___ ______
Ż| | |Ż\ /\ Ż| |Ż /ŻŻŻŻŻŻŻŻŻ\
| | | | / \ | | / /ŻŻŻŻŻŻŻ\ \
| | | | /Ż\ \ | | _/ / \ \
| |-----| | Ż \ \ | | ŻŻŻ ( )- ) )-
| |ŻŻŻŻŻ| | ------\ \ | | / /
| \ | | / /ŻŻŻŻŻŻ\ \ | | /| ______/ /
_| \_ | |_ _/ /_ _\ \_ _| ŻŻŻŻŻŻ | \______ /
ŻŻŻŻŻŻ ŻŻŻŻ ŻŻŻŻŻ ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻ
===============================================================================
-----{FAQ/WALKTHROUGH}-{Ver 0.7}-{By: NeoGamer}-{neogamer007@hotmail.com}------
===============================================================================
+---------------------------------+
-=| 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}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[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}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
I may be reached via email: neogamer007@hotmail.com
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}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[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}
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
[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}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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)}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[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}
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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}
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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}
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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}
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[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}
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[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!
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____________________________
[5.3]--|The Truth and Reconciliation}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[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.
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_______________________
[5.4]--|The Silent Cartographer}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[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.
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[5.5]--|Assault on the Control Room}
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
[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]=-
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
>>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]=-
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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 corr