Halo: Combat Evolved Anniversary

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Spoiler Free Walkthrough

Halo: Combat Evolved

Contents
--------

Find a Section

Frequently Asked Questions
What kind of game is Halo?
How violent is Halo?
Can I change the name of my Xbox with Halo?
Can I listen to music from the hard drive while playing Halo?
Do I always need to start the Campaign from the beginning?
Is there a cooperative play option for Campaign?
Does Multiplayer have computer controlled opponents?
What is the maximum number of players in Multiplayer?
What Multiplayer games are available?
Does Multiplayer support vehicles?
What vehicles can I use in Halo?
What weapons can I use in Halo?

Creating a Profile
Controller Setup
Advanced Setup

Campaign
Gameplay Strategies
Level One: The Pillar of Autumn
Level Two: Halo
Level Three: The Truth and Reconciliation
Level Four: The Silent Cartographer
Level Five: Assault on the Control Room
Level Six: 343 Guilty Spark
Level Seven: The Library
Level Eight: Two Betrayals
Level Nine: Keyes
Level Ten: The Maw

Source

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----------------------- Frequently Asked Questions ----------------------------

What kind of game is Halo?

Halo is a science fiction first person shooter.  It is the year 2552.  There
is overpopulation on Earth and humans are now colonizing other planets.  There
is an alien race called the Covenant trying to destroy the humans.  The
game plays in a first person perspective through the eyes of Master Chief.
The weapon being used is shown on the screen along with a Targeting Reticle.
When in vehicles, the perspective is from behind.


How violent is Halo?

The Campaign is more violent than the Multiplayer.  The Covenant, Marines, and
Master Chief do not lose limbs when fired upon.  The Flood do come apart in
all sorts of ways.  When a Grunt or a Marine is tagged with a Plasma Grenade,
there is a terrible scream of helplessness.  The Covenant have neon colored
blood and the Flood have brown blood.  The amount of blood is not excessive
for this type of game.  Multiplayer does not have such drama in deaths.
Master Chief does not lose his head when shot.


Can I change the name of my Xbox with Halo?

This is not one of the options given in the game.


Can I listen to music from the hard drive while playing Halo?

This feature is not available with Halo.


Do I always need to start the Campaign from the beginning?

Any level can be replayed after the first play through.  If you want to
replay a specific level from the Campaign, you do not need to start from
the beginning.


Is there a cooperative play option for Campaign?

Yes.  The Campaign can be played split screen on one television.


Does Multiplayer have computer controlled opponents?

Bots are not included in Multiplayer.  The minimum number of people needed
for a match is two.


What is the maximum number of players in Multiplayer?

Multiplayer matches can be played with up to four people on one television
and up to four Xbox systems in one match.  The maximum number of people in
a match is sixteen.


What Multiplayer games are available?

*) Capture the Flag

This involves a flag or two.  The idea is to take the flag to the objective,
usually back to your base.  There are options to require your own flag to be
at your base to score.

*) King of the Hill

The idea is to be in a certain section of the map for a certain length of
time.  That section is easy to spot with the large neon colored fence
surrounding it.  It can move as the game progresses though.

*) Slayer

The idea is simply to kill before being killed.  Teamwork is one option.
Reaching a predetermined number of kills is the object of the game.

*) Oddball

There is a skull to carry for a certain length of time.  Holding the skull
increases your time but also means you are defenseless.

*) Race

There are objective points on the map that need to be tagged by you before
the others get to them.


Does Multiplayer support vehicles?

The Scorpion Tank, Warthog, and Ghost can all be used on two Multiplayer
maps.  Those being Blood Gulch and Sidewinder.  The Banshee cannot be used
in Multiplayer for Xbox.


What vehicles can I use in Halo?

*) Warthog (M 12 light reconnaissance vehicle)

This jeep is green.  It can seat a driver, passenger, and gunner in the back.

*) Tank (M8088 Scorpion  MBT)

This tank can seat a driver and also four people can sit on the outer corners.
There is a main cannon that has to pause between shots.  There is also a
secondary gun that is highly inaccurate.  It is best to tap the trigger.  By
default, this secondary weapon is fired with the left trigger.

*) Ghost

This is a purple hover craft for one person.  There is a dual plasma cannon
that can stun a tank or player.

*) Banshee

This is a purple craft that can fly.  There is a dual plasma cannon and also a
fuel rod cannon that needs time between shots.  This is not available in
Multiplayer on Xbox.


What weapons can I use in Halo?

*) Fragmentation Grenade (M9 HE - DP Grenade)

This thing can bounce off of walls before exploding.  It can flip a Warthog
and is highly effective.

*) M6D Pistol

This pistol has a lot of stopping power.  A head shot to an opponent with no
shield is a kill.  There is a 2x zoom available.  Twelve bullets can be
fired without a reload.  That is more than enough for most situations.

*) MA5B Assault Rifle

This gun shows you the number of rounds left before reloading is needed.
Sixty bullets can be fired very quickly, but they don't penetrate accurately.
Tapping the trigger is helpful for accuracy.

*) M90 Shotgun

This is good at close range or with unshielded enemies.  It is possible to 
fire during reload which stops the reloading process.  Reloading twelve
individual shells takes time.

*) S2 AM Sniper Rifle

This gun has a long shaft and zooms 2x and 10x.  There are four shots before
a reload.  It is so powerful that a bullet will go straight through a target.

*) M19 SSM Rocket Launcher

There are two rockets that can be fired before a lengthy reload.  There is
a 2x zoom.  It is a good idea to shoot the ground or wall next to a target.
It can help to jump when firing at the ground.

*) Plasma Rifle

This shoots plasma bursts automatically.  It can stun an opponent and will
eventually run out of power.  It can overheat with enough rapid fire.

*) Plasma Pistol

This shoots plasma bursts when the trigger is released.  Holding in the
trigger charges up a burst that will drain shields.  It is possible to
overheat with a fast enough trigger finger.  I can't live without this thing
on Legendary.

*) Needler

This fires needles that track an enemy.  The needles move slow enough for
a Multiplayer opponent to escape from.  The needles can cause an explosion
effecting the nearby area.

*) Stationary Gun (Shade)

This is often controlled by Grunts.  It fires an infinite amount of plasma.

*) Plasma Grenade

This can stick to vehicles and living things.  It takes three seconds to
detonate.

----------------------- Creating a Profile ------------------------------------

At the main menu screen with the ring floating in space, go to settings.  Press
Y to create a new profile.

Controller Setup
----------------

Thumbstick Settings:

-Default

Left  Thumbstick
   Up  Move Forward
 Down  Move Backward
 Left  Strafe Left
Right  Strafe Right

Right Thumbstick
   Up  Look Up
 Down  Look Down
 Left  Rotate Left
Right  Rotate Right

This setting is arguably the best.  It allows you to keep moving
while doing things like jumping, reloading, or switching weapons.


-Southpaw

Left  Thumbstick
   Up  Look Up
 Down  Look Down
 Left  Rotate Left
Right  Rotate Right

Right Thumbstick
   Up  Move Forward
 Down  Move Backward
 Left  Strafe Left
Right  Strafe Right

This setting is difficult to use without jumping with the left
trigger.  Reloading or switching weapons will likely require you to
stop moving momentarily.


-Legacy

Left Thumbstick
   Up  Move Forward
 Down  Move Backward
 Left  Rotate Left
Right  Rotate Right

Right Thumbstick
   Up  Look Up
 Down  Look Down
 Left  Strafe Left
Right  Strafe Right

This setting works well for piloting Covenant vehicles.


-Legacy Southpaw

Left Thumbstick
   Up  Look Up
 Down  Look Down
 Left  Strafe Left
Right  Strafe Right

Right Thumbstick
   Up  Move Forward
 Down  Move Backward
 Left  Rotate Left
Right  Rotate Right

This setting has potential with the left trigger being used to jump.



Button Settings:

-Default

Left Thumbstick -- Crouch
Right Thumbstick - Scope Zoom
Left Trigger ----- Throw Grenade
Right Trigger ---- Fire Weapon
Black ------------ Switch Grenade
White ------------ Flashlight On/Off
A ---------------- Jump
B ---------------- Melee Attack
X ---------------- Action/Reload
Y ---------------- Switch Weapon

This allows for the greatest accuracy with grenades.


-Southpaw

Left Thumbstick -- Crouch
Right Thumbstick - Scope Zoom
Left Trigger ----- Fire Weapon
Right Trigger ---- Throw Grenade
Black ------------ Switch Grenade
White ------------ Flashlight On/Off
A ---------------- Jump
B ---------------- Melee Attack
X ---------------- Action/Reload
Y ---------------- Switch Weapon

This simply switches the trigger functions of default.


-Jumpy

Left Thumbstick -- Crouch
Right Thumbstick - Scope Zoom
Left Trigger ----- Jump
Right Trigger ---- Fire Weapon
Black ------------ Switch Grenade
White ------------ Flashlight On/Off
A ---------------- Throw Grenade
B ---------------- Melee Attack
X ---------------- Action/Reload
Y ---------------- Switch Weapon

This setting is convenient for a southpaw thumbstick setting.


-Boxer

Left Thumbstick -- Crouch
Right Thumbstick - Scope Zoom
Left Trigger ----- Melee Attack
Right Trigger ---- Fire Weapon
Black ------------ Switch Grenade
White ------------ Flashlight On/Off
A ---------------- Jump
B ---------------- Throw Grenade
X ---------------- Action/Reload
Y ---------------- Switch Weapon

This setting can make melee easier in tight spaces.


-Green Thumb

Left Thumbstick -- Crouch
Right Thumbstick - Melee Attack
Left Trigger ----- Throw Grenade
Right Trigger ---- Fire Weapon
Black ------------ Switch Grenade
White ------------ Flashlight On/Off
A ---------------- Jump
B ---------------- Scope Zoom
X ---------------- Action/Reload
Y ---------------- Switch Weapon

This setting can make melee easier in tight spaces.  There is no
real loss of accuracy with grenades.  Zooming is less convenient.


Advanced Setup
--------------

Invert Thumbstick:

Yes will reverse the look axis.  No will not.

Look Sensitivity:

This is a number ranging from 1 to 10.  The higher the number, the more
quickly you will be able to look around.  The lower the number, the slower
you will be able to look around.

Controller Vibration:

No will leave the controller at rest.  Yes will cause vibrations when
shooting or taking damage.

Invert Flight Control:

This like the invert thumbstick option for flying vehicles.

Auto - Center:

Yes will pull your gun to a horizontal position when you move forward or
backward.  No will let you take care of looking.  Vehicles tend to
auto - center regardless.

----------------------- Campaign ----------------------------------------------

Gameplay Strategies
-------------------

Grunts
* Melee them in their sleep or from behind
* A pistol shot to the head is a kill on any difficulty
* Plasma Grenades stick easily

Jackals
* Melee from behind
* Charged up shot with the Plasma Pistol followed by another weapon
* A pistol shot to the head is a kill on any difficulty
* Sniper Rifle rounds do not penetrate shields
* Plasma Grenades do not stick to shields

Elites
* Melee from behind
* Charged up shot with the Plasma Pistol followed by an M6D Pistol
* One or two shots from the Sniper Rifle
* Needler works well
* If the elite is camouflaged, the Assault Rifle works well

Hunters
* Pistol or Sniper Rifle to the orange midsection
* A rocket or two at the feet
* At close range, they don't fire their fuel rod gun


Level One: The Pillar of Autumn
-------------------------------

If you get lost in this level then look at the arrows painted on the floor.

--- Green Arrow: Maintenance ---

Jump over the pipes and turn right.

--- Blue Arrow: Bridge ---

Go through the door leading to a dark hallway.

--- Blue Arrow: Bridge ---

Follow the Marine to the Bridge.

--- Cafeteria ---

The exit is to the right of where you enter.

Gameplay Tip: Use a Plasma Pistol or Plasma Rifle on Elites as soon as you
can get one.  A quick trigger finger with a Plasma Pistol will prevail.

--- Red Arrow: Airlock ---

Walk up to the health pack on the wall to the immediate right.

Gameplay Tip: Melee the Elite in the next hallway instead of shooting.

Two overshields can be found in the airlock numbered "31".

--- Green Arrow: Stairs ---

Travel through the darkened hallway.

Gameplay Tip: Take a right and come out beside the Covenant to surprise
them.

--- Red Arrow: Airlock ---

There is another health pack on the wall.  Airlock numbered "32" has
another two overshields inside.

--- Green Arrow: Stairs ---

A health pack is to the right of the arrow.

Gameplay Tip: Stay low and hidden if needed near the staircase.  Rely on
plasma weapons.

--- Life pods are Launching ---

There is a health pack on the floor by the windows on the left.

--- Nav Point to the Access ways ---

Go left, left, right, left, right.  It is possible to go right once more.

Gameplay Tip: Green lights on the doors indicate that they will open.  Red
lights on the doors indicate a locked door.

--- Yellow Arrow: Cryo B ---

There is a health pack to the right of the arrow.

--- More Dark Access ways ---

Go right, left, right.

Gameplay Tip:  There are four doors to exit from.  Taking the left door
can surprise the enemy.  However, on the right side you will more likely
see the health pack on the wall.

--- Airlocks 63, 62, and 61 ---

Gameplay Tip:  Try to stick Plasma Grenades on the Covenant.  It is cruel
but it works.


Level Two: Halo
---------------

--- Covenant Dropship ---

Gameplay Tip:  Use the pistol and Fragmentation Grenades on an Elite as the
Dropship is landing.

--- Two Banshees ---

Gameplay Tip:  With the pistol, concentrate on one of the Banshees.  The
other will likely fly away when the first is destroyed.

--- Multiple Covenant Dropships ---

There is a health pack and supplies on the fortress.  Beyond the fortress
is a life pod with a health pack and more supplies.

Gameplay Tip:  Use the M6D Pistol and the Plasma Pistol.  Charge up the
Plasma Pistol and follow up with a bullet to the head for Elites.  A head
shot with the M6D Pistol is a kill for Grunts and Jackals on any difficulty.
The walls can be used for cover.  A Needler also works well against Elites.

--- Light Bridge ---

There is a ramp on the far right that leads to the activation point.

Gameplay Tip: Bring the Warthog in here and let your gunner do some work.
Careful steering can cause roadkill.  However, Plasma Grenades can stick to
the Warthog.  It is possible to drive the Warthog to the right wall and jump
up to the slanted wall.  Activation can be done without an enemy or two
knowing about it.

--- Rescue Three Sets of Marines ---

This can be done in any order.  Pick up a Sniper Rifle immediately after
exiting the cave.  A downed life pod is just left of the stream.  Another
Sniper Rifle can be found on top of a hill with some Marines.  It is behind
a fortress.  If you have trouble finding the next set of marines then a
nav point will appear.

Gameplay Tip: With the Sniper Rifle, reduce the Covenant threat before
running in.


Level Three: The Truth and Reconciliation
-----------------------------------------

--- Sniping Unsuspecting Covenant ---

Gameplay Tip:  After sniping every enemy in the immediate area, wait for an
Elite to come around the corner.  Snipe it immediately and then proceed.

--- Rounding the Cliffs ---

Carry a Sniper Rifle and a Covenant weapon.  First snipe from hiding and
then rush in on the remaining enemies.  Be alert for a red Elite on the
right side in a small pocket.

--- Covenant Dropship ---

As soon as you come around the small cliff there will be two options.  You
can continue up to the right and directly into the bowl that is infested
with Covenant, or you can go further along the left flank.

Gameplay Tip: Snipe the Elite that patrols the left flank from above.
Jump up and down on the rock at the beginning of this section to snipe what
you can on the bridge.  There are two Jackals patrolling on the left flank
at the far end.  There is one active camouflage on a hill with some trees.

--- Gravity Lift ---

There will be several waves of Covenant coming down from this lift
with Hunters in the final wave.

Gameplay Tip: The active camouflage can allow you to move in discreetly
and melee enemies from behind them.

Gameplay Tip: Killing a Hunter is not difficult with the right weapon.
A Hunter will fire its fuel rod gun at you if you are far enough away
from it.  If you are close enough to it, it will not fire.  It will
approach and try to melee you.  This is when it is most vulnerable.
Any bright orange spot is your primary target.  Hold the Sniper Rifle
straight at it and let it raise its shield.  Fire while it is in front
of you with its midsection exposed.

--- No Covenant Detected ---

Gameplay Tip: Use a Plasma Pistol and Sniper Rifle in this room.  Rapidness
with the Plasma Pistol is valuable.  The sword of a camouflaged Elite
can still be seen.  Plasma Grenades should be thrown liberally at opening
doors.  When a door is about to open, meet the enemy there.  Do not
keep your distance from an opening door.  If you have not used the active
camouflage yet, use it and go up the ramps to melee Elites in the next area.

--- Nav Points ---

There are two nav points in the lower room after you defeat the Covenant.
Follow them and head left in the hallway.

--- Large Hangar Room ---

Snipe an Elite patrolling the middle of the room on the floor above.
You can jump on top of the many purple boxes by jumping and crouching at
the peak of the jump.  Keep the Sniper Rifle handy and take cover.  Be
ready for two Hunters on the far end of the room.  There are supplies in
the middle of the room and also on the far end including an overshield.

--- Up the Ramps ---

Be alert for two camouflaged Elites.  New Marines may come to your aid
depending on how many survive.

--- The Upper Floors ---

Walk slowly across and pay close attention to the motion tracker.

--- Circular Platform ---

There are supplies to the left in the hall before the room.  It is
advantageous to kill any Marines before entering.  This is because they
will see a sleeping Grunt and attack.

--- Two Detention Stations ---

Enter the first one to the left and slightly up a ramp.  Run in to the
back and open the doors to find supplies.  Get an active camouflage and
run down to the next detention station.  Run past the patrolling Jackals
and go for the camouflaged Elites.

--- Rescue Keyes ---

You can open the doors and immediately look right and kill Keyes if you
wish.  The game will continue either way.

--- Extraction ---

Gameplay Tip: Stay in front of the Marines.  Move cautiously forward for
each set of enemies.  Be ready for camouflaged Elites in the room with
the circular platform.

You may release the clamps and then kill Keyes again. You may also die
after releasing the clamps.


Level Four: The Silent Cartographer
-----------------------------------

--- Beach Landing ---

Use the pistol as soon as you land on the beach.  When the Warthog is
dropped, let the Marines shoot while you stay mobile.

--- Map Room Fortress ---

There is an overshield below the fortress and near the water.  Enter the
fortress.  The door at the bottom of the ramp will lock.

--- Main Facility Security Override ---

This is further down the beach.  There will be another Warthog and some
supplies.  This is the point to move up the hill and further inland.  At
the top of the hill there will be more supplies and two Hunters on the right.
Continue forward and to the right.  Take an overshield and head down the
ramp.  Be ready for Hunters and camouflaged Elites.  Shut down the security
system.

--- Rockets ---

Head back outside and drop down the cliff.  It is possible to survive the
fall with one of the overshields.  Follow the beach back to the Map Room.

--- Map Room Fortress ---

The cut scene of Master Chief kicking a rock is optional.  Melee what you
can in the next room.

Gameplay Tip: There is a hole to drop down in the far right corner of the
room.  Drop on the right and skid off of an incline.

Gameplay Tip: In the next room with Hunters, drop down again onto an
incline.  This can take some practice.

--- Activate Silent Cartographer ---

There is an overshield near the activation spot.  This is on the bottom floor
of the fortress.  After activation, run back out of this fortress.  Look for
an active camouflage in a door leading down.  It is the floor above the
activation site.  Don't forget about the gold Elite.  There will be
camouflaged Elites at the top.


Level Five: Assault on the Control Room
---------------------------------------

Gameplay Tip: Immediately switch to the M6D Pistol and throw Fragmentation
Grenades at the door.  In the next room, the pacing Elite can be surprised
from behind.  Move in when it is slightly on the right.

--- The Bridge ---

Immediately run out and melee the sleeping Grunts.  If you are on Heroic or
Legendary then there will be a Banshee above.  Use the pistol.  There is a
gold Elite at the end of the bridge.

--- Back Inside ---

There is a camouflaged Elite in the next room.  Enter and turn left.  Start
shooting the Grunts and the camouflaged Elite will run into your line of 
fire.  Hunters may be present on Heroic and Legendary.  Don't forget about
the health pack and supplies.

--- Down the Elevator ---

Melee the sleeping Grunts.  Hide from the pacing Elite until it turns
away from you.  Then melee it from behind.

--- Snowfield ---

There are two Grunts in turrets.  An Elite is running for the Ghost.
There is a Warthog to the far left along with some supplies.

--- Over the Small Cliff ---

There will be two Elites in Ghosts.  There is a Scorpion Tank and many
useful goodies.  There is a tunnel that is sniper friendly at its exit.

--- The Indoor Bridge ---

To get through the door, there is a switch on the left side.  There are
two Elites pacing near the entrance of this large room.  A Sniper Rifle is
very useful in here.  Check for more supplies on the far right.

--- Up the Hill ---

There will be a Covenant Dropship.  Two Elites will have Ghosts.  There
is a Covenant tank on the far side.  Inside the structure is an active
camouflage.  On the right side of the structure are some supplies.  There
may be a Banshee flying overhead.

--- Around the Corner ---

There are two Hunters and two Elites.  Further down there are Grunts and
Jackals waiting by a rock.  There are two Grunts in turrets on the other
side of the valley.  Down below are two more Hunters.  Good weapons to take
with are the M6D Pistol, Sniper Rifle, Rocket, and grenades.  When you go
down the pit, a Covenant Dropship will arrive from above.

--- Through the Passage ---

There is at least one camouflaged Elite with a sword.  A pistol works well
against it.  There are essential supplies laid out on the left before the
passage and the right after the passage.

--- Up the Walkway ---

Take some cover and pick off Grunts early.  Carry a pistol for this
section.  There is one Banshee and two Ghosts.

--- Back Inside ---

This room can be completed without a single bullet fired.  Melee the
sleeping Grunts and wait for the right moment with the two pacing Elites.
Or you can just run straight through.

--- Lift Up ---

There may be a Jackal at the top, so have a pistol handy.  There is an Elite
coming out of the opening from above in the next room.  There is also a gold
Elite in this room.

--- Parallel Bridge 1 ---

There are Grunts sleeping just outside the door.  There are also Grunts on
the opposite bridge.  Some Elites have Needlers.  On the other end is a
camouflaged Elite and more Grunts.

--- Back Inside ---

The next room has two Elites or four Elites on Legendary.  Stealth is your
friend.  There are some helpful supplies.

--- Elite Infested Room ---

This room has a middle subroom containing many enemies.  Take on enemies
around the sides separately from those in the center.  For those in the
center, go underneath and poke out at the ramps up.

--- Parallel Bridge 2 ---

There are two Hunters on the opposite bridge.  It is time consuming but
possible to go back through the rooms to the other bridge to take on the
Hunters closely.  However, a careful pistol can hit orange from this bridge.
Be alert for a camouflaged Elite on the far end of the bridge.

--- Hallway of Camouflaged Elites ---

An active camouflage is on the left in the middle of the hallway.  It is
possible to get it and run past the next enemies.  There are Hunters in the
next room along with some supplies.

--- The Bridge ---

You can run outside with the active camouflage and get in a Banshee.  At
this point you can fly left and to the final hall for this level.  It is
possible to shoot down the Banshees and proceed to the next room.  There
will be Hunters on the far end of the bridge.

--- Down the Lift ---

This is optional.  There are supplies in the room at the bottom.  There are
also more supplies in the pit outside.  Then just head up the ramps to the
last hall.

--- The Control Room ---

Open the door with the switch on the right side.  There will be Covenant
inside.  Proceed around the corner to the right.


Level Six: 343 Guilty Spark
---------------------------

There is a downed Pelican on the left with some supplies.  Run around the
corner to the left and up onto the tree root.

--- Entrance to Structure ---

Go to the middle of the room and activate the lift from the far right side.
Head through the door and down to the right.  It is possible to get back up
by jumping on the purple boxes stacked on the far left.  Just activate the
energy bridge.

--- Paranoid Marine ---

This man can be shot if you need more pistol bullets.  Head to the far left
corner of the room and jump up to the concrete slab.

--- The Flood ---

Use the Assault Rifle and M6D Pistol at this first encounter and
keep moving.  A small amount of Flood heads will not hurt too much.

--- Escape ---

Exit the room and head up the ramp.  Go right in the following room.
If you dropped down to the floor below then you can still go right.  Make
another right in the next room.  There will be purple boxes in the far right
corner of the next room if you did drop below.  You can jump up them to the
floor above.  Very near the purple box pile is a door to go through.  There
is a health pack and shotgun laying among some dead men.

--- Down the Elevator ---

Activate the lift down.  Notice the overshield on top of the purple Covenant
boxes and also the active camouflage just outside the door.

--- Blinking Energy Bridge ---

Take the door on the far left corner on the lower level of this large room.

--- Bloody Concrete Slab ---

There are supplies on top of concrete.  It is low enough to jump onto.
There is a lowered section of walkway to jump up to.  You can crouch when
you jump if you have to.

--- Energy Bridge to Flood ---

Activate the energy bridge and the lift up to the remaining Marines.

--- Back Outside ---

Run to the water and use the Sentinels to the advantage.  Take cover near
the tower in the swamp.


Level Seven: The Library
------------------------

--- Follow the Monitor ---

Gameplay Tip: If you become surrounded by Flood then back up and fight
from a distance.  There is no reason to shoot everything.  Just
shoot the majority of them.  Fragmentation Grenades work well here.

--- First Door Opened ---

Gameplay Tip: Glass in the floor can break and enemies can fall down the
hole.

--- Small Pit ---

There is an overshield in the pit and a health pack beside the pit.

--- Sentinels Aid You ---

Enter the elevator.

--- Small Pit ---

There are two health packs in this pit.  There is also another health pack
near the large door that will open.

--- Partially Open Door ---

Wait for the Monitor to return.

--- Down the First Tunnel ---

Look for a health pack behind the pillars.

Gameplay Tip: A pistol works well against the exploding Flood.

--- The Second Elevator ---

The Sentinels are aiding you again.

--- Down the Second Tunnel ---

Wait at the locked door for the Monitor.  Notice a health pack on the right
side of the door.

--- Between Two Closed Doors ---

This is a part that can be difficult.  There are two health packs hidden
behind two pillars on the left.  You can stay back there while the doors
are closed.

--- Last Elevator ---

The Shotgun is helpful at this point.

---- In Another Tunnel ---

At the end of the tunnel is a health pack.

--- Final Door Open ---

Head toward the Monitor.


Level Eight: Two Betrayals
--------------------------

--- Sentinels ---

Use the window pane as cover.  Let the Sentinels and Covenant weaken
each other.  Walk up the ramp outside the door for some supplies.

--- Down the Ramps ---

There are supplies at the bottom level of the structure.  There is a
Banshee laying on the snow.

--- Pulse Generator 1 ---

Take cover behind the inner walls after destroying the generator.

--- Nav Point ---

Head down to the bridge on the left of Pulse Generator 1.

--- Flood ---

In the rooms with Flood, it is advantageous to let the Covenant and Flood
wear each other down.

--- Parallel Bridge 1 ---

There are more Covenant and Flood here.  A good weapon combination is the
Shotgun and Plasma Pistol.

Gameplay Tip: There will be a hallway where a rocket might be fired at
you.  Move away from the wall when it is fired.

--- Parallel Bridge 2 ---

It is a good idea to bring an M6D Pistol outside for the Banshees.

--- Below the Bridges ---

There is a Banshee and a Ghost driven by Elites.  There are supplies in the
valley below.  The overturned Ghost craft is helpful for the next
confrontation.  It can be used to defeat the other Ghost as well as the
Banshee.  Also, the Ghost can be driven right past all of the enemies in
this section.

--- Flying to Pulse Generator 2 ---

There are two Banshees on the left side of the next tall structure.  The
Warthog is effective with enemies here.  Hunters on the right side can be
driven over.  Elites can be gunned down from the mounted gun on the back.
On top of the structure, there are multiple enemies.  Take the enemy
Banshees individually if possible.  There is a cliff around the outer edge
of the area that is an excellent vantage point.

--- Pulse Generator 2 ---

Flood and Sentinels are inside.

Gameplay Tip: After walking into the center, jump up into one of the four
surrounding pockets.  Then shoot the Flood from there.  Remember to crouch
when jumping in.

--- Tunnel Leading Down ---

A Banshee can be flown through and above the battle between Covenant and
Flood.

--- Outside Near Pulse Generator 3 ---

Covenant and Flood will weaken each other.  Banshees can be found around the
corner at the far end of the canyon.  The Sniper Rifle is valuable in the
final section with Covenant.  A Ghost can be driven on the right side and to
a Banshee without dealing with all of the enemies.

--- Pulse Generator 3 ---

There are Sentinels waiting outside and inside.


Level Nine: Keyes
-----------------

There is a door on the left with an active camouflage.  Use it and go down
the hole.  The flashlight and Fragmentation Grenades are very useful here.

--- Sniper Rifle ---

There is a sniping spot before you jump into the water.  It is not
necessary to snipe though.

--- Gravity Lift ---

Hiding and taking one enemy at a time can get you through this.

--- Back Inside ---

It is possible to drop down to the floor below where the Flood are gathering
bodies.  Check for supplies.

Gameplay Tip: Sometimes it is better to run forward than to try to kill
every enemy.

--- Nav Point ---

Head upstairs to the Captain.

--- Keyes ---

This can be a difficult section on Legendary.  It works to run to the back
of the room and take cover behind the pillars.  When the enemies have been
defeated, head back down the ramps.  Banshees will be flown in at the bottom
of the hangar.


Level Ten: The Maw
------------------

--- Access ways ---

Make two left turns to get to a ladder.

--- Cafeteria ---

Grenades can work well here.  Notice the health pack outside the cafeteria.

--- Sentinels Out the Window ---

Take cover from behind and use a plasma weapon.

--- Yellow Arrow: Cryo B ---

Gameplay Tip: Notice the health pack over the pipes in the hall.

--- Access ways ---

Notice an overshield in the hall to the left of the access ways.  In the
access ways, go right, left, right.  One more right will lead to a health
pack.

--- Red Arrows: Armory, Engineering ---

Take a trip to the Armory for a Rocket Launcher.  Be aware of camouflaged
Flood.

--- Four Nav Points ---

Enter the large room and turn right up the ramp.  Move quickly with a Rocket
Launcher and Shotgun up the ramps.  Retract an exhaust coupling and drop down
to the shaft.  Walk across and down to the next floor.  When the vent is open,
throw a Fragmentation Grenade or use a rocket.  It is not necessary to climb
the ramps on the left side of the room.

--- Elevator ---

After the four vents have been destroyed, go up the same ramp again.

--- Warthog Drive ---

The center is quickest if you have enough speed.  In the curved sections,
pay attention to shortcuts.  They are octagon shaped tunnels.  It is not
necessary to stop when it says.

----------------------- Source ------------------------------------------------

The information in this guide comes from the game itself or the instruction
booklet included in the game.  Also, I have drawn inspiration from a Legendary
Walkthrough which is posted on Bungie.net.

----------------------- Terms of Use ------------------------------------------

Copyright 2004-2005 Marc Murphy.

This FAQ is being written for www.GameFAQs.com and www.honestgamers.com.
Please do not sell it.  Please do not claim it as your own work.  If you would
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All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.  The previous sentence was
found on www.GameFAQs.com in the Contribution Documentation section.

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