___ ___ __ ___ _____
|***| |***| /**\ |**| //***\\
|***| |***| // \\ |**| //*****\\
|***|__|***| //____\\ |**| //*******\\
|*** __ ***| /________\ |**| //*********\\
|***| |***| || || |**| \\*********//
|***| |***| || || |**|____ \\*******//
|___| |___| || || |_______| \\_____//
+---------------------------------+
+---------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