Spoiler Free Walkthrough - Guide for Halo: Combat Evolved Anniversary
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Halo: Combat Evolved Contents -------- Find a Section Frequently Asked Questions What kind of game is Halo? How violent is Halo? Can I change the name of my Xbox with Halo? Can I listen to music from the hard drive while playing Halo? Do I always need to start the Campaign from the beginning? Is there a cooperative play option for Campaign? Does Multiplayer have computer controlled opponents? What is the maximum number of players in Multiplayer? What Multiplayer games are available? Does Multiplayer support vehicles? What vehicles can I use in Halo? What weapons can I use in Halo? Creating a Profile Controller Setup Advanced Setup Campaign Gameplay Strategies Level One: The Pillar of Autumn Level Two: Halo Level Three: The Truth and Reconciliation Level Four: The Silent Cartographer Level Five: Assault on the Control Room Level Six: 343 Guilty Spark Level Seven: The Library Level Eight: Two Betrayals Level Nine: Keyes Level Ten: The Maw Source Terms of Use ----------------------- Find a Section ---------------------------------------- The instructions given may or may not work with every browser. Highlight text from the Table of Contents Edit -> Copy.................... ctrl + c Edit -> Find (on This Page)..... ctrl + f Edit -> Paste................... ctrl + v Press enter or click Find Next ----------------------- Frequently Asked Questions ---------------------------- What kind of game is Halo? Halo is a science fiction first person shooter. It is the year 2552. There is overpopulation on Earth and humans are now colonizing other planets. There is an alien race called the Covenant trying to destroy the humans. The game plays in a first person perspective through the eyes of Master Chief. The weapon being used is shown on the screen along with a Targeting Reticle. When in vehicles, the perspective is from behind. How violent is Halo? The Campaign is more violent than the Multiplayer. The Covenant, Marines, and Master Chief do not lose limbs when fired upon. The Flood do come apart in all sorts of ways. When a Grunt or a Marine is tagged with a Plasma Grenade, there is a terrible scream of helplessness. The Covenant have neon colored blood and the Flood have brown blood. The amount of blood is not excessive for this type of game. Multiplayer does not have such drama in deaths. Master Chief does not lose his head when shot. Can I change the name of my Xbox with Halo? This is not one of the options given in the game. Can I listen to music from the hard drive while playing Halo? This feature is not available with Halo. Do I always need to start the Campaign from the beginning? Any level can be replayed after the first play through. If you want to replay a specific level from the Campaign, you do not need to start from the beginning. Is there a cooperative play option for Campaign? Yes. The Campaign can be played split screen on one television. Does Multiplayer have computer controlled opponents? Bots are not included in Multiplayer. The minimum number of people needed for a match is two. What is the maximum number of players in Multiplayer? Multiplayer matches can be played with up to four people on one television and up to four Xbox systems in one match. The maximum number of people in a match is sixteen. What Multiplayer games are available? *) Capture the Flag This involves a flag or two. The idea is to take the flag to the objective, usually back to your base. There are options to require your own flag to be at your base to score. *) King of the Hill The idea is to be in a certain section of the map for a certain length of time. That section is easy to spot with the large neon colored fence surrounding it. It can move as the game progresses though. *) Slayer The idea is simply to kill before being killed. Teamwork is one option. Reaching a predetermined number of kills is the object of the game. *) Oddball There is a skull to carry for a certain length of time. Holding the skull increases your time but also means you are defenseless. *) Race There are objective points on the map that need to be tagged by you before the others get to them. Does Multiplayer support vehicles? The Scorpion Tank, Warthog, and Ghost can all be used on two Multiplayer maps. Those being Blood Gulch and Sidewinder. The Banshee cannot be used in Multiplayer for Xbox. What vehicles can I use in Halo? *) Warthog (M 12 light reconnaissance vehicle) This jeep is green. It can seat a driver, passenger, and gunner in the back. *) Tank (M8088 Scorpion MBT) This tank can seat a driver and also four people can sit on the outer corners. There is a main cannon that has to pause between shots. There is also a secondary gun that is highly inaccurate. It is best to tap the trigger. By default, this secondary weapon is fired with the left trigger. *) Ghost This is a purple hover craft for one person. There is a dual plasma cannon that can stun a tank or player. *) Banshee This is a purple craft that can fly. There is a dual plasma cannon and also a fuel rod cannon that needs time between shots. This is not available in Multiplayer on Xbox. What weapons can I use in Halo? *) Fragmentation Grenade (M9 HE - DP Grenade) This thing can bounce off of walls before exploding. It can flip a Warthog and is highly effective. *) M6D Pistol This pistol has a lot of stopping power. A head shot to an opponent with no shield is a kill. There is a 2x zoom available. Twelve bullets can be fired without a reload. That is more than enough for most situations. *) MA5B Assault Rifle This gun shows you the number of rounds left before reloading is needed. Sixty bullets can be fired very quickly, but they don't penetrate accurately. Tapping the trigger is helpful for accuracy. *) M90 Shotgun This is good at close range or with unshielded enemies. It is possible to fire during reload which stops the reloading process. Reloading twelve individual shells takes time. *) S2 AM Sniper Rifle This gun has a long shaft and zooms 2x and 10x. There are four shots before a reload. It is so powerful that a bullet will go straight through a target. *) M19 SSM Rocket Launcher There are two rockets that can be fired before a lengthy reload. There is a 2x zoom. It is a good idea to shoot the ground or wall next to a target. It can help to jump when firing at the ground. *) Plasma Rifle This shoots plasma bursts automatically. It can stun an opponent and will eventually run out of power. It can overheat with enough rapid fire. *) Plasma Pistol This shoots plasma bursts when the trigger is released. Holding in the trigger charges up a burst that will drain shields. It is possible to overheat with a fast enough trigger finger. I can't live without this thing on Legendary. *) Needler This fires needles that track an enemy. The needles move slow enough for a Multiplayer opponent to escape from. The needles can cause an explosion effecting the nearby area. *) Stationary Gun (Shade) This is often controlled by Grunts. It fires an infinite amount of plasma. *) Plasma Grenade This can stick to vehicles and living things. It takes three seconds to detonate. ----------------------- Creating a Profile ------------------------------------ At the main menu screen with the ring floating in space, go to settings. Press Y to create a new profile. Controller Setup ---------------- Thumbstick Settings: -Default Left Thumbstick Up Move Forward Down Move Backward Left Strafe Left Right Strafe Right Right Thumbstick Up Look Up Down Look Down Left Rotate Left Right Rotate Right This setting is arguably the best. It allows you to keep moving while doing things like jumping, reloading, or switching weapons. -Southpaw Left Thumbstick Up Look Up Down Look Down Left Rotate Left Right Rotate Right Right Thumbstick Up Move Forward Down Move Backward Left Strafe Left Right Strafe Right This setting is difficult to use without jumping with the left trigger. Reloading or switching weapons will likely require you to stop moving momentarily. -Legacy Left Thumbstick Up Move Forward Down Move Backward Left Rotate Left Right Rotate Right Right Thumbstick Up Look Up Down Look Down Left Strafe Left Right Strafe Right This setting works well for piloting Covenant vehicles. -Legacy Southpaw Left Thumbstick Up Look Up Down Look Down Left Strafe Left Right Strafe Right Right Thumbstick Up Move Forward Down Move Backward Left Rotate Left Right Rotate Right This setting has potential with the left trigger being used to jump. Button Settings: -Default Left Thumbstick -- Crouch Right Thumbstick - Scope Zoom Left Trigger ----- Throw Grenade Right Trigger ---- Fire Weapon Black ------------ Switch Grenade White ------------ Flashlight On/Off A ---------------- Jump B ---------------- Melee Attack X ---------------- Action/Reload Y ---------------- Switch Weapon This allows for the greatest accuracy with grenades. -Southpaw Left Thumbstick -- Crouch Right Thumbstick - Scope Zoom Left Trigger ----- Fire Weapon Right Trigger ---- Throw Grenade Black ------------ Switch Grenade White ------------ Flashlight On/Off A ---------------- Jump B ---------------- Melee Attack X ---------------- Action/Reload Y ---------------- Switch Weapon This simply switches the trigger functions of default. -Jumpy Left Thumbstick -- Crouch Right Thumbstick - Scope Zoom Left Trigger ----- Jump Right Trigger ---- Fire Weapon Black ------------ Switch Grenade White ------------ Flashlight On/Off A ---------------- Throw Grenade B ---------------- Melee Attack X ---------------- Action/Reload Y ---------------- Switch Weapon This setting is convenient for a southpaw thumbstick setting. -Boxer Left Thumbstick -- Crouch Right Thumbstick - Scope Zoom Left Trigger ----- Melee Attack Right Trigger ---- Fire Weapon Black ------------ Switch Grenade White ------------ Flashlight On/Off A ---------------- Jump B ---------------- Throw Grenade X ---------------- Action/Reload Y ---------------- Switch Weapon This setting can make melee easier in tight spaces. -Green Thumb Left Thumbstick -- Crouch Right Thumbstick - Melee Attack Left Trigger ----- Throw Grenade Right Trigger ---- Fire Weapon Black ------------ Switch Grenade White ------------ Flashlight On/Off A ---------------- Jump B ---------------- Scope Zoom X ---------------- Action/Reload Y ---------------- Switch Weapon This setting can make melee easier in tight spaces. There is no real loss of accuracy with grenades. Zooming is less convenient. Advanced Setup -------------- Invert Thumbstick: Yes will reverse the look axis. No will not. Look Sensitivity: This is a number ranging from 1 to 10. The higher the number, the more quickly you will be able to look around. The lower the number, the slower you will be able to look around. Controller Vibration: No will leave the controller at rest. Yes will cause vibrations when shooting or taking damage. Invert Flight Control: This like the invert thumbstick option for flying vehicles. Auto - Center: Yes will pull your gun to a horizontal position when you move forward or backward. No will let you take care of looking. Vehicles tend to auto - center regardless. ----------------------- Campaign ---------------------------------------------- Gameplay Strategies ------------------- Grunts * Melee them in their sleep or from behind * A pistol shot to the head is a kill on any difficulty * Plasma Grenades stick easily Jackals * Melee from behind * Charged up shot with the Plasma Pistol followed by another weapon * A pistol shot to the head is a kill on any difficulty * Sniper Rifle rounds do not penetrate shields * Plasma Grenades do not stick to shields Elites * Melee from behind * Charged up shot with the Plasma Pistol followed by an M6D Pistol * One or two shots from the Sniper Rifle * Needler works well * If the elite is camouflaged, the Assault Rifle works well Hunters * Pistol or Sniper Rifle to the orange midsection * A rocket or two at the feet * At close range, they don't fire their fuel rod gun Level One: The Pillar of Autumn ------------------------------- If you get lost in this level then look at the arrows painted on the floor. --- Green Arrow: Maintenance --- Jump over the pipes and turn right. --- Blue Arrow: Bridge --- Go through the door leading to a dark hallway. --- Blue Arrow: Bridge --- Follow the Marine to the Bridge. --- Cafeteria --- The exit is to the right of where you enter. Gameplay Tip: Use a Plasma Pistol or Plasma Rifle on Elites as soon as you can get one. A quick trigger finger with a Plasma Pistol will prevail. --- Red Arrow: Airlock --- Walk up to the health pack on the wall to the immediate right. Gameplay Tip: Melee the Elite in the next hallway instead of shooting. Two overshields can be found in the airlock numbered "31". --- Green Arrow: Stairs --- Travel through the darkened hallway. Gameplay Tip: Take a right and come out beside the Covenant to surprise them. --- Red Arrow: Airlock --- There is another health pack on the wall. Airlock numbered "32" has another two overshields inside. --- Green Arrow: Stairs --- A health pack is to the right of the arrow. Gameplay Tip: Stay low and hidden if needed near the staircase. Rely on plasma weapons. --- Life pods are Launching --- There is a health pack on the floor by the windows on the left. --- Nav Point to the Access ways --- Go left, left, right, left, right. It is possible to go right once more. Gameplay Tip: Green lights on the doors indicate that they will open. Red lights on the doors indicate a locked door. --- Yellow Arrow: Cryo B --- There is a health pack to the right of the arrow. --- More Dark Access ways --- Go right, left, right. Gameplay Tip: There are four doors to exit from. Taking the left door can surprise the enemy. However, on the right side you will more likely see the health pack on the wall. --- Airlocks 63, 62, and 61 --- Gameplay Tip: Try to stick Plasma Grenades on the Covenant. It is cruel but it works. Level Two: Halo --------------- --- Covenant Dropship --- Gameplay Tip: Use the pistol and Fragmentation Grenades on an Elite as the Dropship is landing. --- Two Banshees --- Gameplay Tip: With the pistol, concentrate on one of the Banshees. The other will likely fly away when the first is destroyed. --- Multiple Covenant Dropships --- There is a health pack and supplies on the fortress. Beyond the fortress is a life pod with a health pack and more supplies. Gameplay Tip: Use the M6D Pistol and the Plasma Pistol. Charge up the Plasma Pistol and follow up with a bullet to the head for Elites. A head shot with the M6D Pistol is a kill for Grunts and Jackals on any difficulty. The walls can be used for cover. A Needler also works well against Elites. --- Light Bridge --- There is a ramp on the far right that leads to the activation point. Gameplay Tip: Bring the Warthog in here and let your gunner do some work. Careful steering can cause roadkill. However, Plasma Grenades can stick to the Warthog. It is possible to drive the Warthog to the right wall and jump up to the slanted wall. Activation can be done without an enemy or two knowing about it. --- Rescue Three Sets of Marines --- This can be done in any order. Pick up a Sniper Rifle immediately after exiting the cave. A downed life pod is just left of the stream. Another Sniper Rifle can be found on top of a hill with some Marines. It is behind a fortress. If you have trouble finding the next set of marines then a nav point will appear. Gameplay Tip: With the Sniper Rifle, reduce the Covenant threat before running in. Level Three: The Truth and Reconciliation ----------------------------------------- --- Sniping Unsuspecting Covenant --- Gameplay Tip: After sniping every enemy in the immediate area, wait for an Elite to come around the corner. Snipe it immediately and then proceed. --- Rounding the Cliffs --- Carry a Sniper Rifle and a Covenant weapon. First snipe from hiding and then rush in on the remaining enemies. Be alert for a red Elite on the right side in a small pocket. --- Covenant Dropship --- As soon as you come around the small cliff there will be two options. You can continue up to the right and directly into the bowl that is infested with Covenant, or you can go further along the left flank. Gameplay Tip: Snipe the Elite that patrols the left flank from above. Jump up and down on the rock at the beginning of this section to snipe what you can on the bridge. There are two Jackals patrolling on the left flank at the far end. There is one active camouflage on a hill with some trees. --- Gravity Lift --- There will be several waves of Covenant coming down from this lift with Hunters in the final wave. Gameplay Tip: The active camouflage can allow you to move in discreetly and melee enemies from behind them. Gameplay Tip: Killing a Hunter is not difficult with the right weapon. A Hunter will fire its fuel rod gun at you if you are far enough away from it. If you are close enough to it, it will not fire. It will approach and try to melee you. This is when it is most vulnerable. Any bright orange spot is your primary target. Hold the Sniper Rifle straight at it and let it raise its shield. Fire while it is in front of you with its midsection exposed. --- No Covenant Detected --- Gameplay Tip: Use a Plasma Pistol and Sniper Rifle in this room. Rapidness with the Plasma Pistol is valuable. The sword of a camouflaged Elite can still be seen. Plasma Grenades should be thrown liberally at opening doors. When a door is about to open, meet the enemy there. Do not keep your distance from an opening door. If you have not used the active camouflage yet, use it and go up the ramps to melee Elites in the next area. --- Nav Points --- There are two nav points in the lower room after you defeat the Covenant. Follow them and head left in the hallway. --- Large Hangar Room --- Snipe an Elite patrolling the middle of the room on the floor above. You can jump on top of the many purple boxes by jumping and crouching at the peak of the jump. Keep the Sniper Rifle handy and take cover. Be ready for two Hunters on the far end of the room. There are supplies in the middle of the room and also on the far end including an overshield. --- Up the Ramps --- Be alert for two camouflaged Elites. New Marines may come to your aid depending on how many survive. --- The Upper Floors --- Walk slowly across and pay close attention to the motion tracker. --- Circular Platform --- There are supplies to the left in the hall before the room. It is advantageous to kill any Marines before entering. This is because they will see a sleeping Grunt and attack. --- Two Detention Stations --- Enter the first one to the left and slightly up a ramp. Run in to the back and open the doors to find supplies. Get an active camouflage and run down to the next detention station. Run past the patrolling Jackals and go for the camouflaged Elites. --- Rescue Keyes --- You can open the doors and immediately look right and kill Keyes if you wish. The game will continue either way. --- Extraction --- Gameplay Tip: Stay in front of the Marines. Move cautiously forward for each set of enemies. Be ready for camouflaged Elites in the room with the circular platform. You may release the clamps and then kill Keyes again. You may also die after releasing the clamps. Level Four: The Silent Cartographer ----------------------------------- --- Beach Landing --- Use the pistol as soon as you land on the beach. When the Warthog is dropped, let the Marines shoot while you stay mobile. --- Map Room Fortress --- There is an overshield below the fortress and near the water. Enter the fortress. The door at the bottom of the ramp will lock. --- Main Facility Security Override --- This is further down the beach. There will be another Warthog and some supplies. This is the point to move up the hill and further inland. At the top of the hill there will be more supplies and two Hunters on the right. Continue forward and to the right. Take an overshield and head down the ramp. Be ready for Hunters and camouflaged Elites. Shut down the security system. --- Rockets --- Head back outside and drop down the cliff. It is possible to survive the fall with one of the overshields. Follow the beach back to the Map Room. --- Map Room Fortress --- The cut scene of Master Chief kicking a rock is optional. Melee what you can in the next room. Gameplay Tip: There is a hole to drop down in the far right corner of the room. Drop on the right and skid off of an incline. Gameplay Tip: In the next room with Hunters, drop down again onto an incline. This can take some practice. --- Activate Silent Cartographer --- There is an overshield near the activation spot. This is on the bottom floor of the fortress. After activation, run back out of this fortress. Look for an active camouflage in a door leading down. It is the floor above the activation site. Don't forget about the gold Elite. There will be camouflaged Elites at the top. Level Five: Assault on the Control Room --------------------------------------- Gameplay Tip: Immediately switch to the M6D Pistol and throw Fragmentation Grenades at the door. In the next room, the pacing Elite can be surprised from behind. Move in when it is slightly on the right. --- The Bridge --- Immediately run out and melee the sleeping Grunts. If you are on Heroic or Legendary then there will be a Banshee above. Use the pistol. There is a gold Elite at the end of the bridge. --- Back Inside --- There is a camouflaged Elite in the next room. Enter and turn left. Start shooting the Grunts and the camouflaged Elite will run into your line of fire. Hunters may be present on Heroic and Legendary. Don't forget about the health pack and supplies. --- Down the Elevator --- Melee the sleeping Grunts. Hide from the pacing Elite until it turns away from you. Then melee it from behind. --- Snowfield --- There are two Grunts in turrets. An Elite is running for the Ghost. There is a Warthog to the far left along with some supplies. --- Over the Small Cliff --- There will be two Elites in Ghosts. There is a Scorpion Tank and many useful goodies. There is a tunnel that is sniper friendly at its exit. --- The Indoor Bridge --- To get through the door, there is a switch on the left side. There are two Elites pacing near the entrance of this large room. A Sniper Rifle is very useful in here. Check for more supplies on the far right. --- Up the Hill --- There will be a Covenant Dropship. Two Elites will have Ghosts. There is a Covenant tank on the far side. Inside the structure is an active camouflage. On the right side of the structure are some supplies. There may be a Banshee flying overhead. --- Around the Corner --- There are two Hunters and two Elites. Further down there are Grunts and Jackals waiting by a rock. There are two Grunts in turrets on the other side of the valley. Down below are two more Hunters. Good weapons to take with are the M6D Pistol, Sniper Rifle, Rocket, and grenades. When you go down the pit, a Covenant Dropship will arrive from above. --- Through the Passage --- There is at least one camouflaged Elite with a sword. A pistol works well against it. There are essential supplies laid out on the left before the passage and the right after the passage. --- Up the Walkway --- Take some cover and pick off Grunts early. Carry a pistol for this section. There is one Banshee and two Ghosts. --- Back Inside --- This room can be completed without a single bullet fired. Melee the sleeping Grunts and wait for the right moment with the two pacing Elites. Or you can just run straight through. --- Lift Up --- There may be a Jackal at the top, so have a pistol handy. There is an Elite coming out of the opening from above in the next room. There is also a gold Elite in this room. --- Parallel Bridge 1 --- There are Grunts sleeping just outside the door. There are also Grunts on the opposite bridge. Some Elites have Needlers. On the other end is a camouflaged Elite and more Grunts. --- Back Inside --- The next room has two Elites or four Elites on Legendary. Stealth is your friend. There are some helpful supplies. --- Elite Infested Room --- This room has a middle subroom containing many enemies. Take on enemies around the sides separately from those in the center. For those in the center, go underneath and poke out at the ramps up. --- Parallel Bridge 2 --- There are two Hunters on the opposite bridge. It is time consuming but possible to go back through the rooms to the other bridge to take on the Hunters closely. However, a careful pistol can hit orange from this bridge. Be alert for a camouflaged Elite on the far end of the bridge. --- Hallway of Camouflaged Elites --- An active camouflage is on the left in the middle of the hallway. It is possible to get it and run past the next enemies. There are Hunters in the next room along with some supplies. --- The Bridge --- You can run outside with the active camouflage and get in a Banshee. At this point you can fly left and to the final hall for this level. It is possible to shoot down the Banshees and proceed to the next room. There will be Hunters on the far end of the bridge. --- Down the Lift --- This is optional. There are supplies in the room at the bottom. There are also more supplies in the pit outside. Then just head up the ramps to the last hall. --- The Control Room --- Open the door with the switch on the right side. There will be Covenant inside. Proceed around the corner to the right. Level Six: 343 Guilty Spark --------------------------- There is a downed Pelican on the left with some supplies. Run around the corner to the left and up onto the tree root. --- Entrance to Structure --- Go to the middle of the room and activate the lift from the far right side. Head through the door and down to the right. It is possible to get back up by jumping on the purple boxes stacked on the far left. Just activate the energy bridge. --- Paranoid Marine --- This man can be shot if you need more pistol bullets. Head to the far left corner of the room and jump up to the concrete slab. --- The Flood --- Use the Assault Rifle and M6D Pistol at this first encounter and keep moving. A small amount of Flood heads will not hurt too much. --- Escape --- Exit the room and head up the ramp. Go right in the following room. If you dropped down to the floor below then you can still go right. Make another right in the next room. There will be purple boxes in the far right corner of the next room if you did drop below. You can jump up them to the floor above. Very near the purple box pile is a door to go through. There is a health pack and shotgun laying among some dead men. --- Down the Elevator --- Activate the lift down. Notice the overshield on top of the purple Covenant boxes and also the active camouflage just outside the door. --- Blinking Energy Bridge --- Take the door on the far left corner on the lower level of this large room. --- Bloody Concrete Slab --- There are supplies on top of concrete. It is low enough to jump onto. There is a lowered section of walkway to jump up to. You can crouch when you jump if you have to. --- Energy Bridge to Flood --- Activate the energy bridge and the lift up to the remaining Marines. --- Back Outside --- Run to the water and use the Sentinels to the advantage. Take cover near the tower in the swamp. Level Seven: The Library ------------------------ --- Follow the Monitor --- Gameplay Tip: If you become surrounded by Flood then back up and fight from a distance. There is no reason to shoot everything. Just shoot the majority of them. Fragmentation Grenades work well here. --- First Door Opened --- Gameplay Tip: Glass in the floor can break and enemies can fall down the hole. --- Small Pit --- There is an overshield in the pit and a health pack beside the pit. --- Sentinels Aid You --- Enter the elevator. --- Small Pit --- There are two health packs in this pit. There is also another health pack near the large door that will open. --- Partially Open Door --- Wait for the Monitor to return. --- Down the First Tunnel --- Look for a health pack behind the pillars. Gameplay Tip: A pistol works well against the exploding Flood. --- The Second Elevator --- The Sentinels are aiding you again. --- Down the Second Tunnel --- Wait at the locked door for the Monitor. Notice a health pack on the right side of the door. --- Between Two Closed Doors --- This is a part that can be difficult. There are two health packs hidden behind two pillars on the left. You can stay back there while the doors are closed. --- Last Elevator --- The Shotgun is helpful at this point. ---- In Another Tunnel --- At the end of the tunnel is a health pack. --- Final Door Open --- Head toward the Monitor. Level Eight: Two Betrayals -------------------------- --- Sentinels --- Use the window pane as cover. Let the Sentinels and Covenant weaken each other. Walk up the ramp outside the door for some supplies. --- Down the Ramps --- There are supplies at the bottom level of the structure. There is a Banshee laying on the snow. --- Pulse Generator 1 --- Take cover behind the inner walls after destroying the generator. --- Nav Point --- Head down to the bridge on the left of Pulse Generator 1. --- Flood --- In the rooms with Flood, it is advantageous to let the Covenant and Flood wear each other down. --- Parallel Bridge 1 --- There are more Covenant and Flood here. A good weapon combination is the Shotgun and Plasma Pistol. Gameplay Tip: There will be a hallway where a rocket might be fired at you. Move away from the wall when it is fired. --- Parallel Bridge 2 --- It is a good idea to bring an M6D Pistol outside for the Banshees. --- Below the Bridges --- There is a Banshee and a Ghost driven by Elites. There are supplies in the valley below. The overturned Ghost craft is helpful for the next confrontation. It can be used to defeat the other Ghost as well as the Banshee. Also, the Ghost can be driven right past all of the enemies in this section. --- Flying to Pulse Generator 2 --- There are two Banshees on the left side of the next tall structure. The Warthog is effective with enemies here. Hunters on the right side can be driven over. Elites can be gunned down from the mounted gun on the back. On top of the structure, there are multiple enemies. Take the enemy Banshees individually if possible. There is a cliff around the outer edge of the area that is an excellent vantage point. --- Pulse Generator 2 --- Flood and Sentinels are inside. Gameplay Tip: After walking into the center, jump up into one of the four surrounding pockets. Then shoot the Flood from there. Remember to crouch when jumping in. --- Tunnel Leading Down --- A Banshee can be flown through and above the battle between Covenant and Flood. --- Outside Near Pulse Generator 3 --- Covenant and Flood will weaken each other. Banshees can be found around the corner at the far end of the canyon. The Sniper Rifle is valuable in the final section with Covenant. A Ghost can be driven on the right side and to a Banshee without dealing with all of the enemies. --- Pulse Generator 3 --- There are Sentinels waiting outside and inside. Level Nine: Keyes ----------------- There is a door on the left with an active camouflage. Use it and go down the hole. The flashlight and Fragmentation Grenades are very useful here. --- Sniper Rifle --- There is a sniping spot before you jump into the water. It is not necessary to snipe though. --- Gravity Lift --- Hiding and taking one enemy at a time can get you through this. --- Back Inside --- It is possible to drop down to the floor below where the Flood are gathering bodies. Check for supplies. Gameplay Tip: Sometimes it is better to run forward than to try to kill every enemy. --- Nav Point --- Head upstairs to the Captain. --- Keyes --- This can be a difficult section on Legendary. It works to run to the back of the room and take cover behind the pillars. When the enemies have been defeated, head back down the ramps. Banshees will be flown in at the bottom of the hangar. Level Ten: The Maw ------------------ --- Access ways --- Make two left turns to get to a ladder. --- Cafeteria --- Grenades can work well here. Notice the health pack outside the cafeteria. --- Sentinels Out the Window --- Take cover from behind and use a plasma weapon. --- Yellow Arrow: Cryo B --- Gameplay Tip: Notice the health pack over the pipes in the hall. --- Access ways --- Notice an overshield in the hall to the left of the access ways. In the access ways, go right, left, right. One more right will lead to a health pack. --- Red Arrows: Armory, Engineering --- Take a trip to the Armory for a Rocket Launcher. Be aware of camouflaged Flood. --- Four Nav Points --- Enter the large room and turn right up the ramp. Move quickly with a Rocket Launcher and Shotgun up the ramps. Retract an exhaust coupling and drop down to the shaft. Walk across and down to the next floor. When the vent is open, throw a Fragmentation Grenade or use a rocket. It is not necessary to climb the ramps on the left side of the room. --- Elevator --- After the four vents have been destroyed, go up the same ramp again. --- Warthog Drive --- The center is quickest if you have enough speed. In the curved sections, pay attention to shortcuts. They are octagon shaped tunnels. It is not necessary to stop when it says. ----------------------- Source ------------------------------------------------ The information in this guide comes from the game itself or the instruction booklet included in the game. Also, I have drawn inspiration from a Legendary Walkthrough which is posted on Bungie.net. ----------------------- Terms of Use ------------------------------------------ Copyright 2004-2005 Marc Murphy. This FAQ is being written for www.GameFAQs.com and www.honestgamers.com. Please do not sell it. Please do not claim it as your own work. If you would like, you may post it on your site. You need no further permission from me. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The previous sentence was found on www.GameFAQs.com in the Contribution Documentation section.