Microsoft Halo-combat Evolved
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Halo: Combat Evolved [PC Game]Developed by Gearbox Software - Microsoft (2003) - First-Person Shooter - Rated Mature
In the most obvious sense, the "Halo" is a space station built in the shape of an enormous rotating wheel. As the wheel spins, it creates centrifugal force that mimics gravity on its inner rim. An entire world exists inside this wheel, with huge developed structures and vast, open landscapes. But something else exists in the Halo as well - something mysterious and powerful. All that is really known is that a force of alien invaders is desperate to find it and they are leaving death and... Read more
Details
Platform: PC
Developer: Gearbox Software
Publisher: Microsoft
Release Date: September 30, 2003
Controls: Keyboard, Mouse
UPC: 805529466180
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Download
(English)Microsoft Halo-combat Evolved - Getting Started Guide, size: 3.0 MB |
Microsoft Halo-combat Evolved
User reviews and opinions
| jarnoo |
3:58pm on Wednesday, October 20th, 2010 ![]() |
| "I bought this game 3 years ago from best buy, and i still play it every chance i get! | |
| Gaspap |
3:53am on Monday, September 20th, 2010 ![]() |
| This is the greatest Marines game ever to be made. !!!!!!!!! It is to easy for someone to find you!!!!!!!!!!!!!!!!!!!!!!! | |
| samsul |
3:36am on Sunday, September 19th, 2010 ![]() |
| About to tell the truth. Halo: Combat Evolved is nothing special. It really is the definition of average. Not bad. Just very mediocre. | |
| XRumer413 |
11:27am on Wednesday, July 28th, 2010 ![]() |
| Now, I will not rate this based on the previous halo on the xbox platform, unlike many others. Instead, I will on an independent PC basis. | |
| uhgob |
2:08pm on Thursday, June 10th, 2010 ![]() |
| Gameplay== Straight away the game smells like a console port. There has been little to no effort made to hide the fact at all. Halo: one of the best rated first person shooter games of the pre next gen gaming consoles and still remains largely popular. | |
| Kagehi |
11:43am on Friday, June 4th, 2010 ![]() |
| The first of the triogy of Halo is by far, th... Great team play, good story line UHhhh what cons . . . The first of the triogy of Halo is by far, the most exciting and fun anyone will ever have on a PC. | |
| Kasparov |
2:46pm on Tuesday, June 1st, 2010 ![]() |
| Let me begin by admiting I have spent over 200 hours on this game. I own two copies (one on X-Box 360 and one on PC). First of all, we already know it, and the game has never made any attempt to hide it either. This game is pretty much Oblivion (TES series). | |
| Keith Lane |
10:03am on Sunday, May 23rd, 2010 ![]() |
| The first of the triogy of Halo is by far, the most exciting and fun anyone will ever have on a PC. | |
| BCTech |
7:49am on Sunday, April 25th, 2010 ![]() |
| This is the greatest Marines game ever to be made. !!!!!!!!! It is to easy for someone to find you!!!!!!!!!!!!!!!!!!!!!!! | |
| PolMac |
2:12am on Thursday, April 8th, 2010 ![]() |
| An absolutely outstanding game. The Storyline Couple of small bugs here and there in multi player | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents

SYBEX Sample Chapter
Halo: Combat Evolved: Sybex Official Strategies & Secrets
Doug Radcliffe
Chapter 5: Missions 13 Walkthrough
Copyright 2003 SYBEX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved. No part of this publication may be stored in a retrieval system, transmitted, or reproduced in any way, including but not limited to photocopy, photograph, magnetic or other record, without the prior agreement and written permission of the publisher. ISBN: 0-7821-4236-2 SYBEX and the SYBEX logo are either registered trademarks or trademarks of SYBEX Inc. in the USA and other countries. TRADEMARKS: Sybex has attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Copyrights and trademarks of all products and services listed or described herein are property of their respective owners and companies. All rules and laws pertaining to said copyrights and trademarks are inferred. This document may contain images, text, trademarks, logos, and/or other material owned by third parties. All rights reserved. Such material may not be copied, distributed, transmitted, or stored without the express, prior, written consent of the owner. The author and publisher have made their best efforts to prepare this book, and the content is based upon final release software whenever possible. Portions of the manuscript may be based upon pre-release versions supplied by software manufacturers. The author and the publisher make no representation or warranties of any kind with regard to the completeness or accuracy of the contents herein and accept no liability of any kind including but not limited to performance, merchantability, fitness for any particular purpose, or any losses or damages of any kind caused or alleged to be caused directly or indirectly from this book. Sybex Inc. 1151 Marina Village Parkway Alameda, CA 94501 U.S.A. Phone: 510-523-8233 www.sybex.com
5: MISSIONS 13 WALKTHROUGH
We join the story just as the Pillar of Autumn has fled Reach with Covenant ships in pursuit; the ship is in slipstream for approximately 20 days until it reaches Haloand a Covenant battle group. With Covenant boarding action commencing, surviving humans scramble for escape pods. Meanwhile, Master Chief is awakened from cryosleep and sent to the bridge to receive orders from Captain Keyes. This chapter contains walkthroughs for Halos first three campaign missions: The Pillar of Autumn, Halo, and Truth and Reconciliation. Youll find a proven solution for paving your path through the level (on Legendary difficulty), tips for succeeding in specific combat engagements, strategies straight from veteran Halo players, and level-design notes from the Bungie Studios and Gearbox design teams.
Copyright 2003 SYBEX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved.
THE PILLAR OF AUTUMN
The Pillar of Autumn is similar to a training mode. In the first part of the level, a technician walks Master Chief through a series of tests, which help demonstrate some important firstperson-shooter and Halo concepts. Over the course of the level youll learn other abilities, like the importance of melee attacks, stealth, and how to toss grenades. Listen carefully to the ship announcements while working with the technician. Youll hear that Covenant boarding parties are making their way onto the Autumn.
Reveille
Training is short-lived. Captain Keyes requests your presence on the bridge before any weapons training can occur. At the same moment, the cyrochamber control room is compromised. A Covenant boarding party enters the control room and quickly ends the life of the second technician. Follow the first technician out of the cryochamber.
Objective: Find Captain Keyes on the bridge.
The first technician is about to meet an end similar to the second technicians. Exit the cryochamber but dont follow him to the righthe perishes in an explosion. These explosions hurt, so its important to move cautiously through the halls toward the bridge. Turn toward the passage labeled maintenance and jump over the obstruction. All doors marked with green lights are unlocked (those with red lights are locked). Continue moving slowly and enter the unlocked doors. Duck under the half-open doorway and stay clear of the blast doors to the far rightno need to sustain unnecessary damage. Go to the door marked bridge. As soon as it opens, back upa Covenant Elite stands on the other side. Fortunately hes engaged in battle with Marines: you lack a weapon and the ability to fight! Maneuver behind the Marines for protection (see Figure 5.1). One Marine offers escort to the bridge. Follow him to it and find Captain Keyes in the far side near the console.
FIGURE 5.1: The Marines are battling the Covenant intruders. But you lack a weapon, so keep moving!
HALO STORY BIBLE: THE PILLAR OF AUTUMN Vessel Identification: UNSC Cruiser C709 Commanding Officer: Captain Jacob Keyes (as of 2552) Description: The UNSC Cruiser Pillar of Autumn is a Halcyon-class cruiser, pulled from long-term storage in 2550 to serve as an emergency support ship in the Zeta Doradus Theater of Operations. The only noteworthy design feature of the Pillar of Autumn is her internal superstructure. The structural system was designed by Doctor Robert McLees (cofounder of the Reyes-McLees Martian Orbital Shipyards). It was, at the time, deemed unnecessarily over-massed and costly due to a series of cross-bracings and interstitial honeycombs. The design was subsequently dropped from all further production models. The Pillar of Autumn and 10 other vessels were the only shipsout of 50to be built with this type of superstructure.
AI Constructs and Cyborgs First!
Along with orders and the ships artificial intelligence, Cortana, Captain Keyes hands Master Chief an unloaded pistol. Its an invaluable weapon for completing this level. The pistol makes quick work of Covenant Grunts and unshielded Elites especially if you score headshots. The Covenant plasma pistols overcharge mode disables Elite shields in a single volley. The plasma rifle is also effective at knocking out shields, though it lacks the overcharge mode. Be sure to equip the human pistol and one of the two Covenant plasma weapons.
GAMER TIP
In the first level there is a trick technique for getting three weapons at the start: Leave the captain before receiving the pistol and get two weapons from dead Grunts. Return to the captain to receive your third weapon, the human pistol. tru7h
Objective: Get off the Pillar of Autumn.
Exit the bridge. At the exit youll automatically pick up some pistol ammunition. Put in a fresh clip and approach the corner. Use the pistol to eliminate the three Grunts in the next room. Aim for the head! Move forward to the entrance to the Marines mess hall. Youll grab an assault rifle upon entering the mess hall. Switch to the pistol. A group of Marines is in a hectic firefight against some Grunts and Elites on the mess halls far side. While moving toward the Covenant, kill the Grunts. Doing so triggers the opening of a door behind the Covenant troopsmore Marine assistance! The Elites will turn around to face their new attackers. Once the Elites turn, run up behind them and use the melee attack to knock them out. 60
Alternatively, remain near cover and assist the Marines by using your pistol to score headshots on the Elites. Once theyre dead, switch out the assault rifle for a plasma pistol, which you can find near one of the slain Grunts. More Covenant enter the mess hall to the right. Engage the Elites first, which will be occupied by the Marines fire. Use your newly acquired plasma pistols overcharge mode (hold the fire button) to launch a bolt capable of disabling an Elites shield in a single blow. Use any plasma grenades you found on the corpses from your previous victory. With the Elites dead, the Grunts are fodder and will run away in panic. Use the pistol to shoot at their heads. Exit the mess hall and round the corner to find an Elitefacing away from you engaged with a couple of Marines. Take the opportunity to use the melee attack on the back of the Elites skull (see Figure 5.2). If he happens to turn around before the strike, circle around him with additional melee attacks.
On Legendary difficulty, the Grunts in The Pillar of Autumn throw plasma grenades. This significantly increases the difficulty of each battle. But it helps you as well. You can grab any discarded plasma grenades from Grunt corpses. Plus, its possible to kill a Grunt while a grenade is still in his hand. If you time it right, the Grunt will drop the grenade as he dies, and his comrades may not have a chance to escape the explosion! Chad Armstrong
FIGURE 5.2: Smack this Elite with the butt of your weapon. One Marine exclaims, Did something just hit us? in response to a jarring crash nearby. A Covenant boarding party has docked with airlock #31 just around the corner. Toss a plasma grenade into the airlock entrance. If you dont have any grenades, target the Elite first with a plasma pistol overcharge, then finish him off with the human pistol and clear the area of Grunts. Before leaving the area, go into airlock #31 and grab one of the two overshield power-ups. The overshield increases the capacity of Master Chiefs shield, which allows you to sustain a lot more damage.
The next two encounters provide opportunities to flank the Covenant forces. Youll spot Marines battling the Covenant. In the first encounter, turn right instead of rendezvousing with the Marines; youll be able to attack the Elites from a different angle. In the second encounter, go forward. Regroup with the Marines after defeating the enemies.
Youll reach a second Covenant boarding party at airlock #32. Toss a plasma grenade at the airlock entrance. Just like before, there are two overshield power-ups in the airlock; snag one before you continue onward. Proceed through the corridors of the Autumn. Save the technicians under Covenant fire up ahead by shooting the enemies that come pouring through the door on the left.
After each major battle, its a good idea to take a lap around the room and switch out your plasma pistol for one with more battery life, grab any discarded grenades if youre on Legendary difficulty, and scour the room for health packs. Chris DJ GeNiSiS Gaffney
LEVEL-DESIGNER NOTES: THE PILLAR OF AUTUMN The Pillar of Autumn was one of the more challenging missions of the game to construct because it contained the games tutorial. Teaching new players all of the skills they needed without boring or frustrating them proved to be harder than I expected. After I finished the first version of the tutorial, we brought several people into our playtesting labs to give us feedback on it. It was a disaster. Everyone got completely lost. Nobody could figure out the controls. Several of the participants were killed before they could even find a weapon, or blew themselves up with grenades. Most of the participants ended up shooting the technician giving the tutorial in frustration. A couple even asked if they could stop playing and go home. So I went back to the drawing board. I kept the (few) things that worked and rebuilt the tutorial based on the things we had seen in the playtests. We gave the player a lot more control over the pacing of the tutorial to give him time to master a skill on his own. We built devices for him to interact with to keep him interested while he learned important controls. We also ended up trimming the tutorial to about half its original length and moved some of the controls into the rest of the mission. Since this was the first mission in the game, we packed lots of scripted moments into it. There are crewman getting thrown through closing blast doors by grenades, Marines pinned down behind makeshift barricades, Covenant boarding parties blowing in an airlock door, and lots of other dramatic moments. My favorite one happens when you accidentally kill Captain Keyes on the bridge. Jaime Griesemer, Design Lead, Bungie Studios
The next room is one of the toughest on the level. When you enter, Cortana points out that Covenant reside on the landing above. Dont attempt to battle the Covenant from below; its very difficult to fire an accurate shot from the lower level. Go up the stairs and use grenades and plasma pistol overcharges against the Elites. Marines are here to assist; work quickly while theyre still alive and distracting the Elites. Go up the left staircase. A blast door opens on the far right side, revealing more Covenant. Target the Elite from long-range with the plasma pistol, then switch to the human pistol to finish off the group with headshots. Pass through the right door and eliminate the Grunt stragglers in the following corridor. 62
Flawless Cowboy
A bridge spans a chasm to the lifepods right (if youre facing the lifepod). You have a couple options here. If you stay on the lifepods side of the chasm, Cortana will eventually discover a Covenant dropship en route. The dropship will land near the lifepod and deposit a handful of Grunts and a couple of Elites. If you elect to cross the bridge immediately, Cortana will discover the dropship as you cross, and it will still land near the lifepod. You can simply evade the enemies and continue advancing away from the lifepod.
HALO STORY BIBLE: HALO The name Halo is derived from Covenant battlefield transmissions, translated by Cortana. A more literal translation would be Ring of Heaven or Ring of the Gods. Halo orbits a large gas giant (Earth Survey Catalogue Number B1008-AG, nicknamed Threshold), suspended at the Lagrange point between the planet and its largest moon, Basis. The ring has a 24-degree axial tilt from the gas giants orbital plane, which means that any point on the surface receives sunlight for half of the time it is on the sunny side of Threshold, and for none of the time it is on the dark side. This gives the ring a somewhat unusual daynight cycle in which it is dark three-fourths of the time. There is, of course, no sunrise or sunset in the traditional sense.
Objectives: Evade Covenant patrols searching for you. Head for higher ground. Search for other lifeboats.
If you do choose to battle the Covenant forces, use the pistols zoom function to eliminate the Grunts from long range. Fight the Elites near the bridge. If you toss a grenade at an Elite on the bridge, the Elite will actually dive off the bridge to avoid the blast. Grab a plasma pistol upon killing the group.
When you spot a Covenant dropship landing, chuck one or two plasma grenades onto the hatch that the Covenant come out of. Youll most likely take a few enemies out with no trouble. Also, never fire on a dropship; itll blast you with piping hot, heavily damaging plasma. Trevor Scott
Crossing the bridge triggers two Covenant Banshee flyers. The Banshees fly overhead and will swoop down and attack with their plasma cannons. Use the trees and rocks as cover against their attacks. When one Banshee is destroyed, the second flees the scene. Use the pistol at long range to target the Banshee. When the craft flies close or swoops down on its attack run, switch to the assault rifle if you still have it; otherwise stick with the pistol. If youre suffering damage from the plasma cannons, immediately duck behind cover.
FIGURE 5.4: The Banshee can inflict significant damage in a short amount of time. Duck behind cover when it begins to fire.
After destroying a Banshee, continue up the left path cautiously. Theres a Covenant patrol group ahead. Use the human pistol to eliminate the Grunts from long range. Switch to your plasma pistol to eliminate the Elites shields. After the battle, swap out your plasma pistol for a fresh one and gather the dropped plasma grenades. Cortana picks up a lifeboat beacon over the next hill. Head over to encounter a battle in progress. A Covenant dropship lands as you approach. Aim for the nearest Elite with the plasma pistols overcharge mode while tossing a grenade at the tightly packed Grunt group. Cycle to the human pistol and eliminate the unshielded Elite. Pop all remaining Grunts with the pistol and battle the Elite that are left by using the nearby cover and surviving Marines for assistance.
Objectives: Stay with the survivors. Protect the human survivors. Wait for an evac dropship to arrive.
You wont have long to survey the battlefield. Use all three structures for cover against the Covenant attackers. Employ a plasma pistolhuman pistol or plasma pistolplasma rifle combo; the plasma weaponry is ideal for disabling Elite and Jackal shields, but the assault rifle is too inaccurate at long range.
There are three health packs in the area. Two are on top of the large alien structure (ascend the ramp from ground level to reach the upper platform) and the third lies near the lifeboat on the large structures western side. Save the packs until youre near death (your health meter will be red). Youll need the boost to survive the Covenant attack wavesespecially on Legendary difficulty!
Five Covenant attack waves arrive by dropship. The fourth and fifth waves arrive simultaneously. Using the assault rifles compass as a directional indicator (assuming north is the indicator that points forward), the attack waves arrive in order from the following directions: north, west, east, north, and east. The Elites are your biggest challenge in each attack wave. Try to reach the dropships as they deposit the Covenant forces. Stick the disembarking Elites with plasma grenades if possible. Use the plasma pistols overcharge bolt in combination with your secondary weapon against the Elites and the Jackals that hide behind their shields. Retreat to the cover of structures if necessary. Pick up new plasma weapons to keep your battery life high, and dont forget the health packs. If possible, reserve one to use after you complete the five waves so you have full health going into the next mission objective. If you have trouble against the five waves, consider completing the task by simply hiding out. Go northwest from the downed lifepod into the cave area. You can hide from Covenant forces there. Of course, the Marines youre ordered to save will be overrun by the Covenant, but you will be safe! After approximately 10 to 15 minutes, the evac ship will arrive anyhow, and your next objective will begin. If no Marines survive the attack waves, though, youll lack assistance in the Warthogs passenger seat.
HALO STORY BIBLE: THE PELICAN DROPSHIP The standard method of deploying troops from orbit to ground is the D77-TC Pelican Troop Carrier. The Pelican has a capacity of three crew (pilot, copilot, and flight engineer) and 10 passengers in its rear bay (though it can accommodate five additional standing passengers in a crisis). It is equipped with electronic systems hardened against EMP; heavy armor; a 70 mm chin gun controlled by a gunner and an IHADSS (Integrated Helmet and Display Sight Systemessentially wherever the gunner looks, the chin gun follows); rocket pods; jamming and detection gear; an onboard weapons locker (which can hold weapons and ammo for up to 30 troops); and computerized mapping gear.
Objectives: Search for the three additional groups of human survivors. Protect the human survivors. Wait for an evac dropship.
After repelling the five Covenant attack waves, Pelican Echo from the Foe Hammer arrives and drops a Warthog jeep (see Figure 5.5). Replenish health and ammunition as needed, then board the Warthog as driver. Reequip your human pistol if applicable. Drive close to any surviving Marines, and one will climb into the passenger seat. Descend into the valley northwest of the lifepod; it leads to a cavern opening. Follow the winding cavern path. Just after you go up the ramp, get good speed to make a small leap. When you round the next series of corners, the tight corridor opens into a large chamber. A careful eye can spot Covenant forces in the distance.
Upon entering the opening to the large chamber, stop the jeep and pick off as many Covenant as possible from long range with your human pistol (using the zoom function). Inch the jeep closer and closer (turn so the passenger faces into the chamber) and allow the gunner to shoot the Grunts, Jackals, and Elites with the Warthogs chain gun. The other Marine passenger will use his own weapon to blast away at available targets. Although its possible to run over enemy units in the Warthog, getting close enough to do so will make you a target for plasma grenades.
FIGURE 5.5: Its time to search for three more groups of human survivorsand youll have a Warthog to help in the search.
The light bridge ahead is down. Hop out of the jeep and ascend the ramp right from the bridge. Three Elites patrol the tight hallway at the top of the ramp. Toss grenades around the corner to weaken or kill them, then finish them off with a combination of plasma and pistol ammunition. Use the console at the end of the catwalk to reactivate the light bridge. Return to the Warthog, drive over the bridge, and follow the corridor to the exit.
Reunion Tour
Upon exiting the cavern, pick out the stream on the left side of the path. Cross the stream and locate a downed lifepod on the left side of the area. Hop out of the Warthog and grab the ammunition scattered around the lifepod. Youll also find a health pack (save it for later if you arent near death) and a new weapon: the sniper rifle (see Figure 5.6). Switch out the human pistol for the new toy, then get back into the Warthog.
You wont be able to get the Warthog into the narrow path between some of the rocks. Hop out of the Warthog and locate the remaining Covenant troops on foot. When you run out of sniper ammunition, trade the sniper rifle for a secondary plasma weapon. Four Covenant dropships land. You must clear the area of enemy forces before the evac ship can touch down. Utilize the Warthogs chain gun (either you or a Marine gunner can fire it) to aid in the destruction of the enemy forces. Once the evac ship is called in, the area will be clear. Its very beneficial if the Marine wielding the sniper rifle escapes the battle alive. You can get him into the Warthog by making the current passenger exit (press the E key while youre against the passenger seat) and drive the Warthog near the Marine with the sniper rifle.
Follow the stream north and drive through the beacons on the right. Youll find Covenant surrounding a large structure; the Marine survivors (including one using the sniper rifle) are on a hill on the right side of the area. The Warthogs gunner is your best ally for the upcoming battles. Keep the Warthog in motion and give your gunner a clear line of fire against the Covenant forces. Drive up the hill on the right side to find the Marines. Position the Warthog near the hill edge so the gunner can fire on incoming attackers. Use your sniper rifle, and target Elites first and foremost. Toss a liberal dose of grenades and replenish your supply with that of your slain enemies. A single Covenant dropship will land with additional attackers. Maintain your position at the hilltop and use your sniper rifle from the elevated position. You can also take control of the Warthogs gun if necessary. Search the interior of the small structure to locate the human survivors. A few straggler Grunts will be lurking about. Clear the area of enemies and wait for the evac ship to arrive, which triggers the levels final objective.
After you (hopefully) rescue the first set of human survivors and return to the central hub, two Banshee flyers attack from overhead. Give your gunner a clear line of fire so he can make quick work of the aerial attackers. If you lack a gunner, hop out of the drivers seat, assume control of the gun, and take care of business yourself!
Objective: Search for the last group of human survivors.
The last beacon-marked entrance is on the same side as the downed lifepod (where you found the sniper rifle). Marines are holed up in the smaller structure as Covenant forces patrol the perimeter. There are many Elites, Jackals, and Grunts running around. If youre very patient you can clear the entire area with the Warthogs chain gun (see Figure 5.7). Or you can take a more direct route: drive into the area and sweep it, allowing your gunner and passenger to take open shots at the enemy forces.
The mission ends once youve cleared all three areas of Covenant forces and the evac ships have been called. A Pelican dropship descends into the last area. Move to the ships rear and use the E key to board it and end the mission.
FIGURE 5.7: The Warthogs gunner is your best ally against the Covenant forces. Dont hesitate to take control of the gun yourself if necessary.
TRUTH AND RECONCILIATION
Orders are to clear the path ahead of your fellow Marines by using your sniper rifle equipped with 64 total shots instead of the normal maximum of 24. Using the sniper rifle effectively is especially key on this level, particularly on Legendary difficulty.
Objective: Board the Covenant battle cruiser.
Move forward to a path. Cortana suggests remaining on high ground to pick off the Covenant in the valley to the left. Target the Grunts manning the shade turrets, then the Elites. Wait for enemies to come within view, and use the sniper rifle to target them. If the area is clear, advance slowly until additional enemies arrive. Be patient and retreat if necessary to remain at long range with the sniper rifle. Cortana will mark a Grunt with a navigational indicatoreliminate the Grunt when it attempts to reach a shade turret!
Here are some sniping tips for this level on Legendary difficulty. Stay in 2 zoom mode when youre looking for a target. Zoom in to 8 mode when you know exactly where a target is going to be. Once youre discovered by Covenant forces, go find another spot to shoot from. The Covenant will soon settle back down and start wandering if they dont see you. Purple Elites will always take at least two shots to kill: one for the shields and one through the head. If theyve turned away from you, theyre less likely to dodge the second shot. Asmodeus
With the area clear, scour the corpses for plasma grenades and switch out your assault rifle for a plasma pistol or plasma rifle to use in a pinch (much more useful against the Elites here than the assault rifle is). Continue forward cautiously and eliminate the Grunt and Jackal patrols ahead. Additional Covenant reinforcements arrive, and you can terminate them with the sniper rifle. If they detect you, retreat and resume sniping. Locate the health pack ahead; also nearby are a couple of boxes of sniper ammunition. Each box contains 16 roundsdont pick up a box unless youve already exhausted 16 rounds. You can return here during the first part of this mission and grab either box or both boxes when you need them. There are many Grunts in the next area. Target the Elites first with your sniper rifle and eliminate them. You can then either continue to use the sniper rifle against the Grunts or use your plasma weapon to finish off the cannon fodder. Switch out your plasma weapon for a fresh one from the nearest Covenant corpse. Cortana will point out ahead that you can go around to the left and possibly sneak up on the Covenant in the next area. The area is heavily occupied and contains several shade turrets. As you go left, spot the bridge to the right and take out the patrolling Jackal. Aim at the Grunts manning the shades and nail them with the sniper rifle. Continue around to the left and line up your crosshairs with the nearest Elite. If youre spotted, retreat or switch to your plasma weapon; using the sniper rifle
Deprive Grunts of the ability to take control of a shade turret by knocking it over with a grenade! The Grunts wont be able to get the turret back upright. If you want to use it yourself, just press the E key to get it back in position. Simpsons Rule and TH-555
Use the landscape to your advantage when sniping the Covenant from long range. For instance, when Cortana says, Covenant forces detected up ahead, the path on the left should let us sneak up around them, look for the rocks scattered ahead. You can jump on top of the rocks, take out your sniper rifle, go maximum zoom, and blast away. Ryders Raptors
FIGURE 5.8: Snipe Grunts out of the shade turrets so you can take control. The shades plasma cannons inflict high damage to Elite shields.
from the hip is also an option, as is tossing grenades. Since the path is quite narrow youre likely to damage or kill your intended target. A Covenant dropship deposits reinforcements. Snipe them as they exit the dropship or, if youve cleared most of the other forces, man a shade turret and blast them (see Figure 5.8). If you have trouble in this area, you can grab an active camouflage on the left side behind some trees. The power-up, which turns you virtually undetectable for approximately 50 seconds, will help clear the areabash Elites in the backs of their heads with melee attacks. GAMER TIP Note that you shouldnt fire your weapon or Covenant forces can detect you; but Instead of heading directly through the narrow path to the well, you can throw grenades! Alternatively, move above the path using the high rocks and the you could save the power-up for the battle bridge. Youll trigger a group of Elites and Grunts, around the gravity well. Locate the path toward the gravity well underneath the and can attack them from above using rock bridge and away from the areas grenades. If you just rush into the narrow entrance. path on ground level, youll have to deal Covenant forces heavily defend the perimeter of the gravity well. Additionally, there are five shade turrets in the area, so be sure to snipe the Grunts controlling them if you maneuver into their line of fire. Remain patient and cautious. Advance slowly and stay at long range to take out the Elites and Grunts that man turrets. Grunts on foot can be left for your plasma weapon if necessary. Retreat to the areas entrance should you need to regroup.
with the Elites face-to-facea much tougher battle. Asmodeus
The Covenant send reinforcements from a dropship as well as directly from the Truth and Reconciliation via the gravity well. Use either the sniper rifle or a shade turret to blast the reinforcements with their own weaponry. Locate a couple of Marine corpses adjacent to the gravity well; youll find a health pack here as well as more sniper ammunition. Save them, if possible, for the battles conclusion so youre refreshed and reloaded upon entering the Covenant battle cruiser.
The gravity well on Legendary difficulty is one of the hardest battles in the game. Snag the camo from the previous area then hurry toward the gravity well. Bash every Covenant in the back of the head before the power-up runs out. Dont shoot (though you can throw grenades), or the Covenant will see you. If you still have Marine help, hop in a shade and fire at everything that drops from the ship overhead. If you lose Marine support, return to the narrow path that you entered from. The Covenant stay near the gravity well, so youre safe to snipe from this position. Jerry Brandon
HALO STORY BIBLE: COVENANT DROPSHIP AND BATTLE CRUISER Covenant dropships are angular, horseshoe-shaped craft with personnel bays along the exterior of each leg. Between the extended personnel bays, an energy field fluctuates visibly as it generates the ships antigravity propulsion (similar in appearance to the energy pulse of the gravity lift elevators the Covenant use to commute between the ground and hovering ships). In addition to the pilot, the ship is crewed by a single gunner for the underslung bubble-shaped plasma-gun turretsimilar to the shade but with a higher rate of fire. Each troop bay can hold four fully equipped Covenant warriors, who deploy when the long panel doors on the bays swing downward as the ship approaches the ground. Covenant battleships are long, vaguely manta-shaped spacecraft capable of launching dozens of fighters. They are typically armed with several dozen energy weapons. Covenant capital ships come in varying classes and sizes, though military observers note that there is a great deal of varianceweaponry, length, estimated tonnage, fighter complements, speed, and so onwithin a particular class.
Two Hunters drop onto the gravity well. This is the last battle before you can enter the Truth and Reconciliation. Hop out of a shade turret if youre inside one, and use the sniper rifle to eliminate the Hunters from long-range, or get in close and shoot their orange skin. The best opportunity will likely come when the Hunter is occupied while crushing one of your fellow Marines. Before standing on the gravity well, gather ammunition and grenades, replenish your health if necessary, and obtain a plasma rifle with ample battery life.
Into the Belly of the Beast
Youve entered the Covenant battle cruiser Truth and Reconciliation. Youre locked in a hangar bay and about to face one of the toughest battles in the game.
Objective: Find the ships brig and rescue Captain Keyes.
Survey your surroundings. Crates provide a lot of cover in the room. Theres also an active camo and a health pack in a corner. Save them for when you really need them. Continually watch the doors. They flicker when theyre about to open, and enemies will rush into the hangar. The first to arrive is a silver Elite; hes camouflaged and barely visible apart from his devastating plasma sword. Hit him with plasma quickly. Once you do, hell be visible and your fellow Marines can open fire.
Watch your motion detector carefully when youre around doors inside the Covenant ship. It will detect enemy movement on the other side. Just as the door starts to open, toss a grenade. Mike
As doors flicker, hurl a grenade to damage the incoming foes. Beware of gold Elites. Defeat the Elites before engaging the lowly Grunts or Jackals. Grab the active camo when you need it, and dont shoot or the enemies will be able to hone in on your position and counterattack. Only throw grenades and use melee attacks, preferably from behind. Hunters enter the room last. Move behind them and fire the sniper rifle on their exposed orange skin. Exit the hangar through the exposed passage. The door is locked; the Marines remain there while you search for a way to open the door. Return to the bay and enter one of the two unlocked doorsboth lead to the same place. You will battle many Covenant troops throughout the ships corridors. Plasma grenades prove effective; the Covenant have little room to escape the blasts. Dont forget to restock after each victory. Continue right to enter a large room on the other side of the locked door. Use your elevated position to eliminate the enemies inside. If you exhaust a plasma weapon, just pick up another from a dead enemy. Note that Cortana marks the locked door with a navigational indicator (see Figure 5.9). Upon clearing the room, drop to the level below and use the controls to open the bay doors. Search the chamber for a health pack and sniper ammunition.
FIGURE 5.9: Clear the room then unlock the doors marked by Cortanas navigational indicator.
LEVEL-DESIGNER NOTES: TRUTH AND RECONCILIATION The first exterior encounter for Truth and Reconciliation was the first I built when I joined the Halo team. Its also the encounter I rebuilt the most as new features came online! My process for laying out encounters is to get all the basic functionality working, playtest for a week or two, then go back through and add all of the detail-oriented scripts. Basic functionality includes things like laying out how the player will navigate the environment, cover locations, proper firing point placement, character numbers, spawn points, and save points. Once I finished the basics I would play the encounter for a few weeks to perfect it while at the same time getting ideas for the details that will make each specific encounter unique.
Some of the things I would do during the finishing pass would include difficulty-specific touches (additional waves of enemies, random turret placements, and switching out some of the basic enemies for more difficult ones), adding more cinematic elements (dropship recordings), and navigation markers. Some of my favorite moments from the exterior section are the Marines running around with their flashlights on (Bernie [Freidin] came up with that and I added it a couple days before we locked everything down), the music that kicks in when you kill the first enemy of the second encounter, sniping the Elite on the ledge at the beginning of the third encounter (what are you supposed to do when he sticks his neck out like that?), and taking on the final exterior encounter like an action hero. One of the only things I would change about all the exterior encounters is the introduction of the Hunters. I always felt it should have been more cinematic while others didnt want to take control away from the player since there would be a long cutscene right after you did away with them. Note that the third exterior encounter was empty until a week before we locked this mission down! Ahthe good old gravity-well room. I make no excuses for the difficulty of this room. This was always intended to be one of the harder encounters in Halo, but Mat Segurs recommendation to throw in some gold sword Elites made it truly legendary. This was also one of the harder spaces to spawn enemies in since the player spends a lot of time in a small area and can get into the hallways where the Covenant spawn. Trigger volumes and random spawn placement keep the Covenant pouring into the room regardless of the players location. Each increase in difficulty level adds three waves to the encounter. Getting through on Legendary isnt so much of a challengebut getting through on Legendary with all the Marines alive tends to be much more difficult. The hangar bay proved to be an interesting challenge. Its a big open space with tons of geometry (read: slowdown) that provides very little cover for the player. Good thing for Master Chief that the Covenant put everything they own in space crates (and they bring these crates with them everywhere they go). This is another encounter that went through many revisions before I felt it was right. Im more or less still happy with it, although if I was to do it again, I wouldnt push the player back to the entrance as often as I do. By far the hardest and most time-consuming portion of this mission was getting Captain Keyes and the Marines to follow Master Chief back to the hangar. I asked for a script command to do this but was told we wouldnt have time and I should do it all through trigger volumes and squad migration, which proved to be a horrendous waste of time and energy. I lost almost a months worth of work attempting this (hitting script buffer overflow limits, cluster activation problems and the big kicker, getting them to follow you through a BSP swap). Once I finally proved that it was insane to make the AI follow the player using this technique, Chris Butcher wrote the AI follow command and I rescripted the whole portion in a day and a half. Because of this loss of time, I had to turn over scripting of the Flood to Jaime [Griesemer]. Captain Keyes used to carry a plasma rifle, but when you were looking at the captain and Marines in the dark hallway, you couldnt tell which one was the captain. I ended up giving him the needler. Initially he would shoot two or three needles at a time, which wasnt very exciting, so I turned up his firing rate and he became the ultimate badass with the needler. Although Keyes tends to be a little overzealous sometimes and fill Master Chief full of needles, or worse, hell fill an Elite full of needles then run towards it and end up dying in the explosion. Paul Bertone, Level-Design Lead, Bungie Studios

Below are the man-made vehicles that you will encounter, but cannot drive yourself. They are important to the story line in Campaign Mode to help you find your location in certain areas of Halo.
Escape Pod These lifeboats from the Pillar of Autumn are only seen in Levels 1 and 2 of the Campaign Mode. In Level 2, these are important vehicles to find to aid your search for survivors of these crashed escape pods. Ammo and health are always located near escape pods.
Pelican This ship is responsible for dropping you and your Marines off to certain locations around Halo, and is your rescue whenever you need to pull out of an area. The Pelican will drop off Wart-hogs to your area as required by a mission. If you find a crashed Pelican you will almost always see ammo and health nearby.
V-b. Covenant Vehicle List
Below are the alien vehicles you can control. The Ghost is available in Campaign and Multi-player modes. The Banshee can only be used in Campaign Mode.
Ghost The Ghost is a fast and highly maneuverable hover vehicle. Its light on firepower, by providing plasma blasts from its Plasma Canon that are a little more powerful than the Plasma Rifles shots. While the control and agility is among the highest of all the vehicles you can control, you are very prone to attacks.
Banshee This is the only airborne vehicle you can control. The Banshee is equipped with 2 weapons: a Plasma Cannon exactly like the Ghosts and a Fuel Rod Cannon that delivers a shot similar in strength to the Hunters weapon shot. It can also hover in one spot (press down on the controller). When its flown by an Elite, the Rocket Launcher will bring it down in one hit, but you have to either time your shot or wait until its divebombing toward you.
Below are the alien vehicles that you will encounter, but cannot drive yourself. Be careful of their appearances throughout the Campaign Mode of Halo.
Wraith The most powerful of the Covenants land vehicles. This hovering tank only has one weapon, and thats all it needs. The Plasma Cannon from its central turret rivals the Scorpions own turret cannon in destructive power. Unless you have a Rocket Launcher or Scorpion tank at your disposal, avoid the Wraith as much as possible. It takes 3 rockets or a couple of rounds from the Scorpions turret to bring down this behemoth.
Covenant Drop-ship Equipped with a rear-mounted Pulse Laser Cannon (like the Shade), this alien counterpart to the Pelican drops a platoon of Covenant Grunts, Elites, and Jackals into open areas to eradicate any human life forms. You cannot destroy Covenant Drop-ships (even with the mighty Scorpion). Covenant Drop-ships will always drop troops in the same area. Try to anticipate a Covenant Dropships landing area and toss a grenade as the bay doors unload unsuspecting Covenant troops into the welcoming blast party youve just set up for them.
VIII-a. General Single Player Campaign Hints and Tips
Single Player Campaign Hints and Tips: 1. Avoid killing your own men! They may occasionally get in the way and annoy you, but you may miss out on valuable information that they could have for you-- such as knowing where to go to next in the game. And they will fire upon you as a traitor if they feel you are trying to kill them! 2. Kill the Covenant Elites first if they are leading a platoon of Grunts. The Grunts will generally scatter and dismantle without the leadership of an Elite. 3. Sneak up behind individual Covenant aliens and Melee them from behind for an instant kill. 4. Dont waste an entire clip of ammo on a Covenant Elite. Use enough rounds to eliminate their energy shield, then finish them off with a few Melee Attacks to save ammo. 5. If you have the opportunity to do so, sneak up stealthily on Covenant instead of rushing in with guns blazing. Even though its more fun to just shoot everything in sight, youll save yourself the frustration of running low on ammo and health by being sneaky. 6. On the Heroic and Legendary settings, you will encounter plasma and Fragmentation Grenades more often than the easier settings. Use them often, but wisely. Avoid throwing them on lone Grunts, and instead throw them at Elites who tend to have Grunts surrounding them. And be careful not to throw them hastilyyou might end up taking out a few of your own Marines. 7. Dont forget to let your shields recharge! Its easy to get caught up in the action of an intense gunfight and forget about the status of your shield. Duck behind a corner and take the time to let them recharge. 8. If you flip the Wart-hog and your occupants are standing too close to it to flip back over safely, use your Melee Attack to move the vehicle away from them so you can flip it back over without the danger of killing anyone.
VIII-b. General Multi-Player Hints and Tips
Multiplayer Hints and Tips: 1. Charge up a shot from the Plasma Pistol to stun your opponent. Then Melee Attack them while theyre stunned. 2. Memorize the layout of each arena. 3. Go for the Over Shield and Active Camouflage every chance you get. 4. If the Motion Tracker is turned on in Multiplayer, you can still keep from being detected by it if you dont move aroundwhich is great news for those Campers who like to snipe unsuspecting opponents.
IX. Single Player Campaign Level Walkthrough
Level 1: Pillar of Autumn
Scenario: Reveille (The scenario Reveille is only available on the Easy and Normal difficulty settings. Heroic and Legendary skip this scenario since its just a training segment to learn basic controlswhich a Heroic or Legendary skilled player should already know.) Mission Objective 1- Complete training diagnostic This simple objective is designed to familiarize you with the basic controls and how your shield functions. A technician on the floor will lead you to 2 test stations that will test your targeting and shield abilities. There will be no enemies to attack you, so practice maneuvering with the analog sticks. Find and stand in the middle of the red square on the floor to begin the first test at the Optical Diagnostic station. Use the Right Analog stick on the controller to look at each of the 5 lights to change their colors from red-orange to green. If you havent set up your looking controls to Inverted in the options menu under Advanced Controls, the 2nd technician in the Cryo-Storage Observation Deck above will ask you to look at the lights again with the up and down controls inverted (like controlling an airplane). Decide on which control style is best for you. Now follow the technician to the 2nd test station. After standing in the middle of the yellow and black striped square, your shields will be fully charged again. Before leaving the station area, you will be asked to bring down your shields to test their recharging capabilities. Press A to do so. Once they regenerate, Captain Keyes will call on the loud speaker and request your presence on the Bridge.
Before you can reach a life pod to escape, through the windows you see blue plasma shots from Covenant ships off-screen destroy each life pod that leaves. Thankfully, Cortana knows of other life pods that may be intact and tells you to use the Pillar of Autumns Maintenance Access Ways. She will mark the entrance to the maintenance access way with a red arrow on the screen called a Nav Point, which has a numerical value below that tells you how far away the destination is from your current position. Once you reach the entrance to the Maintenance Access Ways, use your flashlight to light the narrow and dark corridors. The 1st of 3 Sets of Maintenance Access Ways It can be easy to get lost in the dark corridors of the Maintenance Access Ways. Avoid running through these Maintenance Access corridors too quickly as you will lose your bearings. This will be the 1st of 3 mazes of Maintenance Access Ways on the Pillar of Autumn. So without further ado, here are the directions for the 1st set of Maintenance corridors There are 2 entrances from the life pod hallway into the Maintenance corridors (each one is marked with a green arrow on the floor with Maintenance stenciled in). No matter which entrance you take, they both lead to the same corridor. From this first corridor there is only one branching corridor. Take this corridor all the way, which will have you make 2 left-then-right turns. After the 2 left-then-right turns you should see an exit at the end of the corridor. Instead of taking that exit, take the branching corridor on your right. Follow this branching corridor and exit through the grated door that should be straight ahead, ignoring the branching corridor on your left. To the Cryo-Storage Observation Deck and Beyond Now that youre outside the Maintenance Access Ways, you should be in another dark room. If youre playing on Easy or Normal difficulty youll see a damaged door that wont open regularly. Cortana will mention that the doors system may be offline, but with some force you can punch through it. Do as she says and Melee Attack the door. If youre playing on Heroic or Legendary the door will be normal and operational. In either case, just follow the hallway past this door and take one of the 2 exits which should be on your left. They both lead to the same hallway. In this hallway you will encounter 2 Elites and 4 Grunts. Ignore the 2 grated door exits in this hallway (they lead back to the Maintenance Access corridors) and take the exit with the yellow arrow painted in its doorway marked Cryo B. Following down this hallway will lead you through the Cryo-Storage Observation Deck, where Cortana will comment about the Covenant wanting to catch you napping. Continue past the Cryo-Storage Observation Deck and make a right as you enter a room that begins to explode. Defeat an Elite and a few Grunts then take the grated door exit in this room to enter the 2nd of 3 Maintenance Access Ways of the Pillar of Autumn. The 2nd of 3 Sets of Maintenance Access Ways This system of corridors is a bit easier to navigate through than the 1st set of Maintenance Access corridors, but has more exits into the same hallway than the previous set of Maintenance corridors. Of the 4 possible exits, one will place you among a group of Marines fighting off Covenant Grunts and an Elite.
Another will place you directly behind the Covenant in this hallway, while the other will place you a bit further behind the attacking Covenant and closer to a group of Grunts standing around. The 4th exit is blocked by fallen debris. As you enter the dark corridors youll be forced to make a right. After taking that right, you will come to a T-section with 2 Grunts that try to surprise you. After killing the Grunts, the T-section will force you to go one way (the other way is a dead-end). Follow this corridor and youll come to a 2nd T-section that dead-ends to the left. To the right youll see one of the 4 possible exits to take at the end of this corridor. Shortly before the exit is a corridor that crisscrosses to the left and right, leading to the other 3 exits. Instead of taking one of the other 3 exits from the criss-crossing corridor, take the exit straight ahead to surprise flank the Covenant attacking the Marines in the hallway. The 3rd set of Maintenance Access Ways, 2nd set of Life Pods, and exit out of this level Once youve eliminated the Covenant attacking the Marines in the hallway outside the Maintenance Access corridors, go left from the exit and turn left around the next corner. Take out the 4 Grunts in this area then continue right. On one side of this wide hallway is the entrance to the 3rd set of Maintenance Access Ways. On the other side are 2 exits that lead to the same hallway. At the far end of this wide hallway is a left turn that leads to the 2nd set of life pods. Before you can leave on the life pods, you will have to eliminate the rest of the Covenant in these surrounding hallways. If you choose to go through the Maintenance Access corridors you can use them to sneak up on the remaining Covenant guarding the entrance to the life pods through each of the 3 exits that face the entrance to each life pod. Or you can choose to go to the far end of the wide hallway and use the Fragmentation Grenades to throw at the remaining Covenant. Once the Covenant are eliminated an automatic cut scene will show you and the rest of the Marines left boarding the life pods, bringing an end to level 1.
Level 2: Halo
Scenario: Arrival Mission Objective 1- Evade Covenant patrols Sub-objectives: Evade the Covenant patrols searching for you Head for higher ground Search for other lifeboats Quickly collect the extra ammo and grenades surrounding your crashed escape pod then immediately head left from the pod across the bridge. Now head left from the pod across the bridge and follow along the mountain wall up the incline. As you cross the bridge, a Covenant Patrol ship will arrive and circle around the area, dropping Covenant troops at your crashed pod and at a second area up the incline ahead. If you run fast enough, you will only have to deal with a group of 4 Grunts and an Elite at the top of this incline. Otherwise, youll have to battle the dispatched group of Covenants on the incline. Keep following this incline over its peak and descend to the left. You will come upon a large building thats the scene of a battle between a group of Marines and a force of Grunts and Elites. Help the Marines eliminate the threat by going after the Covenant Elite first. Then the Marines should help clean up the rest of the Grunts with you. After cleaning up the area of Covenant, get ready to protect the Marines here from an onslaught of Covenant.
Level 3: Truth and Reconciliation
Scenario: Truth and Reconciliation Mission Objective 1- Board the Covenant Battle Cruiser Quick Tip: An important tip to remember before boarding the Covenant Battle Cruiser is to be as sneaky as possible. Use the area to your advantage at all times to snipe as many Covenant as you can. As the level starts, Cortana will suggest that you silently recon the enemy from the ledge that is on your right. Continue on this ledge and snipe as many covenant soldiers as you can before they start shooting back. Be sure that you snipe both of the Grunts in the stationary machine guns first, then shoot the Elites next. After the Elites, take out the Jackals and finish up the remaining Grunts. As long as the enemy doesnt fire upon you, its possible to eliminate the Covenant in this area before the Marines move in. Proceed along the trail, sniping enemies when you can. Deal with the 2nd group of Covenant much like the same way you did with the 1st: snipe Stationary Gunners first, any Elites next, then Jackals, and finish up the remaining Grunts. Keep following the narrow trail to a 3rd group of Covenant who are patrolling a bowl-shaped area. Theres a middle pathway cutting into the center of the bowl and another pathway along the cliff edge that follows the edge of the bowl. Whichever pathway you choose, the remaining platoon of Marines will take the other one to surround the Covenant in the area. Collect the Active Camouflage located among a group of trees to help fight off other Covenant that come into the area from a Covenant dropship. Descend into the bowl-shaped area and take the narrow pathway with flood lamps lining the walls to get to the Gravity Lift.
As you enter the area before the Gravity Lift continue sniping as many Covenant as you can (you will probably be low on sniper ammo by now). Like before, try to take out Stationary Gunners first and Elites on the ledge next. After killing the Covenant patrolling the area around the Gravity Lift, groups of Covenant begin to beam down from the lift. Use the stationary guns in the area to take out most of the enemies from the Gravity Lift. The last enemies to come out of the lift will be the fearsome Hunters. Be careful using the stationary guns against the Hunters, as one of them could most likely fire an explosive shot of green plasma at you before you can kill the other. Its best to constantly move around when dealing with the Hunters. If the Hunters arent close to each other, try circle-strafing each of them with Melee Attacks. After you kill the Hunters get under the Gravity Lift and join the Marines aboard the Covenant Battle Cruiser.
Scenario: Rolling Thunder Mission Objective 2- Reach the transition to the third chasm From the man-made tunnel you will make your way up a long snow covered incline. Use a Ghost at the bottom of the incline to help you kill the Covenant (mainly Jackals) as you ascend. The Long Valley Pass after the Man-Made Tunnel Now that youre out of the tunnel continue ahead through this long valley pass through the mountains. Standing tall in the middle of the pass is a rock formation that houses an internal structure comprised of 3 hallways that all meet in one room. There are Active Camouflaged Elites inside and an Active Camouflage power-up. Only enter this structure if you want an Active Camouflage power-up; otherwise you dont need to go inside. Nearing the end of the mountain pass you will face a Wraith tank and a pair of Hunters on a frozen lake. If you need a Rocket Launcher and some ammo you can find it between the mountain wall and the rock formation with a sloped ramp leading to a Stationary Gunner on top. Theres also some health and other ammo among 3 dead Marines bodies where the Rocket Launcher is located. Use the Rocket Launcher to destroy the Wraith tank and the 2 Hunters. Then continue on to a narrow trail covered in the shadows of the mountains walls on the left and right. This trail will lead you down a treacherous and skinny pathway that winds downward to a frozen lake. As you approach the lake, Cortana remarks how she thought that the Covenant had eliminated all Marine forces in this area, but to your surprise you see a group of Marines fighting off a pair of Hunters. When you reach the area to help out the Marines, a Covenant drop-ship appears dropping off more Covenant enemies. If you have the Scorpion tank with you still, it will easily help clear out the area of enemies. At the far end of the frozen lake is the entrance to a short cavern pass. Pick up the Health Packs, ammo, and the Active Camouflage to the left of the entrance, and then proceed through the cavern. Watch out for a couple of Camouflaged Elites with Plasma Swords that will try to ambush you from inside the cavern. Dont pass up the health and ammo thats to the right as you exit this cavern. From the cavern you will travel up a ridge to a wide pass that is heavily populated with Covenant forces, ranging from Grunts to Elites riding Ghosts. Watch out for the Stationary Gunners as you ascend the ridge. Gun down everything in sight and continue on. 6 Large Horizontal Pipes and the Entrance to more Circular Rooms and Hallways with White Triangles on the Floor After traveling up the ridge and through a wide pass, you should see up ahead 6 large pipes with a blue light in the center of each of them that stretch horizontally across a descending pathway. Ignore the descending pathwayit only leads to 2 hallways with locked doors. Instead, go through the doorway entrance built into the mountain wall which is surrounded by 2 Stationary Gunners and sits across from the 6 horizontally stretching pipes. As you near the doorway, kill the Elites that rush out and continue down the hallway (which has white triangles on the floor similar to earlier hallways in this level). At the end of the hallway you will reach another door that enters into a large circular room.
The 4th Circular Roomwith Sleeping Grunts Sneak slowly around the corner from the long ambush-prone hallway to keep from being spotted by walking Elites in the circular room ahead. Since the circular room is full of sleeping Grunts, TRY TO AVOID FIRING SHOTS IN THIS ROOM, and instead Melee Attack as many of the enemies as you can. Hide behind corners in this room to sneak up behind walking Elites and Jackals and give them an instant-killing Melee Attack to the back. If youre careful, you can sneak through this room without having to make any contact with Covenant enemies (but that wouldnt be fun now, would it?). The center of this room has a ramp leading to a second floor platform with walkways leading to the circumference hallway of the room. There are no Health Packs or ammo on the second floor platform (or anywhere in this room), so ignore the center of the room. From the entrance into this room, you can head either left or right and trace the circumference pathway to find the exit, indicated by a flashing white triangle on the floor pointing toward the door. The exit from the room leads to the usual hallway with white triangles telling where to go. The hallways door exit will lead you to the 2nd of the 2 side-by-side bridges. Crossing the 2nd Side of 2 Side-by-Side Bridges This bridge is identical in appearance and layout to the bridge next to it that you recently crossed. Just run and gun down the length of the bridge, watching out for deadly shots from Hunters that just stormed the bridge across from you. An Active Camouflaged Elite will try to surprise you as you near the exit, so be careful. The end of the bridge will lead to another hallway with the standard white triangles on the floor pointing you to the exit into another circular room. The 5th Circular Roomwith Sleeping Gruntsand another Hallway Prone to Ambushing This center of this circular room has a deep, rectangle-shaped hole with 2 walkways crossing the hole made of thick bullet-proof glass. There are Grunts asleep in various spots around the room, and patrolling Jackals. From the rooms entrance, head right and follow the circumference pathway to find the narrow declining hallway exit out of this room, indicated by a flashing white triangle. The declining hallway exit leads to a small room with a ramp structure in the middle of the room. Continue through this small room to a hallway that forces you to turn right, into a long hallway prone to ambushing because of the lower level passageway that lines this long hallway. Watch out for Camouflaged Elites that try to ambush you from this lower level passageway on the left. Follow through this long hallway until it forces you to turn right into a small room (just like the one you passed through) with a small ramp structure in the middle of the room. Go through this room up the short ascending hallway with a flashing white triangle on the floor, entering another circular room. The 6th [and final] Circular Room, leading to a Snow Covered Bridge Outside In the center of this circular room there will be health and ammo (including rocket rounds) by 2 dead Marines bodies, with some Sniper Rifle rounds at the top of a structure near a 3rd dead Marine body. But there are also 2 Hunters walking the center of the room as well. If you can take out the Hunters easily, go for the supplies in the center of the room.
From the 1st Elevator Lift to the 1st Room with a Light Bridge (and 2 Aqua-Green Alien Symbols on a Wall) The 1st room of the facility contains the 1st elevator lift. Activate the switch panel and take the large, circular elevator lift down to a room similar in layout to the 1st room above. Sneak up to the exit of this room and toss a grenade to eliminate most of the unsuspecting Covenant Grunts and Jackals that are crowded around it. The room outside the lift room is the 1st of 5 rooms youll encounter with a light bridge. You will enter this room on the upper platform. The light bridge is inactive when you first enter the room, and does not need to be turned on right now. You can also see 2 horizontallyplaced, aqua-green colored circular alien symbols painted on the wall above a door at the far end of the room. [Above the entrance to this room are more circular alien symbols3 in a triangle formation with 2 of them aqua-green and the other pink in color.] Covenant Jackals and Grunts will assault you from the upper and lower floors in this room. Exit this room by jumping to the floor below and taking the door lit with green lights on either side. Going through a Set of Corridors lit in White Light to a Room of Jackals Though the green-lit door (from the light-bridge room) you will take some connecting corridors, lit up in white lighting, that form a square if you were to look at it from above. There are 4 total exits from these corridors, including the one you entered the corridors with. Two of the four doors are locked. Take the unlocked door opposite of the one you used to enter these corridors. This next room has 2 floors. You will be entering it on the bottom floor. If you look at the entrance into this room you will see theres a green light on either side, but the one on the right is flashing and both of them emit a small glow. Theres only one exit from this room on the ground floor, and its guarded by a group of Jackals. Deal with the Jackals (theyre bunched togetherperfect for a grenade toss) and go through the door that has bright glowing green lights on either side and a yellow light above the entrance. Going through a Set of Corridors lit in Yellow Light to the 2nd of 5 Light Bridge Rooms (with 2 Red Alien Symbols on a Wall) You will enter another series of corridors that have a square-outline formation. This time the corridor is lit up with yellow lighting (any series of corridors with distinctive lighting will be denoted by a light above the entry doors, such as the yellow light above the door you used to enter these corridors). Just like the previous corridors you went through recently, there are 4 doors total. One of the four doors is locked, while another is open but blocked by debris. Take the door opposite of the entrance door to enter the next room. You will now be in the 2nd of 5 light bridge rooms. The light bridge has not been activated, and there is no need to activate it just yet. You will enter this room on the bottom floor. If you look at the top floor you should see a green-lit door with 2 horizontally-placed, circular alien symbols painted in red. You will eventually go through that door, but to get to it you need to first take the door at the far end of this room which is lit up with green lights on both sides (but the green light on the left is flickering as if it were about to short out). Go through the green-lit door to enter another series of corridors.
From another Set of Corridors (in White Lighting) to getting to the 2nd Floor in a Room (lit up in Green) with a Crazed Marine The series of corridors you have entered are lit up in white lighting. There are four total doors as usual, with 2 of them locked. Take the door opposite of the one you used to enter these corridors, but be careful. As you approach the door, you will hear a voice franticly shouting from the next room. When you enter the next room, quickly run to the left or right to avoid being shot from a crazed Marine sitting across from the door you used to enter this next room. From the corridors you will enter a room that is mostly lit up in green lighting. You will be entering on the bottom floor. There is only one door on the bottom floorthe one you used to enter this room (which has red glowing lights flashing on either side). You will need to get to the upper floor by making your way to the far corner of the room which is on fire. The upper floor in this area is a little lower because of the explosion that damaged it. Jump on the debris near the damaged upper floor and jump again to reach the upper floor. Follow the walkways and exit through the only door on this rooms 2nd floor (its lit up with 2 bright green lights). The Marine on the bottom floor of this room can and will inflict damage to your shield and health meter if you let him shoot you. He yells deliriously about losing members of his squad to monsters and thinks your one of them. Just ignore him (you can shoot him if you wantand you wont be penalized for doing so). Going through the 2nd Floor of a Set of Corridors (in White Lighting) and back to the 2nd of 5 Light Bridge Rooms (with 2 Red Alien Symbols on a Wall) From the exit of the green-lit room, you will enter another series of corridors lit up with white lighting. The floor in this corridor is made of thick glass and allows you to see below to the series of corridors you just went through. There are only 2 doors in these corridors, so take the door opposite of the one you used to enter. You should now be on the 2nd floor of the room with an inactive light bridge. At the far end of the room you should see the 2 horizontally-placed, circular alien symbols painted in red on the wall above the green lights on either side of a busted door. Activate the light bridge by pressing X on the Light Bridge Panel. Cross the bridge and make your way to the green-lit busted open door marked with the red alien symbols. The Observation Deck leading up to a Dramatic Cinematic This next room is an observation deck that has a large window allowing you to see into the next room youre about to enter. Go down either one of the 2 descending ramps in the middle of this room. Both ramps lead to a single door. As you approach the door, a cinematic of what happened to a squad of Marines who entered this facility will play. Once the cinematic is over, you will be in the large room that you saw from the observation decks window from above.
Easy Way: Using the Assault Rifles Compass as a Guide to exit the level If you still have the Assault Rifle on you, take a look at the LED compass above the ammo read-out for the following directions to the tall tower structure. Exit the facility with the compass needle pointing northeast. Keep going northeast as you run over boulders, ferns, and go through a body of swamp water. When you reach the entrance to a valley surrounded on 2 sides by steep hills with a huge boulder at the entrance of it, go through the valley to see a large tree with tall roots shooting up out of the ground. Your compass should be pointing either north or northwest now as you head toward the tree. Go under the tree and you should see some red flashing lights in the distance to the northwest. Go toward the lights and you should see the large tower appear from the dense fog. Circle around it while looking upward at the tower to find a small, blue, hovering ball of light. Once you see it, a cut-scene will automatically play, ending level 6 and starting level 7, The Library. Not-so-Easy Way: Exiting the level without the aid of the Assault Rifles Compass If you dont have the Assault Rifle on you, use these directions to get you to the tall tower structure. From the exit of the facility, go left and trace the steep hillside. Keep following this steep hillside, passing by a body of swamp water on your right, until you reach the entrance to a valley with a huge boulder on the left. Go through the valley to and youll see a large tree with tall roots shooting up out of the ground. Go under the tree with tall roots and head toward the red flashing lights on the ground at the edge of a large body of swamp water. Once you get close to the red flashing lights on the ground you should be close enough to see the red flashing lights of the tall tower structure. Walk around the tower while looking up at it to find a hovering blue ball of light. If you hear a voice cheerfully humming a tune, that is the ball of light making the sound. Once you are close enough to the blue ball of light, the screen will fade to white and start the next cutscene. This cut-scene marks the end of this level and begins the next one, The Library. Scenario: New Friends This scenario is a cut-scene that leads you into level 7. There is no mission objective until level 7 begins.
Level 7: The Library
Scenario: The Library General Tips for Level 7: 1. Follow the Monitor as closely as possiblewhich means in order to do this you only need to kill the enemies that get in your way, instead of going after every single one. 2. The Monitor will appear as a yellow dot on your motion tracker radar. If you lose sight of it, just glance at your radar. If you cant find it on the motion tracker, survey the area for an intensely bright blue light that reflects on the surrounding environment. 3. Ditch the Pistol and acquire a Shotgun as soon as you can to deal with the Flood 4. Use the Flood Spore Incubators as a form of a grenade you can detonate at will. Shoot them when they have other Flood surrounding them for maximum effectiveness. Just be careful shooting Flood Spore Incubators close to one anotherthe explosion of one will make others close by fly through the air, potentially landing next to you to explode. 5. Be extra careful of the glass panes in the floor of the wide hallways! They cover deep deadly pits that will kill if you fall down themwhich can happen easily if youre fighting Flood or simply looking up at the Monitor to follow it. 6. Periodically, youll come to trenches in the floors of this buildingexplore them. More often than not you will find Health Packs and other goodies hidden there, as well as underground passageways that lead you to other sections of the building.
When you cross the ridge, stop just before the frozen body of water. If you have the Rocket Launcher or Sniper Rifle, break it out and use the zoom lens to observe another fierce battle between Flood and Covenant. Sit back and wait till the action dies down. Then eliminate the rest (the Sniper Rifle does a great job with all the rocks you can hide behind). You will find 2 Banshees parked at the end of the valley pass. The area around the 2 Banshees is heavily guarded by every kind of Covenant ground troop (including Hunters and Active Camouflaged Elites) in addition to a Stationary Gunner and 2 Wraith Tanks. Take out the tanks first with the Rocket Launcher then move in and eliminate the Stationary Gunner next. Once you have a Banshee, just follow the Nav Point onscreen. When you get to the platform leading Pulse Generator #3, take out the Sentinels that will try to ambush you as you land. Theres a Health Pack and plenty of ammo on either side of the entrance. Follow the white triangles in the hallway leading to the circular room containing the 3rd Pulse Generator. Youll be greeted with shield-enabled Sentinels inside the room. Dont bother shooting the Sentinelsinstead just run into the Pulse Generator which will kill the Sentinels and end the level. Now get ready for Level 9: Keyes.
Level 9: Keyes
General Tips for Level 9: 1. Any chance you get, let the Covenant and Flood finish each other off before you jump into the action. 2. You will want to use your flashlight while in the valleys and canyons below the ship to see pathways you may have passed up. 3. To keep from getting lost in the dark valleys and canyons below the crashed Covenant Cruiser, pay attention to the placement of Covenant Plasma Shields and pools of coolant; use them as points of reference for where youve been and where to go. 4. If you fall into a deep pool of green coolant, look up to trace the contours of the land around the pool to help you find your way out.
Scenario: The Maw Youve been beamed aboard a Covenant Cruiser that has crashed atop some mountains. Cortana has received a signal showing that Captain Keyes is alive and the neural implants in his head are intact. (The neural implants are necessary to activate the codes for a meltdown of the Pillar of Autumns fusion reactors.)
Mission Objective 6- Escape via the shuttle bay After watching the cinematic of retrieving the Captains neural implants, immediately head toward the unlocked white-highlighted door, but dont go through it just yet. When you reach the white door, do a 180 turn and run toward the trench near the Control Room platform. The red-highlighted doors should open at just the time you trigger the white door to open. If you time it right, youll enjoy watching the Covenant that come from the white unlocked door take on the Flood from the red doors as you back out of the trench from the ramp at its end. Let them have at each other and wait for a lull in the fight to make your way out of the chaotic Control Room through the white unlocked door. Back track all the way to the Shuttle Bay. When you get there, youll be greeted by an onslaught of the toughest Grunts and Elitesgrey-silver Grunts and Elites. They populate all 3 floors of the Shuttle Bay and surrounding hallways that lead to each Shuttle Bay floor. A Nav Point will show up pointing you to the Banshees that you can take to get out of this ship. Theyre on the first floor of the Shuttle Bay, so youll have to fight all the way down to get there. Once you get to the bottom floor of the Shuttle Bay, head straight for the Banshees. The level will end once you press the X button to board it, and youll begin the last level of the game, Level 10: The Maw.
Level 10: The Maw
Scenario: And the Horse You Rode In On Mission Objective 1- Make your way to the bridge You start off the level in the Escape Pod Bay area of the Pillar of Autumn. From the escape pod bays, head down the hallway in front of the pod bays and go around the corner to find the entrance to the Maintenance Access Ways. Make your way through these corridors to find a ladder that goes down. Watch out for Flood Spore Incubators before going down the ladder. Once you go down the ladder, follow the hallway ahead. Toss a grenade at the Sentinels that await you at the 1st right corner you come upon. Then follow this hallway as it leads you around 2 right corners and around a 3rd corner where youll see a door burst open with Flood Humans and Flood Elites running out. Toss a grenade as the door bursts open to take out most of them in the small confines of the hallway. Head down the hallway through the busted door after youve cleared out most of the Flood and continue following this hallway until you come to a door that has fire on the wall to the right of it. Go through this door to be in the hallway just outside the Mess Hall. (You should remember the Mess Hall from the first level: its a big room full of tables where you had your first armed-fight supporting a group of Marines against Grunts and Elitesawww, the memories).
On the way to the Longsword fighter craft, Cortana will warn you of a jump that youll need top speed to clear. Dont floor it over the next immediate jump you reach or the Wart-hog will flip from the very long fall. Gun it over the next jump to clear it easily with enough top speed. When you reach the Longsword fighter, youll have to get off the Wart-hog and run toward the craft to get aboard. Make it across the last wide pathway and up the ramp to the craft to end the level and the game. [If you dont make it in time to the Longsword fighter, youll see the Pillar of Autumn explode; after which youll restart from the previous checkpoint thats not too far back. Youll be given enough time to make it to the end with at least 30 seconds to spareso dont worry].
X. Credits
A Big Thank You to all of these fine upstanding citizens of the community that helped in organizing and completing info for this walkthrough (in no particular order of importance): Danny Magallanes Andrew Brummett Ali Khan Kevin McGilligan Ben Chacko.a.k.a. the X-perts Team
And another, more important Big Thank You to the following people, who are more important than the above people: Craig Stum (for all the nit-picky questions I had) Duncan McDonald (for being patient with us X-perts) The Bungie Development Team (for making such a cool game) Microsoft Corporation (for publishing such a cool game)
Seriously, thanks to everyone that helped out it was much appreciated.
Walkthrough created by That Guy Phil Cordova, 10/18/2001.
Technical specifications
Full description
In the most obvious sense, the "Halo" is a space station built in the shape of an enormous rotating wheel. As the wheel spins, it creates centrifugal force that mimics gravity on its inner rim. An entire world exists inside this wheel, with huge developed structures and vast, open landscapes. But something else exists in the Halo as well - something mysterious and powerful. All that is really known is that a force of alien invaders is desperate to find it and they are leaving death and destruction in the wake of their search. This mystery of Halo must be solved and the aliens must be vanquished, before they find what they are looking for and destroy us all.
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