HHHHH HHHHHH A LLL OOOOOO
HHHHH HHHHHH AAA LLL OOOOOOOOOOOO
HHHHH HHHHHH AAAAA LLL OOO OOO II
HHHHH HHHHHH AAAAAAA LLL O O II
HHHHH HHHHHH AAAAAAAAA LLL OO OO II
HHHHH HHHHHH AAAAAAAAA LLL OO OO II
HHHHHHHHHHHHHHHHHHHHHH AAAAA AAAAA LLL OO OO
HHHHHHHHHHHHHHHHHHHHHH AAAAA AAAAA LLL OO OO
HHHHHHHHHHHHHHHHHHHHHH AAAAA AAAAA LLL OO OO
HHHHH HHHHHH AAAAAAAAAAAAA LLL OO OO II
HHHHH HHHHHH AAAAAAAAAAAAAAA LLL OO OO II
HHHHH HHHHHH AAAAA AAAAA LLL O O II
HHHHH HHHHHH AAAAA AAAAA LLL OO OO II
HHHHH HHHHHH AAAAA AAAAA LLLLLLLLLL OO OO
HHHHH HHHHHH AAAAA AAAAA LLLLLLLLLL OOOOOOOOOOO
HHHHH HHHHHH AAAAA AAAAA LLLLLLLLLL OOOOOO
CCCCCC
CCCCC OOOOO MMM MMM BBBBBBB AAA TTTTTTTTT
CCCC OOOOOOO MMMMM MMMM BB BBBB AAAAA TT
CCCC OOOO OOOO MMMMMM MMMMM BB BBB AA AA TT
CCCC OOO OOO MMM MMM MMMMMM BBBBBBB AA AA TT
CCCC OOO OOO MMM MMM MMM MMM BBBBBBB AAAAAAA TT
CCCC OOOO OOOO MMM MMMMM MMM BB BBB AA AA TT
CCCCC OOOOOOO MMM MMM MMM BB BBBB AAA AAA TT
CCCCCC OOOOO MMM MMM BBBBBBB AA AA TT
EEEEEEEE
EEEEEEEE
EE VV VV OOOOO LL VV VV EEEEEE DDDDDD
EE VV VV OOOOOOO LL VV VV EE D DDD
EEEEEE VV VV OOOO OOOO LL VV VV EE D DDD
EEEEEE VV VV OOO OOO LL VV VV EEEE D DDD
EE VV VV OOO OOO LL VV VV EEEE D DDD
EE VV VV OOOO OOOO LL VV VV EE D DDD
EEEEEEEE VVV OOOOOOO LL VVV EE D DDD
EEEEEEEE V OOOOO LLLLLLL V EEEEEE DDDDDD
GUIDE/LEGENDARY GUIDE
VV VV EEEE RRRR SSSS IIIII OOOOO NN N 11 000000
VV VV E R RR S I OOO OOO N N N 1 1 00 00
VVVVV EEE R R SSSS I OO OO N NN N 1 00 00
VVV E RRRRR S I OOO OOO N N N 1 oo 00 00
V EEEE R RR SSSS IIIII OOOOO N NN 11111 oo 000000
--------------------------------
Halo: Combat Evolved
FAQ/Walkthrough
Version 1.0
Last Updated - January 17, 2007
--------------------------------
Search Key:
1. Legal Crap - :777LC4:
2. Coming Soon - :577CS4:
2.1 Controller Map - :351CM4:
3. What And What NOT To Do When Emailing Me :560WAWNTDWEM4:
4. Update History - :980UH6:
5. Weapons n' Stuff :WEPNENEMSTF:
6. Walkthrough - :000WT1:
6.1 Pillar of Autumn - :POA231:
6.2 Halo - :04HALO:
6.3 Truth and Reconciliation - :TRUTHAR:
6.4 Silent Cartographer - :SILCAR:
6.5 Assault on the Control Room - :AotCR3:
6.6 343 Guilty Spark - :343GS4:
6.7 The Library - :THELIB:
6.8 Two Betrayals - :2BET77:
6.9 Keyes - :KEYES8:
6.10 The Maw - :THEMAW:
6.11 Multiplayer :MLTPLYR:
7. Frequently Asked Questions - :89FAQ2:
8. Closing Notes - :CN6759:
9. Secrets 'n Glitches - :HCESECGLITC:
Table of Contents - :507TOC:
-***00001111222211110000***-
1. LEGAL CRAP :777LC4:
-***00001111222211110000***-
This is my FAQ for Halo: Combat Evolved, version 1.0 (yay!). When I first
thought of this guide, I couldn't think of one, until I remembered I wanted to
do a guide of this game. My goal is to write guides for every game I own.
They are:
Amped (XBOX)
Amped 2 (XBOX)
Big Mutha Truckers (XBOX)
Enter the Matrix (XBOX)
Final Fantasy (NES)
Final Fantasy II (SNES)(started 07/29/06, 12% done)
Final Fantasy III (SNES)
Final Fantasy IV (PSX)
Final Fantasy V (SNES)
Final Fantasy VI (PSX)
Final Fantasy VII (PSX)(started 08/22/06, not even 1% done)
Halo (duh)(close to being done)
Halo 2 (DUH)
Jurassic Park (SNES)
The Legend of Zelda: A Link to the Past (SNES)
NASCAR Thunder 2003 (PC)(done)
NASCAR 2005: Chase for the Cup (XBOX)
NASCAR 06: Total Team Control (XBOX)
NASCAR Thunder 2004 (XBOX)
Pac-Man 2: The New Adventures (SNES)
The Sims (XBOX)
The Sims 2 (XBOX)(cancelled project due to dead disc)
Tom Clancy's Splinter Cell (XBOX)
Tom Clancy's Splinter Cell: Chaos Theory (XBOX)(already started)
Tom Clancy's Splinter Cell: Pandora Tomorrow (XBOX)
The Urbz: Sims in the City (XBOX)
WWE Raw 2 (XBOX)
WWE Wrestlemania 21 (no shi'ite)(cancelled project due to laziness)
NOTE: This guide is © 2006 by Adam 'WWEandNWOfan' Sweet. I do not own the Halo
name (pretty freakin' obvious). Bungie Studios and Microsoft Corporation owns
Halo and anything else that they own. This guide is unofficial, and may be
used for private use only, unless you have
authorized written consent by me. The Halo name, and anything else
associated with it may be distributed publicly with authorized written consent
of Bungie Studios and Microsoft Corporation.
Now that that is clear, unless you are a complete waterhead, here is the rest
of the guide.
Sites that are currently allowed to use this guide are :
GameFAQs - *www.gamefaqs.com* (Yay, GameFAQs. GameFAQs rules.)
GameSpot - *www.gamespot.com*
Super Cheats - *www.supercheats.com*
Neoseeker - *www.neoseeker.com*
DLH.Net - *www.dlh.net*
Sites that are not allowed:
Cheat Code Central - *www.cheatcc.com* (Yes, you, Cheat Code Central.
I'm pointing at you _|_ ('O') _|_)
ICW Online - *http://s15.invisionfree.com/icwwrestling/index.php?act=idx*
If you want to use this guide on your site, simply email me at any of these
adresses:
CONTACT CLOSED OFF (Too much crap from Gamecube fanboys)
Note that I am not going to tolerate plagarism, because it is bad and against
the law. So if you wish to keep your computer alive and virus free, DO NOT
STEAL THIS GUIDE. I REPEAT, DO NOT STEAL THIS GUIDE. I will take legal action
if you take my guide and publicly distribute it without telling me first.
NN N OOO TTTTT EEEEE Not all info stored in this guide is 100%
NNN N OO OO T E : accurate. Please notify me about spelling
N NN N O O T EEEE errors, grammar errors, updates for random
N NNN OO OO T E : stuff, and et cetera.
N NN OOO T EEEEE "Now serving number 67." ~ Sam Fisher
**If anyone sees this guide on anywhere but the currently allowed sites, notify
me immediately and they will get a VERY stern reprimand. If that doesn't work,
read the last sentence of the above paragraph to see what I will do.
One more note, if you do not wish to see spoilers, LEAVE NOW!!!!!!! This guide
will have lots of spoilers in it's full edition, so if you are a spoiler hater,
don't even consider this guide.
NOTE: I have absolutely no clue if this will work for the PC version, but
email me if it matches it, sorta.
NOTE: I have added a new section called "Legendary Tips" to my guide.
-****000011112222211110000****-
2. COMING SOON :577CS4:
-****000011112222211110000****-
The full complete guide ( I hope. I fear.)
More of the Secrets Section
More of the multiplayer section
And MUCH more......
-****000011112222211110000****-
2.1 CONTROLLER MAP :351CM4:
-****000011112222211110000****-
Default Setting -
A button - Jump
B button - Melee
X button - Reload/Action/Swap Weapons
Y button - Switch Weapons
Right Trigger - Fire Weapon
Left Trigger - Throw Grenade
Black Button - Switch Grenades
White Button - Turn Flashlight On/Off
Left Thumbstick - Move Master Chief
Right Thumbstick - Move Field Of View
BACK button - N/A
Start Button - Pause
Legacy Setting -
A button - Jump
B button - Melee
X button - Reload/Action/Swap Weapons
Y button - Switch Weapons
Right Trigger - Fire Weapon
Left Trigger - Throw Grenade
Black Button - Switch Grenades
White Button - Turn Flashlight On/Off
Left thumbstick - Move Field of View/Move Forward/Move Backward
Right Thumbstick - Strafe Left and Right/Look Up and Down
BACK Button - N/A
Start Button - Pause
Southpaw Setting -
A button - Jump
B button - Melee
X button - Reload/Action/Swap Weapons
Y button - Switch Weapons
Right Trigger - Fire Weapon
Left Trigger - Throw Grenade
Black Button - Switch Grenades
White Button - Turn Flashlight On/Off
Left Thumbstick - Move Field of View
Right Thumbstick - Move Master Chief
BACK Button - N/A
Start Button - Pause
Legacy Southpaw Setting -
A button - Jump
B button - Melee
X button - Reload/Action/Swap Weapons
Y button - Switch Weapons
Right Trigger - Fire Weapon
Left Trigger - Throw Grenades
Black Button - Switch Grenades
White Button - Turn Flashlight On/Off
Left Thumbstick - Strafe Left and Right/Look Up and Down
Right Thumbstick - Move Field of View/Move Forward/Move Backward
BACK Button - N/A
Start Button - Pause
-********00000000111111112222222221111111100000000********-
3. WHAT AND WHAT NOT TO DO WHEN EMAILING ME :560WAWNTDWEM4:
-********00000000111111112222222221111111100000000********-
Do -
Send me questions, comments, ot anything like that.
Send me ideas for the next updates to follow
Send me grammar/spelling corrections
Send me praise for making this guide
Send me information that I may have missed
Send me requests to use this on your site if you ant
PLEASE DO NOT -
Send me viruses/spam (don't even try to)
Send me junk mail
Send me complete ****
tYpE lIke HOw I aM riGHT HerE, OR HERE, it makes me VERY mad!!!!
Or like this: "OOH, j00ur guide iz da suxxorz j00 suk, te Xbox iz da Halobox,
j00 suk"
(I guess I can call the PS2 the RatchetStation 2, or the JakStation 2. And the
Gamecube the MarioCube, or the ZeldaCube. Stop ****in' them, fanboys.)
Please include when emailing me-
Subject line - "Halo FAQ", "GameFAQs related", or "Guide Related".
If I don't see that, you will NOT be replied to, and I will delete it. I get
too much junk mail to respond to, and I will reply if those are put into the
subject line.
NOTE: Again, if anyone emails me, I will try as hard as I can to reply. If
anyone going by the GFAQs name of SinirothX emails me, #%^& OFF!
-*****00000111112222221111100000*****-
4. UPDATE HISTORY :980UH6:
-*****00000111112222221111100000*****-
Version 0.1- 11.4 KB 'Feb. 16, 2006'
------------
* Finished the basic skin, finished the first level. This is the first version
posted. Sorry the guide is so small, I don't have access to my Xbox right now,
as I write this. What I have written is all based off of memory.
Version 0.2- 16.3 KB 'Feb 28, 2006'
------------
* Finished some other things, like the FAQ section.. Wrote Lv.2 Halo while I
was waiting for paint to dry.
Version 0.3- 18.9 KB 'Mar. 3, 2006'
------------
* Added more stuff.
Version 0.4- 22.1 KB 'Jun. 4, 2006'
------------
* Worked on a few levels, added more secrets.
Version 0.5- 24.8 KB 'Jun. 22, 2006'
------------
* Halfway done.
Version 0.6- 30.2 KB 'Jul. 4, 2006'
------------
* Worked on levels a bit.
* Added some of the multiplayer section.
* Added ASCII art. Don't bag me, I suck.
Version 0.7- 32.5 KB 'Aug. 1, 2006'
------------
* Added the rest of the chapter names.
* Updated ASCII art.
* Added "Thank Yous" section with ASCII art.
Version 0.8 (RELEASE)- 171 KB 'Aug. 23, 2006'
------------------------------
* Added the "Weapons, Enemies n' Stuff" section.
* Completed the walkthrough(kinda).
Version 0.9- 209 KB 'Aug. 31, 2006'
-------------------
* Halfway done with the Secrets section.
* Officially announced that I am cancelling my Sims 2 guide.
* Officially announced that I am cancelling my WWE Wrestlemania 21 guide.
Version 0.94- 303 KB 5 Year Anniversary '9/11, 2006'
---------------------------------------------------
* Sad that I had to send this in on 9/11.
* Did a lot of stuff in honor of 9/11.
Version 1.0- KB
--------------------
* EL ***O WIPO!!!!
* Changed the headers. They will (probably) never change again.
* 'Bout time this thing reached 1.0.
-*****0000001111112222222111111000000******-
5. Weapons, Enemies n' Stuff :WEPNENEMSTF:
-*****0000001111112222222111111000000******-
This section is designed to tell you about the weapons and stuff in Halo. Here
I will speak out about weapons, vehicles, etc. and give ratings too.
WEAPON STATS
Assault Rifle
Accuracy Rating - 4/10 *when held fuul autoe)
Range Rating - Short/Medium
Damage Rating - 8/10
Melee Rating - 10
Overall Rating - 8/10
Every man's dream is to wrap their hands around this baby. MAN, it is sweet!
I used this on Legendary to take down a swarm of Flood when I held it full
automatic!!! I know, that SEEMS impossible, but....
Human Pistol
Accuracy Rating - 10
Range Rating - All Around
Damage Rating - 9.9/10
Melee Rating - 4/10
Overall Rating - 7/10
The equalizer. On a multiplayer game, if you have it, USE IT. You can drop a
target with headshots in 2-5 seconds. Overshield problems? Fuhgedaboutit. 1
clip will kill any mofoes bothering you. Overshield/active camo? Screw that,
RUN!
Plasma Pistol
Accuracy Rating - 6/10
Range Rating - All Around
Damage Rating - 5/10
Melee Rating - 7/10
Overall Rating - 6.4/10
MY baby. *makes a cat hissing sound* STAY AWAY!!!! Seriously, this weapon can
drop a target before they realize it.
Plasma Rifle
Accuracy Rating - 3/10
Range Rating - Short/Medium
Damage Rating - 6/10
Melee Rating - 4/10
Overall Rating - 4.5/10
This weapon is almost crap. I swear. If I see another Plasma Rifle, it will be
TOO SOON. Bad firing rate, the cool-off time is slow, I could go on for hours,
but I won't.
Rocket Launcher
Accuracy Rating - 1/10
Range Rating - Medium/Long
Damage Rating - 9/10
Melee Rating - 7/10
Overall Rating - 4/10
When you see a rocket come after you, here's what you do:
oo
o o II
o o II
oo II
iiiIIiiii II
II IIIIIIIIIIIIII
II II
IIII II
II II II
II II II
Sniper Rifle
Accuracy Rating - 10
Range Rating - Medium/Long
Damage Rating - 9/10
Melee Rating - 8/10
Overall Rating - 9/10
When you see this thing not kill something in at least 3 clips, tell me.
Needler
Accuracy Rating - 5/10
Range Rating - All Around
Damage Rating - 2/10 for individual rounds- a perfect 10 for the Needle
Explosion
Melee Rating - 6/10
Overall Rating - 9/10
The Needler is a GREAT all around weapon, especially if you empty out the
whole magazine. It's funny to shoot out an entire thing onto one Elite and
watch him run to his buddies. Most entertaining thing EVER.
Shotgun
Accuracy Rating - 3/10
Range Rating - Short/Medium
Damage Rating - 9/10
Melee Rating - 6/10
Overall Rating - 8/10
The shotgun is a good all around weapon, most useful on Blue Elites,
Grunts, and the Flood. Bullets spread, lowering the accuracy rating.
Energy Sword
Rate of fire - Only takes one swipe to kill
Accuracy Rating - Sharp
Range Rating - Lethal
Damage Rating - Lethal
Melee Rating - Lethal
Overall Rating - Lethal
RUN. That's all I can say to beginners. Run your ass. this thing is the most
deadly of them all. Thank god we get it in Halo 2.
Plasma Grenade
Rate of fire - One every 3-4 seconds
Accuracy Rating - 5/10
Range Rating - 10
Damage Rating - 10 if stuck to someone/7 splash damage
Melee Rating - WTF? Can't melee someone with it, so None
Overall Rating - 8/10
Get this sucker stuck to your head and you are mincemeat.
Fragmentation Grenade
Rate of fire - One every 2-4 seconds
Accuracy Rating - 7/10
Range Rating - 10
Damage Rating - 10 if thrown under someone's feet/9 splash damage
Melee Rating - WTF? Can't melee someone with it, so None
Overall Rating - 9/10
Slightly better than plasma grenades, mainly because i've seen the videos of
cool stuff being done with these suckers.
VEHICLE STATS
Warthog
Speed Rating - 8/10
Maneuverability - 7/10
Weapon Rating - 10
Chance of Roll over - Severe
Overall Rating - 6/10
Actually, I have to change my opinions about the 'Hog. Why I hated it before is
completely unknown.
Ghost
Speed Rating - 4/10
Maneuverability - 9/10
Weapon Rating - 6/10
Chance of Roll over - Moderate to Huge
Overall Rating - 8/10
An all around vehicle.
Scorpion Tank
Speed Rating - 2/10
Maneuverability - 6/10
Weapon Rating - Almost Lethal
Chance of Roll over - Close to None
Overall Rating - 9/10
Who needs a speedy vehicle when you have a badass weapon with a machine gun? I
shure don't.
ENEMIES-
The Covenant
Elites-
The Different Types:
Blue Elite (Rank: Minor): This is the most common Elite, you'll see
them the most out of the Elite. They are fairly strong (on Easy, if you
forgot what I'm referring to), and shoot well. Once you take off their
shield, they yell, and you'll know you've pretty much finished them off
(this last sentance goes for all Elite!).
Red Elite (Rank: Major): Less common than Blue, but still fairly
common. They are stronger than the Blue considerbly, so watch out for
them! Just remember they aren't as common as Blue, so don't get
scared!!
Gold Elite: Rare, but VERY powerful. They take a lot of shots to kill,
but nothing a close range shotgun blast will take care of (EASY
difficulty!). They are quite rare, but you'll see them a few times in
the game. Besides having a gun, there are Golden Sword Elite! These
things can kill you in one hit (Normal and above), or 2 on Easy! Watch
out, and keep your distance!
Black Elite (Rank: Spec Ops): I almost missed this one! It is found in
Level 9, Keyes, and is quite powerful. Not as strong as silver, but not
as weak as red. They are highly skilled, and your best bet is to hide
and shoot, hide and shoot.
Silver Elite (Rank: Spec Ops): The rarest of them all! These are only
found on Level 10 amd Level 9, luckily. There are very strong, and are
tough even on Easy! They take a lot of hits, can deal damage well,
throw grenades, and melee good! No sword versions, thank god!
Invisible Elite: The most annoying of all, they are totally invisible from
long distance, and hard to see even up close! Your best bet is to use
an Assault Rifle to guess where they are because when you hit them, you
can see them for a few seconds.
NOTE: If you use 2x Magnification on the Sniper Rifle, you can see the
ripples that they make. You can shoot them then.
Strength: Elite are very powerful in their shield and physical body.
They take a lot of hits to kill, but on Easy the Blue Elite are still
pretty easy. They shoot good, powerful, watch out! Plasma weapons work
great against them, so pick one up!
When fighting the Elites, a good way of dealing with them is to run at
them and shoot them with an entire clip of the assualt rifle, and if
they're not dead, either switch to a second gun while reloading the
assault rifle, or continue towards them and sidestep when they attack
with melee and punch their back.
To know where the invisible Elites are, look for the ripples they make.
Fortunately, the plasma sword wielders are very conspicious, so they
can't kill you without you seeing their sword.
Difficulty Rating: 5.75/10
Legendary Note: Elites are incredibly tough on Legendary, even the Blue
ones! They shoot VERY quickly, and take a full clip (60 shots) of an
assault rifle! Red, Gold and Silver are insanely tough to kill (just
takes a while). Best bet is to hide to reload, and don't get close!
Legendary Rating: 9.0/10
Grunts-
What they look like: Grunts are the smallest Covenant. They come in
several different colors, but the most common body armor color you'll
see is orange. They are roughly 5 feet tall.
What weapons they use: Grunts most commonly use Plasma Pistols, Plasma
Grenades, Plasma Rifles, and Needlers. They aren't that good of a shot,
so you don't have to worry too much.
The Different Types:
Orange Grunts (Rank: Minor Grunt): The most common, they are seen on
every level with Covenant. They are fairly easy to kill, one or two
shots with the Pistol will take them down.
Red Grunts (Rank: Major Grunt): There are usually one or two of these
around where there are groups of Grunts. My guess is they are Captain
Grunts. They can take more damage than normal (orange) Grunts, but
still should be nothing to worry about.
Silver Grunts: These Grunts appear on Level 10, The Maw, as well as
Level 9, Keyes. They have Silver colored body armor, purple colored
skin, and carry a big gun (not anything you can use, the fuel rod
cannon that are on Banshees and Hunters). They take more shots to kill,
but nothing a well placed head shot can do :).
Black Grunts: Supposedly appear on Level 9 and 10 as well. They more
than likely use the same weapons as the Silver ones, but I'll get
back to you all on this one.
Strength: The overall strength of the Grunt is very weak, just a couple
of shot with any gun will take them down (excluding the Rocket
Launcher, it'll kill pratically anything in one hit). Useless, weak,
pathetic, sucky, they're just annoying.
Difficulty Rating: 1.25/10
Legendary Note: These little pests can hold their own in groups on
Legendary. With groups, I recommend that you use a grenade, or hide by
a wall, peek out, shoot, hide, or sidestep like crazy.
Legendary Rating: 3/10
Jackals-
What they look like: Jackal are blue Covenant hiding behind their
shields. Their shields come in different colors (explained later), and
are fairly common. About 5'8" tall.
What weapons they use: Jackals are seen only using Plasma Pistols. They
can shoot fairly well, so be careful! (Fast on Legendary too!)
The Different Types:
Blue Shield Jackals (Rank: Minor): This is the most common type of
Jackal. Whenever there is a Jackal, it's usually this one. They are
weaker than the Gold Shield Jackals (in terms of Body Strength AND
Shield Strength), but should still be treated with caution.
Gold Shield Jackals (Rank: Major): This Jackal is not as common as the
Blue Shield Jackals, as they are stronger in Body Strength, and take 2
melee attacks to kill (on Easy). Tougher, but still nothing to get
scared about!
Strength: As mentioned above, Jackals are good shots, take a few hits
to kill, and to hurt them you have to shoot that little spot where
their gun is, otherwise a grenade or melee attack will do. You can't
destroy their shield with human weapons, but plasma weapons will do
nicely to wear it off.
Against the Jackals, an effective way of the beating them is to keep
shooting them with the assualt rifle and run towards them. It seems
that they usually hide behind their shields and stop firing. When your
close enough, you can melee them to death. The only problem with this
tactic is that it uses a lot of ammo. But if you're lucky, you could
have hit his arm by the side holes and have killed him after you
unbalanced him.
Difficulty Rating: 4.25/10
Legendary Note: Jackals can be a real problem when well positioned on
Legendary (like up high and far away). They shoot quick and accurate,
so you can't use a scope to hit them up close (which is a good
technique on Easy and Normal). Tough!
Legendary Rating: 6.5/10
Hunters-
What they look like: Hunters are about 8 feet tall. They have spike
like things on their back, and have blue armor, a grey unkown alloy
shield, and their orange skin. If you look at their visor, it's green
underneath.
What weapons they use: Hunters only use one weapon: The Fuel Rod Cannon
(which are found on Banshees, used by pressing the L trigger, explained
later!). They will use their shield to melee attack you when you're up
close, so stay far away!
The Different Types:
Blue Armor Hunters: This is the only type of Hunter in the game (to my
best of knowledge). I've explained what it looks like before. They are
quite powerful, as if you don't hit them in the right spot(s), they
will only take about 1/8th of the damage! (explained below!)
Strength: Hunters are very strong, as they will use their shield to
block your attacks. If you have a rocket launcher, by all means use it!
Otherwise, hit the orange parts, that seems to do more damage to them.
It only took me one shot with the pistol to kill it by hitting it in
the orange spot!
Against hunters, I use an ammo conserving way. Usually, you find them
in twos with no other enemies around, so it's easier to kill them. You
can use a pistol, sniper rifle, needler or plasma pistol. If you don't
happen to have those, you can use a plasma grenade, but it's harder.
This is very simple, run up to one of the hunters, whilst dodging the
fuel rod shots, and sidestep when they charge. This should cause them
to have their backs facing you and you just basically shoot their
orange spot. Or plant a plasma grenade on it and run like hell. Another
way of fighting them without firing a single bullet is to do the same
thing, but melee his orange spot instead.
Difficulty Rating: 4.5/10
Legendary Note: Hunters aren't much different on Legendary than the
other difficulties. They do more damage when they hit, so stay back,
use a scope weapon to pick off their weak spots. Not too hard, stay
back and dodge!
Legendary Rating: 5.25/10
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TABLE OF CONTENTS :507TOC:
-******00000011111122222221111110000000******-
1. Legal Crap
2. Coming Soon/2.1 Controller Map
3. What and What Not to Do when Emailing Me
4. Update History
5. Weaopns n' Stuff
6. Walkthrough - 6.1 - Pillar of Autumn
6.2 - Halo
6.3 - Truth and Reconciliation
6.4 - Silent Cartographer
6.5 - Assault on the Control Room
6.6 - 343 Guilty Spark
6.7 - The Library
6.8 - Two Betrayals
6.9 - Keyes
6.10 - The Maw
-******0000001111112222222111111000000******-
6. WALKTHROUGH :000WT1:
-******0000001111112222222111111000000******-
Welcome to the walkthrough section of this guide.
Levels that are in this walkthrough-
6.1 - Pillar of Autumn/100% done
6.2 - Halo/100% done
6.3 - Truth and Reconciliation/100% done
6.4 - Silent Cartographer/100% done
6.5 - Assault on the Control Room/100% done
6.6 - 343 Guilty Spark/100% done
6.7 - The Library/100% done
6.8 - Two Betrayals/100% done
6.9 - Keyes/100% done
6.10 - The Maw/100% done
6.11 - Multiplayer Levels/89% done
NOTE: I now have the Xbox back; expect big updates now.
NOW...........
GET READY.....
FOR...........
MY GUIDE!!!!!!
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6.1 Pillar of Autumn :POA231:
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"Revielle"
Watch the cutscene. A good cutscene. When you get control of your view, follow
the instructions that the instructors give you. When you get out of the
cryotube, follow these instructions. When the Covenant raid the lookout room,
wait until the guy gets there, and then when he says, "This way!", leave the
room, but do not follow him to the door. Instead, head forward until about
halfway through the hall, then look left. You should see a pipe barricade.
Jump over that and continue going right. Once you get through the second door,
crouch-walk under the half-closed blast door. Go right, and once you get to a
blast door, turn around. You will see a door on your right. Head through that,
and when you get to the Elite, ignore him and run left. At the end of this
hallway, turn right. Run to the marine standing at the other side of this
hallway. Just jump over him, then continue through this room until you reach
the door, then turn left. Go to the end and turn right. Keep following this
VERY linear hallway. When you get to a right turn, go that way. You are now
on the bridge. Go to the end of the bridge and trigger the cutscene (skip if
you want).
"AI Construct Cyborgs First"
Keyes doesn't keep his gun loaded? WE'RE SCREWED!!!!!1!!!!!!1!!!!!
Now time to start backtracking. Once you get the pistol ammo, (it triggers
itself, so don't bother looking) head into the cafeteria. Kill all and
anything you see in the cafeteria, and then head to where they poured out
the second time. Kill these grunts, then head to the middle of the small room
outside of the cafeteria and head through the hallway. Damned Covie bastards
are everywhere. Head to the Marines, then the PoA will shake. One of the
Marines says something, then head right, then left. Head left at the end of
this hallway, then walk to the airlock door. Kill these Covenant that come out
then go into the covenant ship to get an overshield. Walk out then head right.
Go left from there and look for a door. Head into it and kill these Covenant.
Go right at the end then go left. You should see Marines WAY further down the
hallway. Mid way down the hallway, there will be another fork in the road.
Head right down this hallway, then go left. Kill these Covenant, then go right.
Go left, then straight. Kill all the Covenant after going left again. If your
overshield ran out, go into this Covenant ship to get a new one. Head left if
you didn't go to the lifeboat. Head right, then crouch-walk under this
barricade.
Kill all the Covies in this area (and the Marines too, if you feel
evil.), then head left at the intersection facing the same direction you came
in. Go right, then straight. Go left, then right. Hike up the stairs then kill
all these Covenant also. Go through the opening with '2' marked on the side.
Head right then straight. Kill the Covenant, then head right. Kill these
Grunts then head left. Kill everything in this area, then head right. Go right
at the end of this hallway. Head left then use your pistol (if you got one) to
snipe these Grunts. Head straight through this hallway, then go right. Wait
until Cortana stops talking, then go through the door on your right. Go about
3 feet, then head left. Head right, then left. head right again, then go
straight, then more than halfway down this hall, go right. Go straight, and
through this door. Go to the half-bent door and melee it open. Go left, then
straight. Go left again, then melee the grunt in the back if the game spawned
it. Go through the first entrance on the left. Turn right, then kill these
Covenant. Go to the second entrance on your right, then it's pretty simple.
When you see an Elite in the distance, if you kept your pistol, shoot it
enough until an explosion happens. Go to the end of this hallway then go right
Kill these Grunts if the next explosion fails to wipe them all out. Go left
near the burning barrels. Once you go through this door, go right at the
end, then kill these grunts. Go left then straight. Go right at the end, then
just keep going. Go through this door, then kill these Covenant. Head left,
straight, then left again. Kill these grunts, then head right. Kill everything
you see, then go left. This is where you learn how to use grenades. Kill the
Covenant here then head through the third shuttle bay door on your right (if
you stayed near the grenades). Con-freakin'-gratulations! You finished the
first level out of the ten in the game. Levels will get harder from here; be
prepared.
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6.2 Halo :04HALO:
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"Flawless Cowboy"
You start out in a downed lifeboat. Step out and just look at the excellent
scenery. Beautiful, ain't it? Head to the bridge on your left, then go across.
Go right up this hill. You may want to blow up the Banshees that show up. Go
over the hill and kill every Covie you see here. Go through the gap and kill
these Covenant around the next bend at the large structure. Wait here at the
structure. You now will have to fight off 5-9 waves of Covenant, depending on
the difficulty. Once Foe Hammer drops off the Warthog, get in and drive to a
tunnel. Wait for a few seconds and a NAV Point will show up. When it does,
drive to it and through the tunnel. It is straightforward, so don't worry.
When you reach the big area, get out of your Warthog and head right
through a gap in the wall. There will be a red Elite in there. Kill it
and head forward to a switch. Flip it and you will see a mini cutscene. Head
back the same way you came, but go over the bridge. Head through this tunnel
all the way outside.
"Reunion Tour"
There are three ways to take this. Go to the entrance on the cliff directly in
front of you. Kill ALL of the Covies in this area and rescue the Marines. They
are in the first structure you go by. When Foe Hammer comes (you will know
when after Cortana calls her with the radio), get back to your Warthog. Now you
will have to go to one of the following areas first:
'The Rockslide Area'
Head out the same way you came and head forward, the opposite way of the
tunnel. Head right at the first gap in the wall. Here you will have to fend
off 5-8 waves of Covenant (depending on which difficulty you chose).
When you do, leave when the dropship comes.
'The Hillside Area'
Head out of the same gap then go further right. You will see a gap in the left
wall. Go in there and fend off 5-7 waves of Covies. This time, don't leave
when the dropship comes. Get in the dropship. Piece of cake.
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6.3 Truth and Reconciliation :TRUTHAR:
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"Truth and Reconciliation"
You get dropped off on a cliffside with several other Marines. You now have to
covertly kill the Covenant in the next area. When you do, or if you do, head
over to the next cliffside. Kill all of the grunts and jackals here. Now head
over to the next area and kill all of the covies here. Here's a beginner's
tip:
From where you entered this area, go straight. Go around the mini-cliff. Go
into that enclosed area on your right. Go through the gap in the wall.
Finish off all waves of the Covies in this area. Get into the lift.
"Into the Belly of the Beast"
In here, you will have to fend off 8-12 waves of Covenant. End their miserable
lives for them. Now head through a white marked door. You will know what I'm
talking about when you look at the rest of the doors. Well, it should be
marked with a NAV Point. When it shows up, go through the door and make your
way to the end of the hallway. Kill all of the Covies that you can. Go through
the NAVPoint marked door and follow the hallway. The only way I can remember
how I did this is, as long as you are fighting Covies, you are going in the
right direction. Use that to make your way to the control room of the ship.
Once you get there, use the first doorway on your right to snipe the Gold
Elite in the head. Stand in the doorway and crouch when you do this so you
aren't seen and so you don't alert the rest. Once they all have lead in their
goddamn heads, head into the door that was straight across from the way you
came in. Head through this way and continue heading to the cellblock. When you
get there, stand in the door and surprise them. *joke*I swear, I saw the
grunts wearing skirts!*end joke* Release the doorlocks and run to the
captain's block on the right.
"Shut Up and Get Behind Me... Sir"
You now have to find a way off the ship. Wait for the cloaked Elites to come
through the door. Pump their asses full'a lead. Head through the same door
and end these Grunts' and Jackals' lives fast and painful. Head left. Make
your way though this hallway until you make it to the control room. Cortana
will initiate a radio conversation with Foe Hammer. She can't get in because
of two Banshees. You now have to get to the ship bay. Follow the NAVPoint.
You will make it there after a kinda-long hallway. Release the locks on the
dropship. The switch is behind it, on the third floor. Watch the cutscene.
Now to find the Silent Cartographer.
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6.4 Silent Cartographer :SILCAR:
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"Silent Cartographer"
You get dropped along with 4 Marines and another Pelican on a beach which
now you kill all of these Covenant. When you get the Warthog, go forward
to the next area. Have your Marines lay waste to the Covies here. Go up the
hill. Fight your way into the structure. When you get to the door, it will
automatically shut, preventing all access into the building. **** ***damn
mother****ing son of a *****. ****in' Covie bastards slammed the door on us.
Head back out.
Take your Warthog to the right and keep driving until you see
a gap in the cliffside. Get out and run in. Kill everything you see along
this path. Run into the next area and kill these two Hunters. Now head forward
into the next area and kill all of the Covenant. Now head into the next area
and kill these Grunts. Run into the structure and head left at the bottom.
Two Hunters will show up at the other end of the room. I think you know what
to do here. After they're dead, run either left or right around this wall and
head forward. Deactivate the security system.
"It's Quiet"
After shutting down the secutrity system, head back out to the room. There
will be two to five invisible Elites. Snuff them and head out. Now head back
to the Marines. Now drive back to the place where they slammed the door on us.
Drive up the hill and over the Jackals. Head in the structure and run through
the tunnel.
"Shafted"
Head right after it says the chapter name to see a cutscene. Head through the
left way this time. Melee the Elite in the back, then head up the ramp on the
right. Run into the room and kill the Covenant in here. There will be a door
somewhere in this room. Go through it and kill the Jackals in here and head
down. Now kill the Hunters as well as the other Covenant. Find a hole in the
wall. Go down to the lower level. Kill all Covenant. You'll see why in a
moment. Now, find your way to the map room. I'll give you a hint - look for
the outside part on the lowermost level. It's on the right facing the outside.
Now head back the same way you came. Run outside to the edge, be sure to take
care of the invisible Elites. When you do, the Pelican will come. Jump in and
watch the cutscene. Now comes a particularly easier level, if you're good
enough.
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6.5 Assault on the Control Room :AotCR3:
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"I Would Have Been Your Daddy..."
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.
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.
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"
Head off the bridge. See to it that you get that Banshee. Once you do, fly to
the left. Go to the big door and flip the switch. Quickly run to your Banshee
and get in. Kill all the Covenant in here.
-******0000001111112222222111111000000******-
6.6 343 Guilty Spark :343GS4:
-******0000001111112222222111111000000******-
L EEEEEE V V EEEEEE L 66666
L E VV VV E L 66
L E VV VV E L 66
L EEEEE VV VV EEEEE L 66 6666
L E VV VV E L 66666 666
L E VVVV E L 66 666
LLLLLL EEEEEE VV EEEEEE LLLLLL 666666
Note to beginners: This level is VERY CONFUSING. Follow my guide exactly as it
says. Beginners: You will HATE this level like stink on shit.
"Well Enough Alone"
You get dropped in a swamp, where you need to locate and rescue Captain Keyes.
Head forward to the downed dropship, and get a shotgun. Now you need to get to
a structure. Go forward and follow the level until you see two lights. That is
the structure. On the way there, you may see yellow dots; those are NOT
allies. They really are Flood that the game has put into position for later.
Head inside the structure after putting these poor Grunts and Jackals to sleep
permanently. Go down the elevator. Now you kill all the Covies here. Run
through the door. Head through this room.
"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.
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.
1. 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.
2. 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.
Aw f***. Prepare for The Library.
-******00000001111112222222111111000000******-
6.7 The Library :THELIB:
-******00000001111112222222111111000000******-
L EEEEEE V V EEEEEE L 7777777
L E VV VV E L 77
L E VV VV E L 77
L EEEEE VV VV EEEEE L 77
L E VV VV E L 77
L E VVVV E L 77
LLLLLL EEEEEE VV EEEEEE LLLLLL 77
"The Library"
This level is straightforward, so just head through killing Flood. I will
explain it anyway.
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