___ ______ Ż| | |Ż\ /\ Ż| |Ż /ŻŻŻŻŻŻŻŻŻ\ | | | | / \ | | / /ŻŻŻŻŻŻŻ\ \ | | | | /‚Ż\ \ | | _/ / \ \ | |-----| | Ż \ \ | | ŻŻŻ ( )- ) )- | |ŻŻŻŻŻ| | ‚------\ \ | | / / | \ | | / /ŻŻŻŻŻŻ\ \ | | /| ‚______/ / _| \_ | |_ _/ /_ _\ \_ _| ŻŻŻŻŻŻ | \______ / ŻŻŻŻŻŻ ŻŻŻŻ ŻŻŻŻŻ ŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻ =============================================================================== -----{FAQ/WALKTHROUGH}-{Ver 0.9a}-{By: NeoGamer}-{neogamer007@hotmail.com}----- =============================================================================== +---------------------------------+ -=| General Information |=- +---------------------------------+ ===================================================================== | Platform:---------------Xbox | | | | Game Format:------------1 DVD | | | | Publisher:--------------Microsoft | | | | Developer:--------------Bungie | | | | Price:------------------$49.99(USD) | | | | Genre:------------------First Person Shooter(FPS) | | | | Players:----------------1-4 With Single Xbox Console | | 2-16 With Xbox System Link | | | | Memory:-----------------227 Blocks | | | | Controller:-------------Analog | | Force Feedback | | Memory Unit Support | | | | Release Date:-----------November 6, 2001(US) | | March 14, 2002(EU) | | April 25, 2002(JP) | | | | ESRB Rating(Mature):----Blood and Gore | | Violence | ===================================================================== +---------------------------------+ -=| Table of Contents |=- +---------------------------------+ ===================================================================== | I.--------Legal Disclaimer | | | | II.-------Introduction to this Document | | 2.1---About this FAQ/WALKTHROUGH | | 2.2---History/Updates | | 2.3---Contact Information | | | | III.------Game Basics | | 3.1---Starting a Game | | [a]Campaign | | [b]Multiplayer | | [c]Settings | | [d]Game Demos | | 3.2---Game Settings | | [a]Change Name | | [b]Controller Setup | | [c]Advanced Setup | | [d]Change Color | | 3.3---Saving/Loading | | [a]Managing a File | | 3.4---Heads Up Display(HUD) | | [a]Weapon Indicator | | [b]Health/Shield Indicator | | [c]Flashlight Indicator | | [d]Directional Damage Indicator | | [e]Navigation Points | | [f]Target Indicator | | [g]Motion Tracker | | | | IV.-------Introduction to HALO | | 4.1---Background Information | | 4.2---Human and Alien Encounters | | [a]The Ship and Crew | | [b]The Covenant | | [c]The Master Chief | | [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 | | | | X.--------Acknowledgment | ===================================================================== -=[Section I]=- +---------------------------------+ | Legal Disclaimer | +---------------------------------+ ============================================================================= This Document is Copyrighted İ 2001 by NeoGamer. Any reproduction of this document in part or in whole without the author's consent is strictly forbidden. If the reader wishes to use the FAQ for his or her personal and private use only, then a printed copy may be made. The following websites have my permission to host this Document: [GameFaqs]-----------------------(http://www.gamefaqs.com) [Video Game Source]--------------(http://igamingnetwork.tripod.com) [GameSpot]-----------------------(http://www.gamespot.com) [Cheat Code Central]-------------(http://www.cheatcc.com) [Cheat Codes]--------------------(http://www.cheatcodes.com) [The Internet Central Network]---(http://www.a2zcheats.com) [Insert Site Name]---------------(http://www.xbox-cheat-codes.com) [Gaming Online]------------------(http://www.thegamingonline.com) [MSXbox World]-------------------(http://www.msxbox-world.com) [Gameguru]-----------------------(http://gameguru.box.sk) [Absolute Xbox]------------------(http://www.absolutexbox.net) [Cyber Gaming Network]-----------(http://www.cybergamingnet.com) [Cheat Code Digest]--------------(http://www.hulka.com) [Halo Combat Evolved]------------(http://halohq4.tripod.com/halocombatevolved) [The Hyper Fusion Network]-------(http://www.thfn.cjb.net) [Bali's Games]-------------------(http://www.angelfire.com/games4/balisgames) [Planet Halo]--------------------(http://planethalo.cjb.net) [Worthless Gaming]---------------(http://worthlessgaming.com) [DLH.NET]------------------------(http://dlh.net) [The Realm of Gaming]------------(http://www.realmofgaming.com) [FunXbox]------------------------(http://www.funxbox.com) [Insider Gaming]-----------------(http://www.insidergaming.com) [Games Web Page]-----------------(http://computergaming.fws1.com) [XBOX365]------------------------(http://www.xbox365.com) [CheatPortal]--------------------(http://www.cheatportal.com) [911Codes]-----------------------(http://www.911codes.com) [911Cheats]----------------------(http://www.911cheats.com) [FastCheater]--------------------(http://www.fastcheater.com) [25000 Cheats]-------------------(http://www.25000cheats.com) [COCKSOCKET]---------------------(http://cocksocket.org) [John's Site]--------------------(http://www.john-tcs.cityslide.com) [SN-Xtreme]----------------------(http://sn.gaming-xtreme.com) [HQ HALO]------------------------(http://scorpius.spaceports.com/~paceydre) [Gametopia]----------------------(http://www.expage.com/gametopia) [Neoseeker]----------------------(http://www.neoseeker.com) [Gamersource2000]----------------(http://www.geocities.com/gamersource2000) [GameSpot Portugal]--------------(http://www.gamespot.pt) [123 Xbox]-----------------------(http://www.123xbox.com) [Forerunners]--------------------(http://www.forerunners.org) [Video Gamerz of America]--------(http://www.vgoa.com) [Player's Guide to Video Games]--(http://www.tpgtvg.com) [Gamerz RAGE]--------------------(http://www.geocities.com/gamerzrage) [Xbox Code Center]---------------(http://www.angelfire.com/electronic2/xboxcc) [Xbox Cheat Codes]---------------(http://www.xboxcheatcodes.tk) [The Cole Protocol]--------------(http://coleprotocol.pokerage.com) [Games Domain]-------------------(http://www.gamesdomain.com) [Mogel-Power]--------------------(http://www.mogelpower.de) [Residence of Games]-------------(http://www.residenceofgames.fabpage.com) [Cheat Happens]------------------(http://www.cheathappens.com) [Gamezgod]-----------------------(http://www.gamezgod.co.uk) [Videogame Magazine]-------------(http://www.hype.ce) Any other sites wishing to host this Document, feel free to contact me. I will respond A.S.A.P. regarding your request. ============================================================================= -=[Section II]=- +---------------------------------+ -=| Introduction to this document |=- +---------------------------------+ ============================================================================= __________________________ [2.1]--|About this FAQ/WALKTHROUGH} ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Halo is an awesome game, and 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. If you would like to find a specific section, hit Ctrl+F and type in a keyword. For example, if you wanted to skip to the Walkthrough for level 1, you could search for [5.1] or the level name itself, The Pillar of Autumn. Simply use the Table of Contents as a reference for your search. The newest version of this FAQ/WALKTHROUGH can always be found at: http://www.gamefaqs.com http://www.vgsource.net NOTE: It seems that some of the sites hosting my FAQ have changed the format of this document to fit their HTML layout. I'm not sure there is anything I can do to fix this. I suggest that if you want a complete version, one that looks the way it was meant to look, head over to GameFaqs. NOTE: The Walkthrough reflects the events on the Normal difficulty setting. _______________ [2.2]--|History/Updates} ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [November 16, 2001]- The structural layout of the guide was put into place and the ASCII art was designed. The General Information for Halo, as well as a tentative Table of Contents, was added. Sections I, II, and III were completed. [November 17, 2001]- With a research paper to work on, only section IV was completed. Playing through the first few levels extensively was also done to help when the writing of the Walkthrough later on. [November 18, 2001]- Halo multiplayer madness! I played multiplayer in various modes to get a good feel for the overall multiplayer experience. There will be extensive multiplayer coverage in a later update. The GameCube came out and I did not have much time to play HALO, but a complete walkthrough for the first few levels will be completed soon. [November 20, 2001]- I added a few general tips that I thought might be helpful. Not much time for the Walkthrough. [November 22, 2001]- Thanksgiving! And I wrote the level 1 Walkthrough. [November 23, 2001]- I wrote the level 2 Walkthrough, and fixed a few spelling errors. And finally, I uploaded version 0.3 of this FAQ/WALKTHROUGH to GameFaqs. [November 25, 2001]- Busy with other things as usual, only had time to update the list of sites that may host the FAQ as I've received many e-mails requesting this. I also received several tips via e-mail and incorporated them into the FAQ. Additionally, some e-mail questions were answered in the FAQ section. Hopefully I'll have time for a few more levels in the near future. [November 29, 2001]- One research paper down, three to go. Until then, I'm allowed a bit of free time to work on the FAQ. I added yet a few more sites to the list. I received a handful of new tips and questions, and added those as well. I revised a few of the "shaky" points in the FAQ. ;) I sense a big update this weekend. [November 30, 2001]- I was able to complete the level 3 Walkthrough, which is fairly long. [December 1, 2001]- I completed the level 4 Walkthrough, and added some FAQ questions that I received via e-mail. I also added a few more tips that were sent in. See, I do care. [December 2, 2001]- Not much time to work on the Walkthrough because I have another research paper due tomorrow. I did, however, upload version 0.5 to GameFaqs! Finally. [December 10, 2001]- NOTE TO SELF: Never try to write a FAQ near the end of the semester. [December 11, 2001]- I apologize for the updates, or the lack thereof. Finals are soon to come, and I've been working frantically to finish every paper that is due. I managed to steal a bit of free time today, so I went through dozens of e-mails and added new tips. In-depth information regarding the Master Chief was added, as it was received. [December 15, 2001]- Finally, I'm able to sit down and write more of the guide. I started the level 5 Walkthrough and added some level 5 Tips to the appropriate section. A few more URLs were added, as I've had more requests for hosting the FAQ. [December 19, 2001]- Ok, school's out for the year! I finished the level 5 Walkthrough. What a long Walkthrough that was. I also went through my e-mail and added a few tips. I also started adding the cinematic titles wherever they appear throughout the levels. Well, more updates are on the way! [December 21, 2001]- With all of my Christmas shopping completed, I can now work on the FAQ for the weekend! Now I just need to concentrate on Halo and not FFX. Well, the level 6 Walkthrough was completed today. The level 7 Walkthrough will hopefully be completed soon... just as long as I don't go crazy playing through it. [December 22, 2001]- With several breaks in between, I made significant progress on the level 7 Walkthrough! Still quite a bit to finish though. I sorted through another pile of mail and added a few tips. I also added some FAQ questions that I had received. [December 24, 2001]- After taking yesterday off, I decided to finish the level 7 Walkthrough... finally! I added a few more URLs of websites that wanted to host the FAQ. I do plan to play through the first four levels again to obtain the cinematic subtitles. [December 27, 2001]- I am now the proud owner of a 1999 Mitsubishi 3000GT!... A red one at that. With what free time I had today, I went through answering tons of e-mail and updated the tips section. I went ahead and changed section VII seeing how there are no codes in site. I also sent in the long-awaited update (version 0.7) to GameFaqs! I will pump out the final three levels in due time; just be patient people. I've literally received a few hundred e-mails asking for the rest of the guide. [January 2, 2002]- Oh well, break over I guess. I worked on the level 8 Walkthrough today, which is quite long. Updates might be even scarcer in the next week or so since I'm moving into another apartment and I'm not quite sure how my new Internet connection will come about. So, my honest advice for someone in need (if this guide hasn't covered it by then) is to go to the Halo board at GameFaqs. Those kind people are likely to answer your questions quicker than I can since I receive a good 30-40 e-mails a day now regarding Halo. I obviously am not able to respond to every one. [January 6, 2002]- I stole away some free time today, so I finished the level 8 Walkthrough and added a large number of tips(40 e-mails worth). I also updated the list of sites with permission to host this document. [January 19, 2002]- Well, I'm sorry for such a long break, but school was just too much of a load. I completely finished the level 9 Walkthrough, and got a good start on the level 10 Walkthrough. I plan to upload the updated version to GameFaqs quite soon, but the guide still will not be 100% complete as there are numerous repairs and the Multiplayer section to finish. [January 20, 2002]- I had time to complete the level 10 Walkthrough, but that was about all. At least all of the levels have been covered now. [January 21, 2002]- After sorting through several e-mail messages, I added a few more tips, websites, questions, glitches, and secrets. Since GameFaqs is undergoing major maintenance, I will upload the new version tomorrow. [January 22, 2002]- I only had enough time to spell-check before I uploaded version 0.9 to GameFaqs. In the future, I plan to restructure the guide to benefit certain areas, refine the original content about Halo, add the subtitles for the first four levels, and do a major, in-depth Multiplayer section. I'll call the final version 1.0, even though the Walkthrough itself is now complete. [February 15, 2002]- Tomorrow, the FAQ will see several changes. The break has been too long, the work on this FAQ must conclude! [February 16, 2002]- To start off, I went through the first four levels and obtained the cinematic subtitles. Not surprisingly, this took several hours. I got a good start on the layout of the multiplayer sections as well. It appears as if homework will impede tomorrow's progress on the FAQ, however. [February 21, 2002]- With the day's work out of the way, I was able to add a few helpful diagrams to the FAQ. I also completed the Cooperative mode section. I have a huge backlog of e-mailed tips, and some multiplayer goodies. Legolas even sent in a few things. =) [February 23, 2002]- Some tedious work was completed on the multiplayer section, and the general multiplayer layout was tooled with. [March 2, 2002]- Again, I'm quite sorry about the lack of work, but this can be credited to StarCraft: Brood War, and Medal of Honor: Allied Assault. Today I added quite a few 'Custom Games' that were either sent to me, or posted in my topic on GameFaqs. I also went through and cleared out the backlog of tips that were submitted, and I added a few more URLs of sites with permission to host the document. [March 15, 2002]- One word: LAZY. However, things are moving along now. I finished up a few of the multiplayer sections, added a few questions for the "FAQ" section, added a few more URLs, tips, custom games, and am nearing the next update. I've decided to do multiple updates, however, since there is a huge amount of info still to add. Additionally, the Xbox has launched in Europe, meaning the e-mails will most likely pick up again. [March 16, 2002]- I added yet a few more URLs, a small amount of tips, another Cutom Game, and I revised some areas of the FAQ regarding enemies and weapons. [March 17, 2002]- For the most part, I only uploaded version 0.9a to GameFaqs. There will be at least one more update, finishing up the multiplayer sections, doing the final spelling checks, going back through and adding more depth to some of the basic information. This will take a good deal of time, but it should be present in the near future. Untill then, enjoy. ___________________ [2.3]--|Contact Information} ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I may be reached via email: neogamer007@hotmail.com Visit: http://vgsource.net for more of my work. We also have some really cool message boards here, and my friends will be more than happy to help you in any area you may need assistance. Additional work may also be found at: http://www.gamefaqs.com/features/recognition/12825.html If you would like to help contribute to this FAQ/WALKTHROUGH in any way, such as add a tip/secret, or correct any errors I may have made, e-mail me and I'll give you due credit on the next update. ============================================================================= -=[Section III]=- +---------------------------------+ | Game Basics | +---------------------------------+ ============================================================================= _______________ [3.1]--|Starting a Game} ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [3.1][a]-Campaign: This is the primary meat of the game. Choose this option to begin a new Campaign or to resume where you left off in an existing Campaign. If you have not created a profile yet, a new one will be created automatically. When the virtual keyboard comes up, name your profile. Your progress during a single player game will be saved to this profile. 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 two Elites will come from a path located to the left, and a Banshee will come from behind. I would take out the Hunters first, then try running over the Elites while aiming up at the sky and taking out the Banshee. If things get to chaotic, either temporarily retreat or leave the tank all together. You should have enough ammo for your Rocket Launcher that you can take out the enemies quickly on foot. After the Covenants have been eliminated, jump back in the tank and head for the narrow path that the Hunters came from. Follow the path until you reach another opening. In the new area, on one side of a cliff, you will see several Covenants near the trees to the right. There are also a few Grunts and Jackals further to the left near a rock. Advance slightly and use the explosive rounds to take out the Shade gunner positioned on the cliff across from you. Then, make your way to the left side of the cliff you are on and you will see a ramp leading down to the valley below. (The valley is actually composed of frozen water, so the tank controls will be a bit looser.) At the bottom of the spiraling ramp, you will be joined by about five Marines on foot. If you have any room left on the tank, some will jump on. Then, a Covenant dropship lands nearby. Grunts, Jackals, and Elites will start coming down the ramp you just came down, so take them out! Once those Covenants are taken care of, work your way around to right side of the ramp and through the valley where the Marines were located. Around the bend to the left, two Hunters will be waiting for you. Since you probably have four Marines on the Scorpion right now, it might be a good idea to take the Hunters out on foot: especially if you still have a Rocket Launcher. This will ensure that the Marines are not helplessly slaughtered. There is also an Active Invisibility located on the wall behind the Hunters, incase you wish to take them out while invisible. The only problem is that you will have to go right next to the Hunters to get the Active Invisibility, which almost nullifies the purpose. Near the Active Invisibility, behind a rock, you will also find some ammo and a First Aid kit. At the end of the canyon, behind the Hunters, you can see some round, pipe-like structure. You will need to go through here to reach the next area. The primary purpose of the pipe-like structures is to keep you form bringing the Scorpion tank though. Yes, that's Bungie's way of telling you that you can't use the tank for the rest of the level! So, leave the tank and go through the passage beyond the pipe-like structures. The tunnel is quite short, and, at the entrance to the new area, you will meet an invisible Elite, and some Jackals and Hunters! Now you are at the bottom of another canyon. If you look up, you will see two bridge. You will be here soon, but not yet. Continue to make your way up the slope. An Elite will meet you on the way, and hopefully your Marines will still be there to help. Behind you, directly above the passage you just came from, you will see a Shade gun. Take out the gunner to prevent trouble. You get a message saying that the Covenants have secured a position ahead in the rocks. Make your way up the slope and fight off the slew of Covenants, which consists of Grunts for the most part. As you advance toward the two bridges overhead, you will see a structure. To the right of the structure, embedded in the canyon wall, there is a door. This is your goal, but first take out the Covenants ahead. Use the rocks as cover, and take out the Shade gun on the left. There are also two shade guns on the right side, guarding the entrance to the door in the canyon. Additionally, a Banshee and a Ghost vehicle will try to take you and the Marines out. Use your Rocket Launcher if you still have it. If not, use your most powerful weapon, a Shade gun, or a downed Ghost to take them out. There are two dead end tunnels under the structure, and they only contain Elites. Avoid them unless you are just feeling frisky. As you approach the door embedded in the cavern, two more Elites will come out. After taking them out, proceed inside and prepare for a familiar structural setup. Go through the corridor until you reach the next room. This room is quite similar to the previous rooms at the beginning of the level. The right side is blocked off, however, so you will have to travel in a clockwise direction to reach the next exit. Use melee attacks as long as you can, then mix things up with a few grenades. There are a few Elites, but mostly Grunts in this area. The exit, in this case a hallway, is around on the other side. There is also a white arrow marking this path as well. So, after taking out the Covenants, find the exit and continue down the hall. This will eventually lead to a lift, so get on and press the switch. You are greeted by a Jackal at the top of the shaft, so greet him back with a nice weapon. Continue through the corridor and down the hall. In one of the next halls, you will come up behind two Jackals. Take one of them out melee, and quickly finish the other. Also, in that same room, there is a First Aid kit and some ammo at the top of a small block. Continue through the corridor, and up the small ramp. There are quite a few Grunts at the top of the small ramp, so have a good grenade ready. You are now in a circular room, but the path leading around is blocked off to the left. So, travel in a counter-clockwise direction. The center area has several Elites, Jackals, and Grunts in it, and the musical score will heighten to let you know of the chaotic fight at hand. After taking out the Covenants, find the door, marked by a white arrow, on the other side of the room. Go through the door and follow the corridor. This path leads outside, to one of the two bridges that you saw from below. When you exit the corridor, you will be on a bridge. There is another bridge over to the right, however, you are not able to reach it just yet. Notice the glass shields on the left and right sides of the bridge; these will come in handy when dodging enemy fire from the other bridge. To the left and right sides of the entrance, you should notice several sleeping Grunts. Take them all out with melee attacks, then proceed across the bridge. Eventually you will be spotted and fired upon by a Jackal. Now all of the Covenant, including the ones on the other bridge, will be alerted of your presence. Try to keep to the left side of the bridge as you make your way across. This protects against some of the Covenant fire coming from the bridge to the right. There are a few Elites ahead, but using the center blocks as cover should make taking them out easy. Just be careful as you reach the end of the bridge: an invisible Elite is standing near the group of Grunts waiting to take you out. Go through the door at the end of the bridge and follow the corridor to the next room. This circular room is quite simplistic, but is similar to the other ones. There are a few Elites in here, but most of the enemies are gone. (My theory is that some of the enemies that ambushed you on the bridge came from this room, so numbers will vary from time to time.) Around on the left side of the room, there are two dead Marines. Here you can find a First Aid kit, rockets, a Rocket Launcher, and more ammo for the Assault Rifle and Handgun. When you are ready, leave the room using the corridor on the opposite side of the area that you entered. Like usual, there is a white arrow on the floor pointing in the direction you should go. Around the corridor, as it turns to the right, you will find a long hall with pillars on the left. Several Jackals and Grunts are hiding here. Lob a few grenades at them to take them out in large numbers. Proceed down the corridor, and follow the rest of the path. The path comes out in another circular room filled with Covenants. The center room is different this time; and there are elevated walkways that go around the room as well. After disposing of the Covenants, make your way out of the room by the door on the opposite side. The floor is marked by a white arrow in case you are disoriented and do not remember which direction you came from. Follow the corridor which leads outside to the next bridge. Now you are on the second bridge. As the music takes a turn for the dramatic, you might notice that the bridge you just crossed is to the right, and there are two Hunters on it! There are also quite a few enemies on the bridge you are currently on. Those glass barriers will be helpful while dodging the Hunter's charged shots. A good tactic is to get the attention of the Grunts on the bridge you are on. Then make your way back to the corner and use the glass as protection from the Hunters on the right. Now you can take out quite a few of the Covenants on your side without worrying about the Hunters. If you still have a Rocket Launcher, use it combined with strategic strafes to take out the Hunters on the other bridge. If you have no way of taking them out, stay to the left and make your way across the bridge. Proceed to eliminated the Covenants on the bridge and be cautious of the invisible Elite near the end. When you are ready, preceed through the door at the end of the bridge and follow the corridor to the next circular room. In this room, the primary path to the left is blocked off, but the center area is large enough that it doesn't really matter. On the immediate left, Jackals are patroling. I would simply go to the right and take out the sleeping Grunts. After that, take out the remaining Grunts and Jackals. The music will change when the Covenants in that room have been defeated. There are no Elites, so clearing this room should be simple. The exit is on the left side of the room, so travel around to it and follow the corridor. You will soon be in a long hallway with more pillar structures on the left. This time there is an invisible Elite with a plasma sword hiding, so take him out pronto! Down to the left, beside the wall, you can find your own Active Invisibility. As you proceed down the corridor, you will find another invisible Elite; however, this one does not have a plasma sword. After taking him out, follow the corridor to the next circular room. The path to the left is blocked off, so take your booty counter-clockwise. In the center of the room, there are two Hunters. Use a Rocket Launcher from far away, or your good old dodge tactics to take these big guys out. Grunts and Jackals will pour in the room from the exit. There is a First Aid kit in the middle room where the Hunters were located, and rockets are on a dead Marine near the exit. When you have killed the Covenants, Cortana notes that you must be getting close; so, follow the corridor until you make it to the next area. _______________________ -=[If I Had a Super Weapon]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Cortana informs you that you are at the Control Room and that the entrance is at the top of a pyramid structure. From here, you have a few options. I'll explain both in-depth. The basis of your next operation is in a huge canyon. As you leave the corridor, you will be on a bridge. In the distance and off to the left, you can see a pyramidal structure. You need to be up at the top, but there are so many ways to go about this it isn't even funny. Below, two of the most common ways have been outlined. Option (A) is my pick, as it's much easier and extremely fun when compared to option (B). However, you have a free will, so please do as you wish. (A)For this option to work, you must act quickly. There are two Banshees on the bridge that you come out on. Ignoring the Covenants on the bridge, head for the middle and jump in the Banshee closest to you. If an Elite gets to the Banshee before you, either skip to section (B) or "REVERT TO SAVED" and try again. You can even shoot the Elite before he reaches the Banshee. Assuming you have the Banshee now, quickly fly off the right side of the bridge, increase your elevation and go all the way to the wall. You should now be on the opposite end of the canyon, far away from the pyramid. [While you can just fly straight to the top of the pyramid, the rest of section (A) details the events that consist of taking out Covenants. So, if you don't want to take out several Covenants, skip the rest of section (A) and (B).] After taking a few seconds to get a good feel of the controls, turn around and look down. If you hold back on the Left Thumb stick, you will hover in one spot. This is a good tactic for getting a good view of the area and firing down upon enemies. There is a Covenant tank on the ground far below. Use the Banshee's two plasma cannons along with its fuel rod cannons to take out the tank. You might also have to engage in a dog fight with an Elite in a Banshee; this all depends on whether or not the second Banshee from the bridge was taken. Now you can hover next to or above the bridge and take out the rest of the Covenants. If you land on the ground below, there are several Ghost vehicles and Covenants ready to fight. Taking them out with the Banshee, however, is quite easy. There is also a deep ravine on the ground that contains quite a bit of ammo, a Rocket Launcher and a Sniper Rifle. You should land the Banshee to reach this area. When you are ready, use the Banshee to fly to the top of the pyramid. (B)Choose this option only if you can't get a Banshee while you are on the bridge. Make your way across the bridge, taking out all of the Covenants. Use the rocks as cover, and try to take out the flying Banshees with your Rocket Launcher. Or, if you want to conserve ammo, and if you do not have a rocket launcher, run! There is a door at the other end of the bridge. When you get there, a few Grunts will run out. Take them out and go through the door. Follow the corridor to the, gasp, circular room. The right side is blocked off, so travel around the left side. Take out the Grunts and Jackals as you go. After taking them out, make your way to the exit around on the other side. Like usual, use the white arrows if you are disoriented during a fight to find the correct path. Follow the corridor until you reach a lift. Hit the switch and you are on your way down. At the bottom, follow the hallway leading into a new room. There is an invisible Elite waiting for you, so be careful. Other than that, follow the path to the right and take out the remaining Grunts and Jackals. In the center room, at the top of a ramp, you can find quite a bit of ammo. The exit, marked by a white arrow on the floor, is located on the far left side of the room. The corridor leads outside, below the bridge you were on a few minutes ago. Cortana mentions the fact that you need to make it up to the pyramid, now to your right, and that you need quite a bit of firepower. As you leave the corridor, there will be a group of Covenants to your left. Take them out and secure a Ghost vehicle. Try to take out the Covenant tank using a Rocket Launcher while on foot. Now head for the base of the pyramid, while still in the Ghost, and climb slope on the right. At the top of the first slope, a Hunter and a few Grunts are waiting! You are extra vulnerable while in the Ghost, so try to run him over. Or, you can get out and use your hand to hand combat tactics. Take the Ghost through the small tunnel to the left side of the pyramid where you will find a few Grunts and another Hunter. After taking them out, there is a ramp on the far left edge of the pyramid that leads to the next highest section. On the next section take out the Shade gun quickly, and proceed along the edge of the pyramid. After taking out the Elite and Grunts, go through the small tunnel to reach the right side of the pyramid where you will find more Grunts and a slope leading up one more level of the pyramid. At the top of this level you will find yet another Shade gun. There are also quite a few Grunts on the right side of this area. After taking out the Grunts, make your way over to the left side of the pyramid. On the way you will encounter more Grunts and a handful of Jackals. Make your way through the small tunnel and to the left side of the pyramid. Follow the slope on the left to reach the top of the pyramid! If you had the Banshee, you could have flown directly up here. Now that you are on the top level of the pyramid, make your way up the ramp and to the door. In a minute you will need to open that door, but before you do, take out the Grunts and two Hunters that come down from the tower just in front of the door! (NOTE: One time there were no enemies on the tower across from the large door, but this was only when I used option (A) from above.) When you are ready, press the switch to the right of the door. The large door will open, revealing a large number of Covenants. An Elite holding a plasma sword is among the first to charge you. This section is not really easy, but there are a few things you can go about doing to help things go smoother. If you have a Rocket Launcher, fire it into the groups and hide behind the blocks. If you have a Ghost, run over the enemies while shooting them. Or, you can use one of the Shade guns parked outside of the doors. Using a Shade gun will be quite effective, but you must get out if your health begins to drop. After taking out the initial wave of Covenants, more Covenants will appear. After taking out every last Covenant, enter the large room and go around the corner. You will be facing yet another huge door, so when you are ready, hit the switch on the right (One of the panels is not really a switch.) As the door opens, Cortana informs you that the Covenant forces have been eliminated! Whooo! Continue down the huge corridor, and when you reach the next large door, hit the switch on the right. When you do, the level ends. You are now in Halo's control center. Cortana gets out and starts acting really freaky. Do not worry, the freaky part is yet to come... ------------------------------------------------------------------------------- ________________ [5.6]--|343 Guilty Spark} ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [Mission Overview] Creep through a swamp to meet the only enemy the Covenant fear. [Introduction] At the end of the previous level, Cortana vaguely mentions Captain Keyes and tells you to find him immediately. You are soon dropped off in a swamp: the point where Captain Keyes' last transmission was recorded nearly twelve hours ago. This time you will not have the support of Cortana. _________________ -=[Well Enough Alone]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>Locate Captain Keyes When you jump out of the dropship, you are in the swamp. While this area looks easy to get lost in, it really isn't. In fact, it is fairly linear. Move forward and to the left to the dry land, and you should see the dropship of Captain Keyes. Load up on the ammo for the Assault Rifle and note the three First Aid kits. You also hear a garbled, pre-recorded transmission coming from the ship that goes something like this: "This is dropship Victor 9... Pillar of Autumn... if anyone... need assistance... we are under heavy attack by some new kind of Covenant... isn't Covenant... Captain Keyes has been captured by hostiles... we're dug in at a large structure in a swamp near... long we can hold out... please... I will send this message to repeat at... intervals... dropship Victor 933 clear." Hmmm, that doesn't sound good. Well, after taking the Assault Rifle ammo, continue forward and down into the next swamp. You should see a few dead Covenants after you pass through the water and reach the dry land. Continue forward and follow the path around to the left. Now make your way down the hill and you should see some live Grunts and Jackals. To the left is a downed Covenant dropship. After taking out the Covenants, pass by the downed Covenant dropship and take a left and head up the hill. You will meet a few more Covenants along the way. Beyond the rocks, you will find a Jackal standing on top of a rocky area, next to a downed tree. Take out the Jackal and jump up on the rocks to make it to his former position. From on top of the rock where the Jackal was standing, you can see the rest of the downed tree to the right. Simply jump on the tree and travel across it. On the other side, climb the hill and you should be right next to a Shade gun. Continue forward and you should see some fighting below. As you make your way down, you can see the Covenants running from the right. To the right is the structure you need to enter, as that is where the Marines are. Taking out the Covenants on the left is optional. Also, the hill to the left only leads back to the beginning of the level where you were dropped off. When you are ready, enter the large structure you found on the right. As you enter the large room of the structure, a lift will come up the shaft in the middle. Get on and hit the switch on the right to descend. When you reach the bottom, head for the Covenants on the other side of the wall. After taking out the Grunts and Jackals, proceed through the door the Covenants were blocking. Through the door, you will find yourself on the second floor of a large room. After taking out the Covenants on the ledge you are on, jump down to the floor below. There are a few more Grunts down here, so take them out. A First Aid kid can be found in the far left corner behind a pillar. On the right side of the room you will find the only unlocked door on the lower floor. Go through it and you will be in a tiny room with small corridors on each side. The doors on the left and right are locked, so go through the door at the other end of the room. This takes you to a much larger, square room with Covenants on the left. The center of the room contains a slimy substance, and if you look up, you can see green liquid dripping from above. Take out the three Jackals on the left and go through the door. As you enter the tiny room, the first thing you will notice is the Covenant blood... everywhere! Ignore the doors on the left and right sides and exit through the door at the other end. This leads to the bottom floor of a large room. Apparently, the Covenants have already fought here. The exit is to the right side in the middle, but you will have to jump behind a pillar to reach it. You will be in yet another small room with doors on the left and right. Like the last few times, the only open door is on the other side. However, let the door open, but do not go through yet. As the door opens, you will see a Marine, still alive, sitting up against the wall in the next room. He has been traumatized, and says: "Stay back! Stay back, you're not turning me into one of those things! I'll blow your brains out... get away from me! Ghaaa... ahhhhhhhhh! Don't touch me you freaks... I won't be like you I'll die first! Find your own hiding place the monsters are everywhere! Play dead! That's what I did... play dead. They took the live ones. Oh God I can still hear them... monsters... ahhhh... aaha.. aaaahhhhhaaaa... Just leave me alone. Sarge, Mandoza, Jenkins... Oh God, the things took them. They're gone... get it? Gone! They wont get me! Oh God... Oh God, I don't want to be like them please... please no, please no..." This gets freakier by the minute! He warned you... stay away. Unfortunately you must pass through there. He will shoot at you, but have a heart and just run by him, ok? No need to kill the innocent. As soon as you run by him, you are safe. It appears that more Covenants have died during some type of confrontation. There are no other doors in this room, so you need to reach the walkways above. In the back left corner of the large room, you can find a way up. Just use the rubble to jump up onto the ramp. Follow the path toward the front of the room and go through the door, which is actually above the one you used to enter the room. Go through the next small room and exit through the door on the other side. This next room you have been to before, but not on the upper walkways. As you enter, you can immediately spot the exit: all the way on the other side in between the two red symbols that were painted on the wall. Make your way to the other side by following the ledge on either the left or right side of the room. There is an Assault Rifle on the floor in front of the door, so pick it up if you need it. As you go through the door, the music turns freightfully dramatic. Go around to the left side to find two First Aid kits. From there, follow the ramp down to the lower floor and take a left. Approach the door and prepare for a nasty surprise. Enter the room and watch the chilling cut-scene detailing the previous events through the eyes of one Marine, Jenkins. _________ -=[The Flood]=- ŻŻŻŻŻŻŻŻŻ After the cut-scene, the Flood will burst out of the door on the opposite side of the room. There are no unlocked doors at the moment, so you will have to fight them off. In fact, the door does not unlock until all of the Flood in this room have been killed. The Assault Rifle is probably the best weapon you currently have to use against the Flood. After killing most of the Flood that came from the opposite side of the room, more Flood will burst through one of the doors on the right side of the room. Take some of them out, and additional Flood will come from one of the doors on the left side of the room! And finally, after killing most of the Flood in the room, a large group of Flood will burst through the door in which you entered from, providing an exit. This group of Flood includes much larger enemies that lunge out at you, so be careful. Before you leave, you can find a First Aid kit through the first door on the left. Be sure to kill all of the Flood in that room. After you do, you will be given a new set of orders. >>Escape! From this point on, your goal is to simply escape. This task is easier said than done. One thing you should note, you do NOT have to kill all of the Flood. Ignoring them is usually a good thing, and taking them out is always optional. Sometimes it is better to take them out because there might be a particular item in a specific area that might be worth getting. So, for the time being, exit the door you entered earlier. Follow either of the ramps on the left and right side of the hallway as they both lead to the same area. Continue forward and exit the door to the front of the room. In this next room, you can see the Flood fighting the Covenant on the floor below. No time to watch the show, unless you want to fight. Remember, the way you came in this structure is not accessable right now, so your exit will be different. From here, there are two doors you can go through. One is on the top, on the right of the room you just entered. The other is on the bottom, directly under the door the right side of the room. Both lead to the same area, but the one on the top level is a bit easier. If you fall down below, however, you will have to take the lower door. (A)Taking the top door: Go through the door and follow the path through the small room. Soon you will come out in a much larger room with glass in the middle and walkways around the side. Find the door on the right side of the room, which leads into a small, square room. Go through the small, square room and enter the larger room. There is no need to jump down to the floor below. On the right, you can see Covenants blocking a door. There are two green symbols on the wall above. Take out the Covenants and go through the door. (B)Taking the lower door: Assuming you are on the lower floor in the room where you found the Covenant fighting the Flood, go through the door on the right side of the room. Through the door is the familiar square room with Covenant blood everywhere. Make your way through that room and into the next. Above you can see some glass walkways, and there is an exit to the right side of the room. Try to move fast because there are quite a few large Flood in this room. The large ones are much more powerful. The exit on the right leads you through a small square room with one unlocked door on the other side, and onto the lower level of a large room. As you enter the large room, there will be tons of Flood. The exit you need to take is on the upper right floor, but the only way up is to jump on some purple blocks on the other side of the room. These are located near the right corner. After jumping up the blocks, take out the Covenant to the right and enter the door they were blocking. There are two green symbols on the wall above the door. After going through the door, take a left. There will be two First Aid kits and a Shotgun next to the dead Marines. Pick up the First Aid kits if you need them, and be sure to get the Shotgun because it is one of the best weapons against the Flood. Trade the Shotgun for anything but the Assault Rifle. Both weapons are quite vaulable against the Flood. Make your way down the hall to the left and go through the door. Make your way to the end of this next room and go through the door on the left. This next room is large and has a lift in the middle. This is one of the situations where it would be better to finish off the Flood in that room. After taking them out, stand on the lift and hit the switch. As you go down, you will notice tons of Covenant blood splattered on the walls. When you reach the bottom, bad news is the only thing that will accompany you. The larger Flood now use weapons. There is an Over Shield at the top of a pile of purple blocks. Climb the blocks to snag this priceless gift. Before leaving, you may wish to take out the Flood if they are causing too much trouble while chasing you. When you are ready, take the exit which is to the left side of the area that you found the Over Shield. As you enter the next room, you will see a fight going on between the Flood and a few Marines. I was never able to save them. There is a bridge in the middle that keeps reappearing, but you can't cross it. To the right of the entrance, there are two Active Invisibility pick-ups. Pick one of them up and jump down to the floow below. Using a Shotgun while invisible will make this large group of Flood much easier to kill. There are Assault Rifles and a few Shotguns spread across the room where the Marines died. When you are ready, exit through the door on the left side of the room. This door leads to a small room with three doors. The doors on the left and right are dead end rooms that hold the Flood. Make your way to the door on the other side of the room. Go through it and into the large room filled with Flood. Above, you can see some walkways. You need to get up here, so climb the rubble in the far left corner of the room. On top of part of the rubble, you will find a First Aid kit and some ammo. Make your way up to the walkways above. Now that you are on the higher level of the room, head toward the entrance and go through the door. This door is actually right above the one you entered. Pass through the small, square room and into the large room. You might want to take out any Flood that are bugging you. To the right, you can see that bridge that keeps appearing. Since you are already on the other side, find the exit that is straight across from the door you just entered. If you accidentally jump down, you will have to go back through the door on the bottom floor. Go through the door and into the small, square room. Exit through the door on the opposite side and you will be on the upper level of a large room. Jump down and find the exit on the lower floor, to the left side of the room. This leads through another small, square room and into another large room, similar to the one where the Covenant were fighting the Flood. There are quite a few Flood in this room, but I would just run past them. There is an exit on the other side of the room, just across from the area in which you entered from. Go through this door and through the next small, square room. In the next room, you will confront yet another group of Flood. To the right of the entrance, you should see a few blocks. Jump up on them, to find a First Aid kit and quite a bit of ammo. You can also use these blocks to reach the upper level of this room. Jump up to the walkways above and take the upper door, which is on the left side of the room. Exit through the door and go through the small, square room to reach another large room. There are two ledges in this room, and if you hit the switch near the middle of the ledge you are on, you can activate a bridge. (If you fall off the ledge, you will have to go through the door on the bottom and into the room you were previously in.) Make your way across the bridge you just activated, and approach the door with three symbols above it. Large Flood will pour out of the doorway, so take them out. When no more come through, go through the door and into the large room. There is a lift in this room, and it actually goes up! Before taking it, however, be sure and eliminate the Flood so that they do not come up the lift with you. When you are ready, get on the lift and press the switch. Near the top, you are contacted by the dropship pilot. When you reach the top, a large number of Marines are in the room ready to leave. They eagerly greet you! Follow them up the ramp and out into the swamp. Make your way forward and over the small hill, traveling between the trees. You and the Marines will soon be confronted by the Flood. There are quite a few, so I would not worry about taking all of them out. Continue around and to the left as you follow the Marines. Be careful because the Flood will jump out of tree and ambush you along the way! Make your way down the hill and into the swamp area. When you reach the actual swamp water, you should be able to see red lights through the fog. These lights will lead to a structure up ahead. As you enter the water, quite a few Flood will swarm the area. After taking them out, make your way around to the other side of the structure in front of you. If there are quite a few Flood in the area, some blue, flying robots will help you take them out! ________________ -=[343 Guilty Spark]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When you reach the other side of the structure, you meet a Monitor named 343 Guilty Spark. Its job is to prevent the Flood from spreading since they were recently released. It asks that you follow because it needs your help. Unfortunately, you must follow the Monitor for the game to progress. Prepare for The Library. ------------------------------------------------------------------------------- ___________ [5.7]--|The Library} ŻŻŻŻŻŻŻŻŻŻŻ [Mission Overview] Fight your way through an ancient security facility in search of the index. [Introduction] Relieved to be out of the swamp? Save that relief for later; you'll need to keep your head on straight for this mission. The Library is a bit long and quite repetitive. The level itself is semi-linear, but the primary problem is the Flood. You will continually fight hordes of them through large hallways, which slows down progress through the level dramatically. The key thing to remember while reading my guide to level 7: Easier said than done. While I can offer great tips on how to kill the Flood in each area, it is ultimately up to you to wield your Flood killing skills. Here is one tip for the entire level, however: Do not try to keep up with the Monitor. Instead, stay back and clear an area of the Flood before trying to catch up with the Monitor. Enemy management is what I like to call it. As the level starts, the Monitor will tell you that the "index" must be found and taken to the control room and asks that you follow it. ___________ -=[The Library]=- ŻŻŻŻŻŻŻŻŻŻŻ >>Follow the Monitor to the index (NOTE: The Monitor emits a blue luminosity that can be seen from far away, so keeping up with it should be no problem.) You start out with an Assault Rifle and Handgun, but there are plenty of weapons to be picked up throughout the level. For now, the Assault Rifle will suffice. Proceed to follow the Monitor, and a few of the small Flood will come out to attack you. Take them out, and move closer to the Monitor who is waiting for you. When you do, turn around becaue tons of the Flood will pour out from behind you as well as from your sides. Try to take out the Flood with giant heads from far back because their death results in an explosive situation. After taking out the Flood, turn back around and make your way toward the Monitor. Again, before you can reach the Monitor, the Flood will come at you. This time from the left and right. I'd backtrack toward the beginning of the level so that the concentration of the Flood is in front of you. Then make your way forward as you clear out the Flood. Ahead, on the right, the Monitor will be hovering over the entrance to a large room. The Monitor should say "We are near the index chamer, follow me." Don't enter yet, however, as there are quite a few dangerous Flood pouring out of a pipe to the left. These larger members of the Flood are carrying weapons, which make them extra lethal. The good news, however, is that you can take their weapons after killing them. Just be sure to keep the Flood in front of you at all times. You might also have to run backwards while firing in order to dodge some of the lunge attacks. Before going through the door that the Monitor was hovering over, be sure you pick up a Shotgun off of one of the dead bodies. When you are ready, enter the doorway and go through the short hall to the large index room. As you follow the it into the large room, the Monitor will mention the index above. Don't venture far into the large room, however, as the Flood will enter in from all sides. A good tactic is to walk back a litle way into the tunnel you used to get to the large room. This will force the Flood into a small area, allowing you to concentrate your shots. You might have to run back into the index room to lure additional Flood out of hiding. After taking out that batch of the Flood, the Monitor is waiting for you to the left side of the index room. Make your way over to the Monitor and pass through the corridor below it. Before you can reach the other side of the small corridor, the Flood will come at you from the other side. In this area beyond the corridor, just outside of the index room, the Flood will continue to come out of a large pipe in the wall for quite some time. The corridor itself seems like a fairly safe area to shoot from. After taking out all of the Flood, enter the area the Flood were just coming from and follow the path to the right. Before you can even take a few steps, the Flood are already pouring out of pipes up ahead. These Flood have more lethal weapons such as the Shotgun and Needler. Try to take them out first. Keeping the Flood in front of you is a must. Also, never be affraid to run backwards to save your life. When no more red dots appear on the Motion Tracker, proceed around the pathway. On the left side of the path, you should see the Monitor hovering next to a giant door. Approach the door and the Monitor will say, "The security doors have sealed automatically. I will go access the override to open them." After waiting for a few seconds, the Monitor returns and says, "Please follow closely. This portal is the first of ten." Joy! So, put on a smile and go through the large doors. The Monitor is waiting, and wants to take the path on the right. However, if you take the path on the left, you can save a bit of trouble later on. If you go left, the Monitor will say, "This is not the correct direction. If you do not follow me you may become lost." Ignore the Monitor and continue in the "wrong" direction. You will reach a dead end, but tons of the Flood will emerge. Fortunately, these are the small Flood and are quite easy to take out with an Assault Rifle. Taking them out now will prevent them from sneaking up from behind if you would have gone the "correct" way first. After taking the Flood out, turn around and go in the correct direction. The Monitor is waiting for you, so follow it down the large hall. As soon as the Monitor mentions your "ineffective weapons", the Flood will appear ahead. Take out the first wave and advance. Then, as you reach a section of the path with three glass panels in the floor, more of the Flood will appear. This time you will be surrounded by them, so try to find an area where you can regain control of the situation by putting the Flood in front of you. During your hardships, the Monitor conveniently says, "The Flood must not escape the installation: they consume all." Work your way back toward the three glass panels and take out all of the Flood. As you go past the glass panels, you will see the monitor waiting at the end of the path. When you approach the Monitor, the Flood will jump out of the pipes in the wall in front of you. Backtrack a little to give yourself some room to take out the Flood. Just be careful not to fall through the area where the three glass panels were behind you. While a Shotgun does work wonders on the Flood, the Covenant's weapons seem to be quite useful on the large Flood members. After a few waves of the Flood, follow the Monitor around to the left at the end of the pathway. The Monitor mentions "genetic infection" and how the bodies "transform". No time to care right now, because as you follow the Monitor around the corner to the left, more of the Flood jump out. After taking the Flood out, continue following the Monitor down the large hall. Again, the Monitor mentions the Flood and says they need a "host". Interesting. As you are following the Monitor, it will fly into one of those pipes ahead. You obviously can't follow that, but the Flood come out anyway. After taking the Flood out, follow the hall around to the right. The Monitor is out of site, but there are more Flood that appear anyway. Before advancing down the hallway too far, be sure to pick up the Over Shield at the bottom of the small ramp in the middle of the path. As you continue down the large hall, you will meet back up with the Monitor who will then say, "We must continue. This way please." However, the Flood come from your left and right so you must deal with them. Backtrack some so that you can keep the Flood in front of your position. After taking the Flood out, follow the Monitor down the hall a little bit more. The Monitor will compliment the facility and suggests that you can see more of it later. Yeah right. Like usual, more Flood will appear. Again, you will be surrounded, so find a good spot to protect your back. After dealing with the first batch of the Flood, continue down the hall. You should see three glass panels in the floor again, just be sure not to fall through them. When you approach the area beyond the three glass panels, more of the Flood will come from the hall in front of you. This group of the Flood will be concentrated in front of you already, so just hold your ground. After dealing with them, pass over the three glass panels and follow the hall around to the right. At the next corner, as the hall turns right, additional Flood will appear in front of you. After taking the Flood out, continue around the corner to the left. Up ahead, the path will widen and quite a few Flood will appear. Then, the Monitor introduces you to a group of Sentenals! These Sentenals are like the robots you may have seen at the end of level 6. They use precision lasers to take out the Flood. Advance forward and watch them work their magic. Letting them do the work saves ammo too. However, if you notice that any of the Sentenals are taking damage, protect them. Actually, you may wish to fight at the same time the Sentenals fight just to make things go even quicker. You should be careful not to get in the way of the precision lasers as they will damage you! After most of the Flood in the immediate area have been eliminated, the Monitor mentions something about a disruption of the power flow. The Monitor then leaves, so continue forward down the hall and take out any remaining Flood. Near the end of the hall, there is an opening on the left. This leads to a circular room that acts as an elevator. Enter the room and stand in the center of the elevator. The Sentenals will not follow you, but you will now be able to go up one level. ___________________ -=[Wait, it Gets Worse]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The bad part is that it does get worse. When the elevator comes to a stop, exit through the door and you will see the Monitor to the left. Before following it down the hall to the left, however, some Flood pour out from the right. A good tactic is to run back into the elevator room and allow the Flood to enter through the skinny doorway. Taking them out in a concentrated area will be much easier. When the Flood have been eliminated, follow the hallway to the left. As you make your way down the hall, more Sentinals will appear from the left. Proceed forward and make a left near the end of the large hall to find the Monitor. The Monitor mentions some type of failure in a drone control sub-system due to the Flood. The Monitor goes to fix it and says it will be right back, but for now you must stay here and fight off the Flood that appear. As the Monitor leaves, advance down the hallway. There are two First Aid kits at the bottom of the small ramp in the middle of the path. As you continue down the hallway, a few more groups of the Flood will appear; however, you should not have to work really hard with the presence of the Sentenals. After taking out the Flood, continue forward and follow the hall around to the right. Around the corner is a large door, but it is locked for the moment. That is the door the Monitor went to unlock. >>Hold your position until the Monitor returns As you reach the corner, the Flood will come in from quite a few directions. You have the Sentenals to back you up, but you still need to find a secure place to fight. Also, try to keep the Sentenals out of danger. If you back up against the locked door and secure your front side, you should be ok. After most of the Flood have been destroyed, the Monitor will return and open the large, locked door. Time for more following. >>Follow the Monitor to the index As the door opens, pass through it. More Flood will appear up ahead as well as behind you in the previous hallway. The Sentenals will be fighting some of the Flood ahead, and the Monitor is around to the right. This is actually the index room, only now you are one level higher than you were last time you were in it. Make your way around to the right, in a counter-clockwise direction. The Monitor is hovering over to the right and will say, "The Sentenals can use their weapons to manage the Flood only for a short time. Speed is of the essence". With that said, the Flood will come at you from the direction the Monitor is heading. With the help of the Sentenals and a nice Shotgun, take out the Flood. Continue around in a counter-clockwise direction after the Flood have been taken out. You will soon reach the Monitor again. Up ahead, on the right, there is another large door. Before you make it to the door, however, a group of the Flood attack you from the front. Be extremely careful here, because one of the Flood members has a Rocket Launcher! After finishing off the Flood, approach the large door and the Monitor will proceed to open it. The door, however, gets stuck during the process and the Monitor leaves to fix the problem. >>Hold your position until the Monitor returns As the Monitor leaves, turn around so that your back is facing the partially opened door. The Flood will come at you from the right side of the path, and a few Flood will gather behind you, on the other side of the door. Take out the Flood and when the Monitor comes back, face the door and prepare for the Flood on the other side. >>Follow the Monitor to the index Continue through the large door and follow the Monitor. This hallway segament is similar to one in a previous section of the level. The Monitor takes the right path, but if you go to the left you can go ahead and take out some Flood. Taking them out now will make things easier in the near future. After you have taken them out, return and follow the correct path, where the Monitor went. Up ahead, the Flood will start coming at you. Some of the Flood will actually come from an underground tunnel, which is located at the bottom of the ramp that is in the middle of the hall. There is a side-alley on the right with a First Aid kit behind a pillar. After taking out the Flood, since the hallway is a dead end, you will have to follow the ramp in the middle of the floor down to the tunnel below. Follow the tunnel and, as you turn the corner to the right, you will meet up with more Flood. Continue through the long tunnel and you will eventually reach another ramp. This ramp emerges in the middle of another hallway. On your way up, some Flood will drop down to surprise you. Take them out, and head up to the hall above. You will hear the Monitor humming, but there are still quite a few Flood to deal with. Position yourself so that your back is secure, and proceed to take out the Flood. After that, for the Monitor on one of the sides of the ramp you just came from. From the exit of the ramp, the Monitor is to the left. Make your way over to the Monitor and it will mention the fact that your suit will keep you well protected. As the Monitor travels down the hall on the left, the Flood will pour in from several the left and right. An easy tactic is to backtrack to the prvious hallway where you emerged from the ramp in the floor. Just be sure to give yourself plenty of room to take out the Flood. Several waves of the Flood will come out at you after each previous wave has been taken out. When no more seem to come out, proceed forward and follow the hallway around to the left where the Monitor went. Soon, however, you will encounter additional Flood. After taking them out, continue to follow the hallway around the corner. After a left corner, you will make your way around a right corner. From here, you can see the Flood waiting for you at the end of the long hall. However, one of the Flood members has a Rocket Launcher! Strafe out of the way whenever a rocket is fired and take the Flood out. When you have taken the Flood out, continue down the hallway and toward the Flood that was using a Rocket Launcher against you. At the end of the path on the left, you can find a First Aid kit and a Rocket Launcher on a dead Marine. Follow the path around to the right and continue forward. As you make your way forward, a few more Flood will jump out at you. The ramp in the middle of the path leads to nothing this time, so continue past it. You should see the Monitor again and it will say, "The installation was well conceived. It is surely the only way to end the Flood threat". After that, the Flood will come in from your front. Back up a little, and take them out. Several waves of the Flood will continue to appear, but just have patience. After taking them out, continue forward toward the Monitor, which is hovering up ahead. As you approach it, the Monitor will continue forward and around to the right. Then, more Flood will come in. Once again, backtracking is a good tactic to use since the Flood come in from quite a few directions. After eliminating the Flood, follow the hallway around to the right and proceed forward. The Monitor is waiting for you ahead on the right, so follow it as it makes its way down the hall. Before it dissappears, however, more Flood will come out of the pipes up ahead. Just keep the Flood in front of you at all times, and you should be able to use previously acquired tactics to take them out. After a huge number of Flood have been eliminated, the halls will finally be safe. Make your way forward and go through the doorway on the left. This leads to another circular room that has an elevator in it. So, when you are ready, stand in the middle of the elevator to go up one level. _____________________________________ -=[But I Don't Want to Ride the Elevator]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When you reach the top, continue through the door and follow the hall around to the left. You will then meet back up with the Monitor and the Sentenals will make another appearance. As you continue down the hall, the Monitor makes a statment about how it believes the Covenant are responsible for releasing the Flood. You will also run into some Flood, but the Sentenals should be a great assistance. In the middle of the room, there is a ramp leading down to a tunnel. You must take this to proceed since the hallway you are in is a dead in. Before you go down the ramp, however, there is a First Aid kit just past the ramp on the right side of the hall. When you are ready, follow the ramp down to the tunnel below. Follow the tunnel and you will soon run into a group of Flood. A grenade or two will take them out quickly since the Flood are in a small area. Continue through the tunnel and you will eventuall find a ramp leading up to another hallway. As you emerge into the new hallway from the tunnel below, the Flood will come at you from the left and right. Fortunately the Sentenals are nearby. The area to the right of the hallway from where you emerge is a dead end. Like usual, keep your back protected and help the Sentenals take out the Flood. When the Flood have been taken out, make your way down the hallway and around the corner to the right. You will see the Monitor again, so follow it until it dissappears into the hole in the wall stright ahead. Not surprisingly, the Monitor has left you. Around the corner to the left is another locked door. >>Hold your position until the Monitor returns When the Monitor leaves, the music will heighten and the Flood wlil appear. The best route is to backtrack and allow the Flood to come to you. The Flood come from three directions, but if you keep them in front of you, they will be easier to destroy. After taking out the last of the Flood in the immediate area, the Monitor will open the door around the corner to the left. >>Follow the Monitor to the index Continue around the hallway and you will notice a First Aid kit in the corner on the right, just before you go through the doorway. After going through the doorway, you will be back in the index room (only one leve higher than you were the last time you were in the index room). The Monitor will fly to the left, in a clockwise direction, and mention something about a previous catestrophic disaster. Meanwhile, the Flood approach you from the left. Make your way in a clockwise direction around the room, taking out the Flood as you go. After the first batch of the Flood, the Monitor will be waiting for you. When you approach it, the Monitor speeds on in a clockwise direction. Then even more of the Flood appear. After taking out the Flood and continueing in a clockwise direction, the Monitor will be waiting for you in a doorway to the left. After passing through the large door, the Monitor tells you how the facility was built to study the Flood. Follow the Monitor around to the right. Be sure to pick up the First Aid kit on the left of the hall if you need it. Continue down the hall and head for the Monitor hovering up ahead. Before you reach the Monitor, however, some of the Flood jump out at you. The ramp in the middle of the hallway is a dead end, so jump over the hole and make your way to the Monitor. When you reach the Monitor, it will go through the hole to the right. The Flood will start coming at you: a few from the right(where the Monitor went) but most from the hallway to the left. Take the Flood out and work your way down the hallway to the left. Additional Flood will appear, but concentrating on the dangerous Flood first will make things easier. Just follow the large hallway around several corners and you will eventually meet back up with the Monitor. The ramp leading down in the middle of the hallway is a dead end, so just ignore it. Make your way to the Monitor and it will fly forward through the large set of doors ahead. These doors are only partially opened, but there is enough room to go through. Continue through the door and you will see the Monitor up ahead at another set of doors. This set of doors is locked. As you make your way to the Monitor, you can find a First Aid kit to the right, just behind a wall in the middle of the room. Now approach the Monitor and it will say, "I will deativate the security lock. Wait here". >>Hold your position until the Monitor returns As yo umight have guessed, the Flood will come while the Monitor is gone. You are confined in a small area this time, so try to reach a corner where you can keep your back safe. Also use a potent weapon to eliminate the Flood quickly. A weapon such as the Shotgun will do. When you are almost finished with the Flood, the Monitor will open the door that you were trying to get through a minute ago. The Sentenals are on the other side of the door fighting the Flood, so proceed through the doorway. >>Follow the Monitor to the index Through the doorway you should find several dead Flood as they have already confronted the Sentenals. After all of the Flood are dead, continue through the hallway and around the corner to the right. The Monitor says to stay close because time is short. As you make your way down the long hallway, some of the Flood will appear. The Sentenals should make this fight go quickly, however. Continue around the corner to the left and follow the hallway until you confront a large number of the Flood. The Flood will continue to attack for quite a while, but the presence of the Sentenals should save on ammo. You should, however, take an active-offensive role to speed up the the process. After taking out the rest of the Flood, go through the small doorway on the left near the end of the hall. You are in the last of the "elevator rooms"... rejoice! So, when you are ready, get on the elevator and walk to the middle to go up to the final level of the Library. _______________________________________________ -=[Fourth Floor: Tools, Guns, Keys to Super Weapon]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When you reach the fourth and final floor, exit the elevator room. For once, the Sentenals follow you up the elevator. As you leave the elevator room, there is a First Aid kit in front of the exit in the new hall. There are already quite a few Flood to the left and right, and the Sentenals should be taking care of business right away. Make your way to the right and down the hall. You will meet constant Flood resistance along the way, so take a few minutes to help the Sentenals eliminate the Flood. As you reach the next corner, several waves of the Flood will appear. These Flood are particularly difficult as most of them have good weapons. Backtrack a few steps into the previous hall and defend your ground. Try to protect the Sentenals however; they might take quite a bit of damage from the Flood who carry Shotguns. After taking out the Flood, continue through the hall and you will eventually come to a a ramp in the middle of the floor that leads down to a tunnel below. Beyond the ramp there is a large door, but it is not fully open. Therefore, you must take the ramp down to the tunnel below. As you follow the underground tunnel around to the left, you will meet quite a few Flood. Chuck a grenade to help that number drastically decrease. Continue through the tunnel and you will eventually emerge in another hallway. The door that was closed before is located to the left of the tunnel exit. To the right of the tunnel exit is a First Aid kit and the door you need to pass through as soon as the Monitor opens it. For now, a large number of the Flood will attack you. These attacks will come from all directions, including the tunnel you just emerged from. Try to isolate yourself and give yourself plenty of defensive room, then eliminate the Flood. By then, the Monitor will have opened the new door, just to the right of the tunnel exit. As you pass through the door, you should see yet another ramp in the center of the hallway. This is a dead end, so just jump over it and continue through the hall and around the corner on the left. Up ahead, at the next set of corners, the Flood will start coming in again. You can easily find a corner to shoot them from, just don't let them get too close or you are toast. After eliminating that batch, continue around the hallway and you will meet the Monitor once again. This time the Monitor mentions something about "the Flood repairing your vessel". Up ahead you will see another ramp in the middle of the floor. Again, this one is a dead end, so ignore it. As you reach it, however, the Flood will attack so backtrack a bit to gain a steady offensive position. After taking out the Flood, you can find a First Aid kit along with a Rocket Launcher behind a pillar in a side alley to the left of the ramp. When you are ready, continue through the hall and you wil soon see the Monitor hovering at a door on the left. This door leads into the index room, but as you approach, and the Monitor opens the door for you, tons of the Flood will pour out. This is probably the toughest section dealing with the Flood, primarily due to their strong weapons and smart intelligence. The door in front of you will slowly open, but quite a few Flood will continue to stream through. If you follow the hallway to the right, there is a dead end. However, this makes a good place to take out the Flood as they chase you. Use a Shotgun to swiftly take out the Flood with weapons. When your Shotgun runs out, pick up one of the weapons that the Flood dropped. Continue to fight off the Flood until no more come out of the index room. There are still quite a few Flood left, but they are waiting for you in the index room itself. If you walk into the index room, the Flood will come to you. So, go in until you see red dots appear rapidly on your Motion Tracker, and then backtrack. Continue the fight until no more Flood are on your Motion Tracker. There are still a large number of Flood left even after this, but now you can go right into the index room to take them out. As you enter, head toward the right. >>Recover the index You should see the Monitor waiting near the right side of the room. As you make your way over to that direction, however, a legion of the Flood will attack. This wave is quite lethal, so if things get too hectic in the index room, back out into the previous hallway. After what seems like an eternity of fighting, the room will finally be clear. Now head over to the Monitor hovering ahead. Now approach the large blue beam in the center of the index room. You and the Monitor lower to the ground floor and grab the index... finally! But... the Monitor takes it from you because it is against the "protocol". Bummer! You now must go back to the Control Room to use the index. Well, at least you are out of the Library. ------------------------------------------------------------------------------- _____________ [5.8]--|Two Betrayals} ŻŻŻŻŻŻŻŻŻŻŻŻŻ [Mission Overview] Reactivate the weapon at the heart of Halo...and learn the truth. [Introduction] You and the Monitor transport to the Control Room and proceed to use the index that you just recovered. Remember Cortana? She is still there waiting for you. When you try to use the index, Cortana takes it and explains that using it would destroy you as well! After a few arguments with the Monitor, you have only once choice: fight! Four of those nice Sentenals will appear and start attacking you once the introductory cinema has concluded. You will want to take the Sentenals out, and a good tactic for doing so is to hide behind one of the glass panels on the outside of the ring within the Control Room itself. The Sentenal's lasers will not penetrate the panel, so you can strafe to the side and take a few shots at the Sentenals with your Shotgun. The Sentenals go down with about 3 good shots from the Shotgun, but if they are in close proximity, multiple Sentenals may be hit with one shot. After the the four Sentenals are nothing more than wreckage, Cortana thinks up a plan. ___________________________________________ -=[The Gun Pointed at the Head of the Universe]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The Monitor must not be allowed to activate Halo's weapon, so simply destroy Halo itself! Cortana says destroying the fusion reactors would disable the system, so it is time to get moving. Remember level 5? This is the same level only backwards. There are a few minor changes, such as more enemies, heavier snow and a darker atmosphere, but other than, that the two levels look the same. One thing to remember is that the arrows on the floor will often be pointing in the opposite direction since you are going through the level backwards. So when you are ready, hit the switch to the right side of the door to exit the Control Room. Just outside of the Control Room, in the large corridor, there are several Covenants fighting with about four Sentenals. Stay put until the Covenant forces have destroyed the Sentenals. Now advance down the corridor and take out the Covenants. Continue down the corridor and to the left, where you will see another large door. Hit the switch on the left side, and proceed through the doorway. Up ahead you should see two Covenant shields in place, and some enemies can be seen on the radar beyond the door at the end of the corridor. When you are ready, open up the door at the end of the corridor by hitting the switch on the right side of the door. When the door opens, you will be ambushed by a small number of Covenants. You can use the Covenant shields as protection if you need. After dealing with the Covenants, go through the door you just opened. You are now at the top of the pyramid that you were trying to reach in level 5. Before you go down to the base of the pyramid, you can make your way to the top of the tower in front of the door in which you just exited from. The ramp leading up starts on the left(marked by an arrow) and leads in a clockwise direction to a First Aid kit, a Sniper Rifle, grenades, and Shotgun ammo. Now it is time to make your way to the base of the pyramid. Cortana should tell you that in order to delay the activation of Halo, you need to destroy the Pulse Generators. >>Locate and destroy Pulse Generator #1 A Navigation Point appears in the distance, marking the location of the first Pulse Generator. To actually reach the generator, you must use a Banshee which is located to the right at the base of the pyramid. While you can, with luck, slide your way down the right side of the cliff and make your way to a Banshee, I recommend using the ramps that lead down to the bottom. The primary reasoning is so that the number of Covenant does not grow to a level that you can't handle: if you ignore the Covenant foces near the top, they will follow you down to the bottom. With that said, start your way down the ramp on your left side from the top of the pyramid. A few Grunts and an Elite will meet you on the way down to the next level, so take them out. There are a few other Grunts and Jackals at the bottom of this first ramp, so be careful. After disposing of the Covenant, find the ramp on your right side that leads down to the next level of the pyramid. Follow this ramp down and around to the left to reach a ledge along the front of the pyramid. Destroy the Grunts, Jackals, and the Elite as you make your way along the ledge to the other side of the pyramid. After passing through the small tunnel, continue to follow the ledge around to the next ramp on your left. There are two Jackals and two Elite waiting for you before you can proceed down the next ramp. After taking them out, continue down the ramp which leads to another ledge lower down on the pyramid. Follow the ledge around to the right, which passes through another tunnel. Beyond the tunnel you will meet some Grunts and Jackals, but these Covenant forces will not hesitate to throw grenades at you. As you continue around the ledge, you will meet up with two more Elite. The red Elite seems more powerful, so be careful as you take the Elite out. Continue along the ledge and you will see another ramp on the right side. As you follow this ramp down and to the left, Cortana will mention the fact that you need a Banshee to reach the Pulse Generator in time. You are near the bottom and the Banshees are to your right, but you might take quite a bit of damage if you don't proceed with caution. You don't have to take out the Covenant forces, but stealing a Banshee will be easier if you go ahead and eliminate them. The next paragraph explains ways on taking out the Covenant before stealing a Banshee. As you follow the lowest ledge on the pyramid, you should see a ramp to the right leading to the snow-covered ground. If you continue along the ledge and through the tunnel just ahead, you will find a First Aid kit and a Rocket Launcher. To the right is another ramp leading down to the snow-covered ground. The Covenant should start makeing their way up the ramps, so protect your back and fire away! There are also quite a few Grunts, Jackals, and Elite behind the rocks at the bottom of the ramps. Slowly work your way down, using the available walls as protection. Soon you should have cleared out nearly all of the Covenant forces on the ground. Near the Banshees, to the right, there is also a Covenant tank waiting to take you out. I would destroy this tank with the Rocket Launcher, but it isn't necessary if you can escape quickly. After destroying the Covenant tank, the music fades away and silences sneaks up on you. Now it's time to grab one of the Banshees (sometimes there is only one) and head up to the first Pulse Generator. When you get in the Banshee, face away from the pyramid you just came down and climb to a high altitude. Follow the Navigation Point to a ledge in the cliff wall on the opposite side of the canyon and to the right. As you approach the ledge, some Covenants will come out of the door in the canyon. Take them out quickly using the Banshee's weaponry, and land on the ledge. Be especially careful of the Elite on the ledge as they can destroy the Banshee with relative ease. Once you've landed on the ledge and exited the Banshee, make your way through the door in the canyon wall. (From the door, the Navigation Point should read about 66.2 meters.) As you pass through the door, follow the corridor and you will soon reach a large, round room. (According to the Navigation Point, you should be about 20.7 meters away from the Pulse Generator as you enter the room.) Make your way toward the center of the room and you should see a large, blue beam in the middle. This is the actual Pulse Generator, and Cortana tells you that you can disable the Pulse Generator by walking into it since your own shield has been equipped with an EMP blast. There is one side effect, however, the EMP blast will drain your shield momentarily. When you are ready, walk into the blue beam in the center of the room. As soon as the Pulse Generator has been knocked out, quite a few Sentenals will enter the room. I would ignore them and run out of the room immediately. The Sentenals may be dangerous, but taking them out is a waste of time if you can run away. >>Find and enter lower entrance to Canyon B Exit the large room and follow the corridor back to the ledge outside. The Sentenals will not follow you through the Corridor, so you should be safe. ____________________________ -=[Breaking Stuff to Look Tough]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ As you leave the corridor, you should see the Banshee that you used to reach the ledge. You might also notice another Banshee, which appears just in case you lose the first one. Cortana gives you another Navigation Point to follow. This Navigation Point leads to the entrance to Canyon B, not the second Pulse Generator. When you are ready, board the Banshee and fly off of the cliff. Drop in elevation and make your way to the left toward the Navigation Point. To reach the Navigation Point, you must land on the snowy bridge that stretches across the canyon. There should be some Covenants on the snowy bridge, so quickly take them out before landing the Banshee. You should be especially careful of the Grunts because they carry a much larger weapon than usual: they carry the same projectile weapon that the Hunters do! After eliminating the Covenant threat, land the Banshee near the entrance in the side of the Canyon. (The door on the other side of the bridge leads down to the snow-covered ground below.) The Navigation Point disappears once you reach the door itself, and Cortana tells you to go through the door. So, when you are ready to continue with your mission, pass through the door and follow the corridor. Remember, the arrows will be pointing in the direction you are coming from, not the direction you are going. When you pass through the corridor, you come out in a nice, circular room containing a handful of Covenant. Work your way around either the left side or middle of the room (the far right side is blocked) and take out the Covenant as you go. The exit, a small corridor leading downward, it located on the other side of the room. As you exit the room, follow the corridor down to the next hallway, which contains a few Grunts and Jackals. After taking them out, continue around the corridor until you reach a long hallway with pillars to the right. As you progress to the other side of the long hall, quite a few Covenant will appear. You can use the pillars for protection while you take out the Covenant. When the Covenant have been eliminated, make your way to the end of the hall and follow the corridor around to the left. You will soon emerge into a large room containing both the Flood and the Covenant! The right side is blocked off, but there are two First Aid kits and some Shotgun ammo next to the dead end. Allow the Flood to battle with the Covenant for a while, but defend yourself if someone breaks off to attack you. In most cases, for this room anyway, the Covenant overpower the Flood. So, when you are ready, make your way around the left side of the room taking out the remaining enemies as you go. There should be quite a few Covenant left over in the center of the room, so take them out and continue around the room in a clockwise direction. When you approach the other side of the room, the Flood pour out of the exit on the right. Back up while taking them out if you need to, but the fact that they are in restricted spaces makes taking them out easier if you have a Shotgun. After taking out the Flood, exit through the door the Flood just came through. Remember, the arrow will be pointing away from the door since you are going backwards relative to level 5. Follow the next hallway around a few corners and you will soon be back outside. As you exit the hallway, you will emerge onto an outside bridge. You should also see a bridge to your left. As you make your way across the right-most bridge, you should see the Covenant up ahead firing at the Flood on the left bridge. While it may be tempting to shoot the Covenant since they are on your bridge, do not shoot them yet. The Flood are superiour in this round, and some of them even jump from the left-most bridge to the bridge you are on! So, when the battle seems to calm down a little, make your way across the bridge until you reach any remaining Covenant. By now some of the Flood should be jumping over attacking the Covenant forces. There is an Elite with a Plasma Sword, so be careful. Take on any enemy that challenges you, but remain neutral when the two forces are fighting each other. Work your way to the other side of the bridge, taking out any Covenant or Flood enemies. You do not have to take out every last enemy, or any of the Flood still on the other bridge. So, when you are satisfied, go through the door at the end of the bridge and follow the corridor around to the next large, circular room. As you enter, you should hear the Flood. The Flood will begin to appear to the left and right, if you look at your Motion Tracker. To actually attract the Flood, go around either the left or right side of the room until you meet them. Then, back up into the doorway of the previous corridor to protect your rear. This also forces the Flood into a smaller area so you can take them out much quicker. All of the fighting attracts most of the other Flood in the room, so you should be able to take them out from the doorway as well. After that batch has been taken care of, make your way around the far left side of the room. There are a few Flood at the other side of the room near the exit, but if you go around the left side, you will be facing their backs. As soon as you fire, the Flood ambush you. There are not too many in this room, but you can hear the Covenant and the Flood fighting in the background. When you are ready, go through the doorway which is located at the back side of the room. Follow the corridor around and you will soon see the Covenant fighting the Flood in a long hall with pillars to the right. At the other end of the hall, there is a Flood member with a Rocket Launcher. Depending on how long you allowed the two groups of enemies to fight, there may not be any live Covenant or Flood. If there are, just take them out quickly. Keep the Rocket-toting Flood in your mind, however, as you go through the hall. After clearing out the hall, continue around through the corridor and into the next circular room. As you enter, you will immediately be charged by the Flood. Back up into the prevoius corridor and eliminate the Flood. Then, make your way through the circular room to either the left or right side. A large explosion will signify the arrival of additional Flood, so find a good place to protect your rear and take out the Flood. As you make your way around to the other side of the room, where the exit is located, you should meet up with a few more Flood. There is also a First Aid kit to the right of the exit. If you need, grab it; just be aware that you might need it in a minute. As you approach the exit, and the door opens, you will face those tiny Flood. They should be easy to finish off, so continue through the corridor and you will soon emerge on another bridge. This is the bridge that was to your left earlier. There are quite a few Flood up ahead on the bridge, and there is a Banshee flying around shooting at the Flood. Even though the Banshee is firing at the Flood, it will sometimes turn on you. I would go ahead and take the Banshee out with a Rocket Launcher to save trouble while fighting the Flood. (If you don't have a way to take down the Banshee, you will have to dodge the Banshee's fire while fighting off the Flood.) Soon, a few of the large-headed Flood that explode will find you, so give yourself enough room to take them out. As you advance across the bridge, you will meet resistance by the Flood with guns. After you cross the bridge halfway, hide behind the structure in the middle and use caution. Up ahead there are two Flood members with Rocket Launchers: a swift attack usually ensure that you will not be killed by their rockets. Continue across the bridge and a large number of the small Flood will jump out at you. Take them out and exit through the door at the end of the bridge. After passing through the door at the end of the bridge, head through the corridor until you reach another round room. At the entrance, you will see a group of the small Flood sleeping. Aim for the center Flood and fire (or use melee for a silent attack), which should result in the surrounding Flood to die. The right side of the room is blocked off, so you will have to travel around in a clockwise direction. As you make your way around 1/4 of the room, a large explosion will occur signifying the arrival the Flood. The best tactic I have found is to backtrack to the previous hallway. Using a Shotgun, you can quickly take out the incoming Flood. After the Flood stop coming at you, resume your clockwise path around the room. Take out the remaining Flood that you encounter and exit through the corridor leading down around on the other side of the room. Follow the corridor and you will soon reach a lift. Stand on the lift and activate it to descend into the next area. On the way down, some of the smaller Flood will start falling from the shaft above. Ignoring them will suffice. When the lift comes to a stop at the bottom, proceed through the door and into the corridor. Follow the corridor to the next room, which is quite large. As you enter the room itself, some Flood will drop down from the ceiling. Back up, dispose of the two Flood, and make your way back into the room. Some additional Flood will come at your from the right side of the room, so proceed to eliminate them. Since primary path around the room is blocked off on the left side, continue around the room in a counter-clockwise direction. As you make your way around, you will meet a few small groups of Flood. Dispose of them and exit through the door around on the other side of the room. After passing through the door, follow the corridor and you will soon hear the voice of a Grunt. As you leave the corridor, you will be back outside, directly under the two bridges you crossed earlier. From the corridor exit, you can see some Covenant ahead fighting the Flood to the left. Also from the exit, the right side of the canyon is a dead end, and the left side leads to the next section. When you walk out into the snow, Cortana marks the next Pulse Generator with a Navigation Point. >>Locate and destroy Pulse Generator #2 A good tactic to start out with is to steal the unused Ghost directly in front of the corridor exit. Then drive to the right side of the canyon, where there is a dead end wall. Take out the Ghost being controlled by an Elite and turn around facing the other end of the canyon. There is a Covenant tank up ahead, and a Banshee swarming around the area. If you can, go ahead and take out the Banshee with a well-guided rocket. If you head down the steps into the sheltered area (near the middle of the canyon) you can find a flipped Ghost with perfect health, some ammo and a Rocket Lanucher in an alcove to the left, and two First Aid kits in an alcove to the right. You are fairly secure from the Banshee in this area, and the rockets will aid you in taking down the Banshee. When you are through, proceed up the steps and to the other side of the Canyon. Quickly take out the Covenant Tank, but be careful of the Shade guns to the left and right sides of the Canyon. There are also quite a few Covenants remaining on the ground, but you can take them out easily by running over them or simply shooting them. When the area is clear of enemies, make your way to the end of the canyon and down the short cliff. In front of the cliff is a narrow cave which you can travel through. On the other side of the cliff you will see some giant, vertical structures blocking the path. However, the Ghost can easily fit through. Exit the cave and you will be in a small, ice-covered area with two Jackals hiding behind a rock. After taking them out, follow the frozen ice forward, and around to the right where you will see a ramp and an overturned Warthog. There is a First Aid kit and a variety of weapons next to the Warthog, so stock up. You can take either the Ghost or Warthog up the ramp; it doesn't seem to matter which one you pick. The Ghost does allow firing, so you might want to stick with it. The only way I would take the Warthog is if the Ghost's health was dangerously low. When you are ready, make your way up the ramp and around to the left. On the ledge above, you will meet about four Grunts with Needlers. After eliminating the Grunts, make your way along the ledge and through the narrow, rocky canyon exit. You soon emerge into a much larger canyon. As you enter this canyon, make your way around to the right and stop at the frozen pond. From here, you can see a tower in the middle of the canyon, with paths to the left and right. There are two Elite on the left, two Hunters on the right, a Covenant tank on the far left near the other side, and a few Grunts near the Covenant Tank. There is a cave at the opposite end of the canyon, but you should not go there now. Near the very top of the canyon is a ledge leading to Pulse Generator #2. So, to start things off, cross the ice and make your way around to the left side of the tower. A Banshee will fly down and attempt to kill you, but ignore it for now. Continue around to the left and you will see two Elite. There is a Shade gun on the rock behind the two Elite, so be careful of fire coming from it. To the left of the two Elite, there are two Banshees. So, take out the two Elite quickly and enter one of the Banshees. Before heading up, go around the tower near the bottom and take out the Covenant Tank on the left side. (You might also wish to take out the Covenant Tank on the ground via the Rocket Launcher.) Continue around to the other side and take out the Hunters. With the Banshee's strong weaponry, the Hunters should be easy. You also enter the left side of the tower from the ground to find a First Aid kit. When you are ready, take the Banshee up to a higher altitude. As you go up, you should take out that Banshee that was bothering you earlier. Continue increasing the altitude, making your way to the top of the tower, and at least one additional Banshee will fly down to take you out. (There are a few extra Banshees at the top of the tower and there is another Elite that *might* get in one. Sometimes the Elite does, sometimes it doesn't.) At the top of the tower, take out the remaining Covenant using the Banshee. Be cautious of the four Shade guns that can be used by the Covenant. Also, a few of the Grunts carry powerful weapons that match those of the Hunter's. After taking out the Covenant at the top of the tower, fly the banshee toward the ledge marked with the Navigation Point. Land on the ledge, take out the Grunt and Elite, then proceed through the door. Follow this corridor until you reach the circular room. As soon as you enter the room, you should hear some shots and see quite a few red dots on your Motion Tracker. This is actually the Flood fighting with some Sentenals. For now, just let them be. It will not take long for the Flood to destroy the Sentenals. Once that has happened, you must fight the Flood yourself. So, walk around to the right side of the room until the Flood have spotted you. Then backtrack to the entrance and use the doorway as cover while you take out the Flood. Keep walking toward the right, getting the attention of the Flood until you have destroyed all of them. Be careful, however, as one of the Flood has a Rocket Launcher. After those Flood have been eliminated, make your way around one of the sides of the room. The Pulse Generator is in the middle of the room, but before destroying it, take out the little Flood that appear when you approach it. After taking out the small Flood, walk into the center of the Pulse Generator. Your shield will once again go down, but the Pulse Generator will be destroyed. Unfortunately, as soon as the Pulse Generator has been destroyed, the Flood burst out in several locations. The center of the room is too dangerous, so find a safe place near the outter edges of the room. The Flood will even come out of the entrance to the room, so backing up into the previous corridor will not work as easily this time. Just use your Motion Tracker to judge the location of the Flood and you should be ok. As usual, make sure that there are no Flood behind you. >>Move through tunnels and enter Canyon A After taking out the Flood, exit the room the same way you came in. Follow the corridor until you reach the outside ledge. As you exit the corridor, you should see the Banshee that you previously parked, but there should also be a new one to the right that has appeared. _________________ -=[The Tunnels Below]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Cortana has located the Pillar of Autumn, but she needs authorization from Captain Keyes to start the fusion core detonation. Cortana has marked the next path with a Navigation Point, so jump in one of the Banshees and drop in elevation. There is a cave down to the right, so head down toward the Navigation Point. You must go through this cave to reach the next canyon, which holds the third Pulse Generator. As you fly the Banshee into the cave, you should see the Covenant fighting the Flood. Since the enemies in this particular section will not catch up, it is not necessary to destroy them. Quickly flying past them is the best course of action. Be careful as you go through the cave and into the tunnel around to the right, as two of the Flood carry Rocket Launchers. The problem is that the Flood are extremely accurate. You may wish to shoot them or run them over. Speed is also a key on dodging the rockets. After you pass the two Flood with rockets, however, just follow the tunnel around until you reach a closed door. Get out of the Banshee and hit the switch on the left to open the closed door. The only problem is that something malfunctions and the door does not fully open. Therefore you can't fit your Banshee through the opening. However, after the door slightly opens, I would get back into the Banshee. Beyond the door, a small group of the Flood will come but you can't be hurt while you are in the actual Banshee due to the fact that these Flood do not carry weapons. Simply stay in the Banshee and shoot the Flood as they come through the opening. After the Flood have been taken out, get out of the Banshee and go through the door yourself. You will have to cross a bridge to reach the ledge on the other side, so make your way to the right and approach the bridge. About halfway across the bridge, a large group of the small Flood will attack you. Back up a little and aim for the center of the group. This should clear out most of them. After taking out the small Flood, continue along the bridge and four of the larger Flood jump at you. After taking them out, continue to the other side of the bridge. When you are near the end, a group of armed Flood will appear. One of them will even have a Rocket Launcher, so be extra swift when dealing with them. After out the Flood, finish crossing the bridge. There are two First Aid kits to the right and a large door on the left. Make your way over toward the door and hit the switch on the left to open it. Pass through the door and follow the large tunnel around the corners. You will eventually reach another large door with a switch on the left side of the wall to open it. This door leads to the next canyon, so when you are ready, hit the switch and go through the door. Now follow the tunnel around to the right and make your way up the snowy slope. _________ -=[Final Run]=- ŻŻŻŻŻŻŻŻŻ When you reach the top of the slope, the music changes and Cortana marks the final Pulse Generator with a Navigation Point. The Pulse Generator is actually at the top of the canyon you just entered, but you first need a Banshee. The only problem is that the Banshee is in another canyon. >>Locate and Destroy Pulse Generator #3 At the top of the slope you will hear the sound of battle. The Flood are at it again with the Covenant, but that does not mean you will not be involved. The Banshee flying around above you will try to take you out, so try to destroy it with a nice Rocket. Make you way to the right side of the canyon and take out the small group of Flood. Up ahead, against the right side of the canyon, you should see a Shade gun firing upon some additional Flood. Just allow natural selection to kick in. The Flood should clear out the Covenant in no time. So, with the Covenant out of the way, the Flood turn to you. Be very careful as one of them has a Rocket Launcher. Advance through the canyon and take out the Flood. Just beyond the Shade gun on the right there should be two Ghost vehicles. Since the cave on the left side of the canyon is now blocked by rocks, get inside one of the Ghosts and make your way to the end of the canyon. The passage into the next canyon is on the far left side of the canyon you are in, so proceed into the next canyon. As you enter the next canyon you should see another fight between the Covenant and the Flood. For now, try not to disturb them. The fight should save you some ammo. Soon, however, some of the Covenant should find their way to you, so take them out. To the left, where you can see the blocked off cave leading to the previous canyon, you should find two First Aid kits, a Rocket Launcher, a Sniper Rifle, and some other ammo. Proceed through the canyon and around to the left. You will soon come to a wall, with a rock on the left side. This rock is so you can jump up to the next canyon, but it is possible to take the Ghost. If you want to take the Ghost to the next canyon, gain some speed and head for the left wall. The slope should send you flying high enough to clear the wall, allowing you to access the next canyon. This canyon holds the Banshee that you need to reach the Pulse Generator. So, it is not necessary to take out every enemy. In fact, the quicker you can get the Banshee the better. As you make your way into the canyon, the sound of the Flood will fill the air. Up ahead some of the Flood are fighting the Covenant. The rest of the Flood will be making their way toward you. A few of the Flood even have Rocket Launchers, so watch out. There are two Covenant tanks up ahead, but until you get really close, they will concentrate on the Flood. There are two dormant Banshees on the other side of the Canyon, just in front of some boulders. A great tactic is to sneak around the right side of the Canyon, using the rocks as cover. When you see the Banshees, quickly head for one of them. Jump in the Banshee and fly straight up. When you are in the safety of the air, backtrack through the canyon you just entered. Continue through the next canyon, following the Navigation Point, and you will soon be back into the canyon that holds the Pulse Generator. However, as you enter that canyon, some Sentenals will try to take you out! Be swift and return fire with your Banshee. When you have taken out the Sentenals, land the Banshee on the ledge in the side of the Canyon (marked by a Navigation Point). After landing, you can find a First Aid kit and quite a bit of ammo to the left and right sides of the door in the canyon wall. Collect any supplies you need and head through the door to the final Pulse Generator. Follow the corridor until you reach the circular room. If you look on the Motion Tracker, you will see some enemies as you enter the room. There are five Sentenals, so get rid of them. When the Sentenals have dropped, find the Pulse Generator in the center of the room and walk into it. With the final generator now shut down, it is time to find Captain Keyes. Cortana has learned how to teleport to different parts of Halo (just like the monitor), so it will not take long to reach your next destination. ------------------------------------------------------------------------------- _____ [5.9]--|Keyes} ŻŻŻŻŻ [Mission Overview] Stage a one-cyborg assault on a Covenant ship and bring back the Captain. [Introduction] During the warp, Cortana explains that the Covenant Network is falling apart. Apparently, the Covenant were ordered to evacuate Halo once the Flood was discovered, but they were too late. The Covenant are now trying to recover their ship and take off before the Flood do. Meanwhile, Captain Keyes is being held on that very ship. Since Cortana has located the Captain, she teleports you as close to him as she can. This level should be reminiscent of level three because you actually revisit the Covenant ship and some of the surrounding, although different, terrain. ____________________ -=[Under New Management]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>Find a way into the control room When you teleport inside the ship your goal is to find Captain Keyes in the control room. You start out with your trusty Assault Rifle and a Covenant Handgun, so straight down the hall. If you look to the right, you can see the control room, however, it is blocked off completely. As you pass by the control room, Captain Keyes sputters, "Chief, don't be a fool... leave me..." and then Cortana loses his signal. So, continue down the hall and go through the first set of doors. As you descend down the slope ahead, you should see one of the Flood chasing a Grunt. Through the door on the left you will find some Plasma grenades and an Active Invisibility. Then, follow the running Grunt around through the next few corners and you will soon see a small group of Grunts fighting the Flood. Allow them to fight, then take out the remaining Flood. One of the Flood is using a Shotgun, so be sure to pick it up. Continue through the hall and around the left corner. As you make your way to the end of the hall, the flood will pour in from behind you. At the end of the hall, to the right, there is a door. If you try to pass through it, however, you will see a giant hole caused by an explosion. You can also see some green pools on the ground below, through the hole. Cortana suggests that you find another way, and so you should head back into the previous hall. However, the Flood continue to pour out from the other side of the hall. There is an unlimited amount of Flood in this area, and if you stay, Cortana will just say to jump down to the green pools below. So, just to save some time, go ahead and jump down to the green pools that you saw through the hole in the floor. >>Find another way into the ship When you hit the bottom, make your way out of the green slime. You should see some of the Flood fighting the Covenant off to the left. After allowing them to take each other out, finish off any remaining Flood or Covenant in the immediate area. Make your way to the left side of the small canyon and find the path on the right. It might be a good idea to turn on your flashlight since it is quite dark through here. Make your way through the narrow path between the canyon walls as it winds around the right. You will soon reach the next large area which is filled with the Covenant and the Flood. Ahead, on the right, one of the Flood will be standing up on a high ledge shooting down at you. Just below that Flood is a large green pool of slime. Take out the Flood on the ledge and continue around the right side of the room and into the pool (this should provide some protection). Up the slope to the left you can see some more fighting going on, so finish off the Flood and the Covenant forces. There seems to be an unlimited number of the small Flood that appear in this area, so continue up the path at the other side of the canyon. As you make your way up the path, some of the larger Flood will ambush you. Be sure to pick up the additional Shotgun rounds from the Flood that carry them. After taking that group of Flood out, continue up the path as it curves around to the left. You should soon run into some of those large-headed Flood, so give yourself some distance before you take them out. After dealing with them, Cortana mentions that you should head this way, toward the gravity lift. As soon as she mentions the lift, a Navigation Point appears. You will use this to reach the gravity lift, which is just over 200 meters away. As you continue around the next corner, the Flood will charge you, so be swift in taking them out. There is also a First Aid kit lying on the ground next to a Sniper Rifle, so pick it up if you need it. Continue around the corner and the path will come out to a large, slime-filled area below. Do not jump off yet, there are some preliminary things you should know. First, this next area has tons and tons of enemies. The Flood are almost unlimited, but the Covenant can be wiped out easily. Therefore, before jumping into the pool, allow the Flood to take out as many Covenant as possible. This is especially helpful considering there are two Hunters ahead to the left! In fact, if you grab the Sniper Rifle around the previous corner, you can zoom in and watch the Hunters slowly die. I would wait until they are dead before heading for the area in which they were standing. When you are ready, jump down into the slime pool and head over to the left toward the only land mass in that canyon. From here, pass under the rock bridge and into the next small canyon joining the previous one. The Flood should stop generating from the slime pool, so take out any additional Covenant or Flood. There is a First Aid kit lying on the edge of the pool to the left, so grab it and make your way to the right-most path at the other end of the canyon. Follow this path up as it curves around to the left and into the next area. When you enter the next area, you should see a Shade gun and some Covenant forces up ahead on the left, just beyond the pool of slime on the right. As you take out the Covenant, the Flood will come from a path on the left. Stand your ground and take out the Flood quickly. After taking out the attacking Flood, make your way to the left, from where the Flood came. This next room is composed of two large slime pools on the left, with a skinny ledge leading up on the right. As you follow the ledge around the corner to the right, some more of the Flood will ambush you. You can take them on by hand, or to save ammo, backtrack to the previous room and use the Shade gun. Once the Flood have been taken care of, continue along the ledge on the right. When you reach the top, some additional Flood with guns will attack. After taking them out, make your way to the opening the Flood just came from and you'll notice that the path stops. However, you can safely jump down to the corridor below. Before you jump, you should try to take out all of the small Flood the appear. Once you have jumped down, follow the corridor around to the left and you will soon enter another large area. As you pass by the slime pool on the left, the Flood will attack from the front. After taking them out, you can find a First Aid kit in the center of the path and a Shade gun on the left. Continue through the corridor and as you approach the bend to the left, you will start to take fire from the Flood on the ledge on the right and also the ledge on the other side of the canyon. After taking them out, follow the corridor around the left bend and soon you will reach the next large area. Cortana spots the gravity lift and, to her surprise, it is still operational. >>Hold your position under the lift until it re-activates. As you enter the area with the gravity lift, you can hear the Flood fighting with the Covenant. Try to let them fight a bit before getting involved yourself. To the right of the Plateau (where the gravity lift is shining) you can find an over shield at the edge of the slime pool. Try not to fall into the pool as it is deep and can cause confusion during an attack. Work your way in a clockwise direction around the area, avoiding the slime. As you work your way around the Flood will continue to attack you. After the first batch of the Flood has been taken out, continue around and up the ramp to the top of the plateau. When you reach the top, another wave of the Flood will appear. Take them out and head into the center of the beam at the top of the Plateau. You will then be transported back up to the Covenant ship. ____________________ -=[Upstairs, Downstairs]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ >>Follow Cortana's directions back to the control room When you reach the interior of the Covenant ship, you will find yourself in the center of a large room. To the left are a few of the smaller Flood, so take them out. The exit is through the doorway on the right side of the room: it is the only possible way out of the room. As you go through the doorway and follow the corridor around to the left, Cortana will mention again how the Covenant Network is in shambles. A Navigation Point will also appear marking the control room. As you continue up the corridor, the Flood will start falling out of the ceiling in front of you and behind you. Take them out quickly and pass through the door into the next hallway. The Flood will continue to come from behind, but you can just ignore them if you act quickly. Follow the hall to the left and around the next right corner. When you approach the door, the music will grow in intensity. Pass through the door and you will find yourself on a ledge above a large room. The room below holds a large number of the Flood and a few of the Flood that are already up on the ledge come at you as you make your way in a clockwise direction. Cortana tells you to look in the corner as the Flood are gathering bodies. Halfway around the ledge, on the left side, you will find a doorway leading into the next hall. Before entering, however, you should go ahead and shoot as many of the Flood from above as you can. This will save you trouble in a few minutes. When you are ready, proceed through the door on the left and follow the left hall as it descends into the next area. As your round the corner to the right, you will meet up with the Flood again. This time the Flood continue to pour out of the ceiling for a long time. In fact, I never had the patience to see when they stopped coming from the ceiling, so, to save ammo, you can just continue around the corridor until you reach the next area: the lower section of the large room you were previously in. When you enter the large room, you should see a few remaining Flood up ahead. The door you need to exit through is straight across from the door you just came though, but there is an over shield and a First Aid kit in the far right corner of the room. After clearing out the Flood and gathering any needed supplies, exit through the door in the far left corner of the room. Follow the next corridor around to the left and a slew of Flood will attack. As usual, keep running backwards while shooting to protect yourself. After the Flood have been destroyed, continue around to the left and stop at the small hole in the center of the floor. You should be able to see some of the Flood down below. Before jumping down, however, chuck a few grenades down to clear out the Flood. When you are ready, jump down the hole and clear out any remaining Flood. There is only one way through, so follow the corridor in front of you around the corner to the right. As soon as you round the corner, you should see several of the Flood in the hall. Back up to give yourself a safe distance while taking them out. After dealing with the incoming Flood, proceed through the hall and you should hear some of the Covenant fighting the Flood. As usual, allow them to fight for a while. Then take matters in your own hands by destroying the remaining group of enemies. Continue through the hall as it descends even lower, and after you round the corner, the Flood will come at you from the hall to the right. Quite a few of the Flood will also appear behind you, as one of the previously locked doors will open. Try to find a corner to protect your back and hope that you have a Shotgun. If you pass by the hall on the right, you can go in a counter-clockwise direction and end up back in the hall you were just in. That should give you enough room to fight the onslaught of the Flood. After taking all of the Flood out, exit through the hall that was on the right and follow the hall around the corner. After passing through the door, follow the corridor around to the right and you will find yourself in another shuttle bay. As you enter the shuttle bay, Captain Keyes will say, "I gave you an order soldier, now pull out!". You are still a few floors below the control room, so you will have to make your way up to the top. Below the ledge you are standing on is the ground level of the shuttle bay, and there are two floors above you. As you make your way around the left side of the ledge, three Elite in the middle of the shuttle bay will fire at you. Use the pillars between you and them to avoid damage. There is a door in the left-most corner of the ledge you are on which leads down to the floor below. However, this door is not necessary, unless you just wish to explore. The door you need to use is in the right-most corner of the shuttle bay. So, if you wish to get right to business, skip the next paragraph(A). (A)LEFT DOOR-Follow the corridor around until you spot the Flood fighting the Covenant. The Hunter will take out a good number of the Flood, but you will have to jump in to finish off any remaining enemies. The path around to the right is a dead-end, so follow the corridor around to the left. Soon, after you come around the next left-most corner, you will see the Flood fighting another group of Covenant forces. The Elite seem to fight off the few Flood quite well. Take out any remaining enemies and continue down the path. You should soon reach the bottom of the shuttle bay. From here, there isn't much to do. There are two dead-end doors on the left and right sides of the room, but that is about all. Of course, if you happen to fall down to this level of the shuttle bay at any time, you can use the path you just took to reach the top again. When you are ready, retrace your steps back up to the ledge above. (B)RIGHT DOOR-As you make your way around the left side of the shuttle bay, you will have the option to take out the Elite in the middle. Either way, there are three of them so they should not be difficult. Continue around to the far right side of the shuttle bay and enter the doorway. From here, follow the corridor up around to the right. You should immediately see the Flood fighting off some Grunts. The Grunts should run toward you in panic, as they are scared to death of the Flood. After taking out both the Grunts and the Flood, continue up the corridor and around the next corner. Again, you will meet up with some more Grunts fighting the Flood. Take out the enemies and continue around a few more corners until you reach another group of Flood in the hall leading up. Quickly take them out, and follow the corridor and you will soon reach the top level of the shuttle bay. As you enter the shuttle bay, a Covenant Dropship comes in on the ground level. You can ignore them, since they are three floors down. Advance along the ledge toward the doorway on the right. There are quite a few Flood in the doorway, so take them out as quick as you can. Cortana reconfirms the Navigation Point's accuracy by saying that the control room should be this way. So, once you've cleaned up the Flood, head through the door on the right and follow the corridor within. ___________ -=[The Captain]=- ŻŻŻŻŻŻŻŻŻŻŻ As you make your way around the corner, you hear Captain Keyes groaning. Cortana tells you to hurry since the Captain doesn't have much longer. Make your way around to the right and through the next door and you will see the Flood and Covenant at it again straight ahead. The path on the left has been blocked off by a fire, but it does contain a First Aid kit. Continue forward toward the fight. >>Recover Captain Keyes Once you reach the central fight, you will see three paths. The path on the right is a dead end, the path up ahead is also a dead end, but holds a slew of Covenant, and the path on the left, which leads up, goes into the control room. Unfortunately, there are quite a few Flood and Covenant to fight, so you most likely will not be able to just charge up to the left. A good tactic is to get the attention of both the Flood to the left and the Covenant from up ahead, then hide in the previous corridor. The two forces will meet each other, making your job slightly easier. When you have eliminated all of the enemies, make your way up the left path and into the control room. Once in the control room, head up the ramp in the center to find Captain Keyes. This is not pretty, but since the Captain is now part of the Flood, you must do what you must do. >>Escape via the shuttle bay Time to get off of this Covenant ship. However, before you go, the Flood will start pouring in from two doors on the other side of the room. A Shotgun is highly recommended here, and be sure to shoot the large, explosive Flood from far away. Also, these explosive Flood can take out many of the surrounding Flood if you time your shots just right. To be successful, you need constant awareness of where the Flood are at because they will come in with rapid speed. Once you have taken out every last Flood in the room, you will have to make your way back to the shuttle bay via the way you came. There is a First Aid kit to the left side of the door you need to go through to return to the shuttle bay, but you might want to wait before picking it up unless your health is dangerously low. As you approach the door, the Covenant will attack in full force. Two Grunts in the front will throw grenades at you, and some of them even have those huge plasma weapons that resemble those carried by the Hunters. The Elite will also attack with swift strikes and grenades. A good tactic is to throw a grenade toward the door was you approach it so that the explosion will take place as the door is opening. Try to keep the Covenant out of the room itself as that improves your chance of survival. Be swift and merciless because this is one of the hardest groups of Covenant you have fought thus far. After taking them out, make your way through the door. Every step you take draws you closer to the end of the level, so continue down the corridor and follow the path to the right. As you pass through the next door, follow the path around to the left. You should hear some of the Grunts up ahead, and as you pass through the next door and go around the corner, the Flood and Covenant fight will be visible. Take them out and continue into the shuttle bay. Be very careful as you enter, however, as the Covenant remaining will be quite tough. Ahead on the left are some tough Elite and Grunts who also like to throw grenades. Also, over to the right, there are quite a few Elite waiting for you. If you use grenades you should be able to take them out from a long distance. Also be sure to strafe often to avoid further damage. When you have cleared out the Covenant, make your way to the right along the ledge in the shuttle bay. This is a dead end, but you will see why you need to be here in just a minute. You can see a Covenant dropship and two Banshees landing on the ground floor of the shuttle bay. Cortana tells you tells you to grab one of the Banshees to use to reach the Pillar of Autumn. Now, while you can go back through the doors and halls to reach the ground level of the shuttle bay, I highly recommend just jumping. Now you can't just jump down to the ground floor without dying, you must first jump to the lowest ledge. Make your way to the far right side of the shuttle bay, from where you can see the Banshees, and jump to the ledge below. Your shield should go down by about 50%, but you are much closer to the ground level. Now you can simply jump down to one of the Banshees below without taking critical damage. Once you get in one of the Banshees, the level ends. A good tactic is just to land on top of one of the Banshees and immediately press the action button. This way the Elite around in the area will not have time to hurt you. Now it is time to find the Pillar of Autumn. ------------------------------------------------------------------------------- _______ [5.10]--|The Maw} ŻŻŻŻŻŻŻ [Mission Overview] Destroy Halo before Halo destroys all life in the galaxy. [Introduction] After escaping the shuttle bay, you pilot the Banshee to the Pillar of Autumn, which has crashed on part of Halo. You ditch the Banshee, but are able to climb up into the Pillar of Autumn through one of the openings. Hence the name of the ship, this level will share some areas with level 1. However, there is quite a bit of new areas to discover, so journey on! _______________________________ -=[...And the Horse You Rode In On]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When you take control of the Master Chief, you should notice that you have a Plasma Rifle and an Assault Rifle. You will be fighting both the Flood and the Covenant again, so you should consider a weaponry upgrade as soon as you find something better. As always, I recommend the mighty Shotgun. As you pass through the first doorway, Cortana says that you need to get to the bridge. From there, you should be able to use the Captain's neural implants to overload the ship's fusion engines. The generated explosion should be large enough to destroy Halo itself. >>Make your way to the bridge After passing through the initial corridor, follow the path around to the left. Four Sentenals make their way inside the ship(the same way you did), so try to take them out quickly. I found that the Plasma Rifle works better on them than the Assault Rifle. Continue through the corridor, making your way around the next right corner. The only way to go is to pass through the narrow tunnel in the wall ahead. As you enter the tunnel, take your first left(the straight path leads to a dead end). As you follow the tunnel around to the left, you should soon see a small opening in the floor. There is a ladder leading down to the next floor which contains several enemies. A few of the smaller Flood will jump up the hole, so take them out as they come. Down below, the Sentenals are fighting with the larger Flood. Just wait at the top of the hole for the fighting to cease. You can even throw a few grenades down to end the fighting quickly. When you think that it is safe, go ahead and jump down. When you reach the bottom, you will probably notice a few Sentenals still hanging around. Make your way over to them, take them out, and follow the path around to the right. When you enter the next hall, the Flood will come out at you. There are only a few of them here, however, so take them out and continue down the hall and around to the right. As you pass into the next doorway, the music will dramatically change. Up ahead, around the corner to the right, you can hear the Flood coming. As they burst through the door, prepare for a fight. Remember to back up while fighting them to give yourself plenty of breathing room. Also, one of them is using a Shotgun, so be sure to pick it up. After taking out that small wave of Flood, proceed through the door they just came from, on the left side of the hall. Follow the next corridor around to the left, and you will soon meet up with a few more Flood. Take them out and continue down the hall. As you round the next corner on the right, you will see a closed door with a fire burning on the right. As you approach the door, a large number of enemies appear on the Motion Tracker. Go through the door and you should see a the Flood fighting the Covenant over to the left. Just in front of the door, behind the small pillar, you can find two First Aid kits. There are also some Covenant and Flood fights off to the right. The Hunters are extremely dangerous, so try to hide and allow the two opposing forces to fight for a while. After the bulk of the fighting stops, you should prepare for the next room. There are two entrances to the next room, one to the left and one to the right. This next room is filled with dangerous Covenant forces, so try not to forget those two First Aid kits in the hallway. So, when you are ready, stand near one of the entrances to the next room. If you have yet to take out the two Hunters, they will be in the first section of the room. Also, the Elite in here are quite lethal, and the Grunts usually throw grenades quicker than you can blink. A few of the Grunts even use those powerful plasma guns, so be careful. So, when you are ready, slowly make your way into the room, taking out the enemies swiftly. Throwing grenades from a distance can really save you in this room. Try to aim for the Elite first. As you make your way to the other side of the room, a few additional Grunts, as well as some Elite, will enter from a passage in the far left corner. These guys are just as lethal as the first ones you encountered in this room. After taking them out, find the doorway in the far left corner of the room and pass through it. As you enter the next area, there should be no enemies present. The path to the right is a dead end, so make your way to the left and enter the corridor. As you pass through the corridor, you can find a First Aid kit on the right. Continue through the corridor and around the left corner. Cortana will mention your proximity to the ship's Bridge. Up ahead is a black Elite; the toughest kind. Take him out and follow the path around to the right into the next area, which is the Bridge. There are a few Grunts in here, and some of them will be using those large plasma guns on you. Use a few grenades and you should be just fine. Take them out and head around either the left or right side of the room to reach the important section of the bridge. This place looks quite a bit different from when you last saw it in the first level. Cortana mentions that you need to upload some data, but as you start the computing process, that dreaded Monitor interrupts. The Monitor mentions various idiocies, and its nonsense plans. The Monitor is working in the engineering room, so you will have to go there to take care of business. However, before you leave, four Sentenals approach you from outside of the ship. You can use the glass panel to block the Sentenal's lasers, but try to take them out as quickly as possible. After the Sentenals have been eliminated, make your way off of the Bridge. Now it is time to find the Monitor. >>Get to engineering by way of the cryo storage facility After exiting the Bridge, follow the corridor to the left and around the next corner. When you reach the next room, the Flood will come through a previously locked door in the far right corner. Most of the Flood use Assault Rifles, but they can still be quite dangerous. After taking them out, make your way through the door from which the Flood just came, in the far right corner of the room. In the next room, you will find tons of Assault Rifles on the floor. As far as enemies go, this room is void. So, after picking up any needed ammunition, make your way to the other side of the room and pass through the door. This next area contains some Flood fighting some Covenant, but the Covenant should win really quickly. This means you will have to take the rest of them out, including two more Hunters and, most likely, a black Elite. The left-most area is a dead end, as is the right-most area. However, the Covenant are usually stationed in the right-most area, so make your way over there and take out the remaining Covenant forces. Try to use the block-aid on the right side of the hall to dodge the fire from the Elite and Hunters. Try to take out the Elite first, then go up against the Hunters head-to-head. As always, when you are too close, the Hunters will not fire at you. There is a First Aid kit in the right-most area of the hall, should you need it. When you are ready, find the doorway in the center of the area and proceed through the next hall. Continue through the hall, and around several corners, and you will soon meet up with four Sentenals fighting the small Flood. Allow the Sentenals to take out some of the Flood, then finish off the Sentenals yourself. On the left, the small Flood will continue to come out from under a half-opened door. Finish off the Flood and make your way under the door on the left by ducking. On the other side of the half-opened door, and in the corridor to the right, a few more Sentenals are destroying the smaller Flood. Take out the Sentenals and any remaining Flood, and make your way through the door at the end of the corridor. On the right side of the next hall, you should see two arrows in front of two doors marked "Cryo B". You can hear the Sentenals fighting the Flood again in the room to the right, so just allow them to fight for a while. (While you are waiting, you can find a hidden First Aid kit in a secret hall to the left. This path appears to be blocked by fire, but you can jump through an opening on the left to find it.) Soon, the Flood will have taken out the Sentenals, so enter the room marked "Cryo B" from either of the two doors. As you enter the room, the remaining Flood should attack you. Quickly take them out and head for the opposite side of the room. Soon, the dreaded "Flood" music will play, and some Sentenals will appear on the walkway above the room. There are two ladders on the ground level of this room: one in the far left corner, the other in the far right corner. Use one of those to climb up to the walkway above. When you reach the walkway, the Flood will pour into the room from the level below. Now you must stay aware of both the Flood and the Sentenals. If you are feeling tough, you might just wish to jump down to the floor below and quickly take out the Flood. Then, you can make your way back up one of the ladders to the walkway you were previously on. If you do not feel like jumping down, you can just try to take out the Flood from a higher elevation. At any rate, when the Flood have been eliminated, make your way to the front of the room from the walkways and head for the Sentenals. The Sentenals are actually in Cryo B's control room. As you approach the room, some of the Flood enter it from a doorway to the left. It would be a good idea to back up and allow the carnage to continue without you for a minute. The Sentenals will be able to take out a good deal of the Flood, but not all of them. After the last Sentenal has fallen, approach the room and begin to take out the Flood. The Flood come from the left path for what seems like an eternity, but just hang in there. If you need, you can use the right path, which is a dead end, for some backup space while fighting. After taking out the Flood, grab the First Aid kit to the left in the Cryo control room(if you need it) and head through the corridor on the left from which the Flood were just coming. Continue through the straight corridor until you reach the next area. At first, the room will seems safe, but soon the Flood will come out at you from the corridor ahead. Just keep the Flood in front of you and you should be able to take them out with relative ease. After clearing them out, you can find an overshield in the dead end corridor straight ahead that the Flood were coming from. After picking up the overshield, make return to the previous area and find the tunnel entrance on the other side of the room. When you approach the tunnel door, the Flood will start appearing from the area that contained the overshield. However, no matter how many times you kill them, the Flood will keep coming back whenever you approach the tunnel entrance. So, just to save some ammo and frustration, go ahead and enter the tunnel. Be sure that your flashlight is turned on, then follow the tunnel around the first right bend. The Flood in the previous room will not follow, so you will be safe. Continue through the tunnel and take a left at the next turn. When you reach the next corner, take a right. You should now hear the sound of the Covenant. Up ahead you should also see an exit into a new area. As you make your way toward the exit, you can either go left, straight, or right. For now, just stay put. There is a massive battle between the Covenant, Flood, and some Sentenals. If you take the left tunnel, you will come out in a dead end room with a glass door. You can use this glass to safely watch some of the fighting. If you take the right tunnel you can find a First Aid kit at the dead end. And of course, the straight path, leads directly into the hall where all of the fighting is taking place. I would highly recommend waiting most of this battle out, as there are quite a few enemies fighting. It might be a good idea to stand near the exit(the center tunnel) so that you can see the chaos first hand. This will also allow you to get into the action every now and then to keep the battle going. If you walk out into the hallway, where the fighting is taking place, some additional Flood might appear from the far left. This will help divert the attention of any remaining Elite or Hunters. When you are ready, slowly work your way into the hall, taking out the Flood as you can. The Flood will appear from the left for quite some time, so you will probably have to take them out yourself. Once you have cleared out all of the Flood and Covenant in the hall, it is time to move on. The left-most area, where the Flood were coming from, is a dead end. There are two doors along the center wall that lead to a U-shaped hallway, but this is also a dead end. The only way to go is to the right. As you make your way down the hall to the right, you should see an arrow marked, "Engineering" on the floor. This indicates you are actually going in the right direction. Continue past the first Engineering marker and you will soon see another Engineering arrow pointing to a hall on the left. However, straight ahead, you should see an arrow marked, "Armory". It is vital that you visit this area, so head forward, around the next two corners, and into the Armory. As you enter the Armory, you will see a nice pile of weapons. Before you pick them up, however, you should take out the Flood. There are actually two invisible Flood on the left and right sides of the room, so be careful! As you make your way toward the other end of the Armory, additional Flood will come out of the locked door. When no more Flood appear, grab a Rocket Launcher and plenty of Shotgun ammo. These two weapons make a good combo for the next section, where you will actually be using the Rocket Launcher for parts of the mission. After you have loaded up, exit the Armory via the door you used to enter it. If you happen to run out of ammo in the future, you can visit the Armory again to reload. Make your way back to the Engineering arrow, and follow the corridor to the right. Continue through the corridor and you will soon reach your destination; Engineering. ____________________ -=[Light Fuse, Run Away]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ As you are making your way through the corridor toward Engineering, you will see two seperate paths; one to the left, and one to the right. The Engineering room has left and right sections which are divided by a wall, but you can take either path for now. The main thing is that you get inside the room. As soon as you enter the Engine Room, you will hear the infamous humming of the Monitor. The Monitor has stopped the countdown, so you will have to mess with the actual reactors to blow up the ship, and ultimately, Halo. While Cortana gives you an load of important information, the Flood start pouring into the room. >>Use the controls on the third floor to retract an exhaust manifold Ok, there are a few rules here that will help organize this process: 1)There are four control panels on the third floor. 2)It does not matter which order you activate the controls. 3)The activation of each control panel will retract an exhaust manifold. 4)Find each exhaust manifold and use rockets and/or grenades to destroy it. 5)Follow the Navigation Points to each target and you will do fine. 6)Only take out the Flood that are in your way. 7)There are First Aid kits on each side of the Engine room. First, you need to make it to the third floor. To do that, go to either the left or right side of the Engine room and find the ramp leading up to the first platform. I recommend using the right side of the Engine room to make your way up because it is more convenient. In one of the corners you will find an arrow next to a door marked "Level 2". Go through the door and follow the path up to the next platform. One thing to note, the door leading up to "Level 3" can only be easily accessed from the right side of the Engine room. So, if you are not there already, head over to the right side of the Engine room, find the door next to the arrow labeled "Level 3", and continue up the path to the third floor. On the way up to the third floor, the Flood will come out at you. You do not really have any other choice but to fight them here. The music is quite dramatic while fighting the Flood. When the Flood have been defeated, continue up to the third level. When you reach the third level, you will actually be on a narrow walkway. Proceed around to the middle of the room and you will see two control panels marked by Navigation Points. If you follow the walkway around to the left, into the left section of the Engine room, you will see the other two control panels which are also marked by Navigation Points. Like I mentioned earlier, it does not matter which order you activate the panels, so walk up to a panel and press the action button to activate it. If you look down toward the large, horizontal structures in the room, one of them will start to retract. >>Destroy the open vent core with a grenade or rocket The Navigation Points marking the other three control panels will momentarily disappear, and a new Navigation Point marking the vent core will appear. If you can aim at the vent from the third floor then go ahead and destroy it from up there. However, Sentenals come and complicate the situation, so you may have to jump down to the first floor again to destroy the core. A few well placed rockets should destroy the first core. Now you must do the same for the last three control panels. I will be breif for the last three since they follow the exact same procedure as the control panel you just activated. >>Use the controls on the third floor to retract an exhaust manifold If you are on the ground floor, make your way to the right section of the Engine room and go back up to the third floor. Once you make it back up to the third floor, approach and activate another control panel. >>Destroy the open vent core with a grenade or rocket Like before, the new Navigation Point will mark another core. A good tactic is to actually hop on top of one of the manifolds while it opens and get a good shot at the core from it. Now, you need to do this two more times. You can just follow the above process twice in a row if you wish, it is essentially the same process. Just be careful of additional groups of Flood each time you make your way back up to level 3. After the fourth and final core has been destroyed, you can tell the ship will not hold out much longer. Cortana overlooks the schematics and finds a way out. >>Get to the elevator on the their floor Find your way back up to the third floor, and you will notice a new Navigation Point. This point actually marks an elevator, but the door leading to the elevator can be found on the right side of the Engine room on the third floor. Pass through the door on the third floor and follow the path around to the right. After passing through several doors, you will soon reach an elevator. However, as it comes up, it brings some black Grunts and a black Elite. In case you were not paying attention earlier, the black Elite are quite challenging. A quick grenade should help splatter those Covenant forces. After taking them out, get on the elevator and prepare for the final run of the game! While the elevator goes up, Cortana radios the dropship and arranges for a pickup at the crash site. _____________________________________________ -=[Warning: Hitchhikers May Be Escaping Convicts]=- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After the elevator reaches the top, Cortana tells you that you have 6 minutes before the detonation of the ship! She says the heat generated from the explosion could reach a temperature of 100,000,000 degrees! Well, time go get going, I do not think you could survive that explosion. >>Escape from the Pillar of Autumn before it's too late Exit the elevator and run to the right. Your primary short-term goal is to get in a Warthog. If you are quick, you can jump in any of the six Warthogs in the first room. There are also three First Aid kits in the first Warthog room, but you might not even need one. Also, if you prefer, you can run through to the next room and grab the overturned Warthog in the middle of the fire. Either way, get in a Warthog and start following the Navigation Point! You should be about 2km away from your destination, but that can still take a while. As you work your way up the first ramp, just ignore both the Covenant and the Flood. In fact, you should never get out of the Warthog to fight, whatsoever! Every second counts, so precision driving is a must. In the next area, try to stay in the center of the path and use the jumps for speed. You may have to go around one of the structures if you do not make a specific jump, but just keep moving toward the Navigation Point and you should be fine. The transitional corridor ahead has a large dip, but there are no obstacles. When you reach the next large area, you will meet quite a few Sentenals. The Sentenals can damage you quite easily, so keep in the middle and go as fast as you can. If you happen to miss a jump, you might have to go around on either the left or right side. As you leave that area, you will find yourself in a curving corridor. There is a shortcut tunnel on the left side which should save a bit of time should you decide to take it. When you exit the shortcut, take a left to get back on track. If you do not take the shortcut, just continue to follow the path around until you reach the next area. In the next area, you will not be able to drive in the middle of the path. There are, however, two easy paths just to the left and right of the center. If you miss those you might have to weave in and out of the structures to reach the end of the area. When you leave this area, travel up over the hump and into the next area. This next area is another one that rewards you for driving in the middle. If you do not make the large jump near the middle, however, you will have to travel along the outside to efficiently make your way to the other side of the area. As you reach the other side, you will be able to see a Covenant ship and Cortana will request immediate extraction from Foehammer. The next area contains a large drop-off, so be careful when going through the corridor. Up ahead you will find yourself outside on a bridge. Cortana tells you to wait for Foehammer, but it is for no good. Do not wait, unless you wish to waste more time. As fate would have it, Foehammer is shot down by a few Banshees and is unable to pick you up. After you pass over the bridge, continue through the long corridor as Cortana finds another escape. There happens to be an available ship up ahead, so keep moving! Up ahead you will find yourself in another curvy passage. There is another shortcut through here, only this time it is on the right. When you exit the shortcut take a right to get back on track. If you did not take the shortcut, just continue to navigate the curvy tunnel. Up ahead, at the bottom of the steep slope, Cortana will mention a large jump. The game is actually set up so that you will not make that high jump, and you will fall down below. From down below, just keep following the path until you reach the shuttle area. When you reach the shuttle area, the path will be blocked by some structures, so get out of your Warthog and run the final few meters! Jump aboard the ship and watch your well-deserved ending. And congratulations on completing this fine game! By the way, if you beat the last level on Legendary, you will unlock a slightly different, but funny, end cinema. ============================================================================= -=[Section VI]=- +---------------------------------+ | General Tips & Strategies | +---------------------------------+ ============================================================================= If you have a tip or strategy, send it in! You will be given credit for it. The tips without a name were found by me, so try to submit something that is not listed here. If your tip was not added it was because you sent in an identical tip! Please, no more "shoot the Hunter in the orange spot" tips. ^_^ NOTE: I added the tips in the order that I received them. Some of the tips are similar in nature, but provide unique, useful bits of information. The name of the person who sent in a particular tip is in parenthesis. Keep sending them in! __________ [6.1]--|Enemy Tips} ŻŻŻŻŻŻŻŻŻŻ -When an elite charges you they are normally out of a shield or very close.... use a melee attack and they will run into it finishing them off in style.~(Prae) -Jackals carry shields. Use a photon weapon to destroy the shield quickly. -The Covenant dropships will fire at you if they are threatened. Take appropriate measures to dodge the fire, as it almost kills you instantly. -Charging the grunts can scare them and melee attacks will kill them in one hit. Don't try this when other covenant are around, the won't be afraid and you'll take pointless hits.~(Prae) -Needler is a great weapon on enemies when they can't block you, try getting behind Jackals or too the side. Works a little on Hunters but the can take a bunch from it still.~(Prae) -Don't turn you back on enemies very often they chase you down a bunch, and that is a good time for them to hit you with the Needler which can do devastating damage.~(Prae) -When facing the Flood, always wait for the Covenant to finish their fight with the flood (they tend to lose anyway) then rush in and defeat the remaining Flood members (shotgun takes them out in bundles and fast. For the small brain-like floodites, use your assault rifle since they blow up and destroy things around them.~(Tyme) -Hunters CAN be damaged on other places than their front. Anywhere that their skin (orange) is showing on their body is a potential place to damage them, especially on their back. This is why some people like to get in close. The Hunter will charge you, you strafe out of the way, and then their back is exposed to you.~(Bruteman) -When you destroy the body shield on an Elite, he'll let out a roar and then charge you, no matter what is in the way. Be aware of that, especially if you decide to stick a plasma grenade on him. He'll run straight into you!~(Bruteman) -If you're engaging an Elite from a distance, don't waste your ammo! At far range, Elite will easily dodge shots and take cover, recharging their shield. Try to get in closer so that you can keep your fire up on the Elite.~(Bruteman) -One of the most irritating things in the game is when a Grunt jumps into a Shade (one of those stationary turret guns) and mows you down. When aiming at a Grunt in a turret, aim slightly higher than the center of the turret, more towards their head, to hit them. I say this because if you use a sniper rifle, the sight will turn red when it's over the center of their body, but the turret will shield them from the shot.~(Bruteman) -If you're using a sniper rifle (or zoomed-in pistol) and you're up against a Jackal who's ducking behind his shield, aim for the hand that he's holding his plasma pistol with. His hand is not protected by the shield and it will hurt them.~(Bruteman) -You can shoot individual arms (and heads from the human looking ones) off of the Flood troopers. If you shoot off the arm of one that has a weapon, it will immediately charge you and melee attack you.~(Bruteman) -When fighting Flood troopers (the full-grown ones), be careful if you shoot them from a distance and they drop. Sometimes they get back up! If you kill one up close, you can be sure that they died.~(Bruteman) -Later in the game, there will be several places where you'll see The Flood attacking the Covenant. Let one side kill the other and then pick off the winners. There are also several places where the two groups will keep each other busy and you can escape without either noticing you (there are several spots like this in 343 Guilty Spark when you escape from the facility).~(Bruteman) -Here is a good way to beat Jackals: If you have human weapons (aside from the rocket launcher :P) fire off a few shots. The Jackals will raise their shields to defend themselves. Use this opportunity to rush in and hit them with a melee attack. This may either kill them or force them to drop their shield while evading you.~(Micronian) -Jackals can be hit with their shields up! If you have a sniper rifle, aim for their guns, which should be poking out on the left side (right side for you) of the shield.~(Micronian) -A way to defeat Hunters: First let them charge at you then quickly run aside, then you shoot them in the back. One hit in the back with the pistol will kill it. The orange spots on their body are their week spot. Just hit them their and you will kill them quick.~(Michael McNickle) -The hunters can be injured by hitting them anywhere that their armor doesn't cover. You can tell these places by the orangish flesh showing. Their neck, back, and stomach are the easiest places to hit that dont have armor. The best way to take them out is to get very close to them and wait for them to charge you. When they do this, QUICKLY dodge to one side and shoot or punch them in the back before they turn around. Using this technique, I have seen a Hunter killed with only 3 shots from a pistol. I personally like to just punch them in the back.~(Cyprian Tayrien) -The Jackals' shields can be irritating at times, and like you said using photon weapons works, but I found that the melee attack is even easier. One smack with the good 'ole AR put them out for good, even when their sheilds are up. I don't recommend trying it when there are huge groups of enemies around, but if you're isolated with a jackal or two it works quite well, and conserves ammo. Once in a while they'll get a few shots off on you while you're trying to get close enough, but their weapons aren't effective enough to get past the regenerating sheild anyway.~(Brad Imhoff) -The best way to kill an elite is to charge it using an automatic gun (such as a assault rifle) and when it's shields are depleted it will stop fighting momentarily. As soon as it does this bash the elite with your gun and it will drop to the floor dead.~(SteelPanther) -In the earlier levels, the grunts do very little damage so if you find one by itself, go ahead and get in range to bash it with your weapon. Your shields will recharge and you will not waste ammo.~(SteelPanther) -There is in fact a weak spot on the Hunter's armor. Any orange area is flesh, and therefore is a weak spot. Especially the giant spot on the back of them. If you can, let the Hunter charge at you, then strafe sideways, turn around, and put a couple pistol bullets in his back. It takes some time to master this strategy, but it is a HUGE ammo saver.~(Shaun) -Stick a plasma grenade to the hunter, then backpedal, firing madly as you run. The bullets won't do much damage, but they WILL slow him down enough that the plasma grenade won't take YOU out too.~(Louis Wu) -Jackals are less wary of grenades than other Covenant - you can usually kill 'em by dropping a grenade nearby.~(Louis Wu) -the little flood crawlers are best attacked with a melee attack. it saves ammo and they explode and take out each other in a chain reaction. if there are too many to melee use the assault rifle in short bursts.~(customsex) -When fighting the flood use the shotgun against them, its the best weapons against them.~(Michael McNickle) -Against the infection form (the little ones) use your assault rifle and don't worry if you get hit buy them they don't do that much damage, but worry if there a lot of them.~(Michael McNickle) -If you ever find a group of enemies fighting each other, let them fight. Then just clean up when they're done.~(Michael McNickle) -The sniper rifle is useless against the Flood. It passes through the combat and carrier forms.~(Michael McNickle) -The hunters can be killed with one pistol shot to a soft area if they are not alert. These areas include their neck, which is exposed if they are not in a ready stance, and the back part of their abdomen, where the human kidneys would be located.~(Tony Cord) -All jackals are left handed, so charge their right side(always to the player's left). The shields that they hide behind make it difficult to draw a bead on you. Once you are at close range, their shield is totally incapable of repelling a melee attack, so I find the best way to dispose of them is pistol whipping.~(Tony Cord) -The covenant forces have a heirarchy of sorts. Hunters have regard only for other hunters and elites, and don't consider grunts to be worth the effort it takes to shoot around. Elites will avoid injuring any allies, and can operate independently in any circumstance. Grunts, on the other hand, will panic if all higher ranking covenant are killed, and are much more likely to run, so always kill the elites first. The ensuing confusion makes the grunts much easier to kill.~(Tony Cord) -Hunters are also susceptible to being run over by warthogs, blasting by banshees, and some serious circle strafing on a ghost or with your machinegun. Of course, the most effective method is a well aimed shot with a rocket launcher.~(WiredWolf) -When dealing with the Flood, carry a shotgun and machine gun and use the shotgun on the combat forms (for one shot kills) and the machine gun on infection and carrier forms (both which blow up those around them). These are all you need. Watch out for combat forms carrying rocket launchers.~(WiredWolf) -Flood combat forms have rocket launchers sometimes, so be careful. Its a one hit kill if it gets you head on.~(Michael McNickle) -Use the Flood carrier forms as a bomb, when then die they blow up.~(Michael McNickle) -When you find a Ghost and you're up against a Hunter, move a few distances away and keep firing at the hunter from far away. The hunter will fire (two consecutive shots usually) so simply move out of the way when he does. The hunter will eventually fall. This is best if you're saving up on ammo or low on health.~(Lik Way Chan) -You can actually take out a Covenant Tank with your Shotgun. 3 to 4 shots up close will be good enough. The Rocket Launcher will take only 2 shots even when you're really far away (use the zoom feature).~(Lik Way Chan) -There are certain levels where the Grunts will be sleeping. Take them out with a good bash in the head. You won't wake them up that way AND you'll be saving yourself ammo and a lot of trouble. I've found that there are Elites roaming about and they will wake everyone up if they see you.~(Lik Way Chan) -Never, EVER try to throw a grenade at a jackal from the front. They will bounce off the shield 99% of the time, and you WILL get killed.~(Chris Leidich) -Everyone's mentioned sidestepping a Hunter and then turning to shoot it in the back with a single pistol bullet. No great discovery, it's in the rolling demo if you leave the game on the title screen ;) I favour Louis Wu's roadkill method (Ghost works as well) where vehicles are available but I have what can be an easier method on foot and in tight spaces. Let the Hunter charge you head on and watch for when he's about to swipe you with his shield, *then* step back at the last moment to dodge the attack. If you time it right then he'll miss, raise his shield high into the air and expose the large expanse of tender orange flesh beneath his chitinous blue armour -- right in front of your gun. Of course, if you've been stealthy enough that the Hunters didn't hear you coming, you can pick them off with pistol or sniper rifle from a distance while they're walking around.~(Zy Nicholson) -If you take out an Elite, his grunt buddies seem more likely to lose it and flee than if you take out a couple of their number. Very Half-Life, yes. I haven't worked it out yet so I don't know if it's some kind of sophisticated ratio of dead to living Covenant in the area and their relative strength, or whether it's just an AI fudge that triggers cowardice as an optional behaviour sometimes...~(Zy Nicholson) -Against Elites just use a charged shot from a plasma pistol to take our their shields and then use any fast or semi-fast weapon after that and there toast...I personally like using the AR right after their shields are depleted. Kill them good and proper.~(Sean Harvey "Beast") -Be careful around later-level grunts. They throw plasma grenades. If a plasma grenade sticks to you, YOU WILL DIE. There is no way to survive the blast as far as I can tell, nor is there a way to remove the plasma grenade.~(Istanbul) -The large ships that sling energy grenades are serious problems, as they can take a massive amount of hits to destroy. However, two direct hits from the rocket launcher will bring them down. If you do not have the rocket launcher when you first face one of these monstrosities, be prepared for a protracted battle.~(Istanbul) -The Floodlings (little tennis ball crawlers) have a tendancy to explode in a small radius when killed. This inflicts minimal damage to you (you can take in excess of 15 hits from Floodlings and still have shield left), but it also means that you can shoot one Floodling in the center of a swarm and decimate the swarm.~(Istanbul) -If you fire a wep (say assault rifle) and injure an elite throw a grenade and keep firing the elite wont usually notice the grenades because its to busy fighting you and a couple seconds later boom and you see him come flyin toward you.~(Boomin) -Do you know the Invisible Elites. Well to find them in a tinted room with low light, use the flashlight. Our when your invisable the still can kill you. So be quite and use melee attacks, it works every time.~(Death Wolf) -Don't let a elite with a plasma sword get close. One hit can kill you in normal mode and harder. I believe they run faster than you so an easy way to kill them is to stick a plasma grenade to them and run like mad. If you want to shoot them instead, dont stop till they are lying on the ground, you dont want their shields to charge up again.~(William K) -Here's an easy way to take out a group of Grunts or Jackels, as long as there's an Elite around. Throw a plasma grenade at the Elite, and make sure it sticks to the Elite. The Grunts should dive away form the grenade, and the Jackels will either run, allowing you to shoot them, protect themselves with their shield, which might give you the opportunity to blast them. If there are no Jackels, and you dont have to worry about energy weapons, then Waste the Grunts on the ground with your Assult Rifle.~(AndreW FosteR) -When you get to a part where you know there is an Elite or two with the invisibility camouflage waiting ahead, take them out with the sniper rifle from a distance if you can. Two shots at the max should do it, and it beats trying to confront them shooting blindly, especially the ones with the energy swords that can kill you in one swipe!~(Michael B) -When a Jackal is behind his shield all you need to do is run in on them and melee attack them and they die instantly. Also, if you melee them again after they are already dead a ton of purple blood will spray out, covering the area in which you killed him.~(Chilidog1117) -You can take down a Banshee with any weapon. I only had 1 AI marine with me and we managed to kill 2 banshees with ARs.~(The Nameless Soldier) -If you have killed a bunch of Grunts, don't throw grenades, it causes a chain reaction with the grenades they drop and a big explosion results. in other words, dead marines and red health bar for the Master Chief (if you have full health and shields).~(The Nameless Soldier) -Just rush a Jackel with an Assault Rifle and when you get close to one it will try to roll out of the way. Use this chance to turn toward it and fire since its shield will be out of the way.~(Omega Weapon) -Sticking plasma grenades onto hunters can be a good strategy, but they tend to melee attack if you get too close, which is not good if they have a plasma grenade stuck to them and 3 seconds are up.~(Soupie) -One or two good, solid shotgun blasts will take down a sentinal (those flying machines).~(Soupie) -If you see a grunt sleeping (when its curled up in a ball and not moving), kill it with a melee attack. Its totally silent and other enemies wont notice it unless they see you. I've killed 5 or 6 grunts in a row like this.~(Soupie) -I've found that melee attacks don't work very well against the flood.~(Soupie) -When facing the Covenant mortar tanks, you can use plasma grenades, or the rocket launcher. However, the easiest thing to do is to get a needler, and unload a clip at the tank. It'll blow up real quick!~(Rage42) -The pistol can be used against Elites, and is often more useful than the Assault Rifle. It takes me about 1.5 clips with the pistol, while it takes 2 AR clips to kill Elites. Of course, the plasma rifle is the best.~(Rage42) -When facing an Elite, have a plasma grenade ready, charge him and when he does his battle cry throw it on him... he doesn't EVER dodge it until the cry is over :) :) :) ;)~(Maximus) -The little flood guys hurt you only a tiny bit (the shield that'll refill) so if they're attacking you - ignore them, waste of ammo!~(Yoni Toledano) __________________ [6.2]--|Weapons/Items Tips} ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -Plasmatic weapons are more powerful against the Covenant, particularly the Elite. Also, the Plasma based weapons do not need to be reloaded. Just do not shoot too fast or they will overheat. -When the action is light, go ahead and reload so you will not be caught reloading while in the middle of a fight. -The shotgun is great for short ranged attacks, but terrible if you are aiming at something in the distance. -When a Covenant dropship is getting ready to unload a group of Covenants, chuck a grenade into the door as it opens. The blast will kill several of the enemies since they are concentrated in one area. -Try not to leave any enemies behind in a certain area. They will usually find you if you try to sneak by, which will create more chaos later on. -Don't you a sniper rifle on the flood it doesn't work and is just a waste of bullets that could be used on a Hunter, it will kill a hunter with one shoot.~(Prae) -Don't throw a plasma grenade at the Flood, they always charge and you could be hit also, try throwing it on the ground slightly in front of them, and they'll run into it.~(Prae) -Do not throw a plasma grenade into groups of little flood crawlers because they have the ability to "smother" or "defuse" the grenades, thus wasting valuable explosives. The flood, however, are not able to defuse the fragmentation grenades.~(David Fish) -A charged pistol will destroy the Jackal's shield and stun them fur a second to melee attack them.~(Prae) -Plasma weapons are effective on the shield bearing aliens. Bullets tear covenant well, and Bullet based weapons last longer, I tend to always have my Assault Rifle and a Plasma Rifle, but I always switch off any plasma weapon with a shotgun.~(Tyme) -When tossing grenades, be very aware if there are any more spare grenades laying around on the ground. Any grenade on the ground caught in a grenade blast radius will blow up as well, which can be very bad! I've been killed more than once as a chain reaction of grenades on the ground explode towards me and catch me.~(Bruteman) -Try to save the sniper rifle ammunition on larger enemies (elites, hunters, etc.) don't waste it on the grunts since they're so easy to kill up close. Get a good distance away from a large pack, pick off the bigger, more difficult enemies and then switch to the AR and charge in to clean up the rest.~(Brad Imhoff) -You will rarely find ammo for a weapon so when you have an assault rifle, a sniper rifle with no ammo, and you find a rocket launcher on the ground, drop the sniper rifle and use the rocket launcher until you find a new sniper rifle. Almost all the ammo in the game is really just the ammo you find off of the weapons on the ground.~(SteelPanther) -As you progress in the game, always be aware of how much ammo you still have. You will be facing enemies that are tougher and in higher numbers. Never switch a quality weapon (such as a assault rifle) for a plasma pistol because you will run out of ammo in the middle of the fight.~(Steel Panther) -When you fire with your assault rifle don't hold the trigger, I noticed that the accuracy gets worse as you fire more. Just use shorts bursts of ammo so your accuracy is good.~(Michael McNickle) -You have already learned that plasma grenades stick to enemies. Just a tip when you throw one on someone run away cause they got 3 seconds to take you down with them.~(Michael McNickle) -Grenades are always more useful in conjunction with a weapon that has a high volume of fire, like the Assault Rifle or the Plasma Rifle. Simply throw the grenade behind your targets and open fire, and it will herd them right into it due to their strong self-preservation instincts.~(Tony Cord) -The melee attack interupts all other actions, making it an invaluable tool when you are about to get the shaft because your marine is reloading his weapon.~(Tony Cord) -A shotgun at long range will kill large swarms of the flood, as they have a tendency towards fratricide.~(Tony Cord) -If you ever need extra firepower, and you see a stationary gun, you can move it(slowly) with melee attacks. The covenent wont see you coming either because you are behind the gun.~(teamparadox2k@aol.com{steve}) -To get around only carrying two weapons, I'd sometimes ferry weapons by swapping a current weapon for a useless plasma pistol, going back and swapping that pistol for a rocket launcher, shotgun, plasma rifle, etc that I might want to have handy later on, then bringing it back. Good for keeping ammo handy and giving shields some recharge time. You can also "swapkick" weapons over to where you'll find them easy later (swapping throws the old weapon a few feet in front of you). Takes just a few seconds to move something.~(WiredWolf) -If you plan to attack the Combat Flood with your Sniper Rifle, it'll take up to 4 shots (doesn't matter whether you aim for the head or body). It's a waste of ammo, save your sniper rifle for the Covenant instead.~(Lik Way Chan) -If you use sniper at long range with zoom, it kills with one hit, but up close on harder enemys it takes a few shots to kill them.~(William K) -The Needler. Thought it was rubbish when I first played through, and hardly bothered with it. It's too slow to kill charging enemies, and the needles bounce off Jackal's shields. Now, on Legendary, I see its true value. The Plasma Pistol might wipe energy shields but that's precisely when Elites will retreat into cover and wait for recharge, undoing all your hard work (sometimes you'll think you've killed them but they're just hiding, trying not to show up on your motion sensor). So when you're pinned down by a couple of Elites who insists on dodging in and out of cover, then being able to (a) shoot homing shots and retreat and (b) give them a little something to take with them is a real boon. The Needler is an Elite killer.~(Zy Nicholson) -Another Needler trick is to fill somebody with shots until they look like a neon porcupine. When the chain reaction blows all the quills at once, the blast has a tight radius that can detonate nearby grenades. Empty a clip into a turret gunner and the explosion can even rock the turret enough to tip it so that nobody else can climb in.~(Zy Nicholson) -Have you noticed that the Covenant drop a lot of grenades? Then you're probably not using them enough. Tagging an Elite or a vehicle with a plasma grenade is probably the quickest way to dispose of one, and being able to plant one this way turns it from amusing jape into useful skill on Legendary difficulty. The Master Chief has a hell of a throwing arm so if you practise at different elevations you'll see that you can throw them for miles. Nothing on the map is safe. Also, grenades lying on the floor can't be set off by bullets but the Covenant variety can be detonated by either kind of explosion, normally a fraction of a second later.~(Zy Nicholson) -Even if they don't kill, long-fused plasma grenades are great for scare tactics, flushing enemies out of cover or simply for holding a crowd at bay while you perform vital reloads of both weapons. On a couple of occasions now I've noticed that the Covenant will sometimes jump out of a spaceship or hurl themselves from a bridge or cliff as a result (rather than suffer the ignominy of being blown up by their own grenades, one assumes).~(Zy Nicholson) -The sniper rifle can also be used to take out multiple targets, but only if a few grunts are standing in single file and you are able to get a perfect head shot.~(Karl Nobody) -Whenever you find a rocket launcher or sniper rifle, consider your current weapons carefully. Rocket Launcher/Sniper Rifle is *not* a good combo; if your opponents get past your range, you're in for a world of hurt!~(Istanbul) -The Needler has weak attack power, but is great for getting through to Jackals or enemies behind an energy shield. Of course, a grenade will do the same thing.~(Istanbul) -Get rid of your starting weapon as soon as possible, preferably exchanging it for the first available Covenant weapon. Your starting weapon runs out of ammo at an alarming rate of frequency, and won't go through Jackals' shields or energy shields like a plasma weapon.~(Istanbul) -Normal grenades won't penetrate shields or stick to enemies, but they explode faster. Plasma grenades stick to enemies and penetrate shields, but take a moment to explode.~(Istanbul) -Never pass up a chance to grab a fallen foe's plasma weapon. It may only have a few shots more than what you have now, but that can make the difference between finishing off an enemy or being stuck with a funny-looking melee weapon.~(Istanbul) -If you are using the Needler on a enemy BE CAREFULL! When you put alot of needler shots in one enemy (about one clip) it will make a pink explosion sometimes. This explosion will set off grenades that are lying around them. The biggest explosion comes from elites. (Note: there is not always a explosion when you do this).~(William K) -The needler will follow enemys when shot. So will the plasma pistol when it is charged up.~(William K) -When using shotgun, dont wait till you reach the end of your clip to re-load. It takes way to long, especially when swormed by flood. Instead re-load after every 2 or 3 shots. Dont go into battle with any gun that's clip isn't fully loaded, when you reload you dont waist any ammo.~(William K) -The Covenant weapons are supposed to work better than human weapons against the covenant. I've found that this is only partially true. The Assault Rifle is exceptionally effective against soft-bodied targets, i.e. grunts and any unit without shields and armor. The plasma weapons are good for removing shields from an elite or jackal. I've also found that the combat shotgun rules supreme, and can take almost anything down in one hit at point blank, including elites. It'll blow right through their shields. Always make sure that the shotgun is in your inventory, if possible.(~Cyclone) -If you pummel an enemy with a needler, he will explode. Sometimes, shooting him a lot more will result in the enemy exploding 2 or 3 times.~(Soupie) -A plasma grenade is great, but the fuse can take too long, allowing enemies to run away. Solve this by throwing a grenade, then mowing down the area with an assault rifle, injuring all the enemies enough so that they will stumble, and still be within the vicinity of the grenades blast.~(Soupie) -Sometimes, a grenade will send one of those brain creatures (The ones that carry all of the little infection form of the flood) flying, resulting in another explosion as it blows up. Watch out that they are not flying your way.~(Soupie) -If you stick a plasma grenade on an enemy, then kill it, the grenade will explode sooner than expected.~(Soupie) -Even if you're out of ammo you can use the sniper rifle to line up a long range shot. Use the magnification, aim, switch weapons without touching a joystick and your shot will hit where the sniper rifle was pointed. Works great when used with the rocket launcher.~(Ed Parris) -(YOU NEED ATLEAST TWO GRENADES TO DO THIS TECHNIQUE). When you throw a grenade at a grunt it will charge at you so it will kill you also, but when there is alot of grunts and elites(or any other enemies), try throwing a grenade at one of the grunts so that it will charge at you, and if your timing is right on this you will be saving a lot of ammo. After you throw the grenade at the grunt and he's about to charge at you throw another grenade quickly in front of him(make sure your aim is correct and it lands in front of him)when you do that he will forgot about the first one thats on him and try to escape the one in front of him and he will run into the rest of the enemies and explode. Your timing has to be right though you have at most two seconds after the grunt charges at you to throw the second grenade otherwise he will keep on running to you if you wait too long. This could be useful if your health is very low, there's a lot of enemy ahead you can use this to get to the next checkpoint or first aid kit with dying and having to reply all the way from you last chequepoint.~(AMIR) -Use grenades constantly, I found throwing like 4 gernades at a group of enemies wipes them ALL out plus when they die you get a refill from what they drop...~(Maximus) -Some people say you can't use your fists in the game, but if you have a plasma pistol and you use melee you use your right fist to hit the guy!!! i thought this was interesting...~(Maximus) _____________ [6.3]--|Gameplay Tips} ŻŻŻŻŻŻŻŻŻŻŻŻŻ -If your shields are low, find a safe spot and wait for them to recharge. Do this before your actual health starts to deplete, as it does not regenerate. -Keep a constant watch of your Motion Tracker. You never want to be surrounded by the Covenant. They can be sneaky, so always watch your back. -Strafe and Jump quite often. Strafing is very effective when you are just standing there firing at a group of enemies. Jumping helps if you are facing a tough opponent who will not back down. A jumping target is a harder target to hit! -When driving ANY vehicle, it is important to know that the small arrow in the enter of the screen indicates the direction that the vehicle will go. Use this arrow, and not the actual reaction to the vehicular motion, to judge your turns. -Look in areas you don't need to go, often you will find an extra goody for going only slightly out of your way for it.~(Prae) -Use as much cover as you can! The world of Halo is filled with trees, rocks, walls, columns, etc. They're there for a reason, and it ain't to make everything look pretty!~(Bruteman) -If you're getting beaten up badly, RETREAT. It may not be the gung-ho thing to do, but pulling back to an area you've already cleared will let you recharge your shield and find extra weapons/ammo/health/grenades you might have not been able to pick up earlier when you had all those things at max.~(Bruteman) -If you keep getting killed in the same battle, you should try altering your strategy. Sometimes you'll be able to pull off a run for your life and make it to the next part. Other times, you WILL need to dig in and kill all your attackers.~(Bruteman) -If you jump into a Shade (alien turret gun), you suddenly become death incarnate, but more importantly, you also become a sitting duck. Watch out for Jackals shooting fully charged plasma shots, and keep an eye on the Grunts! They will almost always hurl plasma grenades at you, and if they hit, they always seem to stick to you, not the turret!~(Bruteman) -Never kill any of your allies. They'll think your crazy and start shooting at you.~(TJganta) -When you get a active camouflage run behind enemies and use your melee attack. One hit kill.~(Michael McNickle) -You may think marines are crap, but there not. Remember they use the same weapons as you. So don't let your marines die and be wasted. They are good in numbers.~(Michael McNickle) -Dont stand next to a warthog or other vehicle when a warrior is shooting at you, they might hit the vehicle and it can flight up in the air and land on you killing you.~(William K) -Good point, that -- maybe I haven't given them enough chance yet, but so far it would appear that only human cyborgs have the strength, the intelligence and the 'X' button to tip a turret back up. Also, note that (a) it is easy to snipe turret gunners, and (b) an empty turret works as bait for nearby Covenant. On Legendary I'm noticing that even Elites are jumping in to man the things after I've shot all the grunts, and that makes them much less dangerous than when they're roaming.~(Zy Nicholson) -If you enter a level and see sleeping grunts, go for the stealth kills and see how far you get. I managed to clean out an entire room with just the butt of an assault rifle, and that included two alert and patrolling Elites who I caught in the back after watching their routes on my motion sensor. The placement in these rooms is often random, though, so one pattern may be easier to beat than the next.~(Zy Nicholson) -Incidentally, the instant kill of the melee attack from behind also works in the middle of a firefight, just so long as the enemy target hasn't spotted your arrival. Great for disposing of Elites who you suddenly discover chewing up your marine buddies.~(Zy Nicholson) -I bet not enough players are using the crouch. However, if you can get yourself behind a shield or a rock that allows you to fire over the top, you'll find that crouching to dodge, reload and recharge your energy shield is much faster than strafing in and out of cover. Plus, your aim will stay pretty much on the target while they're out of sight so you'll return fire quicker. In co-op mode, when you're in corridors, I recommend the forward player gets used to crouching to fire so that the rearguard can fire more clearly over their heads.~(Zy Nicholson) -Finally, for the perfectionist, a bit of a checkpoint tip. Normally, if I think I've screwed up, I'll grenade myself and have another crack at getting it right. This takes me back to the last checkpoint. The menu option marked "Revert to saved" will also take me back to the last checkpoint. However, the game's checkpoint system has sometimes saved me in a really bad position in terms of health, ammo, enemies, etc. So what I do every so often, when I'm happy with my progress, is to save and quit, then restart. If I then hit a checkpoint reluctantly and want to replay that section, I'll reset the machine without doing Save and Quit. It means I'll have to go back to where I last used Save and Quit but, there you go, I'm a perfectionist.~(Zy Nicholson) -If you are being shot at from afar, you can hide behind a rock and use the jump key to jump straight up to see over the top of the rock (or other barrier). At the apogee of the jump, you can squeeze off a shot with your sniper rifle (works with other weapons too, but the sniper rifle works best for me). I use 2X magnification on most shots. You might have to jump a time or two to zero in your weapon, but you'll get onto it quickly. This is a great way to shoot Shade Guns or enemies standing on horizons.~(Jim H) -Even though all of the weapons do the same amount of melee damage, the plasma pistol has a much faster melee attack.~(Adam Daniel) -When playing the game on higher difficulty levels, if you leave your Warthog and gunner with a group of enemies, or if you just stay in one spot too long, they will eventually throw a grenade and kill your gunner and/or you. My technique is just to haul ass into a group of enemies and bust some doughnuts, making wide arcs, hitting any enemy with the Warthog will kill them, they will try to dodge you/jump out of the way, but if you have the vehicle sideways you will almost always hit them. In my opinion, the warthog makes a great weapon even without a gunner or passenger.~(Karl Nobody) -Whenever you can, keep a vehicle (especially a Ghost) with you. With a little effort, you'd be amazed where they can fit, and their weapons are far better than yours!~(Istanbul) -When any of the vehicles are moving, they will inflict serious injuries on any enemy they touch...or any ally! Be very careful if you are surrounded by Marines and discover a Ghost; they can and will run into its flight path and get mowed down.~(Istanbul) -If there are a lot of marines with you, let them go in and kill off the enemy, while you sneak around where the enemys coming from and shoot them in the backs.~(Mike Mosca) -I've only done it once or twice, but if a plasma grenade sticks to your WEAPON ARM ONLY, you can do a melee attack, and the grenade should fall off. IF it still does not work, try walking backwards as you melee attack. If the grenade is not on your weapon arm, this will not work.~(AndreW FosteR) -To quickly and give yourself and your buddies a better chance of surviving in a Warthog, never stay in the driver's seat in a battle. Use the Warthog as a mobile gun turret, moving it to the best spot to fire from, then hopping out and blasting away with your own weapon, and allowing another Marine to use the M41 LAAG in the back of the Warthog. This adds more firepower, and a chance to surround the enemies.~(AndreW FosteR) -When you die after entering a room and being surrounded by dozens of Covenent, next time just stand in front of the door way. Then, only a few will take you on at once, which is much easier to handle. If you've gotten rid of everyone in the doorway, wait and shoot a gun and usually more will come.~(Funkyfood) -When you've got marines with you, its not the best idea to charge right into the enemy. You get caught in a cross-fire, and once in a while a marine throws a grenade, killing you with the enemy.~(Soupie) -I have found that killing EVERY living thing, besides your marines:) helps me on the harder dificulties (heroic and legendary) not only do you get a LOT, I mean a LOT, of gernades you wont have people shooting at you as you run away... I just stay undercover and slowly pick off the opponents one by one untill they are all dead...~(Maximus) ____________ [6.4]--|Vehicle Tips} ŻŻŻŻŻŻŻŻŻŻŻŻ -The arrow in the middle of the screen indicates the direction you are going. Use this to judge the angle at which you steer your vehicle, and not the actual camera angle itself. Sometimes the camera angle can be confusing and will make you overturn. This is especially evident with the Warthog. -When driving the warthog or scorpion, charge the covenant because you can kill them in one hit or they will at least dodge and stop firing at you while the marines kill them.~(Prae) -If you have two other Marines riding in a Warthog with you and the one manning the gun dies, you can make the Marine sitting shotgun take over the gun for him. Just jump out of the driver's seat, go around to the passenger side and hit X as if you were getting in. The Marine will jump out of the Warthog. Get back in the driver's seat and the Marine will jump into the back to use the gun! This is because if you notice, on an empty Warthog, the first position any Marines will try to fill is the chaingun turret in the back.~(Bruteman) -Warthog- A slick military jeep with built in assault rifle gunpost. When Driving always stop for AI troops. When you see enemies always drive at an angle so your AI can get a good shot. Be careful of cliffs and grenades though. Another technique is to run them over. This is weicked fun. Always come at the covenant at an angle then turn. If not they will just jump away. The flood don't move at all so come at them straight.~(Justin Herman) -Ghost-Don't try to run over creatures with the ghost because it doesn't work. When firing use the L joystick to dodge covanant/flood firepower. Watch your shields when in them, when it shows red get out don't stay in or you will explode.~(Justin Herman) -Scorpion Tank-When driving always fire the machine gun and never stop when in battle. Watch out for hills, hunters, and banshees when driving or your AI will take a hell of a beating. When you see Banshees and ghosts let them get in close then take them out with the rocket Launcher.~(Justin Herman) -Banshee-When flying go high in the air to pick off enemies. Don't be shy of making a fast landing, you won't die. If you are going head to head with another banshee get him close/coming at you, then fire the energy beam and no more banshee.~(Justin Herman) -The warthog works GREAT against hunters. They'll jump out of the way... but each time they jump, they have to power down their fuel rod gun and start over... and you can do donuts around 'em; eventually, they'll jump the wrong way, and boom, they're dead. (I used this a LOT on the 2nd generator level - I'd take out the two hunters on the right with my jeep before heading left for the banshee.)~(Louis Wu) -When you're driving the Warthog with some Marines onboard, be sure NOT to rollover (when the marines and you fall out). They actually lose health and can even die! Not good.~(Lik Way Chan) -Dogfighting in a Banshee: if you suddenly kill the speed then you can perform a much tighter turning circle, practically on the spot, than the AI pilots tend to use as they show off those vapour trails. The Banshee's fuel rod gun seems to follow a ballistic arc at long range but, when you're swooping in for a run on a tank, use a steady stream of dual plasma bolts as tracer bullets to line up your big green shot and release it when you see them on the target.~(Zy Nicholson) -One great Banshee strategy is hovering above your enemies (out of range of their weapons) and firing straight down on them. To hover, point your banshee downward and press the left joystick down/backward. Use the heavy plasma gun for better effect.~(George Coller) -If you are trying to get your Warthog in between two cliff walls, trees, etc. and if you think that you can almost but not quite make it, just keep the engine going at full speed, the Warthog will keep inching through until you make it.~(SteelPanther) -If your warthog is stuck, try bashing it with your weapon. Hitting your warthog with your weapon will make it go a few feet in the direction you hit it. This might work for other vehicles but i am only positive about the Warthog. Also, bashing jeeps, or tanks will not harm the driver.~(SteelPanther) -The Banshee will automatically fall so long as you are not actively going upwards. As a result, to go in a truly straight line, angle your flight path slightly upwards.~(Istanbul) -If you are ever fighting someone in a ghost and they keep running you over, try ducking. This may only work when the center part of the vehicle passes over you because it seems like the wings are lower to the ground.~(SteelPanther) -You can move a shade turret gun quite a distance with a Banshee. Just move up against it and point the nose of the Banshee down then power up. I moved one to the mouth of a cave and wiped out the cave enemies in just a few minutes. Not too sporting but fun as hell.~(Joe Nance) -A flipped over warthog can make for very good cover, if there are no rocks or trees around.~(Soupie) -When driving the warthog with two passengers, do donuts around the enemy CLOCKWISE so that your passenger has an angle to shoot from.~(Soupie) -When a Banshee does its fly by have a shotgun and shoot it once when it is coming at you and wait till it passes and shoot it it the back of the ship (the back is the "weak spot" on the Banshee and a well placed shotgun blast will take it down! ;) happy hunting.~(Maximus) -If you are riding in the side seat of the Warthog and have the rocket launcher, do not worry if you blow up the rocket too close to you. The only thing that will happen to you is that the driver will die (excluding you). This will not work with the grenades. I have not tried this with the tank yet though.~(Kent) __________ [6.5]--|Level Tips} ŻŻŻŻŻŻŻŻŻŻ [6.5][a]-Level 1-The Pillar of Autumn:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= -There are some empty Airlocks that the Covenants have entered from. After killing them, go inside to find two extra shields. These shields go above and beyond your normal shield protection. [6.5][b]-Level 2-Halo:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= -You should look for the wrecked lifeboats. Every last one of them contains First Aid kits, grenades, and some type of ammo. -Around the right-most area (the one with all the rocks) when rescuing one of the groups of Marines: Every time I went into the rocks, I got wasted. I finally decided to stay at the bottom, in the open - the Covenant will head up into the rocks if you don't meet 'em head-on, and will wipe out the marines... but if you stay down in the open area, you can take 'em out with your gunner and the warthog as your weapons. :) The marines in the rocks will snipe for you - I found that I could save ALL of 'em this way, as opposed to maybe 2 or 3 if I actually went up into the rocks to fight. That warthog kills a LOT of stuff.~(Louis Wu) -In the second level, Halo, when you get to the part where Foe Hammer comes and gives you the Warthog, go to where you would to go to the tunnel but go to the left cliff edge, and run off of it, you have to go at at least full speed to make it work. When you fall down the cliff the marines in your truck should scream once in mid-air and another time when you touchdown. dont worry you shouldnt flip if you do this right. Warning: this only works when you have marines in the truck.~(Kent) [6.5][c]-Level 3-The Truth and Reconciliation:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= -(This could be considered an enemy tip, but its cool and level specific) If you have ever wanted to hear an alien scream "ah! Grenade!" in a very high pitched voice then the level "Truth and Reconciliation" is for you. After the first valley in the level (halfway to the gravity lift), you will have walked around a cliff wall to find the second valley. Straight ahead you will notice a Covenant stationary gun and a elite patrolling near it above a little ledge. Take them out with your sniper rifle then walk up to that wall so that the stationary gun is right in front of you except that it is on top of the ledge. At this point you will see several enemies on your motion radar. Throw a plasma grenade straight up while facing the red dots on the radar. Watch your grenade (it works better with a plasma grenade) as it flies up and then falls to the ground. When it hits you should hear a high pitched grunt voice shriek "Ahhhhhhhh!!!!! Grenade!!!!!" Right after this a large explosion sound will follow and that will be followed by many dieing screams.~(SteelPanther) -I find it nice to walk around in zoom mode with your sniper (with night vision on). Not only can you see WAY better you can pick of many of the covant before they know you are there!~(Maximus) [6.5][d]-Level 4-The Silent Cartographer:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ -On level 4: The Silent Cartographer, you can take the 3 Warthogs through some of the buildings. You can even take the Warthog into the steep hill climb before fighting the Hunters! To get past the large tree and rocks in your way, you must drive fast into the cliff wall, therefore tilting your Warthog enough to squeeze past the tree. Or you can try to drive through the narrow gap, just keep changing the direction you are looking from left to right to squirm past the stubborn plant.~(Humongous the Magnificent) -You can even get a Jeep up on top of the ridge where the Jackals and Grunts fire down at you (near the Pelican crash is later). Thus, a Warthog loaded w/Marines can kill those guys easy, plus kill some of the enemies across the way, easily as well.~(Humongous the Magnificent) -You can get a Warthog down right up to the Security door just before the "Get Shafted..." or whatever that little cutscene is called. Kill that gold sword Elite pretty quickly, on the way back up, heh.~(Humongous the Magnificent) [6.5][e]-Level 5-Assault on the Control Room:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ -There are a few general rules for this level that make for an easier time. Some of them can be used on any level, but they especially help on this level: 1)Use the melee attacks when you see sleeping Covenant, or when the Covenants have their backs turned to you. This saves ammo and the headache of several Covenants waking up at once. 2)If you can back up, and you see any group of Covenants, throw a grenade: a plasma one in particular. Not only will you instantly kill multiple Covenants, but you will be able to refill your stash of plasma grenades from the Covenant bodies. The Covenants almost always drop plasma grenades. 3)Notice the white arrows on the floor. In case you are disoriented after fighting, running around in circles, the arrows will always point into the direction you need to go. Usually there will be an arrow in front of each new door, signifying that you need to go there. 4)When you reach the bridge and you see a Banshee in the middle, get the banshee! This can save you a good 20-30 minutes of hard killing later on as you can fly directly to the pyramid. -On the Assault on the Control room level there is a part that will let you skip a good portion of the level. When you head over the bridge that has the Banshees on them you can take the guy heading for them out and steal it. Also if you fail to kill them and you have neutralized the guys in the area. If you get in the center of the bridge (roughly) and look at the building the has the control room in it. You'll see a black-ish ridge in the center. If you run and jump at it you will land on it and take a bit of damage to your shield. Now run up the ramp to a part where it becomes less thick. Walk slightly to the left and walk forward (missing the thin part, which you can still run up). Hold back and you'll slide down a small part inclined piece on the side of the thin piece and land without taking any damage. You'll be and the level right below the doors inside the building and there will be no enemies. Now you can finish the last part of the level and save a good amount of time.~(Prae) -When you get to the act "If I had a Super Weapon", you will find yourself walking down the hall and then to a door. When the door opens in front of you you will see the huge snow bridge which you must cross. Notice a parked banshee, as well as one in the air. Arm your rocket launcher, zoom in with the scope, and shoot a rocket right at the ground in front of the parked banshee in the distance. Try to flip the Banshee onto its back, without knocking it off the bridge. The Elite guard will not flip the banshee back over, so as soon as you clear the area...its yours for the taking. Now you you can just fly right over to the top of the control tower, instead of walking up on foot, and having to deal with the tank and hunters...a really awesome shortcut.~(NeoFreak330) -Be sure to pick up a rocket launcher on your way to the bridges. The RL is impractical indoors, but very effective at suppressing fire from Hunters on the opposite bridge.~(Dunedain) -On the Assault on the Control Room when you get to the base of the pyramid area, destroy the covenant on the ground and go get the sniper rifle and the rocket launcher and get away from the hunters. Then go to the crack at the base of the tall bridge like thing and walk up it. Then take all of the units below out. They won't see you and you will be able to kill them all one level at a time and all of the gunners!!~(Machewbacca) -When you are getting ready to climb the control room in the building that Cortana calls the "giant pyramid structure": 1)First, there is the huge leg, or corner if you like, of this pyramid which separates the left and right entry ramps up onto the structure. The foundation of this leg goes into the ground and there is a pit around it. Go into this pit and find mucho ammo and guns including a rocket launcher, assault rifle, sniper rifle, and health pack(s). You must go in at the very end of this leg and make your way lower or its a lethal fall. Make sure you first kill the Elite riding the Ghost as he will somehow manage to follow you down there still on his Ghost. 2)Next, take the sniper rifle then slowly and carefully climb this leg (don't fall!). As you go higher you will be looking down on the Coveneant you would have faced at eye level. Use the rifle to pick off Convenant on the ground. The ones on the first few levels won't see you but as you get higher up you will be spotted so be careful and crouch down when you can. Picking off the Elite and Jackals will help out a lot especially in Legendary mode. You'll have to climb back down and then go up.~(Brian Fitzsimmons) [6.5][f]-Level 6-343 Guilty Spark:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= -Ok, this should stop about 5% of the daily e-mail: The first flickering bridge that you see is just a decoy. It can't be crossed! Instead, ignore it and jump down the the floor below. -After the flood is released remember your goal is getting out of there in alive, you don't have to kill every least enemy.~(Michael McNickle) [6.5][g]-Level 7-The Library:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ -It's not the best idea to follow the Monitor constantly. Sure, he's filling in a lot of the back story about The Flood, but he's also leading you through swarms of them. Don't worry, the Library is linear enough that you'll find where you need to go. Ignore the Monitor and kill every wave of The Flood that attacks you before you move ahead.~(Bruteman) -For "The Library" level, you'll only need the Shotgun and Assault Rifle for the entire level. Only use other weapons when you run out of ammo (but keep the shotgun and assault rifle with you at all times). You'll find plenty of ammo for the shotgun and assault rifle from the dead Flood. The Shotgun will take out a Combat Flood in one hit (up close) and the Assault Rifle works best against the Infesting Flood. Don't waste you shotgun ammo on the Carriers, just use your assault rifle until they blow up.~(Lik Way Chan) -When you see the Sentinels in the "The Library" level, try to lure enemies to them so they can clean up the mess without you wasting ammo. You should also be sure to help the Sentinels by taking out the Combat Hunters since sentinels can die too!~(Lik Way Chan) -On this level, its all flood, use you assault rifle and shotgun always and when you find a rocket launcher use it quick then pick up your weapon you dropped.~(Michael McNickle) -If you have trouble on the library level on the third floor (a little bit before the fourth floor, keys to super weapons part) because the monitor left you in a room that has no exit and hundreds of little flood and 40+ combat flood keep coming in through the two pipes, all you need to do is hide. This room has two of the huge blast doors (one that you came in from, one that the monitor will open), a health kit near the door you came in from, and two pipes (one near each blast door). If you look around in the room you will notice that there is a corner opposite the wall of the pipes and near the door where you will exit (also opposite the health kit). All you have to do is hide in a little nook in that corner and wait 10 minutes or less and the door will be opened plus most of the flood will be killed by sentinals. If you have two people do the same thing but have one person stand on the others head. Also, while you are hiding, do not throw any grenades or shoot at all.~(SteelPanther) -For the library, this level took me a few tries to get a good way to win. That is to just run through all the guys you wont have near enough ammo in the two guns you got to shoot them all, unless you pick up new guns, but that is still hard to shoot them all. You only really need to shoot when you are waiting for the moniter to open doors otherwise just run untill have to wait.~(John Whiting) -The following three paragraphs offer an alternative strategy for the final section of the level, just before you are given the order to recover the index: I found that if you toss a few grenades in to thin out the guys hanging out in front, you can quickly dodge INTO the pocket in the left side wall that holds the retracted blast door. There is also a void on the right, but I found good defensive position being in the left one. Now, the enemy will just come to you one by one. Usually, they don't know you are there and you can increase the chance of that by staying all the way in the back -- especially when reloading. Crouching helps, too. You must pick off the one Covenant or Flooed standing on top of the wall directly in front of you...he can see you and will continue to shoot at you until you get rid of him.~(Rich) As you amass piles of bodies you take out just outside your defensive opening, they leave LOTS of weapons and ammo/grenades for the picking...all in one nice, neat pile. If you get into the heat with enemies attacking, you can toss a grenade on the body/weapons pile which will set off a secondary (large) explosion. While it rids the area of vermon, it also destroys any available weapons in the area.~(Rich) You can hold out here as long as you want...as long as you have ammo (or you can melee in a pinch). When you venture out of the pocket, turn up left quickly to wipe out the one enemy standing on the left wall (the opposing guard of the one you wiped out earlier). All clear to retieve the Index.~(Rich) -During Level 7-The Library, you follow a the monitor and ocassionally ride a huge round elevator. At this point you will find yourself often well out numbered by the flood and low on health. When fighting the Flood hop up on the gold ramps with the glass tops. The flood creatures wont come up there except in rare occasions and you'll have lots of time to pick them off. Often they hide along the edge of the ramp and wait for you to come down. They are easy to pick off too. Also shoot the heads of the big bubble headed creatures when other flood types are around, it kills them and it will kill you too of you are too close.~(ebelaski) -One way I found affective on legendary is to slowly take your time and kill ALL of the flood, they will give you ammo, and you will not ever end up surronded, this might sound weird but I found that just running through them all isn't possible on legendary.~(Maximus) -The pillars that run up the side of the hallways, the one that have the bases that jut out into the middle of the floor: if you hop up on those and stand on the middle of them the large carrier flood cant get to you and exploded and the combat forms dont have the brain power to get up there!~(Maximus) [6.5][h]-Level 8-Two Betrayals:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ -In the 8th (Two Betrayals) level you go through the same area as you did in level 5 (Assault on the Control Room). Because of this the arrows in most of the buildings are pointing the way back, meaning go the opposite way of the arrow.~(Michael McNickle) [6.5][i]-Level 9-Keyes:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ -When you finally get to the control room of the Covenant ship, and Cortona tells you to go to the shuttle bay to escape, run quickly back towards the door where you came into the room. When it starts to open, back up, turn left, and run all the way to the back wall of the control room(its the far left wall if you are going towards the door) as fast as you can! Several Covenants will come through the opening door only to meet about 20 Flood creatures coming out of two other doors. A huge battle will ensue while you sit near the back wall and watch. The Flood will kill all of the Covenant, then you can kill the 6 or 7 Flood that are left. Do this as soon as Cortona tells you to go, because the Flood will come out in about 5 seconds, and you don't won't to have to fight them all at once in a room like that.~(blazerkd) -Near the end of the level, just after you find Captain Keyes, it is alot easier to jump down to the left and open the door where the Covenant come out of after killing the Flood. The Flood and Covenant will battle it out, making your life that much easier.~(Zach) -After regaining control of the Master Chief, where you just removed his implant, run down the ramp and towards the door on the left where the covenant are lurking behind and the first aid kit lies. Don't take the first aid kit unless you need to but get close enough so that the door begins to open. Don't stop running - just run past the door and towards the back of the room. The flood are already pouring in the room but once the door opens the covenant and flood fight each other and save you a ton of grief. I stay in the back right-hand corner of the room till the fighting is over. Because they are so evenly matched there will only be a few covenant left and are very easy to dispose of. I once had only a single grunt left and fired one shot from my shotgun to get though this area.~(BansheePilot) -A cheap way of getting to the banshees at the end of the level is to simply jump down the platforms... when you jump down to the floor level jump right on top of the banshee and hit "x" to enter, the game will cut to the cut scene and the level is over... This saves a little bit of fighting...~(Maximus) [6.5][j]-Level 10-The Maw:=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= -When you play this level, without a doubt play with a second player so you can have one guy on gun, plus the gun guy will tend to get shot more then the driver.~(Tyme) -When you have to stop for the evac ship ... stop for a second then keep driving .... trust me on this one.~(Tyme) -When you are destroying the 4 generators keep one guy up on the top where the little consols are and the other down below with a stock load of gernades, when the guy on the bottom nocks out a generator have the guy on the top open up another one (this only works in coop mode) ... Also the fragmentation grenades work MUCH better than the plasma gernades for this.. since the plasma grenades stick in the tubes.~(Maximus) -On The Maw, Keep on driving past the intial checkpoint, because the ship just gets shot down, and you need as much time as possible to get to the final checkpoint. Also, when you drive off that bridge....DON'T JUMP OUT. If you stay in the vechile you won't die and you can finish the level.~(Mike Mosca) -Once you hop in the Warthog and race for the exit, the obvious thing to do is to barrel down the tunnels at top speed. In co-op mode, though, I've made better time staying out of the tunnels and grinding over the obstacles on the ridges to the right and left. A gunner is very helpful in keeping off enemy fire. Pick your way carefully: some of the obstacles are impassible!~(Dunedain) -On the Maw Level, when you are dealing with the generator... 1)First, load up on the rocket launcher in the armory. 2)Then, turn off one of the four computers for the generator. You will notice that that the generator has some type of cover that opens up (something like a beam). 3)Next, jump down and stand on the beam, run down to the wall, which is the opposite of the computer. 4)Then, take aim with the rocket launcher when the generator blinds open. 5)Finally, after you shoot the generator, the beam will close back and you can walk back across. I just jumped down to the bottom level since there are four energy packs on the wall. This will help keep you out of harms way. Also, you can repeat this for all four of the generators.~(BIG LEX) -Since the armory is fairly close and has a large supply of ammo for the rocket launcher, don't even bother with grenades to blow the vents. Just leave the launcher (preferably fully loaded) someplace in the generator room that you will remember. (assuming you don't want to carry it around in favor of better weapons against the flood). It is much easier to shoot a rocket into the vents than it is to throw a grenade.~(Jeff) -On the last level, "The Maw", when you are destroying those reactors by throwing grenades into them, do not try to kill everything, then do your job. The enemies keep coming back, and are infinite. Instead, let them kill each other.~(Soupie) ============================================================================= -=[Section VII]=- +---------------------------------+ | Secrets/Extras | +---------------------------------+ ============================================================================= I decided to change the name of this section to Secrets/Extras as there are no codes as of yet. This section is compromised of various secrets and "cool things to do" if you will. These are not tips, just things to do that might extend some of the replay value. I'm now accepting entries for this section, so send away! NOTE: I'd like to thank Legolas of GameFaqs for submitting some extra special secrets to this guide. Please note that Legolas only takes credit for the ones that he found himself. I decided to separate Legolas' secrets with special lines as each secret is quite in-depth, and I want the FAQ easier to read. -If you press the Y button at the player select screen you create a new person, so you can have as many profiles as you want.~(John, Lois, & Michael) (So basically, even though it only appears like you can make just three profiles, you can make many more. This is helpful if you are having friends over or hosting a network game.) -This is something cool to try, after you get the pistol(Level 1) go back and shoot Captain Keyes. You will see what happens next.~(Michael McNickle) -If you would really like to understand the game better, read the prequel to the game. Halo: The Fall of Reach. Its a good book and it explains a lot of things.~(Michael McNickle) -On the first level just before you enter the bridge and the soldier is telling you that captian Keyes is waiting for you, look to your left and look at the bulletin board for some amusing messages.~(Koridin) -If you attach a plasma grenade directly onto a marines back, he will run around in circles trying to get it off.~(Mike Mosca) -If you beat the game on legendary, you get a new ending.....of an alien and a human fighting hand to hand, but stop and HUG because they both know there going to die when halo explodes.~(Mike Mosca) -Although it doesn't effect gameplay much, this is always fun for cooperative campaign mode. When there's no baddies around, take a few minutes to kill each other. When you are done, find a grenade and drop it on the center of the pile of bodies. Few things are more entertaining than forty spartan II's flying trough the air.~(David Meyer) -Get some plasma grenades and go to a place with no ceiling. Look down at the ground about 20 ft. in front of you (or get ready to run!). While looking at the same spot, throw two plasma grenades at the ground so that the second one hopefully sticks to the first one. If it works the first one should blow up, propelling the second one far up into the air before it blows up. This will look like a flare or a firecracker. You may be able to pile even more together in a multiplayer game with a friend but aiming at the exact same place might be a task.~(Deluxe87) -On "The Silent Cartographer", you can get the Warthog past the tree that is blocking the path. This is right before the two Hunters, and right after you get the objective to disable the securtiy thing. Once all enemies are dead, get in the Warthog, and drive really fast up the left of the tree, slightly hitting the rock on the left. You will kind of jump in the air, and get past. It took me a couple times to do this.~(BSMSwim) -In blood gulch, if you are playing any preset game type but iron CTF, and have a rocket launcher with 2 rockets at the ready, here's a fun thing to try: drive the warthog up against the walls of the bases, in front of one of the big gaps between the "teeth" that come up from the base for snipers to hide behind. Make surer there is just a little less space between the front of the warthog and the wall of the base than the height of the wall. Now, go a few "feet" behind the warthog, out of harms way, and fire a rocket at the back, near the tires. If you hit it right, it will fly up into the air. Quickly shoot it again with another rocket when its in midair above the height of the base walls, if timed and positioned just right, the warthog will land on the base roof. You can drive it around up there and HELLO! Infinite ammo to take out people aproaching the base! Useful in CTF, but not iron CTF as it has tanks, which cant be launched onto the roof, as far as I know. You can position it wherever you want on the base roof, but be careful not to fall into the hole in the middle! I have sucessfuly got BOTH warthogs on one roof, and done likewise with FOUR ghosts, which can only be enabled by creating a custom game type. Only I got the banshees up by simply getting just the right angle and squeezing my way up the ramp. For some reason it only worked on one side of the red base, maybe its the ground, I dunno.~(Jonathan E Molnar) -On "Assault on the Control Room" steal a Banshee in the big open area after the subtitle "If I had a superweapon..." Look towards the big pyramid thing. You see those three big ledges? Go up to the second one, and position the Banshee so you can jump out safely onto the ledge. Go to the very right, and stand on the edge. Some piano music will start playing.~(BSMSwim) -On "The Maw", after you get the Warthog, and after the failed encounter with Foe Hammer, get into the circular type big tunnel. After you get to kind of hot plate area, take the next right into a small tunnel. Get out of the Warthog. Take another right into another tunnel. There are a bunch of dead Flood, and a Spec-Op Grunt at the end, who says something like "I'm going to get a big, grunty, thirst."~(BSMSwim) -Assuming you did the Warthog trick in level 4, "The Silent Cartographer": You can drive the warthog down the small cliff without taking damage after the security system is shut off.~(Mike R Tan) -I was able to go through the large doors ('Assalt on the Control Room' and 'I Would have been your Daddy' episodes) without opening them via the door control panel but you need the Banshee to do it: Back the Banshee up against the closed door and then press the button to get out of the vehicle, this step push's your character through the locked door. When I did this all the monsters stood perfectly still. It really freeked me out lol...I walked behind them and was able to kill about 30 of them with a blow to the head. Some grunts were active but the main body of the aliens were just standing there. Walking around them was delightful, getting in there face and then slamming them was a kick. I tried this on all inaccessable doors as well(with the red lights on) and I got thru but the rooms were eerie. No lighting affects, no monsters just a pale blue-gray shodowless environment. This must be the place where the monsters really live. Once you enter the rooms this way....there's no way out except to die.~(Vore) -I recently noticed that when I link my xbox to another to have a linked play party, the xboxs have names above their symbols in the pre-game stat page. I unfourtunatly was stuck with the cheesy name "killer" and wondered if it was possible to change it. After scouring the options of both the game and the system, I gave up and called the xbox hint line. When I explained my delima to the rep, he said that there was no way "that microsoft supported", to do this, however, he let me in on a little tip. If one aquires a copy of the game "Dead or Alive 3" there is a challenge mode where you fight multiple enemies with your one character. When you beat this mode, the game will ask you to enter a record name. Whatever name you enter at this point will forever become the title your xbox holds for linked play. This will only work once, so the man on the hintline said, so make sure your name is one you want for the rest of your xbox's life.~(ALEX) -Using patience, you can navigate the Warthog, or the much more preferred Ghost through several of the buildings in the Assault on the Control Room level. The trick is to jump off of the Ghost when next to a door, which will then open; then just jump back on the Ghost. The Ghost will not take damage from scraping along walls, so don't worry about that. However, if you manage to get a Ghost all the way to one of the large elevator tubes, which I have :), when you activate the lift, the Ghost (and you if you jump back on it) will fall THROUGH the platform and land neatly at the bottom of the chasm...forcing you to "Revert to Saved."~(Humongous the Magnificent) -On the Halo level, when you get to the Warthog drive on the outer rim of the canyon/cave, when you get to a real high point drive fast as you can towads th edge, right before you go off, turn sideways you will end up doing a 360 on the warthog with out nosediving. Or have a little fun by diving out of the wart hog the watching your gunman and passenger plumet to their death. Sorry though sometimes they wont die, and it also takes a couple tries.~(Jeff Wulff) -The secret Grunt in The Maw says a line that Bungie wasn't going to use, but they did for the fun of it. What he actually says is. "Uhh. Good thing that food nibble's waitin' for me at the starship cause man, coo, have I worked up a big grunty thirst."~(ZeroTheLegend) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Dont Go Climbing Waterfalls: You choose the 2nd level "halo" in solo or co-op. You go to the first tower/building that emits blue plasma bursts and where you meet the first marines in the level. Once you have cleared out all of the enemies, Foe Hammer will come and drop off a warthog. Get into the warthog and drive over to the right of the buildings where there is a big cliff/wall, some parts rock, some parts grass. Go to the very left of the grass part, where the grass will meet rock on it's left. Start up the steep hill. At first you will have plenty of speed and gain quite a bit of ground but eventually it will look like you have stopped, keep holding forward though (or use your "macro" button on your mad catz controller) and you will still be climbing up very slowly. With patience you will reach the top of the cliff/level. You will find that once you drive in a certain spot to far to your right or to high you will freeze and can only aim but not move. It's been discovered that you will freeze when the building on the horizon to your left emits a blue plasma beam. With this in mind you can get farther/jump from cliff to cliff by timing yourself in-between the blue plasma bursts and make it above the waterfall.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Above the Silent Cartographer: Choose the Silent Cartographer level in solo or co-op. Storm up the beach and kill all the enemies so that Foe Hammer will drop off a warthog. Get in the warthog and go directly to the spot where you go up a path (that is blocked by a tree) that leads to 2 hunters. Force your warthog past the tree by having a lot of speed and going in-between the left wall and the tree. Drive up the path until you come upon one of the last rocks before you go out in the open where the hunters are. It's a fairly big rock and slants upwards. Park your warthog in-between the wall on the left and the rock. Get out of your warthog and then jump onto the big rock. From there you jump onto the gun of your warthog and face the left wall (the one your warthog is up against). If you look straight and a bit to your left you can see there is a slope and it's flat enough to land on, so you get as close as you can while staying on the gun and then you jump to that ledge (using the duck/jump trick helps) and you are on top of Silent Cartographer. To get a warthog up there, simply get a warthog and park it in the same place, take out a rocket launcher, strategically place a few human grenades under it and when it blows up shoot it in the right direction to get it on top of the cliff. Then get another warthog (there are three in the level) and bring it back and use jumping on the rock/gun/ledge trick to get your self up.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Below the Silent Cartographer: Select the Silent Cartographer and you must be on co-op. 1: Go to the place where you unlock the security system. 2: Keep going forward and you will be on an edge and you can see down where there are a whole bunch of for shaped platforms jutting out of the wall ahead of you. 3: One person goes and gets the over shield outside of the cavern (when you go outside there are 3 of them by a purple thing). 4: The person with the over shield FALLS (NOT JUMPS) down onto the first fork shaped platform and before they land they hit duck (not too early, not too late) and they should be alive. 5: The other person just kills them self/jumps off so they respawn on the same platform as the other player. 6: Go up towards the wall that the platform is connected to and if you look down and to the right of the platform you can see where there is a light and another TINY platform along the wall. 7: One person jumps down to this little platform while hugging the wall and using the duck technique (should lose all shield and 3 health bars). 8: The other player kills himself and respawns with the player. 9: Now jump from this little platform to the next fork shaped platform, using the wall hugging and ducking technique (should only lose shield, person with full life who respawned should do this). 10: Now just keep going down, little platform, to fork platform, etc, etc. 11: At the last fork platform go to the very edge of it/middle of pit and fall down on to the BIG platform below it using duck technique. 12: You are as low as you can go on this VERY big platform and if you jump off and watch yourself die you can make out the very bottom of the pit... but you can't get down, or at least I don't think, but I will keep trying. If you can get a warthog down there using a similar method you can get it to the very bottom of the chasm.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Getting freaky ON TOP of Keyes: You must select the co-op option for this trick to be possible. Then you select the level Keyes (level 9). Go through the level like normal, fall out of the ship; continue on through the outdoor rooms (setting it on 'easy' makes it easier (duh)). When you come to the second last outdoor room (the room BEFORE the one with the teleporter) you will notice a pool of water and a rock in it. Both you and your partner jump onto the rock. One of you ducks, the other jumps on his head, then jumps straight up (so that the ducking partner will no longer be ducking, but you will still be on top of him). You will notice a ledge (easy to notice because there are flood on it shooting you) a bit to your right on the cliff. The partner on top (make sure you have 4 plasma grenades) looks down and throws a grenade on top of his partner's head and then he must time his jump towards the ledge at the exact moment when the plasma grenade explodes (roughly 3 seconds after being laid). If timed/done correctly you will make it to the ledge. The partner on the ground kills himself and spawns on the ledge with his partner. If you look to the left of the ledge/ahead you will see a higher ledge. Go to the edge of the ledge you are currently on and then do the same jump+duck+jump+grenade+jump technique to get onto the next ledge. Then your partner kills himself and spawns again up on the second ledge with you. You then do the same jump+duck+jump+grenade+jump technique again and with the right timing, some practice and a bit of luck you will be on the top of the level.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Over the Gap: Choose solo or co-op and then go to level 9 (Keyes). Go through the ship part normally, right up to the part where you are meant to fall down into the swamp. Use a simple grenade jump (throw a grenade on the ground below you and jump towards the other side of the hole/gap) and with the right timing you can clear the gap and make it safely to the other side. On the other side you can explore and even make it up to the top level using more grenade jumps.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Halo's Underbelly: In solo missions select Halo as your level. Go through the level normally but stop in the part of the big underground room, right after you cross the light/hologram bridge. Now look to your left and you will see a ramp with a glass surface. Go off the ramp at full speed while doing a 360. You will land on the wall that slowly ramped down then you can just drive down to the bottom of the cliff/cavern. (Takes a lot of time/effort to land on the wall perfectly).~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\__/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Turret Glitch: To do this trick just pick any level with a turret in it and you can choose co-op or solo. Find a turret and make sure there is an enemy in it (preferably a grunt) and make sure there are no enemies around to shoot or annoy you. Go right up to the turret and it will not be able to shoot you, now keep pushing up against the turret and the gunner will try and move the gun and lots of the time it will push you away, but keep circling around the turret. Eventually the gun will turn and you will go under it and you will fall through the ground, out of the level and to your death.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\__/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -The Truth About "Truth and Reconciliation": Select the level Truth and Reconciliation and select co-op. Go through the level normally until you come to the second BIG room. Coming from the path the place you will need to go is in the bottom right-hand corner of this room. There is a turret there. You and your partner melee the turret towards the wall/edge of the cliff. You will notice that there are 3 branches going up the wall like steps. One person jumps on top of the turret and then the other person gets in it and aims the gun on a slant towards the first tree. The other partner walks up the gun and jumps onto the first tree (using the jump/duck technique helps). The person in the turret then jumps out and kills himself so that he can spawn with the person on the branch/tree. Once you are both up there, one of you ducks and the other jumps on top of his head, then jumps again straight up so that when you land on his head again he will no longer be ducking. From this position you jump onto the second branch (using the jump/duck technique helps). The person left on the 1st branch kills himself so he can spawn with the other person on the second branch. You then use the same human tower technique to get up to the 3rd and final branch, the person left on the second one kills himself so he can spawn on the 3rd one. You then use the human tower technique from the 3rd branch to get up on top of the level (using the duck technique helps). The other way you can get up is instead of using the human tower technique on the 3rd branch you throw a grenade at your feet and then jump up, with the right timing/positioning you can make it up there using this technique.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Promenade On the Control Room: This trick has also been called the "no enemy" and "vehicle galore" trick. You must choose co-op for this trick, and select the level "Assault On the Control Room". You go through the level normally until you come to the first outdoor bridge. When you come out the door on to the bridge look directly to your left, off of the bridge, you should be able to see a little black cliff. Jump down onto the cliff and if you duck right before you hit the ground it's possible to not lose any life. If you do lose some life, kill yourselves (one person at a time of course) so you will spawn with full life. Walk down to the right and there should be a slant and you will be on a skinny ledge, if you go to the edge of the ledge and look down you can see a white/snow ledge down a ways. One of you jump down and kill yourself, while this person is dead (fall about 1 second after death) the other person falls (NOT JUMPS) down, trying to hug the wall so you will lose speed the whole way down, and a bit before they hit the white ledge they duck (the whole time the other person should be dead). If the person falling was slow enough, and had good timing, then the person who was dead should spawn on the white ledge. Then the other person who died will also spawn on the white ledge. You both keep walking to the right as far as you can, hugging the wall, and eventually you will be forced to slide down. You should land on a rock (duck right before you hit the rock) and you should live. Now you may walk through the rest of the level and there will be no enemies and plenty of empty vehicles.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Assault Over the Control Room: This trick is also known as the "early banshee trick". Select solo or co-op and then pick the level Assault On the Control Room. Go through the level like you normally would until you come up to the room with the tank. Get the rocket launcher and sniper rifle from the downed pelican to the left of the room. Get in the tank and continue through the tunnel into the next room. Clear out the few ghosts that attack you and then go up onto the hill ahead of you. DO NOT GO PAST THE ICE POND IN THIS ROOM!!! When you have parked the tank on this hill get out and turn around completely and then look to your right way up on the cliff you should be able to see some lights and a platform. There is a banshee on this platform and an elite to drive it but he does not get in until you have passed the ice pond. Take out your sniper rifle and aim in the middle of the bottom of the platform. Now take out your rocket launcher without moving either of the joysticks. If done correctly (might take a few tries/aiming in different spots) the banshee will fly forward and off of the platform and all the way down to the ground. You may now drive or walk over and get in the banshee and fly through the rest of the level. You can also fly on top of the GIANT cliff that is in the middle of the room right after the underground cavern/bridge and there will be another banshee on top of it (1 v 1 banshee wars anyone?).~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Hit 'X' To Enter Pelican: For this trick you have to be on co-op and choose the Assault On the Control Room level. This trick isn't too big. Just another secret that I found and thought was cool. To do this you first need to do the "no enemy trick" where you strategically jump down the side of the cliff off of the first outdoor bridge. You have to do it fairly fast and then quickly get down and on to the ground where the marines are waiting. If you make it down there fast enough you will see a pelican and it will come hover/land by you and you can run up to it and hit 'X' to enter it. The pelican will take off and fly you into the room with the tank in it and then it will land sideways like it was supposed to have crashed. When you get out there are 2 pelicans side by side looking like they've crashed.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Field Goal: You select the co-op option and choose the Assault On the Control Room level. Go through the level normally, make sure you take the tank and get to the part where there is a bid damn type building that blocks you from being able to get the tank into the next room (or does it?!). Then gather grenades the same way you would to prepare for a "warthog jump". Get a whole bunch of grenades in a pile (one person collects and then the other kills him) and park the tank over it. Throw one grenade to start a chain reaction and with the right combination/amount of grenades and the perfect parking job the tank will blow up and over the building and you can go into the next room and carry on your slaughter.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Peek A Boo: This trick is also known as the "hidden marine trick". Pick solo or co-op and then go to the swamp level 343 Guilty Spark. Right at the starting during the cut scene keep on hitting left trigger (or whatever you use on your controller to throw grenades). If you keep on hitting grenades you should stay in the pelican at the start. It will fly and then land on top of a cliff. You can get out by hitting 'X' and you will be on top of the level. You can see 2D trees and all kinds of neat stuff and if you keep walking you will find a marine who won't acknowledge you unless you shoot or melee him. If you keep on walking to the opening where you go underground you will see a battle between some marines and the covenant, but when you go on the cliff and jump down you can see that the "marines" are just floating assault rifles that drop eventually, you aren't supposed to be able to get here fast enough if you walk through the level normally so the creators hadn't planned on you seeing this.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -MC Hamster: Select co-op and go to the Assault On the Control Room level. Right when the level starts, during the cut scene, keep on hitting 'X'. If done correctly you should stay in the pelican and it will start to descend. One of you jumps out and kills himself. When the pelican scratches against a spinning ring it will cause the dead player to spawn on the spinning ring. Then you can keep on running around it and jumping over the gaps and Master Chief will look just like a hamster running around in his wheel (MC Hamster bad pun of MC Hammer) Ahahha I had to =P.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -1 Food Nipple To Go Please: This trick is also known as the "hidden grunt" trick. In the last half-moon/turning hallway in the level "The Maw" you can enter a little mini-hallway that the warthog just fits into. You keep on driving and turn to your left, it's a dead end but there is a special grunt there. He is a silver grunt and he says a funny quote something like "I can't wait to get back to the ship and have a food nipple because GEE I've worked up a BIG grunty thirst!!!". Then he will just stand there and do nothing, you can still kill him though.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -The Final Float: To do this trick you must go to co-op and go to the level"Two Betrayals". Go through the level as you normally would. When you are finished blowing up the second power generator you continue on and you will come to the next chapter called "The Final Run" and an underground passage where there is an electric door that will open just enough so only humans can get in but not vehicles (or so bungie hoped). One player grabs a ghost and backs it up into the crack in the door. The next player get in a banshee and push/manoeuvre the ghost so it is sideways in the crack(might take some work) and now you can finish pushing it through with some melees or a grenade. Thanks goes to gems_enziguri@hotmail.com for submitting this trick.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -The Covenant Tree: Choose either co-op or solo player and go to "Assault On the Control Room". I call this secret tree the "Covenant Tree" because like most covenant things it floats (Turret, Ghost, Wraith). Go to the room after you get the tank where there is an iced over pond, a wraith, several turrets, a passage to the underground passages and where there is an elevated part of ground above the passage. You need to get up to this elevated ground, you can either use the "early banshee" trick to fly up there, you can ramp a ghost off a tank, or you can simply climb up via the rocks to the right of the tunnel. Once you get up there, there will be a wraith and sometimes a turret. You don't have to kill the turret or the wraith but they can easily become annoying. Now simply look at the tree over towards the wall/cliff and there will be a tree that is missing it's first several feet and is not touching the ground. You can walk right through, under and in the tree.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Below the Maw: You have to be in co-op. When you first start off one of you walk out a bit so that cortana starts talking, then walk back to the little tunnel where you started. Look outside and down right after the checkpoint words appear. You will notice 2 sets of sentinels fly up right after the checkpoint (now you can revert to checkpoint whenever you mess up). 3-5 secs before the first group of sentinels come one of the people jump down just for the sake of killing himself. Now right as the first sentinels come out the second person has to fall down and hit the front of the sentinel, not stay on but hit the front and it will throw you forward and you will maintain speed (You have to fall down RIGHT before it comes out so when you do actually hit it you will hit the front, before the sentinel actually starts to fly upward (just count out how long it takes from the checkpoint until the sentinels come out)). Now try and aim for the very top of the big slant/hill. If you land RIGHT at the perfect spot you will die and your partner will spawn down there ALIVE (once you get really good at it you can stay alive from the fall like me =P).~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Enemy Freezing Bonanza: Select the level Two Betrayals and you must be on co-op to do this trick. Continue through the level normally until you come to the second generator. Have one partner stand in the hallway prior to the room right in front of the load/spawn point. The other partner goes and sets off the generator. As soon as the generator goes off, the player in the hallway steps over the spawn/load point. Over 5 flood will appear in the hallway and they will all be frozen. Enjoy.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -The Black Wall: Go through Two Betrayals like normal, on co-op or on solo. Go to the last room possible, with the TONS of enemies and the two banshees; bring a ghost into this room. Go along the wall on the left and there will be a door. Get out to open the door get back in the ghost quickly and drive through. Now when you come to the next door face the wall with the door to your right and get speed and then strafe and hit 's' a bit before you come to the door, you will get out and then the ghost will push you through the door ("sidewinder sneak"). In the next hallway there is a black wall blocking your way.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -No Betrayals: No enemies in 2 Betrayals: Go through the level Two Betrayals on co-op or solo like you normally would. After the room with the big pillar in the middle with banshees on top of it, and 2 hunters and 2 banshees on the ground, go down the tunnel that leads underground and there are rocket flood, get a ghost and fly past them and when you come to the big door DO NOT OPEN IT. Go up to it and make sure the door is facing your right, go back then strafe right towards the door and hit 'X' before you get up to it and the ghost will push you through and then you can continue through the level like normal. * WARNING * You can't beat the level like this because the banshees do not appear.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Secret Door Into the Control Room: This trick will let you skip the final cut scene and go into the control room in Assault On the Control Room. Go through the level like you normally would, you can be on co-op or solo. Bring a ghost to the last door that leads into the control room but DO NOT OPEN THE DOOR. Make sure the door is facing your right and then back up a ways and strafe right towards it and hit 'X' before you get up to it so you get out in front of the door and then the ghost keeps going and pushes you through ("sidewinder sneak"). You will be in the control room, but no cut scene.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Those Bloody Shields: Go up to any stationary shield on co-op or solo in any level. Go up to the shield and shoot it with any PLASMA weapon. The shield will bleed blue covenant blood. THE SHIELDS ARE ALIVE!!! I can see it now: "Halo 2: Attack of the stationary shields". They can't hurt you much but man do they have good defence tactics.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Rats Can Fly: Go into multi-player, make sure your health is set to 400%, shields, choose rockets as your weapons, and choose the Rat Race level. Go into the room with 4 pillars and if you look up at the top of the pillars there is a little ledge. Go up and put your back against one of the pillars, throw a human grenade at your feet and then jump and shoot a rocket right away while trying to aim for the ledge. You can get up onto the ledge and go hide behind the pillars.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Even Prisoners Can Feel Free: Go into multi-player, make sure your heath is set to 400%, shields, choose rockets as your weapons, and choose Prisoner as your level. Go to the 3rd floor on either side of the level and you will see a window that goes along the wall and up on the roof. The window is directly above the doorway. Throw a human grenade at your feet, jump right away and shoot a rocket at your feet and try and land on top of the doorway. Once on the doorway you use the same grenade/rocket jump to get onto the ledge of the window and stay up there.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -TopWinder: Go into multi-player and choose Sidewinder as your level. There are a few different ways to get on top of Sidewinder.1: Get a tank from the blue base and stay along the wall to your right until you come upon a ramp that leads up to higher ground. Go up the ramp and turn to your right, right away and back into the dead end that you will see there. When you back up high enough and you get out the tank should stay on a slant. Go and get a ghost and come to the location where the tank is. Get a bit of speed and hit 'A' to lift your front a bit before you hit the tank (on a bit of an angle) and you should fly into the air and then on top.2: Turn on rockets, 400% health and shields. Go to the RED base and go to the very edge and throw a grenade at your feet then jump and shoot a rocket at the ground, once you get fairly high hold back and you will land on a ledge (keep holding back). Now do the same thing again and hold back and you will be on top of the level.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -That's A Tight Squeeze: In Sidewinder you go through the underground tunnels at either base and you will come to a hallway that leads to the other base and there will be 3 pillars (as well as a shield/cloak). This hallway could get you to the other base VERY fast, but you can't through because of the 3 pillars, right? WRONG!! 1: Get a ghost and drive to the three pillars. 2: Point the ghost to the wall on the left. 3: Sidestep to the end of the hallway for speed. 4: Go sideways towards the pillars at full speed and right before you hit them hit 'X' to exit the ghost. 5: If timed right (you can't do it too early, or too late) and positioned right (the driver has to be aligned with an opening) you will squeeze through an opening. 6: If you want to get back on the other side you can walk up to the pillars and it will say, "Hit 'X' to enter ghost" and if you do hit 'X' you will squeeze through the pillars again and get in the ghost. **This is a great/cheap way to play CTF**~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -How's The Weather Down There: You do this trick using the trick where you squeeze through the 3 pillars in sidewinder using a ghost. On the side that you are trying to squeeze through TO you place another ghost or warthog blocking the way. If you have angled that ghost right, when you try and do the trick you will either go UNDER one of the outer pillars and fall down to your death or do something very cool, you will go ON TOP of the middle pillar where there is a space. Your feet will be visible to other players but your body will be in the roof/wall. The only room(s) visible to you is/are the one(s) that your opponents are in. Your gun will stick out of the wall and you can shoot, you can't fall out unless you duck and walk forward/backward.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Go Towards the Light: Turn on rockets, 400% health and shields and go into the Sidewinder level. Go to the RED base and go to the very edge and throw a grenade at your feet then jump and shoot a rocket at the ground, once you get fairly high hold back and you will land on a ledge (keep holding back). Now do the same thing again and hold back and you will be on top of the level. Now you will see a thin pole with a red light on top of it. Fall down so that you are right up against/behind the pole. Now look down at the ground, jump and shoot a rocket and try your best to aim to land on top of the pole. It's not too hard to do and once you get on there it is VERY hard for you to be seen by other players.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Ghostly Sniper: Use the trick with the tank to ramp a ghost on top of the Sidewinder level. Now take the ghost over to the red base. Slowly strafe down the cliff and you will land on the edge of the sniper tower and then you quickly dart inside the base. You can also do the same thing with the warthog but it is much harder.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Duck, Duck, Duck, GOOSE: In Blood Gulch, go behind the blue base, the one that DOESN'T have the big hill behind it. Now go up to the right a bit, over where there is a ramp that leads to the tunnels on the side of the cliff. When you get to the ramp, look to your left and there is a little indent in the side of the cliff that you can go into and if you duck nobody can see you. Then it's just like hunting goose, you can pick people off with your sniper and they will start to get really frustrated. Watch out for ambushes because if you are caught with your sniper rifle in the hole you might have trouble getting out alive.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Sniper Rock: Sniper rock is a rock that is jutting out from the side of the cliff in the Blood Gulch level and there are a few ways to get up there.1: Get a ghost and to the left of "sniper rock" there is a slant in the rock wall. Climb up that slant and hit 'A' or 'jump' when you come to the end of it. Then you should get on to the rock wall to the upper-left of the slant and you will slowly climb up and you climb up and to your right a bit where like 4 rock walls meet in this one corner, you have to hit 'A' or 'jump' at the right time and make sure your ghost DOES NOT scratch against the rock wall and then if you get enough height you can keep strafing over to the right and you will be at sniper tower. Then if you just go backwards up the slant that is behind sniper tower you can keep going up slowly then turn a bit to your left and you will be on top of the level, although you HAVE to keep holding back. This method may take a lot of time to do it the first time but once you have done it, it's easy I can do it every time now.2: On the ground to the right of sniper rock there is some slanted rock and you park the tank on this and against the wall.Then a ghost comes up and ramps off the tank and the tank shoots it in mid-air and with the right combination of timing and height you can get it but method 1 is A LOT easier.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Out Of Site, Out Of Mind: In Blood Gulch get a ghost up to the "sniper rock". When up there and facing the middle of the level, start to back up a bit to your right and you will notice a slant that you can climb up, keep backing up that slant. Once you get to the top of the slant turn a bit to your left and then just keep holding back and you will be out of the level. You can keep backing up to get farther and farther away from the level. Once you get to the top you can turn your ghost slowly so that it faces to the right and then hit 'X' you will get out but instead of falling you will be pushing up against your ghost and now you can snipe, snipe and snipe some more without worry.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -BloodsketBall: In the Blood Gulch level, set the weapons to rockets and infinite grenades, get 2 warthogs and take turns with a friend trying to use rockets and grenades to blow a warthog directly into the hole in the top of either of the Blood Gulch bases.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Who Needs A Moat?: This trick is the ultimate defence for your base in Blood Gulch. Back a tank up against either base in Blood Gulch. Now get a ghost, get some speed and ramp off the tank on to the top of the base. Now repeat with any other ghosts you can find. You can get the warthog up by using a combination of rockets and grenades. To get the tank up you back a warthog up into the base and use it as a ramp for the first tank and once you get as high as possible get someone in the other tank to push you from behind and you keep holding forward and you can get it up.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Hang 'Em VERRRYYY HIGH!: In multiplayer choose the level Hang 'Em High and set your life to 400%, your weapons to rockets and make sure your shields are on. Now on one side of the level you will notice a big slanted pillar that has a flat top and has a window above it. Go to the pillar. Throw a grenade at your feet, jump and then shoot a rocket at your feet. You will be able to get on top of the pillar. Now go up against the wall and use the same grenade, jump and rocket method to get onto the ledge of the window.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Overcome Damnation: Go to the Damnation multi-player level and set your weapons to rockets, your life to 400% and make sure you shields are on. Go to the second top floor in the room next to the pit/giant waterfall. It's a very small room and there are 2 pipes in there. Go on top of the pipe that connects to the wall. Go up against the wall, throw a grenade at your feet, jump and then shoot a rocket at your feet and if you keep holding back you should be on top of a ledge/wall. Now go over to your right and there will be a slanted wall, just throw a grenade at your feet and jump to get on top of this wall. Now you will have access to the top of all of Damnation.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Battle Above the Creek: Go to multiplayer and choose Battle Creek as your level. On the right side of each base there will be an obstacle that allows you to get on top of the base. At one base there is a large rock, and the other there is a large slanted piece of metal. Climb up either the rock or the metal object and once you get to the top you can simply jump (using the duck technique helps) up to the ledge above you and you will be on top of the base.~(Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -Magnetic MC?: This trick I discovered by myself by ACCIDENT one day and I thought it was extremely cool! Go to the blue base and have your weapons set on rockets. In sidewinder go outside of the blue base and you will see a big rock formation (it's long and has a flat top). Go to the right of the rock formation (when you are facing the base). Now look into the sniper tower and you will see a wall that looks like this in the right of it (aim your rocket around where the 'X' is: ___________________________________ \ | \ | \ X | \ | \ | \ | \ | | | | | | | | | |_____________________| -Now shoot your rocket. 2 rocket launchers (ammo) should come flying out of the sniper tower and right into your hands. You might not be able to do it the first time but with a bit of moving and positioning you can make it so that the ammo comes right to you every time. Not only is this trick VERY cool, it is actually useful to get ammo quickly if you need it in a multi-player game.~(Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż -The Guardians: You can select any level to do this trick. There are two ways of doing this trick: 1: Two players can either hit each other at the same time with a melee (set life to 50% so it's one hit kill); "the guardians" will kill one of you. 2: One person shoots (one shot kill) while the other melees at the same time, you will both die but "the guardians" will kill the one who shot. (Contributed by Legolas) Ż\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/ŻŻŻ\___/Ż ============================================================================= -=[Section VIII]=- +---------------------------------+ | F.A.Q. | +---------------------------------+ ============================================================================= Keep sending your questions to neogamer007@hotmail.com and I'll answer them in the FAQ! Remember, there are no stupid questions, only stupid answers. ^_^ Q: Can HALO play on my other game systems? I heard the my Dreamcast would play my Xbox games. What do you say? A: I say you have a vivid imagination. Please, no questions like this. Q: Is there a flamethrower in the game? Some guy swears up and down there is! A: Unfortunately, the flamethrower was only in an early build of HALO, and not the final Xbox version. Q: Why are alien weapons better against the Covenant? A: I'm not quite sure. Perhaps the Covenant have built their defense based on weak human technology and never anticipated an attack from their own weapons. Does it matter? I'm just happy that they work great! Q: Can I use the Banshee in the multiplayer modes? A: I'm sorry, I have not come across any way to do this. I do not think it is possible to do at the current time. Q: How do I use the other vehicles in mutiplayer? A: You need to "Edit Game Type" from the Multiplayer menu. From there you can configure your game to include some of the vehicles, just not the Banshee. Q: Can I use bots in multiplayer mode? A: I'm sorry, at this time there is no way to do so. I'm hoping that this will be a possibility sometime in the future though. Q: When will the PC version of Halo come out and when will it come in Findland? A: Good question. According to halo.bungie.org, the PC version will likely be out in 2002. However, at the time, Bungie doesn't really know the exact time. I have no idea about a European release, but it should come a few months after the US release. Q: Will the covenant sword be in the PC version and can Master chief use it? A: According to halo.bungie.org, the PC version will have "more missions and more online aspects." So, as of now, they haven't necessarily decided on any new weapons. Q: Can you be the gunner in the jeep when a marine drives? A: Not on the Xbox version. The Marines are not designed to drive for you. This is doubtful for the PC version as well. Sorry. Q: I heard something about playing online with the Xbox version. Is this true? A: Yes it is. There is a nice FAQ available for an explanation of the process: (http://db.gamefaqs.com/console/xbox/file/halo_online.txt) Q: Can you fly the Pelican or anything else? A: It is not possible to pilot the Pelican(dropship) yourself. You can, however, pilot the Banshee, which does fly. While you can pilot the Covenant Ghost vehicle, it doesn't really fly: it just hovers. Q: Are there any cheats? I see some on the Internet but they don't work. A: No, there are no cheats for Halo. There are Easter Eggs and a few glitches, but no actual cheats, I'm affraid. This was probably due to the fact that Halo was rushed near the end of development to meet the Xbox launch. Q: Can you see the Master Chief's face? A: In this version of Halo, not at all. He wears the helmet the entire time, and as you know, it features a special plating that does not allow certain light to penetrate. You will have to use your imagination here. Q: What is the deal with the Covenant Tank? It looks really neat, but I am not able to get in it or control it. A: The Covenant Tank, while very powerful, is not obtainable. Even if you find one just lying around, you will not be able to take control of it. Q: Is it possible to be invincible at any point in the game? A: No. Not only are there not any items that allow invincibility, there are no cheats that allow invincibility, or "God Mode", if you will. As a matter of fact, there are NO CHEATS whatsoever. However, there are active invisibility pick-ups that allow for temporary INVISIBILITY, however. Q: Is there a way to fly the banshee on levels other than assault on the control room and the other one that has you destroying the generators? On the back of the box, it shows a banshee flying around with the Chief in it on a sunny day, yet every time I find it it’s snowing out. A: No, the Banshee may only be flown(by you) in the 5th and 8th level. The deal with the Banshee on the back is simply that some screens were taken from an earlier build of Halo. Like using the flamethrower, flying the Banshee in a sunny area is an impossible feat. Q: How come all the pictures on the back of the box and the internet are 3rd person view? The only time I see this is during cinematics. A: Again, some of this may be credited to the early build of Halo, which was planned as a huge multiplayer game for the PC. Any pics of the final version of Halo were either taken by Bungie, during a cinema, or in a multiplayer game without split-screen. ============================================================================= -=[Section IX]=- +---------------------------------+ | Multiplayer | +---------------------------------+ ============================================================================= _____________ [9.1]--|Modes of Play} ŻŻŻŻŻŻŻŻŻŻŻŻŻ After the Single Player mode has worn its warm welcome, the multiplayer experience ensures many additional hours of good gaming! There are several ways to enjoy Halo's mutiplayer experience, but you will either need another controller, at least one friend, another Xbox, or a high-speed Internet connection. If you are at home by yourself, you can still play multiplayer with just an extra controller or the high-speed Internet connection. NOTE: I personally have not tried out Halo over the Internet as I'm still on a 56K connection. Therefore, I will not discuss this in my FAQ. However, there are a few FAQs regarding online play, including one at GameFaqs. Since this online play takes place over GameSpy, a great FAQ exists there as well. [9.1][a]-Cooperative Play: In a nutshell, this options allows two players to fight their way through Campaign mode together. However, this can only be done with TWO players, and they must be on the same Xbox(you may not play Cooperative in any other setup). Cooperative mode is quite fun even if you have played through the Campaign mode by yourself several times. This is because the strategies are different, and the overall fun increases when the experience is shared. In general, Cooperative mode is also a bit easier due to the, hopefully intelligent, teamwork. If your partner does not seem to hold up as well as the Marines, you might have a few problems. ^_~ To Start a Cooperative Game... Before you turn on the Xbox, make sure 2 Xbox controllers are firmly plugged in. Power up the Xbox and when the main menu appears, select [Multiplayer] from the list. From the Multiplayer menu, simply select [Cooperative Play]. You will then be prompted to select a Profile for Player 1. Then, for Player 2, select a different Profile, using Controller 2. After the Profiles have been selected, select the level in which you wish to play. However, if you have not yet played a level in Single Player mode, it will not be available yet in Cooperative. Once the level has been selected, just choose a desired difficulty level to begin playing. When the game begins, the screen will be split horizontally. Player 1 will use the top-half of the screen, while Player 2 will use the bottom half. There are a few things to note about Cooperative mode: -You may NOT save during the middle of a game. Checkpoints are still valid, but you will not be able to actually save, turn the Xbox off in the middle of a game, and expect to pick right back up where you left off. -The game treats both of the players as if they were one. For example, Cortana speaks as if there is only one Master Chief. Also, major event characters, such as Captain Keyes, speak as if there was only one Master Chief. This helps both players feel like they are equally important. -In Cooperative mode, the levels are EXACTLY the same as they are in the single player Campaign mode, so any strategies on completing a particular level should be found in the actual walkthrough contained within section V. Here are a few general tips for Cooperative mode: -Keep track of your partner at all times. A good player will sacrifice the kill to save a friend. Since you will be in the same room, verbally communicate with your friend. If you are about to throw a grenade, say so! There's nothing worse than your friend killing you with a grenade because you were up close and personal with the enemy. -In larger areas, split up. Position yourself so that you and your friend can either flank the enemy, or come in from different angles. This will cause generalized enemy confusion, and the damage received from enemy fire will be minimal. -If one player has advanced to a progressive checkpoint, in most cases, the player that is lagging behind will be teleported to that checkpoint. This can be used to your advantage, or it can be a disadvantage. In chaotic times, or when one player knows the way and the other is clueless, this can help tremendously. On the other hand, it really sucks to be teleported to your friend when you are trying to explore or look for weapons. -If one player dies, and the other is in a large fight, the dead player will be unable to "respawn". The game prevents the freshly killed player from coming back to life in the midst of chaos. So, if you want some additional help, be sure to escape to a safe area so your pal may respawn. -Since Cooperative mode is all about teamwork, do NOT be greedy. If your pal's health is in the danger zone(red), let him or her get the nearby First Aid kit; especially if you are not in great need of health yourself. Also, if you both need health, let the less skilled player pick up the health. Just try not to exploit your talents, thereby taunting your pal, if you indeed are the better player. As far as weapons go, there are plenty to go around. However, if your pal only has an Assault Rifle, go out of your way to help him or her find a decent weapon. Remember, the better off your pal is, the better off you are. -Additionally, you should try to bring different sets of talents to the table. In the case of real special forces, each member contributes something unique to the fight. In the case of Halo, it will be quite beneficial to operate in a similar way. For example, if one likes to snipe, give that one the Sniper Rifle and orders to remain behind. In this particular case, the person up front would be good with an in-your-face weapon such as the Shotgun. You can develop your own strategies. In fact, that's 50% of the fun! NOTE: Additional Multiplayer strategies, mostly those sent in by others, may be found in section [9.5]. [9.1][b]-Split Screen: Split Screen mode is where the real fun begins, as it is quite different from the Cooperative and Single Campaign modes. In the Split Screen mode, up to four players connected to one Xbox can compete in a wide variety of multiplayer games over several different, multiplayer-unique levels. To Start a Split Screen Game... Before you turn on your Xbox, make sure that at least 2 Xbox controllers are firmly plugged in. Power up the Xbox, and when the main menu appears, select [Multiplayer] from the list. From the Multiplayer menu, simply select [Split Screen]. You will then be taken to the 'SELECT PROFILE' menu. Each of the 4 blocks represent players 1-4. Each player wishing to play must press [A] to join. Then, each player will be given the option of selecting a profile. In this case, the same profile may be used for every player. Simply press [A] to select a profile. After one person has selected a profile, there will be a message saying to wait until all players have selected profiles. After all of of the players have selected a profile, press [A] to continue. You will then be taken to the 'SELECT MAP' screen. From here, browse through the 13 available levels and hit [A] to confirm your selection. After the level has been chosen, you will find yourself at the 'SELECT GAMETYPE' screen. From this screen, you can select one of the 26 pre-loaded games, or you can load one of the custom gametypes that you have created (see [9.1][d]). Finally, after the gametype has been selected, you will be taken to the 'ENLISTED PLAYERS' screen. This is simply a summary of the game you are about to play. Your Xbox's name will be displayed above the Xbox icon, the current players will be listed below the Xbox icon, and the scenario summary will be listed just to the right. When you and your friends are ready press the [A] button to start the game. Split Screen Levels: ==================== |Battle Creek | |Blood Gulch | |Boarding Action| ______ |Chill Out | |NOTICE\ |Chiron TL34 | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Damnation |=======| This is merely a listing. For an | |Derelict |=[]=[]=| in-depth analysis of each level, | |Hang 'Em High |=======| please refer to section [9.2] of | |Longest | | this FAQ/WALKTHROUGH. | |Priosoner | |__________________________________| |Rat Race | |Sidewinder | |Wizard | ================= Split Screen Gametypes: ============================= |Slayer |King Pro | |Slayer Pro |Crazy King | |Elimination |Race | ______ |Phantoms |Rally | |NOTICE\ |Endurance |CTF | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Rockets |Invasion |=======| This is merely a listing. For an | |Snipers |Iron CTF |=[]=[]=| in-depth analysis of the various | |Oddball |CTF Pro |=======| gametypes, refer to section [9.2]| |Reverse Tag |Team Race | | of this FAQ/WALKTHROUGH. | |Accumulate |Team Rally | |__________________________________| |Juggernaut |Team Ball | |Stalker |Team King | |King |Team Slayer| ========================== There are a few things to note about Split Screen mode: -If only 2 players are in a game, the screen will only be split up horizontally, allowing each player to use about 1/2 of the television screen. If more than 2 players are in the game, the screen will be split up both horizontally AND vertically, thus creating individual screens 1/4 the size of the television. -Normally, when the [Start] button is pressed, the game pauses. In Split Screen mode, however, the game does NOT pause. Therefore, people can still attack you even when you try to pause the game. -Holding the [Back] button(next to the [Start] button) will show the scores for the game you are currently playing. -If one player quits during the game, he or she will end the entire game, and the other player(s) will be given a higher ranking than the quitter. To end a game, press the [Start] button and choose 'LEAVE GAME'. -Split Screen games in progress are NOT savable. The games end when the required goal(s) are met. The player/team who meets these goals is the winner. Here are a few general tips for Split Screen mode: -While on a team, keep track of both your opponent(s) and your allies. If turned on, the radar can be vital to winning. -While this may seem cheap, looking on the other player's screen will help the odds of winning. Most people automatically look anyway, but if you study the other player's direction of movement, items, strategies, and actions you can easily be prepared for what lies ahead. -Show organization when on a team. If it's a simple kill or be killed, use strategies to work together to fight against your opponents. For example, if you are playing with one other person against two people, try to double team one of the unsuspecting players. -In other forms of teamwork, like when playing CTF, it might be a good idea to have one person guard the base while the other captures the flag. -Split Screen mode is a time of greed. Yes, you have to be greedy in order to win sometimes. Grab any health or extra items you see laying around. If you do not use them, your opponent might... to kill you even. -Vehicles make for great weapons. They kill in one hit, and they provide excellent armor for the player using them. -Practice makes perfect; such is the case in almost everything. If you have some spare time, start up a Split Screen game either by yourself (leave the other controller alone while playing) or with a friend. Instead of fighting, simply explore. Memorize the level structure and layout, and even the location of items. It will also be helpful to learn any shortcuts or glitches within a level. If the layout is embedded in your brain, you have a greater chance of winning because you can focus your energy on the task at hand instead of trying to find your way around. NOTE: Additional Multiplayer strategies, mostly those sent in by others, may be found in section [9.5]. [9.1][c]-System Link Play: In short, System Link Play takes Split Screen mode to a new level. Basically, System Link Play allows you to connect up to 4 Xbox systems together for massive multiplayer madness. If you have 4 Xbox systems hooked up, as many as 16 people can play at one time! The same levels and gametypes available in the Split Screen mode are also available in System Link Play. Additionally, the same general strategies used in Split Screen may be applied to System Link Play. There are also a few advantages, such as the ability to play against multiple opponents while using one television per Xbox. This simply allows the player to enjoy the entire Multiplayer experience without having to put up with a smaller screen. To Start System Link Play... If you would like to connect just two Xbox systems together, you will only need an Xbox System Link Cable. If you would like to connect three or four Xbox systems together, you will need an Ethernet hub and regular Ethernet cables. So, before you turn on the Xbox systems: 1)Physically connect two Xbox systems to each other using the Xbox System Link Cables, or... 2)Connect up to four Xbox systems using Ethernet cables to plug them into a IOBase-T Network. Power up all of the Xbox systems, and when the main menu appears, select the [Multiplayer] option on each of them. From the Multiplayer menu, select the [System Link Play] option. Then, every player must select a Profile. Halo then attempts to find a game. If no game is found, you may start one yourself. The person that starts the game will need to choose the level and gametype. When everyone is ready, simply press [A] for the fun to begin! NOTE: The online Halo Multiplayer over GameSpy is also played through the System Link option. But since I have not tried this, I will not be able to discuss this further. For more information on Halo's online play, please visit: ____________________________________________________________ \\[http://www.gamespyarcade.com/support/tunnel_xbox.shtml]// \\[http://www.gamefaqs.com/console/xbox/game/32488.html]// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [9.1][d]-Edit Gametypes: In the event that you become bored with the default gametypes, or you just feel like being creative, you may edit your very own multiplayer games! There are quite a few options to adjust, and after you name your gametype, you can simply save it to the Xbox's HDD (Hard Disk Drive). You will then be able to load that particular gametype from the 'SELECT GAMETYPE' menu. Below you will find a set of instructions on how to create your own custom gametype. You will be happy to know that I added secion [9.4], which contains the custom gametypes of other Halo players! Combined with the imagination of other gamers, your multiplayer experience should be extended even farther. To Edit a Gametype... After powering up the Xbox, select [Multiplayer] from the main menu. Once on the Multiplayer menu, choose the bottom option, which is [Edit Gametypes]. You will then be taken to a screen entitled, 'SELECT GAMETYPE TO EDIT'. You actually have several options here. If you wish, you may edit pre-existing games and save them as a copy, you may delete previously edited gametypes, or you may create a gametype from scratch. Please note that you will NOT be allowed to delete the default gametypes, as they come pre-loaded with Halo. To create a new gametype, simply hit the [Y] button. You will then be prompted to enter a name for your custom game. Use the left analog or d-pad to navigate the virtual keyboard, and use the [A] button to select letters. Once you have a desired name, go to 'Done' in the upper-left corner of the virtual keyboard and press [A]. You should then be taken to the primary editing menu, 'EDIT MULTIPLAYER GAMETYPE'. Below is a summary of each and every option that may be changed. NOTE: When you are finished editing a gametype, you MUST 'SAVE CHANGES' in order for the game to work. From the "EDIT MULTIPLAYER GAMETYPE" menu: _______________ ||CHANGE NAME|| -Rename the selected gametype using the virtual keyboard. Use ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ same instructions as you would to name any of the other games. ------------------------------------------------------------------------------- ________________ ||GAME OPTIONS|| -Specify the type of game you want to play and the rules that ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ apply to it. ________________ ______________________________________________________ <==[CAPTURE THE FLAG]--|Find the enemy's flag and return it to your base while| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ |keeping them away from yours.|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -=Capture the Flag Custom Rules=- _______ [ASSAULT]=================================================================| ŻŻŻŻŻŻ| | |[YES] -You must carry your own flag into the opposing team's base| | to score. | | | |[NO] -You must capture the enemy's flag and return it to your | | own base. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________ [SINGLE FLAG]=============================================================| ŻŻŻŻŻŻ|ŻŻŻŻ | |[OFF] -Each team will have its own individual flag. | | | |[1 MINUTE] -There will be only one flag on the map at any given | | time. It will appear in a team base. Each team | | alternates offense and defense every minute. | | | |[2 MINUTES] -There will be only one flag on the map at any given | | time. It will appear in a team base. Each team | | will alternate offense and defense in 2 minute | | intervals. | | | |[3 MINUTES] -There will be only one flag on the map at any given | | time. It will appear in the team base. Each team | | will alternate offense and defense in 3 minute | | intervals. | | | |[5 MINUTES] -There will be only one flag on the map at any given | | time. It will appear in the team base. Each team | | will alternate offense and defense in 5 minute | | intervals. | | | |[10 MINUTES]-There will be only one flag on the map at any given | | time. It will appear in the team base. Each team | | alternates offense and defense in 10 minute | | intervals. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _______________ [FLAG MUST RESET]=========================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ | |[YES]-You cannot return the flag to your base; it will return | | itself after a set amount of time. | | | |[NO] -The flag will return to the base if you walk over it. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________ [FLAG AT HOME TO SCORE]===================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |[YES]-In order to score, your team's flag must be in its home | | location. Use this option if you enjoy chasing flag-bearing | | enemies before you can score. | | | |[NO]-You will be able to score even if your own flag is in the | | scurrilous hands of the enemy. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _______________ [CAPTURES TO WIN]=========================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ | |[1] -The first team to capture the flag wins. | | | |[3] -You need to capture three flags to win the game. | | | |[5] -Capture the flag five times and you will win the game. | | | |[10]-You need to capture ten flags if you want to win. | | | |[15]-Grab fifteen flags and you'll rack up a win-not to mention | | an impressive flag collection. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________ ___________________________________________________ <==[KING OF THE HILL]--|Get your bad self to the hill and defend it against| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ |those who would take it from you.|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -=King of the Hill Custom Rules=- ___________ [MOVING HILL]=============================================================| ŻŻŻŻŻŻ|ŻŻŻŻ | |[YES]-During the course of the game, the Hill will teleport to a | | random location. | | | |[NO] -The Hill will always be in the same spot. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____________ [SCORE TO WIN]============================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻ | |[1 MINUTE] -The first player to spend sixty seconds atop the | | hill wins. | | | |[2 MINUTES] -You need to hold the hill for a mere two minutes to | | win the crown. | | | |[5 MINUTES] -You must hold the hill for five minutes to win. | | | |[10 MINUTES]-Spend a full ten minutes dominating the hill and the| | game is yours. | | | |[15 MINUTES]-Make sure you have a comfy chair because you'll need| | to control the hill for fifteen minutes to win. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________ [TEAM PLAY]===============================================================| ŻŻŻŻŻŻ|ŻŻ | |[YES]-This is a team game. | | | |[NO] -This is a war; every man for himself. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ______ _______________________________________________________________ <==[SLAYER]--|Sometimes you have to kill. Now is one of those times. Whack or| ŻŻŻŻŻŻ |be whacked.|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻ -=Slayer Custom Rules=- ___________ [DEATH BONUS]=============================================================| ŻŻŻŻŻŻ|ŻŻŻŻ | |[YES]-When you die and respawn you'll run a little faster. Giving| | new meaning to "The Quick and the Dead", this helps balance| | play between the newbies and experts. | | | |[NO] -You will always run at the same speed no matter how many | | times you actually die. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________ [KILL IN ORDER]===========================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻ | |[YES]-You will only score when you kill your designated target. | | The target will change each time you make a kill. | | | |[NO] -Each and every kill you make counts toward your score. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____________ [KILL PENALTY]============================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻ | |[YES]-Every time you kill another player, you will run a little | | slower. An entertaining handicap for the sniper type. | | | |[NO] -You will always run at the same speed, no matter how many | | other players you kill. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____________ [KILLS TO WIN]============================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻ | |[5] -Simply scoring five kills will win the game for you. | | | |[10]-The first player to drop ten enemies is the winner. | | | |[15]-At the end of the game there will be fifteen angry men. They| | will be angry because the winning player killed them. | | | |[25]-In order to win this game, you'll need to secure 25 kills. | | | |[50]-Killing spree! Hopefully you have plenty of free time; you | | must obtain fifty kills to claim victory here. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________ [TEAM PLAY]===============================================================| ŻŻŻŻŻŻ|ŻŻ | |[YES]-This is simply a team game. | | | |[NO] -Create no friends. Every man for himself is the only rule. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _______ ______________________________________________________________ <==[ODDBALL]--|Become one with the ball. And keep the ball away from everyone| ŻŻŻŻŻŻŻ |else while you are at it.|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -=Oddball Custom Rules=- _______________ [TRAIT WITH BALL]=========================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ | |[NONE] -You will not have any special abilities while | | carrying the ball. | | | |[INVISIBLE] -You will be invisible to other players while | | the ball is in your possession. | | | |[EXTRA DAMAGE] -While carrying the ball, you will inflict an | | extra amount of damage to your opponents. | | | |[DAMAGE RESISTANT]-While you are carrying the ball, you will be | | more resistant to damage. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ __________________ [TRAIT WITHOUT BALL]======================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻ | |[NONE] -You will have no special abilities when you do| | not have the ball. | | | |[INVISIBLE] -Only the player carrying the ball is visible; | | All other players are invisible. | | | |[EXTRA DAMAGE] -Players who are not carrying the ball do extra| | damage; this ability disappears while they are| | in possession of the ball, however. | | | |[DAMAGE RESISTANT]-Players who are not carrying the ball are more| | resistant to damage than the player who has | | the ball. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _______________ [SPEED WITH BALL]=========================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ | |[NORMAL]-You run at the same speed whether you have the ball or | | not. | | | |[SLOW] -When you have the ball, you will run slower than the | | other players. | | | |[FAST] -When you have the ball, you will run faster than the | | other players. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________ [BALL TYPE]===============================================================| ŻŻŻŻŻŻ|ŻŻ | |[NORMAL] -The object of the game is to hold the ball as long | | as possible. The winner is the first player to hold| | the ball for the specified time. | | | |[REVERSE TAG]-The first player to kill another becomes it. Others| | become it by killing the player who is it. Be it | | for the specified time to win. | | | |[JUGGERNAUT] -The first player to kill becomes the Juggernaut, | | and score for all kills. Others take his place by | | killing him. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____________ [RANDOM START]============================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻ | |[YES]-The ball will appear in random locations on the map. | | | |[NO] -The ball will always appear in the same spot on the map. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________ [BALL SPAWN COUNT]========================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻ | |[1-16]-Depending on which number you choose, there will be | | anywhere from one to sixteen balls in the game. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________ [MINUTES/POINTS TO WIN]===================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | |[1] -You only need to hang onto the ball or be it for a total of | | one minute to win. Juggernauts only need one kill to win. | | | |[2] -Control the ball or be it for two minutes and the game is | | yours. First Juggernaut with two kills wins. | | | |[5] -Control the ball or be it for five minutes and the game will| | be yours. First Juggernaut with five kills wins. | | | |[10]-First person to carry the ball or be it for ten minutes wins| | the game. First Juggernaut to ten kills wins. | | | |[15]-You will need to spend fifteen minutes with the ball or | | being it in order to win. Juggernauts need fifteen kills. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________ [TEAM PLAY]===============================================================| ŻŻŻŻŻŻ|ŻŻ | |[YES]-This is a team game. | | | |[NO] -No friends again. Every man for himself. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____ ___________________________________________________________ <==[RACE]--|Complete the required number of laps before your opponents,| ŻŻŻŻ |blowing away the competition.|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -=Race Custom Rules=- ____________ [TEAM SCORING]============================================================| ŻŻŻŻŻŻ|ŻŻŻŻŻ | |[MINIMUM]-When the game ends, each team is ranked by its lowest | | scoring member. | | | |[MAXIMUM]-Each team's score is equal to that of the highest- | | scoring team member. | | | |[SUM] -Each team's score is the sum total of its individual | | member's scores. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________ [RACE TYPE]===============================================================| ŻŻŻŻŻŻ|ŻŻ | |[NORMAL] -To complete a lap, you must reach all the flags in | | an exact order. | | | |[ANY ORDER]-You complete a lap by touching all flags, in whatever| | order you please. | | | |[RALLY] -Everyone has one point as the destination, and the | | player who reaches it first scores a lap. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________ [LAPS TO WIN]=============================================================| ŻŻŻŻŻŻ|ŻŻŻŻ | |[1-3-5-10-15-25]-You may choose as many as twenty five laps, or | | as few as one lap. Just keep in mind that twenty| | five laps will take quite a long time! | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________ [TEAM PLAY]===============================================================| ŻŻŻŻŻŻ|ŻŻ | |[YES]-This is a team game. Teamwork is required. | | | |[NO] -No teamwork; every man for himself. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- __________________ ||PLAYER OPTIONS|| -Choose the player settings and restrictions that apply to ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ the specific gametype. _______________ [NUMBER OF LIVES] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[INFINITE]-You will respawn indefinitely until the game ends. | | | |[1 LIFE] -You only live once. Use your life wisely. | | | |[3 LIVES] -You have three lives to live, but proceed with great care. | | | |[5 LIVES] -You have five lives, which is not to shabby. Use them wisely.| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ______________ [MAXIMUM HEALTH] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[50%] -You will begin the game with half your health already gone, and | | shields at half capacity. | | | |[100%]-You will begin the game with full health and full shields. | | | |[150%]-You will begin the game with 50% more health and shilds than you | | normally would. | | | |[200%]-You begin the game with twice as much health and shields as you | | normally do. | | | |[300%]-You begin the game with three times as much health and shields as| | you normally do. | | | |[400%]-You begin the game with four times as much health and shields as | | you normally do. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _______ [SHIELDS] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[YES]-Your suit will have shields, making you harder to destroy. | | | |[NO] -Everyone will be killed much faster, as the shilds will not work. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____________ [RESPAWN TIME] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[INSTANT] -After you die, you will be able to respawn immediately. | | | |[5 SECONDS] -As soon as you die, there will be a 5 Second wait before | | you can rejoin the game in progress. | | | |[10 SECONDS]-You will have 10 Seconds after you perish before you can | | return to the game you are currently playing. | | | |[15 SECONDS]-When you have given up your ghost, you will have to be very| | patient as it will be 15 Seconds before you may respawn. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________________ [RESPAWN TIME GROWTH] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[NONE] -Respawn time will always remain at its initial setting. | | | |[5 SECONDS] -Each time you die your respawn time will increase by five | | seconds. Every time you kill someone your respawn time will| | decrease by five seconds. | | | |[10 SECONDS]-Your respawn time will increase by ten seconds every time | | die, and will decrease by ten seconds every time you kill. | | | |[15 SECONDS]-Every time you die, fifteen seconds will be added to your | | respawn time, however; every kill you make will also take | | away fifteen seconds from your respawn time. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________ [ODD MAN OUT] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[YES]-When the 'Odd Man Out' dies, he or she cannot respawn until a | | different person assumes the horrible burden of 'Odd Man Out' by | | dying. | | | |[NO] -When you die, there will be no 'Odd Man Out' and therefore will be| | able to jump back into the action immediately. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________________ [INVISIBLE PLAYERS] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[YES]-Every player will be completely invisible the entire game. | | | |[NO] -All players will be visible UNLESS they happen to fine an Active | | Camouflage powerup lying around. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _______________ [SUICIDE PENALTY] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[NONE] -You will pay no price for killing yourself in the game. | | | |[5 SECONDS] -Every time you kill yourself, there will be a five second | | wait before you may respawn. | | | |[10 SECONDS]-Before you may return to the game, you must wait for ten | | full seconds for ending your life. | | | |[15 SECONDS]-This time, when you kill yourself, you must wait a full | | fifteen seconds before rejoining the game. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- ________________ ||ITEM OPTIONS|| -Choose the weapons, vehicles, and other items that appear in ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ the specified gametype. _________________ [INFINITE GRENADES] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[YES]-Each person has an unlimited number of each type of grenade; this | | makes for quite a bit of fun. Note, however, that this only works | | in games with four or less players. | | | |[NO] -At any given time, each player may carry up to four grenades of | | each type. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________ [VEHICLE SET] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[ALL] -The map will contain the Warthog jeep, the Ghost hovercraft, | | and the Scorpion tank. | | | |[NONE] -There will not be any vehicles, so traveling on foot at all | | times is a must. | | | |[WARTHOG] -The map will contain the Warthog, a hardy jeep with a nice | | chain gun mounted on the back. | | | |[GHOST] -The map will contain the Ghost, a Covenant hovercraft with | | powerful energy cannons. | | | |[SCORPION]-The map will contain the Scorpion tank, which is slow but | | extremely deadly when in the hands of a pro. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ __________ [WEAPON SET] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[NORMAL] -The map will contain whatever weapons the designers | | placed on it. | | | |[PISTOLS] -All of the weapons on the map will be replaced by | | pistols. You will find no other weapon. | | | |[RIFLES] -All of the weapons on the map will be replaced by | | assault rifles and plasma rifles. | | | |[PLASMA WEAPONS] -All of the weapons on the map will be replaced by | | Covenant plasma weapons. | | | |[SNIPER] -The guns on the map will be replaced by weapons with | | sniper scopes. | | | |[NO SNIPING] -Sniper rifles and pistols will NOT appear on the map.| | | |[ROCKET LAUNCHERS]-All of the weapons on the map will be replaced by | | rocket launchers. | | | |[SHOTGUNS] -All of the weapons on the map will be replaced by | | shotguns. | | | |[SHORT RANGE] -All of the weapons on the map are only effective at | | short ranges. | | | |[HUMAN] -There will be no weapons on the map that were made or| | designed by the Covenants. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ __________________ [STARTING EQUIPMENT] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[GENERIC]-Use the generic starting weapons across all maps. | | | |[CUSTOM] -You will begin the game with the weapon set that the map | | designers custom tailored for it. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _____________________ ||INDICATOR OPTIONS|| -Choose which interface indicators are available while ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ playing the specified gametype. ____________________ [OBJECTIVES INDICATOR] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MOTION TRACKER]-The game's objectives (hills, flags, balls, etc.) will | | appear in your Motion Tracker. | | | |[NAV POINTS] -The game's objectives will have special markers that | | will be displayed over them on screen. | | | |[NONE] -The game's objectives will not be visible in your | | Motion Tracker or on screen. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ______________________ [OTHER PLAYERS ON RADAR] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[YES]-Other players will show up on your Motion Tracker when mobile. | | | |[NO] -The other players will NEVER show up on your Motion Tracker | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________________________ [FRIEND INDICATORS ON SCREEN] |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[YES]-Green triangles will appear over the heads of your teammates as a | | reminder that you should never shoot them. | | | |[NO] -Your teammates will only be denoted by the color of their armor. | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- ________________ ||SAVE CHANGES|| -Save changes you've made to a specific gametype and return to ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ the previous screen. NOTE: You MUST select this before exiting if you wish to play your custom game. ***|AGAIN, CUSTOM GAMETYPES MAY BE FOUND IN SECTION [9.4].|*** ------------------------------------------------------------------------------- __________________ [9.2]--|Multiplayer Levels}--------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ \ Haven't forgot about this section. /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________________ / [9.3]--|Multiplayer Games}---------------/ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________________ [9.4]--|Custom Multiplayer Games} ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Yet another section customizable by you, the reader. In this section, you may send in your Custom Gametypes so that other gamers can enjoy Halo the way you did. You can also draw from the many ideas from each unique player. If you send any in, please follow the format used by the ones already sent in. As usual, please send your submissions to neogamer007@hotmail.com and you will be properly credited. Enjoy! =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by RearEchelon: Game Name: Achilles Preferred Level(s): Prisoner, Longest Description: With more than 8 people, it's absolute carnage, especially with some of the smaller hills in Longest. With 8 or less people, it's still damn fun, and with the player settings it faintly resembles Perfect Dark. Watch the bodies pile up inside the hill. It is so named because although you have 400% life, you have no shields and a headshot can thusly kill you. For some reason you only start out with a pistol, although other human weapons are attainable. Game Options: Capture The Flag -Moving Hill Enabled -5 Minutes to Win -Team Play Enabled Player Options: Number of Lives - Infinite Maximum Health - 400% Shields - No Respawn Time - Instant Respawn Time Growth - None Odd Man Out - No Invisible Players - No Suicide Penalty - 10 Item Options: Infinite Grenades - No Vehicle Set - Scorpion Weapon Set - Human Starting Equipment - Custom Indicator Options: Objectives Indicator - Nav Points Other Players On Radar - No Friend Indicators On Screen - Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by RearEchelon Game Name: BG Assault Preferred Level(s): Blood Gulch (Any number of players), Longest (2-8) Description: My Halo chapter (see seventhcolumn.net) much prefers this over standard CTF with radar -- especially those over 15. This can make for some extremely close games, as only 3 mistakes are needed for the other team to win. Respawn growth helps to cut down on overly lengthy games, something that those under 15 don't seem to realize. Game Options: Capture the Flag -Assault -3 Minutes for Single Flag -3 Captures to Win Player Options: Number of Lives - Infinite Maximum Health - 100% Shields - Yes Respawn Time - Instant Respawn Time Growth - 5 Odd Man Out - No Invisible Players - No Suicide Penalty - 10 Item Options: Infinite Grenades - No Starting Equipment - Generic Indicator Options: Objectives Indicator - None Other Players on Radar - No Friend Indicators On Screen - Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by HELZERO Game Name: ACE COMBAT Preferred Level(s): Small stages intended for 2 PLAYERS ONLY. Description: This game is intended for 2 PLAYERS only. Instead of wondering around looking for each other most of the game, each player can follow the navigation points to quickly get into the action. Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: NO Suicide Penalty: 10 Item Options: Infinite Grenades: No Vehicle Set: Warthog Weapon Set: Normal Starting Equipment: Generic Indicator Options: Objectives Indicator: Nav Points Other Players on Radar: Yes Friend Indicators: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by HELZERO Game Name: DEATH STALK Preferred Level(s): All Description: In this nerve racking game every player is cloaked and is equipped only with Sniper Rifles. Each player starts with only 50% health and no shields, meaning death comes in one hit. Targeting your opponent before he targets you is the key in this game. Your friends will love this one... let the best Sniper win! Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 50% Shields: No Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: Yes Suicide Penalty: 10 Item Options: Infinite Grenades: No Vehicle Set: All Weapon Set: Sniper Starting Equipment: Generic Indicator Options: Objectives Indicator: Motion Tracker Other Players on Radar: Yes Friend Indicators on Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by AirDC Game Name: Team 25 Preferred Level(s): Blood Gulch Description: Really fun for just killing someone. Also good if you have a team that plays together a lot, and you like to give people certain jobs. Also, nice for grenade fanatics. Game Options: Slayer -Team Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: 5 Odd Man Out: No Invisible Players: NO Suicide Penalty: 15 Item Options: Infinite Grenades: Yes Vehicle Set: All(sometimes outlaw Scorpion) Weapon Set: Human Starting Equipment: Generic Indicator Options: Objectives Indicator: Nav Points Other Players on Radar: Yes Friend Indicators on Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Maximus Game Name: Superball Preferred Level(s): Anywhere small and indoors. Description: It really requires skill of the man with the ball and if you die it really hurts so be carefull with your life in this game!!! Game Options: Oddball -Trait With Ball: Damage Resistant -Trait Without Ball: Invisible -Speed With Ball: Fast -Ball Type: Reverse Tag -Random Start: No -Ball Spawn Count: 1 -Minutes to Win: 10 -Teams: No Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: Yes Invisible Players: No Suicide Penalty: 10 Item Options: Infinite Grenades: No Vehicle Set: None Weapon Set: Human Starting Equipment: Generic Indicator Options: Objectives Indicator: Motion Tracker Other Players on Radar: Yes Friend Indicators on Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Maximus Game Name: 5 Live Hill Preferred Level(s): Hang 'em High Description: You must be careful on the hill since you only have 5 lives, and 2 min. is a VERY, VERY long time. Game Options: King of the Hill -Moving Hill: Yes -Score to Win: 2 Minutes -Teams: No Player Options: Number of Lives: 5 Maximum Health: 400% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: 15 Item Options: Infinite Grenades: No Vehicle Set: None Weapon Set: No Sniping Starting Equipment: Generic Indicator Options: Objectives Indicator: Nav Points Other Players on Radar: Yes Friend Indicators on Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Maximus Game Name: Invisiball Preferred Level(s): Anywhere small and indoors. Description: There are no real teams but the players without the "ball" must NOT kill each other or the points go to the Juggernaut. Requirs a "team" effort to kill the Juggernaut. Game Options: Oddball -Trait With Ball: Invisible -Trait Without Ball: Extra Damage -Speed With Ball: Fast -Ball Type: Juggernaut -Random Starts: yes -Ball Count: 1 -Minimum Points To Win: 15 -Team Play: No Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: 10 Item Options: Infinite Grenades: No Vehicle Set: None Weapon Set: Rifles Starting Equipment: Generic Indicator Options: Objectives Indicator: Motion Tracker Other Players On Radar: Yes Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Maximus Game Name: gunsNtanks Preferred Level(s): Blood Gulch Description: My best game, it is like "man with the golden gun" (for you bonds fans out there) for the guy in the tank, he has the power so beware!!! Game Options: Slayer -Death Bonus: Yes -Kill In Order: No -Kill Penalty: Yes -Kills To Win: 15 -Team Play: Yes(Prefer 1-1) Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: 5 Odd Man Out: No Invisible Players: No Suicide Penalty: 15 Item Options: Infinite Grenades: No Vehicle Set: Scorpions Weapon Set: No Sniping Starting Equipment: Generic Indicator Options: Objectives Indicator: Motion Tracker Other Players On Rader: Yes Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Maximus Game Name: Odd CTF Preferred Level(s): Blood Gulch Description: The odd man out rule makes this a very "odd" game, when you die you leave your team at a disadvantage (1-2, 2-3, 3-4, ect.) your team has less attackers/defenders. Game Options: CTF -Assault: No -Single Flag: Off -Flag Must Reset: Yes -Flag At Home To Score: Yes -Captures To Win: 15 Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: Yes Invisible Players: No Suicide Penalty: 10 Item Options: Infinite Grenades: No Vehicle Set: Warthog Weapon Set: Human Starting Equipment: Generic Indicator Options: Objectives Indicator: Nav Points Other Players On Radar: Yes Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Maximus Game Name: Onslaught Preferred Level(s): Blood Gulch, Wizard Description: The fact that you get 5 minutes to score and then you are on defense is cool... I get caught on the attack when the flag switches (ARGH it drives me insane. the constan attacking is crazy you seemingly get no break on defense). Game Options: CTF -Assault: Yes -Single Flag: 5 Minutes -Flag Must Reset: No -Flag At Home To Score: No -Captures To Win: 15 Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: Yes (Unless you are playing 2-2) Invisible Players: Invisible Players Suicide Penalty: 15 Item Options: Infinite Grenades: No Vehicle Set: None Weapon Set: Human Starting Equipment: Generic Indicator Options: Objectives Indicator: None Other Players On Radar: No Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by LTJpunk Game Name: Extreme Sniping Preferred Level(s): Boarding Action Description: Play on "Boarding Action". Turn on sniping weapons. Slayer, every man for himself. No shields, health at 50%. Snipe ship-to-ship most of the time. No radar. Tons of fun!!! Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 50% Shields: No Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: None Item Options: Infinite Grenades: No Vehicle Set: None Weapon Set: Sniper Starting Equipment: Custom Indicator Options: Objectives Indicator: None Other Players On Radar: No Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Barb Game Name: Demolition Derby Preferred Level(s): Blood Gulch Description: You and some friends get vehicles. Then start ramming each other and if your vehicle is flipped, the person who flipped you gets a point, or if it's elimination, you're out! No shooting at all and no using grenades. Also,if you run over and/or kill someone, you either lose a point of the next time you do that, you're out. Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 400% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: 5 Item Options: Infinite Grenades: Yes Vehicle Set: All Weapon Set: Normal Starting Equipment: Custom Indicator Options: Objectives Indicator: None Other Players On Radar: Yes Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Legolas Game Name: Warthog Wars Preferred Level(s): Sidewinder, Blood Gulch. Best in Sidewinder. Description: This is a very fun game, not really a serious game, but something more you can get out of the game besides all out battle. This game is for 2 players. Each of you go and get a warthog from one of the bases. Now you both meet in an open area and you begin warthog wars. The point is to try and run into each other and flip each other. The scoring goes like this: 1 point for flipping the other person (they actually have to flip out of the warthog, if they land on their wheels/don't fall out then it doesn't count). NEGATIVE 2 points for when you flip and then run over the other person while he is out of his warthog, whether it's an accident or not. Game Options: CTF Player Options: Number of Lives: Infinite Maximum Health: 50% Shields: No Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: None Item Options: Infinite Grenades: No Vehicle Set: Warthog Weapon Set: Does Not Matter (You will not be using them.) Starting Equipment: Does not matter Indicator Options: Objectives Indicator: Motion Tracker Other Players On Radar: Yes Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Legolas Game Name: Crouching MC, Hidden Marine Preferred Level(s): (From best to worst) Boarding Action, Blood Gulch, Hang 'Em High, Sidewinder. Description:(n/a) *You put it on capture the flag so that when you die you will always respawn in your own base. **You can use these levels because the idea is to keep hidden and snipe, and you use the "no crossing middle" rule. ***Don't use invisible players at first, but as you get better at sniping and you want a HUGE challenge then use invisible players. The hardest thing ever is to play on a system link (so you can not see the other persons screen) and then use this scenario with invisible players. Game Options: *CTF(see * above) Player Options: Number of Lives: Infinite Maximum Health: 50%(see ** above) Shields: No Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: Yes/No(see *** above) Suicide Penalty: None Item Options: Infinite Grenades: No Vehicle Set: None Weapon Set: Sniper Starting Equipment: Generic Indicator Options: Objectives Indicator: None Other Players On Radar: No Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Juggalo Josh Game Name: gjgjnlnf(unofficially, "The Best Multiplayer Settings") Preferred Level(s): Blood Gulch, Sidewinder Description: Very fun when you have 4 on 4 games, especially with all the vehicles in there. Not very innovative but the respawn time and suicide penalty makes it so a CTF game can go well (no respawning right away and killing you when your in their base.) Gives room for strategy with the sniping and the planned vehicle attacks. Best when teams are on seperate TVs. Game Options: CTF--------------\ Both work well. King of the Hill-/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: 10 Respawn Time Growth: None Odd Man Out: No Invisible Players: Yes Suicide Penalty: 15 Item Options: Infinite Grenades: Yes/No (Depends on the game you want.) Vehicle Set: All Weapon Set: Normal Starting Equipment: Generic Indicator Options: Objectives Indicator: Motion Tracker Other Players On Radar: Yes Friend Indicators On Screen: Yes/No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by jam643d Game Name: Grenade Wars Preferred Level(s): Sidewinder Description: Great for lots of people, keep entertained (at least my friends like it). Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 200% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: None Item Options: Infinite Grenades: Yes Vehicle Set: Warthog Weapon Set: Normal Starting Equipment: Generic Indicator Options: Objectives Indicator: Motion Tracker Other Players On Radar: Yes Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Tygell Game Name: Rocket Rally Preferred Level(s): Blood Gulch, Sidewinder Description: Rally games tend to degenerate into deathmatches a lot, so I created a game where trying to kill people was NOT in your best interest. With this combination of settings, it is not only hard to FIND people, it's a royal pain to kill them. Game Options: Race Player Options: Number of Lives: Infinite Maximum Health: 400% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: Yes Suicide Penalty: 5 Item Options: Infinite Grenades: No Vehicle Set: Warthog or Ghost Weapon Set: Rockets Starting Equipment: Generic Indicator Options: Objectives Indicator: Nav Points Other Players On Radar: No Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by The Ewok King Game Name: Chicken Preferred Level(s): Blood Gulch Description: This game is like some of the others that have been posted... but not quite. It can be played with up to 8 people (though we've only played with 4). As long as everyone follows the rules, you'll find yourself playing for hours and hours. Basically, the rules for a two-player game are as follows: 1. Each person gets a Warthog 2. The only weapons anyone can use are grenades 3. Ram into each other. when you flip your opponent, attempt to run him down before he can attach a plasma grenade to your warthog and kill you. repeat. Three Player Game: 1. Same as before, except the third man(the one who didn't get a warthog) has to run around chunking grenades at the two warthogs in an attempt to get one for himself... whoever is left w/o a warthog takes up this place. Four Player Game: 1. In this instance, you should adjust the game to be Team Slayer. Each team gets in a warthog (a driver and a passenger, they can't get in the gun turret)... as the drivers try to ram each other, the passengers lob grenades at the other Warthog.... much fun. I think you can pretty much figure out how to adjust the rules for more people... at five, teams are off and there are a lot of grenadiers in the middle... at six you have two teams and the gun turrets are fair play... I think you get it. Game Options: Slayer/Team Slayer Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: Yes Suicide Penalty: None Item Options: Infinite Grenades: Yes/No Vehicle Set: Warthog Weapon Set: Sniper Starting Equipment: Generic Indicator Options: Objectives Indicator: None Other Players On Radar: Yes Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by worlddre Game Name: Shotties Preferred Level(s): Hang 'Em High Description: Kill everything you see. Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 200% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: None Item Options: Infinite Grenades: No Vehicle Set: None Weapon Set: Shotgun Starting Equipment: Generic Indicator Options: Objectives Indicator: None Other Players On Radar: No Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by XboxFREEK929 Game Name: Eraser Preferred Level(s): Boarding Action, Blood Gulch Description: Great for snipers, fun for everyone. Game Options: Oddball Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: Yes(without ball) Suicide Penalty: 5 Item Options: Infinite Grenades: No Vehicle Set: Ghost Weapon Set: Sniper Rifles Starting Equipment: Custom Indicator Options: Objectives Indicator: Nav Points Other Players On Radar: Yes Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by justin 1451 Game Name: Suicide Preferred Level(s): Blood Gulch Description: This is total suicide. Infinite grenades and only rocket launchers. This works best with Blood Gulch. The nav points and no sheilds make it even harder to survive. I play this one for hours with my friends. The best thing to do is to take turns riding the ghost while the other person tries to stop him buy attaching plasma grenades to the ghost or using rockets. Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: No Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: 5 Item Options: Infinite Grenades: Yes Vehicle Set: Ghosts Weapon Set: Rockets Starting Equipment: Generic Indicator Options: Objectives Indicator: Nav Point Other Players On Radar: No Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by skateordie Game Name: Headshot Preferred Level(s): Hang 'Em High, Sidewinder, Blood Gulch, Derelict Description: There are no shields and 400% health, so a headshot will kill instantly with a pistol or sniper rifle or the rocket launcher but anything will take a little while to kill somebody. Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 400% Shields: No Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: None Item Options: Infinite Grenades: No Vehicle Set: All Weapon Set: Normal Starting Equipment: Generic Indicator Options: Objectives Indicator: None Other Players On Radar: No Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Divinegon Game Name: BOOM! Preferred Level(s): Battle Creek Description: DIE! Game Options: Slayer Player Options: Number of Lives: Infinite Maximum Health: 50% Shields: No Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: 15 Item Options: Infinite Grenades: Yes Vehicle Set: Scorpion(if not using Battle Creek) Weapon Set: Rocket Launchers Starting Equipment: Generic Indicator Options: Objectives Indicator: None Other Players On Radar: No Friend Indicators On Screen: No =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by Doeboxer Game Name: Be the Beeitch Preferred Level(s): Any level will work. Description: Juggerrnaut, player who is it is slower, and takes more damage. Only score by killing him. Players who arent it do more damage. Game Options: Oddball Player Options: Number of Lives: Infinite Maximum Health: 100% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: No Suicide Penalty: None Item Options: Infinite Grenades: Yes Vehicle Set: All Weapon Set: Human Starting Equipment: Custom Indicator Options: Objectives Indicator: Motion Tracker Other Players On Radar: No Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> Sent in by "I am Jacks PC" Game Name: Cock Fighting Preferred Level(s): Sidewinder Description:1 on 1 wars. Works best with 4 to 16 people, in sidewinder. Basically, 2 people go at it in the big open area only throwing grenades, and using rocket launchers. But its like playoffs, best out of 3 deaths. then the winner advances to another winner until you get a champion. Game Options: Slayer - 50 deaths. Player Options: Number Of Lives: Infinite Maximum Health: 400% Shields: Yes Respawn Time: Instant Respawn Time Growth: None Odd Man Out: No Invisible Players: Yes Suicide Penalty: None Item Options: Infinite Grenades: Yes Vehicle Set: Warthog Weapon Set: Rocket Launchers Starting Equipment: Custom Indicator Options: Objectives Indicator: Motion Tracker Other Players On Radar: Yes Friend Indicators On Screen: Yes =>=>=>=>=>=>=>=>=>=>=>=>=>=>=>=> ________________ [9.5]--|Multiplayer Tips} ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -In Co-op if you and your friend are close to death and no enemies are around, melee attack your friend, they will die and respawn. Then they can do the same for you.~(Prae) -Playing levels with 2 players is the best. Find a secluded area free of baddies then keep killing each other one at a time and respawn collecting dropped weps for more ammo. Unless you kill the both of you at the same time everything should remain constant and wont restart you. Use a melee attack to the back of the player for instant kill. Then watch the bodies fill the floor and the ammo build up!~(Tyme) -In cooperative mode, try killing each other during huge gun fights, its actually fun. Or if your friend is in front of you blocking a door, givem a melee attack and killem off. It's just a game afterall.~(Tyme) -King of the Hill on Hangem High with Default Weapons. Gather about 5-7 or more friends and get teams up. The best part is you can snipe from almost anywhere and the garden of poles makes for awesome and insane dog fights (only on foot). No Vehicles sucks, but the level is crowded with obstacles. Theres one health med pack in the middle of the level *wink* and theres secret halls where you can snipe out of slits .. no1 can find you. Just play and youll see what I mean, it's a good change from capture the flag or slayer at Blood Gulch(probably the best mass multiplayer level, wide open fields, vehicles and the best weapon set, assault rifle and shotgun in the base, sniper on top, and rocket launcher in the center of the field...genius.~(Tyme) -When playing a cooperative game, it is important to know that if one player dies, he will respawn with full health and armor unless the other player is "in combat" or if there are 'too many enemies in the area". During especially tough stretches (most of them on the Legendary setting!), we have found that it helps to keep one player well away from the action, and let the other player inflict as much damage as possible. This way, if the player dies, his partner is far enough away from the action that you can respawn immediately! Also, the Covenant forces will not reset when this happens, so you do not have to start the area over - just continue the carnage from where you left off.~(jefferyan) -If your playing coop mode with your friend, make sure you tell your friend what your doing. Tell them when you throw a grenade so you don't kill them by accident.~(Michael McNickle) -If your playing cooperative with a friend both of you should choose different weapons. Like one person have long range weapons and the other person have close up weapons.~(Michael McNickle) -Here's a neat little trick if you haven't already done it. If you want it easier for 1 player you can play multiplayer cooperative and choose your character and another. Play only your character and the other one doesn't need to go with you. If you die you just come back into game next to player 2 as long as player 2 is not in battle or near any enemies. It seems that you can come back in as many times as you want (basically unlimited lives to a check point). Player 2 would act as a checkpoint because if you go far enough away from player 2 and you get to a certain point like a checkpoint then player 2 will appear next to you. These points are usually out of harms way, so player 2 is usually safe left alone. You should be able to make it through the game on the hardest difficulty with time this way.~(shux) -Get a couple of Frag grenades and some rounds with the rocket launcher. Then drive one of the Warthogs facing directly at one of the bases. Make sure it is fairly close but not too far away. Stand back a bit, throw a grenade below the back part of the Warthog and after it blows shoot the rockets there too. The Warthog should fly either on, over, or into the hole in the base. You now have a machine gun to protect your base in 360 degrees or you could surprise someone by driving the car off onto their head.~(Chris Irby) -In cooperative mode, you can get behind hunters by having your buddy lay down some heavy fire while you sneak behind them. Remember, do not fire until you are sure you have locked onto the orange stuff on their backs, otherwise they will turn their shields towards you. Also, you can practice this strategy if you have got a couple of marines around.~(Soupie) -One of my favorite custom games isn't included in the game, but you can play it anyways. Create a new game with all vehicles, capture the flag, with the other settings according to how you like it. Then, play blood gulch level. You'll start out with 2 ghosts, 1 warthog, and 1 scorpion tank. The objective is to get all of the vehicles, including your opponents, behind your base. This game can be hard to play, however, if your opponent just starts going for the flag. If he does, just waste him.~(Soupie) -In the multiplayer here is a nifty way to kill your partner without wasting ammo. When your partner is on a lift and you are not then activate the lift and keep pressing the button x. Keep pressing it till your partner falls off. Which will happen eventually and he won't fall of the edge he will fall through the lift. It is fun to do that.~(Mohit Rajpal) -As a rule, 2 Master Cheifs are better than one. For instance, if one of you dies, you can respawn behing the living one. Also if you are fighting a massive group of enimies, one of you can hang back, and the other can charge that group, die, respawn, and charge again; over and over again.~(Don "Da Don") -Something fun to do in multiplayer is to have 4 guys and infinite gernades... have too guys put on the show and the other two spectate... throw a consecutive bunch of plasma grenades on the GROUND on the same spot (just dont move your "crosshair") and when the first one blows up the second one well be launched into the air and explode in midair (:o) have the two who aren't throwing grenades look up and you will have a nice little fire works show... also with this if you get about 10 peple playing you can acctualy have one gernade in the air and launce another gernade that is in the air another direction.~(Maximus) -If you want to play CTF 1-1 set the game setting to single flag... that way one person is on offense and one on defense simultaneously. That way you can still have good CTF action...~(Maximus) ============================================================================= -=[Section X]=- +---------------------------------+ | Acknowledgment | +---------------------------------+ ============================================================================= -Thanks to CjayC for hosting my FAQ/WALKTHROUGH on GameFaqs! (http://www.gamefaqs.com) -Thanks to the wonderful staff of VGS for hosting my FAQ/WALKTHROUGH! (http://www.vgsource.net) -I would like to thank the webmasters of the following sites for properly contacting me and requesting permission to host my FAQ/WALKTHROUGH. And of course, thank you for hosting my FAQ/WALKTHROUGH! ________________________________________________ |(http://www.gamespot.com) | |(http://www.cheatcc.com) | |(http://www.a2zcheats.com) | |(http://www.xbox-cheat-codes.com) | |(http://www.thegamingonline.com) | |(http://www.cheatcodes.com) | |(http://gameguru.box.sk) | |(http://www.msxbox-world.com) | |(http://www.absolutexbox.net) | |(http://www.cybergamingnet.com) | |(http://www.hulka.com) | |(http://halohq4.tripod.com/halocombatevolved) | |(http://www.thfn.cjb.net) | |(http://www.angelfire.com/games4/balisgames) | |(http://planethalo.cjb.net) | |(http://worthlessgaming.com) | |(http://dlh.net) | |(http://www.realmofgaming.com) | |(http://www.funxbox.com) | |(http://www.insidergaming.com) | |(http://computergaming.fws1.com) | |(http://www.xbox365.com) | |(http://www.cheatportal.com) | |(http://www.911codes.com) | |(http://www.911cheats.com) | |(http://www.fastcheater.com) | |(http://www.25000cheats.com) | |(http://cocksocket.org) | |(http://www.john-tcs.cityslide.com | |(http://sn.gaming-xtreme.com) | |(http://scorpius.spaceports.com/~paceydre | |(http://www.expage.com/gametopia) | |(http://www.neoseeker.com) | |(http://www.geocities.com/gamersource2000) | |(http://www.gamespot.pt) | |(http://www.123xbox.com) | |(http://www.forerunners.org) | |(http://www.vgoa.com) | |(http://www.tpgtvg.com) | |(http://www.geocities.com/gamerzrage) | |(http://www.angelfire.com/electronic2/xboxcc) | |(http://www.xboxcheatcodes.tk) | |(http://coleprotocol.pokerage.com) | |(http://www.gamesdomain.com) | |(http://www.mogelpower.de) | |(http://www.residenceofgames.fabpage.com) | |(http://www.cheathappens.com) | |(http://www.gamezgod.co.uk) | |(http://www.hype.ce) | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -Thanks to my brother for helping with the first two levels of the FAQ/WALKTHROUGH. After playing through the levels myself, I allowed my brother to play the levels while I wrote the level Walkthrough. He would play and pause the game allowing me to write what I needed. He was quite patient! Unfortunately he was not around for the later levels. Still, thanks bro. -The HALO instruction manual was used for general information references. -I turned to an awesome Halo fansite (http://halo.bungie.org/faq/) for a few answers to some F.A.Q. questions I received. -I'd like to thank the following people for sending in tips or secrets: Prae, Tyme, Bruteman, Micronian, Michael McNickle, Cyprian Tayrien, Justin Herman, Brad Imhoff, SteelPanther, Shaun, John & Lois & Michael, jefferyan, Louis Wu, customsex, TJganta, Tony Cord, teamparadox2k@aol.com(steve), WiredWolf, Lik Way Chan, William K, Chris Leidich, Zy Nicholson, Sean Harvey "Beast", Jim H, shux, George Coller, David Fish, Adam Daniel, Maximus, Koridin, NeoFreak330, Karl Nobody, Istanbul, Boomin, Chris Irby, Mike Mosca, Dunedain, Death Wolf, Machewbacca, AndreW FosteR, blazerkd, David Meyer, BIG LEX, Deluxe87, Brian Fitzsimmons, Michael B, Chilidog1117, John Whiting, Funkyfood, Cyclone, BSMSwim, Jonathan E Molnar, Mike R Tan, Vore, The Nameless Soldier, Jeff, Omega Weapon, Joe Nance, ALEX, Humongous the Magnificent, Soupie, Rich, Jeff Wulff, Rage42, Zach, Ed Parris, Mohit Rajpal, AMIR, ZeroTheLegend, Don "Da Don", ebelaski, Kent, BansheePilot, and Yoni Toledano. Thanks for the support! -Thanks to the following people who sent in 'Custom Games' for section [9.4]: RearEchelon(2), HELZERO(2), AirDC(1), Maximus(6), LTJpunk(1), Barb(1), Juggalo Josh(1), Legolas(2), jam643d(1), Tygell(1), The Ewok King(1), worlddre(1), XboxFREEK929(1), justin 1451(1), skateordie(1), Divinegon(1), Doeboxer(1), and "I am Jacks PC"(1). -Cyprian Tayrien, Bruteman, Nathan Brown, Louis Wu, customsex, and Shaun found a Hunter mistake in one of my earlier tips. Thanks for the correction. -Thanks to Tony Cord who sent in additional background information on the Master Chief. -Thanks to Kevin Brooks who suggested that I add the in-game cinematic titles to my guide. This really does help the guide's structure. -And a special thanks goes out to Louis Wu, who critiqued my FAQ and offered several improvement tips! -Fare the well everyone! ============================================================================= _| _| _|_|_| _|_| _|_|_| _|_|_| _| _| _|_|_| _|_|_| _|_| _| _| _| _| _| _| _| _|_| _|_| _| _| _| _| _| _| _|_| _| _| _| _|_| _|_|_|_| _| _|_| _| _|_| _|_|_| _| _|_| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _|_|_| _|_| _|_|_| _| _| _| _| _|_|_| _| _| =============================================================================