Halo: Combat Evolved

Halo

17.10.2013 19:58:05
FAQ / Komplettlösung Ver 0.9a
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===============================================================================
-----{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 © 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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[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}
¯¯¯¯¯¯¯¯¯¯¯¯¯
[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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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)}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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:\_____________________________________________
¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ |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.|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[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.
________
/¯¯\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ |EXAMPLE:\_________________________
\ / \ SHIELD | |The blue Shield bar recharges over|
\/ \________________________ | |time, and it protects your actual|
|¯| |¯||¯||¯||¯||¯||¯||¯||¯|| | |health bars. After the Shield has|
|¯ ¯| | || || || || || || || || | |depleted, the health bars will|
¯|_|¯ |_||_||_||_||_||_||_||_||______| |deplete as well. The meter for the|
_______________________________ |Flashlight comes on only after it|
|¯\--\ \ FLASHLIGHT \ |has been activated. It discharges|
|_/--/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |over time, but can be replenished.|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[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
¯¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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,
¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯¯¯ 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,
¯¯¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯¯¯ 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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[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]=-
¯¯¯¯¯¯¯¯
>>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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯
[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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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]=-
¯¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
>>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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
>>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]=-
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>>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}
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[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]=-
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>>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]=-
¯¯¯¯¯¯¯¯¯¯
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]=-
¯¯¯¯¯¯¯
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}
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[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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
>>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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
>>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]=-
¯¯¯¯¯¯¯¯¯
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]=-
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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}
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[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]=-
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>>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]=-
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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]=-
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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]=-
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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}
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[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]=-
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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]=-
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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]=-
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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]=-
¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯
[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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
>>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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
>>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]=-
¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯
[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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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]=-
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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}
¯¯¯¯¯¯¯¯¯¯
-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}
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-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}
¯¯¯¯¯¯¯¯¯¯¯¯¯
-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}
¯¯¯¯¯¯¯¯¯¯¯¯
-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}
¯¯¯¯¯¯¯¯¯¯
[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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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-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)

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




-=[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}
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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 | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|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 | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|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]//
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ apply to it.

________________ ______________________________________________________
<==[CAPTURE THE FLAG]--|Find the enemy's flag and return it to your base while|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |keeping them away from yours.|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-=Capture the Flag Custom Rules=-
_______
[ASSAULT]=================================================================|
¯¯¯¯¯¯| |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________
[SINGLE FLAG]=============================================================|
¯¯¯¯¯¯|¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________
[FLAG MUST RESET]=========================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________________
[FLAG AT HOME TO SCORE]===================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________
[CAPTURES TO WIN]=========================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

________________ ___________________________________________________
<==[KING OF THE HILL]--|Get your bad self to the hill and defend it against|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |those who would take it from you.|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-=King of the Hill Custom Rules=-
___________
[MOVING HILL]=============================================================|
¯¯¯¯¯¯|¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
____________
[SCORE TO WIN]============================================================|
¯¯¯¯¯¯|¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________
[TEAM PLAY]===============================================================|
¯¯¯¯¯¯|¯¯ |
|[YES]-This is a team game. |
| |
|[NO] -This is a war; every man for himself. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

______ _______________________________________________________________
<==[SLAYER]--|Sometimes you have to kill. Now is one of those times. Whack or|
¯¯¯¯¯¯ |be whacked.|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯

-=Slayer Custom Rules=-
___________
[DEATH BONUS]=============================================================|
¯¯¯¯¯¯|¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________
[KILL IN ORDER]===========================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
____________
[KILL PENALTY]============================================================|
¯¯¯¯¯¯|¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
____________
[KILLS TO WIN]============================================================|
¯¯¯¯¯¯|¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________
[TEAM PLAY]===============================================================|
¯¯¯¯¯¯|¯¯ |
|[YES]-This is simply a team game. |
| |
|[NO] -Create no friends. Every man for himself is the only rule. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_______ ______________________________________________________________
<==[ODDBALL]--|Become one with the ball. And keep the ball away from everyone|
¯¯¯¯¯¯¯ |else while you are at it.|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-=Oddball Custom Rules=-
_______________
[TRAIT WITH BALL]=========================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________
[TRAIT WITHOUT BALL]======================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________
[SPEED WITH BALL]=========================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________
[BALL TYPE]===============================================================|
¯¯¯¯¯¯|¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
____________
[RANDOM START]============================================================|
¯¯¯¯¯¯|¯¯¯¯¯ |
|[YES]-The ball will appear in random locations on the map. |
| |
|[NO] -The ball will always appear in the same spot on the map. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
________________
[BALL SPAWN COUNT]========================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯ |
|[1-16]-Depending on which number you choose, there will be |
| anywhere from one to sixteen balls in the game. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________________
[MINUTES/POINTS TO WIN]===================================================|
¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________
[TEAM PLAY]===============================================================|
¯¯¯¯¯¯|¯¯ |
|[YES]-This is a team game. |
| |
|[NO] -No friends again. Every man for himself. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

____ ___________________________________________________________
<==[RACE]--|Complete the required number of laps before your opponents,|
¯¯¯¯ |blowing away the competition.|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-=Race Custom Rules=-
____________
[TEAM SCORING]============================================================|
¯¯¯¯¯¯|¯¯¯¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________
[RACE TYPE]===============================================================|
¯¯¯¯¯¯|¯¯ |
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________
[LAPS TO WIN]=============================================================|
¯¯¯¯¯¯|¯¯¯¯ |
|[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! |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________
[TEAM PLAY]===============================================================|
¯¯¯¯¯¯|¯¯ |
|[YES]-This is a team game. Teamwork is required. |
| |
|[NO] -No teamwork; every man for himself. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
__________________
||PLAYER OPTIONS|| -Choose the player settings and restrictions that apply to
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ the specific gametype.

_______________
[NUMBER OF LIVES]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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.|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
______________
[MAXIMUM HEALTH]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______
[SHIELDS]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[YES]-Your suit will have shields, making you harder to destroy. |
| |
|[NO] -Everyone will be killed much faster, as the shilds will not work. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
____________
[RESPAWN TIME]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________________
[RESPAWN TIME GROWTH]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________
[ODD MAN OUT]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________________
[INVISIBLE PLAYERS]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________
[SUICIDE PENALTY]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
________________
||ITEM OPTIONS|| -Choose the weapons, vehicles, and other items that appear in
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ the specified gametype.

_________________
[INFINITE GRENADES]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________
[VEHICLE SET]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________
[WEAPON SET]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________
[STARTING EQUIPMENT]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
_____________________
||INDICATOR OPTIONS|| -Choose which interface indicators are available while
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ playing the specified gametype.

____________________
[OBJECTIVES INDICATOR]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
______________________
[OTHER PLAYERS ON RADAR]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[YES]-Other players will show up on your Motion Tracker when mobile. |
| |
|[NO] -The other players will NEVER show up on your Motion Tracker |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________________________
[FRIEND INDICATORS ON SCREEN]
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|[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. |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-------------------------------------------------------------------------------
________________
||SAVE CHANGES|| -Save changes you've made to a specific gametype and return to
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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}--------------\
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ \ Haven't forgot about this section.
/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________________ /
[9.3]--|Multiplayer Games}---------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

________________________
[9.4]--|Custom Multiplayer Games}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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-/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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}
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-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) |
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|(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) |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-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!

=============================================================================
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=============================================================================
 
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16.Oktober 2013
FAQ / Komplettlösung Ver 0.9a
FAQ (engl.)

17.Oktober 2013
 
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