___ _ ____ ____________
Ż| | //\ Ż| |ŻŻ //ŻŻŻŻŻ----\ \
| | |\ //\ \ | | // \ \
| | | | // \ \ | | // \ \
| |_______| | Ż \ \ | | _// \ \
| ______ | - ŻŻŻŻ \ | | ŻŻ (ŻŻ)- | |==
| | | | / /ŻŻŻŻŻ\ \ | | ŻŻ / /
| | | | / / \ \ | |_____/| // / /
_| | | | _/ / \ \ _| |_
\\____________/ /
ŻŻŻŻŻ ŻŻŻ ŻŻŻŻ ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻ \_____________/
=======================================================================
_____ ____ __ __ ____ _______
/ / \ | \ / | | \ /\ |
| | | | \/ | | : < /__\ |
\_____ \____/ | | |____/ / \ |
______ _____ ______ ____
| \ / / \ | \ / | | \
|----- \ / | | | \ / |----- | () |
|______ \/ \_____/ |____ \/ |______ |____/
Game: Halo: Combat Evolved
Platform: Microsoft Xbox
Genre: First-Person Shooter
Creator/Developer: Bungie
Author of this FAQ: Little_Jewell
E-mail: arminjewell[at]yahoo[dot]com
Type of FAQ: FAQ/Walkthrough
FAQ Version: 0.25
==================
TABLE OF CONTENTS
==================
1. Version History
2. Copyright Information
3. Introduction
4. Basic Controls and Information
a. Controls
b. Game Start-up
c. Profiles
d. Heads Up Display (HUD)
i. Weapon Indicator
ii. Health/Shield Indicator
iii. Flashlight Indicator
iv. Directional Damage Indicator
v. Navigation Points
vi. Target Indicator
vii. Motion Tracker/Radar
e. Saving/Loading Games
5. Characters
a. Human
b. Covenant
c. Flood
6. Story
7. Legendary Walkthrough
a. The Pillar of Autumn
b. Halo
c. Truth and Reconciliation
d. Assault on the Control Room
e. 343 Guilty Spark
f. The Library
g. The Two Betrayals
h. Keyes
i. The Maw
8. Weapons
a. Human Weapons
i. M6D Pistol
ii. MA5B Assault Rifle
iii. M9 HE-DP Grenade
iv. M90 Shotgun
v. S2 AM Sniper Rifle
vi. M19 SSM Rocket Launcher
vii. M41 LAAG
b. Covenant Weapons
i. Plasma Rifle
ii. Plasma Pistol
iii. Needler
iv. Plasma Grenade
v. Stationary Gun (Shade)
9. Vehicles
a. Human Vehicles
i. M12 LRV (Warthog)
ii. M808B Scorpion MBT
b. Covenant Vehicles
i. Ghost
ii. Banshee
10. Multiplayer
a. Multiplayer Modes of Play
i. Cooperative Play
ii. Split-Screen Play
iii. System Link Play
b. Multiplayer Levels
i. Battle Creek
ii. Blood Gulch
iii. Boarding Action
iv. Chill Out
v. Chiron TL34
vi. Damnation
vii. Derelict
viii. Hang 'Em High
ix. Longest
x. Prisoner
xi. Rat Race
xii. Sidewinder
xiii. Wizard
c. Multiplayer Games
i. Slayer
a. Slayer
b. Slayer Pro
c. Elimination
d. Phantoms
e. Endurance
f. Rockets
g. Snipers
h. Team Slayer
ii. Oddball
a. Oddball
b. Reverse Tag
c. Accumulate
d. Juggernaut
e. Stalker
f. Team Ball
iii. King of the Hill
a. King
b. King Pro
c. Crazy King
d. Team King
iv. Race
a. Race
b. Rally
c. Team Race
d. Team Rally
v. Capture the Flag (CTF)
a. CTF
b. Invasion
c. Iron CTF
d. CTF Pro
11. Tips/Tricks
a. Cheats
b. General Tips
c. Enemy Tips
d. Weapon Tips
e. Level Tips
f. Multiplayer Tips
g. Miscellaneous Tips
h. Glitches
12. Credits
_____________________________________________________________________
/ \
|| 1. Version History ||
\_____________________________________________________________________/
0.25 - March 15, 2003 - I finished the walkthrough for Halo.
0.2 - March 2, 2003 - I did some more of the walkthrough for Halo, and
I pretty much finished the multiplayer section and the weapon section.
I added another contribution as well.
0.15 - February 23, 2003 - I finished the characters section, and did
some of the walkthrough for Halo.
0.1 - February 15, 2003 - Started the FAQ and I finished the first
section of the walkthrough, along with sections 1-4, 6 and 12. I did a
lot of section 11. I need contributions greatly, like mission
strategies, and such.
_____________________________________________________________________
/ \
|| 2. Copyright Information ||
\_____________________________________________________________________/
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my expressed written permission. This FAQ was created and is owned by
me, Armin Jewell . All copyrights
and trademarks are acknowledged and respected that are not specifically
mentioned herein. This document is copyrighted 2002 by Armin Jewell.
_____________________________________________________________________
/ \
|| 3. Introduction ||
\_____________________________________________________________________/
This is the best first-person shooter ever created. There have been
many attempts to please the audience, but this is my kind of first-
person shooter. Ammo can be wasted pretty easily, and health is not
that big of a factor, because you can get hit without having to seek a
medical kit or something like that. It can also get REALLY, REALLY
hard, especially if you choose legendary difficulty, you will be in for
a long hard battle to win.
I am going to take this opportunity to give you my e-mail policy. I
will answer any questions about the game, as long as they aren't
already answered in the FAQ itself. If you need clarifications I will
also answer your questions. These are things you can send me:
Send me:
Questions
Contributions
Constructive Criticism
Do not send me:
Spam
Hate mail
Destructive Criticism
By the way, there are SPOILERS in this FAQ, so read on at your own
risk.
_____________________________________________________________________
/ \
|| 4. Basic Controls and Information ||
\_____________________________________________________________________/
This is basically the introductory part of the game. This information
all is courtesy of the Halo manual.
_____________________________________________________________________
{ }
{---------------------------a. Controls-------------------------------}
{_____________________________________________________________________}
___ ___
/_l_\ /_m_\
/ \ / \
/ \______________________/ \
| _ [a] |
| {e} XBOX [b] |
| [g] |
| _||_ _ [i] [h] |
| -||- (f) {k) [j] |
| __ __ |
\ / \\ [d] [c] /// \ /
\ / \\\\ ///// \ /
\_/ \\\\\\\\\\\\\ \_/
a: White - Flashlight On/Off
b: Black - Switch Grenade
c: Start - Pause/Resume
d: Back - Go Back
e: Left Thumbpad - Move/ Crouch when pressed
f: Direction Pad - Move
g: Y Button - Switch Weapon
h: B Button - Melee Attack
i: X Button - Reload/Pick Up Weapon/Action Button
j: A Button - Jump
k: Right Thumbpad - Look, press to aim with scope
l: Left Trigger - Throw Grenade
m: Right Trigger - Shoot weapon
_____________________________________________________________________
{ }
{--------------------------b. Game Start-Up---------------------------}
{_____________________________________________________________________}
--------------
Campaign Mode
--------------
This is the regular first-player mode of the game. The hardest
sections of the game are right in here. When you go in, you can go
into your old profile or if you don't have one you can start a new one.
See the Profiles section for more details on that.
-----------------
Multiplayer Mode
-----------------
This is what you play once you get bored with the campaign mode. You
can either play head-to-head or in a co-operative on one of the
campaign missions. See the Multiplayer section for more details.
---------
Settings
---------
This is where you can edit your profile. For more information on
profiles and editing the, look at the profiles section.
-----------
Game Demos
-----------
This is pretty obvious, it is the game demos that come with the game.
_____________________________________________________________________
{ }
{----------------------------c. Profiles------------------------------}
{_____________________________________________________________________}
This is who you are in the game. You need to create a profile if you
want to anything in Halo. There are several options to consider. To
create a new profile, press Y at the select profile screen. When you
do this, you will get a menu with the following options.
*Change Name: Exactly what it says, you can choose your name. If you
don't choose a name it will be New001.
*Controller Setup: This is where you set the controls. You can choose
from several preset options or you can make your own option. Go into
Advanced Setup from here to get a couple of things to setup.
-Invert Thumbstick: You can choose either Yes or No, and choosing
yes will make it so when you push the right thumbstick up, you will
look down. If it is off, then when you push it up it will go up.
-Look Sensitivity: It starts on three, and that is usually good
enough. It goes from 1-10, and 1 is too sluggish and 10 is ultra-
sensitive.
-Invert Flight Control: The same things as inverting the thumbstick,
except when you are in a flying vehicle. Inverting it will make it
more realistic to how it is in real life, but you can do whatever is
the most comfortable for you.
-Auto-Center: This will ensure that your crosshair will stay in the
center after you let go of the thumbstick.
*Change Color: This is really cool, but it is ONLY for multi-player.
There are 18 different colors to choose from, all to each person's
liking.
*Save Changes: Obviously, if you want to save what you changed or did.
_____________________________________________________________________
{ }
{----------------------d. Heads-Up Display (HUD)----------------------}
{_____________________________________________________________________}
This is the same thing as your screen, and what is on your screen.
--------------------
i. Weapon Indicator
--------------------
The weapon indicator is the same thing as what your weapon is. It is
located in the upper left hand corner of your screen. It shows how
much ammo is left in the gun, how much is left in the clip, how many
grenades you have, and how much flashlight battery you have left. Here
is an ASCII art of a pistol weapon indicator.
__________ ____
/ 120 X 1 / /()3/
ŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ
|||||||||||
In this example, there is one shot already fired so there are only 11
out of 12 total in that clip. There are 120 extra bullets in the gun,
and there are 3 plasma grenades.
----------------------------
ii. Health/Shield Indicator
----------------------------
/ŻŻ\\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
\ / \ SHIELD |
\/ \________________________ |
|Ż| |Ż||Ż||Ż||Ż||Ż||Ż||Ż||Ż|| |
|Ż Ż| | ||H||E||A||L||T||H|| || |
Ż|_|Ż |_||_||_||_||_||_||_||_||______|
_______________________________
|Ż\--\ \ FLASHLIGHT \
|_/--/ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
(Thanks to NeoGamer)
This is the health indicator. As you see there is your health and
shield. When your shield not necessarily runs out, but when it blinks
red and beeps at you, you are susceptible to losing health. The shield
can be regenerated if you give it a little bit of time.
--------------------------
iii. Flashlight Indicator
--------------------------
The flashlight, as shown above, appears right beneath the Health bar.
It is a blue bar, which runs out as the battery of the flashlight runs
out. Luckily it is a magic flashlight, so the battery recharges when
you turn it off, and very quickly I might add.
---------------------------------
iv. Directional Damage Indicator
----------------------------------
-----------------------------------------------------------------------
| |
| |
| |\ |
| | \ |
| | \ |
| | \ |
| | \ |
| | / |
| | / |
| | / |
| | / |
| \ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ |/ |
| \ / |
| \ / |
| \ / |
-----------------------------------------------------------------------
Here is an example of the damage indicator. These arrows will flash
into your screen as red arrows, pointed in the direction they came
from. In this example, it cam from behind you and to the right.
---------------------
v. Navigation Points
---------------------
Navigation points are little red triangles that appear in your screen,
showing you exactly where you are supposed to end up in that specific
level at that specific time in the level. Also, it will show a
distance away in meters, or if it is far away enough in kilometers.
____
\ /
\/
345.6 m
____
\ /
\/
1.9 km
---------------------
vi. Target Indicator
---------------------
A target indicator basically is your crosshair locking in on an enemy.
There are several types of crosshairs in the game, here are just a few.
I will get all of them soon.
{} Assault Rifle
0 Pistol
0 Sniper Rifle
0 0 Ghost/Banshee
\/
__
( )
( ) Shotgun
( )
(__)
__
{__}
{____}
{____} Rocket Launcher
{____}
{__}
--------------------------
vii. Motion Tracker/Radar
--------------------------
_______
/ | \
/ | {}\
|-----0-----|
\ [] | /
\___|___/
0 (White)= Your location
{} (Red)= A MOVING enemy's location
[] (Yellow)= A MOVING ally's location
This is located in the bottom-right hand corner of your screen, and it
shows you as a yellow circle always in the middle of it. It will track
and show any moving bad guys on any level. Whether it is 10,000 feet
above or below you it will show it. But remember, it only shows up
when they are moving.
_____________________________________________________________________
{ }
{-----------------------e. Saving Loading Games-----------------------}
{_____________________________________________________________________}
The concept of saving and loading in this game is unique in its own
way. During the game you will encounter many, many checkpoints. Not
only is this an indicator that you are going the right way, but also
that you can save. The save mechanism in-game is save and quit. It
will save from the last checkpoint exactly what you had with health,
weapons, etc.
When loading, you must go into that same level. Before that however,
to confirm you did it right, at the level select screen go to the level
you were on and it should say as a description that you already have
progress in this level. Once you go into the level, you MUST choose
the same difficulty or the save data will be lost, as warned in the
game as well.
_____________________________________________________________________
/ \
|| 5. Characters ||
\_____________________________________________________________________/
There are 4 different races in this game, if you include the Sentinels
as a race, and they are all against each other. These races are the
human, covenant, flood, and robots. Thanks to the Halo manual for most
of this information. Without further ado, here we go.
_____________________________________________________________________
{ }
{-----------------------------a. Human--------------------------------}
{_____________________________________________________________________}
Here is an introduction to every human involved in the game, their main
ship, 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 planet Reach annihilated all but one of the
SPARTAN-II soldiers. The remaining SPARTAN-II, known only by his rank
of Master Chief, 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.
------------
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.
--------------------
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.
_____________________________________________________________________
{ }
{---------------------------b. Covenant-------------------------------}
{_____________________________________________________________________}
Here is an introduction to the main reason we play this game, to get
rid of the Covenant and to stop them from invading Earth. Here is a
backround on them.
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.
Grunts are the second easiest enemies in the game. They are very bad
with their battle tactics, and they are very weak and die very quickly.
There are a couple different kinds of grunts. To be exact there are
three different types, each with their own difficulty. There is one
thing I am not sure of. Every once in a while after you kill someone
by them, they run away. I don't know how Bungie programmed this, but
every once in a while they will run away.
~~~~~~~~~~~~~~
ORANGE GRUNTS
~~~~~~~~~~~~~~
These guys are horrible. They usually sport a nice plasma pistol or a
needler and they are very easy to defeat. They are super-easy by
themselves, and a little harder in numbers. If you are playing in the
higher difficulties such as Heroic or Legendary, they will throw
grenades at you if they are in a crowd with a bunch of other enemies.
~~~~~~~~~~~
RED GRUNTS
~~~~~~~~~~~
Now it gets a little bit more challenging. These guys are a little
tougher to defeat, and some of them hold needlers while some hold
plasma pistols. But new to this species, they can also hold the deadly
plasma rifle, so be careful. They will throw grenades at you much more
often then the orange grunts. They will not present too much of a
challenge to you, but they can get hard to defeat if you aren't
careful.
~~~~~~~~~~~~~
BLACK GRUNTS
~~~~~~~~~~~~~
You better watch out now. These guys are tough. They only appear in
the last few levels, but they are still challenging. They have a
little bit more intelligence then a red grunt, but with a little twist
to them. They hold in their hand fuel rod guns, the same weapon as
Hunters. When they are killed, they drop their gun, and their gun
becomes a bomb waiting to explode, so be careful after you kill them.
Because the gun explodes you can't use their gun. They also throw many
more grenades than any of the other grunts.
------------
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.
Jackals are a lot of fun to kill. In truth, they are pretty weak, and
they might even be as easy as the Grunts. But, they have a big old
plasma shield with them that will give you all sorts of troubles. This
can easily be solved in the earlier levels by just blasting your
bullets at them. Eventually they will roll out of the way, and you
will get an open shot. Another way is to shoot with a plasma gun,
which will deteriorate the shield. Once their shield is off, they are
VERY weak, if they don't die after you destroy their shield. These
guys only sport the plasma pistols, but they know how to charge them up
to hit you, so beware of that. There are only 2 types of Jackals
throughout the game, one a little bit stronger than the other. When I
say the color of the Jackals, that is the ORIGINAL color of their
shield. They all start out blue or orange, but can turn red when fired
upon.
~~~~~~~~~~~~~
BLUE JACKALS
~~~~~~~~~~~~~
These are your standard low-level jackals. They do everything listed
above; they use the plasma pistols only and rarely charge up, depending
on the difficulty of course. They also just roll out of the way on
grenades, giving you a free shot at them if the grenade doesn't kill
them. They are very easy to take out, and melee attacks will go right
through their shield.
~~~~~~~~~~~~~~~
ORANGE JACKALS
~~~~~~~~~~~~~~~
These guys are a little bit more challenging, as they are more savvy
with their guns, as they charge up a lot more. You will also find them
a little bit harder to kill, as their shield is a little bit stronger
and they are smarter with their rolling out of the way. Usually melee
attacks won't kill them unless you are on Easy mode, but that will set
you up nicely to shoot their brains out.
-----------
The Elites
-----------
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.
Wow. That's all I can say for these ultimate-fighting machines. To
put it in simple terms, they are a slightly weaker version of you. Of
course, they get pretty equal later on in Legendary mode, especially
with those Gold elites...whew, those are tough times. They have a
recharging shield, just like you. Their main skill that will haunt you
is there ability to dodge your attacks. They have an amazing skill at
doing that. If they feel they are taking too much damage, they will
hide, so you can't sense them on your radar. That is how smart they
are. Their only weakness however, if they get hurt badly, they tend to
rush you and try to melee attack you. These guys can use ANY covenant
weapon. Their main weapon is the plasma rifle, followed by the
needler. You can tell when there is an Elite around when you hear
their characteristic yell. They also have a very good firing rate with
their guns. You will hear the difference between Grunts firing a
Needler than an Elite firing one. There is one part of an Elite that
is killer. They can also have a plasma sword that is VERY, VERY
powerful. Unless you are on Easy mode, it will ALWAYS kill you in one
hit no matter what. You can't use it however, just like you can't use
a fuel rod gun. I think the best way to kill them is using grenades,
it has the best effect. There are actually many types of elites, five
types to be exact.
~~~~~~~~~~~~
BLUE ELITES
~~~~~~~~~~~~
These are the bottom of the barrel when it comes to Elites. However,
these are still tough and should never be taken lightly. They are
tough to defeat, and they are almost always equipped with the Plasma
Rifle. They usually are not alone, making them even tougher than if
alone. Elites alone are MUCH easier to defeat then with company.
Also, these Elites have much more of a tendency to charge you when they
are hurt to Melee you.
~~~~~~~~~~~
RED ELITES
~~~~~~~~~~~
It gets a little more challenging now. These guys are much more savvy
and they are the people who ALWAYS throw grenades at you. The later
guys don't throw them as much as the Red Elites do, especially when in
an open space or at different levels. They will more frequently than
the Blue Elites have a Needler as their weapon. This guy will
basically take more damage and fire faster.
~~~~~~~~~~~~~~~~~
INVISIBLE ELITES
~~~~~~~~~~~~~~~~~
These guys can be a real pain. Not only do they have the powers of an
Elite, they are invisible! The only way you can see them is if they
are moving, they create a blurry background where they are when they
move. Also, if you see energy coming at you from an invisible source,
shoot near it. The ones with plasma rifles aren't so bad, but these
are the first Elites to use the Plasma swords. This can be
devastating, and Bungie could have made it impossible by not letting us
see the sword either. But, you can still see the green-blue glow when
it is invisible. A helpful hint is that they will ALWAYS hold it in
their right hand. So when figuring out where to throw the grenade or
whatever, throw to your right side if it is looking at you, and to the
left if he is going away from you. You can tell be which way he is
walking. Even after all of this, they really aren't that tough health
wise. The do not have a shield, just invisibility, and they die pretty
quickly, even on Legendary. If you can get one bullet on him, he will
die very quickly.
~~~~~~~~~~~~~
BLACK ELITES
~~~~~~~~~~~~~
Many people confuse these with Red Elites, as they look pretty similar,
but they are MUCH different. These guys are insanely tougher and they
are very hard to defeat. They also throw many grenades, even more than
the Red Elite! Beware of these guys, usually they have Plasma Rifles
or Needlers, but they never have the swords. They are even quicker
then the rest of Elites, and will dodge most of your attacks with ease
while hitting you very easily. Beware of the Black Elites.
~~~~~~~~~~~~
GOLD ELITES
~~~~~~~~~~~~
Oh, boy. Get ready for the best warrior of the game. I think that he
is the hardest warrior in the game. They are extremely quick, VERY
smart, and they are extremely accurate as well, when they have guns of
course. When they are running and you are running, they are much
faster than you and will close in on you extremely quickly. Actually,
they very rarely have any guns at all. They usually are equipped with
the famed Plasma sword. Not only are these guys tougher than heck,
they have a plasma sword. Oh, boy. Be very careful with these guys,
and using grenades is advised heavily. Beware with grenades however,
if they are plasma grenades make sure he gets it from far away, so that
you don't die in the blast as well.
------------
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.
This is arguably the hardest unit in the game to defeat. There are
only one kind of these monsters. I disagree because I think that it is
not very smart, just super extremely strong. They have this shield
that NOTHING, I repeat, NOTHING can get past. I don't know what it is
made of, but it is definitely strong. On their other arm, literally in
their arm, is a fuel rod gun that can fire twice in a row. The reason
you can't have their gun is because it is built into their arm, so it
is unattainable. They themselves are also very strong and take a lot
of ammo to destroy them, or simply one rocket. However, there of
course is a weakness to this monster. On its back and neck are orange
like places. These are very weak, and they can be killed fairly easy
if you can get several consecutive hits on it. The best weapon is
actually the sniper rifle, but the most practical and effective gun is
the pistol. Grenades are surprisingly weak against these guys, and I
think it is because Bungie wanted one enemy that wouldn't die from one
grenade. There are several good ways to kill a Hunter, and they are
all said in the tips section of this FAQ.
_____________________________________________________________________
{ }
{-----------------------------c. Flood--------------------------------}
{_____________________________________________________________________}
These creatures first appear in the sixth level of the game, 343 Guilty
Spark. They are another alien life force trying to take over the Earth
with the Covenant. However, they are not on the same side as the
Covenant, and throughout the game they have many battles with each
other while you sit there and watch. The types of Flood don't really
have names, but I will classify into 3 different types of Flood
~~~~~~~~~~~
BABY FLOOD
~~~~~~~~~~~
These are little baby flood that attack you by attaching on to you and
exploding, or popping if you will. Now these guys barely hurt you, but
when there are more than ten, it can be trouble, because the damage can
start adding up. The easiest way to kill them is with an Assault
Rifle, hands down. The easiest way to kill them is to kill the first
one, making him pop. If the others are close enough it will cause a
chain reaction, killing most of the other little flood by it. These
guys are very easy, and they are the easiest enemies in the game.
~~~~~~~~~~~~~~
FIGHTER FLOOD
~~~~~~~~~~~~~~
I am calling these guys fighter flood because that is what they do.
They are about as tall as you, but they are a pain in the butt. They
will hold ANY weapon, it doesn't matter, I have seen them with every
single weapon in the whole game. These guys can shoot you, or they can
run up to you and melee you. They have the biggest jump and it is
unrealistically incredibly high. They also have a tendency to play
dead. If you shoot them from far away, then they might not die. They
will lie on the ground, wait a few seconds only to get back up and
melee attack you. It can get really annoying; so make sure you are
careful with that. Be careful with these guys, they can get kind of
tough.
~~~~~~~~~~~~~~
BLOATED FLOOD
~~~~~~~~~~~~~~
Well, I didn't know what else to call them, because they look like they
are bloated. These guys do not attack you directly, but when they get
close to you they will duck into a fetal position and explode causing
some serious damage. These guys also spill out the baby flood after
they explode. You can however shoot them before they reach you. This
can be very effective is a fighter flood is nearby. An explosion from
that will kill any flood that comes close to it, kind of like a
grenade. These guys don't pose much of a threat, but still be careful
and watch out for these guys, because they do not appear on the radar.
~~~~~~~~~~~~~~~~
INVISIBLE FLOOD
~~~~~~~~~~~~~~~~
Wow, are these guys tough. They only, thankfully, are the ones that
melee you and they never have a gun. They are the same form as a
fighter flood, just invisible like the invisible flood. The only time
that I have seen them is on Legendary difficulty in the Maw. When you
have to blow up the 4 fusion reactor things, and you run out of ammo,
Cortana tells you to go to the armory just outside of the place. Well,
once you get there you will find lots of ammo, and you will also find
the invisible flood there, as well as some visible flood. Be careful
with these guys. They are always running towards you, so you can sort
of see them.
_____________________________________________________________________
/ \
|| 6. Story ||
\_____________________________________________________________________/
(This is out of the Halo manual)
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 of 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
unstoppable 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.
_____________________________________________________________________
/ \
|| 7. Legendary Walkthrough ||
\_____________________________________________________________________/
The reason I created this FAQ in the first place is because there
wasn't any other FAQ that covered the game with in-game strategies
needed on the hardest difficulty of the game, Legendary. Now don't get
me wrong, the walkthrough will work for all levels of difficulty except
for Easy, because on Easy you don't have to do as much in a couple of
the levels such as Truth and Reconciliation. For each level, I will
walk you through it, as a walkthrough should do and I will give the
little subtitles that show up every once in a while during the game.
Now without further ado, let's begin.
___________
/ / = This indicates a subtitle at the bottom of the screen
ŻŻŻŻŻŻŻŻŻŻŻ
>> = This is an objective in the mission.
***Mission Overview*** = At the level select screen, it will give a
small description of your mission objectives in that particular
mission.
_____________________________________________________________________
{ }
{---------------------a. THE PILLAR OF AUTUMN-------------------------}
{_____________________________________________________________________}
***Mission Overview***
Escape intact as Covenant forces board your ship.
___________
/ REVEILLE /
ŻŻŻŻŻŻŻŻŻŻŻ
>> Complete Diagnostic Training
You start out in the Cryo-Tube and looking around. If this is the
first time in the real game you will have to go through a tutorial to
set up your suit. If you have to go through this, read the next
paragraph. If not, skip the next paragraph.
They first ask you to look around, before you can get out. They then
give you your health by "bringing your health monitors online." Then
you are able to get out, by pressing the X button. You will se a cut-
scene of you coming out of the chamber. Go to the red square indent in
the ground next for target testing. If you want, you can look and move
around to get used to the controls. Once you get into the square on
the ground, they tell you to target the 5 yellow things on the wall in
front of you. At first your controls are not inverted, but once your
target hits all of them for the first time, you get to try it out
inverted. You can then decide which setting you like, I prefer the
normal settings, but that is just what I am used to. Once you decide
which one you want, go to the other side of the structure in the middle
of the room to see another indented square in the ground for you to
stand in, this time it is a yellow square. Face forward so you are
looking at a bar. Once the guy talks to you some more press A to get
your shields online. You will get your shield; then they will test its
recharging capabilities. Once everything works you will be set to kill
all of the monsters on Halo, potentially.
You will see an explosion, and in the room up above the guy will get
killed by invading Covenant. Captain Keyes then requests for you over
the intercom, so you have to make your way over there.
>> Find Captain Keyes on the Bridge
Head through the towards the door and the guy will say follow me,
follow him for a little while, but don't follow him to the door, wait
back, and you will see him die in an explosion. Don't fret, look to
the left to see some pipes, jump over them into the hallway, and head
through the open door. In the next hallway, watch out! Before you get
to the door, you will see another explosion, hopefully you avoided it!
Keep going down the hall and you will see a door that is halfway
closed, push and hold down on the Left Thumbstick to duck underneath
it. You will see on the other side some marines and workers from the
ship trying (Key word in that is trying) to fight those damn Covenant.
WAIT! Don't go through into the line of fire yet. Look to the right
and you should see a door closing between the Covenant and the marines.
Every time you see a Covenant fighting marines, there will be a door
that closes eventually, so just wait so you don't get hit in the
crossfire. Once the door closes, go into the open door. To know if
you are going the right way, on the ground there are arrows pointed to
different places in the ship. Follow the blue arrows, they also say
Bridge on them, to get to the Bridge. Look ahead to see more marines
fighting more Covenant. Turn left and go down the hall until you see
even more marines fighting even more Covenant. Geez, they just don't
stop! It will get MUCH worse then this. Again, wait for the door to
close, then go to the Marine with an assault rifle in his hand. He
will tell you to follow him, and do so. Go through the room with a
bunch of dead marines and into a room where, you guessed it, marines
are fighting Covenant. You can ignore it this time, and just follow
the Marine. He will stop in a doorway, and look for a blue arrow
leading right. Follow the hallway to complete your first objective by
finding Captain Keyes. He knows that the Covenant are too strong, so
he puts the extremely intelligent Cortana in your suit, and tells you
to escape from the Pillar of Autumn. Before you go, he gives you an
unloaded pistol.
___________________________________
/ AI CONSTRUCTS AND CYBORGS FIRST! /
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
>> Escape from the Pillar of Autumn
Well, now the fun part starts, as now you actually get to find some bad
guys with your own guns. Exciting, huh? When you leave, turn left and
follow it to a hallway, and keep going until you get pistol ammo and
you take out your gun. Reload your gun to make sure you have full
ammo, then go behind the door and use its scooping power to scope in on
the dark area up ahead. There should be 3 grunts waiting for you to
kill them. Beware that they don't throw a grenade on you, as all
Covenant tend to do. Aim for their head to kill them each in one hit.
Once you have killed three, go through the dark area left and look
right into a doorway, where you will pick up your shiny new assault
rifle! Now here is your first real battle so be careful and don't be
reckless, be smart. Many people here hide back and try to let the
Marines do the work. Hmm, maybe on easy and normal mode, but on
Legendary? If you don't help the Marines they will die quickly,
leaving you all alone to fight about 5 Elites to start out and a couple
more Grunts at that. Not good. Go in right away with your pistol to
help take out the original blue Elite that shows up. Once he is dead,
right away ditch your pistol and take the plasma rifle that the Elite
held, this weapon will be the only weapon you need in this level. Make
sure you have at least 2 marines alive if you can, so when the
additional two or three elites show up the Marines will distract them,
making it easy for you to just plant grenades and clean everything up.
Once they are all dead, you can move on.
Follow the next hallway and if you go the right way, you should see an
elite with his back to you. Don't waste a grenade, just melee him in
the back to instantly kill him. Keep on following the hallways,
killing some puny grunts on the way, until you see two Marines guarding
a door. It will explode very soon so throw a plasma grenade right next
to the door, so when it explodes it will hit the Covenant coming out of
the pod. There will be a couple grunts and an Elite, do what you are
trained to do. Inside the pod are two over shields, use the very
wisely as they help tremendously, especially on Legendary. Go into the
hallways until you get to a fork. Staying to the left will keep you
safer and fighting with marines. Going right then left however, gives
you a good vantage point to chuck some grenades at the unsuspecting
Covenant warriors. There will be many waves of them so be careful. My
suggestion is to have your over shield taken away after fighting all of
the guys. Yes, it is not a typo, because then you can go get a fresh
one without having to trace too far back later on in the level.
Remember on or by most doors there are health packs, so use them
whenever you need it. Follow the halls until you get to a dark
hallway. When you get to a fork, to the left will be the marines
fighting and going straight will get you to the place where the
Covenant are fighting. Again, you can go either way. Going with the
Marines will make it safer, but less effective. Going to the Covenant
is a little more dangerous can be potentially much more effective.
Continuing on you will get to more Covenant blasting in from their
pods. Continue to do what you hopefully do best to eliminate all of
the foes. Another pod means...more over shields!! Actually there is
only one this time, but it is better than nothing. Kill of the
remaining elites, picking up plasma rifles as needed since you can get
new ammo for the same gun. Once you get to the next part you will see
stairs ahead of you. This is probably the hardest part of the level
because you are at a disadvantage and kind of at the mercy of the
Covenant, not good. Rush VERY quickly up the stairs and you can hide
behind the little "flaps" coming out of the wall. From the top level,
you are once again more equal to the Covenant, and you can destroy
them. I think there are two elites and maybe four grunts or so. Once
they are all dead, go into the opening of the door. Now you will come
to a closed door. Just wait, if you are in the right place, you should
get a navigation point to go to after some talking by Cortana. Once
you get there the door will open to a dark narrow hallway. Continue
until you reach a fork, then turn at it and follow it until you reach
an opening. You should next reach a bunch of guys who are trying to
get rid of your presence, but hey are all in one space, so use your
rocket launcher. Oops, did I say rocket launcher? I meant grenades.
Once they are all dead move on to a very open hallway with three grunts
standing stupidly at the other end. If you happen to have a pistol,
use its zooming feature, or just use your plasma rifle as normal,
because it has very good range as well. You will then go into the
Maintenance Shafts. This is a very complicated place, with many exits.
Whichever one you end up on you will find some Covenant. If you are
really patient and observant you could go to all of the exits to kill
almost all of the Covenant unnoticed, but either way you will succeed.
Now keep heading forward and if you are going the right way, you should
pass where you were before with the cry-tube and such, but you are
looking at it from above. Keep on heading forward, and you will see a
Red Elite waiting for you at the end of the hall. Keep blasting him
and moving forward, and soon there will be an explosion there, which
will leave him every weak and easy to finish off. Turn right into the
open space to see some Grunts, don't worry too much about them, and
explosion will eventually kill them too.
Now we get to go back into the maintenance shafts. Yay! You will now
if you are going the right way when you see a Grunt at the end of a
hall. Now wait! Right to the right at a dead end will be another
Grunt waiting for you to kill him. Now head forward in the only places
you can go, you will get to three exits. Take the last one after
launching a couple grenades through each one along the way. After
securing this area, head to the open door. It is the right door, if
you see a few grunts in there waiting for them to die. Then follow the
hallway right to get into another good position to fight. Once you
kill everyone jump over all of the junk in the floor to get to the last
part of the level. You should see a barrier, with about 5 grenades on
the right side of it. Keep crouched this whole time, and just launch
all of your grenades over to the other side. You can take a peek every
once in while to see where they are, but once they are all dead Cortana
will tell you to leave. Get to the escape pod on the left to trigger a
cut scene of you finishing the first level!! Great job, be we are just
getting started.
_____________________________________________________________________
{ }
{-----------------------------b. HALO---------------------------------}
{_____________________________________________________________________}
***Mission Overview***
Seek out surviving Marines and help them take out the Covenant.
__________________
/ FLAWLESS COWBOY /
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
>> Evade the Covenant patrols looking for you
>> Head for higher ground
>> Search for other lifeboats
You start out in a lifeboat that has crashed. Get out and get all of
the items that are right in front of your pod. You should have full
armor for both your assault rifle and the pistol that is in your
inventory. From there, cross over the long bridge that is to your
left. Right as you exit the bridge on the other side, you should see a
large shadow over you, that is the covenant dropship. It will give out
2 Banshees, which will please you immensely. I would just ignore them,
and after a while they will start heading off into the distance. If
you are daring and risky, and you think you can do this without losing
any health, you can kill one or both of the Banshees. If you do this
now, they won't show up later in this same level, so it is your choice.
I would suggest on Legendary to wait until you have some guys to help
you.
Once those Banshees leave or blow up, courtesy of you, follow the left
rock wall until you reach a more open area. In this area are several
grunts and a couple of Elites. Take care of business. The thing I
like to do is use the zoom feature on the pistol to snipe out the
grunts at least, and then go on against the elites. When fighting
against the elites, there are many rocks in this area that you or they
can use for cover. If they use it for cover, stick a plasma grenade on
the rock, not on the elite, so it will hopefully be unnoticed by the
Elite, leading to his doom. Once you kill everyone in the area, you
will get a checkpoint signaling this, and head through the narrow
passage way. If you do all of this fast enough, the enemies from the
dropship coming from behind you will not catch up to you. If they do,
I would suggest reading this next excerpt.
=======================================================================
(Here is another way to do the first and second fights thanks to
halo.bungie.org)
When you begin the level, run out, fill up on goodies, and walk over
near the bridge to trigger the dropship. Your escape pod cut a swath in
the ground as it crashed. Follow the line of this smoking furrow back
to the river. Soon two elites and six grunts will disgorge from their
dropship. You should be out of their range, but still close enough to
snipe the grunts with your pistol. Some of the grunts will head
straight across the bridge, so plug them before they get safely to the
other side. There's plenty of ammo at the crash site, so go through as
many rounds as you want. Once absolutely all the grunts are dead, we're
ready to take out the elites. Two against one isn't really fair odds,
so we aren't going to play fair either. We're going to get our feet a
little wet and sneak around behind them. Hop into the river and head
back to the waterfall. Once you're far from the keen eyes of the
elites, turn right and hug the wall heading back west towards the
escape pod. Keep yourself pressed against the wall until you reach the
edge of the abyss, then follow the edge north out into the open in
front of the escape pod. If all goes well, you should be staring at the
backs of two elites who have no idea you're there. Now of course you
should beat them to death. Quickly fill up your pistol, grab the
secondary weapon of your choosing (I like the plasma rifle), scavenge
for grenades, but don't get the health pack yet.
Cross the bridge and look out for any grunts that might have gotten
through your hail of bullets. Two banshees will start making your life
difficult right about now, but if you keep an eye on them and only run
between cover when you're clear, they will turn around and just leave
once you get far enough along. If you want to be extra thorough, use up
all that assault rifle ammo on them. It will just go to waste
otherwise. As you're making your way up the hill, stay relatively close
to the right edge. When you're all the way up as far as the edge goes,
turn left and look for a big rock against the wall to hide behind.
There are four grunts and an elite frolicking in the rocks here. Peek
out and snipe until all the grunts are dead, then ruthlessly slaughter
the single remaining elite however you choose. A charged shot from a
plasma pistol will drop his shields nicely and force him to run for
cover. Don't forget the goodies back at the escape pod if you need
anything at all before going on to the next area. Now you can get the
health pack. After you're full, head out to save the marines.
You should get a checkpoint just before you start the next fight. Save
and quit when you hit it. Checkpoints have a nasty way of creeping up
in this area just after you've shot your last bullet and have no health
left. If this happens, just turn the machine off and restart your game.
This area is the hardest part of the level. There are six dropships
that will land in rapid succession at three different landing sites.
You'll get a checkpoint after you've taken out each dropship's
complement of Covenant, but only save it if you've killed all the
elites, most of the jackals and grunts, left the rest behind for the
marines, and are already in range of the next dropship's landing site.
By the way if at any time the dropships get ahead of you and you begin
to get absolutely overwhelmed, skip down past this section and read my
strategy for when things get all screwed up. You can always run down
the hill as well and wait around far from the action for about fifteen
minutes. Foe Hammer will show up and all of the Covenant will
mysteriously vanish. But that's no fun.
The first complement of troops has already engaged the marines by the
time you arrive. There are two elites and two grunts on the right and
four grunts on the left. Throw a frag grenade at the elites then take
out the grunts on the left. They're easier to kill and they throw
grenades. Throw another frag then follow up with the pistol.
Hopefully, the elites on the right side will be busy with other things
by now, so throw another grenade or two then clean up as necessary.
Scavenge as you run. Head immediately up the ramp over the structure,
stopping to pick up the health pack and goodies at the top if you need
them. Run a few feet down the ramp on the other side and drop down.
Keep going and you should see the next dropship in front of you.
There is some randomness to the number and type of Covenant on these
dropships, but there are two elites, two jackals, and two grunts on
board this one. Run to the right and approach the port (left if you're
on the ship facing forward) side of the ship. As soon as the doors
open, stick a plasma grenade to the elite furthest back in the ship
nearest the gun. By the way plasma grenades stuck to the ship don't
seem to do much, so make sure it's on the elite. If you're fast and
accurate, you can stick a second to the other elite before they jump
out of the ship. If not, throw another one where he'll land. Hopefully,
they'll both be dead now. Toss another grenade at the jackals and move
on. Don't worry about a few leftover grunts or jackals. The marines
will take care of them. But grab any plasma grenades lying around.
The next landing site is past the escape pod on its right, past the
pipe structure, and on a slight hill. There's a health pack on the way,
but only get it if you really need it. This ship usually contains two
elites and five grunts. Again the elites will come out on the port side
near you, so stick plasma grenades to them or have some waiting for
them when they land. Now run back to the first landing site. This is
where dropship number four is touching down. Your path will take you
through a pile of grunts from the other side of the dropship. Take a
moment to kill any that are easy pickings and take their grenades if
you're not full. Again leave the leftovers for the marines. The
important thing is to keep moving.
Dropship #4 once again offers two elites and five grunts for your
killing pleasure. And once again the elites will be coming out of the
port side so run around the ship to the far side and stick it to them
as usual. There are probably a few grenades lying around here from the
first fight, so be generous with them. Hopefully there will still be
some marines around to clean up after you, but even if there aren't,
scavenge and move on. Paste a few grunts to the hillside on the way if
they regain enough courage to attack you.
The fifth dropship lands back on the hill where number three landed.
This one has three elites and four grunts. As before the elites are on
the port side. Take them out as usual, but since there are three be
extra generous with the grenades. If you've got a spare frag, chuck one
towards the grunts. Scavenge at least one plasma grenade from the
bodies then head on around to where the second dropship landed.
This is the last one. Usually it has a slightly smaller complement of
nasties. Only one elite, one jackal, and four grunts. Stick a grenade
to the elite then throw all you have left to kill off this group as
quickly as possible.
Clean up by sniping at any surviving grunts from afar with your pistol
or a needler. Use the buildings to sneak up close to (and preferably
behind) any jackals that are still around and let 'em have it. Whew! If
you've managed to save any marines, you rule.
Ok, now my strategy for when things get all screwed up. I can usually
get to the fourth ship, but the fifth and sixth almost always require
this plan. First locate a small walled-in area directly in the path of
the escape pod. If it had kept sliding it would have run straight into
one of its walls. There are two entrances to this place. One is very
near the escape pod; the other is going to be our back door. Grab a
needler if you can and head in. Once you're there, peek out the
entrance towards the escape pod and snipe at grunts and jackals. Wait
around for all the dropships to unload and go away while you're picking
them off. You should be able to duck back in here and only very rarely
will any Covenant follow or throw grenades close enough to hurt you.
Once everybody is gathered, let them have it. Throw two or three
grenades out at a time into their midst. Use up all your grenades and
most of your pistol ammo. Keep sniping until elites are the only
Covenant left. If you have a needler, use it now to hopefully reduce
the number of elites. This next part requires a bit of luck. Sneak out
the other entrance and run far, far away. If nobody sees you, you can
now roam around freely on the other side of the main structure
gathering supplies. Once you have a full needler and as many grenades
as you can find, sneak back in the back way. They'll never know you
left. If they do figure it out, it'll be too late. A full needler and a
few grenades should do the trick, but you can always sneak out for
more. Once you have cleansed the area, scavenge thoroughly then hop in
the warthog for the next section. Keep your pistol and needler.
=======================================================================
>> Stay with the survivors
>> Protect the human survivors
>> Wait for an evac dropship to arrive
I would recommend saving and quitting at a lot of the next checkpoints
in this part of the level. This is one of the hardest battles in the
whole entire game; so don't get discouraged if you can't do it at
first. There is a really wussy way to do this, if you find it too
frustrating and you are patient, go towards the other end of where you
come in to find a sloping hill that leads to an entrance into a
Covenant structure, which is a tunnel. Go towards the entrance of the
tunnel and wait about 15 minutes, or until you hear Foe Hammer calling
for you. There will be no enemies left. Of course, if you really want
to earn your living, read on.
There are several dropships that will come in, and they will make your
life miserable. Each one usually has an elite or two with some grunts
and jackals to compliment them. The best way is to kill these guys
before they get out of the ship. If you can do this, it will make it
ten times easier. Obviously, stick to going for the Elites only, then
scavenge the rest of the guys off. If you can, leave the grunts and
jackals for the marines.
Again, if you get overwhelmed, just go and chill in the hill area until
all of the guys are gone. This is a tough section so be patient. I
would suggest that using the health pack is a very big lasI think the
strategy above is also really helpful if you get too overwhelmed. Once
you beat all of the dropships, you will find Cortana talking to Echo-
419 about the survivors on this planet. The Pelican will disengage its
Warthog for your use, and if you have trouble finding it, they will
give you a navigation point. If you have any Marines left (which is
very hard to do), they will hope into the gunner seat to help you. You
will also get some new objectives.
>> Search for three additional groups of human survivors
>> Protect the human survivors
>> Wait for an evac dropship
Continue straight past the Pelican, and go opposite the direction you
came from. You will find that hill, that famed hill, to go down to
find a Covenant made tunnel for you to go through. Maneuver your way
through the tunnel until you get to an open area. There will be guys
on both sides of the raised "roadway" if that's what you want to call
it. Where you need to go is on the right side of where you came in.
Most of the time, I repeat, most of the time the people on the left
don't come and attack you, but every once in a while if you get too
close they will pounce from both sides, rendering yourself helpless.
It is up to you, but I would stick to the right side for ammo saving
purposes. BTW, I suggest you have a pistol and either a plasma rifle
or Needler. Once all of the guys are taken care of, look for an uphill
incline, which is a very narrow type of hallway leading to a sharp left
turn. DON'T GO UP IT YET! Now, since this is Legendary difficulty,
you will find not one, not two, but three elites just around the bend
waiting to kill you.
This part can get a little bit tricky. If you go too far up the ramp
they will jump all over you and you will be dead pretty fast. This
will test your fragmentation grenade throwing, and if you can get them
to die or at least back up you will win fairly easily. Once you beat
them head across to the place where you will find a switch to turn on
the light bridge. Do so, and watch the cut scene and then hop back in
your Warthog and head across. Keep going straight, there aren't any
more guys here. Follow the path around into the open to get a new
checkpoint.
_______________
/ REUNION TOUR /
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
During this part there are a couple of options actually. Since you are
recovering three dropship inhabitants, you can go to which ever one you
want whenever you want. I will give I walkthrough for the way that I
do it, but you can do it in any order.
As you come out of the tunnel, head across the river at whatever point
you can and continue in that direction. You will come upon a crashed
life pod, so pick up the well-deserved ammo and health. Also in this
area is a sniper rifle, which I highly recommend you pick up, it will
prove much easier to use this and fight like a coward then to fight
like a real soldier.
------------
DROPSHIP #1
------------
Looking behind you, where you came from, you will see a slope, and a
path leading up to the right. You will also see that there are a
couple of Jackals that can really make your life miserable. Use your
newfound sniper rifle to blast them all out of the water. Once they
are dead, head in that direction and go up the slope and to the right
to find the first drop ship landing site. Proceed with caution, there
could be guys from anywhere, especially those tricky Elites, usually
Red ones at this point. Straight ahead of where you came in is a
structure, go around it, bad guys permitting, and enter it through the
other side. You will have to leave your current marines in the Warthog
to die, don't worry; you will get more very shortly. You can use that
as a distraction if you can't take care of the entire Covenant by
yourself. Head down into the structure, killing a few Jackals and
Grunts along the way, to find a whole new group of marines. Lead them
out through the other side, killing guys on the way up, but don't
totally go out the door. There is usually an Elite and a Jackal around
here that could tear you to shreds. Again, use the marines as bait,
and while the Covenant fire at them, you unload on them, killing them
much faster. Once you are sure the area around you is secure, head
back to your Warthog, and scavenge around for any remaining Covenant.
Once they are all gone, you will get a message from Echo 419 that they
are coming to pick any remaining marines. It would be very good if
there were maybe 2 or even 3 marines left, but that is a stretch. Most
of the time you won't have any left. After Echo 419 leaves, with or
without marines, head to the next dropship.
>> Search for the two remaining groups of human survivors
>> Protect the human survivors
>> Wait for an evac dropship
------------
DROPSHIP #2
------------
From where you came in to this first dropship, take a right and go
along this wall, until you get to another opening off to your right.
Take that opening, and to your right again will be the dropship, so
stock up on ammo and health. Beware, however, the Banshees are back,
and if you have a Marine, it will be very easy to take care of the
Banshees. If you don't, I would suggest unloading on them with the
Assault Rifle that is lying around by the drop ship. You shouldn't
carry that gun normally anyway, so you can waste some bullets with this
gun. Beware again, do not, I repeat, NOT stand in one place while
shooting, because the Banshees will not hesitate to run your ass over.
Once the two Banshees are taken care of look across the river and look
until you see some Grunts running around. That is your next target.
Snipe them all away and head in. You should find a similar set up to
the last drop ship, except there is more of a cliff. As soon as you
get to the area with the structures, head right and you will need to go
up the hill to find some Marines waiting for you, have them hop in and
unleash hell on the Covenant forces. Again, you have to kill EVERY
last guy, so stay around this place until you hear Cortana or Echo 419
say so. The marines at the top of the hill will stay there, so if your
marine happens to die in combat, just get to the top of the hill to
restock and get some more. Once that is done, head out of the place
the same way you came in and you will see the final area that you need
to go for the final drop ship.
>> Search for the last group of human survivors
>> Protect the human survivors
>> Wait for an evac dropship
------------
DROPSHIP #3
------------
This last dropship, is more towards the end of the river, and it is
more of a steep incline to get to it. Remember it is marked by blue
glowing...markers, to help you go the right way. If you can't find it,
e-mail me and I will try to clarify any confusing things in this guide.
Anyway, if you are in the right place, you will see a bunch of large
rocks with a few overhanging cliffs. You should come to a broken down
dropship, so stock up on sniper ammo and health. If you really want
your Warthog in the rock structure, which I recommend, take it all the
way around to the right to find a place to bring it up to the top. My
suggestion is to find the top cliff and snipe everyone as much as
possible, and try to avoid going down to finish the last guys, unless
no Marines are going towards it. After you kill the guys that were
already here, a drop ship will come in giving you more guys to have fun
with. A tip on the sniping, snipe the hardest guys first, namely the
Elites, then the Jackals, and then finally the Grunts. Also, be aware
of your motion tracker. If you see red dots behind you, that means
that they are on to you and are about to attack you, or your Marines,
from behind. After the first dropship leaves, another will come in by
the broken dropship. This makes it much easier to snipe, so fire away.
When you are sure you killed all guys from the second dropship go down
to check again, and have your gun ready. They are only all dead when
the evac dropship comes in. Once they are all dead, head to the evac
dropship, which is marked with a Navigation Point. Cortana found
Captain Keyes! So now you will go find him, as he is being held by the
Covenant in a ship called the Truth and Reconciliation. Press X to
enter the Pelican's side seat and you will complete the mission!! Yay!
_____________________________________________________________________
{ }
{--------------------c. TRUTH AND RECONCILIATION----------------------}
{_____________________________________________________________________}
***Mission Overview***
Board a Covenant ship in an attempt to rescue Captain Keyes.
___________________________
/ TRUTH AND RECONCILIATION /
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
>> Board the Covenant Battle Cruiser
*Coming Soon*
_____________________________________________________________________
/ \
|| 8. Weapons ||
\_____________________________________________________________________/
The most essential part about this game, since it is a shoot-em-up
game. There are weapons created by Humans, and weapons created by the
Covenant. Thanks to the Halo manual for some of this information. I
will give you certain information and rate them on certain things.
Ammo: What kind of ammo it uses.
Effectiveness: I will say against the flood, covenant, and sentinels.
Reload Quickness: The name says it all. The different ratings will be:
Very Slow, Slow, Average, Quick, and Very Quick.
Overall Rating: How much I like the gun. :)
Additional Information: Anything else I have to say about this gun.
_____________________________________________________________________
{ }
{-----------------------------a. Human--------------------------------}
{_____________________________________________________________________}
These guns use bullets, and are re-loadable by humans, specifically the
Master Chief. Your weapons arsenal makes you lethal on the
battlefield. You're probably already familiar with them, but here are
briefs on the weapons. Since you carry only two weapons at a time
besides grenades, you need to know the pros and cons of whether or not
to swap one weapon for another in a given situation.
-------------------
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.
Ammo: 7.62mm armor-piercing bullets
Effectiveness: Covenant: 5/10
Flood: 7/10
Sentinels: 6/10
Reload Quickness: Quick
Overall Rating: 6.5/10
Additional Information: 30 bullets per clip, can hold a total of 630
bullets.
-----------
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 12.7mm 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.
Ammo: 12.7mm semi-armor-piercing bullets
Effectiveness: Covenant: 7/10
Flood: 7.5/10
Sentinels: 6.5/10
Reload Quickness: Quick
Overall Rating: 7.5/10
Additional Information: 12 bullets per clip, can hold a total of 132
bullets.
-----------------
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.
Ammo: N/A
Effectiveness: Covenant: 9.5/10
Flood: 9.5/10
Sentinels: 3/10
Reload Quickness: Very Quick
Overall Rating: 9/10
Additional Information: You can hold a total of 4 of these at a time.
They explode a split-second after it stops moving.
------------
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.
Ammo: Magnum 3.5" bullets
Effectiveness: Covenant: 8.5/10
Flood: 9/10
Sentinels: 8/10
Reload Quickness: Very Slow
Overall Rating: 9/10
Additional Information: 12 shots per clip, can hold a total of 72
bullets.
-------------------
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, press again for 10x, 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.
WARNING: The 14.5x114mm APFSDS round is an anti-materiel ammunition. It
can easily over-penetrate several armored soldiers. Be sure of what is
on the other side of your target before firing.
Ammo: 14.5mm armor-piercing bullets
Effectiveness: Covenant: 9/10
Flood: 9.5/10
Sentinels: 6/10
Reload Quickness: Very Slow
Overall Rating: 8/10
Additional Information: Can hold 4 bullets a clip, can hold 28 bullets
total, except on Truth and Reconciliation, where you start out with 68
bullets.
---------
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.
Ammo: 12.7x99mm armor-penetrating bullets
Effectiveness: Covenant: 9.5/10
Flood: 9.5/10
Sentinels: Unknown
Reload Quickness: N/A
Overall Rating: 9/10
Additional Information: Infinite ammo.
------------------------
M19 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.
Ammo: 102mm high-explosive rockets
Effectiveness: Covenant: 10/10
Flood: 10/10
Sentinels: 9/10
Reload Quickness: Slow
Overall Rating: 10/10
Additional Information: Holds two rockets before you have to reload,
can hold a total of 10 rockets at once.
_____________________________________________________________________
{ }
{---------------------------b. Covenant-------------------------------}
{_____________________________________________________________________}
These are the Covenant's guns and they can be very effective.
Surprisingly enough, they are the most effective against the Covenant
themselves. You should also be aware of the weapons the Covenant use
since you can pick up and use any that you find by walking over them
when you see them lying on the ground. The Covenant seem more
vulnerable to these weapons, so take advantage of this weakness
whenever possible.
-----------------------
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 infantry support for protection to the sides and
rear.
Ammo: Plasma
Effectiveness: Covenant: 9.5/10
Flood: 9/10
Sentinels: 9.5/10
Reload Quickness: N/A
Overall Rating: 8.5/10
Additional Information: Infinite ammo.
---------------
Plasma Grenade
---------------
This weapon is similar to our 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.
Ammo: N/A
Effectiveness: Covenant: 9.5/10
Flood: 9/10
Sentinels: 9/10
Reload Quickness: 10/10
Overall Rating: 10/10
Additional Information: Can hold 4 at a time.
-------------
Plasma rifle
-------------
Core power output: 100-150 Kv @2-3 dA
Rate of Fire: 420 to 600 RD/MIN
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. We currently do not understand
how to replace or re-charge a power core.
Note: This weapon will deplete its energy source as you use it. It is
wise to replace it as often as possible.
Ammo: Plasma
Effectiveness: Covenant: 9/10
Flood: 7.5/10
Sentinels: 9.5/10
Reload Quickness: N/A
Overall Rating: 8.5/10
Additional Information: None.
--------------
Plasma pistol
--------------
Core power output: 100-150 Kv @2-3 dA
Overcharge power output: 1.5 Mv @2-3 dA
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. We currently do not understand how to
replace or re-charge a power core.
Note: This weapon will deplete its energy source as you use it. It is
wise to replace it as often as possible.
Ammo: Plasma
Effectiveness: Covenant: 8/10
Flood: 7/10
Sentinels: 10/10
Reload Quickness: N/A
Overall Rating: 6/10
Additional Information: None.
--------
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 being the shields generated by the
MJOLN R battle suit and the Elite 's combat armor. The composition and
energy signature of its projectile is unknown. The manner in which the
projectiles home in on their target is also unknown.
Ammo: Needles
Effectiveness: Covenant: 8/10
Flood: 7/10
Sentinels: 0/10
Reload Quickness: Very Quick
Overall Rating: 7/10
Additional Information: Can hold a total of 95 bullets, 15 per clip.
_____________________________________________________________________
/ \
|| 9. Vehicles ||
\_____________________________________________________________________/
These are such a huge part of this game. Not only do they go MUCH
faster, but they also make it much easier to kill guys, if you know how
to use the vehicles correctly. 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 MJOLNER armor allows you to right overturned vehicles
by standing next to the vehicle and pressing the X button.
_____________________________________________________________________
{ }
{-----------------------------a. Human--------------------------------}
{_____________________________________________________________________}
Humans brought the following vehicles with them on the Pillar of
Autumn:
------------------
M12 LRV (Warthog)
------------------
Crew: 1+1 (plus 1 more in rear)
Weight: 3.25 tons
Armament: 12.7mm three-barreled machine-gun
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.
-------------------
M808B Scorpion MBT
-------------------
Crew: 2 (or 1 cyborg)
Weight: 66 tons
Main gun: 90mm HV (High Velocity)
Secondary/coaxial gun: 7.62mm AP-T
(Armor Piercing, Tracer)
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.
_____________________________________________________________________
{ }
{---------------------------b. Covenant-------------------------------}
{_____________________________________________________________________}
You may encounter the following standard Covenant vehicles on Halo:
------
Ghost
------
Crew: 1
Weight: 3.25 tons
Armament: Two Plasma Cannons
(100-250 kW range)
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 vehicle 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
--------
Crew: 1
Weight: 2.25 tons
Armament: Two Plasma Cannons
(100-250 kW range)
Secondary weapon: Two Fuel Rod Cannons
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 disrupt or disable the pilot, only heavy weapons are capable
of inflicting damage or destroying the vehicle.
_____________________________________________________________________
/ \
|| 10. Multiplayer ||
\_____________________________________________________________________/
This is what you do when you are bored of doing it solo, then you go
for the Multiplayer mode!!
_____________________________________________________________________
{ }
{--------------------a. Multiplayer Modes of Play---------------------}
{_____________________________________________________________________}
Multiplayer allows you to play Halo in a number of exciting and varied
ways, and with a few features that differ from the main Halo campaign,
such as the liberal use of ammo and health power-ups in many of the
multiplayer environments. Read the descriptions below to find the type
of game you 'd like to play and then follow the setup instructions.
-----------------
Cooperative Play
-----------------
This option allows two players connected to a single Xbox video game
system to play through the entire single player campaign side by side.
To start a Cooperative game:
1.Select Multiplayer from the Main screen
2.Select Cooperative Play from the Multiplayer screen.
3.Each player presses Start or A to join the game. Each player must
select a custom player profile.
4.Select the difficulty level for the campaign.
5.Press Start or A to begin.
-------------
Split Screen
-------------
This option allows up to four players to play in split screen mode on a
single Xbox video game system. You'll pick your own maps and game
settings.
To start a Split Screen game
1.Select Multiplayer from the Main screen.
2.Select Split Screen from the Multiplayer screen.
3.Each player presses Start or A to join the game. Players may select
a custom player profile if desired.
4.Select the map you 'd like to play on.
5.Select the game type you 'd like to play.
6.Press Start or A to join the game.
-----------------
System Link Play
-----------------
You can connect two Xbox consoles together using an Xbox System Link
Cable, or up to four Xbox consoles using an Ethernet hub and standard
Ethernet cables.
To start a System Link Play game
1.Physically connect two Xbox video game systems to each other using
Xbox System Link Cables, or up to four Xbox consoles using Ethernet
cables to plug them into a 10Base-T network. Refer to your Xbox
Instruction Manual for more information about how to do this.
2.Select Multiplayer from the Main screen.
3.Select System Link Play from the Multiplayer screen.
4.Each player must press Start or A to select a profile and then join
the game. Halo attempts to find an available game on the linked
network.
5.If there is no game and you 'd like to start your own, press X or A.
6.Select the map you 'd like to play on.
7.Select the game type you 'd like to play.
8.Press A to begin.
_____________________________________________________________________
{ }
{------------------------b. Multiplayer Levels------------------------}
{_____________________________________________________________________}
(Thanks to xbox.ign.com's Vincent Lopez)
---------
Rat Race
---------
"Up the Ramps, Down the Tubes"
2-6 Players
Simple corridor match with an overhead cavern that allows you to get
from one end to the other, one particular corner with two shield stands
where you can properly camp in the public eye. Look for the shotgun and
the overshield at the end of one of the overhead caverns, the Halo
equivalent of Quad damage. A couple of portals keep this from just
being a running game. Make sure to sneak up behind your opponent with a
shotgun for a good one-shot kill. A good map overall for small groups,
especially two players.
---------
Prisoner
---------
"Get on Top"
2-8 Players
It's built like a multi-story mall, and there's plenty of space for
grenade tossing, especially if you're on top. Risk the bottom level for
the active camouflage (aka invisibility) in the center of the map.
Remember, you can actually leap most of the platform gaps on the higher
levels, so don't think you're stuck walking around the edges. Not
really recommended for two players -- we'd recommend at least four for
this one, as it's too easy to play chicken in the interior of the
buildings.
--------------
Hang 'Em High
--------------
"Tombstones for Everybody"
4-16 Players
This one's got a little bit of everything -- a maze of pylons to run
around in, a shotgun to blow people to smithereens in, and some nice
high ledges to snipe from. It's wide and open, so if you don't have
enough players, you may be a little bored -- unless you're a marksman,
of course. Play it on Snipers mode for some real fun fun fun.
Definitely more fun as a Capture the Flag map than anything else.
----------
Chill Out
----------
"Dude, you really need to..."
2-8 Players
One of the best maps for small group battles, especially if you've only
got two players. There's a good variety of weapons (even a Sniper
rifle), and lots of twisty corners to turn. If you're not familiar with
multi combat, this is a non-threatening, intimate map to get you
started.
---------
Derelict
---------
"Deep-Space Anomaly #0198"
4-8 Players
I'm not a huge fan of the open courtyard type maps, which is what this
one is. If you're a good Sniper this can be some fun. This level works
best if you're playing a game like King, where you've got to control a
point. With little room to camp, this one's a tough battle.
----------------
Boarding Action
----------------
"Ship-to-Ship Combat"
4-16 Players
Another one for rocket fanatics and snipers. You've got two ships split
open like apartment complexes, and all sorts of long range weapons to
use on one another. If you're a rocket arena fan, you'll like the
strategy in this one, but close combat fans will be bored. Definitely
more exciting in concept than execution, unless you're a long-range
fanatic.
------------
Blood Gulch
------------
"The Quick and the Dead"
4-16 Players
A fantastic map that is just screaming for you to play it in Capture
The Flag. You've got your bases. Made for huge numbers, but even
smaller groups can get into it because of the open fields of play, and
nice selection of vehicles and weapons to play with. Try it out in Team
Rally mode, where you're racing to get to checkpoints, for some jeep
racing fun. Get a good gunner on the back of your jeep, and you're
golden.
-------
Wizard
-------
"Round and Round and Round"
2-8 Players
Not being a fan of courtyard battles, this one tended to bore me, at
least in two player games. There's a limited selection of weapons, and
generally little to do other than shoot blindly. Things get more fun
when someone grabs the Active Camouflage, though. Another one that's
good for beginners, since it's really, really straightforward.
------------
Chiron TL34
------------
"Spartan Clone Training Complex"
2-6 Players
An insanely claustrophobic corridor battle with little variety in
weaponry, and one well-placed packet o' instant Active Camo. Tons of
little evil slits in the scenery for you to fire through, a myriad of
portal points, and some nasty little hiding spots make this a vicious
game for campers and close-combat freaks alike. If you can keep from
getting lost, this is a fun, fast-paced CTF game for tiny groups.
--------
Longest
--------
"A long walk down a short hall..."
2-8 Players
This level's skinnier than the casting call for Ally McBeal. There's
not much room to move, so you'll have to know this level inside and
out, and most important, find that shotgun! Get a perch and get it
quick. Sort of insane for any team games, which is actually the best
part, if you've got some fragging experience and want a close combat
challenge. Weird and fun.
-------------
Battle Creek
-------------
"Splash Splash, Bang Bang"
2-8 Players
If you're looking for a way to show off the beauty of the game in
multi, this and Sidewinder are the levels to use. It's a really natural
landscape, complete with a river, and two conveniently located
fortresses on either side. This is a traditional CTF map, complete with
some Sniper locations and a maze-like fortress to keep your sacred flag
well-protected. Use the trees to keep you covered, as well as all your
Quake-honed CTF techniques, and you'll be fine.
-----------
Sidewinder
-----------
"Red Blood, White Snow"
4-16 Players
One huge ice field and two fortresses make for some heavy combat. This
one's good with four players, but you'll find that it ends up being a
corridor battle in the "hidden" walkways that lead through the mountain
to each base. Get over eight players involved though, and throw in some
Scorpion tanks, and you've got yourself a war. Multiple snipe
locations, a variety of attack points for the bases, and some cool
crisp snow make this a fun one for game parties.
----------
Damnation
----------
"Covenant Hydro-Processing Center"
4-8 Players
Damnation, AKA "extra-cool bump-mapped level galore", takes the most
practice of any of the levels. It's a little odd in the way it's laid
out, and you've got to have your long and short range skills together
if you think you're going to survive this one. CTF is extra-fun given
the "walk of death," a long walkway with deadly gaps in clear view of a
conveniently-located ledge full of sniper rifles. If you're not
comfortable doing quick jump-turn maneuvers in odd directions, you
better practice on some other maps first.
The only bad thing about multiplayer Halo is that they treat it like a
PC multiplayer game -- namely that most games with under four players
suck. Get your friends to forklift over their Xbox and an Ethernet
cable, and you'll be a lot happier.
As un unrelated tip, remember that cracking someone on the back the
head with your weapon is a really, really effective attack, if they're
not facing you. And you can always skip the "level will load in 10
seconds" stuff by just pressing A repeatedly.
_____________________________________________________________________
{ }
{------------------------c. Multiplayer Games-------------------------}
{_____________________________________________________________________}
(Thanks again to xbox.ign.com's Vincent Lopez)
-------
Slayer
-------
Angel of death, angel of deaaaawwwwth! All apologies to Kerry King for
that one. Though not sponsored by the band Slayer, this mode certainly
exemplifies them -- ruthless, brutal, and fast as hell. It's a classic
Deathmatch, where you'll need 15 kills to win. What level you play
decides whether you'll have access to vehicles or specific weapons. If
you're just beginning, this will keep your head from spinning... too
much.
-----------
Slayer Pro
-----------
Like Slayer, only this time you'll need 25 kills to win. That's a
marathon, folks. Thankfully, in this mode you start with a Pistol,
Automatic Rifle, and Grenades to make the killin' a little quicker.
------------
Team Slayer
------------
You pick your teams, and the one to reach 50 kills first (total between
your team) wins. The extra gimmick here is that the more you kill, the
slower you'll move, but the more you die, the faster you'll be able to
frag. Remember that you choose your teams at the start up screen, so
you can mix this up in whatever fashion you like. Four newbies can take
on two seasoned veterans, or you can have an even three on three split
if you've got two consoles and two TV screens. Team games are
especially fun when you've got multiple TVs, cos you can keep one team
in one room, and another team in another room, provided you buy long
enough Ethernet cable to go between the two. Hint: buy reeaaaally long
Ethernet cables. More expensive but worth the price in the long run.
------------
Elimination
------------
This one's quick and dirty, and better suited to levels that give you a
little room to dodge. Play it on Longer and you'll find yourself with a
shorter (sorry about that one) game. This mode's great on levels like
Boarding Action, where precise shooting means that the game's usually
drug out longer than usual anyway.
---------
Phantoms
---------
Mmmm... yummy Phantoms. All players are "invisible," meaning that
everyone's got on Active Camouflage, making them almost impossible to
see unless they're firing directly at you. Fortunately, all your
opponents have nav points, so you'll be able to tell how far away they
are from you, as well as their direction. This is a fun one in a
variety of levels, whether you're tying to snipe ghosts of your
enemies, or chugging it out in tight hallways.
----------
Endurance
----------
You've got five lives, and the winner is the first person to score ten
kills. The clincher? Respawn Time Growth and Odd Man Out rules apply.
Time Growth means that ever time you die, your respawn time will
increase by five seconds... but every time you kill someone else, your
time will decrease by five seconds. Play clumsy, and you'll be waiting
ages to get back into the game. Odd Man Out rules mean that if you die,
you can't respawn until someone else assumes the role of Odd Man Out by
dying. It's a rotating afterlife, made worse by the time increments.
This doesn't work with two players, for obvious reasons, so get a big
group to make this one really frustrating.
--------
Rockets
--------
Don't be daunted by the 25 kills needed to win this game. Remember that
one rocket blast will nail someone in a flash... and since that's what
you've all got, this one flies by. The catch (and have you noticed that
all Halo multiplayer games have one?) is that nobody's got a motion
tracker, so you'll have to use your eyes and the rocket scope if you
think you're going to nail someone from afar.
--------
Snipers
--------
Everyone with snipers! Fifteen kills are needed to win this one, but
with Respawn Time Growth rules in place, if you're not quick you'll be
waiting in the afterlife for what seems like hours to get back into the
game. Get the lead guy out of the picture as quick as possible if you
don't want to see them snowball the whole game.
--------
Oddball
--------
It's simple -- hold the skull for two minutes, and you win. Of course,
there'll be a ton of people on your tail trying to take it from you,
but don't worry about that. About 10 seconds after play begins, a skull
is dropped somewhere on the map. Find it, and your timer will start
counting down from two minutes. Make it to zero, and you win -- but
remember that you can't use your weapons while holding the skull,
leaving you vulnerable. The skull's a brutal melee weapon however, so a
good knock over someone's unsuspecting head can help take out a
potential noggin stealer. The weapons depend on the level, so try a few
out in Oddball and see which ones suit your playing style the best.
----------
Team Ball
----------
The first team to hold the skull for two minutes wins the game, so make
sure to protect your buddy holding the skull to keep them from getting
killed. A 10 second respawn time makes it tough to simply tag along and
protect your buddy, however.
------------
Reverse Tag
------------
The first one to score a kill on the map is "It," and a counter starts
counting up to two minutes. The first one to reach two minutes win --
but the one who's "It" runs slower than the competition. Fun for all!
In case you need pointers, look for the big target symbol over their
head to know to nail with your sniper. Remember, so check up on
everyone's times, including your own, press the Back button.
-----------
Accumulate
-----------
You've got to stay "It" for five minutes, but it's not as long as it
sounds -- if you're it, and score kills, you get a timer speed bonus
for each one. Get a few kills and keep "It" and you'll win in no time.
Get killed, though, and you'll lose "It" status, as well as any time
bonuses you accrued while playing.
-----------
Juggernaut
-----------
The first one to kill becomes the Juggernaut, and does extra damage
with all weapons. Kill the Juggernaut, and steal his powers for
yourself. It's as simple as that. Ten kills will nab you the game in
this mode.
Stalker
One player is invisible on the map, but if you can find and kill him,
you get his powers. Wanna guess that the person sniping you from the
hills is the invisible one? Get 10 kills, and victory is yours.
-----
King
-----
Somewhere on the map is an area surrounded by a moving square ring --
get inside it and stay there for two minutes, and you win the match.
Simple, huh? Of course, everyone else is trying to stay in the same
place as well, so don't blame us if things get a little heated. For
even more fun, try it out on levels like Prisoner where the ring is at
the top, and in the middle of, the entire level. You may think your
safe, but a good grenade toss is all they need to take you off your
throne.
---------
King Pro
---------
Like King mode, only you start the match with grenades, a pistol and an
automatic rifle.
-----------
Crazy King
-----------
Like King mode, but with one little difference -- the "hill" location
changes during the match.
----------
Team King
----------
The same two minute rules as King, only now you're a team, and it's the
team total that counts. A ten-second respawn time makes this one
tougher, however.
Race
Follow your nav readout onscreen and touch a series of flags laid out
around the map of your choice. Do three laps first by touching all the
flags in order, and you win. This gets real fun when you big vehicle-
based levels like Blood Gulch -- it becomes a flat-out racing game...
with guns, of course.
Team Race
Get a team and play a level with vehicles -- you'll be able to shoot at
your enemies while racing for the next flag point. Quake may have quad
damage, but it certainly never had racing with guns.
------
Rally
------
This one's a race without the laps -- collect 15 flags first, and you
win. Of course, the designers have made it so that you're definitely
getting in one another's way while trying to get to the flags first. A
pistol will do the trick.
-----------
Team Rally
-----------
The team version of rally runs a lot quicker, because you've just got
to grab five flag points to win. Of course, everyone on your team has
to collect five flag points, so if one of you is lagging...
-----------------------
Capture the Flag (CTF)
-----------------------
An FPS classic. Capture your enemy's flag and return it to you base
three times, and you win the game. You can't fire while holding a flag
however, and everyone will be alerted when a flag has been stolen from
a base. Battles of epic proportions have been waged under this
pretense, so beware -- your free time is at stake. While CTF is fun in
small groups, the true beauty of the game type comes when you get eight
or more players involved.
---------
Iron CTF
---------
All players have 200% health, and both teams start with Scorpion tanks.
If you think you can get away with this with only four players, it
doesn't work as well as you think. Play it with at least six or more,
and you've really got a party going on. You'll only find this mode in a
few types (because you really can't fit a tank that well in a hallway),
but seek it out. It's definitely worth some play.
--------
CTF Pro
--------
This one's a killer, and I only advise playing it if you've got a
super-sized group ready, otherwise no one's ever going to score on this
one. CTF pro plays just like CTF, only this time you've got to have
your flag at home base in order for you to score. Not only do you have
to sneak into your enemy's base and steal their flag, but you've got to
make sure that your flag's intact at the same time. Great fun if you've
got a good team to work with.
---------
Invasion
---------
A fast food version of CTF. You've already got your enemy's flag, and
now you've just got to get it into their base and plant it onto their
flag station. Do it three times and you win -- but you've only got five
lives to work with. It's quick, it's dirty, and it's ruthless. Once
you've mastered the general CTF skills, then move onto this one for a
different sort of challenge.
_____________________________________________________________________
/ \
|| 11. Tips/Tricks ||
\_____________________________________________________________________/
This is the general hints and tips section of this FAQ. There aren't
really any cheats so this is the best I could come up with.
_____________________________________________________________________
{ }
{----------------------------a. Cheats--------------------------------}
{_____________________________________________________________________}
-Different Ending:
Beat Halo's Campaign on Legendary to see a slightly longer ending
movie. The new ending features a human and alien fighting hand to
hand. The human will say "Its over", and then they hug because they
know the explosion will kill them both.
Information in this section was contributed by Nathan Benton.
-Secret Cave:
There is in level 5 a secret cave at the bottom of the map entrance. It
comes out on the side where they are not expecting a side attack from
that side and it shall be easier.
_____________________________________________________________________
{ }
{-------------------------b. General Tips-----------------------------}
{_____________________________________________________________________}
-Standing in one place is not good. In Legendary, they will hit you
almost all of the time, so moving will help prevent that a little bit.
-Part of moving all the time includes strafing. You need to be very
good at strafing, if not awesome, to be successful in Legendary mode of
this tough game.
-Remember, you are going to die at least once unless you are extremely
good at this game, as many people are. Even then, those damn Flood
with rocket launchers always seem to get lucky and hit you. Don't fret
if you die, just don't get angry and turn of your system without saving
and quitting, losing your checkpoint.
-Remember in Easy mode where the Flood would always kick the Covenant's
butt whenever they went head-to-head? Now it will change. The Elites
are much too strong for the Flood, and they kill the Flood every time,
luckily for you. This might prove a little bit harder, but it is
Legendary so what did you expect?
-In Easy mode it didn't really matter, but in Legendary you must know
the weaknesses of each enemy. Like for example, using a Plasma Rifle
against an Elite will shut them down, as well as using a Shotgun to
take out the grown-up Flood. Make sure you use the right gun for the
right situation.
-This is my biggest tip. USE THE ROCKET LAUNCHER!! If you find a
rocket launcher somewhere in the level, you will probably need to use
it later on against a Banshee or Ghost or Hunter, etc. I know this may
come as a shock, but you can use it on guys. It does have a 2X scope
feature, very handy for unsuspecting groups of baddies. This is a very
effective weapon, if you know how to use, like how to not kill
yourself.
-Use the vehicles to the MAXIMUM!!! They are your greatest asset in
this game, and use them well.
_____________________________________________________________________
{ }
{---------------------------c. Enemy Tips-----------------------------}
{_____________________________________________________________________}
------------------
Battling Covenant
------------------
Like it says in the Halo manual, using Covenant weapons hurt the
Covenant more, with the exception of Hunters. If you know that all
levels have Covenant in them, and I think all of them do, then you
should carry at least one Covenant weapon. Here are a couple pointers:
* Use grenades, don't be afraid to use your grenades. They are really
helpful and if you see a bunch of guys standing around, chuck a
fragmentation grenade at them and kill them all.
* I think, and most people would agree, that the best Covenant Weapon
is the Plasma Rifle. It is a very quick firing rate and it is semi-
automatic. It is VERY effective against the Covenant. This weapon is
the best elite-killer. When being hit by this they won't duck and
dodge out of the way like when being shot with an assault rifle. They
just twitch until they die.
* There are places (especially in the first level) where a groups of
Covenants are, waiting for you to barge in and start shooting. If you
can, sneak to the aliens and throw a grenade into their midst. It is
best when a plasma grenade sticks to a Grunt, because he will run
behind the rest of his companions. One simple grenade can take out five
Covenants.
* When trying to kill Covenants, jump over them (so you can look at
their back) then shoot or hit them with the butt of your gun. This
might not work in Legendary very often, but it is worth a shot to get
some sort of advantage on the opponent.
*Another elite-killer that works fairly well is the needler. Empty a
whole clip into him and he should die from the explosion, maybe even
hurting other enemies nearby.
* When a Covenant dropship is getting ready to unload a group of
Covenants, throw a grenade into the door as it opens. The blast will
kill several of the enemies since they are all in one area. Make sure
you are running away afterwards, or the guys you didn't kill will make
mince meat out of you.
* Defeating Grunts:
-When the Grunts are sleeping you can beat them to death with the butt
of your gun without waking up any of the other Grunts. You can usually
kill a four to seven of them before an alien spots you. They start
sleeping in level 5, Assault on the Control Room. Just remember not to
shoot or they will wake up. They will also wake up if you hit them
with melee and don't kill them.
* Defeating Hunters:
-Normally Hunters are the hardest Covenant to kill, due to their
powerful armor and shields. However, even the strongest armor has weak
spots. If you look at their necks or backs, you can see an orange spot.
Aim for it. There are many different weapons that are effective
against it, the most effective being the sniper, but the most practical
being the pistol.
-If you are being chased by a Hunter or an alien with a sword, run
backwards while facing the alien. Jump when they try to slash you.
Throw a plasma grenade at the alien and it will stick to him. Turn
around and run in a zig-zag pattern to make sure he does not catch you
in the explosion.
-You can kill the Hunters in a head-on assault. Get in close and use
the pistol or shotgun. Aim for the head holding down the trigger. Your
first shot(s) will knock back the head, exposing the unarmored neck.
One shot in the neck and they should die. If they don't die you still
have them one down on them.
-Throwing plasmas grenades on them is pretty challenging. It may take
some practice to get them stuck on a Hunter, but with two or three
grenades, he will probably be dead. Make sure you realize that it is
hard because it will bounce right off of his shield.
-My personal favorite way to kill Hunters is to get close enough so
they rush you. When they get fairly close, sidestep them so they miss,
exposing their vulnerable orange back, waiting for you to shoot.
Especially on Legendary, you might have to do this several times before
it dies.
* Defeating Jackals:
-Use a photon or energy weapon to destroy a Jackal's shield quickly.
You can also run up and hit it with your weapon AKA melee attack. This
might not kill them, but it will leave their body waiting for you to
shoot them.
-When you are a far way away from Jackals and have a sniper, they will
sit in the defense position and leave very little uncovered. You will
notice that on the right or left is a small notch in the shield. Boom!
----------------
Battling flood:
----------------
* Using a combination of assault, Shotgun, and grenades works best...
* Warning: Only use the [sticky] grenades at a far distance, especially
for the little ones.
* Shotgun - use on big floods, and little floods. When those little
guys, that jump up at you, are all grouped together use the shotgun, it
shoots out a lot of bullets at a time (you can see this if you shoot at
a smooth wall, or the ground, you can see all the marks it makes).
* Use Assault rifle if the guy is standing still, if he or you are
moving too much it moves your aim very badly and you waste bullets and
have to re-load more often and then they have a clear shot. For the
grenades use them when you know something is behind a wall.
* For sticky grenades you MUST ALWAYS REMEMBER to use them at a safe
distance because if you shoot it on one of those little guys that
follow you, you will get hurt bad too because of the blast that they
brought with them, same with the big guys.
* Don't use your grenades all at once. They are too important, and
sometimes rarest when you need them.
* Do not try to take out any Flood types with a sniper rifle. It will
simply go through their bodies without killing them. The weapon of
choice is the shotgun. You can take them down with one shot. Remember,
the closer they are, the faster they fall. However, beware because
they can fall down and still get back up and attack you after you blast
them once with the shotgun.
* On the small crawling Flood, use your assault rifle in short
controlled bursts. Once one pops, it will also pop the ones nearby.
Save shotgun and pistol ammunition for the working class Flood to drop
them fast. It is also a good idea to hit them with your gun after they
fall to make sure they are dead. On the fat Flood, use the shotgun to
pop them, and then clean up with rifle.
* When you first meet the Flood, they will outnumber you in groups. For
the large Flood, use a shotgun, rocket launcher, or most importantly, a
fragmentation grenade. Use plasma grenades with EXTREME caution. The
bigger flood close in on you quickly, and attaching a plasma grenade
can be bad news for you because of their massive jumping abilities.
* When you get attacked by the Flood, after you make them fall down the
first time, shoot their head or arm or leg or something off while they
are on the ground. If you do it while they are on the ground, they will
not get back up. Or, after you have knocked one of the enemies down,
hit them with the butt of your gun to kill them permanently. They will
not get back up.
* Most of the Flood attack you with weapons and strong melee attacks
with their arms. Some of the combat form Flood are harmless. They may
chase you, but they cannot inflict any damage. You can tell that they
are harmless by noticing that they have no arms. Do not waste
ammunition on these harmless flood, just melee attack them. Be careful
not to mistake the harmless for the harmful types. Usually they get to
have no arms because you shot them once and they got back up. It is
kind of creepy because they stand right next to you trying to attack,
but they can't.
* When battling the Flood, use human weapons such as rockets,
fragmentation grenades, pistols, assault rifles, and especially
shotguns. These are MUCH more effective than Covenant weapons.
_____________________________________________________________________
{ }
{--------------------------d. Weapon Tips-----------------------------}
{_____________________________________________________________________}
* Faster reloading:
To reload most weapons faster, press X and shortly after that press B
to melee. Note: For the shotgun this will cause you to stop reloading
all together.
* Faster Warthog weapon use:
This trick works best in multi-player mode. Drive the warthog in a
straight line. When you see an enemy, jump out of the Warthog. Tap X
repeatedly and sidestep to the right. If you are quick enough, you will
exit the Warthog and jump on the LAAG gun without stopping, while the
Warthog slows down. This also works well on ice, because you keep
sliding.
* Kill Banshees easier:
-Wait until a Banshee is directly above you, and then shoot it in the
belly with your shotgun. This spot on the Banshee is the weakest, and
on Legendary mode it will only take a couple of shots there to kill it.
Moving forward when you do this can keep the wreckage from falling on
you.
_____________________________________________________________________
{