go up one level. ___________________ -=[Wait, it Gets Worse]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The bad part is that it does get worse. When the elevator comes to a stop, exit through the door and you will see the Monitor to the left. Before following it down the hall to the left, however, some Flood pour out from the right. A good tactic is to run back into the elevator room and allow the Flood to enter through the skinny doorway. Taking them out in a concentrated area will be much easier. When the Flood have been eliminated, follow the hallway to the left. As you make your way down the hall, more Sentinals will appear from the left. Proceed forward and make a left near the end of the large hall to find the Monitor. The Monitor mentions some type of failure in a drone control sub-system due to the Flood. The Monitor goes to fix it and says it will be right back, but for now you must stay here and fight off the Flood that appear. As the Monitor leaves, advance down the hallway. There are two First Aid kits at the bottom of the small ramp in the middle of the path. As you continue down the hallway, a few more groups of the Flood will appear; however, you should not have to work really hard with the presence of the Sentenals. After taking out the Flood, continue forward and follow the hall around to the right. Around the corner is a large door, but it is locked for the moment. That is the door the Monitor went to unlock. >>Hold your position until the Monitor returns As you reach the corner, the Flood will come in from quite a few directions. You have the Sentenals to back you up, but you still need to find a secure place to fight. Also, try to keep the Sentenals out of danger. If you back up against the locked door and secure your front side, you should be ok. After most of the Flood have been destroyed, the Monitor will return and open the large, locked door. Time for more following. >>Follow the Monitor to the index As the door opens, pass through it. More Flood will appear up ahead as well as behind you in the previous hallway. The Sentenals will be fighting some of the Flood ahead, and the Monitor is around to the right. This is actually the index room, only now you are one level higher than you were last time you were in it. Make your way around to the right, in a counter-clockwise direction. The Monitor is hovering over to the right and will say, "The Sentenals can use their weapons to manage the Flood only for a short time. Speed is of the essence". With that said, the Flood will come at you from the direction the Monitor is heading. With the help of the Sentenals and a nice Shotgun, take out the Flood. Continue around in a counter-clockwise direction after the Flood have been taken out. You will soon reach the Monitor again. Up ahead, on the right, there is another large door. Before you make it to the door, however, a group of the Flood attack you from the front. Be extremely careful here, because one of the Flood members has a Rocket Launcher! After finishing off the Flood, approach the large door and the Monitor will proceed to open it. The door, however, gets stuck during the process and the Monitor leaves to fix the problem. >>Hold your position until the Monitor returns As the Monitor leaves, turn around so that your back is facing the partially opened door. The Flood will come at you from the right side of the path, and a few Flood will gather behind you, on the other side of the door. Take out the Flood and when the Monitor comes back, face the door and prepare for the Flood on the other side. >>Follow the Monitor to the index Continue through the large door and follow the Monitor. This hallway segament is similar to one in a previous section of the level. The Monitor takes the right path, but if you go to the left you can go ahead and take out some Flood. Taking them out now will make things easier in the near future. After you have taken them out, return and follow the correct path, where the Monitor went. Up ahead, the Flood will start coming at you. Some of the Flood will actually come from an underground tunnel, which is located at the bottom of the ramp that is in the middle of the hall. There is a side-alley on the right with a First Aid kit behind a pillar. After taking out the Flood, since the hallway is a dead end, you will have to follow the ramp in the middle of the floor down to the tunnel below. Follow the tunnel and, as you turn the corner to the right, you will meet up with more Flood. Continue through the long tunnel and you will eventually reach another ramp. This ramp emerges in the middle of another hallway. On your way up, some Flood will drop down to surprise you. Take them out, and head up to the hall above. You will hear the Monitor humming, but there are still quite a few Flood to deal with. Position yourself so that your back is secure, and proceed to take out the Flood. After that, for the Monitor on one of the sides of the ramp you just came from. From the exit of the ramp, the Monitor is to the left. Make your way over to the Monitor and it will mention the fact that your suit will keep you well protected. As the Monitor travels down the hall on the left, the Flood will pour in from several the left and right. An easy tactic is to backtrack to the prvious hallway where you emerged from the ramp in the floor. Just be sure to give yourself plenty of room to take out the Flood. Several waves of the Flood will come out at you after each previous wave has been taken out. When no more seem to come out, proceed forward and follow the hallway around to the left where the Monitor went. Soon, however, you will encounter additional Flood. After taking them out, continue to follow the hallway around the corner. After a left corner, you will make your way around a right corner. From here, you can see the Flood waiting for you at the end of the long hall. However, one of the Flood members has a Rocket Launcher! Strafe out of the way whenever a rocket is fired and take the Flood out. When you have taken the Flood out, continue down the hallway and toward the Flood that was using a Rocket Launcher against you. At the end of the path on the left, you can find a First Aid kit and a Rocket Launcher on a dead Marine. Follow the path around to the right and continue forward. As you make your way forward, a few more Flood will jump out at you. The ramp in the middle of the path leads to nothing this time, so continue past it. You should see the Monitor again and it will say, "The installation was well conceived. It is surely the only way to end the Flood threat". After that, the Flood will come in from your front. Back up a little, and take them out. Several waves of the Flood will continue to appear, but just have patience. After taking them out, continue forward toward the Monitor, which is hovering up ahead. As you approach it, the Monitor will continue forward and around to the right. Then, more Flood will come in. Once again, backtracking is a good tactic to use since the Flood come in from quite a few directions. After eliminating the Flood, follow the hallway around to the right and proceed forward. The Monitor is waiting for you ahead on the right, so follow it as it makes its way down the hall. Before it dissappears, however, more Flood will come out of the pipes up ahead. Just keep the Flood in front of you at all times, and you should be able to use previously acquired tactics to take them out. After a huge number of Flood have been eliminated, the halls will finally be safe. Make your way forward and go through the doorway on the left. This leads to another circular room that has an elevator in it. So, when you are ready, stand in the middle of the elevator to go up one level. _____________________________________ -=[But I Don't Want to Ride the Elevator]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When you reach the top, continue through the door and follow the hall around to the left. You will then meet back up with the Monitor and the Sentenals will make another appearance. As you continue down the hall, the Monitor makes a statment about how it believes the Covenant are responsible for releasing the Flood. You will also run into some Flood, but the Sentenals should be a great assistance. In the middle of the room, there is a ramp leading down to a tunnel. You must take this to proceed since the hallway you are in is a dead in. Before you go down the ramp, however, there is a First Aid kit just past the ramp on the right side of the hall. When you are ready, follow the ramp down to the tunnel below. Follow the tunnel and you will soon run into a group of Flood. A grenade or two will take them out quickly since the Flood are in a small area. Continue through the tunnel and you will eventuall find a ramp leading up to another hallway. As you emerge into the new hallway from the tunnel below, the Flood will come at you from the left and right. Fortunately the Sentenals are nearby. The area to the right of the hallway from where you emerge is a dead end. Like usual, keep your back protected and help the Sentenals take out the Flood. When the Flood have been taken out, make your way down the hallway and around the corner to the right. You will see the Monitor again, so follow it until it dissappears into the hole in the wall stright ahead. Not surprisingly, the Monitor has left you. Around the corner to the left is another locked door. >>Hold your position until the Monitor returns When the Monitor leaves, the music will heighten and the Flood wlil appear. The best route is to backtrack and allow the Flood to come to you. The Flood come from three directions, but if you keep them in front of you, they will be easier to destroy. After taking out the last of the Flood in the immediate area, the Monitor will open the door around the corner to the left. >>Follow the Monitor to the index Continue around the hallway and you will notice a First Aid kit in the corner on the right, just before you go through the doorway. After going through the doorway, you will be back in the index room (only one leve higher than you were the last time you were in the index room). The Monitor will fly to the left, in a clockwise direction, and mention something about a previous catestrophic disaster. Meanwhile, the Flood approach you from the left. Make your way in a clockwise direction around the room, taking out the Flood as you go. After the first batch of the Flood, the Monitor will be waiting for you. When you approach it, the Monitor speeds on in a clockwise direction. Then even more of the Flood appear. After taking out the Flood and continueing in a clockwise direction, the Monitor will be waiting for you in a doorway to the left. After passing through the large door, the Monitor tells you how the facility was built to study the Flood. Follow the Monitor around to the right. Be sure to pick up the First Aid kit on the left of the hall if you need it. Continue down the hall and head for the Monitor hovering up ahead. Before you reach the Monitor, however, some of the Flood jump out at you. The ramp in the middle of the hallway is a dead end, so jump over the hole and make your way to the Monitor. When you reach the Monitor, it will go through the hole to the right. The Flood will start coming at you: a few from the right(where the Monitor went) but most from the hallway to the left. Take the Flood out and work your way down the hallway to the left. Additional Flood will appear, but concentrating on the dangerous Flood first will make things easier. Just follow the large hallway around several corners and you will eventually meet back up with the Monitor. The ramp leading down in the middle of the hallway is a dead end, so just ignore it. Make your way to the Monitor and it will fly forward through the large set of doors ahead. These doors are only partially opened, but there is enough room to go through. Continue through the door and you will see the Monitor up ahead at another set of doors. This set of doors is locked. As you make your way to the Monitor, you can find a First Aid kit to the right, just behind a wall in the middle of the room. Now approach the Monitor and it will say, "I will deativate the security lock. Wait here". >>Hold your position until the Monitor returns As yo umight have guessed, the Flood will come while the Monitor is gone. You are confined in a small area this time, so try to reach a corner where you can keep your back safe. Also use a potent weapon to eliminate the Flood quickly. A weapon such as the Shotgun will do. When you are almost finished with the Flood, the Monitor will open the door that you were trying to get through a minute ago. The Sentenals are on the other side of the door fighting the Flood, so proceed through the doorway. >>Follow the Monitor to the index Through the doorway you should find several dead Flood as they have already confronted the Sentenals. After all of the Flood are dead, continue through the hallway and around the corner to the right. The Monitor says to stay close because time is short. As you make your way down the long hallway, some of the Flood will appear. The Sentenals should make this fight go quickly, however. Continue around the corner to the left and follow the hallway until you confront a large number of the Flood. The Flood will continue to attack for quite a while, but the presence of the Sentenals should save on ammo. You should, however, take an active-offensive role to speed up the the process. After taking out the rest of the Flood, go through the small doorway on the left near the end of the hall. You are in the last of the "elevator rooms"... rejoice! So, when you are ready, get on the elevator and walk to the middle to go up to the final level of the Library. _______________________________________________ -=[Fourth Floor: Tools, Guns, Keys to Super Weapon]=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When you reach the fourth and final floor, exit the elevator room. For once, the Sentenals follow you up the elevator. As you leave the elevator room, there is a First Aid kit in front of the exit in the new hall. There are already quite a few Flood to the left and right, and the Sentenals should be taking care of business right away. Make your way to the right and down the hall. You will meet constant Flood resistance along the way, so take a few minutes to help the Sentenals eliminate the Flood. As you reach the next corner, several waves of the Flood will appear. These Flood are particularly difficult as most of them have good weapons. Backtrack a few steps into the previous hall and defend your ground. Try to protect the Sentenals however; they might take quite a bit of damage from the Flood who carry Shotguns. After taking out the Flood, continue through the hall and you will eventually come to a a ramp in the middle of the floor that leads down to a tunnel below. Beyond the ramp there is a large door, but it is not fully open. Therefore, you must take the ramp down to the tunnel below. As you follow the underground tunnel around to the left, you will meet quite a few Flood. Chuck a grenade to help that number drastically decrease. Continue through the tunnel and you will eventually emerge in another hallway. The door that was closed before is located to the left of the tunnel exit. To the right of the tunnel exit is a First Aid kit and the door you need to pass through as soon as the Monitor opens it. For now, a large number of the Flood will attack you. These attacks will come from all directions, including the tunnel you just emerged from. Try to isolate yourself and give yourself plenty of defensive room, then eliminate the Flood. By then, the Monitor will have opened the new door, just to the right of the tunnel exit. As you pass through the door, you should see yet another ramp in the center of the hallway. This is a dead end, so just jump over it and continue through the hall and around the corner on the left. Up ahead, at the next set of corners, the Flood will start coming in again. You can easily find a corner to shoot them from, just don't let them get too close or you are toast. After eliminating that batch, continue around the hallway and you will meet the Monitor once again. This time the Monitor mentions something about "the Flood repairing your vessel". Up ahead you will see another ramp in the middle of the floor. Again, this one is a dead end, so ignore it. As you reach it, however, the Flood will attack so backtrack a bit to gain a steady offensive position. After taking out the Flood, you can find a First Aid kit along with a Rocket Launcher behind a pillar in a side alley to the left of the ramp. When you are ready, continue through the hall and you wil soon see the Monitor hovering at a door on the left. This door leads into the index room, but as you approach, and the Monitor opens the door for you, tons of the Flood will pour out. This is probably the toughest section dealing with the Flood, primarily due to their strong weapons and smart intelligence. The door in front of you will slowly open, but quite a few Flood will continue to stream through. If you follow the hallway to the right, there is a dead end. However, this makes a good place to take out the Flood as they chase you. Use a Shotgun to swiftly take out the Flood with weapons. When your Shotgun runs out, pick up one of the weapons that the Flood dropped. Continue to fight off the Flood until no more come out of the index room. There are still quite a few Flood left, but they are waiting for you in the index room itself. If you walk into the index room, the Flood will come to you. So, go in until you see red dots appear rapidly on your Motion Tracker, and then backtrack. Continue the fight until no more Flood are on your Motion Tracker. There are still a large number of Flood left even after this, but now you can go right into the index room to take them out. As you enter, head toward the right. >>Recover the index You should see the Monitor waiting near the right side of the room. As you make your way over to that direction, however, a legion of the Flood will attack. This wave is quite lethal, so if things get too hectic in the index room, back out into the previous hallway. After what seems like an eternity of fighting, the room will finally be clear. Now head over to the Monitor hovering ahead. Now approach the large blue beam in the center of the index room. You and the Monitor lower to the ground floor and grab the index... finally! But... the Monitor takes it from you because it is against the "protocol". Bummer! You now must go back to the Control Room to use the index. Well, at least you are out of the Library. ------------------------------------------------------------------------------- _____________ [5.8]--|Two Betrayals} ¯¯¯¯¯¯¯¯¯¯¯¯¯ [Mission Overview] Reactivate the weapon at the heart of Halo...and learn the truth. [Introduction] ------------------------------------------------------------------------------- ============================================================================= -=[Section VI]=- +---------------------------------+ | General Tips & Strategies | +---------------------------------+ ============================================================================= If you have a tip or strategy, send it in! You will be given credit for it. The tips without a name were found by me, so try to submit something that is not listed here. NOTE: I added the tips in the order that I received them. Some of the tips are similar in nature, but provide unique, useful bits of information. The name of the person who sent in a particular tip is in parenthesis. Keep sending them in! __________ [6.1]--|Enemy Tips} ¯¯¯¯¯¯¯¯¯¯ -When an elite charges you they are normally out of a shield or very close.... use a melee attack and they will run into it finishing them off in style.~(Prae) -Jackals carry shields. Use a photon weapon to destroy the shield quickly. -The Covenant dropships will fire at you if they are threatened. Take appropriate measures to dodge the fire, as it almost kills you instantly. -Charging the grunts can scare them and melee attacks will kill them in one hit. Don't try this when other covenant are around, the won't be afraid and you'll take pointless hits.~(Prae) -Needler is a great weapon on enemies when they can't block you, try getting behind Jackals or too the side. Works a little on Hunters but the can take a bunch from it still.~(Prae) -Don't turn you back on enemies very often they chase you down a bunch, and that is a good time for them to hit you with the Needler which can do devastating damage.~(Prae) -When facing the Flood, always wait for the Covenant to finish their fight with the flood (they tend to lose anyway) then rush in and defeat the remaining Flood members (shotgun takes them out in bundles and fast. For the small brain-like floodites, use your assault rifle since they blow up and destroy things around them.~(Tyme) -Hunters CAN be damaged on other places than their front. Anywhere that their skin (orange) is showing on their body is a potential place to damage them, especially on their back. This is why some people like to get in close. The Hunter will charge you, you strafe out of the way, and then their back is exposed to you.~(Bruteman) -When you destroy the body shield on an Elite, he'll let out a roar and then charge you, no matter what is in the way. Be aware of that, especially if you decide to stick a plasma grenade on him. He'll run straight into you!~(Bruteman) -If you're engaging an Elite from a distance, don't waste your ammo! At far range, Elite will easily dodge shots and take cover, recharging their shield. Try to get in closer so that you can keep your fire up on the Elite.~(Bruteman) -One of the most irritating things in the game is when a Grunt jumps into a Shade (one of those stationary turret guns) and mows you down. When aiming at a Grunt in a turret, aim slightly higher than the center of the turret, more towards their head, to hit them. I say this because if you use a sniper rifle, the sight will turn red when it's over the center of their body, but the turret will shield them from the shot.~(Bruteman) -If you're using a sniper rifle (or zoomed-in pistol) and you're up against a Jackal who's ducking behind his shield, aim for the hand that he's holding his plasma pistol with. His hand is not protected by the shield and it will hurt them.~(Bruteman) -You can shoot individual arms (and heads from the human looking ones) off of the Flood troopers. If you shoot off the arm of one that has a weapon, it will immediately charge you and melee attack you.~(Bruteman) -When fighting Flood troopers (the full-grown ones), be careful if you shoot them from a distance and they drop. Sometimes they get back up! If you kill one up close, you can be sure that they died.~(Bruteman) -Later in the game, there will be several places where you'll see The Flood attacking the Covenant. Let one side kill the other and then pick off the winners. There are also several places where the two groups will keep each other busy and you can escape without either noticing you (there are several spots like this in 343 Guilty Spark when you escape from the facility).~(Bruteman) -Here is a good way to beat Jackals: If you have human weapons (aside from the rocket launcher :P) fire off a few shots. The Jackals will raise their shields to defend themselves. Use this opportunity to rush in and hit them with a melee attack. This may either kill them or force them to drop their shield while evading you.~(Micronian) -Jackals can be hit with their shields up! If you have a sniper rifle, aim for their guns, which should be poking out on the left side (right side for you) of the shield.~(Micronian) -A way to defeat Hunters: First let them charge at you then quickly run aside, then you shoot them in the back. One hit in the back with the pistol will kill it. The orange spots on their body are their week spot. Just hit them their and you will kill them quick.~(Michael McNickle) -The hunters can be injured by hitting them anywhere that their armor doesn't cover. You can tell these places by the orangish flesh showing. Their neck, back, and stomach are the easiest places to hit that dont have armor. The best way to take them out is to get very close to them and wait for them to charge you. When they do this, QUICKLY dodge to one side and shoot or punch them in the back before they turn around. Using this technique, I have seen a Hunter killed with only 3 shots from a pistol. I personally like to just punch them in the back.~(Cyprian Tayrien) -The Jackals' shields can be irritating at times, and like you said using photon weapons works, but I found that the melee attack is even easier. One smack with the good 'ole AR put them out for good, even when their sheilds are up. I don't recommend trying it when there are huge groups of enemies around, but if you're isolated with a jackal or two it works quite well, and conserves ammo. Once in a while they'll get a few shots off on you while you're trying to get close enough, but their weapons aren't effective enough to get past the regenerating sheild anyway.~(Brad Imhoff) -The best way to kill an elite is to charge it using an automatic gun (such as a assault rifle) and when it's shields are depleted it will stop fighting momentarily. As soon as it does this bash the elite with your gun and it will drop to the floor dead.~(SteelPanther) -In the earlier levels, the grunts do very little damage so if you find one by itself, go ahead and get in range to bash it with your weapon. Your shields will recharge and you will not waste ammo.~(SteelPanther) -There is in fact a weak spot on the Hunter's armor. Any orange area is flesh, and therefore is a weak spot. Especially the giant spot on the back of them. If you can, let the Hunter charge at you, then strafe sideways, turn around, and put a couple pistol bullets in his back. It takes some time to master this strategy, but it is a HUGE ammo saver.~(Shaun) -Stick a plasma grenade to the hunter, then backpedal, firing madly as you run. The bullets won't do much damage, but they WILL slow him down enough that the plasma grenade won't take YOU out too.~(Louis Wu) -Jackals are less wary of grenades than other Covenant - you can usually kill 'em by dropping a grenade nearby.~(Louis Wu) -the little flood crawlers are best attacked with a melee attack. it saves ammo and they explode and take out each other in a chain reaction. if there are too many to melee use the assault rifle in short bursts.~(customsex) -When fighting the flood use the shotgun against them, its the best weapons against them.~(Michael McNickle) -Against the infection form (the little ones) use your assault rifle and don't worry if you get hit buy them they don't do that much damage, but worry if there a lot of them.~(Michael McNickle) -If you ever find a group of enemies fighting each other, let them fight. Then just clean up when they're done.~(Michael McNickle) -The sniper rifle is useless against the Flood. It passes through the combat and carrier forms.~(Michael McNickle) -The hunters can be killed with one pistol shot to a soft area if they are not alert. These areas include their neck, which is exposed if they are not in a ready stance, and the back part of their abdomen, where the human kidneys would be located.~(Tony Cord) -All jackals are left handed, so charge their right side(always to the player's left). The shields that they hide behind make it difficult to draw a bead on you. Once you are at close range, their shield is totally incapable of repelling a melee attack, so I find the best way to dispose of them is pistol whipping.~(Tony Cord) -The covenant forces have a heirarchy of sorts. Hunters have regard only for other hunters and elites, and don't consider grunts to be worth the effort it takes to shoot around. Elites will avoid injuring any allies, and can operate independently in any circumstance. Grunts, on the other hand, will panic if all higher ranking covenant are killed, and are much more likely to run, so always kill the elites first. The ensuing confusion makes the grunts much easier to kill.~(Tony Cord) -Hunters are also susceptible to being run over by warthogs, blasting by banshees, and some serious circle strafing on a ghost or with your machinegun. Of course, the most effective method is a well aimed shot with a rocket launcher.~(WiredWolf) -When dealing with the Flood, carry a shotgun and machine gun and use the shotgun on the combat forms (for one shot kills) and the machine gun on infection and carrier forms (both which blow up those around them). These are all you need. Watch out for combat forms carrying rocket launchers.~(WiredWolf) -Flood combat forms have rocket launchers sometimes, so be careful. Its a one hit kill if it gets you head on.~(Michael McNickle) -Use the Flood carrier forms as a bomb, when then die they blow up.~(Michael McNickle) -When you find a Ghost and you're up against a Hunter, move a few distances away and keep firing at the hunter from far away. The hunter will fire (two consecutive shots usually) so simply move out of the way when he does. The hunter will eventually fall. This is best if you're saving up on ammo or low on health.~(Lik Way Chan) -You can actually take out a Covenant Tank with your Shotgun. 3 to 4 shots up close will be good enough. The Rocket Launcher will take only 2 shots even when you're really far away (use the zoom feature).~(Lik Way Chan) -There are certain levels where the Grunts will be sleeping. Take them out with a good bash in the head. You won't wake them up that way AND you'll be saving yourself ammo and a lot of trouble. I've found that there are Elites roaming about and they will wake everyone up if they see you.~(Lik Way Chan) -Never, EVER try to throw a grenade at a jackal from the front. They will bounce off the shield 99% of the time, and you WILL get killed.~(Chris Leidich) -Everyone's mentioned sidestepping a Hunter and then turning to shoot it in the back with a single pistol bullet. No great discovery, it's in the rolling demo if you leave the game on the title screen ;) I favour Louis Wu's roadkill method (Ghost works as well) where vehicles are available but I have what can be an easier method on foot and in tight spaces. Let the Hunter charge you head on and watch for when he's about to swipe you with his shield, *then* step back at the last moment to dodge the attack. If you time it right then he'll miss, raise his shield high into the air and expose the large expanse of tender orange flesh beneath his chitinous blue armour -- right in front of your gun. Of course, if you've been stealthy enough that the Hunters didn't hear you coming, you can pick them off with pistol or sniper rifle from a distance while they're walking around.~(Zy Nicholson) -If you take out an Elite, his grunt buddies seem more likely to lose it and flee than if you take out a couple of their number. Very Half-Life, yes. I haven't worked it out yet so I don't know if it's some kind of sophisticated ratio of dead to living Covenant in the area and their relative strength, or whether it's just an AI fudge that triggers cowardice as an optional behaviour sometimes...~(Zy Nicholson) -Against Elites just use a charged shot from a plasma pistol to take our their shields and then use any fast or semi-fast weapon after that and there toast...I personally like using the AR right after their shields are depleted. Kill them good and proper.~(Sean Harvey "Beast") -Be careful around later-level grunts. They throw plasma grenades. If a plasma grenade sticks to you, YOU WILL DIE. There is no way to survive the blast as far as I can tell, nor is there a way to remove the plasma grenade.~(Istanbul) -The large ships that sling energy grenades are serious problems, as they can take a massive amount of hits to destroy. However, two direct hits from the rocket launcher will bring them down. If you do not have the rocket launcher when you first face one of these monstrosities, be prepared for a protracted battle.~(Istanbul) -The Floodlings (little tennis ball crawlers) have a tendancy to explode in a small radius when killed. This inflicts minimal damage to you (you can take in excess of 15 hits from Floodlings and still have shield left), but it also means that you can shoot one Floodling in the center of a swarm and decimate the swarm.~(Istanbul) -If you fire a wep (say assault rifle) and injure an elite throw a grenade and keep firing the elite wont usually notice the grenades because its to busy fighting you and a couple seconds later boom and you see him come flyin toward you.~(Boomin) __________________ [6.2]--|Weapons/Items Tips} ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ -Plasmatic weapons are more powerful against the Covenant, particularly the Elite. Also, the Plasma based weapons do not need to be reloaded. Just do not shoot too fast or they will overheat. -When the action is light, go ahead and reload so you will not be caught reloading while in the middle of a fight. -The shotgun is great for short ranged attacks, but terrible if you are aiming at something in the distance. -When a Covenant dropship is getting ready to unload a group of Covenants, chuck a grenade into the door as it opens. The blast will kill several of the enemies since they are concentrated in one area. -Try not to leave any enemies behind in a certain area. They will usually find you if you try to sneak by, which will create more chaos later on. -Don't you a sniper rifle on the flood it doesn't work and is just a waste of bullets that could be used on a