HALO: COMBAT EVOLVED WALKTHROUGH INDEX I-introduction II-controls III-story IV-human weapons V-covenant weapons VI-covenant troops VII-human characters VIII-human vehicles IX-covenant vehicles X-walkthrough XI-multiplayer XII-thanks -------------------------------------------------------------------------------- ----------------- I- INTRODUCTION This is my first attempt at a walkthrough. I’d like to start off by saying, e-mail me before you use this on your website. My e-mail address is Willcall39@msn.com. Thanks for looking at this walkthrough. Lets continue. =) -------------------------------------------------------------------------------- ----------------- II- CONTROLS Okay, I’m going to go over the controls. They aren’t really hard to figure out. LEFT TRIGGER= THROW GRENADE RIGHT TRIGGER= FIRE/CHARGE WEAPON (charge option is for the Covenant weapon, the plasma pistol) LEFT THUMBSTICK= MOVE/CROUCH (crouch by pushing the stick down) RIGHT THUMBSTICK= TURN/AIM/SCOPE ZOOM (you can aim with the pistol or sniper rifle. The sniper rifle is the only weapon that can zoom. To aim or zoom in, press the stick down) D-PAD= MOVE A= JUMP B= MELEE ATTACK X= PICK UP/SWAP/RELOAD WEAPON/PERFORM ACTION Y= SWITCH WEAPON WHITE BUTTON= FLASHLIGHT BLACK BUTTON= CHANGE GRENADES (only when you have plasma grenades and regular grenades at the same time) BACK= GO BACK START= PAUSE MENU Okay, those are the controls. Lets move onto the story. -------------------------------------------------------------------------------- ----------------- III- STORY The storyline is pretty interesting. The year is 2552. Planet Earth still exists, but overpopulation has forced many of her former residents to colonize other worlds. Faster-than-light travel is now a reality, and Earth’s unified government, through the United Nations Space Command, has put its full weight behind the colonization effort; millions of humans now live on habitable planets in other solar systems. A keystone of humanity’s colonization efforts is the planet Reach, an interstellar naval yard that builds colony ships for civilians and warships for the UNSC’s armed forces. Conveniently close to Earth, Reach is also a hub of scientific and military activity. Thirty-two years ago, contact with the other colony Harvest was lost. A battle group sent to investigate was almost completely destroyed; only one badly damaged ship returned to Reach. Its crew told of a seemingly unstoppable alien warship that had effortlessly annihilated their forces. This was humankind’s first encounter with a group of aliens they eventually came to know as the Covenant, a collective of alien races united in their fanatical religious devotion. Covenant religious elders declared humanity an affront to the gods, and the Covenant warrior caste waged a holy war upon humanity with gruesome diligence. After a series of crushing defeats and obliterated colonies, UNSC Admiral Preston Cole established the Cole Protocol: no vessel may inadvertently lead the Covenant to Earth. When forced to withdraw ships must avoid Earth bound vectors. Even if that means jumping without proper navigational calculations. Vessels in danger of capture must self-destruct. On Reach, a secret military project to create cyborg super-soldiers takes on a newfound importance. The soldiers of the SPARTAN-II project to rack up an impressive record against the Covenant un test deployments, but there are too few of them to turn the tide of the war. Existing SPARTAN-II soldiers are recalled to Reach for further augmentation. The plan: board a Covenant vessel with the improved SPARTAN-IIs and learn the location of the Covenant home world. Two days before the mission begins, Covenant forces strike Reach and annihilate the colony. The Covenant are now on Earth’s doorstep. One ship, the Pillar of Autumn, escapes with the last SPARTAN-II and makes a blind jump into deep space, hoping to lead the Covenant away from Earth. -------------------------------------------------------------------------------- ----------------- IV- HUMAN WEAPONS Your weapons arsenal makes you lethal on the battlefield. You’re probably already familiar with them, but here are briefs on the weapons. Since you can only carry two weapons at a time besides grenades, you need to know the pros and cons of whether or not to swap one weapon for another in a given situation. M9 HE-DP GRENADE The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Use it to suppress or disable vehicles, except tanks. It can be thrown, rolled, bounced, or ricocheted into places direct fire weapons cannot reach. Increase the angle of the throw to toss it farther, or get it over obstacles. Be careful not to throw to close to your own location. This is my favorite grenade. It isn’t like a plasma grenade, where it sticks to someone or a vehicle. And the Covenant can’t see grenades that well, unless you hit them on the head with it. So you can throw it and actually kill someone with it, unlike the one where they see it and move. M6D PISTOL This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart-linked scope capable of 2x magnification. It fires a 12.7mm semi-armor piercing, high explosive round. It can shoot either semi-automatic or automatic, hold the right trigger for automatic. Shot placement is very important. The only shot that guarantees immediate and total incapacitation is one roughly centered in the head, above a horizontal line passing throw the ear opening and below the crown of the alien skull. This is a pretty good weapon for taking out Grunts. Its very accurate as well since you can aim with it. Don’t expect to take an Elite out with one shot though. MA5B ASSAULT RIFLE This rifle is gas-operated and magazine-fed. It fires a 7.62mm armor-piercing round. Rate of fire is limited by a soldier’s ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully automatic fire. The MA5B’s integrated computer displays rounds left in the magazine and the relative direction of the gas giant. Threshold for point of reference. This feature is particularly useful for orienting you in areas where it’s easy to get turned around and lose your sense of direction. This rifle is also good for mowing down a crowd of Grunts. And if you ever need ammo for it, just kill one of your marine friends and take his ammo. Just don’t kill a lot of them or they’ll shoot you back. You can also take out a Blue Elite pretty easily with this thing. M90 SHOTGUN The shotgun is a pump-action magazine-fed dual tubular non-detachable type of f weapon. It fires a 8 gauge magnum round. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range. This gun is useful against any unit. Don’t waste your ammo on Grunts or Jackals. Use it on Elites and the Flood. You’ll learn about the Flood later in the game. I’m not going to cover them in this guide. S2 AM SNIPER RIFLE This rifle is a gas-operated magazine-fed weapon. It is issued with a smart-linked scope with two levels of magnification. I already covered how to zoom in on the controls section. The zoom levels are 2x and 10x. Also, in zoom mode you can press the white button to activate night vision. It fires a 14.5mm armor-piercing fin-stabilized discarding sabot rounds. The cool thing about this gun is that it can take out any unit in one hit. If two enemies are together, you can shoot one and the bullet will go right through him and hit the next one killing both. DO NOT USE THIS FOR CLOSE RANGE COMBAT. Always use this for long range combat. This gun is pretty powerful though. M19 SSM ROCKET LAUNCHER The M19 SSM is a man-portable and should-fired rocket launcher. It has two major components, the launcher and the magazine. The magazine (the expendable part of the system) contains two 102mm shaped-charge, high-explosive rockets. It is designed for fast-easy detachment from the launcher. The launcher contains the sighting and fire control system. I don’t use this weapon that often, but when I do, I cause a lot of damage. Great for taking out huge groups of powerful enemies. It has a zoom also. Obviously, you won’t use this for close range combat though. M41 LAAG The Warthogs M41 light anti-aircraft gun is a three-barreled, electric powered, linkless, drum-fed weapon. It fires 450 to 550 12.7x99mm armor penetrating rounds per minute. Turret traverse is 100 degrees per second and weapon elevation is 60 degrees per second. Recoil from sustained fire is prodigious and negatively impacts accuracy at long range. This a good weapon in two player cooperative mode if your friend knows how to use it. This gun can take out almost any Elite within 2 seconds. It sucks that if you don’t have a friend or marine with you because you have to get out of the driver seat and go to the back and shoot. After that you have to get back in the driver seat and drive to a different spot to shoot some more. -------------------------------------------------------------------------------- ----------------- V- COVENANT WEAPONS You should also be aware the weapons the Covenant use since you can pick up and use any that you find by walking over them when you see them lying on the ground. The Covenant seem more vulnerable to these weapons, so take advantage of this weakness whenever possible. Two of the Covenant weapons, the plasma rifle and the plasma pistol are battery powered and once you waste that battery, you can’t charge it. So conserve the energy and pick up new weapons whenever possible. PLASMA RIFLE This is a directed energy weapon. It is capable of either semi-automatic or automatic fire. Pull and hold the right trigger for automatic fire. Continuous rapid fire overheats the weapon in turn, depletes the weapons power core (battery). This is my favorite Covenant weapon. It can tear up a few Grunts. Like I said above, get new ones whenever possible. PLASMA PISTOL This weapon is a semi-automatic directed energy weapon. If you pull and hold the right trigger, the weapon will charge the energy and unleashing a huge ball of plasma which can do awesome damage. Just don’t be on the receiving end of that plasma ball. After you charge the weapon and let go of the plasma, the weapon becomes over heated so you have to wait a few seconds before firing it again. It also drains the battery very quickly. The only reason I like this gun is the charging power. It has almost the same power as a plasma grenade. You’ll know its charged because there will be a big green ball on your gun. NEEDLER Very little is known about this weapon other than this is magazine fed weapon capable of automatic fire. Its projectiles penetrate soft targets no matter what the angle of impact. They ricochet off of hard surfaces at oblique angles, however, are always deflected by energy fields. The only exceptions to this being the shields generated by the MJOLNIR battle suit (which you wear) and the Elite’s combat armor. The composition and energy signature of its projectile is unknown. The manner in which the projectiles home in on their target is also unknown. Okay, there is no battery on this so no need to replace it every five seconds. Use this thing against Elites and Grunts. SHADE Although the Shade appears to be a light anti-vehicle weapon, the Covenant uses it almost exclusively in an anti-infantry role. The operator sits directly behind the gun and an armored control suite, but relies entirely on infantry support for protection to the sides and rear. This is a stationary gun the Grunts like to use. It can shoot plasma very fast. So if you ever find one of these, kill the Grunt and take it. If a lot of enemies get on your side or behind you while you’re shooting in front of you, you’re screwed. PLASMA GRENADE This weapon is similar to our own hand grenade in that is a thrown anti-infantry and anti-vehicle weapon. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree of wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest. This grenade is strong, but hard to use. The only thing it can usually get rid of are Grunts since they’re so idiotic. If you’re lucky, you can stick one to an Elite. You can’t hide this grenade from enemies which makes it hard to use. If an enemy throws one and it lands on you, you’re screwed. It sticks to you and you cannot get it off. But if you’re lucky, they’ll miss and you can run from it. If you see a Grunt raise his arm, run away. -------------------------------------------------------------------------------- ----------------- VI- COVENANT TROOPS The Covenant are you’re enemies and can become very lethal so watch out. Grunts are approximately 5 feet tall and relatively weak, Grunts tend to travel in packs and stick close to more powerful allies. Individually, they are easy to defeat, but in groups, they can overwhelm careless marines. Their armor seems to house some sort of life-support mechanism. They are known to use a variety of weapons including the plasma pistol, plasma, rifle, and plasma grenades. These guys can be very dangerous in packs. Yellow ones are the weakest and the black ones are the strongest. Red Grunts and up are the ones that throw grenades so watch out for those guys. They use needlers as well and they’ll tear you up if there are a lot of them with needlers. Jackals have superior senses of sight, hearing and smell, Jackals serve as scouts and assassins for the Covenant forces. They use plasma pistols and carry a strong energy shield to compensate for their physical weakness; a well positioned Jackal can hold his own against several marines, though grenades are effective against them. They stand approximately 5’8 tall. These guys love to charge their plasma pistols and hit you with them so get rid of them before they do that. The best way to kill Jackals is by just walking up to him with a gun and meleeing him until he dies. Like I said on the controls section, the melee button is B. The ones with blue shields are the weakest. Elites come in a few varieties, but all are roughly about 8’6 tall, and incredibly strong. Their strength allows them to rely on brute force when necessary, but their quite capable of brilliant battlefield tactics as well. Their natural resilience is augmented with full-body energy shielding which recharges when depleted. They wield plasma pistols, plasma rifles, grenades and needlers. There are quite a few Elites. Blue Elites are the weakest and stupidest. You can take one out with one assault rifle magazine. The reds are a bit stronger and smarter than the blues. It takes a bit of ammo to kill them. The silver ones (they’re invisible) have no armor, but you can’t see them. Most of them have blue plasma swords though, so if you see a floating sword, shoot him because if he chops you with it, you’ll be dead within two hits. Black Elites are the special-operations kind. They’re pretty smart and fast and a lot more accurate with their weapons the others. The strongest is the Gold Elite. They usually have plasma swords, just like the Silvers. They’ll kill you in a heartbeat so dispatch them if you see them. Hunters stand 12 feet tall, though in their combat state, they contract to approximately eight feet. Hunters fight with a fuel rod gun integrated directly into their armor. They carry an enormous and nearly-impervious metal shield made of an unknown alloy which they sometimes use as a melee weapon. These guys love to charge at you. Not with their plasma pistols, but run towards you. If you’re run over by this guy, that sucks. The easiest way to kill one is to have them charge you. Then before they turn around, you’ll see an orange spot on their back. Shoot the orange spot and they’ll go down in about one or two seconds. They usually come in pairs. For more fun, stick plasma grenades on their back. -------------------------------------------------------------------------------- ----------------- VII- HUMAN CHARACTERS Captain Jacob Keys is twenty-six years into his military career. Keyes commands respect as a keen strategist and inspirational leader of his men. He became a minor hero early in his career when he led a small group of security troops against a Covenant ambush of the colony ship, Meriwether Lewis and held them off long enough for the ship to escape. His many decorations and years of combat experience against the Covenant made him a natural choice to command the Pillar of Autumn and its secret cargo. The marine are a rugged and diverse assortment of soldiers. The marines of the Pillar of Autumn are fighting a losing battle against the Covenant’s superior weaponry and numbers. Under the leadership of Captain Keyes, they continue to wage a furious struggle against the Covenant, even as their numbers dwindle, they’re the best of the best, but only human. Cortana is the highly advanced AI at the heart of the Pillar of Autumn. Her design allows her to be uploaded into an appropriately configured battle suit for safekeeping. She is capable of hacking into alien computer systems and has used this skill to intercept Covenant communications during combat. She interprets this data to provide her caretakers with directional waypoints and the best available information about troop movement and strategy. Master Chief, that’s you. You have special armor called MJOLNIR. You’re the last SPARTAN-II. All your friends died defending Reach. -------------------------------------------------------------------------------- ----------------- VIII- HUMAN VEHICLES Halo is vast and you will need to cover a lot of ground quickly, so vehicles are indispensable. Therefore, hijacking Covenant vehicles useful and necessary. The strength provided by your MJOLNIR armor allows you to right overturned vehicles by standing next to the vehicle and pressing the X button. M12 LRV WARTHOG Crew- 3 Driver, Gunner, side seat Weight- 3.25 tons Armament- 12.7mm three-barreled machine gun The M12 light reconnaissance vehicle, or Warthog is the standard vehicle of the UEG armed forces. It is fast and maneuverable, but prone to rollovers during hard cornering. A three-barreled machine gun is mounted in the rear of the vehicle. Armed passengers significantly increase the unit’s anti-infantry capacity. M808B SCORPION MBT Crew- 2 Weight- 66 tons Main gun- 90mm HV (high velocity) Secondary/coaxial gun- 7.2mm AP-T (armor piercing tracer) The Scorpion Main Battle Tank is primarily an anti-vehicle weapons platform, but it also has very high anti-infantry capabilities. Its ceramic-titanium armor makes it nearly invulnerable to small arms fire, but its deep dead-zone or the area within which fire from the tanks guns cannot hit targets, puts it at risk from enemy anti-tank infantry. Up to four soldiers may ride on and fire from the Scorpions track pods. Riding on a tank is always hazardous and should be done only when the advantages outweigh the risks. -------------------------------------------------------------------------------- ----------------- IX- COVENANT VEHICLES GHOST Crew- 1 Weight- 2.25 tons Armament- Two plasma cannons The Ghost is the Covenants standard reconnaissance and rapid attack vehicle. It is equipped with two of what are now accepted as the standard light vehicle mounted weapons: a directed energy weapon capable of projecting a bolt of super-heated plasma in the 100-250kW range. While the vehicle is fast and maneuverable, the driver is virtually unprotected. BANSHEE Crew- 1 Weight- 2.25 tons Armament- Two plasma cannons Secondary weapon- two fuel rod cannons The Banshee is the Covenants standard ground assault aircraft. It is very fast, extremely maneuverable and capable of hovering. It has two pods mounted to either side of the fuselage. Both of these pods contain a fuel rod cannon. Though small arms fire may disrupt or disable the pilot, only heavy weapons are capable of inflicting damage or destroying the vehicle. -------------------------------------------------------------------------------- ----------------- X- WALKTHROUGH I’ll be giving the walkthrough for the campaign on NORMAL DIFFICULTY. 1- PILLAR OF AUTUMN You start off by being unthawed. After you get up, the guy in front of you tells you have to get out of here. Follow him out the door, and stay far behind him. An explosion will kill him and go back and you’ll see an opening with some pipes. Jump over them and go right. Go through the door straight ahead. Stop for a second and there will be an explosion. Go right through after that and crouch underneath the partially opened door. Turn right and you’ll see a door with a green light. Go through and you’ll see an elite. Leave that place the way you came in and then go back in about a minute later. You’ll see that a couple marines killed him. After that, turned right and go down that way and you’ll see a marine with two guys in red and yellow. He’ll tell you to follow him. Do so. When you get to the room with another battle, turn left and follow the marine down there. Then go straight down the hallway marked BRIDGE with an arrow on the floor. After that, turn right, left and the captain will be the front of the room. Keyes will give you a pistol without any ammo in it. So go back the way you came in and then you should have ammo. Kill the three grunts past the first hallway from the bridge. Then grab the assault rifle at the opening of the cafeteria area. Start shooting the blue elite right straight ahead. Then to your right, you’ll see more bad guys. Shoot them and go to the door on the right side. Then turn left and then down the hallway that says AIRLOCK. Grab the health pack if you need it and continue. Then turn left down that hallway and then right. You’ll see a blue Elite. Sneak up behind him and melee him in the back and he’ll go down in one hit. Then go straight and right. Go straight down there and go left again. You’ll see two marines looking inside a room, then a plasma grenade will blow them across the room. Shoot the Covenant that come out of there. In the room they came out of will be some goodies. Go all the way down there and grab one of the pyramid shaped things. Its an over shield. Take it and go right out of the room. Turn left, left again and go right at the stairs place. There will be a red elite in there. Take him out and go down the hallway, turn right, left, and right. You’ll see a grunt at the last right, kill him and continue down and turn left. You’ll see some elites. Hurry and take them out, then move on to the grunts. Just take them out with a pistol. Turn right, and you’ll see a place with an AIRLOCK arrow on the floor. Take the health pack if you need it and continue down that hallway and go left, right, right, left and kill those guys. Go straight and turn right and kill those grunts and elites. Go straight and left and you’ll be in a dark room. Turn your flashlight on and crouch underneath the door to your right. And go through the room labeled stairs. After going through those hallways you’ll see a bunch of marines at some platform with stairs. Reload your assault rifle, and charge up those stairs shooting everything. Then after clearing the place, go to the door opposite the stairs and kill everything down there. Follow the hallway down where everything says airlock. After killing those grunts, you’ll have a nav point. ****************************REST OF THE LEVEL COMING SOON************************* -------------------------------------------------------------------------------- ----------------- XI- MULTIPLAYER *********************************MULTIPLAYER COMING SOON************************