HALO - Guide for Halo

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+---------------------------------+
                      +---------Section 1---------------+

                    -=|        Table of Contents        |=-

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

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

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

    |                                                                     |

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

    |                    2-a)About this FAQ/WALKTHROUGH                   |

    |                    3-b)History/Updates                              |

    |                    4-c)contact Information                          |

    |                                                                     |

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

    |                  3  -a(Starting a Game                              |

    |                      .1)campaign                                   |

    |                       .2)Multiplayer                                |

    |                       .3)Settings                                   |

    |                       [d]Game Demos                                 |

    |                  3.2---Game Settings                                |

    |                       [a]Change Name                                |

    |                       [b]Controller Setup                           |

    |                       [c]Advanced Setup                             |

    |                       [d]Change Color                               |

    |                  3.3---Saving/Loading                               |

    |                       [a]Managing a File                            |

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

    |                       [a]Weapon Indicator                           |

    |                       [b]Health/Shield Indicator                    |

    |                       [c]Flashlight Indicator                       |

    |                       [d]Directional Damage Indicator               |

    |                       [e]Navigation Points                          |

    |                       [f]Target Indicator                           |

    |                       [g]Motion Tracker                             |

    |                                                                     |

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

    |                  4.1---Background Information                       |

    |                  4.2---Human and Alien Encounters                   |

    |                       [a]The Ship and Crew                          |

    |                       [b]The Covenant                               |

    |                       [c]The Master Chief                           |

    |                       [d]The Flood                                  |

    |                  4.3---Controlling Your Character                   |

    |                  4.4---Weapons and Items                            |

    |                       [a]Human                                      |

    |                       [b]Covenant                                   |

    |                  4.5---Vehicles                                     |

    |                       [a]Human                                      |

    |                       [b]Covenant                                   |

    |                                                                     |

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

    |                  5.1---The Pillar of Autumn                         |

    |                  5.2---Halo                                         |

    |                  5.3---The Truth and Reconciliation                 |

    |                  5.4---The Silent Cartographer                      |

    |                  5.5---Assault on the Control Room                  |

    |                  5.6---343 Guilty Spark                             |

    |                  5.7---The Library                                  |

    |                  5.8---Two Betrayals                                |

    |                  5.9---Keyes                                        |

    |                  5.10--The Maw                                      |

    |                                                                     |

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

    |                  6.1---Enemy Tips                                   |

    |                  6.2---Weapons/Items Tips                           |

    |                  6.3---Gameplay Tips                                |

    |                  6.4---Vehicle Tips                                 |

    |                  6.5---Level Tips                                   |

    |                       [a]Level 1                                    |

    |                       [b]Level 2                                    |

    |                       [c]Level 3                                    |

    |                       [d]Level 4                                    |

    |                       [e]Level 5                                    |

    |                       [f]Level 6                                    |

    |                       [g]Level 7                                    |

    |                       [h]Level 8                                    |

    |                       [i]Level 9                                    |

    |                       [j]Level 10                                   |

    |                                                                     |

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

    |                                                                     |

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

    |                                                                     |

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

    |                  9.1---Modes of Play                                |

    |                       [a]Cooperative Play                           |

    |                       [b]Split Screen                               |

    |                       [c]System Link Play                           |

    |                       [d]Edit Gametypes                             |

    |                  9.2---Multiplayer Levels                           |

    |                       [a]Battle Creek                               |

    |                       [b]Blood Gulch                                |

    |                       [c]Boarding Action                            |

    |                       [d]Chill Out                                  |

    |                       [e]Chiron TL34                                |

    |                       [f]Damnation                                  |

    |                       [g]Derelict                                   |

    |                       [h]Hang 'Em High                              |

    |                       [i]Longest                                    |

    |                       [j]Prisoner                                   |

    |                       [k]Rat Race                                   |

    |                       [l]Sidewinder                                 |

    |                       [m]Wizard                                     |

    |                  9.3---Multiplayer Games                            |

    |                       [a]Slayer                                     |

    |                       [b]Slayer Pro                                 |

    |                       [c]Elimination                                |

    |                       [d]Phantoms                                   |

    |                       [e]Endurance                                  |

    |                       [f]Rockets                                    |

    |                       [g]Snipers                                    |

    |                       [h]Oddball                                    |

    |                       [i]Reverse Tag                                |

    |                       [j]Accumulate                                 |

    |                       [k]Juggernaut                                 |

    |                       [l]Stalker                                    |

    |                       [m]King                                       |

    |                       [n]King Pro                                   |

    |                       [o]Crazy King                                 |

    |                       [p]Race                                       |

    |                       [q]Rally                                      |

    |                       [r]CTF                                        |

    |                       [s]Invasion                                   |

    |                       [t]Iron CTF                                   |

    |                       [u]CTF Pro                                    |

    |                       [v]Team Race                                  |

    |                       [w]Team Rally                                 |

    |                       [x]Team Ball                                  |

    |                       [y]Team King                                  |

    |                       [z]Team Slayer                                |

    |                  9.4---Custom Multiplayer Games                     |

    |                  9.5---Multiplayer Tips                             |

    |                                                                     |

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

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

      -=[Section II]=-

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

                    -=|  Introduction to this document  |=-

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

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

        __________________________

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

        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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

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

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

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



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

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

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

   
 -=[Section III]=-

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

                      |           Game Basics           |

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

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

        _______________

[3.1]--|Starting a Game}

        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[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]=-

                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

>>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}

        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[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]=-

                            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

>>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}

        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[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]=-

                               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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}

        ¯¯¯¯¯¯¯¯¯¯¯

[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]=-

                                  ¯¯¯¯¯¯¯¯¯¯¯

>>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]=-

                              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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]=-

                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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]=-

                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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}

        ¯¯¯¯¯¯¯¯¯¯¯¯¯

[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]=-

                  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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]=-

                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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]=-

                               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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}

        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-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.~([email protected]{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

[email protected] 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)



¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯



-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)



¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯



-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)



¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯



-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)



¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯



-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)



¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯



-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)



¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯¯¯\___/¯

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









                              -=[Section VIII]=-

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

                      |             F.A.Q.              |

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

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

Keep sending your questions to [email protected] 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}

        ¯¯¯¯¯¯¯¯¯¯¯¯¯

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 [email protected] 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)

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









                               

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