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FAQ: Halo for Xbox

HALO
Submitted by Sleth
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    |***|__|***|   //____\\   |**|      //*******\\
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+---------------------------------+
                      +---------Section 1---------------+

                    -=|        Table of Contents        |=-

                      +---------------------------------+

    =====================================================================

    |             I.--------Legal Disclaimer                              |

    |                                                                     |

    |             II.-------Introduction to this Document                 |

    |                    2-a)About this FAQ/WALKTHROUGH                   |

    |                    3-b)History/Updates                              |

    |                    4-c)contact Information                          |

    |                                                                     |

    |             III.------Game Basics                                   |

    |                  3  -a(Starting a Game                              |

    |                      .1)campaign                                   |

    |                       .2)Multiplayer                                |

    |                       .3)Settings                                   |

    |                       [d]Game Demos                                 |

    |                  3.2---Game Settings                                |

    |                       [a]Change Name                                |

    |                       [b]Controller Setup                           |

    |                       [c]Advanced Setup                             |

    |                       [d]Change Color                               |

    |                  3.3---Saving/Loading                               |

    |                       [a]Managing a File                            |

    |                  3.4---Heads Up Display(HUD)                        |

    |                       [a]Weapon Indicator                           |

    |                       [b]Health/Shield Indicator                    |

    |                       [c]Flashlight Indicator                       |

    |                       [d]Directional Damage Indicator               |

    |                       [e]Navigation Points                          |

    |                       [f]Target Indicator                           |

    |                       [g]Motion Tracker                             |

    |                                                                     |

    |             IV.-------Introduction to HALO                          |

    |                  4.1---Background Information                       |

    |                  4.2---Human and Alien Encounters                   |

    |                       [a]The Ship and Crew                          |

    |                       [b]The Covenant                               |

    |                       [c]The Master Chief                           |

    |                       [d]The Flood                                  |

    |                  4.3---Controlling Your Character                   |

    |                  4.4---Weapons and Items                            |

    |                       [a]Human                                      |

    |                       [b]Covenant                                   |

    |                  4.5---Vehicles                                     |

    |                       [a]Human                                      |

    |                       [b]Covenant                                   |

    |                                                                     |

    |             V.--------Level WALKTHROUGH                             |

    |                  5.1---The Pillar of Autumn                         |

    |                  5.2---Halo                                         |

    |                  5.3---The Truth and Reconciliation                 |

    |                  5.4---The Silent Cartographer                      |

    |                  5.5---Assault on the Control Room                  |

    |                  5.6---343 Guilty Spark                             |

    |                  5.7---The Library                                  |

    |                  5.8---Two Betrayals                                |

    |                  5.9---Keyes                                        |

    |                  5.10--The Maw                                      |

    |                                                                     |

    |             VI.-------General Tips & Strategies                     |

    |                  6.1---Enemy Tips                                   |

    |                  6.2---Weapons/Items Tips                           |

    |                  6.3---Gameplay Tips                                |

    |                  6.4---Vehicle Tips                                 |

    |                  6.5---Level Tips                                   |

    |                       [a]Level 1                                    |

    |                       [b]Level 2                                    |

    |                       [c]Level 3                                    |

    |                       [d]Level 4                                    |

    |                       [e]Level 5                                    |

    |                       [f]Level 6                                    |

    |                       [g]Level 7                                    |

    |                       [h]Level 8                                    |

    |                       [i]Level 9                                    |

    |                       [j]Level 10                                   |

    |                                                                     |

    |             VII.------Secrets/Extras                                |

    |                                                                     |

    |             VIII.-----F.A.Q.                                        |

    |                                                                     |

    |             IX.-------Multiplayer                                   |

    |                  9.1---Modes of Play                                |

    |                       [a]Cooperative Play                           |

    |                       [b]Split Screen                               |

    |                       [c]System Link Play                           |

    |                       [d]Edit Gametypes                             |

    |                  9.2---Multiplayer Levels                           |

    |                       [a]Battle Creek                               |

    |                       [b]Blood Gulch                                |

    |                       [c]Boarding Action                            |

    |                       [d]Chill Out                                  |

    |                       [e]Chiron TL34                                |

    |                       [f]Damnation                                  |

    |                       [g]Derelict                                   |

    |                       [h]Hang 'Em High                              |

    |                       [i]Longest                                    |

    |                       [j]Prisoner                                   |

    |                       [k]Rat Race                                   |

    |                       [l]Sidewinder                                 |

    |                       [m]Wizard                                     |

    |                  9.3---Multiplayer Games                            |

    |                       [a]Slayer                                     |

    |                       [b]Slayer Pro                                 |

    |                       [c]Elimination                                |

    |                       [d]Phantoms                                   |

    |                       [e]Endurance                                  |

    |                       [f]Rockets                                    |

    |                       [g]Snipers                                    |

    |                       [h]Oddball                                    |

    |                       [i]Reverse Tag                                |

    |                       [j]Accumulate                                 |

    |                       [k]Juggernaut                                 |

    |                       [l]Stalker                                    |

    |                       [m]King                                       |

    |                       [n]King Pro                                   |

    |                       [o]Crazy King                                 |

    |                       [p]Race                                       |

    |                       [q]Rally                                      |

    |                       [r]CTF                                        |

    |                       [s]Invasion                                   |

    |                       [t]Iron CTF                                   |

    |                       [u]CTF Pro                                    |

    |                       [v]Team Race                                  |

    |                       [w]Team Rally                                 |

    |                       [x]Team Ball                                  |

    |                       [y]Team King                                  |

    |                       [z]Team Slayer                                |

    |                  9.4---Custom Multiplayer Games                     |

    |                  9.5---Multiplayer Tips                             |

    |                                                                     |

    (=====================================================================)

    (=====================================================================)

      -=[Section II]=-

                      +---------------------------------+

                    -=|  Introduction to this document  |=-

                      +---------------------------------+

=============================================================================

        __________________________

[2.1]--|About this FAQ/WALKTHROUGH}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Halo is an awesome game, and without a doubt, is the best Xbox game that

launched with the system. Developed by Bungie, Halo is a unique FPS(First

Person Shooter) that contains constant adrenaline rushing sequences that can be

quite tough. Never fear, this guide is here to help!



This guide was written in size 10 Courier New font. If you are viewing this

document in a word processor, set the font in a likewise manner for best

results. Additionally, this guide is formatted for 79 characters in width.

   
 -=[Section III]=-

                      +---------------------------------+

                      |           Game Basics           |

                      +---------------------------------+

=============================================================================

        _______________

[3.1]--|Starting a Game}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

[3.1][a]-Campaign:

This is the primary meat of the game. Choose this option to begin a new

Campaign or to resume where you left off in an existing Campaign. If you have

not created a profile yet, a new one will be created automatically. When the

virtual keyboard comes up, name your profile. Your progress during a single

player game will be saved to this profile. I have not found a limit on the

number of profiles that may be created, so you can create as many profiles as

you wish. If you have already created a profile, you will be able to continue

with that profile, or chose a different one if you wish.



[3.1][b]-Multiplayer:

Choose Multiplayer to take on your friends in head-to-head combat, or to play

through the campaign cooperatively with one other person. For an extensive look

at the Multiplayer in Halo, go to section IX of this guide.



[3.1][c]-Settings:

On the Settings menu, you can modify player profiles, customize controls, and

define custom multiplayer game types. For a detailed look at the Game Settings,

go to section 3.2 of this guide.



[3.1][d]-Game Demos:

Use this option to learn about a few other Xbox games. You can play Fuzion

Frenzy and Oddworld: Munch's Oddysee. Additionally, you can view videos of:

Amped, Azurik: Rise of Perathia, Bloodwake, NFL Fever 2002, Nightcaster,

Oddworld: Munch's Oddysee, and Project Gotham Racing.





       _____________

[3.2]-|Game Settings}

       ŻŻŻŻŻŻŻŻŻŻŻŻŻ

[3.2][a]-Change Name:

First select the profile you wish to edit, then, once 'Change Name' is

highlighted, hit the A button. Use the virtual keyboard to rename your profile.

Select 'Done' when finished. For the changes to take effect, you must go down

and select 'Save Changes' before you quit.



[3.2][b]-Controller Setup:

Select the profile you wish to work with. Using the A button, select the

'Controller Setup' option. You will be given the chance to change the

thumbstick and regular button settings to one of four settings: Default,

Southpaw, Legacy, and Legacy Southpaw. Choose whichever configuration you think

might be comfortable. You can always go back and change this, however, so play

around. Hit the A button to confirm your new setup. For the changes to take

effect, you must go down and select 'Save Changes' from the main settings menu.



[3.2][c]-Advanced Setup:

Select the profile you wish to work with. Using the A button, select the

Advanced Setup option. From here you can adjust the following:



Invert Thumbstick: Yes/No

Choosing Yes will cause the Y-axis of your thumbstick to reverse, so that

pushing up makes you look down, and vice versa. I highly recommend changing

this to Yes as it feels more comfortable and fluid.



Look Sensitivity: 1-10

Default is 3. 1 is too sluggish and 10 is ultra-sensitive.



Controller Vibration: Yes/No

Choosing Yes will cause the controller to vibrate whenever your character takes

on damage.



Invert Flight Control: Yes/No

Choosing Yes will ensure a more authentic flight experience with any flying

vehicles you find. If you like the Thumbsticks to be inverted(see above) you

will most likely find this option set to 'Yes' more comfortable.



Auto-Center: Yes/No

Choosing Yes will keep your viewpoint centered until you Aim in a different

direction.



As usual, for the changes to take effect, you must go down and select 'Save

Changes' from the main settings menu.



[3.2][d]-Change Color:

First select the profile you wish to edit. After selecting the 'Change Color'

option, you will be presented with 18 different colors. These color affect your

character's color in Multiplayer modes ONLY.





        ______________

[3.3]--|Saving/Loading}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Halo automatically saves to the Xbox's HDD(Hard Disk Drive) at multiple points

throughout the Campaign mode. When given the option to save changes to certain

aspects of HALO, such as custom multiplayer settings, the game is saved on the

selected profile. There is no initial need for a Memory Unit in the controller,

as the file is simply stored on the HDD safely. If you wish to transfer the

save file to another Xbox, you will need to use the Memory Unit(Sold

Separately) to do so. See below.



[3.3][a]-Managing a File

From the Xbox's main menu(called the "Dashboard"), select the 'Memory' option.

Choose the Xbox Hard Disk to view your Halo saves on the HDD. Select a profile,

and while a Memory Unit is inserted into one of the controller ports, select

'Copy' to copy the selected profile to a Memory Unit. You may also delete Halo

profiles from this menu.





        _____________________

[3.4]--|Heads Up Display(HUD)}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is a vital part of surviving the onslaught of enemies in Halo. If you do

not know what your current health is, or even your weapon status, how can you

survive?



[3.4][a]-Weapon Indicator:

The weapon indicator is located in the upper-left corner of the screen. This

indicator displays how much ammo you have left for your currently equipped

weapon. When using one of the Covenant weapons, the weapon indicator displays a

percentage rather than a number since the Covenant weapons use charges. Just to

the right of the weapon indicator you will see a grenade indicator. Keep up

with how many you have because they are very useful when in a crowded area.

    __________ ____  ________

   / 456 x | //{}4/  |EXAMPLE:\_____________________________________________

   ŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ   |Assault Rifle w/456 total rounds remaining.  The three|

  ///////////////    |lower bars represent the  ammount of ammo in the clip.|

 ///////////////     |When the three bars run out, the gun must be reloaded.|

///////////          |There are also 4 grenades of a specific type in stock.|

                      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ



[3.4][b]-Health/Shield Indicator:

Located in the upper-right corner of the screen, the health and shield

indicators are the most important to be aware of.



The health indicator is the gauge next to the blue cross symbol. Depending on

how full the bar is and what color each bar is indicates your overall status.

Red is poor, yellow is okay, and blue is great. In order for health to be

restored, health power-ups must be picked up.



The shield indicator is located just above the health indicator, and right next

to the shield symbol. When you are not taking on damage, the shield charges

automatically and does not stop until it is fully charged. Be careful: when

your shield reaches the red area, your health bar will start to go down. Try to

take cover when this happens so your health will not drop too low.

                                           ________

 /ŻŻ\\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\  |EXAMPLE:\_________________________

 \  / \             SHIELD             |  |The blue Shield bar recharges over|

  \/   \________________________       |  |time, and it  protects your actual|

  |Ż|   |Ż||Ż||Ż||Ż||Ż||Ż||Ż||Ż||      |  |health bars.  After the Shield has|

|Ż   Ż| | || || || || || || || ||      |  |depleted,  the  health  bars  will|

 Ż|_|Ż  |_||_||_||_||_||_||_||_||______|  |deplete as well. The meter for the|

        _______________________________   |Flashlight  comes on only after it|

 |Ż\--\ \          FLASHLIGHT          \  |has been activated.  It discharges|

 |_/--/  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ  |over time, but can be replenished.|

                                           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

[3.4][c]-Flashlight Indicator:

When in a dark area, it is advised that you turn on your flashlight. To do so,

press the White button on the Xbox controller. Upon doing so, a blue meter will

appear below your health bar(see above). This meter represents the flashlight's

power, which will slowly drain. Fortunately, the flashlight will recharge once

you turn the light off.



[3.4][d]-Directional Damage Indicator:

When you are in the middle of a war zone, an arrow will light up on the screen

indicating which direction fire is coming from. Turn in the direction the arrow

is pointing and eliminate the attacking target!



[3.4][e]-Navigation Points:

At certain points in the game, a small red triangle will appear in the

top-center of the screen. Although misleading at times, this arrow will usually

lead you in the general direction of an important target. Just be aware that

this is not always a good indicator for height.



[3.4][f]-Target Indicator:

This is basically the reference for firing your weapon. While aiming, if you

target an enemy, the indicator turns red. However, the target indicator does

have a range. At long distances the indicator will not turn red when an enemy

is targeted. Just because the indicator is not red does not mean you can't hit

your target.



[3.4][g]-Motion Tracker:

The Motion Tracker appears on the bottom-left area of the screen. This simply

indicates nearby moving objects. Some enemies use stealth and may not be seen.

Other enemies, however, show up as red dots. Allies are usually represented by

yellow dots. Use this to either avoid or locate enemies or allies.

=============================================================================









                               -=[Section IV]=-

                      +---------------------------------+

                      |      Introduction to HALO       |

                      +---------------------------------+

=============================================================================

        ______________________

[4.1]--|Background Information}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

The year is 2552. Planet Earth still exists, but overpopulation has forced many

of her former residents to colonize other worlds. Faster-than-light travel is

now a reality, and Earth's unified government, through the United Nations Space

Command, has put its full weight behind the colonization effort; millions of

humans now live on habitable planets in other solar systems. A keystone in

humanity's colonization efforts is the planet Reach, an interstellar naval yard

that builds colony ships for civilians and warships for the UNSC's armed

forces. Conveniently close to Earth, Reach is also a hub of scientific and

military activity.



Thirty-two years ago, contact with the outer colony Harvest was lost. A

battlegroup sent to investigate was almost completely destroyed; only one badly

damaged ship returned to Reach. Its crew told of a seemingly unstopable alien

warship that had effortlessly annihilated their forces.



This was humankind's first encounter with a group of aliens they eventually

came to know as the Covenant, a collective of alien races united in their

fanatical religious devotion. Covenant religious elders declared humanity an

affront to the gods, and the Covenant warrior caste waged a holy war upon

humanity with gruesome diligence.



After a series of crushing defeats and obliterated colonies, UNSC Admiral

Preston Cole established the Cole Protocol: no vessel may inadvertently lead

the Covenant to Earth. When forced to withdraw, ships must avoid Earth-bound

vectors-even if that means jumping without proper navigational calculations.

Vessels in danger of capture must self-destruct.



On Reach, a secret military project to create cyborg super-soldiers takes on

newfound importance. The soldiers of the SPARTAN-II project rack up an

impressive record against the Covenant in test deployments, but there are too

few of them to turn the tide of the war.



Existing SPARTAN-II soldiers are recalled to Reach for further augmentation.

The plan: board a Covenant vessel with the improved SPARTAN-IIs and learn the

location of the Covenant home world. Two days before the mission begins,

Covenant forces strike Reach and annihilate the colony. The Covenant are now on

Earth's doorstep. One ship, the Pillar of Autumn, escapes with the last

SPARTAN-II and makes a blind jump into deep space, hoping to lead the Covenant

away from Earth.





        __________________________

[4.2]--|Human and Alien Encounters}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

[4.2][a]-The Ship and Crew:

The Pillar of Autumn- The Pillar of Autumn is a Halcyon-class warship that has

seen decades of service. An aging but sturdy vessel, and one of the smallest

cruisers in the human fleet, the military High Command chose it specifically as

an inconspicuous launch pad for a covert offensive against the Covenant.

Genetically-engineered cyborg soldiers in state-of-the-art battle suits were

supposed to board a Covenant vessel and locate the Covenant home world. A

surprise Covenant attack on the human military base on the plant Reach

annihilated all but one of the SPARTAN-II soldiers. The remaining SPARTAN-II,

known only by his rank of Master Chief(That would be you, the hero!), was

stored in a cryosleep chamber upon the Pillar of Autumn shortly before the ship

made a blind jump across the galaxy in a desperate effort to lead the Covenant

away from Earth. The Master Chief is easily the best soldier aboard the Pillar

of Autumn, but many of the human military's finest also call the ship home.



Captain Jacob Keyes- Twenty-six years into his military career, Captain Keyes

commands respect as a keen strategist and inspirational leader of his men. He

became a minor hero early in his career, when he led a small group of security

troops against a Covenant ambush of the colony ship Meriwether Lewis and held

them off long enough for the ship to escape. His many decorations and years of

combat experience against the Covenant made him a natural choice to command the

Pillar of Autumn and its secret cargo.



The Marines- A rugged and diverse assortment of soldiers, the Marines on the

Pillar of Autumn are fighting a losing battle against the Covenant's superior

weaponry and numbers. Under the leadership of Captain Keyes they continue to

wage a furious struggle against the Covenant, even as their numbers dwindle.

They're the best of the best-but they're only human. And in combat situations,

they often get in your way. They CAN help, but often they only die. However,

this does tend to draw some of the attention away from you.



Cortana- Cortana is the highly advanced AI at the heart of the Pillar of

Autumn. Her design allows her to be uploaded into an appropriately configured

battle suit for safekeeping. She is capable of hacking into alien computer

systems, and has used this skill to intercept Covenant communications during

combat. She interprets this data to provide her caretakers with directional

waypoints and the best available information about troop movement and strategy.



[4.2][b]-The Covenant:

The Covenant forces have spent more than thirty years trying to wipe out

humankind. Because their efforts have been so successful, and because few

Covenant troops have ever been captured alive, little is definitively known

about their origins, society, or motivations. Intercepted communications and

battlefield reports indicate a religious underpinning to their genocidal

campaign. What follows are brief descriptions of the alien races known to

belong to the Covenant collective, gathered mostly from encounters on the

battlefield.

____________

|The Grunts|- Approximately 5' tall and relatively weak, Grunts tend to travel

ŻŻŻŻŻŻŻŻŻŻŻŻ  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 in the later levels use a large plasma weapon, one that

resembles the firepower used by the Hunters.



Grunts in later levels may use plasma grenades more liberally, but they also

tend to use the dreaded Fuel Rod weapon. This is the same type of weapon the

Hunter's use, and it is also the same type of weapon found on the Banshee. The

Fuel Rod gun/cannon can take down the Master Chief's shield in just one shot,

so you need to be quite alert when facing one. However, after you destroy any

Grunt that is weilding a Fuel Rod gun, make sure you are a safe distance away.

The Fuel Rod gun self-destructs, causing similar damage to that of a grenade.



Also be aware that Grunts love the Shade turret guns. You will rarely see an

empty seat in the Shade gun when a group of Grunts is in close proximity. The

significance of this is that the Shade gun can damage you much quicker than the

standard grunt weapons, so taking them out before they reach a Shade gun can be

quite beneficial.



There are three different types of Grunts you will encounter throughout Halo,

each with different difficulties:

   ______________

   Orange Grunts: Standard Grunts with average intelligence. These usually just

   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ attack with basic plasma weapons, and have no real tactics

                  while fighting against you. They usually just rush at you

                  head on, without regard to their own lives, so minimal power

                  may be used to take out these clowns.

   ___________

   Red Grunts:    These Grunts are just one step above their orange bretheren,

   ŻŻŻŻŻŻŻŻŻŻŻ    but they can be a bit tougher to destroy as their tactics

                  show signs of greater intelligence. The Red Grunts throw

                  grenades more often, use plasma rifles as opposed to plasma

                  pistols, and they know how to dodge your fire better. You

                  will need to be quick in executing your punishment on these

                  guys. They are easy to defeat, but you do not want to be held

                  back by this low species.



   _____________

   Black Grunts:  You will not encounter the Black Grunts until the final

   ŻŻŻŻŻŻŻŻŻŻŻŻŻ  levels, but that is a good thing. These grunts often carry

                  the Fuel Rod gun, and they are not shy with a plasma grenade.

                  They tend to hang out with other covert grunts, as well as

                  the dreaded Black Elite. They are much more tactical in their

                  approach, and harder to kill. You will need to be very swift

                  when dealing with these, as they can be a great threat in

                  combination with other Black Grunts.





_____________

|The Jackals|- With superior senses of sight, hearing and smell, Jackals serve

ŻŻŻŻŻŻŻŻŻŻŻŻŻ  as scouts and assassins for the Covenant forces. They use plasma

pistols which can emit a charged shot that takes down an foe swiftly, 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 harder to kill than Grunts, but this is primarily due to their nice

shield that they carry, usually on their right arm. The best way to take them

out is to either melee them, or you can hit part of their body that the shield

does not cover. From a distance, you may have to take out their shield to kill

them. If you choose to do this, be sure you use a plasma weapon against them as

it will take out the shield much faster than a human weapon. If you have a

sniper rifle you can easily take them out with one shot; just hit an exposed

area of their body. Be careful if you chuck a grenade at them, however, as it

will bounch back toward you! Just aim the grenade so it lands near them.



Jackals, in the later levels especially, are quite tacticful in that they roll

around, pop up their shield, and fire at you from multiple directions. They

seem to only use minor plasma weapons, however, such as the plasma pistol. On a

very rare occasion, a Jackal might use a grenade. However, this is quite rare.

They are basically just as easy to kill as Grunts, but in larger numbers, or

when with other types of Covenants, the Jackals can be a threat to your life.



There are only two different types of Jackals you will meet up with throughout

the game, but they are slightly different in their ways:

   _____________

   Blue Jackals:   These are the basic Jackals that you will first encounter,

   ŻŻŻŻŻŻŻŻŻŻŻŻŻ   throughout most of the early levels really. For the most

                   part, these Blue Jackals only use plasma pistols. They often

                   stay in small groups, but run at the site of a grenade. They

                   also, quite clumsily, roll to reposition themselves often,

                   giving you an opportunity to take them out.

   _______________

   Orange Jackals: Just slightly superior to the Blue Jackals, these Orange

   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Jackals tend to use the charged feature of the plasma pistol

                   more often. They also are quicker to react to situations,

                   and can even help block their Covenant friends from your

                   fire. Even with these slight advantages, the Orange Jackals

                   should be very minor on your list of scary things.





____________

|The Elites|- 1337! There are a few varieties of the Elite, but all are roughly

ŻŻŻŻŻŻŻŻŻŻŻŻ  8'6" tall and incredibly strong. Their strength allows them to

rely on brute force when necessary, but they're quite capable of brilliant

battlefield tactics as well. Their natural resilience is augmented with

full-body energy shielding which recharges when depleted. They wield plasma

pistols, plasma rifles, grenades and needlers. The Elites in the final level

are quite the foe, as they can be extremely challenging.



Throughout Halo, the Elites will probably give you a large headache, as they

can be tough on even the "Normal" difficulty at times. In general, the Elites

use a wide variety of weapons. Basically, they can use ANY Covenant

weapon(plasma rifle, plasma pistol, needler, plasma grenade), but the

higher-ranking ones can use a plasma sword. This sword, which glows with fury,

can render you lifeless in one hit. Additionally, the Elites will melee attack

you if they are up close, causing even greater damage. It also seems habitual

to charge you, especially when they are low on health. They do give a warning

sign for this; as they groan, prepare for their charge.



Taking out an Elite can be challenging, especially when you consider that each

Elite has a rechargable shield: just like you. This means that, if you do not

immediately kill the Elite, the Elite's sheild will recharge and you will have

wasted ammunition. First, the human Assault Rifle does not really work well

against the Elite, as it takes several rounds just to kill one sometimes. In

fact, the only human weapons that work good against the Elites are the Sniper

Rifle, Rocket Launcher, Shotgun, and the fragmentation grenades. Most of the

Covenant weapons do, however, penetrate the Elite's shield swiftly and get the

job done. The Needler is especially brilliant when it comes to taking out an

Elite.



Like with the other Covenants, there are multiple forms of the Elites:

   ___________

   Blue Elite:  The Blue Elite may be the lowest form of Elite, but it can

   ŻŻŻŻŻŻŻŻŻŻŻ  still be a tough opponent. It is usually fairly swift in taking

                out a target, and can be more effective than several of the

                Grunts and Jackals combined. The Blue Elite usually sticks with

                the basic Covenant weapons, such as the Plasma Pistol and the

                Plasma Rifle. However, when pushed, it may use grenades.

   __________

   Red Elite:   The Red Elite is quite similar to the Blue Elite, except it

   ŻŻŻŻŻŻŻŻŻŻ   commands a higher amount of respect. The Red Elite may be

                quicker in firing, and might use a Needler instead of the basic

                Covenant weapons that the Blue Elite uses. However, it will

                usually just use whatever it can get its Covenant hands on.

   _________

   Invisible    Not only are the Invisible Elites cunning, they are quite a

     Elite:     challenge as they are nearly invisible! These guys tend to

   ŻŻŻŻŻŻŻŻŻ    scare you just when you think you are safe. For the most part,

                the Invisible Elites use standard plasma weapons, however, you

                will encounter some that use the mighty plasma sword. As

                mentioned earlier, the plasma sword can kill you in one swipe.

                This is especially deadly for an enemy that you can't see! The

                good thing is that, since the plasma sword is NOT invisible, an

                Invisible Elite gives his position away when using the sword.

                Overall, the Invisible Elites will give an extreme amount of

                trouble to any gamer; even early in the game.

   ____________

   Black Elite: The Black Elites are quite... Elite. They are VERY deadly. They

   ŻŻŻŻŻŻŻŻŻŻŻŻ are more tacticful than their counterparts, and they often

                thrown grenades when they are far away from you. They seem even

                more accurate than the other Elites, and are a major pain the

                final levels.

   ___________

   Gold Elite: Behold, the Gold Elite: the best Covenant warrior you will

   ŻŻŻŻŻŻŻŻŻŻŻ encounter. While they are not as big as the Hunters(see below),

               the Gold Elites are even smarter than the Black Elites. The most

               common weapon you will find in the Gold Elite's hands is the

               Plasma Sword. The speed of these Elites seems greater as well,

               as they will immediately run for you once they have spotted you.

               If you see a group of enemies, take out this Elite first, so you

               will be able to survive. If you have Marines with you, go out of

               your way to kill the Gold Elite quickly, if you value the safety

               of your men that is. Fortunately, it is not until the latter

               levels that you encounter these creatures.





_____________

|The Hunters|- Hunters stand 12' tall, though in their combat state they

ŻŻŻŻŻŻŻŻŻŻŻŻŻ  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. Unlike the other Covenant forces, there is only one type

of Hunter.



Sure, the Hunters only have one projectile weapon, but it can easily take down

your entire shield or destroy your Marine friends in a matter of seconds. When

they are in close proximity, the Hunters will charge you. They will then

proceed to give you a nice slap in the face with their strong arm-mounted

shield, which will take down all of your own shield.



Fortunately, these giants beasts can be easy to defeat. For one, their weapon

takes a bit of time to recharge. They only have two shots per charge, so that

gives you time to work with them if you are able to dodge their initial shots.

The main trouble with the Hunters is the fact that most of their body is

protected by an invincible shield. Like all foes, they do have a weak spot.

Hunters have an orange area on their back side, which is quite vunerable. A few

shots to a Hunter's weak spot from some weapons will take them down. Believe it

or not, the best weapon to use against them is the M6D Pistol. I found that the

best strategy is to allow the Hunter to charge, strafe to the side, do a 180,

and pop a cap in his weak spot. 1-2 shots from the M6D Pistol will have the

Hunter lying on the ground.



[4.2][c]-The Master Chief:

NOTE: The information contained within this section ([4.2][c]) was sent in by

Tony Cord.



Conception - Age 6:

He was observed, along with many others, by the military to determine whether

or not he had the qualities they were looking for in the Spartan II program

candidates. After it was determined that he did possess these qualities, he was

kidnapped by the military at the age of 6. The military replaced him with a

clone, so his parents were none the wiser.



Age 6 - Age 13:

After being kidnapped, the Master Chief entered a combination boot

camp/boarding school, where he was trained to be a soldier and taught all about

ground warfare tactics. This training was supplemented with challenging and

often sadistic field exercises.



Age 14:

Almost immediately after entering puberty, all Spartan II candidates underwent

heavy modification, including:



A: Carbide ceramic bone grafting

B: Muscular enhancement injections

C: Increased blood flow to the eyes, enhancing vision

D: Nervous system alteration to enhance reflexes and intelligence



33 Spartan II candidates lived through and adapted

12 Spartan II candidates were severely crippled by side effects

40 Spartan II candidates died in the process



Eight months later the spartan candidates are considered successful, and are

introduced to the Mjolnir powered armor, which originally has no shielding nor

any interface for an AI. Due to it's design, it can only be safely used by

enhanced humans.



Age 41:

The Sigma Octanus conflict occurs. The AI construct Cortana receives and

secretly decodes a covenent transmission from the second battle. This

transmission is translated into a set of coordinates that Cortana keeps secret.

These coordinates outline the location of Halo.



After the Sigma Octanus conflict, the Covenant attacks Reach, successfully

destroying the Naval shipyards.



During the battle of Reach, all of the spartans are sent planetside to stop the

covenant except for the master chief. The Spartans are overrun, the battle is

badly lost, and Captain Keyes flees to a random point in space to keep the

aliens from tracking them back to earth.



The shipboard AI, however, has other plans. Instead of choosing random

coordinates, Cortana substitutes the coordinates captured from the second

battle, and the pillar of Autumn finds Halo.



A veteran Spartan, the Master Chief becomes the sole surviving original member

of the first Spartan II project - Age 41.





        __________________________

[4.3]--|Controlling Your Character}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

First Person Shooters can be hard to control, at first, when using a controller

as opposed to the traditional keyboard and mouse. Controlling your character

must be second nature if you wish to survive. With time, the controls will feel

natural, but it is advised to know exactly what your buttons do before you

begin your adventure. So, memorize the layout!



Here are the default controls:



[Left Thumbstick] Used to move forward and backwards, and strafe left and

right. Press in on the Left Thumbstick to crouch, and move the control stick

around while the button is pressed to do a crouch walk.



[Digital Pad] Same functions as the Left Thumbstick, only not analog. Also, you

will not be able to crouch if you are using the D-Pad.



[Back Button]



[Start Button] Brings up the Pause Menu during gameplay.



[Right Thumbstick] Turns your character left or right while moving forward with

the Left Thumbstick. Use this to aim your weapon around as well. Press in on

the Right Thumbstick to activate the Zoom function. The Zoom function only

works with certain weapons, but it allows for more accuracy at a greater

distance. It is advised to adjust this stick to where it is inverted, as it

makes aiming feel smoother.



[Left Trigger Button] Throw grenades. Simple.



[Right Trigger Button] Fires the weapon you are currently holding.



[A Button] This button simply jumps. Run before you jump and you will go much

farther.



[B Button] Used for melee attacks. If you are low on ammo, or simply out, use

this button to strike enemies with the gun itself. A blow to an enemy from

behind can be devastating.



[X Button] The Action button. This does a variety of functions. It reloads your

weapon, picks up and swaps weapons on the ground, and performs basic 'action'

commands.



[Y Button] Switch weapon.



[Black Button] Yes, this button is just a black button, there is no name for

it. It switches grenades though.



[White Button] Again, a button with no label other than the color. This

activates and deactivates your flashlight.





        _________________

[4.4]--|Weapons and Items}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

If you are out of ammo, you can use the weapon in your hand to fight melee

style! This is quite handy when the enemy is in close, or when you wish to

conserve ammo. As mentioned earlier, hitting the enemy from behind while melee

fighting can cause an instant kill. However, in most cases, you are better off

using a weapon with ammo.



Also, you are only allowed to carry 2 weapons at one time, with the exception

of grenades. There are two types of weapons, Human weapons, and Covenant

weapons.



[4.4][a]-Human:

The Human weapons are advanced military issue guns, similar to those used in

other adventures. A few of the guns even give a nice 'Starship Troopers'

feeling to the actual gameplay.



[M9 HE-DP Grenade] The M9 high-explosive, dual-purpose grenade is a thrown

fragmentation device. Use it to suppress or disable vehicles, except tanks. It

can be thrown, rolled, bounced or ricocheted into places direct fire weapons

can't reach. Increase the angle of the throw to toss it farther, or to get it

over obstacles. Be careful not to throw it too close to your own location.



[M6D Pistol] This pistol is a recoil-operated, magazine-fed handgun. It is

issued with a smart-linked scope capable of 2x magnification (press in the

Right thumbstick). It fires 12.7 mm semi-armor-piercing, high-explosive rounds.

It can shoot either semi-automatic or automatic fire (pull and hold the Right

trigger for automatic fire). Shot placement is very important. The only shot

that guarantees immediate and total incapacitation is one roughly centered in

the head, above a horizontal line passing through the ear opening and below the

crown of the alien skull.



[MA5B Assault Rifle]

This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing

rounds. Rate of fire is limited by a soldier's ability to aim, fire and change

magazines. Short, controlled bursts are more accurate than fully automatic

fire. The MA5B's integrated computer displays rounds left in the magazine and

the relative direction of the gas giant, Threshold, for point of reference.

This feature is particularly useful for orienting you in areas where it's easy

to get turned around and lose your sense of direction.



[M90 Shotgun]

The shotgun is a pump-action magazine-fed (dual tubular non-detachable type)

weapon. It fires 8 gauge magnum (3.5") rounds. This weapon is very effective

against targets at close range and may be used to engage several targets

simultaneously at medium and long range.



[S2 AM Sniper Rifle]

This rifle is a gas-operated magazine-fed weapon. It is issued with a

smart-linked scope with two levels of magnification (press in the Right

thumbstick once for 2x magnification, press again for 10x magnification, and

once more to deactivate). Also, while still in zoom mode you can press the

White button to activate light amplification. It fires 14.5mm armor-piercing

fin-stabilized discarding sabot rounds.



[M199 SSM Rocket Launcher]

The M19 SSM is a man-portable and shoulder-fired rocket launcher. It has two

major components, the launcher and the magazine. The magazine (the expendable

part of the system) contains two 102mm shaped-charge, high-explosive rockets.

It is designed for fast, easy detachment from the launcher. The launcher

contains the sighting and fire control systems.



[M41 LAAG]

The Warthog's M41 light anti-aircraft gun is a three-barreled,

electric-powered, linkless, drum-fed weapon. It fires 450 to 550 12.7x99mm

armor penetrating rounds per minute. Turret traverse rate is 100 degrees per

second and weapon elevation rate is 60 degrees per second. Recoil from

sustained fire is prodigious and negatively impacts accuracy at long range.



[4.4][b]-Covenant:

The are quite powerful, and out of this world. Just about every enemy that you

kill will drop one, so you should have plenty of opportunity to snag one up.

The Covenant are weaker against their own weapons, so use these to inflict more

damage! One other thing, unlike the Human weapons, the Covenant weapons do not

take traditional ammo. Instead, the take Plasmatic energy. Most weapons will

need to be recharged.



[Plasma rifle]

This is a directed energy weapon. It is capable of either semiautomatic or

automatic fire (pull and hold the Right trigger for automatic fire). Continuous

rapid fire overheats the weapon-this in turn depletes the weapon's power core.

The Humans do not understand how to replace or recharge a power core at this

time.



[Plasma pistol]

This weapon is a semi-automatic directed energy weapon. If you pull and hold

the Right trigger, the weapon may become over-charged; when the Right trigger

is released the bolt is launched. After the over-charged bolt is launched the

weapon temporarily stops functioning as it dumps waste heat. Use of the

over-charge capability rapidly depletes the weapon's power core. The Humans do

not understand how to replace or recharge a power core at this time.



[Needler]

Very little is known about this weapon other than that it is a magazine fed

weapon capable of automatic fire. Its projectiles penetrate soft targets no

matter what the angle of impact. They ricochet off of hard surfaces at oblique

angles, however, and are always deflected by energy fields. The only exceptions

to this are the shields generated by the MJOLNIR battle suit and the Elite's

combat armor. The composition and energy signatures of its projectile is

unknown. The manner in which the projectiles home in on their  target is also

unknown.



[Stationary Gun (Shade)]

Although the Shade appears to be a light anti-vehicle weapon, the Covenant uses

it almost exclusively in an anti-infantry role. The operator sits directly

behind the gun and an armored control suite, but relies entirely on the

infantry support for protection to the sides and rear.



[Plasma Grenade]

This weapon is similar to the Human's own hand grenade in that it is a thrown

anti-infantry and anti-vehicle weapon. It has some kind of internal mechanism

that allows it to distinguish between targets and background. For example, it

will stick to a soldier or vehicle, but not a tree or wall. It has a

three-second fuse that is activated after it sticks to a target or otherwise

comes to a rest.





        ________

[4.5]--|Vehicles}

        ŻŻŻŻŻŻŻŻ

The world of HALO is vast and you will need to cover a lot of ground quickly,

so vehicles are indispensable. Therefore, hijacking Covenant vehicles is useful

and necessary. The strength provided by your MJOLNIR armor allows you to right

overturned vehicles by standing next to them and pressing the action button[X].

There are also a few Human vehicles to use.



[4.5][a]-Human:

The Human vehicles, while more traditional when compared to the Covenant

vehicles, are still quite useful and powerful.



[M12 LRV(Warthog)]

The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle of

the UEG armed forces. It is fast and maneuverable, but prone to rollovers

during hard cornering. A three-barreled machine-gun is mounted in the rear of

the vehicle. Armed passengers significantly increase the unit's anti-infantry

capacity. Using three people is most beneficial. One person can drive, another,

from the passenger seat, can use any hand weapon to fend off foes, and a third

can stand in the back and use the heavy M41 LAAG machine gun. Driving the

Warthog is no cakewalk. Turning the Warthog is done by positioning the camera.

Where the camera points, the vehicle will go. Try to be easy on the analog

stick to ensure a smoother ride.



[M8O8B Scorpion MGT]

The Scorpion Main Battle Tank is primarily an anti-vehicle weapons platform,

but it also has very high anti-infantry capabilities. Its ceramic-titanium

armor makes it nearly invulnerable to small arms fire, but its deep dead-zone,

or the area within which fire from the tank's guns cannot hit targets, puts it

at risk from enemy anti-tank infantry. Up to four soldiers may ride on (and

fire from) the Scorpion's track pods. Riding on a tank is always hazardous and

should be done only when the advantages outweigh the risks.



[4.5][b]-Covenant:

Far superior to Human vehicles, the Covenant vehicles are better armed. They

are more useful against Covenant forces, so use them if you can find them.



[Ghost]

The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle.

It is equipped with two of what are now accepted as the standard light vehicles

mounted weapons: a directed energy weapon capable of projecting a bolt of

super-heated plasma in the 100-250kW range. While the vehicle is fast and

maneuverable, the driver is virtually unprotected.



[Banshee]

Not to be confused with a Viper or Cobra, the Banshee is the Covenant's

standard ground assault aircraft. It is very fast, extremely maneuverable and

capable of hovering. It has two weapon pods mounted to either side of the

fuselage. Both of these pods contain a light plasma cannon and a fuel rod

cannon. Though small arms fire may not disrupt or disable the pilot, only heavy

weapons are capable of inflicting damage or destroying the vehicles.

=============================================================================









                                -=[Section V]=-

                      +---------------------------------+

                      |        Level Walkthrough        |

                      +---------------------------------+

=============================================================================

        ____________________

[5.1]--|The Pillar of Autumn}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

[Mission Overview]

Escape intact as Covenant forces board your ship.



[Introduction]

This level is fairly linear, however, this section covers every detail of the

entire level in the event that you need help. So read on.

                                   ________

                                -=[Reveille]=-

                                   ŻŻŻŻŻŻŻŻ

>>Complete Training Diagnostic



After the cinematic introduction to the first level, the order is given to

unfreeze the Master Chief(that would be you!). The technicians must ensure you

are in working order before you are on your way. The first thing they ask is

that you look around the room(use the Right Thumbstick) to get. Then they bring

your health monitors online and ask you to climb out of the cryo-tube. Hit the

X button to climb out. Take a few steps to get used to the controls, then stand

on the red square as requested so that the technician can check your targeting

sensors. Use the Right Thumbstick to aim at the orange lights and turn them

green. If you have not played HALO yet, the controls will not be inverted.

After targeting all 5 lights, you will be given the chance to test out the

inverted controls(up goes down and vice versa). I prefer the inverted, but test

it out to see if you like it. Just tell the technician if you do and he will

keep it inverted. After you target all 5 lights, you will be asked to follow

the technician to the yellow square to test your shield. While on the shield

the technicians will charge and test your shields to ensure they are working

properly. Press the A button to initiate the shield testing while on the yellow

square. After the technicians are through with that stage of the diagnostic

tests, an order will be given to send you to the Captain's Bridge. It sounds

urgent. Immediately after that, you hear a few of the crew members die from

something.



>>Find Captain Keyes on the Bridge



Follow the technician through the door, but not too closely, as he's about to

meet up with a nasty surprise. Turn around and look for the pipes on the right

and hit the A button to jump over them and into the next area. Take a right and

continue down the corridor and through the door with a green light. Keep going

down the hall and take a left. You will see a huge door that is halfway closed.

Press in on the Left Thumbstick to crouch and crawl under the door. Some fellow

crew members are fighting off the Covenant that has boarded the ship. Take a

right, and wait for your pals to seal the doors. On the left there is a door

that leads to the bridge(look at the floor for the blue arrow). Go through

that, and watch out for what's ahead. The Marines, after killing the baddie,

will tell you to get to the Bridge. Take a left, and make your way down the

hall. You will run into more crew members and Marines fighting the Covenant

forces. Just watch for now, and after the doors close, make your way across to

the Marine standing in the doorway marked with a blue arrow on the floor.

Follow the Marine, allowing him to do all the gun work(not that you have a

weapon yet). Follow him closely until he stops. He should tell you that Captain

Keyes is waiting for you. Take a right, and you are now on the Bridge! Follow

the hallway around to find Captain Keyes. He gives you the bad news, and a new

set of orders. He is abandoning ship, as the invading Covenant forces are too

great. Now you need to get Cortana off of the ship to keep the valuable secrets

safe.

                        _______________________________

                     -=[AI Constructs and Cyborgs First]=-

                        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Captain Keyes also gives you a pistol, but with no ammo.



>>Get off the Pillar of Autumn



Exit the Bridge the way you came. You will pick up some ammo for your gun near

the main entrance to the Bridge, and then confront your first set of enemies!

Take out the (3)Grunts and take the first right. You will find an MA5B Assault

Rifle. Help out the Marines in that room. After the Covenants are destroyed,

take either of the paths to the right, as they are part of the same hall.

Finish off the Grunts in that hall, and take the only open door, which also has

a First Aid kit next to it. There is also a red arrow marked "Airlock".  Go

through that door, and continue down the corridor. You will see a few Marines

fighting an Elite, be generous and help them out! Proceed and the Marines will

freak out at the rumble. Take a right and follow them. Soon you will come to

another small area and a Marine will say, "It's about time you showed up!".

Back up, as a group of Covenants will burst through! Stand next to the Marines

and take out all of the Grunts and Elites. Take a right where the Covenant

forces broke through to find an extra shield. Backtrack, turn to the right, and

continue following the Marines. Take a right at the door that has a green arrow

on the floor labeled "Stairs". Go through that hallway. From here you can

either:



(A)Take the next right and eliminate the Covenant forces alone.

(B)Go straight and find the Marines, if you need help with the forces.



The fight will go quicker if you choose to go alone, but you will be better

protected if you stay with the Marines. After the Covenant are eliminated, make

your way straight across from where the Marines were firing. There is a First

Aid kit next to the door on the right that you will need to enter. Below the

door, on the floor, is a red arrow labeled "Airlock". Make your way through and

help the Marines fight off the Covenants. Follow the Marines(if they are still

alive) straight through the door in front of you. Take a right and continue to

battle it out with the Covenant forces. Keep making your way around the hallway

until you see the flaming barrels. On the right you will need to duck through

the halfway opened door. In the next area, eliminate every enemy, then find the

door on the left containing a First Aid kit. There is also a green arrow on the

floor labeled "Stairs". Make your way through the halls until you see the

stairs. The lower area is a dead end, so climb the stairs and destroy the

Coventant forces that wait above. After they are destroyed, exit the only open

door at the top of the steps. Use the barricade to take safely take out the

enemies. Make your way down the hall, taking out the other enemies. You can

also use their plasma shield to take cover from fire. Continue around to the

left, taking out even more of those pesky Grunts and Elites. Just try not to

let the Elites get too close, as their melee attack can be deadly. Continue

around the corridor and you will hear a message telling everyone to abandon

ship. As you continue down the hall, you will notice out the left window, some

life pods already launching. Boy, I bet you wish you were on one already!

Unfortunately, the Covenant forces are already destroying some of the life

pods, so hurry up! To the right of the window is a First Aid kit, in case you

need one. Make your way to the left. As you can see, those life pods have

already been used. You need to make your way through the maintenance area to

reach more pods. Follow the Navigation Point until you see a green arrow on the

ground labeled "maintenance". Go in, and turn on your flashlight. Using your

flashlight, take the hidden left passage. Follow the path until Cortana

activates your motion tracker. There are three exits, but only one of them

seems to be safe: the right path. Exit the maintenance area, and you will be in

a dead end, or so it seems. Use the butt of your weapon to open the jammed

door(hit the B button). Take a left, and prepare for a battle. Down the hall,

there are two doors on the left. Both lead to the same hallway, so take either

one. The main thing you need to do is destroy every enemy. Be especially

careful when fighting the Elites, and take cover if your primary shields are

depleted. After the battle, take a right through the door with a First Aid kit

next to it. As you make your way through the next area, you will see the

operating room where the technicians unfroze you. Keep going straight. Up ahead

you will notice some charred hallways. Be very cautious as there are several

preprogrammed explosions coming your way. You need to find another maintenance

tunnel. This one is to the right of the area where the explosion occurred. Turn

on your flashlight, and kill the Grunt to the right. There is another Grunt on

at the next right turn, but after killing him, go left. Take your next right.

From here, there are four doors that you can take, which all lead to the same

hallway. I suggest taking the one on the far right. You will emerge next to

your Marine buddies, so help them. Ignore the door with a First Aid kit next to

it, as it leads in a circle. Instead, go forward towards the area that the

Covenant forces were coming from. Up ahead you can take either the left or

right path, as they both lead to the same area. The next area is actually on

the left side, so it is quick to take the left path. Continue through the new

area, killing the many Covenants. Advance and take a left, and you will see

more Airlocks. There will also be a barricade to hide behind, and you will find

some Fragmentation grenades. Take out the enemies. To the left of the

barricades, you will see another maintenance tunnel. One of the paths leads in

front of the barricades, the others lead in circles. You can take the tunnel

and keep right, or simply jump over the barricades. You need to get in a life

pod! Just in time, you escape the Pillar of Autumn.



-------------------------------------------------------------------------------

        ____

[5.2]--|Halo}

        ŻŻŻŻ

[Mission Overview]

Seek out surviving Marines and help them fight the Covenant.



[Introduction]

You have escaped the Pillar of Autumn. The pilot notices a strange looking,

ring shaped surface(Halo), so he attempts to land. You crash land, killing the

other Marines aboard. As you leave the ship, pick up the weapons at the exit.

Covenant dropships approach and you need to hide.

                                _______________

                             -=[Flawless Cowboy]=-

                                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

For now, your objectives are:



>>Evade the Covenant patrols searching for you

>>Head for higher ground

>>Search for other lifeboats



As soon as you leave your lifeboat, take a left and make your way over to the

canyon. Cross the bridge and turn right. Travel along the wall, using the rocks

as cover from the Covenant forces. Continue up the slope, staying as close to

the left wall as possible. You will soon meet up with a small group of Covenant

forces. Go ahead and take them out, and continue forward up the slope. Near the

top, the path narrows and the slope will begin to drop. Use the rocks to jump

down and continue around the path that winds to the left. You should see a

Covenant dropship unloading more enemies. Dodge the fire from the ship as it

leaves, then head down. You will see a structure, along with several Marines!

Help them fight off the Covenants. Go up to the structure and head to the top.

Walk around the edge and you will find two First Aid kits, some grenades, and

ammo for your weapons. The Marines are happy to see you, and you receive a new

set of objectives:



>>Stay with the survivors

>>Protect the human survivors

>>Wait for an evac dropship to arrive



Then more Covenant dropships arrive. Help the Marines destroy every last one of

the enemies. After the first batch of enemies are destroyed, additional

Covenant dropships will unload. Happy day! Continue with your mayhem.

Eventually, some of the enemies will make their way up to the structure you are

on. You may also have to leave the structure to reach a few of the hiding

Covenants, just use your Motion Tracker and look for the red spots. Finally,

after much fighting, an evac dropship arrives nearby. You learn of three

additional groups of human survivors. The evac ships drops off a Warthog for

you to use! How nice. Simply use the Navigation Point to find it.

Unfortunately, the controls for this cool vehicle are somewhat demanding. You

now have additional mission objectives.



>>Search for three additional groups of human survivors

>>Protect the human survivors

>>Wait for an evac dropship



When you are ready, jump in the driver's side of the Warthog. You already have

a gunman. Drive around for a minute to get a good feel for the vehicle. Cortana

will mention something about the location of the survivors. Then another

Navigation point will appear. Follow the Navigation Point down the rocky path

and around to the right. You will see an entrance to a cave. Go in and follow

the paths. There is a jump ahead, so be sure to keep up the speed. Hopefully

you did not get your gunman killed up to this point, as he will be quite useful

up ahead. Continue through the cave. Eventually you will make it to an large,

futuristic looking area. This place is crawling with Covenant forces. There are

various ways to go about eliminating the Covenants. The easiest (and funnest)

way is to simply run over the covenants with your Warthog. Just try to vary

your path so you do not receive much damage. A little more difficult way (for

those of you who insist on gunning your way through) is to go to either the

left or right side, park the Warthog, and get out. Help your gunman destroy the

wave of enemies by taking out anything he misses. Or you can simply drive

around the area and let him do all of the shooting, but you will take more

damage that way. If the gunman is dead, get in the back and use the big guns

yourself. The center path leads to the other side, but the bridge is down. Go

to the right side of the room and find the ramp. Prepare yourself with a really

powerful weapon, preferably the Needler. There are two Elites at the top of the

ramp, and they are extremely dangerous! You could also use a Plasmatic Grenade,

but if the Elites charge you, Kaboom! I suggest backtracking immediately if you

chuck a grenade their way. Walk up and around the ramp to the top and, after

destroying the Elites, hit the switch and watch the bridge appear. Now go back

down, get in your Warthog, and drive across bridge. Continue through the

tunnel. Soon you will reach the exit.

                                  ____________

                               -=[Reunion Tour]=-

                                  ŻŻŻŻŻŻŻŻŻŻŻŻ

It seems that a larger number of crew members made it off of the ship. First

make you way up the hill. At the top, you will see a river on the left side.

Notice that there are also enemies over to the left. While they are not

important at the moment, you can take them out now and save trouble later. The

good thing is that they can't cross the deep ravine to attack you. Simply

strafe to dodge their fire. After you have killed the enemies you can see, get

back in the Warthog.



(NOTE: The following detailed section of the [5.2] Walkthrough takes you in a

counter-clockwise direction for rescuing the three groups of Marines. You can

actually go in any order you wish. If you are having a hard time going this

way, try taking a different route when you make it to this point.)



Make your way forwards, and to the right. You should see two blue lights

marking the entrance to a new path. Go through there, and follow the skinny

pathway until you reach an opening. Several Marines are detected up ahead

hiding in the rocks. To the right is another crashed lifeboat. Head over too it

and you will find a First Aid kit, some ammo, and an S2 AM Sniper Rifle. Drive

around the rocks and help the Marines fight the Covenant forces. After the

initial wave of enemies is destroyed, a few Covenant dropships will come by and

drop off additional enemies. This wave will be significantly harder. Try to

take cover between the rocks. Use the gunner for support but not if there are

too many Covenants. You want to keep your gunner alive and be alert of the

Warthog's position at all times. After that batch of enemies has been

destroyed, you will signal for a rescue ship to come to the area. The pilot

says there seems to be two more groups of survivors. One near a cliff edge, the

other at the head of the river. There is nothing more to do in the area you are

in.



>>Search for the two remaining groups of human survivors

>>Protect the human survivors

>>Wait for an evac dropship



Remember the path you took to enter this area? The one with two lights? That

path is on the left side of the area if you are exiting. Instead, take the path

on the right side. To reach this path, go along the cave wall on the extreme

right side of the area. You will see a narrow path leading up and around to the

right. You will see a different set of blue lights, so continue through there.

When you make it back out, you will be back in the field next to the river. If

you look off to the left, you can see the first set of blue lights. Now you

know where you are! Go to the right just a bit, and cross the river. You will

see yet another set of blue lights. Follow this path and you will soon come to

a major cliff. Below you can see a structure that is shooting a blue beam into

the air. There are also several enemies below. Carefully drive down the cliff,

and you will learn of a group of Marines hiding in the hills just above you and

to the right. Join them, and they will help you fight off the group of

Covenants. Stop next to some Marines while in your Warthog and some will get in

the Warthog to assist you. After the fight, another evac dropship will come in

to pick up the Marines. Find the crashed lifeboat nearby for a First Aid kit,

grenades, and ammo as usual. When you are ready get back into your Warthog.

Hopefully you still have some people in it. It is no big deal if you do not,

but it is much easier if you do.



>>Search for the last group of human survivors

>>Protect the human survivors

>>Wait for an evac dropship



There is a path to the right of the area, opposite the cliff that you entered

from. This path is near the crashed lifeboat. If you can't find the path,

follow the right side the wall where the Marines were hiding in this area. Once

on the path, continue as it winds around. As soon as you make your way through

the new path, a group of Covenants are waiting. You learn the Covenant forces

have discovered the crash site of the Pillar of Autumn and secured it. You need

to hurry and find the final lifeboat. Simply turn right after exiting the path,

cross the river, and go up between the blue lights. After following this path,

you will see another structure. As you approach, you see more enemies. Take

them out. A good method is to park next to the cliff and take them out by hand.

If you still have a Sniper Rifle, use its zoom function to snipe out the

Covenants from a long distance. As you make your way closer to the structure,

more enemies come out of hiding. One of the structure on the right has some

areas to explore inside. Enter and follow the path in the building. Take out

the enemies as you see them. You will find a group of Marines in the lower

parts of the building. You automatically signal for the last evac dropship.

Exit the building, and eliminate any remaining enemies. The evac dropship will

not come until they are all destroyed. Cortana found Captain Keyes! He is being

held on a Covenant ship. Make your way to the evac dropship. A Navigation Point

appears to guide you. Jump aboard and move out!



-------------------------------------------------------------------------------

        ____________________________

[5.3]--|The Truth and Reconciliation}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

[Mission Overview]

Board a Covenant ship in an attempt to rescue Captain Keyes.



[Introduction]

The Covenant forces have captured Captain Keyes, and are holding him aboard the

Covenant Battle Cruiser, The Truth and Reconciliation. You land with a small

group of Marines, and you must find your way to the entrance of the ship from

below. You start out with a Sniper Rifle and Marine Assault Rifle.

Additionally, your Sniper Rifle is equipped with night vision on the scope. You

can activate it by pressing the flashlight button (the White button by default)

when in the zoom view. Covenant forces have been spotted up ahead, so let's get

to the action!

                           ________________________

                        -=[Truth and Reconciliation]=-

                           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

>>Board the Covenant Battle Cruiser



After the cinematic introduction, turn to the right just slightly and head

straight for the opening in the canyon. Your job is to use espionage to snipe

out as many enemies as you can before the Marines come in and support you. Stay

to the right side of the passageway, as far as you can. You do NOT want to get

too close, as the enemy will spot you and engage in a full assault.



(NOTE: There are multiple sniping positions, however, the one noted is the

safest that I have found from the start.)



You should see a U-shaped rock on the right side of the entrance to the canyon.

In fact, this is the first large rock structure you should see. Use this point

for sniping the enemies. You should see a few Grunts, Jackals, one or two

Elites, and most importantly, a Covenant Turret gun, called a Shade. Try to

take all of these enemies out from your current position. If it looks safe, and

you do not see any enemies on the motion tracker, proceed to the right along

the wall and look for another safe sniping spot. Again, take out as many

enemies as possible. You will also notice another Shade gun, this one further

back and to the left. If you are fired upon by the Covenant at any point, the

Marines will rush in a help you. I suggest staying up on the ledge and continue

to snipe out the Covenants while the Marines take them on from below. A few

waves of Covenants will emerge from the area on the left near the Shade gun.

Keep taking them out, and advance toward the opening near the left-most Shade

gun. Now you will be traveling along a narrow path on the left side of the

mountain. The drop to the left is deadly, so don't fall! As you make your way

around the bend, additional Covenant forces are spotted ahead. Carefully

proceed and start taking out the Covenants. There are Elites in this group as

well. One of the most important things you can do is take out the Shade gun on

the canyon top straight ahead. Use the trees and rocks as cover. Try not to

advance too deeply until you have taken out a sufficient amount of Covenants.

At the base of the canyon, straight in front of you, is a First Aid kit,

Fragmentation grenades, and some Assault Rifle ammunition, should you need any

supplies. Continue around the left side of the path after the enemies have been

destroyed. After a short journey, you will make it to an opening which contains

more Covenants. There is also a hidden alcove to the right and a few Grunts

will attempt to ambush you. After taking them out, concentrate on the enemies

at the top of the slope. After they Covenants are dead, continue forward and

the path slims down. Now you must travel along the edge of the cliff. Cortana

detects Covenant forces ahead.



(NOTE: There are a few ways of going about taking out the Covenants ahead. This

guide covers the most common, and probably easiest way.)



You are recommended to stay far to the left as you make your way solo around

the pathway. Go slowly, sniping the Covenants as they appear on the path. Soon

the path will curve around to the right, connecting with the area you were just

next to. Cortana will radio the Marines to take the middle. You will now be in

the middle of a small war, but the Marines are on the opposite side of you and

you can press in on the enemy. Note that there is an Active Invisibility

pick-up located in the center of the three trees in the middle of the area. If

you pick that up, you can either fight with an advantage, or head for the

corner of the area and continue through the canyon. I would fight, however, so

the Covenants located here do not cause trouble later. There are three Shade

guns in this area. One next to the path you took on the left, one in the upper

right corner, and one to the right of the area where the Marines entered. Soon

Cortana will radio in a Dropship, and additional Marines will jump out and

help. After the Covenants are eliminated, make your way under the rock passage.

This is located to the right, on the opposite side of the cliff. Under the

passage and slightly to the right lies a skinny path leading to the next area.

Your Marines will follow, but prepare for a major fight ahead. As you enter the

next area, it might be a good idea to snipe out any enemies before engaging in

full combat. Stand up on the rock and pick off some enemies. There is also a

Shade gun set up, take it out first if you wish for your men to survive a bit

longer. Press on with your troops and continue to kick tail. You should notice

the beam in the middle. This will transport you to the ship after this fight.

Around the corner and to the left, is yet another Shade gun. Take it out, and

hunt down any surviving enemies. On the far side of the area, opposite the side

you entered, there is a third and final Shade gun. Take it out as well. Soon,

after one of the Marines yells, "That can't be all of 'em!" a group of

Covenants teleport down from the ship. Don't you hate those hunches? After

those baddies have fallen, a Covenant dropship will drop some more enemies on

the other side of the transport for you to kill. Then, yet another small group

of Covenants will teleport down from the ship above. After you kill that batch,

you are safe... for about 10 seconds. As soon as the music changes to a

dramatic pace, focus your attention on the teleport area. You will be

introduced to two Hunters. Not good. These guys are tough, and practically

indestructible from the front. There are a variety of ways to take them out

(see section [6.1] for enemy tips). My way is just to allow them to charge at

me, then strafe out of the way, and hit their back. Their orange spots

represent their weak spots. Unless you act fast, your Marines will die. Try to

take out the Hunters quickly, but without taking on too much damage. After the

Hunters are dead, more reinforcements arrive. On the other side of the

teleporter, between the wall and the base of the teleporter, you will find a

health pack and some ammo that has been dropped by a fallen Marine. When you

are ready, go up to the teleporter with your men and enter the Covenant Battle

Cruiser!

                          ___________________________

                       -=[Into the Belly of the Beast]=-

                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

>>Find the ship's brig and rescue Captain Keyes



You are teleported to a room with several doors. Apparently, there are no

enemies... yeah right! Among standard Elites, Grunts, and Jackals, you will

encounter an Elite using Invisibility and wielding a powerful plasmatic sword.

One hit of this sword can kill you. The best strategy for him is to keep

running backwards while shooting him with your most powerful weapon.

Additionally, a slew of enemies will come from various directions. Just help

the Marines fight them off. On one of the sides of the room, there is a First

Aid kid. Also, behind one of those barriers around the edge of the room, you

can find an Active Invisibility pick-up. I would use it to help the fight go

smoother if I were you. After every enemy in that room has died, the Marines

advance through the large corridor. If you follow them, you will see that the

door is locked. They say you need to open if for them. How nice. Return to the

large room where you first teleported and there will be two doors on the right.

Since both lead to the same hallway, it doesn't matter which one you choose.

The one on the right will get you to the place you need slightly quicker, so go

through and take out the Covenants. Follow the path around to the right and an

Elite is waiting for you. Just beyond that, there is a path to the left. This

is a dead end, but a few Grunts are here so you might want to take them out now

so they do not sneak up on you later. Continue forward, and around to the

right. When you reach the door, be prepared: A few Covenants, usually Grunts,

will sneak up behind you. Hey, at least you already got rid of the other ones.

Past the door are several enemies along a ledge, but you can snipe them with

ease if you still have your Sniper Rifle. If not you'll have to engage in

combat hand to hand. This ledge is overhanging a room below, which you will be

able to enter soon. For now, just make your way around the top and kill the

Covenants in your way. There are a few Elites, so be prepared. Take advantage

of your height. Go ahead and take out as many Covenants down below as possible.

This will save quite a bit of trouble in just a few minutes. After you have

taken out the enemies on the ledge, as well as the ones down below, head

through the door at the end of the path. That leads down to the room you were

just above. The tunnel is very straight-forward. There are a few Elites in

there, so be careful since this will be in closed quarters. Once at the bottom,

follow the Navigation Point and press the switch on the right side of the door.

This will open up the door for the Marines to help! Good thing, because more

Covenants have arrived! Take note of the path in which the Covenants are

entering. You will take this path once the room has been cleared. After every

enemy has been killed, follow the Navigation point to the door. You can also

take the door to the left or right of this, but they lead to the same hallway.

Once you have proceeded down the new path, take a left. Follow this path down

around to the right, and take out the Covenants along the way. This path will

continue down and around, and take you to the shuttle bay area of the ship.



The bad news is, this area is quite tough. Try to stay in the tunnel you are in

and take out as many Covenants as possible. There are several Covenants camping

out at a higher elevation waiting for you, (ala The Rock shower room scene

^_^). This advantage will be tough to overcome, but with precision sniping or

firing, it can be done. Proceed through the room, constantly moving and firing.

Soon Cortana will radio a dropship and since you are in a shuttle bay, that is

entirely possible. Enemies seem to pour in from all directions, so keep a

constant move! Once all of the Covenant forces in that room have been

eliminated, proceed to the adjacent room for some similar combat. In the other

room, in front of one of the barriers, you will find an Over Shield. You will

need it. There are multiple waves of enemies, including several Elites, that

come your way. As you take them out, Cortana decides to override a computer

system and open up a door. Soon after you kill most of the enemies, the music

will change to a dramatic pace yet again. And likewise, there are two hunters

waiting for you! By the way, there is a First Aid kit in the first room, along

the wall, opposite the side in which you entered. After the Hunter's have been

killed, follow the Navigation point to the door that Cortana just opened.

Follow the path up and around, taking out the enemies as you meet them. You

will find a few Elites along the way, including two who are invisible.

Fortunately, they do not carry a sword like last time, but standard plasma

rifles. Eventually the path will lead up to the mid section of the shuttle bay.

Take out the enemies on the right side, then take a left to continue around the

ledge hanging over the shuttle bay. On the right side of the path, in the

center of the bay, there is a platform with a switch. Find your way there and

hit the switch to open the shuttle bay doors, allowing a new dropship to come

in. As soon as the ship enters, however, Covenants will appear from the area

you just came from. Do not hesitate, take them out. Then continue going around

the ledge and take the door on the left. This leads up to the third and highest

level of the shuttle bay. On the way up, you will once again face many

Covenants. No invisible Elites this time, however. Once you reach the top and

are in the shuttle bay, follow the ledge around to the right and fight the

Covenant coming through the passage. After killing them continue around the

ledge and take a right at the very end. Go through the door, and follow the

path until you reach a three-way fork. The path to the left leads to a First

Aid Kit and ammo. The center and right path lead to a larger control room.

There are many enemies in this room, including an Elite with a Plasmatic Sword.

Fortunately, he is not invisible. Try to take him out first though. After

destroying the remaining enemies, follow the Navigation point to the door and

follow the path to the left. As you make your way through the halls, you will

encounter several Jackals and a few Grunts. Eventually you will reach another

major fork, this time you can only go left or right.



First go up to the left. This path leads to a holding cell. There are no

enemies here, but if you hit the switch at the end of the room you can open up

the prison doors and grab some ammo and a First Aid kit in one of the cells

(the far right on your way out). Leave the room and go straight, ignoring the

path on the right in which you came from earlier. Continue following this path,

which will eventually lead to another holding cell. This one is holding some

Marines, and Captain Keyes. Before you can release him, you must destroy the

Covenants, including an Elite using a Plasmatic Sword, and two invisible Elites

using Plasma Rifles. Go hit the switch in the middle after the enemies have

been cleared out. You learn about the ring you are on... Halo, lol.

                        ________________________________

                     -=[Shut Up and Get Behind Me... Sir]=-

                        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

>>Return to Shuttle Bay for Extraction



The number one rule for this next part is to keep the Captain alive. If he

dies, you fail the mission. Before you can make it out of the holding cell, two

invisible Elites make their way in. There is a First Aid kit and ammo in one of

the cells (the far left on your way out). Head back towards the shuttle bay,

killing all of the Covenants you meet along the way. Just follow the tunnels

and you will make it to the control room. Be very careful here, there are two

invisible Elites carrying Plasmatic Swords! Take them out swiftly before the

other Marines arrive if possible. Cortana will radio for a ship to pick you up,

but that is currently impossible. Continue making your way to the shuttle bay.

For your convenience, a Navigation point will appear. Keep following it until

you reach the upper floor of the shuttle bay. Take out the enemies that are

walking around on the ledge. Then turn left and hit the switch on the right of

the ledge to release the Covenant Dropship. You have to use it to get out of

here! Finally, a bit of peace. Don't worry, it will not last long.

-------------------------------------------------------------------------------

        _______________________

[5.4]--|The Silent Cartographer}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

[Mission Overview]

Search for the map room that will lead you to the secrets of Halo.



[Introduction]

You and two teams of Marines are dropped off on the shore in search of the map

room. You do not know exactly where it is yet, but you see some Covenants up

ahead. You start out with your trusty Assault Rifle and Handgun.

                            _______________________

                         -=[The Silent Cartographer]=-

                            ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

>>Clear the landing beach of hostiles



Advance forward along the shore and take out all of the Covenants. They will be

hiding behind the rocks and other structures along the sand, but you have two

teams of Marines to help! While fighting Elites especially, use the rocks for

your own cover. As soon as the Covenants in that area have been destroyed, a

Warthog will be dropped off nearby. Use the Navigation Point to find the

Warthog if you don't already see it. Make sure two Marines get in the Warthog

with you before you head off.



(NOTE: The events detailed below can be done in a different order, for example,

you do not have to follow a specific direction around the island, or kill all

of the enemies. In fact, you can explore each area in many different ways.)



>>Find the entrance to the map room



Once in the Warthog, continue along the shore. You should be traveling in a

counter-clockwise direction. Around the corner, you will meet up with a few

Jackals. Running over them is a very easy way to take them out. Your gunner

should be able to reach the Jackal hiding on the rock to the left. Continue in

a counter-clockwise direction around the island and up the slope. On the way

up, you will meet some Grunts and an Elite. Use similar tactics to kill this

group of Covenants. As you continue to make your way over the hill, you should

spot a Covenant Dropship unloading off to the right next to the beach. Drive

down to the right and take those enemies out. There is also an Over Shield

right where the Covenants were standing. If you turn and look toward the center

of the island, you should notice a structure. The Map Room is located inside

here, but one of the doors is locked. You do not have to go in here at the

moment, but I'm going to just in case you want to go ahead and take out some

Covenants. (Skip to the next paragraph if you want to save this for later.)

There's just something good about knowing there are no enemies behind you.

Before you can enter, you should take out as many Covenants as possible. A good

strategy is to turn around and go back up the hill you came down in order to

reach the Over Shield. Once back at the top, turn around and stay to the left

this time, as you travel in the usual counter-clockwise direction. You will see

many Covenants, including several Elites. Run over as many as you can, then try

to take out the rest by gun. You should park the Warthog near a wall to keep

the Marines safe from multi-directional fire. After you have taken out all of

the Covenants, proceed to enter the structure. You will have to take out a few

Elites in the first hall, as well as some other Covenants. Follow the hallway

down, and you will reach a small group of Covenant forces. Kill them, and head

down to the door. The Covenants have locked the door! They outsmarted you this

time. Captain Keyes orders you to use any means necessary to find the Map Room.

So leave the facility the way you came in. Immediately, after making your way

back outside, you may notice a cave on the far left wall. This is basically a

shortcut to the shore, but if you have a Warthog with you, you can't make it

through the cave. It doesn't save much time, but it's a neat place sneak up on

someone.



>>Find the main facility security override



Head back down to the beach and continue in a counter-clockwise direction.

After you travel through the small alcove, keep to the right near the shore and

head for the overturned Warthog. It appears some Marines were not as lucky as

you are. There is plenty of ammo and even two First Aid kits on the ground

where the Marines have fallen. Cortana should say, "It looks like there's a

path into the interior of the island". If you face the center of the island

from the point where the overturned Warthog is, you should see a few Covenants.

Just so you'll know, if you continue around the island in a counter-clockwise

direction, you will make it back to the point where you started the level.

However, heading up towards the Covenants seems to be the best course of

action, as that path leads to the security override system. Soon your Marines

will start firing at the Covenant that are making their way down hill. I found

it easy to flip the overturned Warthog and use the gun on the back while your

Marines are in the other Warthog. Double the firepower! When all of the

Covenants that you can see are dead, make your way up the hill and you'll

notice a path. Unfortunately, the Warthog just doesn't seem to fit through. It

seems like it would if you could drive it at an angle, but so far I've had no

luck. So, unless you find a way, you'll have to go on foot.



Make your way up the path, and use the rocks as cover while you take out the

Covenants. One thing I did is fire at the Covenants, then back away slowly and

lure them down to the start of the trail. The Warthog was parked close enough

that the Marines helped finish those enemies off. Continue up and around the

path, which is crawling with Covenants. Soon you will be at the top, terrain

will flatten out. As the path curves to the right, you should see a couple of

large red spots on your motion tracker. These, my friend, are Hunters. Around

to the left side, there are two First Aid kits and some ammo, should you need

any of this after the fight. Down below that, is a structure and the Hunters.

Hopefully you have your pistol handy, as it only takes a few shots to the back

to finish them. Sitting right between the Hunters are two more Over Shields.

Try to save one for later, but use the other if you need it. After the Hunters

have been destroyed, go past the structure and into the new area. Again, try to

use the rocks as cover as you make your way through the next area covered with

Covenant forces. This new field area is enclosed by rock walls, so you should

not have a problem with being disoriented if you turn around in circle. Be

careful, though, as many of the Jackals will shoot charged shots at you. These

charged shots are powerful enough to take down your armor with one hit. On the

far right side of the field, you should see a structure around the bottom of

the slope. To the left is a narrow pathway. Make your way there, taking out any

Covenants you see. As you follow the path, you will see the ocean. Don't jump

down, as you can't make it back up. If you could make it back up, there would

not have been a need to cross through the center of the island. Instead, go to

the right and you will see the entrance to the new structure. This structure

holds the security override system. Around to the left side of the entrance,

before you actually enter, you should see three Over Shields. Pick one up if

you need, and enter either of the two entrances; both entrances lead to the

same hall. Follow the pathway down and you will see a large room with several

barriers in it. These barriers provide good cover from fire, but unfortunately

they do not provide much room for running around. This is especially bad when

you consider that there are a few Hunters in the room! Try to take on only one

at a time. Be careful not to strafe into a block while dodging the Hunter's

charge. There seems to be more running room at the ends of the room itself, and

not in the middle. After you take them out, go through the doorway, opposite

the side you came in. Follow the hallway down to the dead end room which

contains the security system. Walk up to it and press the action button (X by

default) to override security system.

                                   __________

                                -=[It's Quiet]=-

                                   ŻŻŻŻŻŻŻŻŻŻ

When the cinema appears, you will see an Elite with a Plasmatic Sword, but will

not fight him for a while. The previously locked door will now be unlocked.

Turn around and go back down the hall and through the large room. On your way,

you hear of a dropship taking heavy fire. When you actually reach the large

room that had the Hunters in it, you will be ambushed by an invisible Elite.

This one is only carrying a gun, but he is still tricky. Use evasive strafes

while looking for him to give away his general location by firing his weapon.

After killing him, continue back up the ramp and out of the structure. Remember

that there is an Over Shield next to the exit on the right, just after you get

outside.



>>Find the Silent Cartographer



Remember the beach? Instead of traveling back across the center of the island,

you will need to make your way down to the beach in front of the structure.

There is a path that leads halfway down to the beach, right next to the area

where the three Over Shields were located. If you are leaving the structure,

just take a right. Look down and you'll see a steep path. You will still have

to jump part way down, as this path doesn't lead all the way to the beach. Your

armor will absorb the minimized damage and will recharge. When you reach the

bottom, you will see a dropship that has crashed, and a few Covenants around

the plateau near the shore. Take them out, and gather the weapons. There are

also two First Aid kits. You might consider picking up the Rocket Launcher and

rockets! The only negative aspect is that, since you can only hold two weapons,

you might find yourself short on ammo later on. But the Rocket Launcher is so

cool I'd get it just to play around with. See the overturned Warthog next to

the downed dropship? Turn it over and get in it. You don't have any Marines

with you this time, but you will manage. Your mission now is to go back to the

structure with a locked door. You can either follow the shore clockwise or

counter-clockwise to get there. Clockwise is a shorter, however. As you make

your way clockwise, you will soon see the spot where you spotted the first

overturned Warthog. This is also where you decided to cut across the mountain.

If you want, you can pick up the Marines that are in the other Warthog near the

start of the trail that took you to the security override system. When you're

ready, continue back along the shore in a clockwise direction. This area should

look familiar now. Make your way up to the structure on the right, just after

you pass under the alcove. Be warned though, there are two hunters up here.

Once they spot you, get OUT of the Warthog. If you have Marines in the Warthog,

do NOT park it within the Hunter's range of fire. Now might be a good time to

use the Rocket Launcher. Don't worry, there's not really a boss or anything to

use it on later in this level. After taking out the Hunters, continue inside

the structure.



There should be no Covenants in the first hallway leading to the now unlocked

door, if you previously killed them that is. Make your way to that door, go

through it, and take a right.

                                    _______

                                 -=[Shafted]=-

                                    ŻŻŻŻŻŻŻ

Just get a view of the place. Wow. Deep. Turn around, go to the very end of the

hall, and follow the hall to the left. The next set of corners has several

Covenants. The big room adjacent to this hall has several enemies in it. Go

around in that area and eliminate the Covenants. On the left side of the large

room, there is a door that leads to a ramp. This ramp will take you down one

level. At the bottom of the ramp, you are faced with a few choices. Basically,

this level features a center room with halls on either side. There are Hunters

and other Covenants in the center room. Take them out carefully. Use your

rockets on the Hunters if you still have them. If you find yourself low on

health or ammo, you will find two First Aid kits along with some ammo along the

hall on the right. After taking out every Covenant in this area, find the ramp

that leads down to the next level. Location wise, this ramp can be found at the

back left corner of the area, past the large room. Go down the ramp to the next

level. Halfway down the ramp, if you look over the edge, you can spot a small

platform to jump down to. This seems to be a shortcut, but you might take some

damage. Just letting you know the options. I'm going to continue down the ramp

though.



At the bottom of the ramp, you will hear the Marines having a conversation with

Cortana and a dropshop pilot talking about a few Covenants. They will try to

hold them off while you find the Map Room. Continue through the hall and into

the large room. From here, you are at a high point in this room, and can take

the ramp on the left to go down one level. You can either jump off to the main

floor below, or continue around the corner and take the following ramp. I would

jump off, because just below the ramp that you just came down, there is a door

that leads to a lower level. This is the next area you need to go to. Go

through the door and down the path. At the bottom you will see an Active

Invincibility pick-up. The only way down to the floor below is to jump. Get the

invisibility and jump down. Follow the hallway down to the large room, and take

out the Covenants. From here, there are a few ways to reach the next lower

area.



(A)The far right side of the large room leads to a ramp. Taking this ramp will

allow you to sneak up on two Elites from behind. You can do a melee attack to

instantly kill one. The room beyond is the Map Room. Or...



(B)You can also take a left from inside of the large room and go down the ramp

on the outside of the structure. There is an Over Shield next to the barrier

located on this path. Follow this path around to the right to reach the Map

Room.



Activate the Map with the action button. You have the information you need, but

can't seem to contact Captain Keyes. You are able to contact the dropship

pilot, so its time to get out of here!



>>Return to the surface for extraction



Making your way up will be slightly different. If you took the path with

invisibility, you will remember that you had to jump down to reach the lower

area. Leave the Map Room and go up one floor to the large room that you fought

the enemies in while you had the Active Invisibility. Find the only ramp

leading up while in this room. Take this ramp and continue along the path. The

musical score will change for the dramatic side, but no Hunters this time.

There are Covenants though. Continue into the next area, which is the

previously visited large room, and fight off the enemies. After they die, find

the ramp near the middle of the room and take it up. Follow this path around

and it will eventually lead to another ramp that goes up. Continue making your

way back up. You will see soon be back to the room that contained two Hunters.

There are a few Covenants here now, so be careful. Go across this room and exit

the way you came earlier. On the other side of the door, continue up the ramp.

Through the door at the top of the ramp, there are several enemies. After

clearing that room, find the exit on the other side. Be careful in that

hallway. The Elite you saw earlier with a Plasmatic Sword is waiting for you!

Shoot a strong plasma weapon at him while running backwards. Don't let him hit

you or you will die. At the end of the hall, and to the right, you should see

the door that you unlocked via the security system earlier on. Go through the

hall, and up the ramp. Careful! Right after Cortana radios for pick-up, when

you reach the room that leads to the outside of the structure, you will be

greeted by three invisible Elites! After taking them out, head outside and over

to the back of the dropship. Press the action button to get in. Cool, you're

out of here! For a moment... You are taken underground to the area where you

can reach the control room. For now, you're on your own.

-------------------------------------------------------------------------------

        ___________________________

[5.5]--|Assault on the Control Room}

        ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

[Mission Overview]

Defend the Control Room against wave after wave of Covenant troops.



[Introduction]

Deep inside island, the Dropship unloads you; however, you have no Marine

support at the moment. In fact, it will be a little while before you do, so you

might as well get used to the solo-heroic scenario. Just as an overview note,

I'd like to mention that there are several situations on this level where you

have the option of using melee attacks for stealth kills on sleeping or

unknowing enemies. Always use the melee attacks, as they will not only save

ammo, but allow you to take out quite a few enemies without the risk of damage.

                         ____________________________

                      -=[I Would Have Been Your Daddy]=-

                         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

>>Reach the transition to the second chasm



As soon as you jump out of the Dropship, a few enemies will make their way

through the door on the right. To cliff on the left leads to death, so try not

to fall off while fighting. There are multiple ways of dealing with the

Covenants that come: you can always use those shields that are set up for

protection and take them out by standard fire, or you can even jump on one of

those Shade guns and start killing Covenants, concentrating on the Elites

first. After dealing with the Covenants, make your way through the door on the

right. At the entrance, take note of that white arrow on the floor. These arrow

will become useful later on if you are having trouble finding the right exit in

a particular room. Make your way through the corridor and you will soon meet a

Grunt. The best course of action might be to take it out with a melee attack.

Beyond the Grunt, there is a door that leads into a room filled with Covenants.

This circular room has an outer pathway, with a room in the middle. Covenants

will be strategically positioned all around, so use the structures and walls

for cover. Also, you might eventually want to trade your Assault Rifle for a

covenant weapon. Use plasma grenades liberally, as they can be found around

almost every dead Covenant. After the Covenants are dead, you should find a

door on the other side of the room. In case you are not sure which door to

take, use the arrows on the floor (in front of each door) as reference points.

Go through the door and follow the corridor. You will soon come to another

door; behold, the snow. Beautious as it may be, this is no tourist spot. You

will see a Dropship as you approach the door leading outside. The Dropship is

requesting help. Ahead is a bridge that leads to the next area. You have a few

options here:



(A)If you wait for the entire message from the Dropship, Grunts will wake up

and start using the Shade guns to the left and right of the door you are coming

out of. You will have to take them out while they are shooting at you, which

can be risky.



(B)If you go immediately out the door, even before the Dropship is in site, the

Grunts will be asleep. There are two just behind the Shade guns, and two a

little bit further along the bridge. If you use melee attacks, the Grunts will

not wake up and will instantly die. This is much safer.



After the Dropship lands, however, all enemies on the bridge will be alerted.

One thing to note, this bridge has two levels. On the left and right sides of

the bridge, you will find ramps leading down to a lower level of the bridge.

There are Covenants here as well. Make your way across the bridge, taking out

the Covenant forces as you go. There are a few Elites, several Grunts and

several Jackals. There is also an Elite with a plasma sword. Those structures

in the middle of the bridge make for good cover spots. You don't have to take

out the Covenants below, but if you do not, they could sneak up on you from

behind. If you happen to look over the side of the bridge, you will see a nice

valley below. You will be here soon, but you can't simply jump down as the fall

would kill you. On the other side of the bridge, you will find two more Shade

guns. Most likely, Grunts will be using them so take them out quickly. Exit the

door at the end of the bridge. Follow the corridor to another circular room.

The exit to this room is just to the right of the entrance, but a solid wall

blocks your path and you must travel almost all the way around to reach it. So,

travel around this room in a clockwise direction to reach the exit. Almost half

way around the room, on the left side, you will find a First Aid kit, some

ammo, and a few fragmentation grenades, lying right next to the dead Marines.

Continue in a clockwise direction, taking out the Covenants as you see them.

Some Covenants are in the center of the room while others are at a higher

elevation, so just be careful. When you are through, find the exit and follow

the path. This path will lead to a lift. Get on it, and press the switch to go

down.



At the bottom of the lift, follow the corridor and you should see some sleeping

Grunts in the new hall. Take them out using melee attacks, and enter the large,

circular room. This room can be confusing during chaotic fights. The room has a

circular path around the outside, with an inner room. The left side of the path

is blocked off, so you will have to travel in a counter-clockwise direction. As

you make your way around the room, continue using melee attacks until the

Covenants have been alerted of your presence. There are a few Elite in the

room, along with several Jackals and Grunts. Use the structures that litter the

path to dodge incoming fire, and remember to take out the enemies in the center

room. The exit is marked by a white arrow and is located almost all the way

around the room. Leave the room and follow the corridor. You will emerge at the

bottom of a snow-covered canyon; the very canyon you might have seen from the

bridge above.



This new snow-covered area can be daunting at first. As you enter this area,

you should notice a battle raging on to the left; these are the Marines, and

they are using Covenant weapons! If you take out the Shade gunner on the left,

you can use the Shade gun to take out another Shade gun turret across from the

Marines. There is a small group of Covenants fighting the Marines, so go help

them out. An Elite will board one of those Ghost vehicles parked near the

canyon wall, opposite the side you entered. Stick a plasma grenade to it and

his ride will end. Or, if you do not wish to damage the Ghost, you can shoot

the Elite directly since he is exposed. Now you can drive the Ghost around and

run over and/or shoot any remaining Covenants to help out the Marines. There

should be another Ghost, unused, parked near the area the Elite found his. You

should also notice the large, blue, plasmatic energy balls landing near your

area. This is from the Covenant tank, however, you will not be able to pilot

this vehicle. This vehicle is quite dangerous, so use a few grenades to take it

out quickly. Near the overturned Warthog you will find a First Aid kit, ammo, a

Sniper Rifle, and a Rocket Launcher. You can also find additional rockets

behind a rock near the area where the two Ghosts were parked. After taking out

the Covenants, get what you need and head in the direction that the Marines

were firing. (If there are any surviving Marines, I would take the Warthog for

the extra firepower. If the Marines are dead, however, the Ghost vehicle will

work better because you can drive and shoot at the same time.) As you make your

way through the canyon, be sure to take out all of the Covenants as quickly as

possible. There are a few groups of Jackals up ahead, but running over them

will take them out quickly. Just before the canyon curvs to the right, there is

a semi-steep drop-off that you must drive down. Just keep enough speed so that

you don't flip when you go over the edge.



After the drop-off, you will notice a few things: there are more Marines

fighting, there is a crashed Dropship, and there is a Scorpion tank... yes!

Climb aboard the tank, and take out the Covenants with ease. (The Right Trigger

button fires explosive rounds, the Left Trigger button fires the tank's machine

gun.) Any nearby Marines will jump on the tank and use their primary weapon.

Before advancing, there is a First Aid kit, Rocket Launcher, and additional

ammo under the crashed Dropship. As you continue through the canyon, the path

splits. Both the left path and the right tunnel lead to the same area, but

before you can decide what to do, more Covenants will come in. You might have

to take down a few Ghosts as well, but the tank's explosive rounds work

wonders. After taking out the Covenants, it doesn't really matter which path

you take. However, the left path through the canyon seems more efficient due to

its position.



(NOTE: The rest of the guide for this level assumes you have the Scorpion tank.

While you can beat the level without it, the Scorpion tank makes things much

easier. So, use your tank as long as possible!)



As you make your way into the new area, you will notice a structure at the

other end. Reaching the structure is your goal for now. There is an Active

Invisibility located to the right of the structure (next to a rock), but trying

to get it before killing most, if not all, of the enemies will be much harder

than just taking on the enemies from far away. On your way you will have to

fight standard ground enemies; Elites, Grunts, and Jackals. As you progress

toward the structure, a few Ghosts will get in your way, so use the tank to

dispose of them. You should also notice Covenant tank fire. You can take out

the Covenant tank in just a few shots if you use the tanks explosive rounds.

You will also need to take out the three Shade guns; one in the middle of the

field, one near the far left corner, and the last near the far right corner. As

you reach the section just before the structure, and the game auto-saves (you

see the message "checkpoint... done"), turn around, face the direction you

entered from, and look up to the sky. A Banshee, or flying Covenant vehicle,

will fly down for a bit of fighting. The guns on the Banshee can cause major

damage. Try to line up the Banshee in your sites and use the Scorpion's machine

gun and explosive rounds to take out the Banshee. Also, there is a Covenant

tank on the snow bank above the structure. You do not have to take this tank

out, just stay near the base of the structure and the plasma balls will not

reach you. There will also be two Hunters and a few Elites that come from the

entrance to the structure down the slope. Now might be a good time to use the

Active Invisibility to the right of the structure, or you could just use your

tank's explosive rounds. Before following the path leading down into the

structure, you can find a Sniper Rifle, several grenades, and other ammo behind

some rocks to the right side of the strucure, near the area the Active

Invisibility was found. When you are ready, take the tank down the slope at the

base of the structure. Get out and hit the switch to open the large door.



Make your way though the tunnel using the Scorpion tank. You will come out in a

cool looking cavern area, however, the Covenants here are numerous. There is a

bridge to the left that you must cross to reach the other side, and the bridge

to the right, which isn't complete, has a Shade gun on it. Take out the enemies

to the left and right sides of the cliff you are on. The far right edge of the

cliff on your side contains some rockets, several grenades, and other ammo. The

far left side of the cliff on your side contains a Shade gun, which you should

take out, and a few additional Covenants. Before you cross the bridge, you

might want to take out some Covenants from the side you are on. There are a few

Elites and two Hunters on the other side, but you can easily take them out from

the side you are on if you use a Sniper Rifle, Rocket Launcher, or the Scorpion

tank's explosive rounds. When you are ready, cross the bridge, and take out any

Grunts and Jackals that may be waiting for you. There is also a Shade gun to

the left, after you cross the bridge, but there may or may not be someone using

it so you might not need to take it out. When you are ready, press the switch

to the left of the door that is directly in front of the bridge you just

crossed. With the door now open, take the Scorpion tank through the tunnel.

                                _______________

                             -=[Rolling Thunder]=-

                                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Soon, you will meet up with more Covenants in the tunnel. Take out the Elites

before they can use the two Ghost vehicles sitting in the tunnel. The tunnel

will then curve to the left and the slope will increase. Shoot the Covenants as

you make your way up the slope and out of the tunnel.



>>Reach the transition to the third chasm



When you near the top of the slope, you should see a Covenant dropship landing;

there are quite a few Covenants up ahead. After you leave the tunnel, two Ghost

ships will come at you. If you fire the Scorpion's explosive rounds early

enough, you can take both of the Ghosts with one shot. There are also dozens of

Grunts at the top of the slope. A good tactic is to use the Scorpion's machine

gun while the primary gun on the Scorpion tank is recharging. Now that the

Covenants in the immediate proximity have been eliminated, you should carefully

choose your next battle plan. This next wave of violence can be tough. In the

middle of the snow-covered area you are in, there is a large stone tower: you

can go to either the left or right side of it. The right side has a Shade gun

on it. The left side contains a few Ghost vehicles in operation by Elites, and

a Shade gun on a rock plateau in the middle of the path. There are doors on

both the left and right side of the large stone tower; enemies will pour out of

either side when you drive by. After taking them out, you can enter the tower

via one of the doors. Just be careful, there is an invisible Elite with a

plasma sword inside. Behind him, over in the corner on the shiny floor, you can

find an Active Invisibility. Other than the two hallways that lead to the left

and right sides of the stone tower, there is a ramp that leads to a higher

ledge on the tower. There are a few Elites up here, and this ledge makes for a

great sniping spot for any enemies you may have missed. When you are ready, go

back outside and get in your tank. Now head for the back side of the stone

tower. Use the explosive rounds to take out the Covenant tank hovering over the

frozen pond. After that, head in the direction that the Covenant tank was

located. Get ready for a some hard situations. Two Hunters and t