Halo: Combat Evolved Spoiler Free Walkthrough Author - Neil Stump Email - neil(dot)stump(at)gmail(dot)com Version - 1.0 Date - 8 March 2005 Please do not plagiarize Websites Allowed to post this: -www.gamefaqs.com -www.supercheats.com Table of Contents 1 - Version History 2 - Controls 3 - Characters and Enemies 4 - Weapons 4.1 - Human Weapons 4.2 - Covenant Weapons 5 - Vehicles 6 - Walkthrough 6.1 - Pillar of Autumn 6.1.1) Revielle 6.1.2) AI Constructs and Cyborgs First 6.2 - Halo 6.2.1) Flawless Cowboy 6.2.2) Reunion Tour 6.3 - The Truth and Reconciliation 6.3.1) Truth and Reconciliation 6.3.2) Into the Belly of the Beast 6.4 - The Silent Cartographer 6.4.1) The Silent cartographer 6.4.2) Shafted 6.5 - Assault on the Control Room 6.5.1) I Would Have Been Your Daddy 6.5.2) Rolling Thunder 6.5.3) If I Had a Super Weapon 6.6 - 343 Guilty Spark 6.6.1) Well Enough Alone 6.6.2) The Flood 6.6.3) 343 Guilty Spark 6.7 - The Library 6.7.1) The Library 6.7.2) Wait, It Gets Worse 6.7.3) But I Don't Want to Ride the Elevator 6.7.4) Fourth Floor: Tools, Guns, Keys to Super Weapons 6.8 - Two Betrayals 6.8.1) The Gun Pointed at the Head of the Universe 6.8.2) Breaking Stuff to Look tough 6.8.3) The Tunnels Below 6.8.4) Final Run 6.9 - Keyes 6.9.1) Under New Management 6.9.2) Upstairs, Downstairs 6.9.3) The Captain 6.10 - The Maw 6.10.1) ...And the Horse You Rode In On 6.10.2) Light Fuse, Run Away 6.10.3) Warning: Hitchhikers May be Escaping Convicts 7 - Frequently Asked Questions 8 - Special Thanks ================== 1) Version History ================== 1.0 - It’s done. Changes may occur for just basic maintenance. 8 March 2005 =========== 2) Controls =========== Left Thumbstick, D-pad - Move Right Thumbstick - Turn/Aim Left Thumbstick Button, press in - Crouch Right Trigger - Fire Weapon Right Trigger hold, then release to fire - Charge Weapon Left Trigger - Throw Grenade Right Thumbstick Button, press in - Scope Zoom Start Button - Pause White Button - Flashlight Black Button - Switch Grenades Y - Switch Weapon B - Melee Attack X - Pick Up/Swap/Reload Weapon/Perform Action A - Jump ========================= 3) Characters and Enemies ========================= Master Chief - The character you control for the whole game, you will come very close with him. All that remains of a classified military project to build a series of genetically enhanced super-soldiers. You are humanity's last and best hope against the Covenant - but you're woefully outmatched, and survival is not guaranteed. Captain Jacob Keyes - Twenty-six years into his military career, Captain Keyes commands respect as a keen strategist and inspirational leader of his men. He became a minor hero early in his career, when he led a small group of security troops against a covenant ambush of the colony ship Meriwether Lewis and held them off long enough for the ship to escape. His many decorations and years of combat experience against the Covenant made him a natural choice to command the Pillar of Autumn and its secret cargo. The Marines - A rugged and diverse assortment of soldiers, the Marines on the Pillar of Autumn are fighting a losing battle against the Covenant's superior weaponry and numbers. Under the leadership of Captain Keyes they continue to wage a furious struggle against the Covenant, even as their numbers dwindle. They're the best of the best-but they're only human. Cortana - Cortana is the highly advanced AI at the heart of the Pillar of Autumn. Her design allows her to be uploaded into an appropriately configured battle suit for safekeeping. She is capable of hacking into alien computer systems, and has used this skill to intercept Covenant communications during combat. She interprets this data to provide her caretakers with directional waypoints and the best available information about troop movement and strategy. The Grunts - Approximately 5' tall and relatively weak. Grunts tend to travel in packs and stick close to more powerful allies. Individually they are easy to defeat, but in groups they can overwhelm careless Marines. Their armor seems to house some sort of life-support mechanism. They are known to use a variety of weapons including plasma pistol, plasma rifle, and plasma grenades. The Jackals - With 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 well 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. The Elites - There are a few varieties of the Elite, but are all roughly 8'6" tall and incredibly strong. Their strength allows them to rely on brute force when necessary, but they're quite capable of brilliant battlefield tactics as well. Their natural resilience is augmented with full-body energy shielding which recharges when depleted. They wield plasma pistols, plasma rifles, grenades and needlers. The Hunters - Hunters stand 12' tall, though in their combat state they contract to approximately eight feet. Hunters fight with a fuel rod gun integrated directly into their armor. They carry an enormous and nearly-impervious metal shield made of an unknown alloy, which they sometimes us as a melee weapon. ========== 4) Weapons ========== ------------------ 4.1) Human Weapons ------------------ M9 HE-DP Grenade - The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Use it to suppress or disable vehicles, except tanks. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can't reach. Increasing the angle of the throw to toss it farther, or to get it over obstacles. Be careful not to throw it too close to your own location. Clip Size - 1 Max Number of Clips - 4 Damage - 10/10 Accuracy - Medium Rate of Fire - Slow This is an effective tool, be careful where you use it though. Effective against Grunts, Jackals, Elites, Hunters, and Flood. Weak Against none. Mediocre against Sentinals, mainly because its nearly impossible to hit them with a blast from one of these bad boys. M6D Pistol - This Pistol is a recoil-operated magazine-fed handgun. It is issued with a smart-linked scope capable of 2x magnification (press in the Right thumbstick). It fires 12.7mm semi-armor-piercing, high-explosive rounds. It can shoot either semi-automatic or automatic fire (pull and hold the Right trigger for automatic fire). Shot placement is very important. The only shot that gurantees immediate and total incapacitation is one roughly centered in the head, above a horizontal line passing through the ear opening and below the crown of the alien skull. Clip Size - 12 Shots Max Number of Clips - 11 Damage - 8/10 Accuracy - Short-Medium Rate of Fire - Medium-Fast This weapon is great for tight area combat. It is wielded by marines, so you know its strong, and you know where you can get one. This weapon is effective against Grunts, Jackals, and Elites. This weapon is weak against Hunters and Flood. This weapon is mediocre against Sentinals. MA5B Assault Rifle - This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing rounds. Rate of fire is limited by a soldiers 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. Clip Size - 60 Rounds Max Number of Clips - 7 Damage - 7/10 Accuracy - Short-Medium Rate of Fire - Fast This weapon is good for tight combat areas, and fairly open combat areas. This is also wielded by marines, if you need one just seek out a marine. This weapon is effective against Grunts, Jackals, and Elites.This weapon is weak against Hunters. This weapon is mediocre against Flood and Sentinals. M90 Shotgun - The shotgun is a pump-action magazine-fed (dual tubular nondetachable type) weapon. It fires 8 gauge magnum (3.5") rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range. Clip Size - 12 Rounds Max Number of Clips - 6 Damage - 9/10 Accuracy - Short Rate of Fire - Medium This is a great weapon for tight areas, but not so effective in the open. This weapon is effective against Grunts, Jackals, Elites, Flood, and Sentinals. This weapon is weak against Hunters. 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 magnifications (press in the Right thumbstick once for 2x. Press again for 10x, and once more to deactivate). Also, while still in zoom mode you can press the White Button to activate the light amplification. It fires 14.5mm armor-piercing fin-stabilized discarding-sabot rounds. Warning: The 14.5x 114mm ADFSDS round is an anti-materiel munition. It can easily over-penetrate several armored soldiers. Be sure of what is on the other side of your target before firing. Clip Size - 4 Max Number of Clips - 7 Damage - 9/10 Accuracy - Long Rate of Fire - Medium This is a great weapon when you want to drop some enemies, quickly, undetected, and just for the plain fun of taking someone out from so far away. This weapon is meant for medium to long distances, not close up. This weapon is effective against Grunts, Jackals, and Elites. This weapon is weak against Flood and Hunters. This weapon is mediocre against Sentinals. M19 SSM Rocket Launcher - The M19 SSM is a man-portable and shoulder-fired rocket launcher. It has two major components, the launcher and the magazine. The magazine (the expendable part of the system) contains two 102mm shaped-charge, high-explosive rockets. IIt is designed for fast, easy detachment from the launcher. The launchder contains the sighting and fire control systems. Clip Size - 2 Rounds Max Number of Clips - 5 Damage - 10/10 Accuracy - Medium-Long Rate of Fire - Slow This is a great weapon to blow your enemies sky high. This is great to take down enemy vehicles, and large enemies, but dont blow it too close to yourself, or it will kill you. This weapon is effective against Grunts, Jackals, Elites, Hunters, Flood, and Sentinals. M41 LAAG - The Warthog's M41 light anti-aircraft gun is a three-barreled, electric-powered, linkless, drum-fed weapon. It fires 450 to 550 12.7x99mm armor penetrating rounds per minute. Turrets traverse rate is 100 degrees per second and weapon elevation rate is 60 degrees per second. Recoil from sustained fire is prodigious and negatively impacts accuracy at long range. Clip Size - Infinite Max Number of Clips - Infinite Damage - 8/10 Accuracy - Medium-Long Rate of Fire - Fast This is good for any use. It can take out basically anything that is destructable. Effective against Grunts, Jackals, Elites, Hunters, Flood, and Sentinals. --------------------- 4.2) Covenant Weapons --------------------- Plasma Rifle - This is a directed energy weapon. It is capable of either semiautomatic or automatic fire (pull and hold the Right trigger for automatic fire). Continuous rapid fire overheats the weapon-this in turn depletes the weapon's power core. We curently do not understand how to replace or re-charge a power core. Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible. Core Power Output: 100-150 Kv at 2-3 dA Clip Size - 100 energy points Max Number of Clips - 1 Damage - 8/10 Accuracy - Short-Medium Rate of Fire - 420 to 600 RD/MIN This weapon is the Covenant equivilant to the Human MA5B Assault Rifle. This basically crushes the enemy's energy shield if they have one. This weapon is effective against Grunts, Jackals, Elites, and Sentinals. This weapon is weak against Hunters. This weapon is mediocre against Flood. Plasma Pistol - This weapon is a semi-automatic directed energy weapon. If you pull and hold the Right trigger, the weapon may become over-charged; when the Right trigger is released the bolt is launched. After the over- charged bolt is launched the weapon temporarily stops funtioning as it dumps waste heat. Use of the over-charge capability rapidly depletes the weapon's power core. We currently do not undeerstand how to replace or re-charge a power core. Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible. Core Power Output: 100-1500 Kv at 2-3 dA Over Charge Power Output: 1.5 Mv at 2-3 dA Clip Size - 100 energy points Max Number of Clips - 1 Damage - 7/10 Accuracy - Short-Medium Rate of Fire - Medium-Fast This weapon is excellent for close combat, but is bad for distanced fighting. This weapon is effective against Grunts, Jackals, Elites, and Sentinals. This weapon is weak against Hunters. This weapon is mediocre against Flood. Needler - Very little is known about this weapon other than that it is a magazie fed weapon capable of automatic fire. Its projectiles penetrate soft targets no matter what the angle of impact. They ricochet off of hard surfaces at oblique angles, however, and are always deflected by energy fields, the only exceptions to this being the shields generated by the MJOLNIR battle suit 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. Clip Size - 20 Rounds Max Number of Clips - 5 clips Damage - 7/10 Accuracy - Medium Rate of Fire - Fast This weapon is good in close combat, and medium distances. It is effective against Grunts, Jackals, Elites and Sentinals. This weapon is weak against Hunters. This weapon is mediocre against Flood. Stationary Gun (Shade) - Although the Shade appears to be a light anti-vehicle weapon, the covenant uses it almost exclusively in an anti- infantry role. The operator sits directly behind the gun and an armored control suite, but relies entirely on infantry support for protection to the sides and rear. Clip Size - Infinite Max Number of Clips - Infinite Damage - 8/10 Accuracy - Medium-Long Rate of Fire - Fast This weapon is effective against Grunts, Jackals, Elites, Hunters, and Flood. Mediocre against none. Weak against none. Plasma Grenade - This weapon is similar to our own hand grenade in that it is a thrown anti-infantry and anti-vehicle weapon. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree or wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest. Clip Size - 1 Max Number of Clips - 4 Damage - 10/10 Accuracy - Short-Medium Rate of Fire - Slow Activate. Stick to enemy. Run away. Boom. Simple as that. This bad boy is excellet. Toss it and it will stick. Effective against Grunts, Jackals, Elites, Hunters, Flood, and Sentinals. =========== 5) Vehicles =========== ---------------- Human Vehicles ---------------- M12 LRV - 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-barraled machine-gun is mounted in the rear of the vehicle. Armed passangers significantly increase the unit's anti-infantry capacity. Crew - 1 + 1 (plus 1 more in rear) Weight: 3.25 tons Armament: 12.7mm three-barreled machine-gun Speed - Fast Defense - Low M808B Scorpion MBT - The Scorpion Main Battle Tank is primarily an anti- vehicle weapons platform, but it also has very high anti-infantry capabilities. Its ceramic-titanium armor makes it nearly invulnerable to small arms fire, but its deep dead-zone, or the area within which fire from the tank's guns cannot hit targets, puts it at risk from enemy anti-tank infantry. Up to four soldiers may ride on (and fire from) the Scorpion's track pods. Riding on a tank is always hazardous and should be done only when advantages outweigh the risks. Crew: 2 (or 1 cyborg) Weight: 66 Tons Main Gun: 90mm HV (High Velocity) Secondary/Coaxial gun: 7.62mm AP-T (Armor Piercing, Tracer) Speed - Slow Defense - High ------------------- Covenant Vehicles ------------------- Ghost - The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle. It is equipped with two of what are now accepted as the standard light vehicle mounted weapons: a directed energy weapon capable of projecting a bolt of super-heated plasma in the 100-150kW range. While the vehicle is fast and maneuverable, the driver is virtually unprotected. Crew: 1 Weight: 3.25 tons Armament: Two Plasma Cannons (100-250 kW range) Speed - Fast Defense - Low Banshee - The Banshee is the Covenant's standard ground assault aircraft. It is very fast, extremely maneuverable and capable of hovering. It has two weapon pods mounted to either side of the fuselage. Both of these pods contain light plasma cannon and 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. Crew: 1 Weight: 2.25 tons Armament: Two Plasma Cannons (100-150 kW range) Secondary Weapon: Two Feul Rod Cannons Speed - Very Fast Defense - Medium ============== 6) Walkthrough ============== Difficulties: Easy - Your foes cower and fall before your unstoppable onslaught, yet final victory will leave you wanting more. Normal - Hordes of aliens vie to destroy you, but nerves of steel and a quick trigger finger give you a solid chance to prevail. Heroic - Your enemies are as numerous as they are ferocious; their attacks are devastating. Survival is not guaranteed. Legendary - You face opponents who have never known defeat, who laugh in alien tongues at your efforts to survive. This is suicide. --------------------- 6.1) Pillar of Autumn --------------------- *************** 6.1.1) Reveille *************** Objectives: -Complete Training Diagnostic -Find Captain Keyes on the Bridge Once this level starts just follow the in game instructions and you will be on your way through character set-up. Follow the Diagnostics specialist through the door to the left of the shield diagnostic station. Exit this door, go right, then you will see a green arrow on the ground to your left, stop at this arrow and look through the opening, the game will prompt you to press A to jump through, do so. Once on the other side head to the right pass through the blood splatter and go through the door, continue foreward and the wall towards your right will explode, continue foreward through the door. Make a left, and go to the half open Blast door. The game will prompt you to press and hold the left analog stick to crouch and walk under the door. Once through the door head right, and you will see a blue arrow that says Bridge on it follow it through the doors. Now you will come up on an Elite, hold your position until it goes away, or it dies, there is nothing you can do for now, you have no weapon. Go towards your left down the hallway, make a right, then pass straight through the open area, and talk to the man in armor holding an assault rifle. Now follow him to the bridge and talk to Captain Keyes. ************************************** 6.1.2) AI Constructs and Cyborgs First ************************************** Objectives: -Get off the Pillar of Autumn Head out the way you came in, once you reach a certain point you will be handed a nice Pistol. Pass through the opening ahead of you and to your left will be a couple of grunts, take care of them with your Pistol. You will see an open door ahead of you and slightly to the left, pass through and you will be handed a nice Assault Rifle, use it to decimate the Elites and Grunts in this room. Now from the door you used to enter this room, make a right, and head foreward, you will see a door towards the right that is open, go through that, and head left, then make a right at the red arrow that says Airlock. Kill any and all enemies you encounter along the way from now on. Make a left, right,right, left, and left, you will come up on an enemy boarding crew, kill them, then go into the pod they came out of, pick up the energy shield in the corner. From the boarding craft exit go right, left, left, then right towards the stairs. Make a right and left, attack and kill all the enemies. From where you came in make the first right, left, right, then a right into the airlock, a left, then a right, right, and take out the enemies. From where you entered go right, straight, left, right, left, and left, pick up a overshield from the enemy boarding craft if you need it. From the boarding craft go right, left, crouch under the door to the right, go left to the stairs. Make a right, go straight, left, right, up the stairs, fight the covenant. From the top of the stairs, go right through the door to your left numbered 2. From here go right, straight, right, left, right, right, left, then you will get a message from Cortana, follow the nav point and go into the maintenance vent. Go left, left, right, left, right, right, straight, exit the vent. Go to the door that is cracked. Press the B button to melee the door open. Go left, left, straight, left, right, then right to Cryo B. Straight through, hold back and fight, because there will be a few explosions in the next room. go right once you get into the open area, then left into the seemingly broken down maintenance vent. Once in the vent go right, left, right, right, left, and out of the vent. After killing the enemies, make a go all the way down the hallway, to the right, left, left, straight, right, then left, take cover behind the barriers and attack your enemies. Once all enemies are dead, head near lifeboat bay 61, and get off the Autumn! +++++++++++++++++++++++++++++++++++++++++++++ Congratulations you beat the Pillar of Autumn +++++++++++++++++++++++++++++++++++++++++++++ --------- 6.2) Halo --------- ********************** 6.2.1) Flawless Cowboy ********************** Objectives: -Evade the Covenant Patrols searching for you -Head for higher ground -Search for other lifeboats -Stay with survivors -Protect Human survivors -Wait for an evac dropship to arrive. -Search for the Three additional groups of human survivors After your escape pod makes the excellent crash landing that coincidentally kills everyone on board, except you, head out and gather up Ammo and health. From the Exit of the Escape pod head left and you will see a bridge spanning between the two gorges, cross it, but do not fall off as you cross this bridge you will most likely see a Covenant Ship pass over you, take cover behind the rocks on the other side of the bridge, the Covenant Ship will drop some enemies near where your lifeboat crash landed, and the enemy will send out two Banshees after you. Take out the banshees quickly, they can annihilate you very fast, and also you need to watch out for the ground infantry, they can also take you wout when positioned well. After crossing the bridge head right, and continue that way, you should see the two rock cliffs to your left and right start getting tighter and tighter. Keep running and the ground will drop down andyou will fall down a short distance run foreward and follow the path to your left, keep continuing around and you will come up on a fight between the Covenant and Marines. Run up into the base for the best vantage point because Covenant Dropships will be passing through dropping enemies for a little while, so stock up on ammo and get ready for a battle. The enemy will drop Grunts, Jackals, and Elites nothing you can not handle with your trusty Pistol and Assault Rifle. After taking out all of the enemy dropships a Nav point will appear on your screen, follow it. Now Saddle up in your newly acquired Warthog. Now drive foreward from where the warthog is initially facing, over the crest, and down into the Ravine, once at the bottom make a U-turn to the right and drive into the cave, make a right, then a left, then a left, take the second left, then a left, a left, a left, now go full speed up the slope and jump the gap. Make a right, a right, a left and down the slope into the large open area, take out all of the enemies in this area. From where you entered this room head right, now once in the far right corner, head left and follow the wall, now you will come to an opening on your right with a blue upwards slope, once at the top make a left and kill the Red Elite at the top, go straight up this hallway, and continue to the green flashing light, and activate the light bridge, now head back the way you came into this large room. Go straight through the large triangle and pass over the light bridge, and through the other large triangle on the other side, continue foreward and pass through the opening in the wall go up the slope, make a right, a left, a right, left, left, right, right, left, and out of the caves. ******************* 6.2.2) Reunion Tour ******************* Objectives: -Search for the three additional groups of human survivors -Protect the human survivors -Wait for an evac dropship -Search for the two remaining groups of human survivors -Search for the last group of human survivors At the exit of the Caves, make a slight right and head up the hill, once at the top make a left and cross over the river, and you will see two blue blinking lights, go that way through the mountain pass. Now in this base area attack and take out the enemies in this area. From where you entered go right, hug the wall and you will pass down a mountain pass. Once at the base cross over the water and look to your left, and then go between the blue flashing lights, and you should have a Nav poit appear on your screen follow it. Now get to the top of the hill behind the base and join up with the marines. Exit through the exit opposite of where you came in. Pass across the water and through the opening, now go down the path and pass through the mountain pass. Once at the exit, stay towards the lefthand wall and go up behind the rocks and join the other marines and attack the Covenant. After killing all the Covenants follow the Nav point to your escape route, the Marine Dropship. Enter the pelican. ++++++++++++++++++++++++++++++++++++++++++++ Congratulations you just beat the level Halo ++++++++++++++++++++++++++++++++++++++++++++ --------------------------------- 6.3) The Truth and Reconciliation --------------------------------- ******************************* 6.3.1) Truth and Reconciliation ******************************* Objectives: -Board the Covenant Battle Cruiser This is a special level, If you will look at your starting ammo for your sniper rifle you get 64 bullets. That is way more than this gun usually has, but its good for this level, you will need it. From the start follow the Marines, but stick to the right side of the cliffs. Get some nice cover and start sniping the enemies. After you start taking out the enemies they will eventually see you. One of the Grunts will make a break for one of the stationary guns (Shade) a Nav point will appear showing you his location, take him out, simple as that. From where you entered, hug the left hand wall and follow the path. Pass through this area, and the exit is similar to the path you entered on, no left hand wall, just a cliff. Now find a nice position to shoot from. Get situated for a fight. From where you entered, make a right between the rocks, down the small hill, and slightly towards your right, pass under the rock bridge, and go between the rocks that are towards your right, but infront of you. Now pass through the rock pass, killing the few enemies across the way. Now just fight, fight, fight. Kill all the enemies aroud here, a few dropships will come and bring you some more enemies to vanquish. Also the Large ship that is above you will drop enemies down its gravity lift. The last enemies you will fight are two Hunters that drop down from the Gravity Lift. After you finish killing the enemies head onto the Gravity Lift, you will be brought reinforcement, them go up. ********************************** 6.3.2) Into the Belly of the Beast ********************************** Objectives: -Find the Ship's Brig and Rescue Captain Keyes -Return to Shuttle Bay for Extraction Once on the ship you will find yourself in cargo hold type area. You will have a couple of waves of enemies come and attack you. After the waves of enemies are done you will see one of the large doors opened, go through it and to the left, down the slope, and to the right, and you will find a locked door, turn around, go back into the main room, from the exit of the hallway you were just in make a quick right, and go through the now unlocked door. At the T intersection go right, then left, straight, right. Once you go through this door a Nav point will appear, follow it, and open the Muster Bay Door. Now you have your trusty Marines with you and a new Nav point to follow. Follow it to the door and go through, make a left, a right, a right straight, left, right and through the doors. Now in this area fight fight and fight again, thats all you have to do, just be careful not to die. After you get attacked by two Hunters Cortana will conveniently get the codes and unlock a door for you. Follow the Nav Point to the door and pass through. Make a right, a left, a right, a right, a left, a right, and out the door into an open area. From where you entered go left, and then go all the way down to the end of the path and go left into the door. Then make a right, right, right, left, right and through the door. Head out this door and to your right, then left, down the path, then right into the hallway. Make a left, a right, then straight through the door. Kill all the enemies and a Nav point will appear for you to follow. Pass through this door then to the left, then left, right, left, right, straight, left, right, then right, left, and right into the holdind cells. Head up the platform and open the prison doors. Head out the way you came in, go left, then right, left, left, right, straight, left, right, left, right, then right. After a short conversation follow the Nav point to a Docked Covernent dropship. At the Nav point release the clamps on the dropship, and your on your way out of there. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Congratulations you finished The Truth and Reconciliation +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ---------------------------- 6.4) The Silent Cartographer ---------------------------- ****************************** 6.4.1) The Silent Cartographer ****************************** Objectives: -Clear the landing beach of Hostiles. -Find the entrance to the map room. -Find the main facility security override -Find the Silent Cartographer Charge foreward out of the drop ship and start attacking the Covenant. After taking care of your enemies a Nav point will appear and you guessed it it leads you to a nice new Warthog. Drive foreward and continue around the beach, and stay on the higher ground and you will run into a base that is built into the cliff wall, attack the enemies outside, then pass by it for now it will be important later. Continue circling the Beach and you will pass under a cut out in the cliff, and proceed to the other side. You will come up on an odd looking area, the land on the left is normal height, the land in the middle is raised up a slope, and the land on the right is normal height. Take the land to the left and pass through the trees, then go up around the tree and through the mountain type pass. Now you will be in an area containing two hunters, hold back and hit them with your pistol. Kill the two hunters, pass across the area they occupied and then go down the path cut between the two rock faces. You will come to a small open area with some enemies, but its no big deal getting out of there because there is only 1 exit other than the entrance. Exit this area pass between the rock and the metal wall. Stay close to the metal wall and go up on the ledge, go into the base and go down the slope inside. You will come into a large open area in the base, in this room you get greated by 2 Huntes, take them out and after killing them pass through the doors they came out of. You will come upon a long hallway, go down it, and press the X button to Shut down the Security System. Exit out of this area jump off the ledge and drop down to beach level. Start circling to your left and you will come upon a flipped over Warthog, take it. Circle the beach towards the left and stay to the higher ground and you will come upon that base again. go in. Once in go right and down the slope, then left down the next slope, then left down the next slope and trough the door. ************** 6.4.2) Shafted ************** Objectives: -Find the Silent Cartogropher -Return to surface for extraction Go right after you pass through the door and you will see a cut-scene. Turn around and go back the way you came and take the second left, a right, and fight the covenant. Go through the exit to the left and then you will see a door on your left, go through that, and down the slope, and through the door. Take care of the Covenant in this room. From where you entered go straight, left, then left again between the metal wall and into the central area. Once in here go to the right of where you entered and down the slope you see ahead of you. Then left, right, and left again, a right, and then down the slope. Around the loop and you will see another downward path on your right, when you get down to the bottom keep going straight, and make a right, then a left, make a right and go through the door, down the path and make a left, and kill all the enemies in this area. Drop down off the elevated path towards your right, and circle around, you will see an open door and go through that and down the slope, and make a left, and continue foreward and activate the Silent Cartographer. Now escape. From where you obtained the Silent Cartographer turn around, head down the hall, make a right, go up the slope, make a right, and you will see a slope heading up to the area you just recently jumped off of, go up that slope, at the top make a right and head straight, make a right, and head up the slope and throught the door. Kill the Covenant in this room. Head across the room and up the slope towards the right. Follow the path around and straight across and left into the hallway, follow it around and head up the slope, make a left, a right, a left, a right, follow this curve around and go up the slope, at the top head foreward, and at the end of the room make a left and then a right, and another right, head straight, and through the door ahead of you and up the slope, then a right, up the slope, a right, and up the slope, through the door, make a right, through the opening, then go left into the hallway, make a right, another right, through the door, up the slope, make a right, and up the slope, another right, up that slope, then make a left, head striaght out, and wait for the Pelican to pick you up, hop in. +++++++++++++++++++++++++++++++++++++++++++++++++++++ Congratulations you just beat the Silent Cartographer +++++++++++++++++++++++++++++++++++++++++++++++++++++ -------------------------------- 6.5) Assault on the Control Room -------------------------------- *********************************** 6.5.1) I Would Have Been Your Daddy *********************************** Objectives: - Reach the transition in the second chasm Once dropped off make a right and pass through the door. Then a left, a right, a right, then a left through the next door. From where you entered circle around to the left until you run into another closed door, pass through it. Make a right, a left, a left, a left, a right, and through this door. Pass across this bridge and through the door on the other side. Make a right, a left, a left, a right and into an open room. Circle around this room to your left until you come up on an opening that is slopin down. Go down, and through the door, up the slope, make a left, and head through this next door. Activate the lift and go down, and out the door. Make a right, through this door and into an open room. Pass down the short hallway, and make a right and circle around this room until you come to a door to your right, pass through it. Go right, left, left, right, through this door and you will find yourself outside. From wher you exit make a right, a slight curve left, over a drop, and take a right. Another right and you will go through cave. Once you exit the cave hear straight over the slope, and you will see a cave going down, go down it. Make a left, and open the door. Over the bump, make a right, then a left, then a right. Into a room with two bridges. Pass across and open the door on the other side. Make a right, a left, a right. ********************** 6.5.2) Rolling Thunder ********************** Objectives: -Reach the transition to the second chasm. -Reach the transition to the third chasm. From where this section starts make a left and go up out of the cave type area. From where you exit, go left past the pillar building, and make a left. Follow this path to the bottom. Once at the bottom make a left, and follow the path, it is pretty much straight foreward you really cant get lost. Once you pass between the pillars you will pass through a small cave. Exit and get out of the dropped down area by folling the path in the rock face. After coming up from this dip, stay towards the right and pass through the door on your right. Make a right, a left, a right, a left, and through the door into the next room. From where you enter go left and circle around until you come across a door. Go through it and head left, then activate the elevator to take you up. Exit through the door and make a right, down the slope and through the door. Go up the next slope then circle to your right, until you come up on an exit door, go through it. Make a right, a left, then a right, then a left. Cross the bridge and go through the door on the other side. Make a left, a right, a left, and a right, through the door. Circle around this room to your left and you will come upon an exit. Make a right into this next room. Cross through and make a right, circle this room to a right, and pass through the door you see on your right. Make a right, make a left, make a right, make a left, and cross this bridge, go through the door on the other side. Make a left, a right, a left, a right and through the door. Circle this room the right, and when you come upon an exit take it. Go up the slope in this next room. Make a right, and go straight down this hallway. Make a right, and go down the slope, then up the slope into the next room. Circle this room to the right and you will come up on an exit, go through. Make a right, a left, and a new section will appear. ****************************** 6.5.3) If I had a Super Weapon ****************************** Objectives: -Reach the transition to the third chasm From where this starts make a left, then a right and you will be outside. Cross this bridge and go in through the door on the other side. Make a left, a right, a right, and a left, go through this door. Circle this room to the left and when you get to the exit go through, down the slope, through the door, up the slope, and make a left, and through this door. Take the lift down, go through the door, make a right, and go through the door. Circle this room to your right, and when you find the exit, take it. Make a left, a right, a right, and a left, go through the door. From where you exited go right up the slope and follow it to the top. Once at the top open the door. Pass through the doors, make a right, and open the next door. Pass through, open the next door. Watch the cut-scene. +++++++++++++++++++++++++++++++++++++++++++++++++++++ Good Job Assault On the Control Room is now completed +++++++++++++++++++++++++++++++++++++++++++++++++++++ --------------------- 6.6) 343 Guilty Spark --------------------- ************************ 6.6.1) Well Enough Alone ************************ Objectives: -Locate Captain Keyes Well when this level starts out, it is just plain way to hard to give any kind of directions to get you through. So until I can devise a plan to make directions to guide you though you will have to search. You will need to cross a fallen tree that acts like a bridge. And you will come upon a builing in the wall. Pass down the slope, and stand on the lift, activate it and go down. Get off the lift and you will find an exit, take it and it will put you into. Jump down and take the door on your right. Go to the only other unlocked door in this room, and pass through. Go through the door on the left again pass through the only other door unlocked in this room. Come out of the door, make a right, and jump onto the platform that has an unlocked door, take it, again you will be in another room with only one exit, take it. Head across the room and over to the left, jump up on the pile of ruble, and go up the sloped platform. Once at the top you will see a door on the other side, take it, again one more room with one exit. Activate the energy bridge, and go across and through the open door on the other side. Go left then make a quick right and go down the slope, and through the door. **************** 6.6.2) The Flood **************** Objectives: -Locate Captain Keyes -Escape Exit the way you came in, once you are back in the room where you activated the energy bridge. Jump down and take the door on the right. Then take the exit on the right in the next room. Go across the room and jump up on the purple crates that are tipped over jump up them and on too the second level. Stay up top and activate the light bridge, cross it and go through the door. Activate the lift, then turn around and come back the way you came. Go through the door on the opposite side of the room. Then make a left and go through that door. Make a right, then a left through the next door. Now activate the lift in this room. There is only one exit in this room, it shouldnt be too hard to find. Jump down from the top and take the door on the left. Go through the opposit door, go to the left side of the room and jump up to the second level, using the obstacles there, go to the only door on the second level. Go straight across and there is a door on the other side. Jump down and exit by the door on the left. Cross the room and go through the door on the other side. Pass through this section, from where you entered go right and jump up on the crate and jump up on top. There is one exit on top, take it, in this area activate the light bridge run across it and go through the door. Go through activate this lift and walk out of the base. Now here is another section I just can't even begin to walk you through, the area is too open and too confusing, rather than me giving you terriable directions it will be faster for you just to fight and search. You are just searching for a large tower. Once you find it you will see a cut-scene. *********************** 6.6.3) 343 Guilty Spark *********************** There really is no gameplay here it is just an introduction to 343 Guilty Spark ---------------- 6.7) The Library ---------------- ****************** 6.7.1) The Library ****************** Objectives: -Follow the Monitor to the Index This is a very confusing level, what you need to do is basically just follow the monitor and fight fight fight. This level is know as one of the toughest levels. Just be sure to collect ammo as much as possible and be sure not to waste ammo on weak enemies, learn which enemies certain weapons work well against. This level really isn't so hard, just remember what 343 Guilty Spark looks like, he is a purple flying orb, and listen to what he says to you and you can easily navigate this level. If your energy shields drop low take cover and fight, don't let the enemies damage your health if they dont have to. Basically the Shotgun is your best weapon against the Flood. ************************** 6.7.2) Wait, It Gets Worse ************************** Objectives: -Follow the Monitor to the Index -Hold Position until Monitor returns Again I'm sorry that I can't really give you a great write up on this section. But if you need help you can check the section above, it has the main ideas of this level. ******************************************** 6.7.3) But I don't Want to Ride the Elevator ******************************************** Objectives: -Follow the Monitor to the Index Sorry no information if you need any general tips, look at section 6.7.1 I am currently devising a way to work out fairly decent nonconfusing directions. ******************************************************* 6.7.4) Fourth Floor: Tools, Guns, Keys to Super Weapons ******************************************************* Objectives: -Follow the Monitor to the Index Sorry, you know the drill :-( You are looking for a large blue pillar of light, thats the Index. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Congratulations you beat The Library, sorry I couldn't be of more help ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------------ 6.8) Two Betrayals ------------------ ************************************************** 6.8.1) The Gun Pointed at the Head of the Universe ************************************************** Objectives: -Locate and destroy Pulse Generator #1 -Find and enter lower entrance to Canyon B When this level starts, head forward and unlock the door infront of you. Pass down this hallway make a left and unlock this door. Go straight and unlock this next door. A Nav point will appear on your screen, make your way down the bunker. Once at the bottom Hijack an Banshee and take off and fly to the Nav point on your screen. Land up on the deck area, and go through the door. Make a left then a right, then a right, make a left. Just walk to the Nav point and step into the pulse generator. What you need to do is step into the generator, blow it, then hide and let your shield reload. Leave the way you came in. *********************************** 6.8.2) Breaking Stuff to Look Tough *********************************** Objectives: -Find and enter lower entrance to Canyon B -Locate and destroy Pulse Generator #2 -Move through tunnels and enter Canyon A Exit out and jump into the Banshee. You should now have a Nav point on your screen going to Canyon B, follow it. Land on the bridge and go in the door. Take a left, A right, a right, a left, and through the door. Circle the room to the left and you will come upon and go down the slope, up the next slope, make a left, and go straight. Make a left, go down the slope, up the next slope and circle this room to your left and go through the door. Make a left, a right, a left, a right, and out the door, and across the bridge. Go through the door, make a right, a left, a right, and a left, then through the door. Circle this room to the right and you will come on an exit, go that way, make a left, go straight, make a left, circle this room to the left and out the exit you come upon. Go left, a right, a left, a right, and through the door. Cross the bridge and go through the door on the other side. Go right, left, right, then left. Circle this room to the left and when you come upon the exit, take it, down the slope, then through the door and up the slope. Make a left, go through the door, and activate the lift. Go through the next door, make a right, throught the next door. Circle the room to the right and take the exit you come on. Make a right, a left, a right, a left, and through the door. Go left from this exit, drop down a ledge, go through a small cave, between some pillars, up a winding slope, and follow the basic path. Once you come into a fairly open area, go to your left and you will find a Banshee, take it and fly to the second Pulse Generator. Land and go in through the door. Make a right, a left, a left, a right, and through the door. Blow that generator and exit the way you came in. ************************ 6.8.3) The Tunnels Below ************************ Objectives: -Move through tunnels and enter Canyon A Hop in the Banshee and fly towards the next Nav point, you should go down a tunnel. Make a right, make a left, a right, a left, and open the door. Cross this bridge open the door and go through, make a left, a right, then left, and open the door, make a right. **************** 6.8.4) Final Run **************** Objectives: -Locate and destroy Pulse Generator #3 Walk up the snowy slope, go straight and make a left at the far end. Keep passing through these paths, they are very straight forward, so it should not be hard. Once you locate a Banshee, just fly to the Nav point. At the door go right, left, right, then left through the door. Blow the final one and then leave. ++++++++++++++++++++++++++++++++++++ Good Job you completed Two Betrayals ++++++++++++++++++++++++++++++++++++ ---------- 6.9) Keyes ---------- *************************** 6.9.1) Under New Management *************************** Objectives: -Find a way into the control room. -Get out of the ship by jumping, and find another route in. -Hold your position under the lift until it re-activates. From where you start go straight and through the door on the other side. Go down the slope, make a right, then a left, a left, then a right through the door. Jump down the opening and land in the green liquid. Surface and get out, go forward and make a right, another right. In this area branch around the right, make the only right turn you will come on. Make a left U turn, go straight, make a left. Make a right, and a Nav point will appear on your screen, follow it to the Gravity Lift. Take the lift up. *************************** 6.9.2) Upstairs, Downstairs *************************** Objectives: - Follow Cortana's directions back to the control room. From where you start go through the door on your left. Make a left, a left, a right, and a Nav point should appear. Go straight through the door. Drop down into the center and exit through the door to the left, make a right, make a right, make a right, a left, a left, make a right and drop down to the first floor. You will see an open door, take it go left, and drop down the hole in the floor. Take the only exit in this room, make a right, make a left, then a right, make a left, a quick right, make a left, through the door, a right and you will come up, go through the door and a new Nav point will appear. Make a left, a right, head all the way to the end, make a left, through the door make a right, make another right, go up the slope. Make a right, a left, a right, out the door and to the right. Head straight and to through the door, a new Nav point will appear. Go through the door, make a right, a left, through the door. ****************** 6.9.3) The Captain ****************** Objectives: -Follow Cortana's directions back to the control room. -Recover Captain Keyes. -Escape Via the Shuttle Bay. Make a right, through the door. Go straight, take the second left, and through the door. Go up to the elevated area, and watch a cutscene. Go down the slope and go left through the door. Make a right, go through the door, make a left, then a right, make a left, jump down to the lower level, but be sure to make 2 jumps, by that I mean dont jump striaght for the bottom, there is a platform that is in the middle hight, jump to that first, a Nav point will appear. Hop in one of the Banshee's here and and take off. ------------- 6.10) The Maw ------------- *************************************** 6.10.1) ...And the Horse You Rode In On *************************************** Objectives: -Make your way to the bridge. -Get to engineering by way of the cryo storage facility Go out through the pod and make a left, go to the end of this hallway, make a right, and another right and go into the Maintenance vent. Make a left, a left, and drop down through the hole. Once at the bottom go through the opened blast door, make a right, down the hallway and make another right. Make a right, and then a left through an open door, down the hallway, left, then right, next go straight through the next door. Exit the door and make a left, then go right into the cafeteria, cross the room and go through the open door on the left. Make a left and go through the open door in this room make a left and then a right, a right, and go straight. Watch this cutscene. Turn around and exit the way you came in. Make a left from the exit of the Bridge and take the last right, go through the door on the other side. Go across the other side and through the door. Make a left, a right, go straight through the door, make a right and crouch under the door to your left. Take a right, through the door, make a right into Cryo B. Go to the far left side of this room and climb the ladder. Go into the control room for Cryo B and make a left, and make a right, then a left and go into the Maintenance Vent. Make a right, then a left, then a right go straight and exit the Maintenanc Vent. As you exit go all the way to the right and go into the Engineering sector. Make a right, and a left. **************************** 6.10.2) Light Fuse, Run Away **************************** Objectives: -Get to engineering by way of the cryo storage facility. -Use the control on the third floor to retract an exhaust manifold. Make a right, a left, and through the door, make a right and go up to the second level. Now all you need to do is just get to the Nav points. When you get to a Nav point retract the exhause coupling and jump down onto the retracting metalwork, walk up to the end and once the vent opens toss a grenade into it and blow it, timing is important here. Once it blows the metalwork will go back to its original position. Just keep up that process until you have done all four. After blowing all four of them a new Nav point will appear, that is your exit, hurry. Hop on to the elevator. **************************************************** 6.10.3) Warning: Hitchhikes May Be Escaping Convicts **************************************************** Objectives: -Escape from the Pillar of Autumn before it's too late. Exit the elevator and make a right and get into the Warthog, now drive your way out of here before it blows. You have 6 minutes, use it wisely. The exit is very linear, just go straight. There is oly one exit. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Cogratulations you just beat the game Halo, try the next difficulty +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================= 7) Frequently Asked Questions ============================= (None as of now) ================= 8) Special Thanks ================= -Bungie -Microsoft -GameFAQS