Halo CE Guide - Xbox
Halo CE Guide - Xbox
Halo CE Guide - Xbox
Halo is the best first person shooter ever made. Its not the first, its not the most influential, its simply
the best. The combination of great control, amazing story, excellent enemy AI and slick level design
adds up to a truly impressive game indeed. Is it the best launch game ever for a system? It would
be hard to argue with Super Mario Bros. in this category, but Halo will have you rethinking this. It
will have you rethinking a lot of things. Like which console youre going to buy this holiday season.
Like whether or not you need to eat. Or sleep. Or do anything you should be doing. The single
player game is a masterpiece, and the multi-player will keep you and fifteen of your closest friends
warm for years to come.
Now the fine people at IGN Guides have made a good thing even better. Weve crafted a full guide
to Halo, so if youre stuck in the Library, or need help facing the Flood, or just need tips on driving
the Warthog, you know where to turn. Our guide includes a detailed walkthrough of all ten missions,
weapons and vehicle info, multi-player strategies and tons of tactical hints. So what are you waiting
for, Master Chief? Lock and load!
If you downloaded this PDF from anywhere but IGNinsider, please email us at [email protected]
and well sic our android on the offenders. Honest.
Basics
The basic controls of Halo are simple and intuitive, but expert application of these controls takes time to master. Well help
you get a head start on the Covenant with some tactical suggestions and helpful hints. Read on!
Controls
On Foot
Right Analog Stick: Look/Aim Weapon
Left Analog Stick: Move
Right Trigger: Shoot Weapon
Left Trigger: Throw Grenade
A: Jump
X: Reload Weapon/ Get on Vehicle
B: Melee Attack
Y: Change Weapons (You can hold two at a time)
White Button: Turn on Lamp
Black Button: Cycles through Grenade types
On Vehicle
Right Analog Stick: Point Camera
Left Analog Stick: Accelerate in the direction the camera is pointing
Right Trigger: Shoot Weapon (If at gun turret)
Weapon Management
In Halo, you are only allowed to carry two weapons at a time: one in your pack, and one in your hands. This means youre
going to have to be pretty savvy at knowing which weapon works best in which situation.
In close combat situations, make sure you have a good run-stopper. The Shotgun is excellent for these encounters. The
Rocket Laucher, however, is not, as it will blow up in your face.
Always be sure to have a quick-firing weapon. The enemies in Halo come fast and furious, and its good to have a weapon
that can keep up. An Assault Rifle is always a safe bet.
Use your grenades wisely. Dont waste a Plasma Grenade on a single Grunt, for instance. Instead, attempt to toss them
into groups of unsuspecting enemies, or boxed in groups of foes. The less options you give the enemy, the better.
If your weapons are full and you cant pick up more ammo, but there is a large pile of it on the ground, remember the spot
where you saw it and return there after youve forged ahead.
Whenever possible, use the vehicle-mounted weapons to take down enemies. These weapons have infinite ammo and
will not deplete your sacred hand-held supply.
If a weapon is out of ammo, dont hang on to it. Any other weapon is better than an empty one.
Always reload behind cover. Reloading in the midst of a firefight is a good way to lose shields and life.
Tailor your weapon choices to the enemies youve be facing. If youre up against the charging Flood, its a good idea
to keep a Shotgun handy.
Combat Techniques
Most of the Covenant encounters in the game will be fought using some kind of cover. Dodge out and shoot, then return
to a position of safety. There is plenty of cover in the levels of Halo. Wall supports, rocks, trees, columns... all provide you
an opportunity to fall back, reload, and not get hit!
Focus on the small, nagging enemies first. Once the weak are out of the way, go after the strong. The less weapons
pointed at you, the better.
Fall back. Always fall back. When shooting at charging enemies, keep back-pedalling until they all drop. Or, turn and run,
seeking a position of safety to regroup.
Dont throw a Plasma Grenade at a charging enemy. It will stick to him, and hell keep charging. Can you say kamikaze?
I knew you could.
There are a bunch of areas in Halo when you can run by enemies, but it is not wise in most cases. The AI is so good that
usually the aliens will catch up with you, and then youll have double the trouble.
When driving a vehicle, pick up as many buddies to ride with you as possible. They will help out tremendously in clearing
out the enemy.
Use whatever youre driving as a battering ram. Running over most enemies kills them automatically, saving you the
trouble of having to mow them down.
If you lose all of your shields, seek shelter. The shields will replenish as long as youre not hit. By being cautious and
patient and using your shields, you can make it pretty far in a mission with only one health blip.
If you can make it to the end of a fight without picking up a nearby health, do so. The longer you can hold out before
fully healing, the farther you will go.
Weapons
Pistol
Clip: 12/ Holds: 120
The pistol may be small, but it packs a powerful wallop, especially against the large Hunters found later in the game. The
main problem with it is that the fire rate is not rapid enough to mow down charging attackers and it does not hold enough
ammo for grand scale combat situations. It does, however, have a scope, which magnifies your target 2X. If you can zoom
in on an enemys head, the gun is powerful enough to drop him in one shot.
Assault Rie
Clip: 60/Holds: 600
The bread and butter weapon in Halo is the assault rifle. It chatters in your hands, it rips through rounds quickly. It mows
down anything in your path. In the early levels in the game, it is the most effective and most commonly found weapon. The
clip holds a ton of rounds, and it reloads quickly. The only problem with it is that against some of the more powerful or
persistent enemies in the game, it may not have enough power. But its a good gun to always keep in your pack.
Plasma Gun
Battery-Powered
The Plasma Gun is an alien weapon primarily carried by Grunts and Jackals (and later by low-level Flood). It delivers
either short energy bullets or one large energy blast. An energy blast will completely deplete an enemys shields, allowing
you to move in for the kill. To do it, press and hold the trigger until a green ball of energy collects at the end of the
weapon. Then let go. The Plasma Gun works great against the Jackals shields, but is not powerful enough to take on
anything too big.
Plasma Rie
Battery-Powered
The preferred weapon of the Covenant Elite, the Plasma Rifle delivers a fast-paced barrage of energy bullets. Its great at
eating through Covenant shields and taking down distant Elite. Dont hold the button down too long, though, or the gun will
overheat in your hands. This is a great alternative to the Assault Rifle.
Needler
Clip: 20/Holds: 80
While it looks cool, the Needler is the weakest weapon in the game. Like the Reaper in Perfect Dark, its ammo is too
scattered and weak to be of much use. The only real advantage to this gun is that it will track its target. The pink
ammunition burrows into soft flesh and explodes, doing decent damage. Its recommended you stay away from this one. Its
no good against Jackals, and hard to use against crafty Elite.
Sniper Rie
Clip: 4/Holds: 64
The Sniper Rifle is a powerful weapon, indeed. It allows you to strike at enemies from afar, out of the range of their
weapons. To activate the sniper scope, push down the right analog stick, once for 2X and twice for 10X. Activate Night
Vision by pressing the White Button. When using the Sniper Rifle, aim for the enemys head. Certain foes, like Elite
and Jackals, can be dropped with a single head shot. Dont use the gun against the Flood--its completely worthless.
And never use it up close. The Sniper Rifle is a distance weapon, and is usually placed in areas where it will be used
most effectively.
Shotgun
Clip: 12/Holds: 60
Ahh, the wondrous Shotgun. As in most videogames, the Shotgun is also the best weapon in Halo. The perfect close-range
weapon, the Shotgun has serious stopping power, plus its ammo spreads to drop multiple enemies at once. Great against
Combat Flood, the Shotgun is also an effective close-range tool against the pesky Elite. Two shots will eliminate their
shields. One more will drop them. The only disadvantage to the Shotgun is the fact that it takes a while to reload. If
cornered, reloading can be dangerous. Always seek safe ground before reloading.
Rocket Launcher
Clip: 2/Holds: 8
The Rocket Launcher is big and powerful. Powerful enough to take down enemy tanks. Powerful enough to drop hefty
Hunters. Powerful enough to kill you if fired in close quarters. Use the Rocket Launcher to tenderize the enemy, or to get
distant, powerful enemies out of the way before moving in to clean up.
Vehicles
Warthog
The Warthog is an all-wheel drive mobile assault vehicle, capable of holding you and three other Marines. Built to go
anywhere, this is a rugged ride. Climb rocks, squeeze into narrow spaces and roll in the wide open. If you have someone
in the gunner seat, they will focus on the closest enemy and blast away with infinite ammo. The Warthog is a powerful
vehicle. If you want to clear out a group of enemies, rev up to high speeds and drive into them. The Warthog is relatively
impervious to damage. If it flips, get out and flip it back over (X). But be careful: if you flip your ride with other Marines
inside, they could all lose their lives.
To drive it, you will point the blue arrow (the camera) in the direction you want to go with the right analog stick, and
accelerate with the left stick. This takes some getting used to at first, but always remember that youll move toward the
blue arrow, and things will work themselves out.
Ghost
The Ghost is a small alien hovercraft that will help you traverse large distances quickly. It is mounted with energy pulse
guns, much like the ones the Covenant carry by hand. In addition to moving forward and backward, the Ghost can strafe
side-to-side. However, it is not recommended you use this as an assault vehicle, as its weapons just arent up to snuff.
Scorpion
There is much joy to be found when driving the Scorpion, a huge mobile tank with room for four extra marines. Pick up
as many as possible to gather what amounts to a moving fortress. In addition to the firepower provided by the Marines,
the Scorpion packs a double-fisted punch. The left trigger fires a bad-ass cannon, and the right trigger shoots a steady
machine gun. The tank is also quite handy for running over even the biggest enemies. Its a little less maneuverable than
the other rides in the game, but more than makes up for that with power.
Banshee
The Banshee is like a flying Scorpion of sorts. Since it moves in three dimensions, its a little tougher to control, but again,
wherever the arrow is pointing is where the Banshee will move. This alien craft also has two weapons: a powerful energy
cannon on the left trigger and a pulse gun on the right trigger.
Once your targeting systems are online and youve calibrated, follow the technician to get some shields. This will introduce
you to the basics of your energy shield system. Midway through the explanation, all hell breaks loose. Aliens have
Campaign: Pillar of Autumn
penetrated the ship and are taking over. Youve got to find Captain Keyes on the bridge immediately.
Follow the technician through the maze of tunnels. When he is killed by an exploding door, move back to the large,
open doorway with pipes across it. Hop over the pipes and into the hallway with flashing emergency lights. Two of the
doors in this hallway are locked, so turn right and go through the door with the green light at the end of the hall. As you
continue down this path, a small explosion will throttle the wall to the right. Keep going ahead, through another green
light door. Youve reached a Checkpoint.
Step into the dark chamber and look to the left. Under a halfway closed door, you can see your men getting attacked.
Push down on the left stick to get under the heavy door, then move into the corridor. It will be quickly barricaded at
both ends. Turn right at head down the corridor, then head through the green light door to the left. Head through the
darkened passage to another green light door. It will spring open and youll be face-to-face with a Covenant Elite. Back
up and let the other marines take care of him, then scoot out into the next room. Here, youll meet two commandos
who tell you to hurry to the bridge. Move down the corridor and turn right to find another firefight in progress. Youve
reached a Checkpoint.
Wait for them to wipe out the Covenant, then approach the commando in the gray suit. He will lead the way to the bridge.
On the way, youll go through another firefight and another Checkpoint. When the soldier stops, follow the open doorway
to the bridge. There, you will meet Captain Keyes and the computer interface Cortana who will give you instructions
throughout the remainder of the game. The Captain decides to abandon the Autumn, landing a drop ship on Halo. Its your
responsibility to get Cortanas technology off of the ship.
The Assault Rifle is a serious piece of hardware, and will go a long way toward getting you off the ship alive. The longer
you hold down the trigger, the faster the ammo will deploy, so make sure to shoot in bursts to save bullets. When you
have the rifle, move through the green-light door here to find yourself in your first real firefight of the game. Youll see
your marines concentrating on an Elite on the far end of this mostly open room. Theyll take him down on their own. Move
through the cafeteria to the right, killing all of the Covenant that come through the two doors at this end of the room. Use
the columns and tables as cover here. Pop out and spray down the aliens, then scoot behind cover and reload. Make sure
you dont get any marines in your line of fire, or you could end up killing the ones who help you.
Once the Covenant stop coming through the doors, move through one of the two open passages into a cross-hallway.
Here youll find a couple more grunts and an Elite. Use the bunkers in the hallway as cover and take down the enemy.
Before leaving the area, be sure to grab the health pack from the wall near the exit. Then move down the next corridor. This
hallway bends to the left and leads to the next checkpoint.
Follow the path as it curls right. In the middle of the path, youll encounter another Elite. Watch the Marines on the other
side of the hallway. You dont want to hit them with cross-fire. When the Elite falls, move past his corpse and join the
Marines at the other end of the corridor. An explosion will shake the ship. Cautiously follow the marines through the next
couple of rooms. Youll fins yourself looking down a corridor with red partitions in it. As you move into the hallway, another
explosion will blow open a door and Covenant will stream into the hall. Make your way carefully down the hall, using
Campaign: Pillar of Autumn
cover and helping your marines take down the Covenant. Dont worry too much about hitting them if youre standing.
Most of the soldiers will crouch to give you a clear shot. Midway down the corridor, take a look to the right. You can
see where the Covenant ship attached.
Keep pushing the aliens back to the end of the corridor, then move around the corner to the left, continuing the fight. The
Covenant will keep falling back. Follow them careful, making sure to protect yourself with cover. Eventually youll push the
baddies back into a narrow corridor marked by a green arrow that says Stairs. Move down the dark hall, then turn right,
then left. At the far end of the hallway, youll encounter more Covenant. If you move all the way to the end, youll meet
up with your marine buddies, who are facing the aliens head-on. To maximize the firepower, though, duck down the first
hallway to the right that you come to. This will allow you to flank the enemy and catch them in a cross-fire. The Covenant
will go down twice as fast with this diversified attack. Make sure you dont go all the way into the room to fight, however.
Stay in the hallway and fall back into the other corridor for cover.
When the Covenant have been eliminated, move into the cleared room. Pick up any weapons or ammo you need, then
turn your attention to the path on the right wall. Kill the grunts here, then grab the health pack from the wall before
moving on. Continue following the path as it bends and turns. Soon, youll be at the site of another battle. Youve reached
a Checkpoint.
At this checkpoint you have the option to go left and help your marine buddies, or go straight and take on the enemy
from the side. Head straight forward and kill the grunts that charge you, then aim left and catch the Covenant in another
crossfire, mowing down the Elite thats battling your troops. When the hallway is secure, meet up with your pals and
continue to the next room. Here, youll see a bunker. Get behind it and provide support fire as your buddies move ahead.
Let them clean the room, while you focus your fire on the far Elite. When he drops, move out from behind the bunker.
Youre in an area marked 32. The walls are red and an energy shield sits at the far end of the hall. Use it for cover
as you tangle with the Elite. When he drops, move through the room and exit through the huge passage to the left.
Youve reached a Checkpoint.
Here youll see a flaming inferno at one end of the corridor. Step through this darkened room and prepare for another fight.
Duck under the half-closed door here. There are a bunch of grunts and a couple Elite that are busy wasting your men as
you run up. Dart out from behind the cover of the hallway and drop them, and be careful not to let any get behind you. Once
theyve fallen, grab the health pack from the wall here and move into the next corridor. Follow the path toward the steam
thats emitting from the right side of the hall. This is another Checkpoint.
Move through the doorway here to a huge open room with a raised landing. Take out as many Covenant as possible from
your position at the doorway, because if you try to move up the stairway, youll get eaten alive. When youre confident that
everyone is dead upstairs, make your way up top. Youve reached a Checkpoint.
Follow the marines into another long, heavily barricaded hallway. Use the beams and bunkers as cover as you blaze a trail
to the darkened room at the far end. Step into the darkened room and turn on your headlamp (White Button). Move through
to find another group of grunts and an Elite waiting at the end of the next hall. There is an energy shield here that the Elite
will try to hide behind, but hes just one guy, and you should have quite a few marines still with you. Checkpoint.
When this Elite drops, move forward to trigger a Checkpoint, then continued forward to a darkened section of hall. As you
move forward, youll see space out of the bay windows to your left. There is also a health pack here. Grab it and head
Campaign: Pillar of Autumn
forward, taking the corner to the left into the pod bay. Slay the Grunts at the far end, then move forward. Cortana will
introduce you to nav points, which youll need to learn to get around all levels in the future. Follow the red arrow to the first
nav point, a small door that will allow you to get around through the air vents of the ship. When you get inside, turn your
light on and follow the maze of tunnels until you reach the only viable exit, a door with a green light on it. When you exit the
tunnel, Cortana will activate your motion tracker, which will enable you to see where your enemies are. Theyre indicated in
red, while members of your team will be indicated in yellow. This monitor is crucial. It will let you know when youre being
approached from the rear, when youre surrounded, and when youre heading into a den of evil.
Head forward to the partially-closed doors ahead and hit them with the butt of your rifle (B). Move carefully down the
corridor until you see a lone Grunt whos looking the wrong way. Pump some rounds into him, then move down the
long corridor here. There are two doorways to the left. Both lead to the same room, which houses a gaggle of Covenant
baddies. Go to the second door and use the melee attack (B) on the Elite at the doorway, then quickly fall back and spray
him with lead until he drops. Then move through the first doorway and finish off the rest of the baddies in this room from a
distance. Be sure to pick up the health pack at the far end of the room before exiting. This is a Checkpoint.
Move down the hall past a computer console and a room that looks down into the training chamber where you started
your game. Checkpoint.
There is an Elite stationed at the far end of this hallway. Chatter a few shells into him, then move forward and polish him
off. As you do, the wall behind him will explode and hell fall dead. Dont go through the door behind the Elite. Instead, turn
right and wipe out the Grunts here. At the end of the fiery chamber is a small door to the left. Go through it, back into the
air ducts. This time around, Grunts have invaded the ducts, so watch out. Follow the labyrinth to yet another hallway battle.
There are two exits out of the tunnel--one to the left, and one straight forward. Take the left one and move through the
leftmost rooms of this grid. Youll encounter the heaviest resistance yet.
Keep an eye on your motion sensor to make sure no one is sneaking up on you. Use the angled pillars and such for
cover as you battle your way through several Elite and a handful of Grunts in this long corridor. Theyll try to use the
shields to their advantage, so stay near the walls to get the best angle. Then move forward and around the corner to
the left. Here, youll see another hallway with red partitions, labeled 63. Move forward to the barricade to get some
Fragmentation Grenades. Toss one over the barrier to waste the Grunts here, then scoot into the door to the left to
enter the air ducts again.
Follow the narrow corridors around until you reach area 62, then scoot through the air duct door here to escape to the
pods. Once youre safely inside an escape pod, youll see a cut scene as the craft descends to Halo. When you pick
up play again, youll be on the surface.
Campaign: Halo
Youve arrived on the ring. All of your comrades in your pod have been killed, but youve survived. Exit the back of the pod
and collect the gear thats scattered all over the ground. Youve reached a Checkpoint.
Continue forward, heading between two large rock faces. The grassy path will drop into a lower valley. Keep moving
through the valley until you get to a checkpoint.
Here, the ravine opens slightly. Youll see a Covenant ship dusting off as you approach. This meadow will have to be
cleared before you can move on. There are a couple of Elite and plenty of Grunts to keep you busy. Use the shrubs and
rocks as cover, and done be stingy with the Grenades. If you see a group of Covenant hanging around, toss a pineapple
in the center and watch them fly.
Once the aliens have been slain, move to the large structure at the center of the field. Scale the ramp to get up to
the second level, then search the corner for some extra supplies. If any of the upcoming firefights get too hairy, come
up here to refuel and reload. As soon as you touch the supplies, another objective will flash on the screen. Youve
reached a Checkpoint.
Drop ships will continue to land, and youll have to sort out the enemies. Just keep circling the base and watching your
radar. Dont go back up on the base unless you want to die, however. There are not enough corners and obstacles to hide
behind. The smaller structure just behind the base is a pretty decent place to hide and let the baddies come to you. Theyll
run up the ramp and you can stay in the corner and hose them down as they approach.
When all of the Covenant fall dead, a drop ship (for the good guys, this time) will leave an all-wheel drive Warthog for you.
Itll also drop off an extra marine to operate the gun. Youve reached a Checkpoint.
Need help driving? Check out our Weapons and Vehicles section for tips on piloting the Warthog (and all other vehicles
in the game).
Take off into the lower valley, through the field of rocks. Here, youll find a blue cave. Drive the warthog into the entrance
and follow the twisting paths until you reach the lowest point of the structure. Here, youll find a ramp leading up to a gap in
the path. Line your Warthog up here at the bottom and floor it, getting up enough speed to jump the gap.
You exit into a huge bay with Covenant everywhere. Drive slowly when you enter the room so your gunner can pump a
Campaign: Halo
few rounds into the aliens here. Then drive forward and park the vehicle at the mouth of the tunnel ahead. Get out (X)
and conduct the rest of the battle on foot. Use the large boxes on either side of the main path for shelter as you dart
out and lay waste to the enemy troops.
When theyve all been secured, head to the right side of the path (while facing the tunnel) and look for a hidden ramp.
Move to the top of the ramp. There is a lurking Elite here. As he pokes his snout around the corner, toss a Plasma Grenade
at him, then fall back and wait for him to die. Follow the path up to a console at the far end. Hit X at the display to activate a
light bridge. Return to the Warthog and drive it across the bridge.
Weave through the corridors with the Warthog until you exit into a hilly region. Youll go through several Checkpoints en
route. Keep driving up the incline until you reach the top of the hill. Then drive down and cross a small stream, looking for a
pair of blue lights at the base of a cliff opening. Drive the vehicle through here. Youll see another base. Drive the Warthog
into the area and look for Covenant to run over. Take out as many as possible while on the vehicle.
There are Covenant everywhere in this area. Use the Warthog as long as you can, then park it in a heavily-populated area
and let the gunner do his magic. Hop out and seek the shelter of a wall or rock, then just be patient. Dart and shoot when
you can, and dont get too greedy. Make sure you dont put yourself in between two aliens, because cross-fire will kill you
faster than anything. Use your Grenades whenever possible to damage groups of Covenant.
There are two structures near the base that need exploring. This is where youll find the surviving marines in the area.
One of them can be found inside a wall of pipes (near where you entered this area). There is another structure on
the far end of the base. Nearby is a pod, where you can find a health pack. Enter the structure to find another health
pack. Either of these two little bunkers leads to the other via and underground tunnel, and this is a quick (and relatively
painless) way to get from one end of the base to the other. Get down there as soon as you can and pick up your guys.
Theyll help a lot in the fight ahead.
Work your way around the central base and keep checking the radar to tell where the packs of enemies are. If possible,
you want to take on Elite alone, without a bunch of Grunts nibbling at your heels.
When all of the Covenant around the base have fallen, round up your marines and get back in the Warthog. Head for the
narrow opening in the cliff face just behind the base. Youve reached a Checkpoint.
Drive across the river and look for an opening in the rock to the right. It will be indicated by two small, blue lights. There
is another entrance to this area further down the rock wall, but it to your advantage to enter here. Youll see a crashed
pod nearby and a high, rock butte ahead. Thats where youll find your marine forces. Rendezvous with them as quickly as
possible. Theres going to be a battle. For the first wave of attackers, stay on the ground and try to engage the aliens in the
narrow pathways between rocks. Throw a lot of Grenades here in order to take down several aliens at once. Make sure you
dont blow up any of your own marines during the fight. Youll need as many as possible to weather this storm.
Once you have cleared out the Covenant on the ground, climb atop the rock formation. You squad will follow. Turn your
attention to the area near the pod. A Covenant dropship will appear here and start dropping off more baddies. As they
unload from the ship, toss a bunch of grenades into the area. You can take down several Grunts and weaken the Elite by
doing this. Watch out for fire from the Covenant drop ship as it dusts off. Once its gone, stay atop the rocks and pick off
the aliens as they approach. Polish most of them off from on high before going downstairs and cleaning up the scraps.
When the final enemy perishes, a rescue ship will come pick up the survivors of your entourage. Round up the rest of
Campaign: Halo
you compadres and ride out the way you came in.
When youve cleared the area somewhat rendezvous with the survivors on the hill face. Theyll help you clean up the rest
of the Covenant mess. Stay on the hillside when fighting it gives you a tactical advantage. Make sure you keep your guys
here alive, too. They are crucial to your success (and health). Once the area is fully secure, a dropship will come down and
pick up the survivors. Load up the Warthog and head to the far right of this valley. When all of the enemies are killed in this
area, a dropship will come down and collect the survivors, and you. Get on the ship by pressing X.
When theyre all dead, walk forward (and to the right) to find a ledge that overlooks the gully. Dont go up it. Instead, take
the path down into the canyon, moving carefully with your pack of marines. They are a little overzealous, so theyll go
charging into combat. Stay at the mouth of the opening and clean up anything you couldnt kill from the ridge. There is a
lurking Elite off to the left, as well as another laser turret. Take them down with your Sniper Rifle, then move forward slightly.
This will trigger a Grunt to run for the near turret. Take him down as he runs for it. If he gets to the turret, dont sweat it. Just
aim at the center of the gun and pop. The Grunt will fall.
As you move further into the canyon, an Elite and several Grunts will stream in. Switch to your Assault Rifle and take
them down with the help of your marines. As you continue forward, youll make your way up a narrow ledge with a
clear look at the enormous moon. There are several Jackals hanging out here. Slay them with the Assault Rifle, or let
your marines handle them.
At the top of this hill, youll encounter a big group of Covenant. Use the tree as cover and equip your Sniper Rifle and
take out the Grunt on the laser turret thats camped out on the ledge in the distance. Then use some grenades in the
foreground to bust up the Grunt party going on here. When youve taken down most of them, fall back and equip the Sniper
Rifle to get the Elite thats lurking in the shadows. A shot to the head will kill it. Refer to your radar to see that youve
eliminated all of the enemies, then move forward.
There is a health pack at the base of the bluff that the turret is sitting on, so grab that, then move forward around
the corner (to the left). Here, youll be ambushed by several Grunts and a couple of Elite. Use your Sniper Rifle on
Campaign: The Truth and Reconciliation
the two Elite, then help your marines clean up the Grunt scum. Watch out so that you dont fall off the edge of this
cliff during the melee.
When thats done, keep heading down the path, following the narrow path up and around the cliff to the right. Youll reach a
Checkpoint. Shortly afterward, youll see a swiveling turret atop the hill. Drop the Grunt on top, then move forward, hugging
the stone wall to the right. Soon, youll come to an opening in the rock. You can take an Elite by surprise here and drop him
with your Sniper Rifle. This will open an ally for your troops to get atop the cliffs here. This area is crawling with Covenant.
There are two turrets to the left that will need your immediate attention. Once they fall, concentrate on the Jackals atop
the stone walkway that bridges the canyon.
When they go down, head to the far end of the walkway. Face the cliff and look right. This looks down into a path that
cuts through the rock and leads to the next area. Dont go there yet. After youve dropped the last of the enemies, more
will rush in. Drop a grenade in the hole here as the Elite (and a couple measly Jackals) run forward. Then pick off the
Elite from on high with either more grenades or spray from your Assault Rifle. If you cant get them here, theyll have to
run under the walkway and come up behind you. But youll have a clear shot at them as they climb the hill, and should
be able to kill them before they reach you.
When all the baddies in this area are gone, move down into the canyon below and follow the channel through the rock (the
one you just killed all of those Elite in). Just follow the trail of bodeis. This will lead to a Checkpoint, near a low, flattish rock.
From here, you can see into the next area. An Elite is on patrol on a distant ridge. Be patient and kill him with the Sniper
Rifle, then take down as many Jackals in the area below as possible before moving into the canyon.
When you do, youll encounter a turret up on the ledge to the left, and another at the far end of the canyon. Destroy the
nearer turret first, then drop the far one. As you eliminate it, a Covenant ship will appear. A marine dropship will also
move in, bringing more troops to your aid. Get on top of the ridge that lines the right side of the gorge. Get on one of the
turrets here (X) and fire at any Covenant that appear in the area below. Your marines will give a great deal of support.
Just make sure you dont accidentally shoot them with the turret. Youll have to endure about three waves of Covenant
dropping down the shaft from the alien craft. Once theyre all dead, the Checkpoint will appear. Search the canyon below
for a health pack and tons of ammo.
When you set foot in the lower area, however, two Hunters will drop down the pipe. These guys are big and mean,
and have powerful weapons. Soften them up with some grenades, then fall back and pepper them with Assault rounds.
Dodge their green energy blasts. If you take one dead on, it will kill your shields. If you take two, youre a dead man. If
youre feeling brave, you can get in close. As the Hunter charges you, fall back. Hell temporarily expose a bit of orange
tissue on his torso and back. One shot from the Pistol or Sniper Rifle will drop him if you hit the orange. Regardless,
once both Hunters fall down, a dropship of marines will show up. Step into the energy stream to get taken up into
the Covenant ship.
Behind one of them, youll find Active Camouflage, which will cloak you just as the Elite was cloaked. Use this to sneak up
on Jackals and Grunts and hit them with your melee attack, which will save you both time and ammo. There is also a health
pack in the same corner, if you get too chewed up.
Once the fight has ended, collect up the remainder of your troops and head through the only open hallway leading out of
the room. Youll come to the end of a blocked-off hallway. Youll have to find a way to get around it, so return to the room
you beamed into and go through either door with a white border. No matter which path you choose, take a right when you
reach the wall, mowing down the Grunts and Elite you encounter in this passage. Follow the rightmost path all the way
to a circular room with a column at its center. To the right of this room is a door. Tease it open, then chuck a grenade
into the room in the direction of the Jackal and Elite on the left wall. There is an Elite further down the path as well. Drop
this line of enemies, then move into the room.
Youll find yourself in a huge bay. When you move forward, Cortana will tell you that she found the door she was looking
for. It is indicated as a nav point in the room below. The marines will work on opening it. If you want to save yourself some
trouble later, kill all of the enemies in the room below before proceeding. The Sniper Rifle works dandy for this task. Then
move through the doors on the far side of the room. Battle your way through the Grunts in these corridors, following the
path down. A good rule of thumb is to follow the trail of enemies. Theyll lead you to your next destination.
Near the bottom of the path, youll run into another Elite. Kill him with the Sniper Rifle, then move through the yellowish
doors here. The hallway will dump into the room you were looking at from the walkway above. Wipe out whatever is left of
the enemy here, then brace yourself for a new batch. A couple of Elite will come through the far door, followed by a slew of
Jackals and Grunts. Hold your position near the doorway you entered through, and attack these guys at distance with the
Sniper Rifle. Note: There is a health pack near the doorway, but hold off grabbing it until your life is running low.
When all the enemies in this area die, move to the nav point to find a glowing control panel. Press X to open the muster
bay door. This will reunite you with your marines. Once they arrive, move through the white rimmed doors to the right of
the muster bay (when facing the controls). The path will lead down. Follow it to the left to find more foes: Jackals. As you
continue down the path, youll reach a long hall with Grunts and Elite in it. Toss a grenade to clear soem out, then finish
up with the Assault Rifle. As you clear enemies, move down the path. Youll notice several red-lit hallways to the left. Ignore
them and forge ahead, making bodies hit the floor the whole way.
Youll hit a checkpoint just before the path dumps into another huge bay. Your marines will join you for a huge firefight.
There are Grunts and Elite galore in the battle, courtesy of a Covenant dropship. Watch out for enemies on the platform
ahead and above. There is an especially nasty Elite that will eat your soldiers alive unless you drop him with the Sniper
Rifle. Stay near the doorway you came through and take your time smoking the baddies here. After you get past the first
wave, more Covenant will appear on the platform above and through doors to the right. The Jackals on the walkway above
should be taken down with the Sniper Rifle before focusing on the ground troops.
After the second wave is dead, a checkpoint will occur. Move into the room. Straight ahead from the door you came in
through is a health pack and ammo stash. Grab it, then move to the other side of the room. When you do, more Covenant
will stream through a door in the other half of the room. Look at your radar to see where theyre coming from, then move
to that doorway and fill it with grenades. A couple of Elite and Jackals will emerge from here, and the more work you can
do with grenades, the better. When this wave is wiped out, youll have an even nastier group to contend with. Fortunately,
Campaign: The Truth and Reconciliation
before they arrive, you get a new dropship full of marines as well.
To trigger them, head back to the other side of the room. Near a couple of canisters youll find and Overshield. Grab it
to boost your protection. Then turn and face the oncoming rush. Focus on the Elite. Your marines will do a good job with
the smaller stuff, but you can help them a lot with some well placed Plasma Grenade throws. At the end of the battle,
two Hunters will show up. Use your Sniper Rifle on their orange parts for a couple of quick kills. Be sure you dodge
their green energy blasts, though.
When all the enemies die, Cortana will open a door in the bay, marked by a nav point. Move through it and battle down the
corridors with the help of your Marines. As the hallway begins to slope up, youll run into a couple of cloaked Elite. Use your
Sniper Rifle on them. If you can get a head shot, all the better.
Keep moving forward... your marines will point the way. Eventually, youll exit into another large bay. There are several
Grunts guarding the left walkway. Plow through them and enter the white-rimmed door. With your marines, battle through
the winding corridors. Youll encounter a few Elite on your trip. Save your grenades for them. There is only one way to go
through this passage, and it leads to another open bay area. Here, youll encounter another Elite and some Grunts. Drop
them, then move around the central opening to a door on the far side of the room.
Follow the path up until you reach a crossroads. Down the left leg of the crossroads, youll find a stash containing a health
pack and a buttload of ammo. Grab it, go back to the main path, then move ahead. At the top of the path is a door. Hang
out near the doorway and switch to the Sniper Rifle. There is an Elite carrying a laser sword atop the central platform. Drop
him, then focus on the other Elite that start to rush.
When they all die, its time to move to the nav point. Kill the Grunts that approach, then follow the winding, purple paths as
they lead up to a seemingly empty room. Move to the end of this room, where youll find a glowing control panel. Activate it
to open the prison doors. Then head back out of the room and go straight, following the path until you see another enemy
appear on the radar. Its a Jackal. Take it down and move down the hall until you reach a passage that breaks off to the
right. There is a killer Elite with a laser sword on patrol at the end of the room. Take it down with the Sniper Rifle, then find
the cloaked Elite also in this room and take it down. Several Grunts will swarm into the room at this point. Slay them, then
move to the other end of the room and open this set of prison doors.
Eventually, youll have to battle all the way down the purple hall. Eventually, youll reach the large bay with a circular, central
platform. In the distance, youll see a cloaked Elite with a laser sword. Drop him with the Sniper Rifle and another will
appear. Take him down the same way and step into the room. There will be a conversation about how to get out of the
ship, and ultimately, Cortana plots a way out.
She gives you a nav point to follow, and at the same time a group of Grunts show up to rain on your parade. Spray
them down with some Rifle fire, then move through the door toward the nav point. Again, run ahead and clear a path.
Campaign: The Truth and Reconciliation
The nav point will point you where you need to go. Youll have to run through most of the ship to get there, but once
you do, all you have to do is push a button to have the dropship move down a level and get you and your precious
Keyes out of there.
When you clear out all of the enemies and arrive under the large structure, a Checkpoint indication will appear. A dropship
will appear and leave you a Warthog. Load it up with marines and continue down the beach, keeping the ocean to your
right. Its off to find the map room. Move the Warthog to the next clearing and station it just before the grassy slope that
leads up into the rock face. Get out and polish off the Elite and Grunts in this corridor. When you do, a Checkpoint will
appear. Get back in the ride and drive it up the hill, coming to rest just outside of the stronghold at the top. Here, youll
meet with heavy Covenant resistance, so make sure your gunner has a clear shot into the structure, then get out and
help take down the enemies with your own gun.
There are a couple of nasty Elite hanging out in the hallway of this fortress, so park the Warthog facing down this
long hall, then get inside yourself and drop them with grenades and either Assault Rifle or Pistol fire. Once you do, the
Checkpoint will be complete.
Move down the hall and start your descent into the building. Youre looking to activate the map room. At the bottom of the
landing, youll encounter a pack of Covenant. Toss a well-placed grenade into the mix and watch them fly. Or, pick them off
one by one. The Covenant have locked down the doors here, so youll have to find a way to disable the system. Head back
outside and get in the Warthog. Drive it to the opposite side of the platform and move down the grassy hill here.
Youll find an Overshield by a pair of purple canisters near the beach. Get out of the Hog and get it. Then drive through the
stone archway ahead, further down the beach. Just past this, youll see an overturned Warthog with a bunch of supplies
next to it, including two health packs and a buttload of grenades. Off to the left, youll see a ton of Covenant baddies
lurking in thr forest. Park the Warthog where the marines will be able to attack easily, then pop out of the ride and hose
down the forces with a little horizontal rain.
When everyones dead, move up the incline and through the rocky area. You wont be able to get the Warthog in here,
so leave the marines on the beach. Work your way through the rocky ravine, dropping the two Elite and several Grunts
that you meet here. Over the next ridge, youll see a pair of Hunters. Stay behind the rocks here and pop out to nail
them with your Pistol. Remember--aim for the orange spots. And be sure to duck behind those rocks when you see them
cranking up their energy guns. If you dont have a Pistol, there is a dump of goodies off to the left, including lots of
guns and another two health packs.
Once youve dealt with the Hunters, move down to the building plaza below to get an Overshield. Then move up the
opposite hill and take on the charging Jackals. If youre feeling cavalier, just run right up to them and melee attack.
Sometimes its nice to be close. The next little wooded grove is home to a herd of Grunts and a single Elite. As always,
Campaign: The Silent Cartographer
soften them up with grenades, and polish them off with the Assault or Plasma Rifle. The Pistol also isnt a bad choice for
this area, simply because its so good at cutting through the Elite.
When youre done, it will be another Checkpoint. Make your way to the large gray structure to the right. Youll have to battle
through some Jackals and Grunts, but youre used to that by now. Skirt the building and take out the Grunts guarding the
entrance, then go get the Overshields to the left of the door. When you get one, head into the building and down the ramp
that leads into a large room littered with debris. There are a pair of Hunters here as well. Use the debris as cover and
smoke them with your pistol when you get a clear shot at their orange, juicy parts. If one of the Hunters dings you good,
you can always head back to the surface and get another Overshield. Theres no law against that.
When the Hunters fall, exit the room and follow the long hallway down to a room with a holo-panel at its center. Activate the
panel to shut down the security system. A short cutscene will follow showing an Elite with a Sword. Scary.
When the Elite go down, get up and out of the structure and grab another Overshield near the entrance. Then head back
to the structure where you met the first batch of Hunters. There are a whole mess of Jackals here. Pick them off from
afar, or go in close and melee these suckers to death. Then move back to your waiting Warthog. Move down the beach
in your ride. There is a dropship parked nearby with all kinds of goodies, including a Rocket Launcher. Grab it. There
are also two health packs. When you get all of your goods, hop back in your ride and continue down the beach. Youll
meet up with another contingent of marines just past the structure here. Pick some up if you need extra riders in your
rig, then continue back to the original stronghold.
There will be two Hunters waiting as you drive up. Keep the Warthog well hidden from their powerful guns, then hop out
and use the Rocket Launcher to drop them. Or, you can use the Pistol if you still have it. At any rate, continue forward into
the building and move down to the door that was previously locked.
Shafted
Move through the door and take a right, triggering a cutscene. Once it triggers, head back to the tunnel and take a left
through the second side door here. Youll see an Elite with his back to you in the next chamber. Lob a Plasma Grenade
at him and wait for him to pop. Then clear out the rest of the room. Then move to the next one, using grenades and
Assault fire to take down the pair of Elites. Stay in the room youre in and duck for cover, then move forward and blast. Or,
if you want a height advantage, move up the ramp on the right side of the room and attack the Elite from above. Either
way, when they drop, move through the room and exit through the green glowing door. You will encounter two Jackals
immediately. Drop a grenade on them.
Then follow the long, winding path down deeper into the compund. At the bottom, open the green door to enter an area
with a lowered section in the middle. The path around it is cordoned off from the central depression, but there is a Hunter
on the prowl there. Focus on taking down the Jackals in the outer areas before moving on to tackling the Hunter. There is
some ammo and a couple of health packs stashed near the entrance.
Once you kill the Hunters, go to the far end of the room and continue down the ramp here. Keep following the path down
Campaign: The Silent Cartographer
until you reach an area next to the huge abyss. Here, take a right and follow the corridors until you see entrances marked
by dulled purple light. Move through one of these into a large room with some pretty odd architecture. This chamber has
two doors in it. Go through the one to the left to find some Active Camouflage. This will cloak you. Hop off of the edge of
this ledge and follow the path to a room full of baddies.
There are tons of nooks any crannies to use for cover in this room, but you should go around and take down as many
enemies as you can before your cloaking runs out. When it does, clean up the scraps and then fins the path that leads
to a ledge around the abyss (on the opposite side of the room from where you came in). There is a ramp to the right
that leads down one level, but take out the Elite and Grunts on the lower tier before you move down. If the Elite is near
enough the edge, toss a Plasma Grenade at his feet and hell jump to his death. There is an Overshield hidden next to
the purple canister here. Be sure to grab it.
Continue around the corner to the right to find what youre looking for--the control room. The panel is on a steel podium in
the center of a glass floor. Dont charge across and activate the controls right away, though. Instead, eliminate the Elite on
the other side of the room. Then move around to the opposite side of the room and activate the Silent Cartographer.
Once you do, youll hear Cortana on the comm link talking about Keyes. Move back through the complex to the large
room that you fought your cloaked battle in. Climb the central ramp, then hang a right and blast your way up the ramps.
Youll encounter a lot of Jackals, so the Pistol is the weapon to use. When you reach the room with a pair of green doors,
duck out the side exit and start working your way up the ramps next to the abyss. In fact, just keep going up. Whenever
you see a ramp, go up it. Youre looking to get to the surface. As always, be careful so you dont fall off these narrow
inclines as you battle Jackals and Grunts.
The room where you encountered the Hunters is crawling with Covenant. If you dont want to deal with them, exit
through the green door and continue your ascent on the long, twisting ramp above the abyss. As you move through the
dimly-lit hallways on your way to the surface, there is one more Elite you need to be worried about. Hes carrying a
laser sword. Just be cautious when youre in the hallways with the white-lit floors (the ones that look like theyre straight
out of Empire). If youre sneaking, you see him before he sees you. Just throw a Plasma Grenade and fall back. Hell
have no choice but to die.
At the top of the stairs, you have to endure one more Mexican stand-off. Except there aint no Mexicans. Instead, there are
three cloaked Elite bent on your destruction. Use a combination of the Pistol and Plasma Grenades to drop them, falling
back to the ramp if you take any damage. Then exit the building and move to the Pelican. Move to the back nd press X to
get on. The level is over. Walk the pretty cutscene and bask in the wonder of the storyline.
Campaign: Assault on the Control Room
Fortress World
When the dropship, well, drops you, focus your attention on the large door. An Elite and a couple of Grunts will run out of
the large, diamond-shaped door here. Drop the Elite first, then run to the gun turret and polish off the little guys.
Once inside the fortress, follow the arrows on the ground. Throughout the complex, they will point you where you need
to go. The path youre on is similar to many youll come across in this fortress. It leads to a circular path that surrounds
a central room. Most of these center rooms are inconsequential--theyre just where the enemies come from. Wht youll
want to do is move around the circular paths until you reach another door, and exit through there. As always, follow the
enemies to find your next objective.
At the end of this first path, youll have the opportunity to sneak up on an Elite. Toss a Plasma Grenade on his back and
let him cook. Move around the circular path to the left, taking down Grunts and Jackals all the way. Make sure you look
on the walkways above for ambushing aliens.
Move through the diamond door when you get to it. Youll exit back into the world. There are two gun turrets here. Hop on
one and mow down the sleeping Grunts. Youll see a dropship full of marines landing off to the right. Youll be joining them
shortly. The idea is to battle all the way across the bridge youre on, taking down the hordes of enemies camped out on
both levels. There is plenty of cover, but youll have to be wary of shots from below. The glass sections of the bridge can
and will be shot out, making you vulnerable from many angles. The real threat is an Elite that is on the lower deck near the
door. Use the Pistol to drop him, then pick up a Plasma Rifle for the Jackals youll face later.
Battle your way to the far door and go through. In this tunnel, youll meet another laser sword Elite. Chuck a Plasma
Grenade at him and be done with it. Go to the end of the passage to find another circular pathway area. Handle it the same
way you did the last one. Battle to the left, taking down the mess of Grunts you encounter. Since ammo is limited here, the
Plasma Rifle will probably be your weapon of choice.
Midway down the passage, youll get a health pack, some Frag Grenades and an Assault Rifle, if you wish to have it.
Near the exit, youll encounter a cloaked Elite. A Plasma Grenade will do him in. Move through the diamond door and
down the path until you reach an elevator. Take it down to the basement. In the next hallway, youll encounter a huge
group of Grunts. Toss a grenade and watch them fly. Then go to the end of this hall and clear the room as much as
possible from this position. Then follow the circular path around, battling through Grunts, Jackals and a couple Elite to
get to the next door.
Follow the path until it exits out into a snowy field. Kill the Grunt in the gun turret to the left, then run to the Warthog tipped
over in the snow (also to the left). Youll have to be on your toes here, because there are a lot of Covenant tanks afoot, and
one hit from them will send you to cyborg heaven. There is a Rocket Launcher and a few health packs in this area.
Grab the Launcher and head to the grove of trees nearby. It will give you cover as you focus your fire on the tank. Youll
want to aim lower than you think to get at the tank. Once you explode it, take out the turret to the left. Then head
back to the Warthog and flip it. Load up on marines on head toward the gap in the gorge ahead. Grunts and Jackals
will swarm you. Run them over or let the gunners take care of them, then move ahead. In the next clearing, youll find
the mother of all vehicles... the tank.
Before you get in it, take a look at the crashed Pelican to the left. The area around the Pelican is littered with guns and
health. Grab what you want, then saunter over to the tank. Get in the drivers side and feel the power. Move toward the cave
in the ice cliff. A couple of enemy craft will come at you. Drop them with the cannon (Right Trigger).
Campaign: Assault on the Control Room
Drive through the ice tunnel, and pause at the opposite end. In the next clearing, youll see several Covenant Ghosts
buzzing around. Take them down with the Scorpions cannon. Move toward the far tunnel. Let your guys take care of the
ground troops. You concentrate on eliminating Covenant craft and laser turrets. When you arrive in the distant corridor,
youll meet two Hunters. Quickly drop them with cannon blasts, before they decimate your crew. When they die, drive
the tank to the large, steel doors. Get out momentarily and use the control panel (X) to open the door, then hop back
in your ride of death and roll. Roll. Roll.
Move inside the door and start blasting. There are several Elite prowling here. Use the big gun to take them down, then
pull the tank into the large bay ahead. Make sure you target the laser turrets and Elite here first, then work on the piddly
stuff. When everything has been whittled down, drive your tank to one end of the right bridge and get out of the tank.
Head all the way to the right to find a health pack and some Frag Grenades. Return to the tank and take it across one
of the bridges. Use the Scorpions weapons to take down the enemy forces here. There are a couple of Hunters over
the bridge that need some deadly attention, and plenty of Elite to keep you busy. If you arrive with even one guy alive
on your tank, give yourself a hand.
On the other side of the gap is a tank-sized door. Of course, youll need to get out and use the control panel to open it.
Rolling Thunder
When you get through the tunnel, youll start to encounter a littl more Covenant resistance. Use your pea shooter gun
on the Jacakals in this long, rocky alley, and preserve your big guns for the Ghosts that buzz into the tunnel. The path
dumps into a huge open field with a tower at its center. There are plenty of things to kill, which you can do with glee
in your shiny tank.
A few things to watch out for. As you go by either side of the central tower, a bunch of Elite and Grunts will stream out of
the large, diamond doors. Use the cannon to drop them in groups. If any baddies survive, theyll run for the turrets on the
raised bluffs on either side of the tower. One cannon blast a piece will teach them whos boss. Finally,in the clearing beyond
the tower, youll have a Covenant tank to deal with. The best strategy for this guy is to hang out near the bluffs and shoot
long-range cannon blasts at it until it explodes. When you drop it, move toward the smoking hull. Hunters will appear from
the icy path nearby. Cannon. Elite will run at you when you start moving down this passage. Cannon. As you emerge into
the next area, a high cliff that looks across an icy gorge, Elite will come at you. Cannon. A laser turret across the canyon
will fire at you. Cannon. Is there anything the cannon cant do? The answer is no.
There is a Checkpoint here, right above the winding, snowy path down into the valley. Carefully maneuever your ride down
this slippery trail until you reach the bottom. Here, youll meet a group of marines. Be careful not to run them over. An alien
dropship will appear above. Ignore it. Get out of the tank and move to the other side of this ravine. Collect the goodies here,
including a health pack and the Rocket Launcher. Youll want it to clear out some of the tough stuff ahead. There is also an
Active Camoflauge nearby, which you should also grab.
Pass the large pipes and enter the short, icy tunnel. Here, youll see a cloaked Elite with a laser sword. Thank god youre
also cloaked. Use a Plasma Grenade or Rocket Launcher to end him, then move forward and clean out the rest of the
scum. When the enemies are cleared out, move to the ridge ahead. There is a mess of Grunts running about in this snowy
field. One of them will run to the laser turret. Make him pay with the Rocket Launcher. Use the rock next to the icy cliff to the
right for cover as you dart out and kill the rest of the Grunts in this field.
Campaign: Assault on the Control Room
With the help of your Marines, charge forward and start to clear the rest of the field. A group of Ghosts and a Banshee will
hound you here, but the Rocket Launcher should take care of them. Use the cover of trees to the left to shield yourself from
their fire. If you dont have the Rocket Launcher, you can fire on the Elites that are driving these vehicles. When they take
too much damage, theyll pop off their ride and you can finish them off.
When all of the vehicles and Elite have been killed, head to the right cliff face. Theres a diamond door there, surrounded by
a pair of laser turrets. Make sure theres no one there to man them. When you approach, a pair of Elite will charge out. A
well-placed grenade will drop them both. When they fall, move inside the fortress to another circular hallway.
There are a couple of Elite in the hallway, but its mainly populated by Grunts. Move all the way around this circular
passage until you come to a long, gray hallway that leads to an elevator. Take the lift up to the top. A Jackal is waiting for
you at the top. Slay it, then move into the next room. Two more unsuspecting Jackals are waiting here. Take them down with
a grenade. There is a ramp here. At the top, youll find a health pack, Frag grenades and a Pistol. Grab what you want, then
move up to yet another circular hallway. This one contains a couple of Elite at its center, in addition to a bunch of Grunts on
the perimeter. You should have enough grenades to make short work of this hall. Be cautious, though. There are a couple
of Elites near the exit and a lot more aliens waiting for you in the tunnel. The best way to deal with them is to lure them out
into the hallway and fall back, taking them down from a distance.
When the enemies are killed, follow the arrows through the diamond door and back outside. Youll find yourself on another
long bridge with glass segments. The same rules apply. This bridge is mainly populated with Grunts and Jackals. In
addition, youll have to watch out for attackers on the bridge to the right.
As you get to the other end of the bridge, a cloaked Elite will come out of the doors and start hassling you. Hassle him
back, then move forward through the diamond door. Once you get inside, youll find yet another circular hallway. Move
around it to the left, taking down the Elite in your way. Midway around, youll run into a cache of gear--a health pack and
some ammo. Follow the arrows to another diamond hall. This leads to a long hall full of Jackals. Watch out... theyll dart out
from the left. Its a good idea to have a Plasma Rifle here, as it will easily eat through their shields.
At the end of this passage is another circular hallway area. Most of the bad guys are contained in the glassed-in area in the
center. Stay in the side halls and pepper the Covenant from the outskirts, keeping as safe as possible. Be especially wary
of the Elite on the walkway in the center of the room. Once youre done, follow the arrows to the next diamond hallway and
the next exit. This leads to another long bridge with several Elite on it. There are also Hunters on the bridge to the right. Try
to take down the Elite ahead, then charge across the bridge, avoiding the fire from the Hunters. Unles you have a Pistol or
Launcher, it isnt worth it to try to take these guys down. Your destination, of course, is the far door.
Once you get there, go through and work your way around (guess what?) another circular hallway. There are mainly
Jackals here, so the Plasma Rifle will be your best bet. Work your way around to the right, then exit down and follow the
path to another long hall. There are a couple of laser sword Elite off to the left. They will charge you is they see or hear you,
but if you chuck a Plasma Grenade at the one standing in the middle of the hall, youll be halfway there. Finish them off with
the Rocket Launcher or more grenades, then move on down the hall.
In the next area (circular hallway, howd you guess?), there are a pair of Hunters hanging out in the middle of the room.
If you move all the way around the hallway, youll find a Rocket Launcher. Trade it for whatever hoopty weapon you
have and take down those big boys. Then focus your attention on the nearby doorway. Grunts and Jackals will come
Campaign: Assault on the Control Room
streaming through. Conventional weapons will work on them. When they fall, move through the diamond door. Follow
the arrows out into the world.
Youll arrive on a snow-covered bridge crawling with Covenant. If you can make it to the Banshee parked here, youll save
yourself a lot of time, as youll be able to quickly move to your next objective. Just get in the Banshee and pilot it to the top
of the nearby pyramid, then skip to the paragraph below. If you cant get in the Banshee, follow the directions that follow.
Use the Rocket Launcher and grenades to thin their numbers, then make your way across. Youll have to avoid fire from
circling Banshee the whole way. Or, you can take the time to drop them with your Rocket Launcher. Your choice. Get to the
diamond door on the opposite side of the bridge and go through, then follow the path to yet another circular room. There
is light Grunt opposition here, so blast your way around the horn, then follow the path to a down elevator. This will lead to
a long hallway with a cloaked Elite. Use a Plasma Grenade on him, then move around the circular hallway and exit. Youll
find yourself outside of the base of the fortress. A Ghost craft is in front of you. Run to it and get in. Battle your way to
the steps of the pyramid structure. Here, youll encounter a pair of Hunters. Take them down with the Rocket Launcher,
then work your way to the top of the pyramid.
Open the door at the top of the pyramid and drop back for cover. A lot fo Covenant await, so use your grenades
and Launcher to clear them, then move to the next set of doors. Eventually, youll come to the control room (finally!).
Cortana begins to analyze the control room information immediately. A secret or two is revealed. But more importantly,
this mission is over.
Once you arrive below, move forward off of the lift and cautiously peer around either corner ahead (near the two energy
shields). There is a horde of Covenant here. Toss a grenade into the midst of them and fall back, then move in and
clean the rest out. Then move through the door to find a two-level room. Youre on a ledge above a lower bay and
there are several enemies in the area below. Use grenades to clear them out, then fall down into the room. There is
a single door here that you can go through--its rimmed in green.Move through it and take down the Jackal. Youre in
a circular hallway with doors to the left, right and ahead. The right and left passages are locked, so proceed around
and through the other door.
It leads to another area like the one you just left. You can see walkways at each end of the higher portion of the room.
Go through the only available door here to find a huge mess in the next hallway. Theres going to be trouble ahead. Go
into the empty chamber that follows and search the right wall for a concealed door above the central channel. Jump to
the platform near the door and head through.
Campaign: 343 Spark
Follow the circular path around and open the only unlocked door. Here, youll find a marine whos gone mad. Hell warn
you not to get any closer, or hell shoot. He means it, too. Soldier, youre going to have to put him down. Kill him then move
to the far corner of the room, where the walkway has collapsed and is in flames. Jump atop the rubble to get up to the
walkway, then head across the central, glass floor to get to the green-rimmed door. Go through to get to another green
door, and ultimately, a huge, open room with a large gap in the middle. There is a control panel ahead. Activate it to extend
a light bridge across the room, then head over to the other side and exit.
You find yourself at a square path that runs around a double-ramp that leads to a lower level. On the left side of the ramp
is a health pack. Grab it and move downstairs. Go through the green door at the bottom to trigger the best cutscene in the
game. After the horrifying scene concludes, youll know youre in for a nightmare.
The Flood
Youre in a large, open room with a pair of dais-like platforms at the center and several locked doors on the perimeter. As
you move forward in the room, youll have your first encounter with the creatures known as the Flood. These rank vermin
come in three forms: Infection, Combat and Carrier. The Infection type are the most prevalent, and most pesky. These
are the ones you will encounter first. They look like little jumping spores, and alway travel in large groups. If you dont
mow them down quickly enough, theyll leap at you and attach to your body. After a few moments, they will burrow under
your skin and explode. If you have full shields, this wont affect you much. But if your shields are gone, the Infection
Flood will mess you up good. The best weapon against them is the fastest--the Assault Rifle. As they approach, just fall
back and spray until they all go pop.
Doors in this room will periodically unlock, and new Flood will stream out. Just keep bustin with the Assault Rifle until all
the spores have been wasted. When the little guys die, youll have to contend with a batch of bigger Flood. These are the
Combat type, and they look like theyve been spackled together with clay, roots and weeds. They pack a punch up close,
though, so always be on the move, and get used to reloading on the fly. If a Combat Flood gets close, hell swat at you with
the long tendrils that poke from his body, which will do wicked damage. The best weapon against them is a Shotgun, but
you dont have it yet. Use the Assault Rifle to hose these guys down.
When theyre all dead, leave the room, headed back the way you came. Remember the light bridge room? This time, when
you head back through, youll notice a battle raging below. The Covenant are trying to hold off the Flood. Dont linger here.
Drop some grenades to lighten the load, then move to the green door to the right and go through. The circular hallway
leads to another doorway, and another bi-level room. There are several Combat Flood in the area below. As before, toss
some grenades down there, and escape through the right exit.
Plenty of fun awaits in the next giant room. There are Covenant and Flood patrolling onb both levels of this double-wide
room. They arent fighting when you show up. To stir the pot a bit, shoot some rounds at the Jackals to the right. Let the
enemies wipe each other out, then cruise over to the green door to the right. Once you get to the next hallway, look to the
left to find health packs and the most helpful weapon yet... the Shotgun. This works exceptionally well in close battles with
the Combat Flood. One shot will do one of these guys in.
When you have the Shotgun, leave through the exit down the tunnel from this stash. Head through the next abandoned
room (its got a sparking transformer of some kind at its center). When you open the next set of doors, youll have an
opportunity to use that Shtogun. Drop the Combat Flood that rush you, then move forward to the lift. Take it down a level.
When you get down to the next level, youll be surrounded by Flood. Theyve learned how to hold weapons. So have you.
Campaign: 343 Spark
Kill them with the Shotgun and Assault Rifle, and leave through the only available exit. Well, actually, you might want to get
the Overshield atop a stack of those purple canisters, then leave.
The next area has a flickering light bridge at its center and two doses of Active Camouflage. Grab one and get cloaked,
then drop to the room below. Search for the open doorway and head through to another wrecked room crawling with
Flood. Make your way over to the debris in the far corner. Hop on top of the collapsed walkway to find a health pack.
Then jump up once more and continue to the walkway above. Follow it to another exit, then cruise through the circular
hall and exit again.
Youre on the other side of the crackling light bridge. Exit here into a large, two-tiered room. Leap off of the upper level
and proceed to the only open door in the room, then move around the circular hallway to exit into a purple-lit room with
a channel in the center. Movce across to the open door and head around another circular path, exiting into another large
room. There is a collapsed support column here. Battle through the Flood, then take a running leap to get atop the pillar.
Up here, youll find a health pack and lots of ammo. From the pillar, hop up to the angled section of walkway above. (Psst...
if you dont see it at first, turn around). Follow the path to the green door and move through. There are tons of Flood in
here, but you dont have to take them all on. Instead, head forward to the control panel and activate it to extend a light
bridge. Then book across and follow the path to an elevator room. Again, you dont need to battle these guys. Just get on
the lift and press X at the control panel to go down.
Youll arrive back near the exit to the swamp. On your way out, be sure to grab some health and ammo to the left of the
exit. Then join up with your marines and head back out into the swamp. Follow your marines as they clear a path through
the morass. You can help as much as want... just keep moving forward. When you get past the large tower at the far end of
the swamp, a cutscene will play. The level is over.
As you move forward, following the Monitor, the first thing youll encounter is a group of Carrier-type Flood. These explosive
mamma jammas will make your job in the Library difficult, mainly due to their explosivity. Carriers like to waddle over to
you and burst, taking out your shields with the force of their explosion. When a Carrier erupts, it will unleash a throng of
smaller Infection Flood, which will then pursue you. The best way to deal with a Carrier is blast it once with the Shotgun or
Pistol, then finish off its contents with the Assault Rifle.
In the first hallway, youll encounter about four Carriers before the Checkpoint. Pop them, then clean up with the Assault
Rifle. Youll reach a Checkpoint and more Flood will emerge. Dust them with your Assault Rifle, falling back to shelter if the
rush gets too intense. Youll pick up a Shotgun in the mess of Combat Flood, which will come in handy in the encounters to
come. Use it to clean out the rest of the Flood, then move forward through a short tunnel, following the Monitor.
The tunnel leads to a large, open room with a deep shaft at its center. Move around the perimeter until you see the
Monitor. Go through the door hes hovering near. In the next area, Combat Flood will stream from the high vents on the
Campaign: The Library
opposite wall. There are a pair of Carrier Flood that come from the left side late in the fight. Make sure youre not close
when they pop, or youll be an easy target.
When youve cleared the area, move to the right. This large room opens into a long, curving hallway. As you move forward,
keep an eye on your radar. Tons of Flood will stream from the vents (from now until the end of the mission). Make sure they
stay in front of you. At the end of the path, youll reach a security door, which the Monitor opens. Follow him through and
take a right. Watch out for the Flood waiting in the wings, and double watch out for the segments of glass in the floor here.
If one of them gets shot out and you step in the hole, youll be a dead man.
As you reach the end of this segment of hall, youll see a pair of blue panels. A bunch more Flood will drop from the vents
above, so fall back and waste them. After all of the waves are done attacking, move around the corner to the left. Continue
following the monitor, weaving through the halls and keeping an eye on the high vents. Eventually, Flood will start pouring
out and there will be another firefight. Where the corner turns here, youll find a health pack. If you continue to the right,
youll see a channel in the floor. Grab the Overshield in this channel and head back up top.
As you move to the right, Flood will appear from the vents, surrounding you. Again, fall back and keep all of them in front
of you. Wage war until they all drop, then continue toward the Monitor. Battle your way around the paths and youll reach
an area where Flood come pouring out of the vents at the end of the hall. Dont worry, though, youll get some help. As
the Flood approach, thge Monitor triggers a defense system, and several hovering Sentinels appear and begin cutting
down the Flood with their lasers. You dont have to do anything at this point. Just hang back and let the Sentinels clean
out the hallway. When all the Flood fall move to the end of the hallway and stand on the enormous, circular lift here
to be taken up to the next level.
As you meet back up with the Monitor, more Flood will charge. Move to the end of this hallway and keep your back to the
wall. Youll have to hold your position until the Monitor returns. The Sentinel will do a lot of your work for you, but make
sure to blast Carriers before they get too close. When the Monitor returns, the next set of security doors will open and the
Sentinels will forge ahead and begin to clear the path. Move into the area and help out, then move toward the Monitor on
the far end of the corridor. The Sentinels will do most of the work for you in the next passage as well. Let them, then when
the Checkpoint appears, move forward toward the Monitor.
At the end of the corridor, youll find a Rocket Launcher, which can come in handy against groups of Flood. Youll have
to hold your position here again, so equip it if youre good at using it in close quarters. Otherwise, leave it lay. Youll have
to fend off some Infection Flood before the doors open, but that shouldnt be too challenging. Keep following the Monitor,
blasting Flood the whole way. Eventually, youll come to a channel in the path. This leads to an underground tunnel. Battle
your way through it. When you reemerge, youll be bombarded with Flood. Fall back into the tunnel and take them down.
Then move up and out and toward the waiting Monitor. As you approach him, youll notice blips all over your radar. Fall
back and kill them all, and keep clearing out the area. When all of the Flood here are gone, move left around the corner
and eliminate the next wave. Once they all drop, a Checkpoint will appear.
Campaign: The Library
Head to the end of the hall and move left around the corner. At the next corner, peer to the right. See the three Combat
Flood at the other end? One has a Rocket Launcher in his grimy little mit. Be patient and fight him from a distance
so you dont eat a faceful of rocket. Once he falls, take a right around the corner and trigger the Flood attack. Then
fall back to the long corridor before and fight them there. Youll have to endure a few waves of these creatures. Just
keep falling back and wasting the Flood, then trigger a new batch and repeat. When they all die, keep following the
Monitor to another lift.
When the fight is over, move toward the Monitor. Near another security door, youll discover another health pack. Youll have
to hold your position here until the Monitor returns. This will be a little more diffcult than in times past, because there are
no Sentinels to help and there are tons of Carriers that charge you. Just keep moving and watching your radar, and keep
those Shotgun Shells popping! Eventually, youll hose down the crew and step through the opened security door.
Youll have to battle a series of Flood here, before you can move off to the left (there is a lift ahead, but it is just an open
shaft. Move forward and destroy the Flood that approach, while the Monitor open the large door to the left. Move through
the open door to find a health pack near a column on the floor. Battle your way to the long corridor at the end of the hall,
wary of Flood popping out of the channels below. The hallway is crawling with even more Flood. Theyll approach from both
sides, so keep falling back to the area before to get them all in front of you.
Keep following the Monitor through a partially-opened door, all the way to the security door. He will leave you here and
youll have to fend for yourself again. The best way to deal with the onslaught of Flood is to get up on the support nearest
the security door. This gives you a clear shot into one of the Floods vents, as well as a height advantage, which in tactics
is key. There is a health pack in between the half-walls, if you need it. Hold your position until the Monitor opens the doors,
then scoot through. There are Sentinels in the next hall that will make your job a lot easier. Hang in the wings and heal (if
you need to), then wait for the Sentinels to eliminate the threat. Keep following the Monitor, letting the Sentinels do most of
your dirty work. At the end of the path is another lift. Get on it, by all means.
There are Carrier and Infection forms galore down here. Use a combination of grenades and Assault Rifle to eliminate
them. When you emerge from the tunnel, Flood will approach from all angles. Stay at the end of the tunnel and blast
anything that approaches. Tossing grenades down the tunnel shaft is a good way to supress the rampaging hordes. Once
you clear this massive threat, grab the health pack near the column base. Move forward down the hall. There is another
helath pack stashed in the channel in the floor. Leave it for now and come back here if you get dinged up.
Campaign: The Library
Round the corner and head down the seemingly empty hallway. Follow it to another, then get ready. Youll be surrounded
by Carriers. Use your Shotgun to bust them up, then fall back and spray the remains. In the next corridor, youll encounter
scads of every kind of Flood. If you take a lot of damage here, search the alcoves of this hallway for another health
pack. In this same alcove, youll find a Rocket Launcher. When you have what you need, continue down the path to
find another security door.
As it opens, Flood start jumping through. Drop a grenade at the base of the door and watch the bodies collect. Then dig in
for a battle. Hold your position near the door and pepper anything that approaches. When you have mowed down the first
couple of waves, allow your shields to heal, then dash forward toward the energy beam at the center of the room. As you
draw near it, the level concludes with a cutscene.
There are two shields here. Open the blast door with the panel to the right, then quickly duck behind one of the shields. The
main area of concern is to the right, where an Elite is lurking. Stay behind the shield and only dart out when you have
a clear shot. Then move forward out into the cold. There is a tower ahead. Go to the top of it to find lots of ammo,
a Sniper Rifle and a health pack. Grab the Sniper Rifle and return to the area below. There is a ledge under the one
youre standing on that contains several Grunts and an Elite. You can clear it out, but why waste ammo? Instead, move
to the far left of the tower and slide down the inclines here (there are three) until you get to a path containing a Rocket
Launcher. Use the Sniper Rifle to clear out the Elite in the snowy plain below, then grab the Launcher and head down
the ramp nearby.
Through an opening in the structure to the right, youll see a distant Covenant tank shelling your area. Dont stand out in
the open too long, or youll taste the pain. Instead, give up a serving of Rocket Launcher yourself. Aim slightly below the
tank for the best results. When you see it explode, move through the tunnel and truck to the nearby Banshee. Get inside
and throttle up to the nav point above. Its on a high platform with a pair of Elite. Use the cannon (left Trigger) to clear out
the enemy before landing. Then touch down on the platform and go through the door nearby.
Once inside, follow the nav point to the glowing core and step inside (with full shields). Your shields will be depleted, but
youll trigger a chain reaction in the core, destroying the generator. Then hightail it out of there, through the passage you
came in. Youll pass a bunch of Sentinels heading in. Just run past them, out to your waiting Banshee.
Campaign: Two Betrayals
Breaking Stuff to Look Tough
When you arrive outside, there will be a pair of Banshees on the platform. Take whichever one is less damaged down
to the next nav point. Again, use the weapons on your Banshee to clear this snowy bridge before getting out of the
vehicle to head through the door.
Through the next series of buildings (youll recognize them as the diamond-doored structures you battled through in
Assault on the Control Room), youll be going against the arrows to find your way. Any time there is an arrow pointing the
wrong direction, follow that path and youll be doing the right thing.
This is another one of those circular hallways. If you want to avoid the prolonged fight, cut through the center room to get to
the exit, which leads down at a slight incline. This in turn leads to a long, high-ceilinged hallway with a sunken portion off to
the right. At the opposite end of the hall, youll encounter an Elite and several Grunts and Jackals. Wipe them out and move
straight ahead. Continue down the path until you hear some ambient music start. This signals the beginning of a big mess.
In the coming hallways, youll have to battle through tons of Flood and Covenant, most of which are also fighting with each
other. Stay down in the safety of the room youre in and let the warring factions kill each other off. When it sounds like the
killing has stopped above, move out of your tunnel and start moving left, killing whatever is in your path.
When youve cleared the tunnel of enemies, head back to the area just right of the tunnel you were waiting in. Here, youll
find a pair of health packs, a Shotgun and some Frag Grenades. Make sure you pick up the Assault Rifle off of the floor
here, because there are some Infection Flood ahead. As with the last room, you can cut across the center chamber to
make this area go quicker. Just make sure you dont get surrounded.
When you get to the diamond doors, go through and exit into the snow again. Youre back on the double bridges from the
Assault level. Move forward and fire a shot to start the action. The Flood to the left will begin leaping over. Let them cut
each other up for awhile, then move forward and deal with the leftovers. On the bridge ahead, youll meet an armored
Elite carrying a laser sword. Take him down with the Shotgun or Rocket Launcher and proceed, picking your way through
the baddies until you reach the opposite door.
Move through the diamond door and into the next hallway. You wont see anything on your radar right away, but as you
move forward, a bunch of Flood will suddenly appear. Fall back into the tunnel and take on the Flood in a line. This will
make your job easier than being surrounded. When you have dropped all of the Combat Flood, eat through the Infection
type, then move around the circular hallway, blasting the unsuspecting Flood. As you open the next diamond door, youll
surprise a pair of Elite. Chuck a Plasma Grenade at them and fall back. They will start waging war with some Flood in the
ensuing passage. Wait and let it die down, then move into the long cathedral hall and clean up the rest of the Flood. Watch
out, though. The last Flood in the hallway carries a Rocket Launcher. Drop him before he can use it.
Move through the hall to another circle hallway. Drop the Combat and Carrier Flood here, then finish up with the Assault
Rifle. Move around the passage to the right. Midway through, you will hear an explosion and several Flood will charge.
Face them if you want, otherwise, just cruise to the exit, grabbing the health pack near the door.
Outside, another double bridge awaits. This one is a little tougher to navigate, because there are Carrier Flood everywhere
and Banshees circling overhead. The concept is still the same, though. Clear the bridge and make it to the other side,
the whole time watching the Flood threat to the left. A Rocket Launcher Flood awaits at the three-quarter point, and a
slew of Infection Flood will greet you at the opposite door. But you can pretty much blast a path through it all with your
Shotgun and make your way to the diamond door.
Campaign: Two Betrayals
Once inside the next circular hallway, its business as usual. Plenty of Flood to kill. Be aware that there are many Carrier
types in this hallway. Make sure you have room between you before you blast. Make your way to the left until you reach
a passage with a slight down incline. Follow the path to a lift and go down. Infection Flood will harass you during the
descent, but dont waste ammo on them. Just move through two sets of green doors to arrive at a short hallway with
barricades to the right and left. Blast the Combat Flood that meet you at the end of the passage, then move through
the obstacle-strewn path (blasting Flood all the way, of course) until you reach another huge diamond door. Go through
and follow the path to the snowy outside.
As you exit, youll see a Ghost parked ahead. Run to it and get on before someone else does. Then head right, away
from the resistance. Youll see a path that cuts down between towe buildings. If you need health, drive the Ghost down
here and grab one of the health packs. When you emerge on the other side, stay on the Ghost and take a right, moving
past the large Covenant tank in your path. Your goal is the cave opening behind it. Since the tank is slow, youll have
no problem blowing right by it.
Once you do, follow the tunnel out to an icy lake. Stay on the Ghost and move through the support columns here. Take
out the Jackals on the ice and move around the corner. Here, youll discover an overturned Warthog, tons of ammo and
a health pack. Turn the Warthog over and drive up the twisting path. Nail any Grunts that get in your way. Soon, youll
reach an open field near a tower. To the left of the tower are a pair of Banshees. Youll need to get to one of them to
get to the next nav point. If you want, you can stay on the ice here and plug the Elite in the distance with the mounted
machine gun. Or, you can just charge ahead, hop out of the Hog and get into a Banshee. What you decide will depend
a lot on the amount of health you have.
Once youre in a Banshee, curl up and around the central tower toward the nav point. There are two platforms here,
and theyll both need to be cleaed before you can enter the next tower. Focus on the circular platform first. Its got a
lot of laser turrets and an armored Elite to worry about. Pick them off with the Banshees cannons, and keep an eye
on your shields. If you get into the red, land near one of the other Banshees parked on this tower and trade ships.
Make sure everything is cleared off, then focus on the other platform, the one near the nav point. Theres a pesky Grunt
with an energy cannon here, but he can be wasted with a well-placed cannon shot. Once the platform is clear, park
the Banshee and move inside.
Note: It is absolutely imperative that this entire platform is clear before going inside. If you leave enemies out here, they will
steal your ride and you wont be able to complete the mission.
Once you enter the building, youll have to clear out a group of Flood in the center of the room. Then, a stream of Infection
Flood will appear. Take them down, then go near the core, destroying the generator. Once you do, more Flood will appear.
Since you shields are depleted, youll have to book it or youll be dead. Have your Shotgun handy and blast a path through
them, working toward the exit. Once you step outside again, youll see your ride. Get in it!
When youve got what you need, open the blast doors and move through. Go through one more set of blast doors, then
exit into another snowy plain.
Final Run
As you emerge from the tunnel, youll see another skirmish between Covenant and Flood. Move to the right side of this
open field and head forward. Youll see a group of Flood standing around in the snow. Toss a grenade in their midst and
watch them fly. Clean up the scraps, then move forward and clear a path ahead of you. Pay special attention to the laser
turrets ahead. Nearby, youll find a Ghost. Get in as soon as possible and make your way to the crease in the rock ahead
and slightly to the left. Leave the rest of the Covenant and Flood there to battle it out for themselves.
Maneuver the Ghost down an icy path littered with stones until you see another battle raging. At the mouth of a cave to the
left, youll find tons of ammo, a Rocket Launcher and a couple of health packs. Only get out of your Ghost if you need these
items. Otherwise, forge ahead, blasting through the battle until you reach a low ledge. Maneuver your Ghost up the ledge
using the left side of the rock face. There is some nasty stuff in the prairie ahead, including several Covenant tanks and
a buttload of Elite. Since youre still in the Ghost, youre mobile. You dont have to worry yourself with the major conflict
going on here. Instead, just cruise to the right side of the canyon. Between the two tanks, youll see a pair of parked
Banshees. Clear out some of the rabble around them and go drive your Ghost into the area. Hop out when you get
close, then quickly get into the drivers seat of the Banshee. Then step on the gas and dont linger, because the tanks
will make you pay for dallying.
Fly the Banshee up to the nav point platform. Try to knock the Sentinels that greet you out of the sky, then land and
scoot into the diamond door. Near the entrance, youll get some Frag Grenades and a health pack. Follow the path to
another circular hallway, where youll meet more nasty Sentinels. Smoke them, then move to the final generator core.
The level has ended.
Campaign: Keyes
When the level begins, you will find yourself aboard a Covenant vessel. Youre supposed to find your way into the control
room as quickly as possible. When you gain control, move forward until you pass through a white door. From here, the
path dips slightly. At the next intersection, move right until you reach a four-way hallway. Here, look to the left and toss a
grenade to kill the Grunt and Flood standing near an energy shield. Then move into the room and take a left. Youll find
yourself above a pit. Although Cortana tells you to look around a bit, you will eventually have to drop into this pit. Might as
well save yourself some hassle and do it right away.
Youll fall into a vat of green, glowing liquid. Get out of the pool and on to dry land. Youve walked into a brawl between the
Flood and Covenant again. Let them destroy each other, then move forward and clean up the rest. Youll probably need
your light to see here, so dont be afraid to use it.
Move forward on the path until you reach an open area with cliffs to the right. Watch out for Flood camped out up there.
Be cautious and patient and clean the threat off the cliff before moving forward. As you do, youll run into several Flood.
Campaign: Keyes
Deal with them harshly, then follow the path up past a pair of energy shields. Just past this, a bunch of Carriers will drop
from the sky. Use the Shotgun to pop them, then fall back and spray with the Rifle. At the top of this path, youll see a
health pack and Sniper Rifle. Grab them both.
As you round the next corner, youll see a couple of Hunters getting busy with a bunch of Carrier Flood. From your lofty
perch, snipe the Hunters, then move below and smoke the remaining Elite down here. Near one of the scummy pools,
youll find another health pack. Grab it and press forward. As you reach the top of a slight incline, youll see a pair of
Grunts. One will run to a laser turret here. Smoke him, then turn your attention to the Flood that are struggling toward
you. Kill them, then move along the path.
The next large allotment of enemies youll face comes near a trio of energy shields in the path. A gaggle of Grunts await
you here, and you can see some distant Combat Flood perched on the cliff face ahead. The easiest way to take them down
is with well-thrown Plasma Grenades, although you can just run past as well.
In the next area, youll see a transporter back up into the ship. To help you get up the transporter, grab the Overshield near
the edge of the green muck ahead (near the base of the rock column). Then, move to the far side of the rock formation
and climb it up to the beam. Youll encounter light resistance, but thats what the Shotgun is for. Wait in the energy beam
until you get zapped up into the ship.
Once aboard, move to the open hallway (directly across from the fiery, blocked off door) and pick your way down the
hall, always moving toward the nav point. Youll encounter some Flood along the way, but nothing major. Eventually,
youll come to a large, two-tiered hangar. If you want, drop a couple death biscuits into the room below, then move
to the next exit.
Keep following the path down. Theres only one way through here. Near the bottom of the path, youll start running into
some heavy Flood. Just keep falling back and blasting them, leaving ample room for Carriers to explode. When the threat
has been thinned, move forward to the lower level of the hangar. In a far corner of the hangar is an Overshield and a
couple of health packs. However, getting them will trigger a batch of Flood. Fight through them, then move through the
open purple door at the other side of the hangar. Fight your way to the bottom of this path, where youll see a hole
in the floor. There are a couple of Carriers down there. Drop a pair of pinapples to pop them, then drop through and
finish the Infection Flood off.
There is only one way to go in this area: down toward the fight. There are lots of Elite waiting in the halls ahead, but they
can be dealt with using the Shotgun and some Plasma Grenades. After you drop the Elite, youll be swarmed with Flood.
Keep blasting and falling back. Theyll fall from the ceiling and surround you, so keep an eye on that radar.
When youve killed them all, move forward toward the nav point and youll reach another shuttle bay. Near the doorway
here, youll find a health pack. Run across the hangar and go through the far door. Then battle your way through the
ensuing set of hallways, past Flood and tons of Grunts. There is only one path through the mess, and it leads back out to a
higher level of the hangar. There is a health pack here. When you get back out into the Hangar, use grenades to clear the
enemies near the door leading to the nav point. As you move forward, Flood will pour out of this door. Fall back and waste
them, then continue through the door, heading to the next nav point.
Campaign: Keyes
The Captain
Youll move through a pair of doors before coming up on a raging fight at the crossroads of a hallway. This is another long,
drawn-out battle. Just keep popping with your Shotgun until the Flood stop their rampage. Eventually, the battle will be
over and you can access the control room. At the center is a raised platform. Follow the walkway up to find the Captain.
Hes a bit different from the last time you saw him.
Once your encounter with the Captain is over, youll have to battle a horde of Flood. The easiest way to do this is to get
off of the platform and move toward the white passage, letting the Covenant in. Then fall back to the far end of the room
(behind the platform). The Flood will stream through the doors and battle it out with the Covenant. Just stay where you
area and patiently blast any extras that approach. Youll have to deal with a couple of waves before its all over, but letting
them wipe each other out will save you a lot of hassle.
Before you leave, grab the health pack, then head through the door nearby. Follow the path forward to the crossroads,
then take a right. Down a side alcove here is another health pack. Move forward through another whote door, then follow
the path into the shuttle bay.
There is a nasty Grunt with a green energy rifle and an Elite ahead and more Elite to your right. Use grenades and the
Shotgun to clean these guys out, then move forward and go through the door to the left. Move down these passages, wary
of Grunts holding energy guns. These guys also like to toss grenades, so stay on your toes. Eventually the path will lead to
the second level of the shuttle bay. Continue forward and go through the opposite door.
In the next stretch of tunnel, youll run into a couple of Hunters. Drop them with Plasma grenades. As you push down
the hall, youll meet some more Elite. Kill them with close-range Shotgun blasts, and press on. Soon, you will reach the
shuttle bay. You dont have to bother messing with the Elite here. Just run forward to a Banshee and enter the drivers
seat (X) to end the level.
Keep moving down the path, removing enemies and generally kicking ass until you reach a flaming mass to the right.
Move through the green-lit door ahead. In the hallway that bisects it, youll see a Hunter on either side. Use grenades
and your Assault Rifle to take them down, making sure you dont go after one and leave your back open to the other.
When both are dead, search the locker room in this hallway for Shotgun ammo, grenades and health packs. Then enter
one of the two doors that lead into the cafeteria.
There are a whole lot of baddies on the opposite side of this room. Elites. Armored Elites. Enemies who like to throw
grenades. Always keep a path clear to retreat, because youll have to fall back a lot to avoid grenade throws. Be very
methodical and patient with this room. Theres no reason to rush. Throw your own grenades, wait for good shots and
pick off the Elite one by one. If you take a shield hit, fall back and regenerate. If you really get dinged, go back to the
Campaign: The Maw
locker room and grab another health pack.
When all of the Elite fall, move through the room to the far left corner. Blast the annoying Grunts with the green energy
rifles, then fall back and let them explode. Move across the next hallway into a narrow maintenance passage. Here,
youll find another batch of Elite. Smite them with the mighty Shotgun and continue to the bridge area. Here, a cutscene
will trigger. You have set the self destruct sequence in motion, only to have the Monitor thwart your plans. Time to do
it yourself...
When the cutscene concludes, shoot down the Sentinels that appear. Or dont. Head back the way you came. There will be
a door open that wasnt previously. Flood are waiting there to kill you. Teach them thats a bad idea. Smoke them then move
through the room they came from... its an armory.
Head to the door at the end of the room and go through. Theres a pair of big, bad Hunters off to the right. Move straight
past them into the passage ahead, then move through a couple sets of doors to find some Sentinels and Flood battling.
Move forward and finish them off, then duck under a half-closed door on the left side of the hall. More Sentinels wait in
the passage ahead. Smoke them, then move through the door here. In the next hall, youll see a yellow arrow on the floor
pointing toward the Cryo Bay. Move into the room to find a group of Sentinels hosing down the Flood. Slay anything that
moves, then head to the far end of the room and climb the ladder here.
Take down the Sentinels in the glassed-in observatory deck above, then get ready for a slew of Flood from the left. Drop
them as they attack, then move down this passage. The path will eventually dump into a long, gray hall. Stay there for a
second and prepare for another Flood attack, this time from the door on the opposite side of the passage. Once you wipe
out the Flood that charge, move forward into the area they vacated and grab the Overshield here. Return to the gray hall
and move left, toward a bunch of toppled debris. Here, youll find a door into the air vents. Go through.
Follow the narrow passages until you reach a small, grated green door. In the destroyed area back here, youll see plenty
of corpses and plenty of grenades. Grab what you can, then head back into the vents. When you enter these tunnels again,
take the first left into the hallway, then quickly duck back into the tunnel. Theres tons of everything in the passage you just
tiptoed into--Sentinels, Elite, Flood, Hunter. The fight will rage on without you, so let it. There are several routes into the
passage to the left in addition to the one you just used. Move to the oppsosite end to find a health pack and bundle of Frag
grenades near a sealed-off door. Then move over one more and hang out near the edge of the corridor. If you look to the
right, youll see Hunters and Elite. If you look to the left, youll see Sentinels and Flood.
Take down the Elite and Hunter if you wish, otherwise, just torque into the hallway, take a right and leave all of the
nonsense behind. While its fun to contribute to this fight, it has nothing to do with you. Follow the path until you see the
path to Engineering. Then follow the path forward until you reach a crossroads.
Note: You can also continue on to the Armory if you wish, grabbing any ammo and weapons youd like. Theres a Rocket
Launcher there, if thats your thing. If you go to the Armory, head back to Engineering to continue your conquest.
Note: On one side of the room (the left path when coming from the Armory), youll need to hop on top of some tilted
canisters, then hop across the extended beams to get to the Level 3 door.
Once you destroy all of the exhaust tubes, Cortana will point you to an escape elevator. Move to the third Level and exit
through the green-lit door. Pick your way down the path (theres only one way to go), until you arrive at a lift.
When the doors to the lift open, youll be faced with several Grunts and a couple nasty Elites. Use some Plasma Grenades
to drop them, then step onto the lift and take it up to the next level.
The hallway that follows is long and strewn with enemies and obstacles. Your goal is to make it through this run in the
least amount of time, with the least damage to your vehicle. Duh. There are several routes to take, but the center is
the fastest. Its also the toughest, as youll have to be going pretty fast in order to clear all of the ramps that go down
the center of this long, long road.
Dont fret if you get off the center of the run. A careful slower run is better than a balls-out run where you constantly tip
your ride. Theres no way to accurately describe the best path through this area. Its a matter of personal preference and
ability to control your vehicle more than anything.
Your goal (and the nav point) is an outdoor section of bridge where youre supposed to rendezvous with the dropship. But
guess what? Something goes wrong. Instead of stopping to wait for the impending doom, just blow by the nav point to save
yourself valuable seconds. Put the pedal to the metal at this point and gun it down the path. Near a throng of Elite, Cortana
will announce that you need to jump a gap. Floor it and keep the Warthog centered and heading straight for the drop
ahead. Youre not aiming for the upper platform, youre going to sail to the lower of two.
Once you land successfully, keep heading forward, plowing ahead. Soon, youll come to a barricade that is impassible.
Get out of the Warthog and forge ahead, booking it to the nav point. Dont worry too much about enemies, unless
someone gets directly in front of you. Just haul ass until you reach the end. Whew! Youve survived Halo. Sit back and
bask in your accomplishment.
Note: If you beat Halo on Legendary difficulty, there is an added bit to the final cutscene. We wont tell you what it
is... youll have to earn it.
Multiplayer
Once youve finished Halo single player (and youll be busy for a long, long time with it) and take the time to venture into
the elaborate multiplayer mode, youll find more than you bargained for. Not only are there 13 multiplayer maps at your
disposal, but certain levels can have up to 26 different variations to conquer. In the first part of our two part feature, were
going to focus on the maps youve got available to you in Halo, and the different aspects that each one focuses on. From
tiny corridors to huge expanses, the multiplayer game in Halo has been designed to fit all combinations, from one-TV
setups to college dorm battles of 16 players at once.
Levels
Rat Race
Up the Ramps, Down the Tubes
2-6 Players
Simple corridor match with an overhead cavern that allows you to get from one end to the other, one particular corner
with two shield stands where you can properly camp in the public eye. Look for the shotgun and the overshield at the
end of one of the overhead caverns, the Halo equivalent of Quad damage. A couple of portals keep this from just being a
running game. Make sure to sneak up behind your opponent with a shotgun for a good one-shot kill. A good map overall
for small groups, especially two players.
Prisoner
Get on Top
2-8 Players
Its built like a multi-story mall, and theres plenty of space for grenade tossing, especially if youre on top. Risk the bottom
level for the active camouflage (aka invisibility) in the center of the map. Remember, you can actually leap most of the
platform gaps on the higher levels, so dont think youre stuck walking around the edges. Not really recommended for two
players -- wed recommend at least four for this one, as its too easy to play chicken in the interior of the buildings.
Hang Em High
Tombstones for Everybody
4-16 Players
This ones got a little bit of everything -- a maze of pylons to run around in, a shotgun to blow people to smithereens in,
and some nice high ledges to snipe from. Its wide and open, so if you dont have enough players, you may be a little
bored -- unless youre a marksman, of course. Play it on Snipers mode for some real fun fun fun. Definitely more fun as
a Capture the Flag map than anything else.
Chill Out
Dude, you really need to...
2-8 Players
One of the best maps for small group battles, especially if youve only got two players. Theres a good variety of weapons
(even a Sniper rifle), and lots of twisty corners to turn. If youre not familiar with multi combat, this is a non-threatening,
intimate map to get you started.
Derelict
Deep-Space Anomaly #0198
4-8 Players
Multiplayer
Im not a huge fan of the open courtyard type maps, which is what this one is. If youre a good Sniper this can be
some fun. This level works best if youre playing a game like King, where youve got to control a point. With little room
to camp, this ones a tough battle.
Boarding Action
Ship-to-Ship Combat
4-16 Players
Another one for rocket fanatics and snipers. Youve got two ships split open like apartment complexes, and all sorts of long
range weapons to use on one another. If youre a rocket arena fan, youll like the strategy in this one, but close combat fans
will be bored. Definitely more exciting in concept than execution, unless youre a long-range fanatic.
Blood Gulch
The Quick and the Dead
4-16 Players
A fantastic map that is just screaming for you to play it in Capture The Flag. Youve got your bases. Made for huge numbers,
but even smaller groups can get into it because of the open fields of play, and nice selection of vehicles and weapons to
play with. Try it out in Team Rally mode, where youre racing to get to checkpoints, for some jeep racing fun. Get a good
gunner on the back of your jeep, and youre golden.
Wizard
Round and Round and Round
2-8 Players
Not being a fan of courtyard battles, this one tended to bore me, at least in two player games. Theres a limited selection
of weapons, and generally little to do other than shoot blindly. Things get more fun when someone grabs the Active
Camouflage, though. Another one thats good for beginners, since its really, really straightforward.
Chiron TL34
Spartan Clone Training Complex
2-6 Players
An insanely claustrophobic corridor battle with little variety in weaponry, and one well-placed packet o instant Active Camo.
Tons of little evil slits in the scenery for you to fire through, a myriad of portal points, and some nasty little hiding spots
make this a vicious game for campers and close-combat freaks alike. If you can keep from getting lost, this is a fun,
fast-paced CTF game for tiny groups.
Longest
A long walk down a short hall...
2-8 Players
This levels skinnier than the casting call for Ally McBeal. Theres not much room to move, so youll have to know this
level inside and out, and most important, find that shotgun! Get a perch and get it quick. Sort of insane for any team
games, which is actually the best part, if youve got some fragging experience and want a close combat challenge.
Weird and fun.
Battle Creek
Splash Splash, Bang Bang
2-8 Players
Multiplayer
If youre looking for a way to show off the beauty of the game in multi, this and Sidewinder are the levels to use. Its a really
natural landscape, complete with a river, and two conveniently located fortresses on either side. This is a traditional CTF
map, complete with some Sniper locations and a maze-like fortress to keep your sacred flag well-protected. Use the trees
to keep you covered, as well as all your Quake-honed CTF techniques, and youll be fine.
Sidewinder
Red Blood, White Snow
4-16 Players
One huge ice field and two fortresses make for some heavy combat. This ones good with four players, but youll find that
it ends up being a corridor battle in the hidden walkways that lead through the mountain to each base. Get over eight
players involved though, and throw in some Scorpion tanks, and youve got yourself a war. Multiple snipe locations, a
variety of attack points for the bases, and some cool crisp snow make this a fun one for game parties.
Damnation
Covenant Hydro-Processing Center
4-8 Players
Damnation, AKA extra-cool bump-mapped level galore, takes the most practice of any of the levels. Its a little odd in the
way its laid out, and youve got to have your long and short range skills together if you think youre going to survive this
one. CTF is extra-fun given the walk of death, a long walkway with deadly gaps in clear view of a conveniently-located
ledge full of sniper rifles. If youre not comfortable doing quick jump-turn maneuvers in odd directions, you better practice
on some other maps first.
The only bad thing about multiplayer Halo is that they treat it like a PC multiplayer game -- namely that most games with
under four players suck. Get your friends to forklift over their Xbox and an Ethernet cable, and youll be a lot happier.
As un unrelated tip, remember that cracking someone on the back the head with your weapon is a really, really effective
attack, if theyre not facing you. And you can always skip the level will load in 10 seconds stuff by just pressing A
repeatedly.
Games
Slayer
Angel of death, angel of deaaaawwwwth! All apologies to Kerry King for that one. Though not sponsored by the band
Slayer, this mode certainly exemplifies them -- ruthless, brutal, and fast as hell. Its a classic Deathmatch, where youll
need 15 kills to win. What level you play decides whether youll have access to vehicles or specific weapons. If youre just
beginning, this will keep your head from spinning... too much.
Slayer Pro
Like Slayer, only this time youll need 25 kills to win. Thats a marathon, folks. Thankfully, in this mode you start with a
Pistol, Automatic Rifle, and Grenades to make the killin a little quicker.
Team Slayer
You pick your teams, and the one to reach 50 kills first (total between your team) wins. The extra gimmick here is that the
more you kill, the slower youll move, but the more you die, the faster youll be able to frag. Remember that you choose
your teams at the start up screen, so you can mix this up in whatever fashion you like. Four newbies can take on two
Multiplayer
seasoned veterans, or you can have an even three on three split if youve got two consoles and two TV screens. Team
games are especially fun when youve got multiple TVs, cos you can keep one team in one room, and another team in
another room, provided you buy long enough Ethernet cable to go between the two. Hint: buy reeaaaally long Ethernet
cables. More expensive but worth the price in the long run.
Elimination
This ones quick and dirty, and better suited to levels that give you a little room to dodge. Play it on Longer and youll
find yourself with a shorter (sorry about that one) game. This modes great on levels like Boarding Action, where precise
shooting means that the games usually drug out longer than usual anyway.
Phantoms
Mmmm... yummy Phantoms. All players are invisible, meaning that everyones got on Active Camouflage, making them
almost impossible to see unless theyre firing directly at you. Fortunately, all your opponents have nav points, so youll be
able to tell how far away they are from you, as well as their direction. This is a fun one in a variety of levels, whether youre
tying to snipe ghosts of your enemies, or chugging it out in tight hallways.
Endurance
Youve got five lives, and the winner is the first person to score ten kills. The clincher? Respawn Time Growth and Odd Man
Out rules apply. Time Growth means that ever time you die, your respawn time will increase by five seconds... but every
time you kill someone else, your time will decrease by five seconds. Play clumsy, and youll be waiting ages to get back into
the game. Odd Man Out rules mean that if you die, you cant respawn until someone else assumes the role of Odd Man
Out by dying. Its a rotating afterlife, made worse by the time increments. This doesnt work with two players, for obvious
reasons, so get a big group to make this one really frustrating.
Rockets
Dont be daunted by the 25 kills needed to win this game. Remember that one rocket blast will nail someone in a flash...
and since thats what youve all got, this one flies by. The catch (and have you noticed that all Halo multiplayer games
have one?) is that nobodys got a motion tracker, so youll have to use your eyes and the rocket scope if you think youre
going to nail someone from afar.
Snipers
Everyone with snipers! Fifteen kills are needed to win this one, but with Respawn Time Growth rules in place, if youre
not quick youll be waiting in the afterlife for what seems like hours to get back into the game. Get the lead guy out of the
picture as quick as possible if you dont want to see them snowball the whole game.
Oddball
Its simple -- hold the skull for two minutes, and you win. Of course, therell be a ton of people on your tail trying to take it
from you, but dont worry about that. About 10 seconds after play begins, a skull is dropped somewhere on the map. Find it,
and your timer will start counting down from two minutes. Make it to zero, and you win -- but remember that you cant use
your weapons while holding the skull, leaving you vulnerable. The skulls a brutal melee weapon however, so a good knock
over someones unsuspecting head can help take out a potential noggin stealer. The weapons depend on the level, so try a
few out in Oddball and see which ones suit your playing style the best.
Team Ball
The first team to hold the skull for two minutes wins the game, so make sure to protect your buddy holding the skull to
Multiplayer
keep them from getting killed. A 10 second respawn time makes it tough to simply tag along and protect your buddy,
however.
Reverse Tag
The first one to score a kill on the map is It, and a counter starts counting up to two minutes. The first one to reach
two minutes win -- but the one whos It runs slower than the competition. Fun for all! In case you need pointers, look
for the big target symbol over their head to know to nail with your sniper. Remember, so check up on everyones times,
including your own, press the Back button.
Accumulate
Youve got to stay It for five minutes, but its not as long as it sounds -- if youre it, and score kills, you get a timer speed
bonus for each one. Get a few kills and keep It and youll win in no time. Get killed, though, and youll lose It status, as
well as any time bonuses you accrued while playing.
Juggernaut
The first one to kill becomes the Juggernaut, and does extra damage with all weapons. Kill the Juggernaut, and steal his
powers for yourself. Its as simple as that. Ten kills will nab you the game in this mode.
Stalker
One player is invisible on the map, but if you can find and kill him, you get his powers. Wanna guess that the person sniping
you from the hills is the invisible one? Get 10 kills, and victory is yours.
King
Somewhere on the map is an area surrounded by a moving square ring -- get inside it and stay there for two minutes, and
you win the match. Simple, huh? Of course, everyone else is trying to stay in the same place as well, so dont blame us if
things get a little heated. For even more fun, try it out on levels like Prisoner where the ring is at the top, and in the middle
of, the entire level. You may think your safe, but a good grenade toss is all they need to take you off your throne.
King Pro
Like King mode, only you start the match with grenades, a pistol and an automatic rifle.
Crazy King
Like King mode, but with one little difference -- the hill location changes during the match.
Team King
The same two minute rules as King, only now youre a team, and its the team total that counts. A ten-second respawn
time makes this one tougher, however.
Race
Follow your nav readout onscreen and touch a series of flags laid out around the map of your choice. Do three laps first
by touching all the flags in order, and you win. This gets real fun when you big vehicle-based levels like Blood Gulch -- it
becomes a flat-out racing game... with guns, of course.
Team Race
Get a team and play a level with vehicles -- youll be able to shoot at your enemies while racing for the next flag point.
Multiplayer
Quake may have quad damage, but it certainly never had racing with guns.
Rally
This ones a race without the laps -- collect 15 flags first, and you win. Of course, the designers have made it so that youre
definitely getting in one anothers way while trying to get to the flags first. A pistol will do the trick.
Team Rally
The team version of rally runs a lot quicker, because youve just got to grab five flag points to win. Of course, everyone on
your team has to collect five flag points, so if one of you is lagging...
CTF
An FPS classic. Capture your enemys flag and return it to you base three times, and you win the game. You cant fire while
holding a flag however, and everyone will be alerted when a flag has been stolen from a base. Battles of epic proportions
have been waged under this pretense, so beware -- your free time is at stake. While CTF is fun in small groups, the true
beauty of the game type comes when you get eight or more players involved.
Iron CTF
All players have 200% health, and both teams start with Scorpion tanks. If you think you can get away with this with
only four players, it doesnt work as well as you think. Play it with at least six or more, and youve really got a party
going on. Youll only find this mode in a few types (because you really cant fit a tank that well in a hallway), but seek
it out. Its definitely worth some play.
CTF Pro
This ones a killer, and I only advise playing it if youve got a super-sized group ready, otherwise no ones ever going to
score on this one. CTF pro plays just like CTF, only this time youve got to have your flag at home base in order for you
to score. Not only do you have to sneak into your enemys base and steal their flag, but youve got to make sure that your
flags intact at the same time. Great fun if youve got a good team to work with.
Invasion
A fast food version of CTF. Youve already got your enemys flag, and now youve just got to get it into their base and plant it
onto their flag station. Do it three times and you win -- but youve only got five lives to work with. Its quick, its dirty, and its
ruthless. Once youve mastered the general CTF skills, then move onto this one for a different sort of challenge.
Customize to Heaven
Its Halo, and the customizing options for multiplayer are heavenly. Once youve played all your types to death, you can
then go back and customize your favorite game types to give them your own flavor. Were talking down to the nuts and bolts
here. You think you can do it better? Then go ahead and try. Here are the types and what you can change:
Change Name
Are you offended that the normal Deathmatch mode is called Slayer? Then go ahead and change it to I Dont Like You Too
Much and make your parents proud -- well, despite the bad grammar. You can change the name of all the game modes to
whatever you like, but you cant change the level names or details.
Multiplayer
Game Options
You can go into the five major modes (Capture the Flag, King of the Hill, Slayer, Oddball, Race) and tweak their properties.
You can make a flag that appears only once a minute on the map in Capture the Flag, or make it so in Oddball youll
be invisible when youve got the ball. Maybe the guy with the most kills in Slayer should also be the slowest, or maybe
youd rather have a race where you can go through the flags in any order you please... its up to you. You can tweak most
major aspects of the game types to your whim.
Player Options
Set the number of lives, maximum health, whether or not youll have shields, or how soon you respawn. Think that dumb
players should have a suicide time penalty? Then go to it! Because shields reward campers (aka, people that hide so that
their shields will recharge), taking off shields is a fun way to make a multi game a lot tougher.
Item Options
This is where the fun begins. Why not give everyone infinite grenades for pure carnage? Only works in games with four
or less players, though. Wondering where that Ghost youve wanted to play in the game is at? Just change the vehicle
set to Ghost and youll be ready for fun. Give everyone standard weapons across the board, or leave it to the custom
settings that the Halo team has picked.
Indicator Options
Turn off the motion tracker for a tougher game, or just set it so that you can see Nav points, but not other players. For a
vicious game, take off the green friend indicators in the game completely.
Remember, youve got to make sure and save your changes when youre done tweaking, as its not done automatically.
The main edit screen has a Save Changes option, and shows you the gametype youve been editing as well. Youll have
to save a new name for your game type, and after that, itll be mixed in amongst the normal game types for you to choose
from. Save 25 different custom games -- it doesnt matter when youve got a hard drive with room to spare.
See how huge the multiplayer in Halo really is? After youve beaten the game, youll have tons to do, and even more ways
to customize your multi games into new devious configurations. Invisible players with infinite grenades, here we come!