Halo (Xbox)
Halo FAQ/Walkthrough v1.0
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: : : : Halo FAQ/Walkthrough

Halo FAQ/Walkthrough

by WWEandNWOfan   Updated to v1.0 on
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                            GUIDE/LEGENDARY GUIDE

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--------------------------------
Halo: Combat Evolved
FAQ/Walkthrough
Version 1.0
Last Updated - January 17, 2007
--------------------------------


Search Key:

1. Legal Crap - :777LC4:
2. Coming Soon - :577CS4:
2.1 Controller Map - :351CM4:
3. What And What NOT To Do When Emailing Me :560WAWNTDWEM4:
4. Update History - :980UH6:
5. Weapons n' Stuff :WEPNENEMSTF:
6. Walkthrough - :000WT1:
6.1 Pillar of Autumn - :POA231:
6.2 Halo - :04HALO:
6.3 Truth and Reconciliation - :TRUTHAR:
6.4 Silent Cartographer - :SILCAR:
6.5 Assault on the Control Room - :AotCR3:
6.6 343 Guilty Spark - :343GS4:
6.7 The Library - :THELIB:
6.8 Two Betrayals - :2BET77:
6.9 Keyes - :KEYES8:
6.10 The Maw - :THEMAW:
6.11 Multiplayer :MLTPLYR:
7. Frequently Asked Questions - :89FAQ2:
8. Closing Notes - :CN6759:
9. Secrets 'n Glitches - :HCESECGLITC:


Table of Contents - :507TOC:





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   1. LEGAL CRAP :777LC4: 

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This is my FAQ for Halo: Combat Evolved, version 1.0 (yay!). When I first
thought of this guide, I couldn't think of one, until I remembered I wanted to
do a guide of this game. My goal is to write guides for every game I own.
They are: 

Amped (XBOX)
Amped 2 (XBOX)
Big Mutha Truckers (XBOX)
Enter the Matrix (XBOX)
Final Fantasy (NES)
Final Fantasy II (SNES)(started 07/29/06, 12% done)
Final Fantasy III (SNES)
Final Fantasy IV (PSX)
Final Fantasy V (SNES)
Final Fantasy VI (PSX)
Final Fantasy VII (PSX)(started 08/22/06, not even 1% done)
Halo (duh)(close to being done)
Halo 2 (DUH)
Jurassic Park (SNES)
The Legend of Zelda: A Link to the Past (SNES)
NASCAR Thunder 2003 (PC)(done)
NASCAR 2005: Chase for the Cup (XBOX)
NASCAR 06: Total Team Control (XBOX)
NASCAR Thunder 2004 (XBOX)
Pac-Man 2: The New Adventures (SNES)
The Sims (XBOX)
The Sims 2 (XBOX)(cancelled project due to dead disc)
Tom Clancy's Splinter Cell (XBOX)
Tom Clancy's Splinter Cell: Chaos Theory (XBOX)(already started)
Tom Clancy's Splinter Cell: Pandora Tomorrow (XBOX)
The Urbz: Sims in the City (XBOX)
WWE Raw 2 (XBOX)
WWE Wrestlemania 21 (no shi'ite)(cancelled project due to laziness)

NOTE: This guide is ゥ 2006 by Adam 'WWEandNWOfan' Sweet. I do not own the Halo
name (pretty freakin' obvious). Bungie Studios and Microsoft Corporation owns
Halo and anything else that they own. This guide is unofficial, and may be 
used for private use only, unless you have 
authorized written consent by me. The Halo name, and anything else 
associated with it may be distributed publicly with authorized written consent 
of Bungie Studios and Microsoft Corporation.

Now that that is clear, unless you are a complete waterhead, here is the rest 
of the guide.

Sites that are currently allowed to use this guide are : 

GameFAQs - *www.gamefaqs.com* (Yay, GameFAQs. GameFAQs rules.)
GameSpot - *www.gamespot.com*
Super Cheats - *www.supercheats.com*
Neoseeker - *www.neoseeker.com*
DLH.Net - *www.dlh.net*

Sites that are not allowed:

Cheat Code Central - *www.cheatcc.com* (Yes, you, Cheat Code Central.
I'm pointing at you _|_ ('O') _|_)
ICW Online - *http://s15.invisionfree.com/icwwrestling/index.php?act=idx*

If you want to use this guide on your site, simply email me at any of these 
adresses:

CONTACT CLOSED OFF (Too much crap from Gamecube fanboys)

Note that I am not going to tolerate plagarism, because it is bad and against
the law. So if you wish to keep your computer alive and virus free, DO NOT 
STEAL THIS GUIDE. I REPEAT, DO NOT STEAL THIS GUIDE. I will take legal action
if you take my guide and publicly distribute it without telling me first.

NN   N   OOO  TTTTT  EEEEE    Not all info stored in this guide is 100% 
NNN  N  OO OO   T    E      : accurate. Please notify me about spelling 
N NN N  O   O   T    EEEE     errors, grammar errors, updates for random
N  NNN  OO OO   T    E      : stuff, and et cetera.
N   NN   OOO    T    EEEEE    "Now serving number 67." ~ Sam Fisher

**If anyone sees this guide on anywhere but the currently allowed sites, notify
me immediately and they will get a VERY stern reprimand. If that doesn't work, 
read the last sentence of the above paragraph to see what I will do.

One more note, if you do not wish to see spoilers, LEAVE NOW!!!!!!! This guide
will have lots of spoilers in it's full edition, so if you are a spoiler hater,
don't even consider this guide.

NOTE: I have absolutely no clue if this will work for the PC version, but 
email me if it matches it, sorta. 

NOTE: I have added a new section called "Legendary Tips" to my guide.

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    2. COMING SOON :577CS4: 

-****000011112222211110000****-

The full complete guide ( I hope. I fear.)
More of the Secrets Section
More of the multiplayer section
And MUCH more......

-****000011112222211110000****-

  2.1 CONTROLLER MAP :351CM4:

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Default Setting -

A button - Jump
B button - Melee
X button - Reload/Action/Swap Weapons
Y button - Switch Weapons
Right Trigger - Fire Weapon
Left Trigger - Throw Grenade
Black Button - Switch Grenades
White Button - Turn Flashlight On/Off
Left Thumbstick - Move Master Chief
Right Thumbstick - Move Field Of View
BACK button - N/A
Start Button - Pause

Legacy Setting - 

A button - Jump
B button - Melee
X button - Reload/Action/Swap Weapons
Y button - Switch Weapons
Right Trigger - Fire Weapon
Left Trigger - Throw Grenade
Black Button - Switch Grenades
White Button - Turn Flashlight On/Off
Left thumbstick - Move Field of View/Move Forward/Move Backward
Right Thumbstick - Strafe Left and Right/Look Up and Down
BACK Button - N/A
Start Button - Pause

Southpaw Setting - 

A button - Jump
B button - Melee
X button - Reload/Action/Swap Weapons
Y button - Switch Weapons
Right Trigger - Fire Weapon
Left Trigger - Throw Grenade
Black Button - Switch Grenades
White Button - Turn Flashlight On/Off
Left Thumbstick - Move Field of View
Right Thumbstick - Move Master Chief
BACK Button - N/A
Start Button - Pause

Legacy Southpaw Setting - 

A button - Jump
B button - Melee
X button - Reload/Action/Swap Weapons
Y button - Switch Weapons
Right Trigger - Fire Weapon
Left Trigger - Throw Grenades
Black Button - Switch Grenades
White Button - Turn Flashlight On/Off
Left Thumbstick - Strafe Left and Right/Look Up and Down
Right Thumbstick - Move Field of View/Move Forward/Move Backward
BACK Button - N/A
Start Button - Pause



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3. WHAT AND WHAT NOT TO DO WHEN EMAILING ME :560WAWNTDWEM4:

-********00000000111111112222222221111111100000000********-

Do -

Send me questions, comments, ot anything like that.
Send me ideas for the next updates to follow
Send me grammar/spelling corrections
Send me praise for making this guide
Send me information that I may have missed
Send me requests to use this on your site if you ant

PLEASE DO NOT -

Send me viruses/spam (don't even try to)
Send me junk mail
Send me complete ****
tYpE lIke HOw I aM riGHT HerE, OR HERE, it makes me VERY mad!!!!
Or like this: "OOH, j00ur guide iz da suxxorz j00 suk, te Xbox iz da Halobox,
j00 suk"

(I guess I can call the PS2 the RatchetStation 2, or the JakStation 2. And the
Gamecube the MarioCube, or the ZeldaCube. Stop ****in' them, fanboys.)

Please include when emailing me-
Subject line - "Halo FAQ", "GameFAQs related", or "Guide Related".

If I don't see that, you will NOT be replied to, and I will delete it. I get
too much junk mail to respond to, and I will reply if those are put into the
subject line.

NOTE: Again, if anyone emails me, I will try as hard as I can to reply. If 
anyone going by the GFAQs name of SinirothX emails me, #%^& OFF!

-*****00000111112222221111100000*****-

      4. UPDATE HISTORY :980UH6:

-*****00000111112222221111100000*****-

Version 0.1- 11.4 KB 'Feb. 16, 2006'
------------
* Finished the basic skin, finished the first level. This is the first version
posted. Sorry the guide is so small, I don't have access to my Xbox right now,
as I write this. What I have written is all based off of memory.

Version 0.2- 16.3 KB 'Feb 28, 2006'
------------
* Finished some other things, like the FAQ section.. Wrote Lv.2 Halo while I 
was waiting for paint to dry.

Version 0.3- 18.9 KB 'Mar. 3, 2006'
------------
* Added more stuff.

Version 0.4- 22.1 KB 'Jun. 4, 2006'
------------
* Worked on a few levels, added more secrets.

Version 0.5- 24.8 KB 'Jun. 22, 2006'
------------
* Halfway done.

Version 0.6- 30.2 KB 'Jul. 4, 2006'
------------
* Worked on levels a bit.
* Added some of the multiplayer section.
* Added ASCII art. Don't bag me, I suck.

Version 0.7- 32.5 KB 'Aug. 1, 2006'
------------
* Added the rest of the chapter names.
* Updated ASCII art.
* Added "Thank Yous" section with ASCII art.

Version 0.8 (RELEASE)- 171 KB 'Aug. 23, 2006'
------------------------------
* Added the "Weapons, Enemies n' Stuff" section.
* Completed the walkthrough(kinda).

Version 0.9- 209 KB 'Aug. 31, 2006'
-------------------
* Halfway done with the Secrets section.
* Officially announced that I am cancelling my Sims 2 guide.
* Officially announced that I am cancelling my WWE Wrestlemania 21 guide.

Version 0.94- 303 KB 5 Year Anniversary '9/11, 2006'
---------------------------------------------------
* Sad that I had to send this in on 9/11.
* Did a lot of stuff in honor of 9/11.

Version 1.0-  KB
--------------------
* EL ***O WIPO!!!!
* Changed the headers. They will (probably) never change again.
* 'Bout time this thing reached 1.0.

-*****0000001111112222222111111000000******-

 5. Weapons, Enemies n' Stuff :WEPNENEMSTF:

-*****0000001111112222222111111000000******-

This section is designed to tell you about the weapons and stuff in Halo. Here
I will speak out about weapons, vehicles, etc. and give ratings too.


WEAPON STATS

Assault Rifle

Accuracy Rating - 4/10 *when held fuul autoe)
Range Rating - Short/Medium
Damage Rating - 8/10
Melee Rating - 10
Overall Rating - 8/10

Every man's dream is to wrap their hands around this baby. MAN, it is sweet! 
I used this on Legendary to take down a swarm of Flood when I held it full 
automatic!!! I know, that SEEMS impossible, but....

Human Pistol

Accuracy Rating - 10
Range Rating - All Around
Damage Rating - 9.9/10
Melee Rating - 4/10
Overall Rating - 7/10

The equalizer. On a multiplayer game, if you have it, USE IT. You can drop a 
target with headshots in 2-5 seconds. Overshield problems? Fuhgedaboutit. 1
clip will kill any mofoes bothering you. Overshield/active camo? Screw that,
RUN!

Plasma Pistol

Accuracy Rating - 6/10
Range Rating - All Around
Damage Rating - 5/10
Melee Rating - 7/10
Overall Rating - 6.4/10

MY baby. *makes a cat hissing sound* STAY AWAY!!!! Seriously, this weapon can
drop a target before they realize it.

Plasma Rifle

Accuracy Rating - 3/10
Range Rating - Short/Medium
Damage Rating - 6/10
Melee Rating - 4/10
Overall Rating - 4.5/10

This weapon is almost crap. I swear. If I see another Plasma Rifle, it will be 
TOO SOON. Bad firing rate, the cool-off time is slow, I could go on for hours, 
but I won't.

Rocket Launcher

Accuracy Rating - 1/10
Range Rating - Medium/Long
Damage Rating - 9/10
Melee Rating - 7/10
Overall Rating - 4/10

When you see a rocket come after you, here's what you do: 

   oo                  
  o  o                II
  o  o                 II
   oo                   II
iiiIIiiii                II
   II        IIIIIIIIIIIIII
   II                    II
  IIII                  II
 II  II                II
II    II              II

Sniper Rifle

Accuracy Rating - 10
Range Rating - Medium/Long
Damage Rating - 9/10
Melee Rating - 8/10
Overall Rating - 9/10

When you see this thing not kill something in at least 3 clips, tell me.

Needler

Accuracy Rating - 5/10
Range Rating - All Around
Damage Rating - 2/10 for individual rounds- a perfect 10 for the Needle
Explosion
Melee Rating - 6/10
Overall Rating - 9/10

The Needler is a GREAT all around weapon, especially if you empty out the 
whole magazine. It's funny to shoot out an entire thing onto one Elite and 
watch him run to his buddies. Most entertaining thing EVER.

Shotgun

Accuracy Rating - 3/10
Range Rating - Short/Medium
Damage Rating - 9/10
Melee Rating - 6/10
Overall Rating - 8/10

The shotgun is a good all around weapon, most useful on Blue Elites,
Grunts, and the Flood. Bullets spread, lowering the accuracy rating.

Energy Sword

Rate of fire - Only takes one swipe to kill
Accuracy Rating - Sharp
Range Rating - Lethal
Damage Rating - Lethal
Melee Rating - Lethal
Overall Rating - Lethal

RUN. That's all I can say to beginners. Run your ass. this thing is the most 
deadly of them all. Thank god we get it in Halo 2.

Plasma Grenade

Rate of fire - One every 3-4 seconds
Accuracy Rating - 5/10
Range Rating - 10
Damage Rating - 10 if stuck to someone/7 splash damage
Melee Rating - WTF? Can't melee someone with it, so None
Overall Rating - 8/10

Get this sucker stuck to your head and you are mincemeat.

Fragmentation Grenade

Rate of fire - One every 2-4 seconds
Accuracy Rating - 7/10
Range Rating - 10
Damage Rating - 10 if thrown under someone's feet/9 splash damage
Melee Rating - WTF? Can't melee someone with it, so None
Overall Rating - 9/10

Slightly better than plasma grenades, mainly because i've seen the videos of 
cool stuff being done with these suckers.

VEHICLE STATS

Warthog

Speed Rating - 8/10
Maneuverability - 7/10
Weapon Rating - 10
Chance of Roll over - Severe
Overall Rating - 6/10

Actually, I have to change my opinions about the 'Hog. Why I hated it before is 
completely unknown.

Ghost

Speed Rating - 4/10
Maneuverability - 9/10
Weapon Rating - 6/10
Chance of Roll over - Moderate to Huge
Overall Rating - 8/10

An all around vehicle.

Scorpion Tank

Speed Rating - 2/10
Maneuverability - 6/10
Weapon Rating - Almost Lethal
Chance of Roll over - Close to None
Overall Rating - 9/10

Who needs a speedy vehicle when you have a badass weapon with a machine gun? I
shure don't.

ENEMIES- 

The Covenant

Elites-

The Different Types:

Blue Elite (Rank: Minor): This is the most common Elite, you'll see 
them the most out of the Elite. They are fairly strong (on Easy, if you 
forgot what I'm referring to), and shoot well. Once you take off their 
shield, they yell, and you'll know you've pretty much finished them off 
(this last sentance goes for all Elite!).

Red Elite (Rank: Major): Less common than Blue, but still fairly 
common. They are stronger than the Blue considerbly, so watch out for 
them! Just remember they aren't as common as Blue, so don't get 
scared!!

Gold Elite: Rare, but VERY powerful. They take a lot of shots to kill, 
but nothing a close range shotgun blast will take care of (EASY 
difficulty!). They are quite rare, but you'll see them a few times in 
the game. Besides having a gun, there are Golden Sword Elite! These 
things can kill you in one hit (Normal and above), or 2 on Easy! Watch 
out, and keep your distance!

Black Elite (Rank: Spec Ops): I almost missed this one! It is found in 
Level 9, Keyes, and is quite powerful. Not as strong as silver, but not 
as weak as red. They are highly skilled, and your best bet is to hide 
and shoot, hide and shoot.

Silver Elite (Rank: Spec Ops): The rarest of them all! These are only 
found on Level 10 amd Level 9, luckily. There are very strong, and are 
tough even on Easy! They take a lot of hits, can deal damage well, 
throw grenades, and melee good! No sword versions, thank god!

Invisible Elite: The most annoying of all, they are totally invisible from 
long distance, and hard to see even up close! Your best bet is to use 
an Assault Rifle to guess where they are because when you hit them, you 
can see them for a few seconds.

NOTE: If you use 2x Magnification on the Sniper Rifle, you can see the 
ripples that they make. You can shoot them then.

Strength: Elite are very powerful in their shield and physical body. 
They take a lot of hits to kill, but on Easy the Blue Elite are still 
pretty easy. They shoot good, powerful, watch out! Plasma weapons work 
great against them, so pick one up!

When fighting the Elites, a good way of dealing with them is to run at 
them and shoot them with an entire clip of the assualt rifle, and if 
they're not dead, either switch to a second gun while reloading the 
assault rifle, or continue towards them and sidestep when they attack 
with melee and punch their back.
To know where the invisible Elites are, look for the ripples they make. 
Fortunately, the plasma sword wielders are very conspicious, so they 
can't kill you without you seeing their sword.

Difficulty Rating: 5.75/10

Legendary Note: Elites are incredibly tough on Legendary, even the Blue 
ones! They shoot VERY quickly, and take a full clip (60 shots) of an 
assault rifle! Red, Gold and Silver are insanely tough to kill (just 
takes a while). Best bet is to hide to reload, and don't get close!

Legendary Rating: 9.0/10

Grunts-

What they look like: Grunts are the smallest Covenant. They come in 
several different colors, but the most common body armor color you'll 
see is orange. They are roughly 5 feet tall.

What weapons they use: Grunts most commonly use Plasma Pistols, Plasma 
Grenades, Plasma Rifles, and Needlers. They aren't that good of a shot, 
so you don't have to worry too much.

The Different Types:

Orange Grunts (Rank: Minor Grunt): The most common, they are seen on 
every level with Covenant. They are fairly easy to kill, one or two 
shots with the Pistol will take them down.

Red Grunts (Rank: Major Grunt): There are usually one or two of these 
around where there are groups of Grunts. My guess is they are Captain 
Grunts. They can take more damage than normal (orange) Grunts, but 
still should be nothing to worry about.

Silver Grunts: These Grunts appear on Level 10, The Maw, as well as 
Level 9, Keyes. They have Silver colored body armor, purple colored 
skin, and carry a big gun (not anything you can use, the fuel rod 
cannon that are on Banshees and Hunters). They take more shots to kill, 
but nothing a well placed head shot can do :).

Black Grunts: Supposedly appear on Level 9 and 10 as well. They more 
than likely use the same weapons as the Silver ones, but I'll get 
back to you all on this one.

Strength: The overall strength of the Grunt is very weak, just a couple 
of shot with any gun will take them down (excluding the Rocket 
Launcher, it'll kill pratically anything in one hit). Useless, weak, 
pathetic, sucky, they're just annoying.

Difficulty Rating: 1.25/10

Legendary Note: These little pests can hold their own in groups on 
Legendary. With groups, I recommend that you use a grenade, or hide by 
a wall, peek out, shoot, hide, or sidestep like crazy. 

Legendary Rating: 3/10

Jackals- 

What they look like: Jackal are blue Covenant hiding behind their 
shields. Their shields come in different colors (explained later), and 
are fairly common. About 5'8" tall.

What weapons they use: Jackals are seen only using Plasma Pistols. They
can shoot fairly well, so be careful! (Fast on Legendary too!)

The Different Types:

Blue Shield Jackals (Rank: Minor): This is the most common type of 
Jackal. Whenever there is a Jackal, it's usually this one. They are 
weaker than the Gold Shield Jackals (in terms of Body Strength AND 
Shield Strength), but should still be treated with caution.

Gold Shield Jackals (Rank: Major): This Jackal is not as common as the 
Blue Shield Jackals, as they are stronger in Body Strength, and take 2 
melee attacks to kill (on Easy). Tougher, but still nothing to get 
scared about!

Strength: As mentioned above, Jackals are good shots, take a few hits 
to kill, and to hurt them you have to shoot that little spot where 
their gun is, otherwise a grenade or melee attack will do. You can't 
destroy their shield with human weapons, but plasma weapons will do 
nicely to wear it off.

Against the Jackals, an effective way of the beating them is to keep 
shooting them with the assualt rifle and run towards them. It seems 
that they usually hide behind their shields and stop firing. When your 
close enough, you can melee them to death. The only problem with this 
tactic is that it uses a lot of ammo. But if you're lucky, you could 
have hit his arm by the side holes and have killed him after you 
unbalanced him.

Difficulty Rating: 4.25/10

Legendary Note: Jackals can be a real problem when well positioned on 
Legendary (like up high and far away). They shoot quick and accurate, 
so you can't use a scope to hit them up close (which is a good 
technique on Easy and Normal). Tough!

Legendary Rating: 6.5/10

Hunters- 

What they look like: Hunters are about 8 feet tall. They have spike 
like things on their back, and have blue armor, a grey unkown alloy 
shield, and their orange skin. If you look at their visor, it's green 
underneath.

What weapons they use: Hunters only use one weapon: The Fuel Rod Cannon 
(which are found on Banshees, used by pressing the L trigger, explained 
later!). They will use their shield to melee attack you when you're up 
close, so stay far away!

The Different Types:

Blue Armor Hunters: This is the only type of Hunter in the game (to my 
best of knowledge). I've explained what it looks like before. They are 
quite powerful, as if you don't hit them in the right spot(s), they 
will only take about 1/8th of the damage! (explained below!)

Strength: Hunters are very strong, as they will use their shield to 
block your attacks. If you have a rocket launcher, by all means use it! 
Otherwise, hit the orange parts, that seems to do more damage to them. 
It only took me one shot with the pistol to kill it by hitting it in 
the orange spot!

Against hunters, I use an ammo conserving way. Usually, you find them 
in twos with no other enemies around, so it's easier to kill them. You 
can use a pistol, sniper rifle, needler or plasma pistol. If you don't 
happen to have those, you can use a plasma grenade, but it's harder. 
This is very simple, run up to one of the hunters, whilst dodging the 
fuel rod shots, and sidestep when they charge. This should cause them 
to have their backs facing you and you just basically shoot their 
orange spot. Or plant a plasma grenade on it and run like hell. Another 
way of fighting them without firing a single bullet is to do the same 
thing, but melee his orange spot instead.

Difficulty Rating: 4.5/10

Legendary Note: Hunters aren't much different on Legendary than the 
other difficulties. They do more damage when they hit, so stay back, 
use a scope weapon to pick off their weak spots. Not too hard, stay 
back and dodge!

Legendary Rating: 5.25/10

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          TABLE OF CONTENTS :507TOC:

-******00000011111122222221111110000000******-

1. Legal Crap
2. Coming Soon/2.1 Controller Map
3. What and What Not to Do when Emailing Me
4. Update History
5. Weaopns n' Stuff
6. Walkthrough - 6.1 - Pillar of Autumn
                 6.2 - Halo
                 6.3 - Truth and Reconciliation
                 6.4 - Silent Cartographer
                 6.5 - Assault on the Control Room
                 6.6 - 343 Guilty Spark
                 6.7 - The Library
                 6.8 - Two Betrayals
                 6.9 - Keyes
                 6.10 - The Maw


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           6. WALKTHROUGH :000WT1:

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Welcome to the walkthrough section of this guide.

Levels that are in this walkthrough-

6.1 - Pillar of Autumn/100% done
6.2 - Halo/100% done
6.3 - Truth and Reconciliation/100% done
6.4 - Silent Cartographer/100% done
6.5 - Assault on the Control Room/100% done
6.6 - 343 Guilty Spark/100% done
6.7 - The Library/100% done
6.8 - Two Betrayals/100% done
6.9 - Keyes/100% done
6.10 - The Maw/100% done
6.11 - Multiplayer Levels/89% done

NOTE: I now have the Xbox back; expect big updates now.


NOW...........

GET READY.....

FOR...........

MY GUIDE!!!!!!


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        6.1 Pillar of Autumn :POA231:

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"Revielle"

Watch the cutscene. A good cutscene. When you get control of your view, follow
the instructions that the instructors give you. When you get out of the
cryotube, follow these instructions. When the Covenant raid the lookout room,
wait until the guy gets there, and then when he says, "This way!", leave the
room, but do not follow him to the door. Instead, head forward until about
halfway through the hall, then look left. You should see a pipe barricade.
Jump over that and continue going right. Once you get through the second door,
crouch-walk under the half-closed blast door. Go right, and once you get to a 
blast door, turn around. You will see a door on your right. Head through that,
and when you get to the Elite, ignore him and run left. At the end of this
hallway, turn right. Run to the marine standing at the other side of this 
hallway. Just jump over him, then continue through this room until you reach
the door, then turn left. Go to the end and turn right. Keep following this 
VERY linear hallway. When you get to a right turn, go that way. You are now
on the bridge. Go to the end of the bridge and trigger the cutscene (skip if
you want).

"AI Construct Cyborgs First"

Keyes doesn't keep his gun loaded? WE'RE SCREWED!!!!!1!!!!!!1!!!!!
Now time to start backtracking. Once you get the pistol ammo, (it triggers
itself, so don't bother looking) head into the cafeteria. Kill all and 
anything you see in the cafeteria, and then head to where they poured out 
the second time. Kill these grunts, then head to the middle of the small room
outside of the cafeteria and head through the hallway. Damned Covie bastards 
are everywhere. Head to the Marines, then the PoA will shake. One of the
Marines says something, then head right, then left. Head left at the end of 
this hallway, then walk to the airlock door. Kill these Covenant that come out 
then go into the covenant ship to get an overshield. Walk out then head right.
Go left from there and look for a door. Head into it and kill these Covenant.
Go right at the end then go left. You should see Marines WAY further down the
hallway. Mid way down the hallway, there will be another fork in the road.
Head right down this hallway, then go left. Kill these Covenant, then go right.
Go left, then straight. Kill all the Covenant after going left again. If your
overshield ran out, go into this Covenant ship to get a new one. Head left if
you didn't go to the lifeboat. Head right, then crouch-walk under this
barricade.

Kill all the Covies in this area (and the Marines too, if you feel 
evil.), then head left at the intersection facing the same direction you came
in. Go right, then straight. Go left, then right. Hike up the stairs then kill
all these Covenant also. Go through the opening with '2' marked on the side.
Head right then straight. Kill the Covenant,  then head right. Kill these 
Grunts then head left. Kill everything in this area, then head right. Go right
at the end of this hallway. Head left then use your pistol (if you got one) to
snipe these Grunts. Head straight through this hallway, then go right. Wait 
until Cortana stops talking, then go through the door on your right. Go about
3 feet, then head left. Head right, then left. head right again, then go 
straight, then more than halfway down this hall, go right. Go straight, and 
through this door. Go to the half-bent door and melee it open. Go left, then 
straight. Go left again, then melee the grunt in the back if the game spawned
it. Go through the first entrance on the left. Turn right, then kill these 
Covenant. Go to the second entrance on your right, then it's pretty simple.
When you see an Elite in the distance, if you kept your pistol, shoot it 
enough until an explosion happens. Go to the end of this hallway then go right
Kill these Grunts if the next explosion fails to wipe them all out. Go left 
near the burning barrels. Once you go through this door, go right at the 
end, then kill these grunts. Go left then straight. Go right at the end, then 
just keep going. Go through this door, then kill these Covenant. Head left, 
straight, then left again. Kill these grunts, then head right. Kill everything
you see, then go left. This is where you learn how to use grenades. Kill the 
Covenant here then head through the third shuttle bay door on your right (if 
you stayed near the grenades). Con-freakin'-gratulations! You finished the 
first level out of the ten in the game. Levels will get harder from here; be 
prepared.

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       6.2 Halo :04HALO: 

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"Flawless Cowboy"

You start out in a downed lifeboat. Step out and just look at the excellent
scenery. Beautiful, ain't it? Head to the bridge on your left, then go across.
Go right up this hill. You may want to blow up the Banshees that show up. Go 
over the hill and kill every Covie you see here. Go through the gap and kill 
these Covenant around the next bend at the large structure. Wait here at the 
structure. You now will have to fight off 5-9 waves of Covenant, depending on 
the difficulty. Once Foe Hammer drops off the Warthog, get in and drive to a 
tunnel. Wait for a few seconds and a NAV Point will show up. When it does, 
drive to it and through the tunnel. It is straightforward, so don't worry. 
When you reach the big area, get out of your Warthog and head right 
through a gap in the wall. There will be a red Elite in there. Kill it 
and head forward to a switch. Flip it and you will see a mini cutscene. Head
back the same way you came, but go over the bridge. Head through this tunnel 
all the way outside.

"Reunion Tour"

There are three ways to take this. Go to the entrance on the cliff directly in 
front of you. Kill ALL of the Covies in this area and rescue the Marines. They 
are in the first structure you go by. When Foe Hammer comes (you will know 
when after Cortana calls her with the radio), get back to your Warthog. Now you
will have to go to one of the following areas first: 

'The Rockslide Area'

Head out the same way you came and head forward, the opposite way of the 
tunnel. Head right at the first gap in the wall. Here you will have to fend 
off 5-8 waves of Covenant (depending on which difficulty you chose). 
When you do, leave when the dropship comes.

'The Hillside Area'

Head out of the same gap then go further right. You will see a gap in the left
wall. Go in there and fend off 5-7 waves of Covies. This time, don't leave 
when the dropship comes. Get in the dropship. Piece of cake.

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       6.3 Truth and Reconciliation :TRUTHAR:

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"Truth and Reconciliation"

You get dropped off on a cliffside with several other Marines. You now have to
covertly kill the Covenant in the next area. When you do, or if you do, head 
over to the next cliffside. Kill all of the grunts and jackals here. Now head 
over to the next area and kill all of the covies here. Here's a beginner's 
tip: 

From where you entered this area, go straight. Go around the mini-cliff. Go 
into that enclosed area on your right. Go through the gap in the wall.

Finish off all waves of the Covies in this area. Get into the lift.

"Into the Belly of the Beast"

In here, you will have to fend off 8-12 waves of Covenant. End their miserable
lives for them. Now head through a white marked door. You will know what I'm 
talking about when you look at the rest of the doors. Well, it should be 
marked with a NAV Point. When it shows up, go through the door and make your 
way to the end of the hallway. Kill all of the Covies that you can. Go through
the NAVPoint marked door and follow the hallway. The only way I can remember 
how I did this is, as long as you are fighting Covies, you are going in the 
right direction. Use that to make your way to the control room of the ship.

Once you get there, use the first doorway on your right to snipe the Gold 
Elite in the head. Stand in the doorway and crouch when you do this so you
aren't seen and so you don't alert the rest. Once they all have lead in their
goddamn heads, head into the door that was straight across from the way you 
came in. Head through this way and continue heading to the cellblock. When you
get there, stand in the door and surprise them. *joke*I swear, I saw the 
grunts wearing skirts!*end joke* Release the doorlocks and run to the 
captain's block on the right.

"Shut Up and Get Behind Me... Sir"

You now have to find a way off the ship. Wait for the cloaked Elites to come 
through the door. Pump their asses full'a lead. Head through the same door 
and end these Grunts' and Jackals' lives fast and painful. Head left. Make 
your way though this hallway until you make it to the control room. Cortana 
will initiate a radio conversation with Foe Hammer. She can't get in because 
of two Banshees. You now have to get to the ship bay. Follow the NAVPoint.
You will make it there after a kinda-long hallway. Release the locks on the 
dropship. The switch is behind it, on the third floor. Watch the cutscene.
Now to find the Silent Cartographer.

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       6.4 Silent Cartographer :SILCAR: 

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"Silent Cartographer"

You get dropped along with 4 Marines and another Pelican on a beach which
now you kill all of these Covenant. When you get the Warthog, go forward 
to the next area. Have your Marines lay waste to the Covies here. Go up the 
hill. Fight your way into the structure. When you get to the door, it will 
automatically shut, preventing all access into the building. **** ***damn 
mother****ing son of a *****. ****in' Covie bastards slammed the door on us.
Head back out.

Take your Warthog to the right and keep driving until you see 
a gap in the cliffside. Get out and run in. Kill everything you see along 
this path. Run into the next area and kill these two Hunters. Now head forward
into the next area and kill all of the Covenant. Now head into the next area
and kill these Grunts. Run into the structure and head left at the bottom. 
Two Hunters will show up at the other end of the room. I think you know what 
to do here. After they're dead, run either left or right around this wall and 
head forward. Deactivate the security system.

"It's Quiet"

After shutting down the secutrity system, head back out to the room. There 
will be two to five invisible Elites. Snuff them and head out. Now head back 
to the Marines. Now drive back to the place where they slammed the door on us.
Drive up the hill and over the Jackals. Head in the structure and run through
the tunnel.

"Shafted"

Head right after it says the chapter name to see a cutscene. Head through the 
left way this time. Melee the Elite in the back, then head up the ramp on the 
right. Run into the room and kill the Covenant in here. There will be a door 
somewhere in this room. Go through it and kill the Jackals in here and head 
down. Now kill the Hunters as well as the other Covenant. Find a hole in the 
wall. Go down to the lower level. Kill all Covenant. You'll see why in a 
moment. Now, find your way to the map room. I'll give you a hint - look for
the outside part on the lowermost level. It's on the right facing the outside.
Now head back the same way you came. Run outside to the edge, be sure to take 
care of the invisible Elites. When you do, the Pelican will come. Jump in and 
watch the cutscene. Now comes a particularly easier level, if you're good 
enough.

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   6.5 Assault on the Control Room :AotCR3:

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"I Would Have Been Your Daddy..."

As soon as you jump out of the Dropship, a few enemies will make their way
through the door on the right. To cliff on the left leads to death, so try not
to fall off while fighting. There are multiple ways of dealing with the
Covenants that come: you can always use those shields that are set up for
protection and take them out by standard fire, or you can even jump on one of
those Shade guns and start killing Covenants, concentrating on the Elites
first. After dealing with the Covenants, make your way through the door on the
right. At the entrance, take note of that white arrow on the floor. These arrow
will become useful later on if you are having trouble finding the right exit in
a particular room. Make your way through the corridor and you will soon meet a
Grunt. The best course of action might be to take it out with a melee attack.
Beyond the Grunt, there is a door that leads into a room filled with Covenants.
This circular room has an outer pathway, with a room in the middle. Covenants
will be strategically positioned all around, so use the structures and walls
for cover. Also, you might eventually want to trade your Assault Rifle for a
covenant weapon. Use plasma grenades liberally, as they can be found around
almost every dead Covenant. After the Covenants are dead, you should find a
door on the other side of the room. In case you are not sure which door to
take, use the arrows on the floor (in front of each door) as reference points.
Go through the door and follow the corridor. You will soon come to another
door; behold, the snow. Beautious as it may be, this is no tourist spot. You
will see a Dropship as you approach the door leading outside. The Dropship is
requesting help. Ahead is a bridge that leads to the next area. You have a few
options here:

(A)If you wait for the entire message from the Dropship, Grunts will wake up
and start using the Shade guns to the left and right of the door you are coming
out of. You will have to take them out while they are shooting at you, which
can be risky.

(B)If you go immediately out the door, even before the Dropship is in site, the
Grunts will be asleep. There are two just behind the Shade guns, and two a
little bit further along the bridge. If you use melee attacks, the Grunts will
not wake up and will instantly die. This is much safer.

After the Dropship lands, however, all enemies on the bridge will be alerted.
One thing to note, this bridge has two levels. On the left and right sides of
the bridge, you will find ramps leading down to a lower level of the bridge.
There are Covenants here as well. Make your way across the bridge, taking out
the Covenant forces as you go. There are a few Elites, several Grunts and
several Jackals. There is also an Elite with a plasma sword. Those structures
in the middle of the bridge make for good cover spots. You don't have to take
out the Covenants below, but if you do not, they could sneak up on you from
behind. If you happen to look over the side of the bridge, you will see a nice
valley below. You will be here soon, but you can't simply jump down as the fall
would kill you. On the other side of the bridge, you will find two more Shade
guns. Most likely, Grunts will be using them so take them out quickly. Exit the
door at the end of the bridge. Follow the corridor to another circular room.
The exit to this room is just to the right of the entrance, but a solid wall
blocks your path and you must travel almost all the way around to reach it. So,
travel around this room in a clockwise direction to reach the exit. Almost half
way around the room, on the left side, you will find a First Aid kit, some
ammo, and a few fragmentation grenades, lying right next to the dead Marines.
Continue in a clockwise direction, taking out the Covenants as you see them.
Some Covenants are in the center of the room while others are at a higher
elevation, so just be careful. When you are through, find the exit and follow
the path. This path will lead to a lift. Get on it, and press the switch to go
down.

At the bottom of the lift, follow the corridor and you should see some sleeping
Grunts in the new hall. Take them out using melee attacks, and enter the large,
circular room. This room can be confusing during chaotic fights. The room has a
circular path around the outside, with an inner room. The left side of the path
is blocked off, so you will have to travel in a counter-clockwise direction. As
you make your way around the room, continue using melee attacks until the
Covenants have been alerted of your presence. There are a few Elite in the
room, along with several Jackals and Grunts. Use the structures that litter the
path to dodge incoming fire, and remember to take out the enemies in the center
room. The exit is marked by a white arrow and is located almost all the way
around the room. Leave the room and follow the corridor. You will emerge at the
bottom of a snow-covered canyon; the very canyon you might have seen from the
bridge above.

This new snow-covered area can be daunting at first. As you enter this area,
you should notice a battle raging on to the left; these are the Marines, and
they are using Covenant weapons! If you take out the Shade gunner on the left,
you can use the Shade gun to take out another Shade gun turret across from the
Marines. There is a small group of Covenants fighting the Marines, so go help
them out. An Elite will board one of those Ghost vehicles parked near the
canyon wall, opposite the side you entered. Stick a plasma grenade to it and
his ride will end. Or, if you do not wish to damage the Ghost, you can shoot
the Elite directly since he is exposed. Now you can drive the Ghost around and
run over and/or shoot any remaining Covenants to help out the Marines. There
should be another Ghost, unused, parked near the area the Elite found his. You
should also notice the large, blue, plasmatic energy balls landing near your
area. This is from the Covenant tank, however, you will not be able to pilot
this vehicle. This vehicle is quite dangerous, so use a few grenades to take it
out quickly. Near the overturned Warthog you will find a First Aid kit, ammo, a
Sniper Rifle, and a Rocket Launcher. You can also find additional rockets
behind a rock near the area where the two Ghosts were parked. After taking out
the Covenants, get what you need and head in the direction that the Marines
were firing. (If there are any surviving Marines, I would take the Warthog for
the extra firepower. If the Marines are dead, however, the Ghost vehicle will
work better because you can drive and shoot at the same time.) As you make your
way through the canyon, be sure to take out all of the Covenants as quickly as
possible. There are a few groups of Jackals up ahead, but running over them
will take them out quickly. Just before the canyon curvs to the right, there is
a semi-steep drop-off that you must drive down. Just keep enough speed so that
you don't flip when you go over the edge.

After the drop-off, you will notice a few things: there are more Marines
fighting, there is a crashed Dropship, and there is a Scorpion tank... yes!
Climb aboard the tank, and take out the Covenants with ease. (The Right Trigger
button fires explosive rounds, the Left Trigger button fires the tank's machine
gun.) Any nearby Marines will jump on the tank and use their primary weapon.
Before advancing, there is a First Aid kit, Rocket Launcher, and additional
ammo under the crashed Dropship. As you continue through the canyon, the path
splits. Both the left path and the right tunnel lead to the same area, but
before you can decide what to do, more Covenants will come in. You might have
to take down a few Ghosts as well, but the tank's explosive rounds work
wonders. After taking out the Covenants, it doesn't really matter which path
you take. However, the left path through the canyon seems more efficient due to
its position.

As you make your way into the new area, you will notice a structure at the
other end. Reaching the structure is your goal for now. There is an Active
Invisibility located to the right of the structure (next to a rock), but trying
to get it before killing most, if not all, of the enemies will be much harder
than just taking on the enemies from far away. On your way you will have to
fight standard ground enemies; Elites, Grunts, and Jackals. As you progress
toward the structure, a few Ghosts will get in your way, so use the tank to
dispose of them. You should also notice Covenant tank fire. You can take out
the Covenant tank in just a few shots if you use the tanks explosive rounds.
You will also need to take out the three Shade guns; one in the middle of the
field, one near the far left corner, and the last near the far right corner. As
you reach the section just before the structure, and the game auto-saves (you
see the message "checkpoint... done"), turn around, face the direction you
entered from, and look up to the sky. A Banshee, or flying Covenant vehicle,
will fly down for a bit of fighting. The guns on the Banshee can cause major
damage. Try to line up the Banshee in your sites and use the Scorpion's machine
gun and explosive rounds to take out the Banshee. Also, there is a Covenant
tank on the snow bank above the structure. You do not have to take this tank
out, just stay near the base of the structure and the plasma balls will not
reach you. There will also be two Hunters and a few Elites that come from the
entrance to the structure down the slope. Now might be a good time to use the
Active Invisibility to the right of the structure, or you could just use your
tank's explosive rounds. Before following the path leading down into the
structure, you can find a Sniper Rifle, several grenades, and other ammo behind
some rocks to the right side of the strucure, near the area the Active
Invisibility was found. When you are ready, take the tank down the slope at the
base of the structure. Get out and hit the switch to open the large door.

Make your way though the tunnel using the Scorpion tank. You will come out in a
cool looking cavern area, however, the Covenants here are numerous. There is a
bridge to the left that you must cross to reach the other side, and the bridge
to the right, which isn't complete, has a Shade gun on it. Take out the enemies
to the left and right sides of the cliff you are on. The far right edge of the
cliff on your side contains some rockets, several grenades, and other ammo. The
far left side of the cliff on your side contains a Shade gun, which you should
take out, and a few additional Covenants. Before you cross the bridge, you
might want to take out some Covenants from the side you are on. There are a few
Elites and two Hunters on the other side, but you can easily take them out from
the side you are on if you use a Sniper Rifle, Rocket Launcher, or the Scorpion
tank's explosive rounds. When you are ready, cross the bridge, and take out any
Grunts and Jackals that may be waiting for you. There is also a Shade gun to
the left, after you cross the bridge, but there may or may not be someone using
it so you might not need to take it out. When you are ready, press the switch
to the left of the door that is directly in front of the bridge you just
crossed. With the door now open, take the Scorpion tank through the tunnel.

"Rolling Thunder"

Soon, you will meet up with more Covenants in the tunnel. Take out the Elites
before they can use the two Ghost vehicles sitting in the tunnel. The tunnel
will then curve to the left and the slope will increase. Shoot the Covenants as
you make your way up the slope and out of the tunnel.

When you near the top of the slope, you should see a Covenant dropship landing;
there are quite a few Covenants up ahead. After you leave the tunnel, two Ghost
ships will come at you. If you fire the Scorpion's explosive rounds early
enough, you can take both of the Ghosts with one shot. There are also dozens of
Grunts at the top of the slope. A good tactic is to use the Scorpion's machine
gun while the primary gun on the Scorpion tank is recharging. Now that the
Covenants in the immediate proximity have been eliminated, you should carefully
choose your next battle plan. This next wave of violence can be tough. In the
middle of the snow-covered area you are in, there is a large stone tower: you
can go to either the left or right side of it. The right side has a Shade gun
on it. The left side contains a few Ghost vehicles in operation by Elites, and
a Shade gun on a rock plateau in the middle of the path. There are doors on
both the left and right side of the large stone tower; enemies will pour out of
either side when you drive by. After taking them out, you can enter the tower
via one of the doors. Just be careful, there is an invisible Elite with a
plasma sword inside. Behind him, over in the corner on the shiny floor, you can
find an Active Invisibility. Other than the two hallways that lead to the left
and right sides of the stone tower, there is a ramp that leads to a higher
ledge on the tower. There are a few Elites up here, and this ledge makes for a
great sniping spot for any enemies you may have missed. When you are ready, go
back outside and get in your tank. Now head for the back side of the stone
tower. Use the explosive rounds to take out the Covenant tank hovering over the
frozen pond. After that, head in the direction that the Covenant tank was
located. Get ready for a some hard situations. Two Hunters and two Elites will
come from a path located to the left, and a Banshee will come from behind. I
would take out the Hunters first, then try running over the Elites while aiming
up at the sky and taking out the Banshee. If things get to chaotic, either
temporarily retreat or leave the tank all together. You should have enough ammo
for your Rocket Launcher that you can take out the enemies quickly on foot.
After the Covenants have been eliminated, jump back in the tank and head for
the narrow path that the Hunters came from. Follow the path until you reach
another opening.

In the new area, on one side of a cliff, you will see several Covenants near
the trees to the right. There are also a few Grunts and Jackals further to the
left near a rock. Advance slightly and use the explosive rounds to take out the
Shade gunner positioned on the cliff across from you. Then, make your way to
the left side of the cliff you are on and you will see a ramp leading down to
the valley  below. (The valley is actually composed of frozen water, so the
tank controls will be a bit looser.) At the bottom of the spiraling ramp, you
will be joined by about five Marines on foot. If you have any room left on the
tank, some will jump on. Then, a Covenant dropship lands nearby. Grunts,
Jackals, and Elites will start coming down the ramp you just came down, so take
them out! Once those Covenants are taken care of, work your way around to right
side of the ramp and through the valley where the Marines were located. Around
the bend to the left, two Hunters will be waiting for you. Since you probably
have four Marines on the Scorpion right now, it might be a good idea to take
the Hunters out on foot: especially if you still have a Rocket Launcher. This
will ensure that the Marines are not helplessly slaughtered. There is also an
Active Invisibility located on the wall behind the Hunters, incase you wish to
take them out while invisible. The only problem is that you will have to go
right next to the Hunters to get the Active Invisibility, which almost
nullifies the purpose. Near the Active Invisibility, behind a rock, you will
also find some ammo and a First Aid kit. At the end of the canyon, behind the
Hunters, you can see some round, pipe-like structure. You will need to go
through here to reach the next area. The primary purpose of the pipe-like
structures is to keep you form bringing the Scorpion tank though. Yes, that's
Bungie's way of telling you that you can't use the tank for the rest of the
level! So, leave the tank and go through the passage beyond the pipe-like
structures.

The tunnel is  quite short, and, at the entrance to the new area, you will meet
an invisible Elite, and some Jackals and Hunters! Now you are at the bottom of
another canyon. If you look up, you will see two bridge. You will be here soon,
but not yet. Continue to make your way up the slope. An Elite will meet you on
the way, and hopefully your Marines will still be there to help. Behind you,
directly above the passage you just came from, you will see a Shade gun. Take
out the gunner to prevent trouble. You get a message saying that the Covenants
have secured a position ahead in the rocks. Make your way up the slope and
fight off the slew of Covenants, which consists of Grunts for the most part. As
you advance toward the two bridges overhead, you will see a structure. To the
right of the structure, embedded in the canyon wall, there is a door. This is
your goal, but first take out the Covenants ahead. Use the rocks as cover, and
take out the Shade gun on the left. There are also two shade guns on the right
side, guarding the entrance to the door in the canyon. Additionally, a Banshee
and a Ghost vehicle will try to take you and the Marines out. Use your Rocket
Launcher if you still have it. If not, use your most powerful weapon, a Shade
gun, or a downed Ghost to take them out. There are two dead end tunnels under
the structure, and they only contain Elites. Avoid them unless you are just
feeling frisky. As you approach the door embedded in the cavern, two more
Elites will come out. After taking them out, proceed inside and prepare for a
familiar structural setup.

Go through the corridor until you reach the next room. This room is quite
similar to the previous rooms at the beginning of the level. The right side is
blocked off, however, so you will have to travel in a clockwise direction to
reach the next exit. Use melee attacks as long as you can, then mix things up
with a few grenades. There are a few Elites, but mostly Grunts in this area.
The exit, in this case a hallway, is around on the other side. There is also a
white arrow marking this path as well. So, after taking out the Covenants, find
the exit and continue down the hall. This will eventually lead to a lift, so
get on and press the switch. You are greeted by a Jackal at the top of the
shaft, so greet him back with a nice weapon. Continue through the corridor and
down the hall. In one of the next halls, you will come up behind two Jackals.
Take one of them out melee, and quickly finish the other. Also, in that same
room, there is a First Aid kit and some ammo at the top of a small block.
Continue through the corridor, and up the small ramp. There are quite a few
Grunts at the top of the small ramp, so have a good grenade ready. You are now
in a circular room, but the path leading around is blocked off to the left. So,
travel in a counter-clockwise direction. The center area has several Elites,
Jackals, and Grunts in it, and the musical score will heighten to let you know
of the chaotic fight at hand. After taking out the Covenants, find the door,
marked by a white arrow, on the other side of the room. Go through the door and
follow the corridor. This path leads outside, to one of the two bridges that
you saw from below.

When you exit the corridor, you will be on a bridge. There is another bridge
over to the right, however, you are not able to reach it just yet. Notice the
glass shields on the left and right sides of the bridge; these will come in
handy when dodging enemy fire from the other bridge. To the left and right
sides of the entrance, you should notice several sleeping Grunts. Take them all
out with melee attacks, then proceed across the bridge. Eventually you will be
spotted and fired upon by a Jackal. Now all of the Covenant, including the ones
on the other bridge, will be alerted of your presence. Try to keep to the left
side of the bridge as you make your way across. This protects against some of
the Covenant fire coming from the bridge to the right. There are a few Elites
ahead, but using the center blocks as cover should make taking them out easy.
Just be careful as you reach the end of the bridge: an invisible Elite is
standing near the group of Grunts waiting to take you out. Go through the door
at the end of the bridge and follow the corridor to the next room.

This circular room is quite simplistic, but is similar to the other ones. There
are a few Elites in here, but most of the enemies are gone. (My theory is that
some of the enemies that ambushed you on the bridge came from this room, so
numbers will vary from time to time.) Around on the left side of the room,
there are two dead Marines. Here you can find a First Aid kit, rockets, a
Rocket Launcher, and more ammo for the Assault Rifle and Handgun. When you are
ready, leave the room using the corridor on the opposite side of the area that
you entered. Like usual, there is a white arrow on the floor pointing in the
direction you should go. Around the corridor, as it turns to the right, you
will find a long hall with pillars on the left. Several Jackals and Grunts are
hiding here. Lob a few grenades at them to take them out in large numbers.
Proceed down the corridor, and follow the rest of the path. The path comes out
in another circular room filled with Covenants. The center room is different
this time; and there are elevated walkways that go around the room as well.
After disposing of the Covenants, make your way out of the room by the door on
the opposite side. The floor is marked by a white arrow in case you are
disoriented and do not remember which direction you came from. Follow the
corridor which leads outside to the next bridge.

Now you are on the second bridge. As the music takes a turn for the dramatic,
you might notice that the bridge you just crossed is to the right, and there
are two Hunters on it! There are also quite a few enemies on the bridge you are
currently on. Those glass barriers will be helpful while dodging the Hunter's
charged shots. A good tactic is to get the attention of the Grunts on the
bridge you are on. Then make your way back to the corner and use the glass as
protection from the Hunters on the right. Now you can take out quite a few of
the Covenants on your side without worrying about the Hunters. If you still
have a Rocket Launcher, use it combined with strategic strafes to take out the
Hunters on the other bridge. If you have no way of taking them out, stay to the
left and make your way across the bridge. Proceed to eliminated the Covenants
on the bridge and be cautious of the invisible Elite near the end. When you are
ready, preceed through the door at the end of the bridge and follow the
corridor to the next circular room.

In this room, the primary path to the left is blocked off, but the center area
is large enough that it doesn't really matter. On the immediate left, Jackals
are patroling. I would simply go to the right and take out the sleeping Grunts.
After that, take out the remaining Grunts and Jackals. The music will change
when the Covenants in that room have been defeated. There are no Elites, so
clearing this room should be simple. The exit is on the left side of the room,
so travel around to it and follow the corridor. You will soon be in a long
hallway with more pillar structures on the left. This time there is an
invisible Elite with a plasma sword hiding, so take him out pronto! Down to the
left, beside the wall, you can find your own Active Invisibility. As you
proceed down the corridor, you will find another invisible Elite; however, this
one does not have a plasma sword. After taking him out, follow the corridor to
the next circular room. The path to the left is blocked off, so take your booty
counter-clockwise. In the center of the room, there are two Hunters. Use a
Rocket Launcher from far away, or your good old dodge tactics to take these big
guys out. Grunts and Jackals will pour in the room from the exit. There is a
First Aid kit in the middle room where the Hunters were located, and rockets
are on a dead Marine near the exit. When you have killed the Covenants, Cortana
notes that you must be getting close; so, follow the corridor until you make it
to the next area.

"If I Had a Super Weapon"

Head off the bridge. See to it that you get that Banshee. Once you do, fly to 
the left. Go to the big door and flip the switch. Quickly run to your Banshee
and get in. Kill all the Covenant in here. 
 
-******0000001111112222222111111000000******-

        6.6 343 Guilty Spark :343GS4:

-******0000001111112222222111111000000******-

 L       EEEEEE  V          V  EEEEEE  L          66666 
 L       E       VV        VV  E       L         66
 L       E        VV      VV   E       L        66  
 L       EEEEE     VV    VV    EEEEE   L        66  6666  
 L       E          VV  VV     E       L        66666  666
 L       E           VVVV      E       L         66   666
 LLLLLL  EEEEEE       VV       EEEEEE  LLLLLL     666666

Note to beginners: This level is VERY CONFUSING. Follow my guide exactly as it
says. Beginners: You will HATE this level like stink on shit.

"Well Enough Alone"

You get dropped in a swamp, where you need to locate and rescue Captain Keyes.
Head forward to the downed dropship, and get a shotgun. Now you need to get to
a structure. Go forward and follow the level until you see two lights. That is
the structure. On the way there, you may see yellow dots; those are NOT 
allies. They really are Flood that the game has put into position for later.
Head inside the structure after putting these poor Grunts and Jackals to sleep
permanently. Go down the elevator. Now you kill all the Covies here. Run 
through the door. Head through this room.

"The Flood"

After the cut-scene, the Flood will burst out of the door on the opposite side
of the room. There are no unlocked doors at the moment, so you will have to
fight them off. In fact, the door does not unlock until all of the Flood in
this room have been killed. The Assault Rifle is probably the best weapon you
currently have to use against the Flood. After killing most of the Flood that
came from the opposite side of the room, more Flood will burst through one of
the doors on the right side of the room. Take some of them out, and additional
Flood will come from one of the doors on the left side of the room! And
finally, after killing most of the Flood in the room, a large group of Flood
will burst through the door in which you entered from, providing an exit. This
group of Flood includes much larger enemies that lunge out at you, so be
careful. Before you leave, you can find a First Aid kit through the first door
on the left. Be sure to kill all of the Flood in that room. After you do, you
will be given a new set of orders.
From this point on, your goal is to simply escape. This task is easier said
than done. One thing you should note, you do NOT have to kill all of the Flood.
Ignoring them is usually a good thing, and taking them out is always optional.
Sometimes it is better to take them out because there might be a particular
item in a specific area that might be worth getting. So, for the time being,
exit the door you entered earlier. Follow either of the ramps on the left and
right side of the hallway as they both lead to the same area. Continue forward
and exit the door to the front of the room. In this next room, you can see the
Flood fighting the Covenant on the floor below. No time to watch the show,
unless you want to fight. Remember, the way you came in this structure is not
accessable right now, so your exit will be different. From here, there are two
doors you can go through. One is on the top, on the right of the room you just
entered. The other is on the bottom, directly under the door the right side of
the room. Both lead to the same area, but the one on the top level is a bit
easier. If you fall down below, however, you will have to take the lower door.

1. Taking the top door: Go through the door and follow the path through the
small room. Soon you will come out in a much larger room with glass in the
middle and walkways around the side. Find the door on the right side of the
room, which leads into a small, square room. Go through the small, square room
and enter the larger room. There is no need to jump down to the floor below. On
the right, you can see Covenants blocking a door. There are two green symbols
on the wall above. Take out the Covenants and go through the door.

2. Taking the lower door: Assuming you are on the lower floor in the room where
you found the Covenant fighting the Flood, go through the door on the right
side of the room. Through the door is the familiar square room with Covenant
blood everywhere. Make your way through that room and into the next. Above you
can see some glass walkways, and there is an exit to the right side of the
room. Try to move fast because there are quite a few large Flood in this room.
The large ones are much more powerful. The exit on the right leads you through
a small square room with one unlocked door on the other side, and onto the
lower level of a large room. As you enter the large room, there will be tons of
Flood. The exit you need to take is on the upper right floor, but the only way
up is to jump on some purple blocks on the other side of the room. These are
located near the right corner. After jumping up the  blocks, take out the
Covenant to the right and enter the door they were blocking. There are two
green symbols on the wall above the door.

After going through the door, take a left. There will be two First Aid kits and
a Shotgun next to the dead Marines. Pick up the First Aid kits if you need
them, and be sure to get the Shotgun because it is one of the best weapons
against the Flood. Trade the Shotgun for anything but the Assault Rifle. Both
weapons are quite vaulable against the Flood. Make your way down the hall to
the left and go through the door. Make your way to the end of this next room
and go through the door on the left. This next room is large and has a lift in
the middle. This is one of the situations where it would be better to finish
off the Flood in that room. After taking them out, stand on the lift and hit
the switch. As you go down, you will notice tons of Covenant blood splattered
on the walls. When you reach the bottom, bad news is the only thing that will
accompany you. The larger Flood now use weapons. There is an Over Shield at the
top of a pile of purple blocks. Climb the blocks to snag this priceless gift.
Before leaving, you may wish to take out the Flood if they are causing too much
trouble while chasing you. When you are ready, take the exit which is to the
left side of the area that you found the Over Shield.

As you enter the next room, you will see a fight going on between the Flood and
a few Marines. I was never able to save them. There is a bridge in the middle
that keeps reappearing, but you can't cross it. To the right of the entrance,
there are two Active Invisibility pick-ups. Pick one of them up and jump down
to the floow below. Using a Shotgun while invisible will make this large group
of Flood much easier to kill. There are Assault Rifles and a few Shotguns
spread across the room where the Marines died. When you are ready, exit through
the door on the left side of the room. This door leads to a small room with
three doors. The doors on the left and right are dead end rooms that hold the
Flood. Make your way to the door on the other side of the room. Go through it
and into the large room filled with Flood. Above, you can see some walkways.
You need to get up here, so climb the rubble in the far left corner of the
room. On top of part of the rubble, you will find a First Aid kit and some
ammo. Make your way up to the walkways above. Now that you are on the higher
level of the room, head toward the entrance and go through the door. This door
is actually right above the one you entered. Pass through the small, square
room and into the large room. You might want to take out any Flood that are
bugging you. To the right, you can see that bridge that keeps appearing. Since
you are already on the other side, find the exit that is straight across from
the door you just entered. If you accidentally jump down, you will have to go
back through the door on the bottom floor.

Go through the door and into the small, square room. Exit through the door on
the opposite side and you will be on the upper level of a large room. Jump down
and find the exit on the lower floor, to the left side of the room. This leads
through another small, square room and into another large room, similar to the
one where the Covenant were fighting the Flood. There are quite a few Flood in
this room, but I would just run past them. There is an exit on the other side
of the room, just across from the area in which you entered from. Go through
this door and through the next small, square room. In the next room, you will
confront yet another group of Flood. To the right of the entrance, you should
see a few blocks. Jump up on them, to find a First Aid kit and quite a bit of
ammo. You can also use these blocks to reach the upper level of this room. Jump
up to the walkways above and take the upper door, which is on the left side of
the room. Exit through the door and go through the small, square room to reach
another large room. There are two ledges in this room, and if you hit the
switch near the middle of the ledge you are on, you can activate a bridge. (If
you fall off the ledge, you will have to go through the door on the bottom and
into the room you were previously in.) Make your way across the bridge you just
activated, and approach the door with three symbols above it. Large Flood will
pour out of the doorway, so take them out. When no more come through, go
through the door and into the large room. There is a lift in this room, and it
actually goes up! Before taking it, however, be sure and eliminate the Flood so
that they do not come up the lift with you. When you are ready, get on the lift
and press the switch.

Near the top, you are contacted by the dropship pilot. When you reach the top,
a large number of Marines are in the room ready to leave. They eagerly greet
you! Follow them up the ramp and out into the swamp. Make your way forward and
over the small hill, traveling between the trees. You and the Marines will soon
be confronted by the Flood. There are quite a few, so I would not worry about
taking all of them out. Continue around and to the left as you follow the
Marines. Be careful because the Flood will jump out of tree and ambush you
along the way! Make your way down the hill and into the swamp area. When you
reach the actual swamp water, you should be able to see red lights through the
fog. These lights will lead to a structure up ahead. As you enter the water,
quite a few Flood will swarm the area. After taking them out, make your way
around to the other side of the structure in front of you. If there are quite a
few Flood in the area, some blue, flying robots will help you take them out!


"343 Guilty Spark"

When you reach the other side of the structure, you meet a Monitor named 343
Guilty Spark. Its job is to prevent the Flood from spreading since they were
recently released. It asks that you follow because it needs your help.
Unfortunately, you must follow the Monitor for the game to progress.
Aw f***. Prepare for The Library.

-******00000001111112222222111111000000******-

           6.7 The Library :THELIB:

-******00000001111112222222111111000000******-

 L       EEEEEE  V          V  EEEEEE  L       7777777
 L       E       VV        VV  E       L            77
 L       E        VV      VV   E       L           77
 L       EEEEE     VV    VV    EEEEE   L          77
 L       E          VV  VV     E       L         77
 L       E           VVVV      E       L        77
 LLLLLL  EEEEEE       VV       EEEEEE  LLLLLL  77

"The Library"

This level is straightforward, so just head through killing Flood. I will 
explain it anyway.

You start out with an Assault Rifle and Handgun, but there are plenty of
weapons to be picked up throughout the level. For now, the Assault Rifle will
suffice. Proceed to follow the Monitor, and a few of the small Flood will come
out to attack you. Take them out, and move closer to the Monitor who is waiting
for you. When you do, turn around becaue tons of the Flood will pour out from
behind you as well as from your sides. Try to take out the Flood with giant
heads from far back because their death results in an explosive situation.
After taking out the Flood, turn back around and make your way toward the
Monitor. Again, before you can reach the Monitor, the Flood will come at you.
This time from the left and right. I'd backtrack toward the beginning of the
level so that the concentration of the Flood is in front of you. Then make your
way forward as you clear out the Flood. Ahead, on the right, the Monitor will
be hovering over the entrance to a large room. The Monitor should say "We are
near the index chamer, follow me." Don't enter yet, however, as there are quite
a few dangerous Flood pouring out of a pipe to the left. These larger members
of the Flood are carrying weapons, which make them extra lethal. The good news,
however, is that you can take their weapons after killing them. Just be sure to
keep the Flood in front of you at all times. You might also have to run
backwards while firing in order to dodge some of the lunge attacks. Before
going through the door that the Monitor was hovering over, be sure you pick up
a Shotgun off of one of the dead bodies. When you are ready, enter the doorway
and go through the short hall to the large index room.

As you follow the it into the large room, the Monitor will mention the index
above. Don't venture far into the large room, however, as the Flood will enter
in from all sides. A good tactic is to walk back a litle way into the tunnel
you used to get to the large room. This will force the Flood into a small area,
allowing you to concentrate your shots. You might have to run back into the
index room to lure additional Flood out of hiding. After taking out that batch
of the Flood, the Monitor is waiting for you to the left side of the index
room. Make your way over to the Monitor and pass through the corridor below it.
Before you can reach the other side of the small corridor, the Flood will come
at you from the other side. In this area beyond the corridor, just outside of
the index room, the Flood will continue to come out of a large pipe in the wall
for quite some time. The corridor itself seems like a fairly safe area to shoot
from. After taking out all of the Flood, enter the area the Flood were just
coming from and follow the path to the right. Before you can even take a few
steps, the Flood are already pouring out of pipes up ahead. These Flood have
more lethal weapons such as the Shotgun and Needler. Try to take them out
first. Keeping the Flood in front of you is a must. Also, never be affraid to
run backwards to save your life. When no more red dots appear on the Motion
Tracker, proceed around the pathway. On the left side of the path, you should
see the Monitor hovering next to a giant door. Approach the door and the
Monitor will say, "The security doors have sealed automatically. I will go
access the override to open them." After waiting for a few seconds, the Monitor
returns and says, "Please follow closely. This portal is the first of ten."
Joy! So, put on a smile and go through the large doors.

The Monitor is waiting, and wants to take the path on the right. However, if
you take the path on the left, you can save a bit of trouble later on. If you
go left, the Monitor will say, "This is not the correct direction. If you do
not follow me you may become lost." Ignore the Monitor and continue in the
"wrong" direction. You will reach a dead end, but tons of the Flood will
emerge. Fortunately, these are the small Flood and are quite easy to take out
with an Assault Rifle. Taking them out now will prevent them from sneaking up
from behind if you would have gone the "correct" way first. After taking the
Flood out, turn around and go in the correct direction. The Monitor is waiting
for you, so follow it down the large hall. As soon as the Monitor mentions your
"ineffective weapons", the Flood will appear ahead. Take out the first wave and
advance. Then, as you reach a section of the path with three glass panels in
the floor, more of the Flood will appear. This time you will be surrounded by
them, so try to find an area where you can regain control of the situation by
putting the Flood in front of you. During your hardships, the Monitor
conveniently says, "The Flood must not escape the installation: they consume
all." Work your way back toward the three glass panels and take out all of the
Flood. As you go past the glass panels, you will see the monitor waiting at the
end of the path. When you approach the Monitor, the Flood will jump out of the
pipes in the wall in front of you. Backtrack a little to give yourself some
room to take out the Flood. Just be careful not to fall through the area where
the three glass panels were behind you. While a Shotgun does work wonders on
the Flood, the Covenant's weapons seem to be quite useful on the large Flood
members. After a few waves of the Flood, follow the Monitor around to the left
at the end of the pathway. The Monitor mentions "genetic infection" and how the
bodies "transform". No time to care right now, because as you follow the
Monitor around the corner to the left, more of the Flood jump out. After taking
the Flood out, continue following the Monitor down the large hall. Again, the
Monitor mentions the Flood and says they need a "host". Interesting.

As you are following the Monitor, it will fly into one of those pipes ahead.
You obviously can't follow that, but the Flood come out anyway. After taking
the Flood out, follow the hall around to the right. The Monitor is out of site,
but there are more Flood that appear anyway. Before advancing down the hallway
too far, be sure to pick up the Over Shield at the bottom of the small ramp in
the middle of the path. As you continue down the large hall, you will meet back
up with the Monitor who will then say, "We must continue. This way please."
However, the Flood come from your left and right so you must deal with them.
Backtrack some so that you can keep the Flood in front of your position. After
taking the Flood out, follow the Monitor down the hall a little bit more. The
Monitor will compliment the facility and suggests that you can see more of it
later. Yeah right. Like usual, more Flood will appear. Again, you will be
surrounded, so find a good spot to protect your back. After dealing with the
first batch of the Flood, continue down the hall. You should see three glass
panels in the floor again, just be sure not to fall through them. When you
approach the area beyond the three glass panels, more of the Flood will come
from the hall in front of you. This group of the Flood will be concentrated in
front of you already, so just hold your ground. After dealing with them, pass
over the three glass panels and follow the hall around to the right. At the
next corner, as the hall turns right, additional Flood will appear in front of
you. After taking the Flood out, continue around the corner to the left.

Up ahead, the path will widen and quite a few Flood will appear. Then, the
Monitor introduces you to a group of Sentenals! These Sentenals are like the
robots you may have seen at the end of level 6. They use precision lasers to
take out the Flood. Advance forward and watch them work their magic. Letting
them do the work saves ammo too. However, if you notice that any of the
Sentenals are taking damage, protect them. Actually, you may wish to fight at
the same time the Sentenals fight just to make things go even quicker. You
should be careful not to get in the way of the precision lasers as they will
damage you! After most of the Flood in the immediate area have been eliminated,
the Monitor mentions something about a disruption of the power flow. The
Monitor then leaves, so continue forward down the hall and take out any
remaining Flood. Near the end of the hall, there is an opening on the left.
This leads to a circular room that acts as an elevator. Enter the room and
stand in the center of the elevator. The Sentenals will not follow you, but you
will now be able to go up one level.


"Wait, it Gets Worse"

The bad part is that it does get worse. When the elevator comes to a stop, exit
through the door and you will see the Monitor to the left. Before following it
down the hall to the left, however, some Flood pour out from the right. A good
tactic is to run back into the elevator room and allow the Flood to enter
through the skinny doorway. Taking them out in a concentrated area will be much
easier. When the Flood have been eliminated, follow the hallway to the left. As
you make your way down the hall, more Sentinals will appear from the left.
Proceed forward and make a left near the end of the large hall to find the
Monitor. The Monitor mentions some type of failure in a drone control
sub-system due to the Flood. The Monitor goes to fix it and says it will be
right back, but for now you must stay here and fight off the Flood that appear.
As the Monitor leaves, advance down the hallway. There are two First Aid kits
at the bottom of the small ramp in the middle of the path. As you continue down
the hallway, a few more groups of the Flood will appear; however, you should
not have to work really hard with the presence of the Sentenals. After taking
out the Flood, continue forward and follow the hall around to the right. Around
the corner is a large door, but it is locked for the moment. That is the door
the Monitor went to unlock.

As you reach the corner, the Flood will come in from quite a few directions.
You have the Sentenals to back you up, but you still need to find a secure
place to fight. Also, try to keep the Sentenals out of danger. If you back up
against the locked door and secure your front side, you should be ok. After
most of the Flood have been destroyed, the Monitor will return and open the
large, locked door. Time for more following.

As the door opens, pass through it. More Flood will appear up ahead as well as
behind you in the previous hallway. The Sentenals will be fighting some of the
Flood ahead, and the Monitor is around to the right. This is actually the index
room, only now you are one level higher than you were last time you were in it.
Make your way around to the right, in a counter-clockwise direction. The
Monitor is hovering over to the right and will say, "The Sentenals can use
their weapons to manage the Flood only for a short time. Speed is of the
essence". With that said, the Flood will come at you from the direction the
Monitor is heading. With the help of the Sentenals and a nice Shotgun, take out
the Flood. Continue around in a counter-clockwise direction after the Flood
have been taken out. You will soon reach the Monitor again. Up ahead, on the
right, there is another large door. Before you make it to the door, however, a
group of the Flood attack you from the front. Be extremely careful here,
because one of the Flood members has a Rocket Launcher! After finishing off the
Flood, approach the large door and the Monitor will proceed to open it. The
door, however, gets stuck during the process and the Monitor leaves to fix the
problem.

As the Monitor leaves, turn around so that your back is facing the partially
opened door. The Flood will come at you from the right side of the path, and a
few Flood will gather behind you, on the other side of the door. Take out the
Flood and when the Monitor comes back, face the door and prepare for the Flood
on the other side.

Continue through the large door and follow the Monitor. This hallway segament
is similar to one in a previous section of the level. The Monitor takes the
right path, but if you go to the left you can go ahead and take out some Flood.
Taking them out now will make things easier in the near future. After you have
taken them out, return and follow the correct path, where the Monitor went. Up
ahead, the Flood will start coming at you. Some of the Flood will actually come
from an underground tunnel, which is located at the bottom of the ramp that is
in the middle of the hall. There is a side-alley on the right with a First Aid
kit behind a pillar. After taking out the Flood, since the hallway is a dead
end, you will have to follow the ramp in the middle of the floor down to the
tunnel below. Follow the tunnel and, as you turn the corner to the right, you
will meet up with more Flood. Continue through the long tunnel and you will
eventually reach another ramp. This ramp emerges in the middle of another
hallway. On your way up, some Flood will drop down to surprise you. Take them
out, and head up to the hall above. You will hear the Monitor humming, but
there are still quite a few Flood to deal with. Position yourself so that your
back is secure, and proceed to take out the Flood. After that, for the Monitor
on one of the sides of the ramp you just came from. From the exit of the ramp,
the Monitor is to the left. Make your way over to the Monitor and it will
mention the fact that your suit will keep you well protected. As the Monitor
travels down the hall on the left, the Flood will pour in from several the left
and right. An easy tactic is to backtrack to the prvious hallway where you
emerged from the ramp in the floor. Just be sure to give yourself plenty of
room to take out the Flood. Several waves of the Flood will come out at you
after each previous wave has been taken out. When no more seem to come out,
proceed forward and follow the hallway around to the left where the Monitor
went. Soon, however, you will encounter additional Flood.

After taking them out, continue to follow the hallway around the corner. After
a left corner, you will make your way around a right corner. From here, you can
see the Flood waiting for you at the end of the long hall. However, one of the
Flood members has a Rocket Launcher! Strafe out of the way whenever a rocket is
fired and take the Flood out. When you have taken the Flood out, continue down
the hallway and toward the Flood that was using a Rocket Launcher against you.
At the end of the path on the left, you can find a First Aid kit and a Rocket
Launcher on a dead Marine. Follow the path around to the right and continue
forward. As you make your way forward, a few more Flood will jump out at you.
The ramp in the middle of the path leads to nothing this time, so continue past
it. You should see the Monitor again and it will say, "The installation was
well conceived. It is surely the only way to end the Flood threat". After that,
the Flood will come in from your front. Back up a little, and take them out.
Several waves of the Flood will continue to appear, but just have patience.
After taking them out, continue forward toward the Monitor, which is hovering
up ahead. As you approach it, the Monitor will continue forward and around to
the right. Then, more Flood will come in. Once again, backtracking is a good
tactic to use since the Flood come in from quite a few directions. After
eliminating the Flood, follow the hallway around to the right and proceed
forward. The Monitor is waiting for you ahead on the right, so follow it as it
makes its way down the hall. Before it dissappears, however, more Flood will
come out of the pipes up ahead. Just keep the Flood in front of you at all
times, and you should be able to use previously acquired tactics to take them
out. After a huge number of Flood have been eliminated, the halls will finally
be safe. Make your way forward and go through the doorway on the left. This
leads to another circular room that has an elevator in it. So, when you are
ready, stand in the middle of the elevator to go up one level.


"But I Don't Want to Ride the Elevator"

When you reach the top, continue through the door and follow the hall around to
the left. You will then meet back up with the Monitor and the Sentenals will
make another appearance. As you continue down the hall, the Monitor makes a
statment about how it believes the Covenant are responsible for releasing the
Flood. You will also run into some Flood, but the Sentenals should be a great
assistance. In the middle of the room, there is a ramp leading down to a
tunnel. You must take this to proceed since the hallway you are in is a dead
in. Before you go down the ramp, however, there is a First Aid kit just past
the ramp on the right side of the hall. When you are ready, follow the ramp
down to the tunnel below. Follow the tunnel and you will soon run into a group
of Flood. A grenade or two will take them out quickly since the Flood are in a
small area. Continue through the tunnel and you will eventuall find a ramp
leading up to another hallway. As you emerge into the new hallway from the
tunnel below, the Flood will come at you from the left and right. Fortunately
the Sentenals are nearby. The area to the right of the hallway from where you
emerge is a dead end. Like usual, keep your back protected and help the
Sentenals take out the Flood. When the Flood have been taken out, make your way
down the hallway and around the corner to the right. You will see the Monitor
again, so follow it until it dissappears into the hole in the wall stright
ahead. Not surprisingly, the Monitor has left you. Around the corner to the
left is another locked door.

When the Monitor leaves, the music will heighten and the Flood wlil appear. The
best route is to backtrack and allow the Flood to come to you. The Flood come
from three directions, but if you keep them in front of you, they will be
easier to destroy. After taking out the last of the Flood in the immediate
area, the Monitor will open the door around the corner to the left.

Continue around the hallway and you will notice a First Aid kit in the corner
on the right, just before you go through the doorway. After going through the
doorway, you will be back in the index room (only one leve higher than you were
the last time you were in the index room). The Monitor will fly to the left, in
a clockwise direction, and mention something about a previous catestrophic
disaster. Meanwhile, the Flood approach you from the left. Make your way in a
clockwise direction around the room, taking out the Flood as you go. After the
first batch of the Flood, the Monitor will be waiting for you. When you
approach it, the Monitor speeds on in a clockwise direction. Then even more of
the Flood appear. After taking out the Flood and continueing in a clockwise
direction, the Monitor will be waiting for you in a doorway to the left. After
passing through the large door, the Monitor tells you how the facility was
built to study the Flood. Follow the Monitor around to the right. Be sure to
pick up the First Aid kit on the left of the hall if you need it. Continue down
the hall and head for the Monitor hovering up ahead. Before you reach the
Monitor, however, some of the Flood jump out at you. The ramp in the middle of
the hallway is a dead end, so jump over the hole and make your way to the
Monitor. When you reach the Monitor, it will go through the hole to the right.
The Flood will start coming at you: a few from the right(where the Monitor
went) but most from the hallway to the left. Take the Flood out and work your
way down the hallway to the left. Additional Flood will appear, but
concentrating on the dangerous Flood first will make things easier.

Just follow the large hallway around several corners and you will eventually
meet back up with the Monitor. The ramp leading down in the middle of the
hallway is a dead end, so just ignore it. Make your way to the Monitor and it
will fly forward through the large set of doors ahead. These doors are only
partially opened, but there is enough room to go through. Continue through the
door and you will see the Monitor up ahead at another set of doors. This set of
doors is locked. As you make your way to the Monitor, you can find a First Aid
kit to the right, just behind a wall in the middle of the room. Now approach
the Monitor and it will say, "I will deativate the security lock. Wait here".

As yo umight have guessed, the Flood will come while the Monitor is gone. You
are confined in a small area this time, so try to reach a corner where you can
keep your back safe. Also use a potent weapon to eliminate the Flood quickly. A
weapon such as the Shotgun will do. When you are almost finished with the
Flood, the Monitor will open the door that you were trying to get through a
minute ago. The Sentenals are on the other side of the door fighting the Flood,
so proceed through the doorway.

Through the doorway you should find several dead Flood as they have already
confronted the Sentenals. After all of the Flood are dead, continue through the
hallway and around the corner to the right. The Monitor says to stay close
because time is short. As you make your way down the long hallway, some of the
Flood will appear. The Sentenals should make this fight go quickly, however.
Continue around the corner to the left and follow the hallway until you
confront a large number of the Flood. The Flood will continue to attack for
quite a while, but the presence of the Sentenals should save on ammo. You
should, however, take an active-offensive role to speed up the the process.
After taking out the rest of the Flood, go through the small doorway on the
left near the end of the hall. You are in the last of the "elevator rooms"...
rejoice! So, when you are ready, get on the elevator and walk to the middle to
go up to the final level of the Library.


"Fourth Floor: Tools, Guns, Keys to Super Weapon"

When you reach the fourth and final floor, exit the elevator room. For once,
the Sentenals follow you up the elevator. As you leave the elevator room, there
is a First Aid kit in front of the exit in the new hall. There are already
quite a few Flood to the left and right, and the Sentenals should be taking
care of business right away. Make your way to the right and down the hall. You
will meet constant Flood resistance along the way, so take a few minutes to
help the Sentenals eliminate the Flood. As you reach the next corner, several
waves of the Flood will appear. These Flood are particularly difficult as most
of them have good weapons. Backtrack a few steps into the previous hall and
defend your ground. Try to protect the Sentenals however; they might take quite
a bit of damage from the Flood who carry Shotguns. After taking out the Flood,
continue through the hall and you will eventually come to a a ramp in the
middle of the floor that leads down to a tunnel below. Beyond the ramp there is
a large door, but it is not fully open. Therefore, you must take the ramp down
to the tunnel below. As you follow the underground tunnel around to the left,
you will meet quite a few Flood. Chuck a grenade to help that number
drastically decrease. Continue through the tunnel and you will eventually
emerge in another hallway. The door that was closed before is located to the
left of the tunnel exit. To the right of the tunnel exit is a First Aid kit and
the door you need to pass through as soon as the Monitor opens it. For now, a
large number of the Flood will attack you. These attacks will come from all
directions, including the tunnel you just emerged from. Try to isolate yourself
and give yourself plenty of defensive room, then eliminate the Flood. By then,
the Monitor will have opened the new door, just to the right of the tunnel
exit.

As you pass through the door, you should see yet another ramp in the center of
the hallway. This is a dead end, so just jump over it and continue through the
hall and around the corner on the left. Up ahead, at the next set of corners,
the Flood will start coming in again. You can easily find a corner to shoot
them from, just don't let them get too close or you are toast. After
eliminating that batch, continue around the hallway and you will meet the
Monitor once again. This time the Monitor mentions something about "the Flood
repairing your vessel". Up ahead you will see another ramp in the middle of the
floor. Again, this one is a dead end, so ignore it. As you reach it, however,
the Flood will attack so backtrack a bit to gain a steady offensive position.
After taking out the Flood, you can find a First Aid kit along with a Rocket
Launcher behind a pillar in a side alley to the left of the ramp. When you are
ready, continue through the hall and you wil soon see the Monitor hovering at a
door on the left. This door leads into the index room, but as you approach, and
the Monitor opens the door for you, tons of the Flood will pour out.

This is probably the toughest section dealing with the Flood, primarily due to
their strong weapons and smart intelligence. The door in front of you will
slowly open, but quite a few Flood will continue to stream through. If you
follow the hallway to the right, there is a dead end. However, this makes a
good place to take out the Flood as they chase you. Use a Shotgun to swiftly
take out the Flood with weapons. When your Shotgun runs out, pick up one of the
weapons that the Flood dropped. Continue to fight off the Flood until no more
come out of the index room. There are still quite a few Flood left, but they
are waiting for you in the index room itself. If you walk into the index room,
the Flood will come to you. So, go in until you see red dots appear rapidly on
your Motion Tracker, and then backtrack. Continue the fight until no more Flood
are on your Motion Tracker. There are still a large number of Flood left even
after this, but now you can go right into the index room to take them out. As
you enter, head toward the right.

You should see the Monitor waiting near the right side of the room. As you make
your way over to that direction, however, a legion of the Flood will attack.
This wave is quite lethal, so if things get too hectic in the index room, back
out into the previous hallway. After what seems like an eternity of fighting,
the room will finally be clear. Now head over to the Monitor hovering ahead.
Now approach the large blue beam in the center of the index room. You and the
Monitor lower to the ground floor and grab the index... finally! But... the
Monitor takes it from you because it is against the "protocol". Bummer! You now
must go back to the Control Room to use the index. Well, at least you are out
of the Library.


-******00000001111112222222111111000000******-

          6.8 Two Betrayals :2BET77:

-******00000001111112222222111111000000******-

 L       EEEEEE  V          V  EEEEEE  L         88888
 L       E       VV        VV  E       L        88   88
 L       E        VV      VV   E       L        88   88
 L       EEEEE     VV    VV    EEEEE   L         88888
 L       E          VV  VV     E       L        88   88
 L       E           VVVV      E       L        88   88
 LLLLLL  EEEEEE       VV       EEEEEE  LLLLLL    88888

"The Gun Pointed at the Head of the Universe"

NOTE: Remember Assault on the Control Room? Well, this is it, but only back-
wards. It's about 2.8 times harder on easy, 4 times that on legendary.

Watch this cutscene. Before he put the Index into the panel, I was like "****,
Chief!!! DON'T DO IT----. Thanks, Mr. Dumbass. Thanks a lot. My foot's gonna
feel like it's SHOVED RIGHT UP YOUR--- Oh, good, it's Cortana. She just 
stopped him from making us all Flood food." Once that is over, use your Plasma
Pistol to quickly dispatch the Sentinels and head out of the control room.
Just outside of the Control Room, in the large "Never mind, i'll call it ****"
corridor, there are several Covenants fighting with about four Sentinels. Stay
put until the Covenant forces have destroyed the Sentenals. Now advance down
the corridor and take out the Covenants. Continue down the corridor and to the
left, where you will see another large door. Hit the switch on the left side,
and proceed through the doorway. Up ahead you should see two Covenant shields
in place, and some enemies can be seen on the radar beyond the door at the end
of the corridor. When you are ready, open up the door at the end of the
corridor by hitting the switch on the right side of the door. When the door
opens, you will be ambushed by a small number of Covenants. You can use the
Covenant shields as protection if you need. After dealing with the Covenants,
go through the door you just opened. You are now at the top of the pyramid that
you were trying to reach in level 5. Before you go down to the base of the
pyramid, you can make your way to the top of the tower in front of the door in
which you just exited from. The ramp leading up starts on the left(marked by an
arrow) and leads in a clockwise direction to a First Aid kit, a Sniper Rifle,
grenades, and Shotgun ammo. Now it is time to make your way to the base of the
pyramid. Cortana should tell you that in order to delay the activation of Halo,
you need to destroy the Pulse Generators.

A Navigation Point appears in the distance, marking the location of the first
Pulse Generator. To actually reach the generator, you must use a Banshee which
is located to the right at the base of the pyramid. While you can, with luck,
slide your way down the right side of the cliff and make your way to a Banshee,
I recommend using the ramps that lead down to the bottom. The primary reasoning
is so that the number of Covenant does not grow to a level that you can't
handle: if you ignore the Covenant foces near the top, they will follow you
down to the bottom.

With that said, start your way down the ramp on your left side from the top of
the pyramid. A few Grunts and an Elite will meet you on the way down to the
next level, so take them out. There are a few other Grunts and Jackals at the
bottom of this first ramp, so be careful. After disposing of the Covenant, find
the ramp on your right side that leads down to the next level of the pyramid.
Follow this ramp down and around to the left to reach a ledge along the front
of the pyramid. Destroy the Grunts, Jackals, and the Elite as you make your way
along the ledge to the other side of the pyramid. After passing through the
small tunnel, continue to follow the ledge around to the next ramp on your
left. There are two Jackals and two Elite waiting for you before you can
proceed down the next ramp. After taking them out, continue down the ramp which
leads to another ledge lower down on the pyramid. Follow the ledge around to
the right, which passes through another tunnel. Beyond the tunnel you will meet
some Grunts and Jackals, but these Covenant forces will not hesitate to throw
grenades at you. As you continue around the ledge, you will meet up with two
more Elite. The red Elite seems more powerful, so be careful as you take the
Elite out. Continue along the ledge and you will see another ramp on the right
side. As you follow this ramp down and to the left, Cortana will mention the
fact that you need a Banshee to reach the Pulse Generator in time. You are near
the bottom and the Banshees are to your right, but you might take quite a bit
of damage if you don't proceed with caution. You don't have to take out the
Covenant forces, but stealing a Banshee will be easier if you go ahead and
eliminate them. The next paragraph explains ways on taking out the Covenant
before stealing a Banshee.

As you follow the lowest ledge on the pyramid, you should see a ramp to the
right leading to the snow-covered ground. If you continue along the ledge and
through the tunnel just ahead, you will find a First Aid kit and a Rocket
Launcher. To the right is another ramp leading down to the snow-covered ground.
The Covenant should start makeing their way up the ramps, so protect your back
and fire away! There are also quite a few Grunts, Jackals, and Elite behind the
rocks at the bottom of the ramps. Slowly work your way down, using the
available walls as protection. Soon you should have cleared out nearly all of
the Covenant forces on the ground. Near the Banshees, to the right, there is
also a Covenant tank waiting to take you out. I would destroy this tank with
the Rocket Launcher, but it isn't necessary if you can escape quickly. After
destroying the Covenant tank, the music fades away and silences sneaks up on
you. Now it's time to grab one of the Banshees (sometimes there is only one)
and head up to the first Pulse Generator.

When you get in the Banshee, face away from the pyramid you just came down and
climb to a high altitude. Follow the Navigation Point to a ledge in the cliff
wall on the opposite side of the canyon and to the right. As you approach the
ledge, some Covenants will come out of the door in the canyon. Take them out
quickly using the Banshee's weaponry, and land on the ledge. Be especially
careful of the Elite on the ledge as they can destroy the Banshee with relative
ease. Once you've landed on the ledge and exited the Banshee, make your way
through the door in the canyon wall. (From the door, the Navigation Point
should read about 66.2 meters.) As you pass through the door, follow the
corridor and you will soon reach a large, round room. (According to the
Navigation Point, you should be about 20.7 meters away from the Pulse Generator
as you enter the room.) Make your way toward the center of the room and you
should see a large, blue beam in the middle. This is the actual Pulse
Generator, and Cortana tells you that you can disable the Pulse Generator by
walking into it since your own shield has been equipped with an EMP blast.
There is one side effect, however, the EMP blast will drain your shield
momentarily. When you are ready, walk into the blue beam in the center of the
room. As soon as the Pulse Generator has been knocked out, quite a few
Sentenals will enter the room. I would ignore them and run out of the room
immediately. The Sentenals may be dangerous, but taking them out is a waste of
time if you can run away.

Exit the large room and follow the corridor back to the ledge outside. The
Sentenals will not follow you through the Corridor, so you should be safe.

"Breaking Stuff to Look Tough" 

As you leave the corridor, you should see the Banshee that you used to reach
the ledge. You might also notice another Banshee, which appears just in case
you lose the first one. Cortana gives you another Navigation Point to follow.
This Navigation Point leads to the entrance to Canyon B, not the second Pulse
Generator. When you are ready, board the Banshee and fly off of the cliff. Drop
in elevation and make your way to the left toward the Navigation Point. To
reach the Navigation Point, you must land on the snowy bridge that stretches
across the canyon. There should be some Covenants on the snowy bridge, so
quickly take them out before landing the Banshee. You should be especially
careful of the Grunts because they carry a much larger weapon than usual: they
carry the same projectile weapon that the Hunters do! After eliminating the
Covenant threat, land the Banshee near the entrance in the side of the Canyon.
(The door on the other side of the bridge leads down to the snow-covered ground
below.) The Navigation Point disappears once you reach the door itself, and
Cortana tells you to go through the door. So, when you are ready to continue
with your mission, pass through the door and follow the corridor. Remember, the
arrows will be pointing in the direction you are coming from, not the direction
you are going.

When you pass through the corridor, you come out in a nice, circular room
containing a handful of Covenant. Work your way around either the left side or
middle of the room (the far right side is blocked) and take out the Covenant as
you go. The exit, a small corridor leading downward, it located on the other
side of the room. As you exit the room, follow the corridor down to the next
hallway, which contains a few Grunts and Jackals. After taking them out,
continue around the corridor until you reach a long hallway with pillars to the
right. As you progress to the other side of the long hall, quite a few Covenant
will appear. You can use the pillars for protection while you take out the
Covenant. When the Covenant have been eliminated, make your way to the end of
the hall and follow the corridor around to the left. You will soon emerge into
a large room containing both the Flood and the Covenant! The right side is
blocked off, but there are two First Aid kits and some Shotgun ammo next to the
dead end. Allow the Flood to battle with the Covenant for a while, but defend
yourself if someone breaks off to attack you. In most cases, for this room
anyway, the Covenant overpower the Flood. So, when you are ready, make your way
around the left side of the room taking out the remaining enemies as you go.
There should be quite a few Covenant left over in the center of the room, so
take them out and continue around the room in a clockwise direction. When you
approach the other side of the room, the Flood pour out of the exit on the
right. Back up while taking them out if you need to, but the fact that they are
 in restricted spaces makes taking them out easier if you have a Shotgun. After
taking out the Flood, exit through the door the Flood just came through.
Remember, the arrow will be pointing away from the door since you are going
backwards relative to level 5. Follow the next hallway around a few corners and
you will soon be back outside.

As you exit the hallway, you will emerge onto an outside bridge. You should
also see a bridge to your left. As you make your way across the right-most
bridge, you should see the Covenant up ahead firing at the Flood on the left
bridge. While it may be tempting to shoot the Covenant since they are on your
bridge, do not shoot them yet. The Flood are superiour in this round, and some
of them even jump from the left-most bridge to the bridge you are on! So, when
the battle seems to calm down a little, make your way across the bridge until
you reach any remaining Covenant. By now some of the Flood should be jumping
over attacking the Covenant forces. There is an Elite with a Plasma Sword, so
be careful. Take on any enemy that challenges you, but remain neutral when the
two forces are fighting each other. Work your way to the other side of the
bridge, taking out any Covenant or Flood enemies. You do not have to take out
every last enemy, or any of the Flood still on the other bridge. So, when you
are satisfied, go through the door at the end of the bridge and follow the
corridor around to the next large, circular room.

As you enter, you should hear the Flood. The Flood will begin to appear to the
left and right, if you look at your Motion Tracker. To actually attract the
Flood, go around either the left or right side of the room until you meet them.
Then, back up into the doorway of the previous corridor to protect your rear.
This also forces the Flood into a smaller area so you can take them out much
quicker. All of the fighting attracts most of the other Flood in the room, so
you should be able to take them out from the doorway as well. After that batch
has been taken care of, make your way around the far left side of the room.
There are a few Flood at the other side of the room near the exit, but if you
go around the left side, you will be facing their backs. As soon as you fire,
the Flood ambush you. There are not too many in this room, but you can hear the
Covenant and the Flood fighting in the background. When you are ready, go
through the doorway which is located at the back side of the room. Follow the
corridor around and you will soon see the Covenant fighting the Flood in a long
hall with pillars to the right. At the other end of the hall, there is a Flood
member with a Rocket Launcher. Depending on how long you allowed the two groups
of enemies to fight, there may not be any live Covenant or Flood. If there are,
just take them out quickly. Keep the Rocket-toting Flood in your mind, however,
as you go through the hall. After clearing out the hall, continue around
through the corridor and into the next circular room. As you enter, you will
immediately be charged by the Flood. Back up into the prevoius corridor and
eliminate the Flood. Then, make your way through the circular room to either
the left or right side. A large explosion will signify the arrival of
additional Flood, so find a good place to protect your rear and take out the
Flood. As you make your way around to the other side of the room, where the
exit is located, you should meet up with a few more Flood. There is also a
First Aid kit to the right of the exit. If you need, grab it; just be aware
that you might need it in a minute. As you approach the exit, and the door
opens, you will face those tiny Flood. They should be easy to finish off, so
continue through the corridor and you will soon emerge on another bridge.

This is the bridge that was to your left earlier. There are quite a few Flood
up ahead on the bridge, and there is a Banshee flying around shooting at the
Flood. Even though the Banshee is firing at the Flood, it will sometimes turn
on you. I would go ahead and take the Banshee out with a Rocket Launcher to
save trouble while fighting the Flood. (If you don't have a way to take down
the Banshee, you will have to dodge the Banshee's fire while fighting off the
Flood.) Soon, a few of the large-headed Flood that explode will find you, so
give yourself enough room to take them out. As you advance across the bridge,
you will meet resistance by the Flood with guns. After you cross the bridge
halfway, hide behind the structure in the middle and use caution. Up ahead
there are two Flood members with Rocket Launchers: a swift attack usually
ensure that you will not be killed by their rockets. Continue across the bridge
and a large number of the small Flood will jump out at you. Take them out and
exit through the door at the end of the bridge.

After passing through the door at the end of the bridge, head through the
corridor until you reach another round room. At the entrance, you will see a
group of the small Flood sleeping. Aim for the center Flood and fire (or use
melee for a silent attack), which should result in the surrounding Flood to
die. The right side of the room is blocked off, so you will have to travel
around in a clockwise direction. As you make your way around 1/4 of the room, a
large explosion will occur signifying the arrival the Flood. The best tactic I
have found is to backtrack to the previous hallway. Using a Shotgun, you can
quickly take out the incoming Flood. After the Flood stop coming at you, resume
your clockwise path around the room. Take out the remaining Flood that you
encounter and exit through the corridor leading down around on the other side
of the room. Follow the corridor and you will soon reach a lift. Stand on the
lift and activate it to descend into the next area. On the way down, some of
the smaller Flood will start falling from the shaft above. Ignoring them will
suffice.

When the lift comes to a stop at the bottom, proceed through the door and into
the corridor. Follow the corridor to the next room, which is quite large. As
you enter the room itself, some Flood will drop down from the ceiling. Back up,
dispose of the two Flood, and make your way back into the room. Some additional
Flood will come at your from the right side of the room, so proceed to
eliminate them. Since primary path around the room is blocked off on the left
side, continue around the room in a counter-clockwise direction. As you make
your way around, you will meet a few small groups of Flood. Dispose of them and
exit through the door around on the other side of the room. After passing
through the door, follow the corridor and you will soon hear the voice of a
Grunt. As you leave the corridor, you will be back outside, directly under the
two bridges you crossed earlier.

From the corridor exit, you can see some Covenant ahead fighting the Flood to
the left. Also from the exit, the right side of the canyon is a dead end, and
the left side leads to the next section. When you walk out into the snow,
Cortana marks the next Pulse Generator with a Navigation Point.

A good tactic to start out with is to steal the unused Ghost directly in front
of the corridor exit. Then drive to the right side of the canyon, where there
is a dead end wall. Take out the Ghost being controlled by an Elite and turn
around facing the other end of the canyon. There is a Covenant tank up ahead,
and a Banshee swarming around the area. If you can, go ahead and take out the
Banshee with a well-guided rocket. If you head down the steps into the
sheltered area (near the middle of the canyon) you can find a flipped Ghost
with perfect health, some ammo and a Rocket Lanucher in an alcove to the left,
and two First Aid kits in an alcove to the right. You are fairly secure from
the Banshee in this area, and the rockets will aid you in taking down the
Banshee. When you are through, proceed up the steps and to the other side of
the Canyon. Quickly take out the Covenant Tank, but be careful of the Shade
guns to the left and right sides of the Canyon. There are also quite a few
Covenants remaining on the ground, but you can take them out easily by running
over them or simply shooting them. When the area is clear of enemies, make your
way to the end of the canyon and down the short cliff.

In front of the cliff is a narrow cave which you can travel through. On the
other side of the cliff you will see some giant, vertical structures blocking
the path. However, the Ghost can easily fit through. Exit the cave and you will
be in a small, ice-covered area with two Jackals hiding behind a rock. After
taking them out, follow the frozen ice forward, and around to the right where
you will see a ramp and an overturned Warthog. There is a First Aid kit and a
variety of weapons next to the Warthog, so stock up. You can take either the
Ghost or Warthog up the ramp; it doesn't seem to matter which one you pick. The
Ghost does allow firing, so you might want to stick with it. The only way I
would take the Warthog is if the Ghost's health was dangerously low. When you
are ready, make your way up the ramp and around to the left. On the ledge
above, you will meet about four Grunts with Needlers. After eliminating the
Grunts, make your way along the ledge and through the narrow, rocky canyon
exit. You soon emerge into a much larger canyon.

As you enter this canyon, make your way around to the right and stop at the
frozen pond. From here, you can see a tower in the middle of the canyon, with
paths to the left and right. There are two Elite on the left, two Hunters on
the right, a Covenant tank on the far left near the other side, and a few
Grunts near the Covenant Tank. There is a cave at the opposite end of the
canyon, but you should not go there now. Near the very top of the canyon is a
ledge leading to Pulse Generator #2. So, to start things off, cross the ice and
make your way around to the left side of the tower. A Banshee will fly down and
attempt to kill you, but ignore it for now. Continue around to the left and you
will see two Elite. There is a Shade gun on the rock behind the two Elite, so
be careful of fire coming from it. To the left of the two Elite, there are two
Banshees. So, take out the two Elite quickly and enter one of the Banshees.
Before heading up, go around the tower near the bottom and take out the
Covenant Tank on the left side. (You might also wish to take out the Covenant
Tank on the ground via the Rocket Launcher.) Continue around to the other side
and take out the Hunters. With the Banshee's strong weaponry, the Hunters
should be easy. You also enter the left side of the tower from the ground to
find a First Aid kit. When you are ready, take the Banshee up to a higher
altitude. As you go up, you should take out that Banshee that was bothering you
earlier. Continue increasing the altitude, making your way to the top of the
tower, and at least one additional Banshee will fly down to take you out.
(There are a few extra Banshees at the top of the tower and there is another
Elite that *might* get in one. Sometimes the Elite does, sometimes it doesn't.)
At the top of the tower, take out the remaining Covenant using the Banshee. Be
cautious of the four Shade guns that can be used by the Covenant. Also, a few
of the Grunts carry powerful weapons that match those of the Hunter's. After
taking out the Covenant at the top of the tower, fly the banshee toward the
ledge marked with the Navigation Point. Land on the ledge, take out the Grunt
and Elite, then proceed through the door.

Follow this corridor until you reach the circular room. As soon as you enter
the room, you should hear some shots and see quite a few red dots on your
Motion Tracker. This is actually the Flood fighting with some Sentenals. For
now, just let them be. It will not take long for the Flood to destroy the
Sentenals. Once that has happened, you must fight the Flood yourself. So, walk
around to the right side of the room until the Flood have spotted you. Then
backtrack to the entrance and use the doorway as cover while you take out the
Flood. Keep walking toward the right, getting the attention of the Flood until
you have destroyed all of them. Be careful, however, as one of the Flood has a
Rocket Launcher. After those Flood have been eliminated, make your way around
one of the sides of the room. The Pulse Generator is in the middle of the room,
but before destroying it, take out the little Flood that appear when you
approach it. After taking out the small Flood, walk into the center of the
Pulse Generator. Your shield will once again go down, but the Pulse Generator
will be destroyed. Unfortunately, as soon as the Pulse Generator has been
destroyed, the Flood burst out in several locations. The center of the room is
too dangerous, so find a safe place near the outter edges of the room. The
Flood will even come out of the entrance to the room, so backing up into the
previous corridor will not work as easily this time. Just use your Motion 
Tracker to judge the location of the Flood and you should be ok. As usual, make
sure that there are no Flood behind you.

After taking out the Flood, exit the room the same way you came in. Follow the
corridor until you reach the outside ledge. As you exit the corridor, you
should see the Banshee that you previously parked, but there should also be a
new one to the right that has appeared.

"The Tunnels Below"

Cortana has located the Pillar of Autumn, but she needs authorization from
Captain Keyes to start the fusion core detonation. Cortana has marked the next
path with a Navigation Point, so jump in one of the Banshees and drop in
elevation. There is a cave down to the right, so head down toward the
Navigation Point. You must go through this cave to reach the next canyon, which
holds the third Pulse Generator. As you fly the Banshee into the cave, you
should see the Covenant fighting the Flood. Since the enemies in this
particular section will not catch up, it is not necessary to destroy them.
Quickly flying past them is the best course of action. Be careful as you go
through the cave and into the tunnel around to the right, as two of the Flood
carry Rocket Launchers. The problem is that the Flood are extremely accurate.
You may wish to shoot them or run them over. Speed is also a key on dodging the
rockets. After you pass the two Flood with rockets, however, just follow the
tunnel around until you reach a closed door.

Get out of the Banshee and hit the switch on the left to open the closed door.
The only problem is that something malfunctions and the door does not fully
open. Therefore you can't fit your Banshee through the opening. However, after
the door slightly opens, I would get back into the Banshee. Beyond the door, a
small group of the Flood will come but you can't be hurt while you are in the
actual Banshee due to the fact that these Flood do not carry weapons. Simply
stay in the Banshee and shoot the Flood as they come through the opening. After
the Flood have been taken out, get out of the Banshee and go through the door
yourself. You will have to cross a bridge to reach the ledge on the other side,
so make your way to the right and approach the bridge. About halfway across the
bridge, a large group of the small Flood will attack you. Back up a little and
aim for the center of the group. This should clear out most of them. After
taking out the small Flood, continue along the bridge and four of the larger
Flood jump at you. After taking them out, continue to the other side of the
bridge. When you are near the end, a group of armed Flood will appear. One of
them will even have a Rocket Launcher, so be extra swift when dealing with
them. After out the Flood, finish crossing the bridge. There are two First Aid
kits to the right and a large door on the left. Make your way over toward the
door and hit the switch on the left to open it. Pass through the door and
follow the large tunnel around the corners. You will eventually reach another
large door with a switch on the left side of the wall to open it. This door
leads to the next canyon, so when you are ready, hit the switch and go through
the door. Now follow the tunnel around to the right and make your way up the
snowy slope.

"Final Run"

When you reach the top of the slope, the music changes and Cortana marks the
final Pulse Generator with a Navigation Point. The Pulse Generator is actually
at the top of the canyon you just entered, but you first need a Banshee. The
only problem is that the Banshee is in another canyon.

At the top of the slope you will hear the sound of battle. The Flood are at it
again with the Covenant, but that does not mean you will not be involved. The
Banshee flying around above you will try to take you out, so try to destroy it
with a nice Rocket. Make you way to the right side of the canyon and take out
the small group of Flood. Up ahead, against the right side of the canyon, you
should see a Shade gun firing upon some additional Flood. Just allow natural
selection to kick in. The Flood should clear out the Covenant in no time. So,
with the Covenant out of the way, the Flood turn to you. Be very careful as one
of them has a Rocket Launcher. Advance through the canyon and take out the
Flood. Just beyond the Shade gun on the right there should be two Ghost
vehicles. Since the cave on the left side of the canyon is now blocked by
rocks, get inside one of the Ghosts and make your way to the end of the canyon.
The passage into the next canyon is on the far left side of the canyon you are
in, so proceed into the next canyon.

As you enter the next canyon you should see another fight between the Covenant
and the Flood. For now, try not to disturb them. The fight should save you some
ammo. Soon, however, some of the Covenant should find their way to you, so take
them out. To the left, where you can see the blocked off cave leading to the
previous canyon, you should find two First Aid kits, a Rocket Launcher, a
Sniper Rifle, and some other ammo. Proceed through the canyon and around to the
left. You will soon come to a wall, with a rock on the left side. This rock is
so you can jump up to the next canyon, but it is possible to take the Ghost. If
you want to take the Ghost to the next canyon, gain some speed and head for the
left wall. The slope should send you flying high enough to clear the wall,
allowing you to access the next canyon.

This canyon holds the Banshee that you need to reach the Pulse Generator. So,
it is not necessary to take out every enemy. In fact, the quicker you can get
the Banshee the better. As you make your way into the canyon, the sound of the
Flood will fill the air. Up ahead some of the Flood are fighting the Covenant.
The rest of the Flood will be making their way toward you. A few of the Flood
even have Rocket Launchers, so watch out. There are two Covenant tanks up
ahead, but until you get really close, they will concentrate on the Flood.
There are two dormant Banshees on the other side of the Canyon, just in front
of some boulders. A great tactic is to sneak around the right side of the
Canyon, using the rocks as cover. When you see the Banshees, quickly head for
one of them. Jump in the Banshee and fly straight up.

When you are in the safety of the air, backtrack through the canyon you just
entered. Continue through the next canyon, following the Navigation Point, and
you will soon be back into the canyon that holds the Pulse Generator. However,
as you enter that canyon, some Sentenals will try to take you out! Be swift and
return fire with your Banshee. When you have taken out the Sentenals, land the
Banshee on the ledge in the side of the Canyon (marked by a Navigation Point).
After landing, you can find a First Aid kit and quite a bit of ammo to the left
and right sides of the door in the canyon wall. Collect any supplies you need
and head through the door to the final Pulse Generator. Follow the corridor
until you reach the circular room. If you look on the Motion Tracker, you will
see some enemies as you enter the room. There are five Sentenals, so get rid of
them. When the Sentenals have dropped, find the Pulse Generator in the center
of the room and walk into it.

With the final generator now shut down, it is time to find Captain Keyes.
Cortana has learned how to teleport to different parts of Halo (just like the
monitor), so it will not take long to reach your next destination.

OR HAS SHE????


-******00000001111112222222111111000000******-

              6.9 Keyes :KEYES8:

-******00000001111112222222111111000000******-


 L       EEEEEE  V          V  EEEEEE  L         999999
 L       E       VV        VV  E       L        999  999
 L       E        VV      VV   E       L        99    99
 L       EEEEE     VV    VV    EEEEE   L         9999999
 L       E          VV  VV     E       L              99
 L       E           VVVV      E       L        99    99
 LLLLLL  EEEEEE       VV       EEEEEE  LLLLLL    999999

"Under New Management"

From where you are, head forward. There should be an unlocked door in the 
area. Find it and go through it. You will now see a Grunt running for his 
life. Why? A combat Flood is chasing him down to murk his methane-breathin' 
ass. Run the same way (i think) and find another unlocked door. The next 
room will have a HUGE gaping hole. Why that ONE major fall doesn't kill him
is beyond me.

When you hit the bottom, make your way out of the green coolant. You should see
some of the Flood fighting the Covenant off to the left. After allowing them to
take each other out, finish off any remaining Flood or Covenant in the
immediate area. Make your way to the left side of the small canyon and find the
path on the right. It might be a good idea to turn on your flashlight since it
is quite dark through here. Make your way through the narrow path between the
canyon walls as it winds around the right. You will soon reach the next large
area which is filled with the Covenant and the Flood.

Ahead, on the right, one of the Flood will be standing up on a high ledge
shooting down at you. Just below that Flood is a large green pool of slime.
Take out the Flood on the ledge and continue around the right side of the room
and into the pool (this should provide some protection). Up the slope to the
left you can see some more fighting going on, so finish off the Flood and the
Covenant forces. There seems to be an unlimited number of the small Flood that
appear in this area, so continue up the path at the other side of the canyon.
As you make your way up the path, some of the larger Flood will ambush you. Be
sure to pick up the additional Shotgun rounds from the Flood that carry them.
After taking that group of Flood out, continue up the path as it curves around
to the left. You should soon run into some of those large-headed Flood, so give
yourself some distance before you take them out. After dealing with them,
Cortana mentions that you should head this way, toward the gravity lift. As
soon as she mentions the lift, a Navigation Point appears. You will use this to
reach the gravity lift, which is just over 200 meters away.

As you continue around the next corner, the Flood will charge you, so be swift
in taking them out. There is also a First Aid kit lying on the ground next to a
Sniper Rifle, so pick it up if you need it. Continue around the corner and the
path will come out to a large, slime-filled area below. Do not jump off yet,
there are some preliminary things you should know.

First, this next area has tons and tons of enemies. The Flood are almost
unlimited, but the Covenant can be wiped out easily. Therefore, before jumping
into the pool, allow the Flood to take out as many Covenant as possible. This
is especially helpful considering there are two Hunters ahead to the left! In
fact, if you grab the Sniper Rifle around the previous corner, you can zoom in
and watch the Hunters slowly die. I would wait until they are dead before
heading for the area in which they were standing. When you are ready, jump down
into the slime pool and head over to the left toward the only land mass in that
canyon. From here, pass under the rock bridge and into the next small canyon
joining the previous one. The Flood should stop generating from the slime pool,
so take out any additional Covenant or Flood. There is a First Aid kit lying on
the edge of the pool to the left, so grab it and make your way to the
right-most path at the other end of the canyon. Follow this path up as it
curves around to the left and into the next area.

When you enter the next area, you should see a Shade gun and some Covenant
forces up ahead on the left, just beyond the pool of slime on the right. As you
take out the Covenant, the Flood will come from a path on the left. Stand  your
ground and take out the Flood quickly. After taking out the attacking Flood,
make your way to the left, from where the Flood came. This next room is
composed of two large slime pools on the left, with a skinny ledge leading up
on the right. As you follow the ledge around the corner to the right, some more
of the Flood will ambush you. You can take them on by hand, or to save ammo,
backtrack to the previous room and use the Shade gun. Once the Flood have been
taken care of, continue along the ledge on the right. When you reach the top,
some additional Flood with guns will attack. After taking them out, make your
way to the opening the Flood just came from and you'll notice that the path
stops. However, you can safely jump down to the corridor below. Before you
jump, you should try to take out all of the small Flood the appear.

Once you have jumped down, follow the corridor around to the left and you will
soon enter another large area. As you pass by the slime pool on the left, the
Flood will attack from the front. After taking them out, you can find a First
Aid kit in the center of the path and a Shade gun on the left. Continue through
the corridor and as you approach the bend to the left, you will start to take
fire from the Flood on the ledge on the right and also the ledge on the other
side of the canyon. After taking them out, follow the corridor around the left
bend and soon you will reach the next large area. Cortana spots the gravity
lift and, to her surprise, it is still operational.

As you enter the area with the gravity lift, you can hear the Flood fighting
with the Covenant. Try to let them fight a bit before getting involved
yourself. To the right of the Plateau (where the gravity lift is shining) you
can find an over shield at the edge of the slime pool. Try not to fall into the
pool as it is deep and can cause confusion during an attack. Work your way in a
clockwise direction around the area, avoiding the slime. As you work your way
around the Flood will continue to attack you. After the first batch of the
Flood has been taken out, continue around and up the ramp to the top of the
plateau. When you reach the top, another wave of the Flood will appear. Take
them out and head into the center of the beam at the top of the Plateau. You
will then be transported back up to the Covenant ship

"Upstairs, Downstairs"

When you reach the interior of the Covenant ship, you will find yourself in the
center of a large room. To the left are a few of the smaller Flood, so take
them out. The exit is through the doorway on the right side of the room: it is
the only possible way out of the room. As you go through the doorway and follow
the corridor around to the left, Cortana will mention again how the Covenant
Network is in shambles. A Navigation Point will also appear marking the control
room. As you continue up the corridor, the Flood will start falling out of the
ceiling in front of you and behind you. Take them out quickly and pass through
the door into the next hallway. The Flood will continue to come from behind,
but you can just ignore them if you act quickly. Follow the hall to the left
and around the next right corner. When you approach the door, the music will
grow in intensity. Pass through the door and you will find yourself on a ledge
above a large room.

The room below holds a large number of the Flood and a few of the Flood that
are already up on the ledge come at you as you make your way in a clockwise
direction. Cortana tells you to look in the corner as the Flood are gathering
bodies. Halfway around the ledge, on the left side, you will find a doorway
leading into the next hall. Before entering, however, you should go ahead and
shoot as many of the Flood from above as you can. This will save you trouble in
a few minutes. When you are ready, proceed through the door on the left and
follow the left hall as it descends into the next area. As your round the
corner to the right, you will meet up with the Flood again. This time the Flood
continue to pour out of the ceiling for a long time. In fact, I never had the
patience to see when they stopped coming from the ceiling, so, to save ammo,
you can just continue around the corridor until you reach the next area: the
lower section of the large room you were previously in.

When you enter the large room, you should see a few remaining Flood up ahead.
The door you need to exit through is straight across from the door you just
came though, but there is an over shield and a First Aid kit in the far right
corner of the room. After clearing out the Flood and gathering any needed
supplies, exit through the door in the far left corner of the room. Follow the
next corridor around to the left and a slew of Flood will attack. As usual,
keep running backwards while shooting to protect yourself. After the Flood have
been destroyed, continue around to the left and stop at the small hole in the
center of the floor. You should be able to see some of the Flood down below.
Before jumping down, however, chuck a few grenades down to clear out the Flood.
When you are ready, jump down the hole and clear out any remaining Flood.

There is only one way through, so follow the corridor in front of you around
the corner to the right. As soon as you round the corner, you should see
several of the Flood in the hall. Back up to give yourself a safe distance
while taking them out. After dealing with the incoming Flood, proceed through
the hall and you should hear some of the Covenant fighting the Flood. As usual,
allow them to fight for a while. Then take matters in your own hands by
destroying the remaining group of enemies. Continue through the hall as it
descends even lower, and after you round the corner, the Flood will come at you
from the hall to the right. Quite a few of the Flood will also appear behind
you, as one of the previously locked doors will open. Try to find a corner to
protect your back and hope that you have a Shotgun. If you pass by the hall on
the right, you can go in a counter-clockwise direction and end up back in the
hall you were just in. That should give you enough room to fight the onslaught
of the Flood. After taking all of the Flood out, exit through the hall that was
on the right and follow the hall around the corner. After passing through the
door, follow the corridor around to the right and you will find yourself in
another shuttle bay.

As you enter the shuttle bay, Captain Keyes will say, "I gave you an order
soldier, now pull out!". You are still a few floors below the control room, so
you will have to make your way up to the top. Below the ledge you are standing
on is the ground level of the shuttle bay, and there are two floors above you.
As you make your way around the left side of the ledge, three Elite in the
middle of the shuttle bay will fire at you. Use the pillars between you and
them to avoid damage. There is a door in the left-most corner of the ledge you
are on which leads down to the floor below. However, this door is not
necessary, unless you just wish to explore. The door you need to use is in the
right-most corner of the shuttle bay. So, if you wish to get right to business,
skip the next paragraph(A).

(A)LEFT DOOR-Follow the corridor around until you spot the Flood fighting the
Covenant. The Hunter will take out a good number of the Flood, but you will
have to jump in to finish off any remaining enemies. The path around to the
right is a dead-end, so follow the corridor around to the left. Soon, after you
come around the next left-most corner, you will see the Flood fighting another
group of Covenant forces. The Elite seem to fight off the few Flood quite well.
Take out any remaining enemies and continue down the path. You should soon
reach the bottom of the shuttle bay. From here, there isn't much to do. There
are two dead-end doors on the left and right sides of the room, but that is
about all. Of course, if you happen to fall down to this level of the shuttle
bay at any time, you can use the path you just took to reach the top again.
When you are ready, retrace your steps back up to the ledge above.

(B)RIGHT DOOR-As you make your way around the left side of the shuttle bay, you
will have the option to take out the Elite in the middle. Either way, there are
three of them so they should not be difficult. Continue around to the far right
side of the shuttle bay and enter the doorway. From here, follow the corridor
up around to the right. You should immediately see the Flood fighting off some
Grunts. The Grunts should run toward you in panic, as they are scared to death
of the Flood. After taking out both the Grunts and the Flood, continue up the
corridor and around the next corner. Again, you will meet up with some more
Grunts fighting the Flood. Take out the enemies and continue around a few more
corners until you reach another group of Flood in the hall leading up. Quickly
take them out, and follow the corridor and you will soon reach the top level of
the shuttle bay.

As you enter the shuttle bay, a Covenant Dropship comes in on the ground level.
You can ignore them, since they are three floors down. Advance along the ledge
toward the doorway on the right. There are quite a few Flood in the doorway, so
take them out as quick as you can. Cortana reconfirms the Navigation Point's
accuracy by saying that the control room should be this way. So, once you've
cleaned up the Flood, head through the door on the right and follow the
corridor within.

"The Captain"

As you make your way around the corner, you hear Captain Keyes groaning.
Cortana tells you to hurry since the Captain doesn't have much longer. Make
your way around to the right and through the next door and you will see the
Flood and Covenant at it again straight ahead. The path on the left has been
blocked off by a fire, but it does contain a First Aid kit. Continue forward
toward the fight.

Once you reach the central fight, you will see three paths. The path on the
right is a dead end, the path up ahead is also a dead end, but holds a slew of
Covenant, and the path on the left, which leads up, goes into the control room.
Unfortunately, there are quite a few Flood and Covenant to fight, so you most
likely will not be able to just charge up to the left. A good tactic is to get
the attention of both the Flood to the left and the Covenant from up ahead,
then hide in the previous corridor. The two forces will meet each other, making
your job slightly easier. When you have eliminated all of the enemies, make
your way up the left path and into the control room. Once in the control room,
head up the ramp in the center to find Captain Keyes. This is not pretty, but
since the Captain is now part of the Flood, you must do what you must do.

Time to get off of this Covenant ship. However, before you go, the Flood will
start pouring in from two doors on the other side of the room. A Shotgun is
highly recommended here, and be sure to shoot the large, explosive Flood from
far away. Also, these explosive Flood can take out many of the surrounding
Flood if you time your shots just right. To be successful, you need constant
awareness of where the Flood are at because they will come in with rapid speed.
Once you have taken out every last Flood in the room, you will have to make
your way back to the shuttle bay via the way you came. There is a First Aid kit
to the left side of the door you need to go through to return to the shuttle
bay, but you might want to wait before picking it up unless your health is
dangerously low. As you approach the door, the Covenant will attack in full
force. Two Grunts in the front will throw grenades at you, and some of them
even have those huge plasma weapons that resemble those carried by the Hunters.
The Elite will also attack with swift strikes and grenades. A good tactic is to
throw a grenade toward the door was you approach it so that the explosion will
take place as the door is opening. Try to keep the Covenant out of the room
itself as that improves your chance of survival. Be swift and merciless because
this is one of the hardest groups of Covenant you have fought thus far. After
taking them out, make your way through the door.

Every step you take draws you closer to the end of the level, so continue down
the corridor and follow the path to the right. As you pass through the next
door, follow the path around to the left. You should hear some of the Grunts up
ahead, and as you pass through the next door and go around the corner, the
Flood and Covenant fight will be visible. Take them out and continue into the
shuttle bay. Be very careful as you enter, however, as the Covenant remaining
will be quite tough. Ahead on the left are some tough Elite and Grunts who also
like to throw grenades. Also, over to the right, there are quite a few Elite
waiting for you. If you use grenades you should be able to take them out from a
long distance. Also be sure to strafe often to avoid further damage. When you
have cleared out the Covenant, make your way to the right along the ledge in
the shuttle bay. This is a dead end, but you will see why you need to be here
in just a minute.

You can see a Covenant dropship and two Banshees landing on the ground floor of
the shuttle bay. Cortana tells you tells you to grab one of the Banshees to use
to reach the Pillar of Autumn. Now, while you can go back through the doors and
halls to reach the ground level of the shuttle bay, I highly recommend just
jumping. Now you can't just jump down to the ground floor without dying, you
must first jump to the lowest ledge. Make your way to the far right side of the
shuttle bay, from where you can see the Banshees, and jump to the ledge below.
Your shield should go down by about 50%, but you are much closer to the ground
level. Now you can simply jump down to one of the Banshees below without taking
critical damage. Once you get in one of the Banshees, the level ends. A good
tactic is just to land on top of one of the Banshees and immediately press the
action button. This way the Elite around in the area will not have time to hurt
you. Now it is time to find the Pillar of Autumn.

The Banshees you fly away in at the end of Keyes have some special properties.
Some of them are:

They cannot be moved unless by the pilot. Melees, grenades, and hunter melees
have no effect.

---They are invincible. They cannot be destroyed by anything.

---The pilot is invincible, from gunfire and grenades while inside the Banshee.

---They are very fast, have great acceleration, and can fly through
walls/floors.

---The end cutscene starts after you enter the Banshee and are in it
 for a certain
period of time.

---You can exit the Banshee after flying it, and so long as the screen hasn't
started turning white yet, the cutscene will not start. You can get to some
pretty interesting places by flying randomly for a few seconds then
exiting.


-******00000001111112222222111111000000******-

             6.10 The Maw :THEMAW:

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 L       EEEEEE  V          V  EEEEEE  L          1     000000
 L       E       VV        VV  E       L         11    00    00
 L       E        VV      VV   E       L        1 1    00    00
 L       EEEEE     VV    VV    EEEEE   L          1    00    00
 L       E          VV  VV     E       L          1    00    00
 L       E           VVVV      E       L          1    00    00
 LLLLLL  EEEEEE       VV       EEEEEE  LLLLLL   11111   000000

"And The Horse You Rode In On...."

As you pass
through the first doorway, Cortana says that you need to get to the bridge.
From there, you should be able to use the Captain's neural implants to overload
the ship's fusion engines. The generated explosion should be large enough to
destroy Halo itself.

>>Make your way to the bridge

After passing through the initial corridor, follow the path around to the left.
Four Sentenals make their way inside the ship(the same way you did), so try to
take them out quickly. I found that the Plasma Rifle works better on them than
the Assault Rifle. Continue through the corridor, making your way around the
next right corner. The only way to go is to pass through the narrow tunnel in
the wall ahead. As you enter the tunnel, take your first left(the straight path
leads to a dead end). As you follow the tunnel around to the left, you should
soon see a small opening in the floor. There is a ladder leading down to the
next floor which contains several enemies. A few of the smaller Flood will jump
up the hole, so take them out as they come. Down below, the Sentenals are
fighting with the larger Flood. Just wait at the top of the hole for the
fighting to cease. You can even throw a few grenades down to end the fighting
quickly. When you think that it is safe, go ahead and jump down.

When you reach the bottom, you will probably notice a few Sentenals still
hanging around. Make your way over to them, take them out, and follow the path
around to the right. When you enter the next hall, the Flood will come out at
you. There are only a few of them here, however, so take them out and continue
down the hall and around to the right. As you pass into the next doorway, the
music will dramatically change. Up ahead, around the corner to the right, you
can hear the Flood coming. As they burst through the door, prepare for a fight.
Remember to back up while fighting them to give yourself plenty of breathing
room. Also, one of them is using a Shotgun, so be sure to pick it up. After
taking out that small wave of Flood, proceed through the door they just came
from, on the left side of the hall. Follow the next corridor around to the
left, and you will soon meet up with a few more Flood. Take them out and
continue down the hall.

As you round the next corner on the right, you will see a closed door with a
fire burning on the right. As you approach the door, a large number of enemies
appear on the Motion Tracker. Go through the door and you should see a the
Flood fighting the Covenant over to the left. Just in front of the door, behind
the small pillar, you can find two First Aid kits. There are also some Covenant
and Flood fights off to the right. The Hunters are extremely dangerous, so try
to hide and allow the two opposing forces to fight for a while. After the bulk
of the fighting stops, you should prepare for the next room. There are two
entrances to the next room, one to the left and one to the right. This next
room is filled with dangerous Covenant forces, so try not to forget those two
First Aid kits in the hallway. So, when you are ready, stand near one of the
entrances to the next room.

If you have yet to take out the two Hunters, they will be in the first section
of the room. Also, the Elite in here are quite lethal, and the Grunts usually
throw grenades quicker than you can blink. A few of the Grunts even use those
powerful plasma guns, so be careful. So, when you are ready, slowly make your
way into the room, taking out the enemies swiftly. Throwing grenades from a
distance can really save you in this room. Try to aim for the Elite first. As
you make your way to the other side of the room, a few additional Grunts, as
well as some Elite, will enter from a passage in the far left corner. These
guys are just as lethal as the first ones you encountered in this room. After
taking them out, find the doorway in the far left corner of the room and pass
through it. As you enter the next area, there should be no enemies present. The
path to the right is a dead end, so make your way to the left and enter the
corridor. As you pass through the corridor, you can find a First Aid kit on the
right. Continue through the corridor and around the left corner. Cortana will
mention your proximity to the ship's Bridge.

Up ahead is a black Elite; the toughest kind. Take him out and follow the path
around to the right into the next area, which is the Bridge. There are a few
Grunts in here, and some of them will be using those large plasma guns on you.
Use a few grenades and you should be just fine. Take them out and head around
either the left or right side of the room to reach the important section of the
bridge. This place looks quite a bit different from when you last saw it in the
first level. Cortana mentions that you need to upload some data, but as you
start the computing process, that dreaded Monitor interrupts. The Monitor
mentions various idiocies, and its nonsense plans. The Monitor is working in
the engineering room, so you will have to go there to take care of business.
However, before you leave, four Sentenals approach you from outside of the
ship. You can use the glass panel to block the Sentenal's lasers, but try to
take them out as quickly as possible. After the Sentenals have been eliminated,
make your way off of the Bridge. Now it is time to find the Monitor.

>>Get to engineering by way of the cryo storage facility

After exiting the Bridge, follow the corridor to the left and around the next
corner. When you reach the next room, the Flood will come through a previously
locked door in the far right corner. Most of the Flood use Assault Rifles, but
they can still be quite dangerous. After taking them out, make your way through
the door from which the Flood just came, in the far right corner of the room.
In the next room, you will find tons of Assault Rifles on the floor. As far as
enemies go, this room is void. So, after picking up any needed ammunition, make
your way to the other side of the room and pass through the door.

This next area contains some Flood fighting some Covenant, but the Covenant
should win really quickly. This means you will have to take the rest of them
out, including two more Hunters and, most likely, a black Elite. The left-most
area is a dead end, as is the right-most area. However, the Covenant are
usually stationed in the right-most area, so make your way over there and take
out the remaining Covenant forces. Try to use the block-aid on the right side
of the hall to dodge the fire from the Elite and Hunters. Try to take out the
Elite first, then go up against the Hunters head-to-head. As always, when you
are too close, the Hunters will not fire at you. There is a First Aid kit in
the right-most area of the hall, should you need it. When you are ready, find
the doorway in the center of the area and proceed through the next hall.

Continue through the hall, and around several corners, and you will soon meet
up with four Sentenals fighting the small Flood. Allow the Sentenals to take
out some of the Flood, then finish off the Sentenals yourself. On the left, the
small Flood will continue to come out from under a half-opened door. Finish off
the Flood and make your way under the door on the left by ducking. On the other
side of the half-opened door, and in the corridor to the right, a few more
Sentenals are destroying the smaller Flood. Take out the Sentenals and any
remaining Flood, and make your way through the door at the end of the corridor.
On the right side of the next hall, you should see two arrows in front of two
doors marked "Cryo B". You can hear the Sentenals fighting the Flood again in
the room to the right, so just allow them to fight for a while. (While you are
waiting, you can find a hidden First Aid kit in a secret hall to the left. This
path appears to be blocked by fire, but you can jump through an opening on the
left to find it.) Soon, the Flood will have taken out the Sentenals, so enter
the room marked "Cryo B" from either of the two doors.

As you enter the room, the remaining Flood should attack you. Quickly take them
out and head for the opposite side of the room. Soon, the dreaded "Flood" music
will play, and some Sentenals will appear on the walkway above the room. There
are two ladders on the ground level of this room: one in the far left corner,
the other in the far right corner. Use one of those to climb up to the walkway
above. When you reach the walkway, the Flood will pour into the room from the
level below. Now you must stay aware of both the Flood and the Sentenals. If
you are feeling tough, you might just wish to jump down to the floor below and
quickly take out the Flood. Then, you can make your way back up one of the
ladders to the walkway you were previously on. If you do not feel like jumping
down, you can just try to take out the Flood from a higher elevation. At any
rate, when the Flood have been eliminated, make your way to the front of the
room from the walkways and head for the Sentenals.

The Sentenals are actually in Cryo B's control room. As you approach the room,
some of the Flood enter it from a doorway to the left. It would be a good idea
to back up and allow the carnage to continue without you for a minute. The
Sentenals will be able to take out a good deal of the Flood, but not all of
them. After the last Sentenal has fallen, approach the room and begin to take
out the Flood. The Flood come from the left path for what seems like an
eternity, but just hang in there. If you need, you can use the right path,
which is a dead end, for some backup space while fighting. After taking out the
Flood, grab the First Aid kit to the left in the Cryo control room(if you need
it) and head through the corridor on the left from which the Flood were just
coming. Continue through the straight corridor until you reach the next area.

At first, the room will seems safe, but soon the Flood will come out at you
from the corridor ahead. Just keep the Flood in front of you and you should be
able to take them out with relative ease. After clearing them out, you can find
an overshield in the dead end corridor straight ahead that the Flood were
coming from. After picking up the overshield, make return to the previous area
and find the tunnel entrance on the other side of the room. When you approach
the tunnel door, the Flood will start appearing from the area that contained
the overshield. However, no matter how many times you kill them, the Flood will
keep coming back whenever you approach the tunnel entrance. So, just to save
some ammo and frustration, go ahead and enter the tunnel. Be sure that your
flashlight is turned on, then follow the tunnel around the first right bend.
The Flood in the previous room will not follow, so you will be safe. Continue
through the tunnel and take a left at the next turn. When you reach the next
corner, take a right. You should now hear the sound of the Covenant. Up ahead
you should also see an exit into a new area. As you make your way toward the
exit, you can either go left, straight, or right.

For now, just stay put. There is a massive battle between the Covenant, Flood,
and some Sentenals. If you take the left tunnel, you will come out in a dead
end room with a glass door. You can use this glass to safely watch some of the
fighting. If you take the right tunnel you can find a First Aid kit at the dead
end. And of course, the straight path, leads directly into the hall where all
of the fighting is taking place. I would highly recommend waiting most of this
battle out, as there are quite a few enemies fighting. It might be a good idea
to stand near the exit(the center tunnel) so that you can see the chaos first
hand. This will also allow you to get into the action every now and then to
keep the battle going. If you walk out into the hallway, where the fighting is
taking place, some additional Flood might appear from the far left. This will
help divert the attention of any remaining Elite or Hunters. When you are
ready, slowly work your way into the hall, taking out the Flood as you can. The
Flood will appear from the left for quite some time, so you will probably have
to take them out yourself. Once you have cleared out all of the Flood and
Covenant in the hall, it is time to move on. The left-most area, where the
Flood were coming from, is a dead end. There are two doors along the center
wall that lead to a U-shaped hallway, but this is also a dead end. The only way
to go is to the right. As you make your way down the hall to the right, you
should see an arrow marked, "Engineering" on the floor. This indicates you are
actually going in the right direction.

Continue past the first Engineering marker and you will soon see another
Engineering arrow pointing to a hall on the left. However, straight ahead, you
should see an arrow marked, "Armory". It is vital that you visit this area, so
head forward, around the next two corners, and into the Armory. As you enter
the Armory, you will see a nice pile of weapons. Before you pick them up,
however, you should take out the Flood. There are actually two invisible Flood
on the left and right sides of the room, so be careful! As you make your way
toward the other end of the Armory, additional Flood will come out of the
locked door. When no more Flood appear, grab a Rocket Launcher and plenty of
Shotgun ammo. These two weapons make a good combo for the next section, where
you will actually be using the Rocket Launcher for parts of the mission. After
you have loaded up, exit the Armory via the door you used to enter it. If you
happen to run out of ammo in the future, you can visit the Armory again to
reload. Make your way back to the Engineering arrow, and follow the corridor to
the right. Continue through the corridor and you will soon reach your
destination; Engineering.

"Light Fuse, Run Away"

As you are making your way through the corridor toward Engineering, you will
see two seperate paths; one to the left, and one to the right. The Engineering
room has left and right sections which are divided by a wall, but you can take
either path for now. The main thing is that you get inside the room. As soon as
you enter the Engine Room, you will hear the infamous humming of the Monitor.
The Monitor has stopped the countdown, so you will have to mess with the actual
reactors to blow up the ship, and ultimately, Halo. While Cortana gives you an
load of important information, the Flood start pouring into the room.

>>Use the controls on the third floor to retract an exhaust manifold

Ok, there are a few rules here that will help organize this process:
1)There are four control panels on the third floor.
2)It does not matter which order you activate the controls.
3)The activation of each control panel will retract an exhaust manifold.
4)Find each exhaust manifold and use rockets and/or grenades to destroy it.
5)Follow the Navigation Points to each target and you will do fine.
6)Only take out the Flood that are in your way.
7)There are First Aid kits on each side of the Engine room.

First, you need to make it to the third floor. To do that, go to either the
left or right side of the Engine room and find the ramp leading up to the first
platform. I recommend using the right side of the Engine room to make your way
up because it is more convenient. In one of the corners you will find an arrow
next to a door marked "Level 2". Go through the door and follow the path up to
the next platform. One thing to note, the door leading up to "Level 3" can only
be easily accessed from the right side of the Engine room. So, if you are not
there already, head over to the right side of the Engine room, find the door
next to the arrow labeled "Level 3", and continue up the path to the third
floor. On the way up to the third floor, the Flood will come out at you. You do
not really have any other choice but to fight them here. The music is quite
dramatic while fighting the Flood. When the Flood have been defeated, continue
up to the third level.

When you reach the third level, you will actually be on a narrow walkway.
Proceed around to the middle of the room and you will see two control panels
marked by Navigation Points. If you follow the walkway around to the left, into
the left section of the Engine room, you will see the other two control panels
which are also marked by Navigation Points. Like I mentioned earlier, it does
not matter which order you activate the panels, so walk up to a panel and press
the action button to activate it. If you look down toward the large, horizontal
structures in the room, one of them will start to retract.

The Navigation Points marking the other three control panels will momentarily
disappear, and a new Navigation Point marking the vent core will appear. If you
can aim at the vent from the third floor then go ahead and destroy it from up
there. However, Sentenals come and complicate the situation, so you may have to
jump down to the first floor again to destroy the core. A few well placed
rockets should destroy the first core. Now you must do the same for the last
three control panels. I will be breif for the last three since they follow the
exact same procedure as the control panel you just activated.

If you are on the ground floor, make your way to the right section of the
Engine room and go back up to the third floor. Once you make it back up to the
third floor, approach and activate another control panel.

Like before, the new Navigation Point will mark another core. A good tactic is
to actually hop on top of one of the manifolds while it opens and get a good
shot at the core from it.

Now, you need to do this two more times. You can just follow the above process
twice in a row if you wish, it is essentially the same process. Just be careful
of additional groups of Flood each time you make your way back up to level 3.
After the fourth and final core has been destroyed, you can tell the ship will
not hold out much longer. Cortana overlooks the schematics and finds a way out.

Find your way back up to the third floor, and you will notice a new Navigation
Point. This point actually marks an elevator, but the door leading to the
elevator can be found on the right side of the Engine room on the third floor.
Pass through the door on the third floor and follow the path around to the
right. After passing through several doors, you will soon reach an elevator.
However, as it comes up, it brings some black Grunts and a black Elite. In case
you were not paying attention earlier, the black Elite are quite challenging. A
quick grenade should help splatter those Covenant forces. After taking them
out, get on the elevator and prepare for the final run of the game! While the
elevator goes up, Cortana radios the dropship and arranges for a pickup at the
crash site. 

"Warning: Hitchhikers May Be Escaping Convicts"

When you get to the top of the shaft, run out and head right. I made a time 
chart for the seperate difficulties: 

Easy: Six minutes
Normal: Six minutes
Heroic: 5:30
Legendary: Five minutes

Grab the closest Warthog and DRIVE YOUR ASS OFF. Head left out of the Warthog
place. Run over these Covies and Flood. Make your way to the end of this next
room and take the turn. Now get through this room. Take this turn. Eventually,
you will be outside on a bridge. DO NOT STOP. Now go through this straight-
forward path. Once you reach a gap, go full speed to jump it. Try to keep the 
Warthog going straight. Continue driving. Now stop once you see a big ship. 
That's the Longsword. Run for it. Don't stop. I finished with only 12 seconds
left on my first run through. Congratulations. You just beat a tough game. 
Sit back and enjoy the ending; you earned it.

-******00000001111112222222111111000000******-

          6.11 Multiplayer :MLTPLYR:

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Welcome to the Multiplayer section. This game has no XBL features, due to the 
2001 release date, and XBL was a figment of the imagination. Anyway. I have 
info here about Splitscreen/System Link games. Tell me if I leave info out.

You could be the best Halo player in the world and still lose if you have
little to no knowledge of the maps. This is what I recommend.

- If possible walk through every map. 
- Find out where the Over Shield and Invisibility is hidden.
- Find out where every weapon is placed.
- Use all the teleports and remember where they take you.
- Look for sniper spots and hidden caves.
- Note where vehicles are when the game starts.

Yes, it sounds like alot and it is but you'll thank your lucky stars when
you can run circles around weaker opposition. This is your best chance of
hanging in there with stronger opposition.



Here are the levels:

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                6.11.1 Rat Race

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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.

MY OPINION:

This level works best for small 4-6 player games, because 16 or 8 is just TOO 
crowded. I think all weapons are in this level. Obviously, there are no 
vehicles. Overshield and Active Camo are in this level.

WEAPONS:

Shotgun
Assault Rifle
Both Grenades
Plasma Pistol/Crappy Rifle

VEHICLES:

NONE
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               6.11.2 Sidewinder

-******00000001111112222222111111000000******-



MY OPINION:

This level was MADE for big 16 player games. All weapons. All powerups. 
Warthog/Ghost are here. Yes, even the huge, sexay Scorpion tank is here.
Team play is recommended for those two huge bases.

Weapons: 

All

Vehicles:

All
 
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   6.11.3 Blood Gulch (Halo 2: Coagulation)

-******00000001111112222222111111000000******-



MY OPINION:

This level was also designed for 16 player games. All weapons, powerups and
vehicles are here. Two bases, so team play is fun. Sniper locations are every-
where, even the sought after Sniper Thumb (Sniper Rock). The bulk of the 
tricks in this game are done here.

Weapons: 

All

Vehicles: 

All
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            6.11.4 Boarding Action 

-******00000001111112222222111111000000******-

Another one for rocket fanatics and snipers. You've got two ships split open
like apartment complexes, and all sorts of long range weapons to use on one
another. If you're a rocket arena fan, you'll like the strategy in this one,
but close combat fans will be bored. Definitely more exciting in concept than
execution, unless you're a long-range fanatic.

MY OPINION:

This one is more fun with Team Play 16 player. All weapons and powerups. No 
vehicles(duh), but Banshees with their own bay would have, could have, and 
should have put this map on top.

WEAPONS:

Shotgun
Pistol
Assault Rifle
Plasma sumnabitch Rifle
Plasma Pistol
Plasma and Frag Grenades

Vehicles: 

What do you think? NONE

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  6.11.5 Battle Creek (Halo 2: Beaver Creek) 

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If you're looking for a way to show off the beauty of the game in multi, this
and Sidewinder are the levels to use. It's 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 you'll be fine.


MY OPINION:

This one is for 8 players for more enjoyment. All weapons, Active Camo. Tiny 
map with two bases for team play. If you play 16 players, the map gets too 
crowded. Try it for yourself.

Weapons: 

All(?)

Vehicles: 

None

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              6.11.6 Chiron TL34 

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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.

MY OPINION:

Like Battle Creek, this level is enough for 8 players. Try this one with 16 
too and see what you get.

Weapons: 

All(?)

Vehicles: 

None
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              6.11.7 Hang 'Em High 

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This one's 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. It's wide and open, so if you don't have enough players, you may be a
little bored -- unless you're 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.

MY OPINION:


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                 6.11.8 Wizard  

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Not being a fan of courtyard battles, this one tended to bore me, at least in
two player games. There's 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 that's good for beginners, since it's
really, really straightforward.

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                6.11.9 Derelict 

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?????

MY OPINION:

I'm not a huge fan of the open courtyard type maps, which is what this one is.
If you're a good Sniper this can be some fun. This level works best if you're
playing a game like King, where you've got to control a point. With little room
to camp, this one's a tough battle.

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               6.11.10 Prisoner 

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It's built like a multi-story mall, and there's plenty of space for grenade
tossing, especially if you're 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 don't think
you're stuck walking around the edges. Not really recommended for two players -
- we'd recommend at least four for this one, as it's too easy to play chicken
in the interior of the buildings.

MY OPINION:

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6.12 Multiplayer Gametypes/ My Fun Custom Games

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------
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. It's a classic Deathmatch, where
you'll need 15 kills to win. What level you play decides whether you'll have
access to vehicles or specific weapons. If you're just beginning, this will
keep your head from spinning... too much.

----------
Slayer Pro
----------

Like Slayer, only this time you'll need 25 kills to win. That's 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 you'll
move, but the more you die, the faster you'll 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 seasoned veterans, or
you can have an even three on three split if you've got two consoles and two TV
screens. Team games are especially fun when you've 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 one's quick and dirty, and better suited to levels that give you a little
room to dodge. Play it on Longer and you'll find yourself with a shorter (sorry
about that one) game. This mode's great on levels like Boarding Action, where
precise shooting means that the game's usually drug out longer than usual
anyway.

--------
Phantoms
--------

Mmmm... yummy Phantoms. All players are "invisible," meaning that everyone's
got on Active Camouflage, making them almost impossible to see unless they're
firing directly at you. Fortunately, all your opponents have nav points, so
you'll 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 you're tying to
snipe ghosts of your enemies, or chugging it out in tight hallways.

---------
Endurance
---------

You've 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 you'll be waiting ages to get back into the
game. Odd Man Out rules mean that if you die, you can't respawn until someone
else assumes the role of Odd Man Out by dying. It's a rotating afterlife, made
worse by the time increments. This doesn't work with two players, for obvious
reasons, so get a big group to make this one really frustrating.

-------
Rockets
-------

Don't be daunted by the 25 kills needed to win this game. Remember that one
rocket blast will nail someone in a flash... and since that's what you've all
got, this one flies by. The catch (and have you noticed that all Halo
multiplayer games have one?) is that nobody's got a motion tracker, so you'll
have to use your eyes and the rocket scope if you think you're 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 you're not quick you'll 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 don't want to see them
snowball the whole game.

-------
Oddball
-------

It's simple -- hold the skull for two minutes, and you win. Of course, there'll
be a ton of people on your tail trying to take it from you, but don't 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 can't use your weapons
while holding the skull, leaving you vulnerable. The skull's a brutal melee
weapon however, so a good knock over someone's 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 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 who's
"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 everyone's times, including your own, press
the Back button.

----------
Accumulate
----------

You've got to stay "It" for five minutes, but it's not as long as it sounds --
if you're it, and score kills, you get a timer speed bonus for each one. Get a
few kills and keep "It" and you'll win in no time. Get killed, though, and
you'll 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. It's 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 don't
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 you're a team, and it's 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 -- you'll be able to shoot at your
enemies while racing for the next flag point. Quake may have quad damage, but
it certainly never had racing with guns.

-----
Rally
-----

This one's a race without the laps -- collect 15 flags first, and you win. Of
course, the designers have made it so that you're definitely getting in one
another's 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 you've 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...

----------------------
Capture the Flag (CTF)
----------------------

An FPS classic. Capture your enemy's flag and return it to you base three
times, and you win the game. You can't 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 doesn't work as
well as you think. Play it with at least six or more, and you've really got a
party going on. You'll only find this mode in a few types (because you really
can't fit a tank that well in a hallway), but seek it out. It's definitely
worth some play.

-------
CTF Pro
-------

This one's a killer, and I only advise playing it if you've got a super-sized
group ready, otherwise no one's ever going to score on this one. CTF pro plays
just like CTF, only this time you've got to have your flag at home base in
order for you to score. Not only do you have to sneak into your enemy's base
and steal their flag, but you've got to make sure that your flag's intact at
the same time. Great fun if you've got a good team to work with.

--------
Invasion
--------

A fast food version of CTF. You've already got your enemy's flag, and now
you've just got to get it into their base and plant it onto their flag station.
Do it three times and you win -- but you've only got five lives to work with.
It's quick, it's dirty, and it's ruthless. Once you've mastered the general CTF
skills, then move onto this one for a different sort of challenge.

CUSTOM

--------
Shotties
--------

My favorite: all shotguns, close range battles, etc. 15 minutes to rack up 250 
kills. A fun one for groups of 8 under system link. Oh, and, no vehicles. 
That's right, pistol-happy wussy-spaz motorsucks, no vehicles or pistols. 
CREATED BY: ME

----------
JOEY WORLD
----------

No shotguns, all vehicles, the exact reverse of my gametype.
CREATED BY: Anonymoyus

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    7. Frequently Asked Questions :89FAQ2: 

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Q.: How do I kill Captain Keyes at the beginning?
A.: Don't. If you want to get attacked by invincible Marines, melee or shoot 
the duh-huh anywhere.

Q.: How do I get the pistol at the beginning?
A.: Read the DANG guide.

Q.: How do I get *insert something freaking obvious from the guide*?
A.: Read above answer.

Q.: How do you finish the game?
A.: Retard. Finish The freakin' Maw.

Q.: Why did you want to do this guide?
A.: Because I wanted to join the guide writers in writing guides.

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          8. Closing Notes :CN6759:

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This guide is virus free and may be used privately only unless you have my OK.
I have friends searching sites for this guide, so DON'T STEAL IT. This guide's
ゥ 2006 Adam "WWEandNWOfan" Sweet. Joke NOTE: Use of this guide may result in 
diarrhea, ingrown toenails, and nausea. REAL NOTE: Theft of this guide will 
result in broken bones, blown-out eardrums, and severe burns.

-******00000001111112222222111111000000******-

                8.1 Thank Yous

-******00000001111112222222111111000000******-

Thanks goes to: 

N   N EEEE  OOO  GGGGG    A    MM   MM EEEE RRRR   
NN  N E    OO OO G       AAA   MMM MMM E    R   R
NNN N EEEE O   O G  GG  AA AA  M MMM M EEEE RRRR
N NNN E    OO OO G   G  AAAAA  M MMM M E    R R        
N  NN EEEE  OOO  GGGGG AA   AA M     M EEEE R  R  

For making a great guide (It helped me with the the chapter names. That's why 
your GFAQs name is here. Plus, the guide helped me beat Halo on my first run-
through.)

GGGGG    A    MM   MM EEEE  FFFF    A    QQQQQ   SSSSS
G       AAA   MMM MMM E     F      AAA   Q   Q   S
G  GG  AA AA  M MMM M EEEE  FFF   AA AA  Q   Q   SSSSS
G   G  AAAAA  M MMM M E     F     AAAAA  Q  QQ       S
GGGGG AA   AA M     M EEEE  F    AA   AA QQQQQQ  SSSSS
                                              QQ 

For posting my guide.

BBBBB   U   U  NN   N  GGGGG IIIII EEEE
B    B  U   U  NNN  N  G       I   E
BBBBB   U   U  N NN N  G  GG   I   EEEE
B    B  U   U  N  NNN  G   G   I   E
BBBBB   UUUUU  N   NN  GGGGG IIIII EEEE

For making Halo and other great trilogies like Myth, Marathon.....


$$$$$$$$$$$$$$$$$$$$$$$$$     $$$$$$$$$$$$$$$$$$$$$       $$$$$           $$$
$$$$$$$$$$$$$$$$$$$$$$$$$     $$$$$$$$$$$$$$$$$$$$$       $$$$$$          $$$
$$$$$$$$$$$$$$$$$$$$$$$$$     $$$$$$$$$$$$$$$$$$$$$       $$$$$$$         $$$
$$$$$$$$                             $$$$$$$$             $$$ $$$$        $$$
$$$$$$$$                             $$$$$$$$             $$$  $$$$       $$$
$$$$$$$$                             $$$$$$$$             $$$   $$$$      $$$
$$$$$$$$                             $$$$$$$$             $$$    $$$$     $$$
$$$$$$$$$$$$$$                       $$$$$$$$             $$$     $$$$    $$$
$$$$$$$$$$$$$$                       $$$$$$$$             $$$     $$$$    $$$
$$$$$$$$$$$$$$                       $$$$$$$$             $$$     $$$$    $$$
$$$$$$$$                             $$$$$$$$             $$$     $$$$    $$$
$$$$$$$$                             $$$$$$$$             $$$      $$$$   $$$
$$$$$$$$                             $$$$$$$$             $$$       $$$$  $$$
$$$$$$$$                             $$$$$$$$             $$$        $$$$ $$$
$$$$$$$$                      $$$$$$$$$$$$$$$$$$$$$       $$$        $$$$$$$$
$$$$$$$$                      $$$$$$$$$$$$$$$$$$$$$       $$$         $$$$$$$
$$$$$$$$                      $$$$$$$$$$$$$$$$$$$$$       $$$         $$$$$$$ 


Now for my **** Yous to be handed out.

**** YOU,

US Government,
Rockstar,
Nick "SinirothX" Henson,
PS2/3/Gamecube/Wii fanboys, (just the uber-fanboys)
Ungeheurmeister,
Compaq,
NASCAR.


and finally....

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****** THE SECRETS AND GLITCHES SECTION!!!!!!1!!111!!!!!! :HCESECGLITC: ******

-******0000000000011111111111112222222111111111111111100000000000000000******-


NOTE: I take NO credit for these secrets. All credit goes to the people that
found these secrets. I have written down secrets that I have really actually 
done, or ones I just wanted to because they sounded cool.

A note on unviewable Easter Eggs............ Using a modded Xbox, it is possible
to extract the original tiles of just about anything in the game. This means
that you can find Easter Eggs that are out of view normally by just finding
their files/tile.

For example, the `Engine Temp Critical' sign has the phrase "Michael Wu don't
like it" in the bottom right hand corner. But another tile is placed on top of
that in the actual game, preventing you from being able to read it. This FAQ is
for what you can do/see with an unmodded Xbox, and therefore I will not list
these Easter Eggs.



Single Player- 

GRENADE JUMPING
Throw a grenade at your feet. Simple.

WARTHOG JUMPING- This one is a little harder to do. Make a grenade pile (most
preferrably 8-12 grenades), then hop in a seat and throw a grenade.

SHIELD IS ALIVE
Easiest to do this on Silent Cartographer. You can do this 
one on Co-Op also. Shoot one of those stationary energy shields. It will, 
apart from letting off an energy blast, spit out blue blood. IT'S ALIVE!!!!1!!

WEAPON SKIN SWAP
You will need 2 controllers for this one. Pick up a weapon. Now 
then hit a checkpoint, save and quit. Now, using the other controller, load up
the SAME profile with the same level and difficulty. Grab another weapon, get 
another checkpoint, save and quit. Now, using the original controller, load
the same profile, level, difficulty. You will now see the original weapon, but
it will now shoot like the original, depending on the swapped weapon.

DOUBLE MELEE
Melee once, then throw a grenade and melee again, as quick as you
can. This slightly increases your rate of melee.

JUMPING INTO ROCKS
There are some rocks throughout the game that, when you exit a Warthog close
enough to them, you'll end up inside it. I've only tried it from the gunner
seat, but others may work, as well. One of the rocks that can be jumped into is
in Blood Gulch. It's near the middle of the level, but a bit closer to red base.
It's defining feature is it's slanted greatly. Park a Warthog back up against
the front of the rock (the side highest in the air). Then get out, and get in
the gunner seat.

Turn the gun slightly to the left and jump out. You should
either land inside the rock or hit the side of the rock. If you're not in, get
back in the gunner seat and change the direction you're aiming slightly, and try
again. Once inside the rock, you can only be killed with explosives. You can
shoot people on the other side, but they cannot shoot you (except with a tank).

DISAPPEARING DROPSHIPS
This isn't really a trick, but it's interesting nonetheless. All dropships
throughout the game are meant to fly to a place and get there before you can.
Upon reaching that point, they disappear. However, you can use certain tricks to
speed up your journey and you can actually see the dropship (either Covenant or
a Pelican) disappear. Some places to see this are:

The beginning of SC- Once out of the Pelican, run straight ahead and don't stop.
You should get far enough that when the second Pelican flies around the bend,
you can see it disappear.

AotCR- Get the "early Banshee" and fly to the second chasm (the room with the
giant pillar). A Covenant dropship should land and drop of some enemies and two
Ghosts. When it flies away, follow it as closely as you can. When it reaches the
tank barrier, past a small frozen lake, it will disappear.

Also, if you are in a Pelican you're not supposed to be in (like if you stay in
the Pelican at the beginning of 343GS, or the Pelican that drops off the marines
in AotCR), it won't disappear. The Pelican is not supposed to crash, but with
you in it, it can't disappear, so it's engine stops running and just sort of
floats downwards and lands.

DOUBLE JUMP
Crouch at the top of a jump to get a little extra height. This isn't noticeable
at first, but try jumping onto the "tombstones" (or dragon's teeth, whatever you
call them) in Hang'em High. You can't jump onto them normally, but you can if
you double jump.

INFINITE AMMO
This trick has no real tactical value, but it's a trick nonetheless. Pick up a
weapon that uses clips, try the assault rifle first. Find another weapon on the
ground that you can pick up. Fire the assault rifle until it's down to two or
three bullets, then make note of how many clips you have left. Reload the
assault rifle, but just before MC removes the clip from the gun, pick up the
other gun in front of you. Pick the assault rifle back up. It should have the
same number of clips, but it will have 60 shots left again.



Top of levels-

Silent Cartographer - 

TOP OF THE SILENT CARTOGRAPHER
Method 1: After you've passed the tree barrier mentioned in the previous trick,
you'll come across two hunters guarding a strange looking structure. Kill one of
them, and pick up an overshield. Now, stand close enough to the hunter so that
he charges you. Keep doing this until you've lured him back into the bottleneck.
The canyon walls are smaller here. Now, get him to charge you once more, but
this time jump as he melees you. You should be thrown into the air and land on
top of the level.

Method 2: Head to the same place. This time, kill both the hunters, and grab an
overshield. Head back the way you came, just before the bottleneck, there is a
rock, next to a very low point in the cliff wall (the cliff wall is much lower
here). Jump on top of the rock and look to the left side (if you are facing
where the hunters were). Throw a frag grenade at your feet, and just before it
explodes, get as much as a running start as you can and jump towards the top of
the level. The grenade should propel you on top of the level, and you should
have full health.

Method 3: Again, head to the same place, only this time with a Warthog and at
least a gunner marine. Lodge the Warthog between the rock mentioned previously
(a very important rock, it is) and the rock wall. Get on top of the Warthog and
head to the gun, standing between the gun and the wall. The Warthog should be
slanting a bit upwards towards the cliff wall. Fire your gun so the gunner looks
up at you, and wait a few seconds so he's still looking up, but won't follow
your movements. Jump onto the gun, then double jump on to the top of the level.

Method 4: Okay, this method really only lands you on top of the security
building, but it's still the top of the level. Anyway, head to the outside of
the security facility, to the three overshields. Get rid of the one on the very
left (grab it and stand next to a grenade). Now, make sure you have a rocket
launcher.

Look at the overshield on the left (it was the one in the middle). Stand behind
it, so you're between it and the wall, and facing the ocean. Aim for the
overshield and throw a plasma and a frag. Quickly run forward, grab the
overshield, jump, and fire a rocket at your feet. If all explosions occur at the
same time, and you grabbed the overshield in time, you should be catapulted to
the top of the facility.

WARTHOG ON THE TOP
You could easily Warthog jump it to the top, but here's a quicker way:
You need a rocket launcher, and one of each grenade. For best results, head to
the overshield/hunter facility on the way to the security building (this
involves "Getting past the tree barrier").

Go a bit past that, to where it narrows slightly (this is usually where you are
attacked by Jackals). Park the Warthog about ten feet from and facing the left
cliff wall. Get behind it as far as you can (but still lined up well). You'll
need at least seven to ten feet of room between you and the Warthog. Aim for the
ground under the back part of the Warthog. With the rocket launcher out, throw a
plasma grenade, then quickly a frag, and tap the left trigger to quickly fire a
rocket.

The Warthog should go flying and land on top of the level. If you miss, make the
path of travel is not obscured by trees. Also, take note that the farther under
the Warthog, the higher, the more towards the back of the Warthog, the farther
(for placement of grenades/rocket).

SKIP FLOORS ON SILENT CARTOGRAPHER
There are several ways to skip levels/stories on the SC. Here are some:

Fist method: Go through the SC like normal until you get to the room inside the
main facility with the two hunters and a lot of jackals (it also has a health
pack, pistol ammo, AR ammo, and frags). Kill everyone, then start heading down
the ramp. When you reach the middle of the ramp (the part against the wall,
before it starts going down again), look down. You should see a box-type thing,
that's flat on the top, and whose front is long and somewhat sloped. Run off the
edge (don't jump) and aim for the sloped part. Crouch when you land.

This just speeds things up slightly, as the room you skipped didn't have enemies
in it, anyway.

Another way: if you drive a Warthog through the locked door (obviously after
it's been unlocked), you can drive it out onto the Shafted platform, with the
utterly pointless cutscene. From there, you can drive it over the edge and land
several stories down, sometimes right next to the map room.

Yet another way: On the Shafted platform, turn towards the hallway, and look to
the right of the platform. Turn on your flashlight and you should see a small
ledge a little ways down. Jump towards it and crouch when you land. You should
be able to land on it with a few bars of health remaining.

Want another? : When you're one or two stories above the map room, head to the
shaft and look down. Find the overshield, walk off, and try to land on it. You
should survive without taking any damage, and you'll gain an overshield.

One of the best: Same place as the first (the level with the Hunters, ammo and
med packs). Head over to the health packs and look over the edge. Look for a
yellow ramp, and aim for that. Walk off the edge, and crouch when you land. If
you hit the ledge, you might not take any damage whatsoever. If you succeed,
then you can head over to the right side and look down. Find the overshield,
then carefully drop down directly on top of it.


Keyes - 

This is the easiest way I've found to do this: Have both players pick up eight
grenades and not use any of them. Head to the grav lift. Find the overshield
next to the grav lift and have one player kill the other so their grenades land
near the overshield (the three grenades already there don't matter, they won't
explode in a chain reaction). When they respawn, have them kill the other player
so eight more grenades land in the pile. Pick up one plasma grenade from
somewhere. Throw it in the middle of the grenades. About one and a half seconds
after you threw the grenade, jump on top of the overshield, then jump again, so
you're in the air with the overshield charging as the grenades explode.

The blast should send you up pretty high. Aim for the ledge to the right of the
overshield; near the coolant pit opposite the one with the banshee. Once up,
kill the other player, or have them kill themselves so they respawn with you.
Facing the grav lift, head to the right side of the ledge. They'll be another
part you can jump onto over there. Do this, and you can now walk the rest of the
way to the top of the level. Oh, and that cliff edge back there has an invisible
floor, so you can walk on it without falling.


Truth and Reconciliation - 

Go through the level normally until you get to the first outdoor room where a
covenant dropship lands (the one with the active camouflage, or the one before
the grav lift room). After disposing of all the enemies, head back to the first
shade in the room. The shade overlooks a small rock ledge, and a few feet after
is the large cliff edge. Also, notice two tree branches growing out of the wall,
that almost lead to the top of the cliff wall. Melee the shade as close as you
can get it to the wall behind it. Have one player hop in and point it towards
the first tree branch (make sure the other player has at least one plasma
grenade, and full health). The gun should come about a foot short of the branch.
Have the player with the grenade jump onto the shade, walk up the gun, and jump
onto the first branch. The other player (to be called player one), should kill
themselves and respawn on the branch (if ever they don't respawn there, move up
the branch a bit more). Once respawned, have player one stand against the cliff
wall, still on the branch. Player two jump on top of them, then on to the next
branch. Again, player one kills themselves. Now, move up the branch so player
one respawns nearest to the wall. Once they do, both of you move up the branch a
bit until player one is a few inches higher. Player two should jump on their
head. Throw a plasma grenade on top of player one, time it, and before it
explodes, get a short running start and jump towards the top of the level. You
should make the jump pretty easily.


343 Guilty Spark - 

Method 1: At the beginning of 343 GS, as soon as you gain control of MC, throw
one grenade. You'll stay in the Pelican, which will soon take off and crash on
top of the level. Press X to get out, and explore the wonders of 2-D trees and
invisible walls marking the edge of levels.

Method 2: At the end of the level, as you come back outside again, take a right
and walk along that cliff/wall/whatever, until you come across a large boulder
that's about the height of the wall. Head to the other side of it, and try to
double jump onto it. If you can't, grenade jump (with one frag or plasma) onto
the top. You should now be able to jump once more, or just walk to the top of
the level.


Halo -
Method 1: Right when you get the Warthog, hop in and turn around. Look at the
cliff wall. You should see a very grassy area that transitions into a very rocky
area. Get some speed and drive up the grassy area, right next to the rock area,
but make sure you're in no way on the rock. Keep holding up, and you should
continue moving slowly. Turn when necessary to make sure you don't drift too far
either way. Eventually, you'll start picking up speed and will be at the top.
Warning: You cannot exit the Warthog once at the top. If you're moving and the
big blue beam shoots, you'll freeze. You won't be able to move, shoot, switch
weapons, anything except look around.

Method 2: Drive to the group of marines overlooking the cliff edge ("We should
search the interior of the structure before we leave"). Go to the grassy wall
opposite the cliff edge. Get some speed and begin driving up this wall. You'll
go somewhat slowly and you'll have to make adjustments left or right as you go,
but getting to the top doesn't take as long as in the previous method, and you
can't freeze once you're there.

Bottom of levels- 

The Maw - 
Choose The Maw, on anything other than Legendary for best results (and more
time). Go through the level normally until you reach where Foehammer is supposed
to pick you up. Continue on until you reach the big jump, where you fall several
stories. When going off this ramp. Head to the left side. You want to land on
top of the left side of the wall of the little island thing down there. If you
made it, get out of the Warthog and walk down the sloped surface to the left,
that leads to the wall.

There's a small catwalk or something running along the wall. Get on that and
look down. Notice a support beam a bit below you, and a large platform farther
down. Revert to saved and get to the left side of the island wall again. You
want to drive the Warthog straight into the wall (onto the small catwalk) and
get out. You'll have wanted to have the Warthog fall and land on the platform
below (and above all, have it stay on the platform).

Now, look down to the support beam just below you. You want to jump onto that.
It's easiest to just walk off when you're right above it. As you land, crouch
and start walking to the left so you don't slip off. Look across the beam to see
a light in the middle. Walk to the light and look down. On the platform below,
there are two parts that rise up from it and form scalene triangles. Your target
will be the one on the left. Walk off, and to survive this fall, you need to hit
the middle of the small slanted part. If you hit the top of the triangle or the
bottom, you'll die. You want to hit the right hand slope and crouch as you hit.
You should make it down without losing your shield.

Now, walk to the upper left-hand part of the platform. Throw a plasma grenade
down the wall. You should see that the wall ends up sloping before it reaches
the ground. Get in the Warthog, get some speed, make a sharp turn as you go off,
and try to land on the sloped surface, you slide in the Warthog the rest of the
way down. Yes, this is a complicated trick and will most probably take you
several tries.

Halo-
Whew, this one took a while. I've wanted for so long to get to
the bottom of Halo's waterfall, but the way to get there definitely isn't what
you'd expect:

1. After you get the Warthog, turn around 180 degrees and look at the cliff
wall. See how the rocky part fades into the grass part. Get some speed and
drive straight to the transition, where the rock fades to the grass, but
slightly more towards the grass. You should be able to, very slowly, drive to
the top.

2. Once you begin gaining speed again, turn to the right and drive that way.
After you go over a small slope, notice how to your left there is a
relatively flat area. You should be on the slope that leads up to that area.
Don't go there, keep going forward and they'll be a small area that slopes
up. It's not very big, but it's big enough for the Warthog to sit on. This
slope is down and to the right of the flat area I was talking about before.
As soon as you get to the top of the level, hurry to this slope and stop.

3. Watch the blue beam, now. Count how long a pause there is between each time
it fires. Four seconds before it fires, begin driving up and to the left, on
top of and past the rock area that was above you when you first came atop the
level. Keep going straight across at full speed and you'll start going down a
slope. Past this you should see a small hill. You want to be on the left side
of this hill (or close to it) when the beam fires. If you get it, you should
start sliding down, frozen.

4. Once you slide far enough down, you should regain control. Drive up again,
and to the left. Once you're out of the rock area, drive fully to the left
until you can drive down to a lower section of grass. Do this, and look for a
flat area with 2-D trees. You want to be somewhere near in between the first
two trees you come across. Once there, stop and watch the beam.

5. Two seconds before the beam fires, begin driving up hill. Keep going up and
out of the level, to the untextured area. Keep going until you hit some sort
of funky wall that you can't see. Once you hit it, turn about 30 degrees to
the left and keep going.

6. Head for the bottom right slope of the Halo on the textured side of the map.
Keep going there, paying attention to how far away you are from the nav
point. If you're ever in the 300s from the nav point, you'll freeze, and some
say that if you're in the 470s and the beam fires, you'll freeze, but other
than that you don't have to worry about freezing.

7. Hopefully at somewhere around 490 from the nav point, you'll hit a wall. If
you do, aim to the right, about one fourth of the way from the right side of
the half-cloud in front of the cloud. Aim there, and go as fast as you can.
Hopefully, you really won't make any progress, but will end up having your
Warthog fall over an invisible edge and onto a slope, and start sliding down.
If so, that's it, you'll slide to the bottom of the level. If not, keep going
full speed, never letting up on the gas and hopefully you'll get it.

For another description of this trick, and videos of it, go to:
http://yuan.ecom.cmu.edu/utfoo/mission/bottomh_deux.htm



WATCHING ENEMIES SPAWN
This also isn't really a trick, but there are some spots throughout the game
where you can watch an enemy spawn right in front of you. Some of them require
you to be on co-op, but nonetheless, here are some examples:

AotCR (co-op): Halfway through the level, there's an elevator with a Jackal at
the top. That's its most defining feature. When you get to the top, you'll
immediately have to fight four jackals. In the next room, there is a gold Elite.
Have one player stay near entrance to the center of the room, and the other
player keep going through the room, killing enemies. Apparently you're supposed
to be ambushed from behind here, because sometimes a red Elite will spawn right
in front of the waiting player.

Two Betrayals: Head to the Final Run. Get in a Ghost and immediately blitz the
Banshees, but don't take the Banshee. Instead, take cover behind the rocks. Stay
there for a bit, and eventually a whole mess of Covenant will spawn right on top
of you. You're dead if it's on legendary or heroic, as a good 4+ Elites,
including a goldy, will spawn, sometimes on top of each other.

Two Betrayals (co-op): At the second pulse generator, have one player stand
right next to the load point, and the other player disrupts the beam.
Immediately, the waiting player crosses the load point, and many frozen Flood
will spawn right in back of you.

UNDER THE LIGHT BRIDGE, HALO
After you get the Warthog, drive to the cave place. After disposing of all the
Covenant, look to the left side of the room (before or after the light bridge,
it doesn't matter) and you should see a small ramp, leading to a platform with a
glass center. Get a lot of speed with the Warthog and drive off this ramp. Turn
to your right as you start going off, so you're turning horizontally toward the
wall in front of you. If you did it right, you'll hit that white section and
start to slowly slide down. Don't accelerate until you hit the bottom.

INSIDE LIGHT BRIDGE HOLE, HALO
Activate the light bridge in Halo, and go to either of the four arms that come
out to create it. Jump onto one of these (it's easiest to jump onto the thicker
sections) and walk to the wall that it comes out of. You can now crouch and walk
into it. If you go all the way back, though, you won't be able to get back out.

THREE WARTHOGS, HALO
To get up to three Warthogs in Halo, just leave your current Warthog near the
river before entering an area with marines to rescue. Foehammer, thinking you
don't have yours anymore, will drop off another for you when she comes to pick
up the surviving marines.

MC FALLS TO DEATH IN CUTSCENE, HALO
Make the last group of marines in the level the one near the cliff edge (go to
the other two first) go through normally until you hear Cortana say "That's the
last of 'em". At this point, run to where Foehammer lands, as close to the cliff
edge as you can get. As Echo 419 starts landing, position yourself directly
under it. You should be pushed partially through into the bay of the Pelican.
Jump so you're fully in. Wait a minute or two, and the cutscene will start
automatically.

When the Pelican starts taking off, MC will fall out of it. This
sometimes doesn't work, and I'm still trying to discover the triggers for it.
I've only gotten it to work on single player easy and co-op legendary.
Also, if you just stand outside the Pelican and let the cutscene start
automatically, sometimes you'll be left there as Echo 419 takes off without you.

Note: This is an extended version of a glitch where standing outside the Pelican
and having the cutscene start automatically will have the Pelican leave without
you; E419 will take off, and you'll just be standing there by the edge of the
cliff. This is a co-op trick, but to do it, simply have one player enter the
Pelican. The other player should remain next to the Pelican, but not enter it.
In the cutscene, that player will be standing still on the ground as the Pelican
leaves him behind.

FLOATING MARINE, SILENT CARTOGRAPHER
Take a Warthog with at least one marine to the locked door. Park it so that the
seat the marine is in is next to a wall. Tell him to get out, and he should be
standing on top of the Warthog. Now, head backward up to the load point. After
hitting it, go back down to the marine. Get in the Warthog and drive it out from
under the marine. He's frozen, but he'll be floating in mid-air.



Cooperative Play- 

OBJECT OVERLOAD
This one may take up to 2 hours to do depending on how fast 
you kill the other player. Kill the other player for a while and STRANGE STUFF
starts to happen. Here is a tiny list of things of what could happen- 

     - Enemies spawn a LOT less
     - SEVERE slow down in the framerate
     - Game deletes objects from long range (objects disappear completely)
     - No more checkpoints

SHIELD IS ALIVE
Easiest to do this on Silent Cartographer. You can do this 
one on Co-Op also. Shoot one of those stationary energy shields. It will, 
apart from letting off an energy blast, spit out blue blood. IT'S ALIVE!!!!1!!

GRENADE JUMPING
Throw a grenade at your feet. Simple.

WARTHOG JUMPING
This one is a little harder to do. Make a grenade pile (most
preferrably 8-12 grenades), then hop in a seat and throw a grenade.

MULTIPLAYER-

KILLED BY "THE GUARDIANS"
If two players melee each other to death at the exact same time, sometimes it
will say that "The Guardians" killed one of the players.

GETTING THE MOST OUT OF POWERUPS
Get rid of a powerup in someway (have somebody else take it, or blow it away
with grenades). Have two players (maybe three, if you can fit them all) stand
where the powerup was (this works for both overshields and active camouflage),
so that they will both be touching it when it comes back. When it does, both
players will get the powerup.

STACKING
Stack two players for co-op, or up to 16 players in multiplayer to get a good
deal of extra height

HIDDEN ROOM ON 'CHILL OUT'
*Note: I'm still trying to perform this trick. My description is based on how
far I've gotten before, and the videos I've seen on how to complete it.*

This will get you into that small room behind the glass in the back of
red base (the base with the sniper rifle).

My description:
You need two players. Designate one as p1, the other as p2. p1 grabs the sniper
rifle and heads to the room with the telepad. Jump on the telepad, and you'll
notice that it forms a triangle, with each point being some elaborate thing-a-
ma-jigger. Face the point that's nearest to the ramp and look straight down.

Zoom in with the SR, 2x. Look at the part with the upside down U. It kind of
makes a shape like:

      _________
     |         |
     |   ____  |
    /   ||  ||  \
    \   ||  ||  /
     \  ||  || /
      \_||__||/

Yeah, it's a bad ASCII drawing, but I hope you get the idea. You should notice
three different shades of brown/tan: one is the lightest, and covers the top
section, one is slightly darker, and covers the area around the lower section of
the upside down U, and the third is under all the rest.

What you want is the "slightly darker" section that covers the bottom part of
the U. Notice how it's divided into three distinct sections: a left triangle, a
middle rectangle, and a right triangle.

Zoom in 10x on the right triangle. You'll notice the triangle is bordered by a
darker brown section. Never go past the darker brown border. You can go on it,
but never past it.

Now, the guess and check part. Choose somewhere within the triangle to look. I
recommend trying, first, the lower section of it. Have p2 head to the room below
the broken bridge. There's a teleporter there, the teleporter that leads to the
telepad p1 is standing on.

p2 needs to walk into the teleporter, but immediately after entering, stand
still. Don't continue walking forward. p1, about to be telefragged, should now
jump. One of four things will happen:

1. p2 will teleport, and will be standing under p1. In this case, repeat the
above steps, but this time aim for a completely different section of the right
triangle.

2. p2 will teleport into a funky blue area, but will fall through the level to
their death. In this case, p1 should change, just slightly, where he's looking.

3. p2 will teleport into the funky blue area, but will fall back into the level,
either dying from the fall or losing a considerable amount of health. For this,
p1 should change his look very slightly, as you almost have it.

4. p2 will teleport into the funky blue area, will fall a little bit, and land
on a platform a good five feet above where p1 is standing. This is what you
want.

Once you get onto the little platform, stand still. Both players shouldn't move
at all just yet.

p2 should turn on his flashlight and look behind and to the left of him and
notice a rather large walkway. At certain angles it'll disappear, but it'll
always be there. Jump towards it. If you land, and don't fall to your death,
have p1 walk up the ramp, to the teleporter room. p2 should now be able to see
where they're standing.

p2 should walk along the short pathway, as close as they can get to p1. There
will be a really small wall in the way, at the end. Back up a foot or two from
that. Strafe slowly from left to right. You should be able to make out an
extremely thing wall type thing that cuts down through the center of the room.

Very, very carefully, get a running start and try to leap onto the wall. You
want to land as close to the opposite wall as possible. The farther you land
from it, the more you have to walk along that small pathway.

There is a corner right in front of you. Walk up to it, slowly, until you reach
a point where you think you can jump onto the top of the corner. Make the jump
and pray.

If at any time you fall down, you have to restart almost the entire trick. Take
note, though, that the position p1 was standing on the telepad will always work
_until_ you quit the game. Every time you load Chill Out, the position will be
slightly different.

Back to the current step. You're on the corner of the wall. Look towards the
sniper rifle. To the right of that is a small, long wall. Behind that is a much
larger wall. Tricky step! You need to aim for the large wall, jump, and land on
it. I can't really give you many tips for that, except that it might be best to
not go far enough than to go too far.

Anyway, once you're up there, look towards the glass room. Have p1 come into the
room and look straight up to see a textured blue thing on the ceiling. You might
not be able to see it, but you want to jump towards and land on the _edge_ of
that. As you're jumping, you'll probably see the center section disappear. The
border is the only part you can land on. If you succeed, then get a running
start and make a big leap for the secret room.

Congratulate yourself on making it and have fun or something. Do something to
commemorate the experience.

Here's another one-

"1. Get the SR and stand on the telepad in the camo room. Point directly down
and towards the prong which points towards the SR. Have it so that your aimer is
about on the right of the semi oval and on the line (bottom right corner of the
semi oval).

2. Have player 2 teleport, before you die jump and player 2 should hopefully end
up falling through the floor. If he doesn't then just shift a tiny bit to the
left or right but stay in that general area. Eventually the teleporting player
will fall through the floor.

3. Now put your SR on 10x and move to right a bit. You should notice a
triangular shape and also that there is a line which separates a light bit from
a dark bit. Position yourself in between this line and the point (maybe leaning
a bit more towards the point). Now have player 2 teleport. If you're lucky he
should appear standing on the wall, if not just shift around a bit and he will
eventually warp on top of the wall.

4. DONT MOVE! Have player 1 walk to about in front of the other teleporter (not
the one you used). This should make a path where the player must very carefully
walk on top of the walls without falling in towards the hidden room. He can then
drop in and there you have it.

5. Remember this takes a lot of tries and walking on top of the walls is tricky.
Have fun."

LONG FLAG THROW, BLOOD GULCH
Go into Blood Gulch playing Capture the Flag. Grab the enemy's flag and head
over to the well lit pathway with a pistol on it. The pathway is closest to the
red base, so I'll tell you how to do it from there. Go to the left side of the
canyon to find the path. Walk up it until just before you get the pistol. Use
the right trigger (the shooting button) to throw the flag diagonally off the
path. If you threw it off at the right place, it will start to slide down the
rock very slowly, then, when it hits the bottom will catapult off. It should go
somewhere from about 50 feet to half the length of the canyon (half the length,
measuring long-ways).

This also works on the first ramp used for getting to Sniper Rock.

One other place this works: Behind and to the right of blue base, there is a
very dark area. On the back wall, on the right corner, there is a slope you can
walk up a ways (about five feet). A foot or two to the left of here is another
place for the long flag throw. From ground level, jump forward and throw the
flag up the cliff wall there, and it should have the same effect as the other
places.

And I think this trick also works with weapons, and possibly oddballs, but I
don't see how it would really matter with them.


An update here: It works with overshields and active camo, too. A good way to do
this:

(With overshields and active camo now being called, simply, `powerups')

Go to the hallway in Sidewinder where the powerups are. Throw a grenade behind
the middle slat, so both powerups are out from under the barrier. Now, throw a
grenade between them. The explosion should send them into opposite walls, where
they'll be mostly pushed into the wall. They'll start to fall slowly, and, upon
reaching the floor, will jump, sometimes hitting the opposite wall.

GHOST IN THE TELEPORTER IN BLOOD GULCH (2 WAYS)
Method 1: Go to Blood Gulch, and get a ghost on top of either base. Make sure
the teleporter is to your right. Line it up so that, if you strafed to the
right, you're body would end up inside the green part of the teleporter, and the
rest of the ghost would be outside. Once you have this position, strafe into the
teleporter. You should clip it pretty badly, and be part way in, part way out.
Turn it to the right so it's facing the front of the base. The teleporter now
acts as a large and powerful shield for you, while you have a fairly large range
of fire with the ghost. To get out, move the ghost to the left of the
teleporter, then strafe to the right and exit. To get the ghost out of the
teleporter, move it to the left and keep turning it every which way, and
eventually you should have it out.

Method 2: Get a Ghost on top of the base. Park it in front of the teleporter, so
the nose is in the center and as far into the teleporter as you can get it. Get
out, and jump across the hole. Take out a rocket launcher, and, aiming at either
the concrete just before the Ghost, or the bottom part of the Ghost, fire. The
rocket should blast the Ghost into the air, flipping, and it will most probably
land upside down inside the teleporter.

BROKEN TELEPORTER, SIDEWINDER
Go to Sidewinder. Take a Warthog to the first place that the red base teleports
to (the one with the bridge). Drive it up there and to the teleporter door (the
one you go through).

Get some speed and line it up, and jam the Warthog right into the teleporter.
keep going for a few seconds and get out. You want to the warthog's front wheels
to be about two inches (try to imagine what two inches would look like in the
game) from the teleporter, the wheels should be at each side of it. The back
wheels should be resting on the solid grey/light brown tile in the center of the
room, but the front half of the wheel will be in back of it. Look at the ground
in front of the teleporter. There are two lines in front of it that can be used
as markers. The front wheels should be over but not resting on the almost-
rectangular shape.

When the player comes through, they have to keep moving forward and they'll come
out of the mountain. It takes a bit of trial and error; some positions quite
close to being right can cause the player to fall through the level to their
death. And make sure the Warthog is as close to being in the teleporter as you
can, but still lined up with it.

This also works at the other side of the teleporter (the one near blue base). Go
to that one's door and park a Warthog as close as you can get to the teleporter.
When the player comes through from the teleporter by the bridge, they'll come
out of the mountain.

ON A WALL ON BOARDING ACTION
On the very right side of either ship, on the fifth floor, there is a wall
that's a little taller than you are. With 400% health, you can just use a plasma
grenade and a rocket to get on top of it. For 100% health, however, do the
following:

1. Jump down to the fourth floor, by the overshield. Looking away from the ship,
there is a wall to your left, on that touches the outer edge of the ship.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _
W         |(5th floor)    S
W    | OS |               S
     |-----               S
     |                    |
     |                    |

Okay, work with me here:

OS= overshield

- - - = Edge of ship

|
| = Wall (unimportant wall)

W= Wall mentioned in step one.

S= Wall you're trying to get onto

Hopefully you get the picture (no pun intended).

2. Now, you know where the wall is, hopefully. Go to the corner of that and the
edge of the ship.
3. Look at the thing structure that the overshield is 3/4 enclosed in.


   .___
  /
 /
|
|
|

4. It looks somewhat like that. Take a rocket launcher and aim so that the
center right edge of the reticule is touching the period in the picture. Then
look straight up and throw a plasma grenade.
5. Now, stand a foot or two in front of the overshield and look up. Watch the
plasma grenade. It should hit the roof of the ship, and bounce down.
Hopefully it'll land right next to the overshield.
6. Throw another plasma grenade at the overshield, so that both land at the same
time. Quickly throw a frag, aiming so, after bounces, it will land next to
the overshield.
7. Look straight down, grab the overshield, jump, and fire a rocket. Hopefully
you did all those, and the explosions all occurred, almost simultaneously. If
so, you should be catapulted into the air. Aim for the wall and land on it.
8. There. You just spent a really long time doing a completely useless trick.
Congratulations.



BEHIND THE LADDER ON SIDEWINDER
This trick will land you behind one of the ladders inside one of the bases.
Which ladder, which base, is up to you.

Bring a rocket launcher and infinite grenades (unless you're really good at
this) to either base. Blow the Warthog into the canopy of the base. If you need
help doing this, refer to the trick:
GHOST OR THE WARTHOG IN THE SECOND FLOOR OF BASE ON SIDEWINDER
Ghost: Park a tank in front of the base. Get some speed in the ghost and ramp
off the tank. Right before you hit the tank, hold A.

Warthog: Park the Warthog about where the tank sits; about fifteen or twenty
feet in front of the base. Throw a plasma grenade, then a frag, and fire a
rocket at the ground near the back of the Warthog. The blast should be
sufficient to send the Warthog flying into the canopy of the base.

Once it's there, park it near the back of the base. Not quite against the wall;
just before the last light thingy in the ceiling. Stand on the Warthog, as close
to the gun as possible. Aim slightly in front of the Warthog and melee. It
should move the Warthog slightly forward. Keep meleeing until either:

1. You're killed by the vehicle, in which case you should reposition the Warthog
and try again.

2. You get pushed off the Warthog, in which case you should hop back on and keep
meleeing.

3. You get pushed into the ceiling, which is what you want.

Once you're in the ceiling, jump onto the light, so the Warthog can be moved
without you falling down (it helps to have another player up there with you, as
your eyes/spotter. Now, choose the ladder you want to jump behind.

You have two choices for how to get to the ladder:
1. One giant leap.
2. A couple smaller, safer leaps.

The first one requires that you get a running start, and jump onto the wall 
next to the ladder. The second requires another player stand between you and
the ladder, for you to jump onto, then onto the wall. The advantage of the 1st
method is that it can be quicker, the advantage of the second being that you
have a better chance of surviving.

Nonetheless, once you're close enough to the ladder, make a high jump that just
barely crosses the ladder. As soon as you start descending, move quickly 
towards the ladder and pray MC takes hold of it.

If you could perfect this trick and use it in actual gameplay, it would make a
great, albeit cheap, defensive position.

WARTHOG AND A SCORPION ON TOP OF SIDEWINDER
Warthog: Go to any of the elevated areas (they're connected by teleporters, and
each have a rocket launcher). Park a Warthog seven to ten feet (or more) in
front of a wall. Aim for the ground under the back of the Warthog. Throw a
plasma grenade, the a frag, and fire a rocket as quickly as you can. It should
easily make it to the top of the level.

Scorpion: You need at least two players. Take a tank and drive it up the ramp
to the first area that the blue teleporter leads to. Park it a good 8, about,
from the cliff wall. Now, have both players stand on the edge of the area (near
the rocket launcher).

If you only have two players, you'll want to add an extra plasma grenade to the
plasma, frag, rocket combo. Do this by standing about fifteen feet from the
Scorpion, looking straight up and throwing a plasma grenade. Once you have both
players positioned so their plasmas, when looking straight up, can land
relatively under the tank, get ready to do the trick.

Throw your plasma grenades, then run about halfway to the Scorpion and look up.
Watch for your grenades. You now want to plasma, frag, rocket the Scorpion. Time
your plasma grenade, though, so that it lands under the tank right as the other
two plasma grenades land.

If you coordinate it all perfectly, or have more than two players, you should be
able to get the tank on top of the level.


ON TOP OF SIDEWINDER (9 ways)
There are several ways to do this.

Links:
http://halo.ibonk.com/index/tricks/display/41
http://halosm.bungie.org/tipsntricks/display.html?collection=bonk.outof
sidewinder
http://halosm.bungie.org/tipsntricks/display.html?collection=phearx.rocketjump

1. From the blue base, drive the tank forward and to the right a ways, then up
the ramp to the place with the rocket launcher (if you don't know where I'm
talking about, go through the blue base's teleporter. That's it.) Once you're up
there, you can either go right or straight and right again. Go to the first
right and back the tank up that wall. It should go one third or half the way up.
Now, go get a ghost, get some speed, hold A and ramp off the tank. You should
land on top of the level.

2. Go to that same place, but instead of taking the first right, head to the
next cave. You do not need a tank for this, only a ghost. Back the ghost up to
the edge of the cliff, and strafe toward the mountain to the right of this cave.
About a second before you hit, exit the ghost and immediately jump. This may
take a bit of practice, but it's a much easier way of doing it. This can also be
done at both of the half-circle areas at the top of the hill by the bridge.

3. Generally the same place as before. Bring a Warthog this time. Do the single
player method of "jumping high with a warthog". If you're decent at doing this,
it shouldn't be too hard to get up. As an added bonus, if you have a rocket
launcher and a few grenades, you can then blow the Warthog up to you.

3. Go to through the blue base teleporter and to the other side of the thingy,
to where the other teleporter is. Jump on to there, and have another player jump
up with you. Stand on the other player's head. Throw a plasma grenade on their
head, and a second before it explodes, jump towards the top of the cliff.

4. Go to the red base, to the second floor. Facing outside, head to the left
side of the ledge. Look towards the cliff wall (to the left of the base) and
look up. Jump once and try to see a small ledge a few feet up. Throw a plasma
grenade at your feet, time it, and just before it explodes, jump towards the
small ledge and crouch. You should land on top, and from there it's just a small
jump to the top of the level.

5. With 400% health, go to either the red base, or any doorway structure that
you can walk on top of. Using a plasma grenade+rocket jump, get on top of the
door way (for the red base, go to the second floor to do this). Now, to get to
the top, throw a plasma grenade, then a frag, then jump and fire the rocket.

6. With 400% health, go to any place somewhat high (near where any of the
teleporters are, or any place of about that height. For the bases, go to the
second floor, and, facing outward, head to the left side of the ledge). Back up
against the cliff wall and aim a rocket launcher at your feet. Throw a plasma
grenade, then a frag. Wait about a quarter of a second, then jump and fire a
rocket at the grenades. You should land with ease on top of the level.

7. Grab a rocket launcher and head to the overshield that's outside. It should
be on a small, one foot tall hill, which is surrounded by ice. Stand in the
middle of the ice in front of the overshield. Aim at the overshield, then look
directly up. Throw a plasma grenade, then jump next to the overshield.

Right when the grenade lands (it should be somewhere within two feet of you),
throw another plasma grenade at your feet, followed by a frag. Grab the
overshield, start running forward, and fire a rocket at your feet as quickly as
you can. The combined explosions (hopefully simultaneous), should send you high
enough to land on top of the level.

8. This one's stretching it, but take a tank to any of the teleporters, and have
a second player get in and raise the turret towards the top of the map. Hop on
the tank and walk to the end of the turret. Have the other player slowly raise
the turret upwards. Adjust yourself constantly so you don't fall off. When you
get to about the max height, throw a plasma grenade on the turret, wait a few
seconds, and jump towards the top of the map.

9. Refer to the trick "Broken Teleporter, Sidewinder." According to a video,
this idea can be used to land a player on top of the level. In the video, (Ms.
Man's "MC's Playtime"), it shows the Warthog being parked backwards against the
teleporter. I haven't gotten it to work yet, but I'd say it's possible, from the
video.

TITLE SCREEN GAMEPLAY FOOTAGE!!!!
On the main menu screen (Campaign, Multiplayer, Settings, Game Demos), wait a
minute or two for some gameplay footage to be shown. It seems as though an
earlier version of Halo was used to make these, as you can notice the following:

*Vehicles reloading their weapons (i.e. the Banshee's fuel rod cannon) display
     "reloading" instead of "..."
*Look for a scene on AotCR. There are several, but one of them shows the first
     outdoor area, where you first come outside. There will be a Covenant
     dropship flying over a firing Wraith. But, in normal gameplay, there is no
     dropship there.
*I don't know if this means they used an early version or not, but footage is
     shown flying around in a Banshee in the first half of AotCR. However, the
     only way to do this (or, most obvious way) is to get the "early Banshee,"
     which I wouldn't think players were intended to get.
*There is no rocket launcher in 343GS.
*Plasma grenades have a white mist around them when they're attached to an
     enemy.
*Some of the scenes show the player with over 200 rounds for their pistol, but
     the max number of pistol rounds is 132.
*Off the top of my head, I think some footage on SC and BG show a different
     targeting reticle for the LAAG.



MARATHON LOGOS
Throughout the game, you can find several "Marathon logos". Marathon was a game
released by Bungie in 1992. The Marathon logo looks somewhat like:
 _
(_)
 |

You'll know it when you see it. Some places you can find them are:
*On Keyes' chest, by his nametag.
*When watching the beginning cinematic for The Maw, when the camera pivots
     around the ship, at a certain angle the sun will hit an illuminate it.
     The actual logo is located near the front of the ship, on the side.
*The platform in the control room (AotCR) is a giant Marathon logo. For a better
     view, go into Two Betrayals. Grab a banshee and fly back into the control
     room. Fly up about twenty or thirty feet and look down.
*In the level Keyes, get the sniper rifle and look for Keyes' pipe. Once you
     find it, jump into the small pit, so you're directly under it. Look at the
     bottom of the pipe, 10x, with night vision, and you should be able to
     (faintly) see the logo.
*When selecting the difficulty level for campaign, look at the center of the
     shield (easiest when looking at the `easy' logo). The center of the shield
     has the logo, but you may not have recognized it (I didn't) right off the
     bat because it's broken in two by the division in the shield.
*Take a good look at the Halo logo. It has several circles and shapes in the
     background. In the center of the Halo logo is the Marathon Logo.

HIDDEN MUSIC (2 Ways)
Method 1: In AotCR, during "If I had a Super Weapon", grab a banshee by sniping
its driver before he gets in. Now, head over to the pyramid structure and you
should see three ledges heading directly up above the actual pyramid. Head to
the middle ledge, and carefully park your banshee on it, get out and walk over
to the right side. Stand still on the right side of the ledge to hear the `Siege
of Madrigal' play.

Method 2: Get the Banshee to the very beginning of AotCR (See "Banshee in the
rooms, AotCR, Two Betrayals"). Fly it to the very bottom of the giant pit. You
should hit some sort of an invisible wall. It's only a vehicle boundary, though.
Jumping out while landed there will cause you to fall to your death.

Anyway, find the lowest ledge there. Carefully land and jump out there. Now,
walk very slowly around the room, and eventually, when you find the right spot,
you will start to hear the `Siege of Madrigal' play.

BANSHEE IN THE ROOMS, AOTCR, TWO BETRAYALS
This description is for AotCR. Take a Banshee and head back to the first bridge
you come out onto. Get the Banshee as close to the door as you can and get out.
Open the door, then quickly hop into the Banshee. Speed is of the essence;
maneuver the banshee slightly sideways to get it through the door. If the door
closes on you, get out, open it again, and hop in the Banshee. It shouldn't take
too long to do.

Looking somewhat towards the ground, drive the Banshee at an angle and you
should be able to get it inside the hallway. Once you do, look directly down and
use very careful maneuvering to get the Banshee through each turn in the
hallway.

This can be tricky, but keep looking directly down and moving forward. You can
fly to the top to try to get some more speed. This is hard, but it just takes
`time and pressure'. And persistence and reasonable skills with the Banshee.

Try driving against the wall, directly down, and at a slight angle (angle it in
the direction you want to go). If done correctly, you should move slowly in the
right direction.

Eventually, though, you can get it through. Get out, open the next door, and
quickly drive through into the room. Fly it through there (flying through the
center section is easiest), and open the next door. Quickly fly through and use
your now-great maneuvering skills to make your way through the hallway, and out
another door. You should now be in a Banshee at the beginning of AotCR.

For added fun, drive straight up; to that shimmery glass ceiling thingy. Press
the Banshee against it and you should be able to look through. It almost looks
like something from the '60s.

.FORTUNE
Create a new profile and name it ".fortune". At the top of the screen, one of
the following quotes will appear:
I like beans.
Your luck is about to change.
Never wear your best pants when fighting for freedom.
Everything lies in silence.
All your hard work will pay off.
If anything just cannot go wrong, it will anyway.
Nature always sides with the hidden flaw.
Smile when your ready.
You cannot fall off the floor.
Rest is good, but idleness is its brother.

TOP OF DAMNATION (four ways)
Method 1:
This one is pretty difficult, but can be done with 100% health, shields on. Grab
the overshield, then hurry back to the blue base area and through the
teleporter. Walk along the ledge to the end, then jump down one level. Walk onto
the pipe to your right, go to the wall, and turn around. Throw a plasma grenade
at your feet, then a frag. After you throw the frag, jump and hold back (the
direction, not the back button). You should land one level up, hopefully with
three bars of health left. Jump over the next pipe (jump+crouch if you need to),
and head to the wall that slopes downward. Go to the corner of this wall and the
invisible wall, then through a plasma grenade at your feet. Time it so that when
you jump, it'll explode at your peak height (the plasma grenade has about a
three second fuse). If you're still alive, and made it up that last step, you
are now at the top of Damnation, or at least have access to the top without
using explosives or jumps.

Method 2:
Head to the same pipe in the previous method (the pipe that overlooks the small
room that has a sniper rifle, health pack, and something dripping from the
wall). Have one player stand against the wall, and another player jump on top of
them. The player on top should throw a plasma grenade on to the other player's
head, time it, and just before it explodes, jump towards the top of the wall.
You should land on top of it. Turn to your left and there should be a pipe
blocking your way. Double jump over it (with a running start) and head to the
corner made by a slanted wall and an invisible wall. Throw a plasma grenade at
your feet, time it, and just before it explodes, jump and hold back and you
should land on top of that wall, and you now have access to the top of the
level.

Method 3:
Using the teleporters:
Have one player (called p1) stand at the higher portal, and another player
(called p2) come in through the lower one. p1 gets out of the teleporter and
lets p2 warp through. p1 then goes back through to the lower portal. p2 should
look straight down and zoom in. They should now jump and tap forward very
lightly, so they move forward just a bit. Then, have them jump again and this
time move slightly to the right.

When p1 comes through the teleporter, they need to keep moving forward, and p2
jumps (doesn't really matter when he jumps, so long as he does before he dies).
If this doesn't work, have p2 jump and move slightly forward or to the right.

And a note about the positioning for p2, above. Once you know the position
needed, you'll notice that there is actually a lot of leeway in the position.
You can go a (very relative) long distance up, to the left, etc. and have the
trick still work, so long as the teleporting player keeps walking forward.

Method 4:
Using 400% health.
1. This one isn't to terribly hard, every time I did it, I had 400% health and
shields and it seemed to work the best. First go get a rocket launcher. Then go
to the blue base area and through the teleporter. Walk along the ledge to the
end, then jump down one level. Walk onto
the pipe to your right, go to the wall, and look straight down.

2. Next be sure your looking at the wall and jump, fire a rocket almost at the
exact same time as you fired, but a little bit after. Be sure your pushing
forward on the control stick while doing this. You should be able to get up with
only one bar of health gone, sometime none if you are good.

3. Jump over the next pipe (jump+crouch if you need to), and head to the wall
that slopes downward. Go to the corner of this wall and the invisible wall, do
the same thing as step 2 except in the corner of the invisible wall and the wall
that slopes upwards. If this is all done right, you will only have 1 or 2 bars
of health missing.

4. If you're still alive, and made it up that last step, you
are now at the top of Damnation, or at least have access to the top without
using explosives or jumps.

ON TOP OF BLOOD GULCH (six ways)
There are a few ways to do this, but first, links:
http://halo.ibonk.com/index/tricks/display/16
http://halosm.bungie.org/tipsntricks/display.html?collection=geeoff.evenhigher
http://halosm.bungie.org/tipsntricks/display.html?collection=beenmawed.
darktower
http://halosm.bungie.org/tipsntricks/display.html?collection=amechwarrior.blood
gulch

http://1337guide.com/movies/comp_toxicity.wmv (Warning: This is a 38mb movie)

1. Take a ghost to the boulder next to the cave entrance, near the red base.
Near there will be a small slope leading to the canyon wall. The slope is
partially in the light, partially in covered in shadow. Get a bit of speed, and
back to ghost up the shady section of the slope, so it ends up standing almost
on-end _on_ the canyon wall. Now, take another ghost, get a good amount of
speed, head toward the ghost and before you hit it hold A. You should fly about
halfway up the canyon wall, and be able to drive up the rest of the way.

2. At this same area, you can exit a strafing ghost and jump up to the top. See
"Jumping high with a ghost".

3. Same place. Park the Ghost about a foot in front of the shadowy area. Throw a
plasma grenade about two feet up the cliff side. Hop in the ghost, drive forward
and hold A. The grenade should have bounced down, and its explosion should give
you enough of a boost to knock you about halfway up the wall. If you're not
going anywhere, strafe to the right. You should be able to drive up the rest of
the way.

4. Go to red base with a ghost. There's a small area on the left side behind the
base with a rather steep hill in it. Head over there. On the left side of this
little, or rather, big...indent, or circular area, or whatever. Position your
ghost so you're facing the wall and are almost touching it (but not quite
touching it). Holding A the entire time, drive up the cliff wall. You wanted to
be far enough away from the wall to get some speed and close enough so that, on
first impact, you didn't lose all your speed from a crash. If you get the right
position, you should be able to just drive on up.

5. At this same area, you can also exit a strafing ghost and jump to the top.
See "Jumping high with a ghost".

6. Description courtesy of The Eternal Soldier:
"1. Get to Sniper's Rock in a Ghost.
2. Stay in the Ghost as you reach the little noch created by the rock.
3. Point the Ghost "forward," away from the rock, and start going forward, and
a little to the left.

Voila! If you can get up to the Rock itself, this part is pretty easy to get
waaay up in the sky. If you manage to do this in a multiplayer match...
cograts, you may now have as many kills as you have Sniper bullets. Unless an
enemy is looking in your direction when you fire the SR, it is nearly
impossible for them to find you."

Sniper Rock, Blood Gulch (three ways)-
Also called Sniper Tower, Blood Gulch Tower, the Blood Gulch sniper spot, and
many other variations, but they all mean the same place.

I have three descriptions for the main method right now. I also have two 
alternate methods and several links.

Links first:
http://halosn.bungie.org/tipsntricks/display.html?collection=frogblast.
bloodgulch
http://halosn.bungie.org/tipsntricks/display.html?collection=cal.tower
http://halosn.bungie.org/tipsntricks/display.html?collection=terrordc.topoftower
http://www.bloodgulch.com/pages/5/index.htm
http://halo.ibonk.com/index/tricks/display/16
http://halo.ibonk.com/index/tricks/display/48
http://1337guide.com/images/weekly/sow11.jpg


Simple explanation:
In Blood Gulch, look for a large, almost pillar-like rock protruding from the
mountain that looks pretty out of place. Take a ghost there, and find a ramp
nearby. Drive up to the end of the ramp and hold A to try to get on top of the
slanted area at the end and to the right of the ramp. If you get on to there,
head straight up and hold A again to get as high as you can. Once you think
you're at your peak, strafe to the right and you should land on a small rock
that's just a foot or two away from Sniper Rock.

***Note:
At the part on the first ramp, where first you try to maneuver the Ghost onto
the cliff wall, I've found recently that not holding A, and just making a quick
and smooth turn works well.

Detailed explanation:
Sniper Rock, also called Sniper Tower, is the vertical rock protruding from the
cliff wall. As the cliff wall recedes back a bit (it is somewhat sloped), but
the rock that marks sniper tower goes straight up. It's nearer to blue base, and
looks somewhat out of place.

Take a ghost and head fifteen to twenty-five feet to the left of the sniper
tower rock. You should see a short ramp that runs along the cliff wall. It's
made of rock, and reaches a height of about eight feet and is about ten feet
horizontally. The ramp is also somewhat shadowed; it's not as bright as the
cliff wall. Also, the ramp is just to the right of a very long sloped part of
the wall, that is very well lit and looks very smooth (made of rock, but not
jagged).

Once you find the ramp, memorize its location. Take the ghost there and drive up
the ramp.

Right in front of the top of the ramp is the cliff wall. It is very sloped, but
at a point just higher than the top of the ramp, it because slightly less
sloped. Staying about as far to the left of the ramp as you can get, pick up a
moderate amount of speed (accelerating as quickly as you can from about 3/4 of
the way up the ramp will get you about this speed by the time you reach the top
of the ramp). Right before you reach the top of the ramp, hold A to pick up the
nose of your ghost, and quickly turn to the right. You want the ghost to land as
far right as it can get on the long, sloped part of the wall at the top of the
ramp.

Remember how the wall in front of the top of the ramp becomes less steep at
a certain point? You want to land the ghost on this area, on it's right side.
This is the hardest part of the trick, and it may take you what seems like
countless tries, but if you finally get there, great.

The next step is to look up the cliff, towards the top. When this long sloped
surface ends, there will be a somewhat vertical wall that you can't get past.
But to the right of that will be a somewhat sloped area, whose back goes a bit
farther back and a bit higher than the top of your current sloped rock. Go full
speed and head for the rock that's farther back and slightly on a slope. Before
you get off your current, will lit slope, hold A to lift the ghost again and go
a bit further. Go up as high as you can, until you can't go any higher. You may
start to slide back down.

This is, more or less, the crucial part. Strafe (head sideways) to the right.
You'll lose some height on the way across, but if you're lucky, you'll land on
the a small, flat rock. Here you can safely exit the ghost and take about three
steps up and to the right to be on Sniper Tower.

Here's another description, courtesy of gmims44:
"To find sniper rock, go to the middle of the level and look toward the blue
base. Now look up and to the left. That tower of rock that you see is what's
known as "Sniper Rock." Behind it there is an area where you can stand and walk
around a bit and, of course, snipe.

There's more than one way to get up there, but the simplest involves just one
player, a ghost, and no explosives. To begin, get in a ghost and drive it to the
wall directly underneath sniper rock. Now turn and look to your left and you
should see a short length of canyon wall that you can drive or walk up (the top
of this ramp, by the way, is a pretty decent sniper spot itself in a CTF game).

The hardest part of this trick is getting the ghost past this ramp. Drive the
ghost to the top of the ramp, hold A, and try and turn up the hill all at the
same time. Like I said, this is pretty hard. You might want to change your
button settings to "Jumpy" for this trick so you can just hold down the left
trigger instead of the A button. Try to get the right wing of the ghost as close
to the wall without clipping it as possible. If you're too far to the left or
have too much speed, you're just going to fall down the hill.

Once you've gotten past this part, keep holding A and drive up the hill. At the
top you can see that it's going to become too steep to drive up, so you need to
aim your ghost to the right of the steep part where it's a little flatter.
Hopefully you will have gained a little speed from the trip up the wall, so use
it to get as far up this part of the hill as possible and begin strafing right,
still holding A.

You've already made it as high as sniper rock, so just keep strafing right and
holding A. If you didn't make it far enough up the hill, or if you ever slow way
down on this part of the hill, you're going to fall. If you are able to strafe
for most of the way, you can now turn your ghost towards the tower and look for
a landing place, but keep moving! I usually land the ghost right behind the
tower on a little ridge of rock, but anywhere on the far side of the tower is
also a safe place to land. Congratulations! You've made it to Sniper Rock."


Alternate method 1:
Refer to the trick "Extreme height." Requires 400% health, but practice this
trick a bit, then take a Warthog to the ground directly under Sniper Rock. Get
in the passenger seat and perform that trick. It's actually possible to go too
high, and be killed when you land. Otherwise, try landing on the top the actual
Sniper Rock rock, and if you want to drop down, wait for your shield to recharge
and just walk off.

Alternate method 2:
I haven't performed this yet, nor really even tried, but it's worth a shot.
Description courtesy of The Eternal Soldier.
"If you have tanks enabled-and it's likely you do if you have Ghosts-then you
can use the Plasma Grenade->Frag->Rocket method to turn one [tank] over
underneath Sniper Rock, you can jump on it and flip it to have it catapult you
up there. You can't get on top of the level like this, but it is a rather
simple method of getting on Sniper's Rock itself."

EXTREME HEIGHT
Only applicable on Blood Gulch and Sidewinder, due to their being the only
levels with vehicles. Anyway, make a gametype with all vehicles, 400% health,
shields on (rockets only helps). You can also set it for oddball and set the
trait with/without the ball as more damage resistant.

Go into the game and hop in a Warthog. The best place to do it is Blood Gulch,
at the base. But park the Warthog with its front against any flat surface. Get
out and hop in the side seat with the RL out. Aim for the black box-like thingy
right in front of you, or just under it. Throw a plasma grenade, then quickly a
frag, then quickly aim a bit more downward and fire a rocket. If all goes well,
you should be catapulted to an extreme height, sometimes twice the height of
Blood Gulch's canyon walls.

-******00000001111112222222111111000000******-

         9. Legendary Tips :LEGENDTIP: 

-******00000001111112222222111111000000******-

So you're going to try to tackle Legendary in Halo.  This is one of
the hardest difficulty levels of any game that I've ever experienced.
In most games, harder difficulty just means more patience and dying;
in Halo, there are simply scenes that you will spend hours trying to
get through with no progress until you get extremely lucky or figure
out some quirk.  I have a lot of experience with FPSs and Halo, both
single and multiplayer, and it's only a couple of years after I got
the game that I've good enough to really try to solve Legendary all
the way through on single player.

Legendary is not for people who want a guarantee that they'll solve
the game, most likely you'll get frustrated somewhere near the
beginning and stop playing.  But if you're truly masochistic, here's a
general part that will help you through to the best of my ability.
This part is not comprehensive, but it's intended to cover points
that I have not seen in other guides.  If you have questions, be sure
to first check the other many faqs available on gamefaqs before
contacting me.  It is also possible that there are other ways to solve
Legendary that conflict with my comments.  I haven't even solved
Legendary all the way through at the time of this writing, but this is
just my honest attempt of compiling everything I've learned so far.

Before you get started, I would suggest inverting flight controls,
turning off auto-levelling, and increasing your rotation rate by a
bit.  You want to be able to spin as fast as possible, unfortunately
Halo is not like a PC game where you have a mouse interface for this
sort of thing, so try to get used to using your analog to control your
spin rate.  I find that the default setting is way too slow, and this
is not just a preference thing because there are times when you really
do need to turn fast and thus will die if you're using a lower
sensitivity.

I am not going to go through how to solve every level in Legendary.
This would take far too much time and I doubt most people would even
be patient enough to read through it.  There are other guides that
have more detailed walkthroughs, this guide is intended to supplement
them while avoiding duplicating information.  However, I'll start out
by pointing out some general ways to approach levels, then give
examples of a couple of excetionally difficult ones.

Retreat and hide-
The absolute most important idea in Legendary is that you must find a
position where you can take on enemies one or a few at a time.  Open
areas are bad, closed areas are good.  There are plenty of fairly open
levels where you'll get absolutely slaughtered if you run in with guns
blazing.  Even the lowly grunt with a plasma pistol can take down your
health very quickly when given an opportunity to fire for more than a
second or two.  The first thing I do whenever I enter a level is run
backward and see who follows, this is a standard "retreat strategy".
For example, hiding behind doors is an excellent tactic.  In many
levels, opponents will not follow you, so you use the door as somewhat
of a shield -- open the door, fire a couple of charged plasma pistol
shots, then retreat and allow the door to close so that you can
regenerate shield.  You can do this similarly with obstacles, corners,
etc.  There's nothing magical about this.  So if you're dying
repeatedly in any particular scene, then consider a more patient
approach.  As a policy, you should never be running around in the open
when there are enemies around.  Always start far back, inch forward
until you see your first enemy, pick the appropriate weapon to
dispatch it, then proceed after it's dead.

The hardest scenes about finding hiding spaces are in the beginning of
levels, because you're often thrown into some open combat area.  Even
so, most of these levels beginnings actually have hiding post.  More
on that later in this section.

Learn scenes-
There are generally quirks and tricks you can use for each scene.
Again, I'm not going to go through this because it's far too
laborious, and in general I am not going to answer questions for
people who are having trouble on a particular scene so don't ask.  For
some of the tougher scenes, I can play through up to 50 times to get
through.  During that time, I'll naturally learn the scene inside out
by the time I'm through.  So I'm assuming you will be able to too; my
main comment is that you need to approach Legendary with patience and
be willing to fight through the same checkpoint dozens of times until
you figure it out.  If you're thinking about giving up or asking for
help after dying several times, you're not going to make it through
and probably should try a lower difficulty level.

If I'm having trouble in a scene, I'll usually spend a couple of lives
running around the area mapping out where weapons, powerups, and
terrain are.  Dying, dying, and dying again doing the same thing each
time without any change usually means I'm not doing it right.  Spend
some time searching out the optimal way to approach each scene, then
work on your execution.

Use dropoffs-
Some areas have cliffs or open portals.  These are your friends as
long as you don't fall down them, particularly against hunters.  The
easiest way to kill a hunter is through use of a pistol.  The second
easiest is to get it to charge at you when you're standing at the edge
of a cliff.  Most areas where you meet hunters will have one or the
other.  You can also sometimes flush normal enemies off of dropoffs
through grenade use.  Elites and grunts in particular will launch
themselves pretty far when you throw a grenade at them, so you can get
them to jump off of cliffs.  There are other areas where enemies such
as elites will be at a different level than you, such as on a raised
platform, and where it's nearly impossible to kill them because
they'll constantly hide and regenerate shields whenever hit.  One of
the best ways to handle this short of sniping them is to throw a
grenade at them and make them jump off the platform down to your
level.

Checkpoint wisely-
Checkpoints almost always are triggered after you finish clearing out
a given group of enemies.  Because Halo loads each scene up as you
pass from one to other, there will never be a very long continuous
stream of enemies without some break.  So after you kill a group of
enemies and there are none other in sight, you should expect to
checkpoint soon.  This is all obvious information, but what is not
obvious is that sometimes you can go through a scene without
checkpointing.  This means that if you die in the next, you're setback
to starting over both scenes.  Getting through a scene without
checkpointing doesn't mean the scene doesn't have one, it means you
haven't reached a spot where you trigger it.  If after you kill your
enemies, you don't checkpoint soon, wander around the area until you
get the checkpoint message.  It's always there somewhere.

After clearing out enemies, be sure to backtrack and replenish your
weapons and ammo and do whatever other maintenance before going
forward and hitting the checkpoint.  Chances are that in most scenes
you will die at least once before successfully getting through it.  If
you did your maintenance before checkpointing for the previous scene,
then this saves you the trouble of having to do it all over again each
time you die and restart.  For example, if your plasma rifle is low on
ammo, first backtrack and find a replacement before going forward,
otherwise everytime you die during the next scene you'll have to go
back and do this.  In levels where you need to use a Banshee, generally 
you'll checkpoint right as you get into the Banshee. 

Some levels such as Level 4 are non-linear, in that you can go through
scenes multiple times and each time will checkpoint.  You can abuse
checkpoints in these types of missions becuase you essentially can get
a manual save whenever you cross the boundary between two checkpoints.
In other words, in these levels you'll always checkpoint when you run
over certain spots.  Find where those are and return to them whenever
you need to save.  It's too bad that Halo doesn't allow you to save at
will but that's part of the reason Legendary provides such a good
challenge.

Notice respawning enemies-
There are some areas, particularly with flood, where enemies will
continue to respawn indefinitely, usually everytime you pass through
or near an area.  In other words, you can never clear them out
completely.  These spots are rare but it can save you a lot of
frustration if you recognize them.  For example, in Level 5 when
you're escaping into the forest with your marines, there are a few
spots that constantly regenerate flood (they'll typically fall out of
trees).  In Level 10, engineering room, flood will constantly respawn
at the ramps to the third level.  You can wait around 30 minutes and 
they'll just keep coming until you move out of the area.  The best
way to handle these is to engage and kill the current enemies there 
as quickly as possible, then run through the area so that none
respawn.  Just be careful of flood carriers when running through,
particularly in Level 10.


Bypass open areas-
Sometimes you'll come across an open area where there's nowhere
obvious to retreat to.  Remember that the best way to handle enemies
in Legendary is to take them on in enclosed areas, often this means
that the first thing you do when entering a new scene is to retreat
into the previous and see what follows you.  If that's infeasible --
e.g. the retreat is blocked by a door suddenly becomes impassable --
then sometimes you can also run through the area and into the next to
find cover.  One example is in Level 6 right after you climb the tree
to get to the open area near the indoor installation, this is very
close to the beginning of the level.  You'll recognize this because
the first thing you'll see is friendly assault rifle fire and grenades
being thrown, and the covenant in retreat (there's not actually any
real marines doing this, it's all just scripted).  If you stay in this
open area and fight the covenant, you'll generally take a lot of
damage even if you use the shade gun there.  If you retreat, you'll go
back down a hill onto the tree and nobody will follow.  However, you
can run through the covenant forces and into the station, then make
your stand there.  There are well over a dozen grunts and jackals, and
taking them on from inside the entrance is astronomically easier than
fighting them in the woods.

Examples- 
Here's a couple of detailed walkthroughs for the more difficult
scenes.  I'm sure there are others that I have not run into yet, I'll
add onto this when I find more noteworthy ones.

a. Level 3 : After boarding the covenant ship.
This scene puts you into an exposed area surrounded by several doors.
Covenant come out in waves through any of these.  This includes groups
of jackals, grunts, and gold sword elites.  Unfortunately, no enemies
carry plasma rifles so you'll never be able to get a fresh one.  There
is one health pack here and a cloak.

First, before you get into this level, make sure you're at full
health.  If you're not, replay the previous level until you are.
There is a health pack near the lift of the previous level so there is
really no excuse for not having full health.  You should also have a
plasma rifle with as much charge as possible, a needler with full
ammo, and a full stock of plasma and frag grenades.  If you cannot
find those in the previous scene, then go back further.  There is a
cache of frag grenades near the beginning of the level, and you can
certainly find all covenant items.  I suppose you can also kill the
marine reinforcements to see if they have any grenades.  Drop your
sniper rifle, it's not worth carrying in general through the next
level.  You could keep it, because there are a couple of spots later
on where it could be useful, but it takes up an inventory slot and if
you drop it during combat, most likely it'll disappear pretty soon.

The first enemy will always be an invisible sword elite.  Kill it
immediately with your plasma rifle; if you don't kill it fast, then
restart.  Now look at your radar for the masses of red blips.
Whenever you see one, go towards that door and chuck a plasma grenade
in there as soon as the door opens.  Jackals and grunts are both only
mediocre at dodging plasma grenades so you can often do a lot of
damage or at least force them to jump away, which means they won't be
firing.  The types of enemies that appear, and the doors they appear
out of, are totally random.  Just hope that you don't run into too
many sword elites, because these are by far the hardest to kill.
Remember that all elites will stop and "power up" as soon as they're
hit for the first time or shortly after seeing you.  Try to stick the
elite with a plasma grenade while it's stationary.  Otherwise, use
your needler, it is by far the fastest way to kill the gold elite.
I've tried using my sniper rifle but this is just too iffy; it takes
around 3 hits and if you miss, you die.  That said, if you're actually
really good with the sniper and can take out gold elites consistently,
then definitely bring along your sniper rifle.

Keep your marines alive as long as possible, because they often throw
frag grenades and this will help out tremendously.  Also, the longer
your marines are alive, the more they're diverting fire away from you.
After they're dead, things become very difficult because all covenant
will focus on you.  At this point, it's a good idea to run into one of
the inaccessible doors and take things slowly.  Two of the doors meet
in a common passage, the others go to a dead end.  Wait until a group
of covenant comes out of one of the two doors, and kill them and run
through that.  Covenant except for gold elite will not go through the
door to pursue you, although once in a while they'll come out of one
of the other doors leading into the passage.  Usually there's a lot of
dead bodies and weapons near the door.  I'll open the door, grab a
plasma pistol, and run back quickly.  Then, it's just a matter of
patience -- charge your plasma pistol, open the door and unload it,
retreat.  You don't really have to aim because there's invariably
going to be a target nearby that it'll hit.  When your pistol is
depleted, chuck it and get another.  Save your needler for when you
see groups of enemies or when a gold elite is nearby.  Save your
plasma rifle (if it has any ammo left to begin with), you'll need it
for the hunters or for when enemies come into your passage.  Speaking
of that, this is where I usually die, because those enemies will
appear right in my face.  The best way to handle this is to chuck a
plasma grenade, and use your rifle.  The needler works too but because
they'll be near you and it does delayed damage, you may sustain hits
before your target explodes.

The music will change eventually, then you'll checkpoint after a
couple of other waves.  Whew.  It took me many many hours to get
through this.  Finally, two hunters will come out when everything else
is dead.  Killing them is not eays because most likely you'll only
have some plasma pistols and needlers available.  If there is an
assault rifle, definitely use that.  Otherwise, just be patient.  You
may want to consider luring one of the hunters into the passage (just
back up towards the door and it'll open when the hunter gets close to
it).  The other hunter won't go through the door unless it's nearby.
The drawback is that the passage is quite narrow so there is less
strafing room.

I would save the cloak until near after your marines are dead and
you're taking on enemies from the passage.  If you can get to it,
it'll be very helpful.  Sneak up behind the gold elites and club them
while they're inactive, etc.  Just be aware that any action other than
melee attack will reveal your position, and keep your distance from
your enemies because they'll sometimes react if you get too close.

b. Level 3 : Large open room interior
This is a huge room with a lot of crates, an upper ledge where enemies
will appear, and a dropoff.  There are two health packs here and some
grenades.  You'll checkpoint only once, after the first few waves.
Using plasma pistol charged shots works fine against most enemies
here, you can just fire it blindly at the upper ledges and they'll
home in on any grunts there even if you can't see them.  In front of
you and on the left near the dropoff, against the wall that forms one
of the upper ledges, there's some large crates that you can stand
behind and be completely hidden from most fire.

There is a set number of waves that will come at you, the place they
appear depends on where you are standing.  The easiest waves to handle
are ones where grunts and jackals appear on the ledge above you and to
your right.  You can hide in the safe area I mentioned above near the
ledge, keep out occasionally, and fire charged shots to take them out.
The most difficult are the waves that come from the door that you
entered the room from.  When that happens, I'll chuck a fragmentation
grenade at the door, unload a few plasma grenades, and run clear to
the other room and hide behind the large crates near where the hunters
will come out of later.  From there, I keep out occasionally and take
out enemies one by one.

The main difficulty about this level is that you have to fight a LOT
of waves of enemies, and there's one red elite on the upper ledge with
a plasma rifle who will pick you off relentlessly.  There is no easy
way short of luck for killing him unless you kept your sniper rifle
from the beginning of the level.  There are a lot of crates up there,
and he'll always come out, shoot at you while strafing, and hide
behind a crate to regenerate as soon as you hit him back.  You can try
to get lucky with a needler or plasma pistol but red elites tend to
dodge these very well.  You can try to get luck with a plasma grenade
but this is really not practical.  The easiest way (and it's not easy)
that I've found is to flush him off the ledge by tossing a plasma
grenade near him.  I'll get right up to the ledge, face almost
vertical, and toss a grenade upward, it'll land somewhere on the
ledge.  Repeat until he decides to jump off to avoid it, sometimes
you'll get extremely lucky and he'll jump clear out of the dropoff.
But in any case, as soon as he's on the same level as you, it's much
easier to kill him with a needler.  Also, there is also an overshield
in this level.  I recommend just getting it when you need to fight
that wave of enemies.

After much work, the music will change and you'll finally come up
against 2 hunters.  As far as I can tell, there is no checkpoint.
Fortunately, the hunters aren't all that hard to kill because you can
use the dropoff.  Just lure them there, let them charge you, and
strafe so that they run off the ledge.

There are two health packs here and some frag grenades, use the health
packs sparingly.  Unless you're absolutely amazing, you'll probably
have sustained some damage from earlier in the level.  But, try to get
through at least up until the first checkpoint without using a health
pack.  Things are more difficult after that, and having just one
health pack afterward means that you'll most likely end up taking
damage.  Don't be afraid to keep restarting the first scene whenever
you take body damage, so that you checkpoint with full health.  It
really sucks if you're at one red and accidentally checkpoint here.

c. Level 5 : Start
This is a tough level because as soon as you're dropped off, you're
confronted by two red elites and a swarm of grunts.  There are two
stationary guns here that are tempting to use, but if you get in them
then you'll most likely get grenaded or just whittled down by direct
fire.  When you're dropped off, look to the extreme right of the
board.  There is a large square column there.  Run immediately towards
it and strafe to avoid fire.  If the elites are quick and start firing
at you, they'll probably take off a lot of health before you get
there, just restart in that instance or chuck a grenade at the door to
make them dodge when they come out.

The elites will pursue you to the front side of the pillar but will
never go fully around, so you can hide behind it indefinitely.  The
grunts will man the guns and stand around doing nothing.  Pick them
off with your pistol until they're all dead.  Now you just have to
deal with the elites.  This is the hard part.  Assault rifle and
pistol are poor weapons to use against them.  There are two methods
for taking them out.  First, you can try to run past them and get back
to the entrance, there you can pick up a plasma pistol and some
grenades, or use the shade guns.  This is difficult because the elites
will pick you off as you run past them, you can try grenading them
repeatedly to make them dodge but that's not easy either.  The second
thing you can do is wait until they're stationary and facing in one
direction.  Typically after not seeing you for a while, they'll hunch
over close to the pillar in some random direction and become inactive.
If you approach when they're facing away from you, you can melee them
and kill them instantly.  Do this once and then pick up a plasma rifle
to finish off the other, or be patient and do it twice.  In one
instance, I was able to take out both elites with melee in one pass
because they were both facing away from me.  You should be able to get
through this without losing any health, so be patient -- run behind
the pillar, wait until the elites stop shooting, inch forward from the
other side of the pillar and see if they're facing away from you,
repeat until you get a good shot at their backs.

---------------------------------

****** 9.2 Combat Strategy ******

---------------------------------

Here's some general approaches to combat.  There will be far more
detailed information in the enemies and weapons section, so this
includes all non-specific facets of combat.

Conserve health
In general, you should replay scenes until you can get through them
without losing any health.  The only scenes where you should lose
health at all are ones at the beginning where there is no easy place
to hide.  Otherwise, assuming that you have enough patience, you
should always adopt a strategy that allows you to kill enemies while
exposing yourself to the least amount of direct fire.  Granted, you
can't be perfect all the time, and there will be scenes where it is
possible but difficult to get by without taking a scratch.  Learn to
be able to discern which is of that type so that you don't needlessly
lose health getting through the easier scenes.  In particular, note
that checkpoints come with no warning.  If you've dispatched a bunch
of enemies and have taken more damage than you think is reasonable,
immediately pause and restart the level so that it doesn't save before
you're able to.  Even bearing this in mind, you'll certainly get into
situations where you accidentally checkpoint with far too little
health.  This is why it's important to try to keep health up as much
as possible, to account for situations such as these as well as scenes
where you will invariably get through with some damage.  The worst
feeling is to be halfway through a level, accidentally checkpoint when
you have 1 bar of health remaining, and not be able to get through the
rest, and having to start over from the very beginning.

Note that your health bar is discretized whereas your shield bar is
not.  What I mean by this is that it's possible to take health damage
even if you don't see it.  You can take a few plasma shots before your
health goes down by a notch.  However, this doesn't mean that your
health is staying the same.  Just remember that whenever you take a
hit when your shields are down, you will sustain health damage, even
if it doesn't show up.

Abuse sleeping enemies
Grunts often show up in scenes sleeping and should be taken out
quietly with a melee attack.  Melee attacks will kill anything that is
sleeping, or all covenant, except hunters, that have their backed
turned.  These are all obvious comments -- of course you should take
out sleeping grunts.  However, there are some scenes where you can get
through the entirety just by melee attack, but where it may not be
obvious how to in the beginning.  Usually sleeping grunts are close to
elites or jackals, which will call out and cause them to wake up if
you alert those.  However, in some of these scenes, you can avoid the
elites or jackals and take out all the grunts if you're patient, this
may involve getting familiar with their patrol routes.  Elites in
particular are often prone to being knocked out from behind too
because they'll often stand upright and motionless.

As an example, for Level 4 there is a scene where you meet a bunch of
sleeping grunts after going indoors, shortly after a huge fight
involving covenant and your supporting marines.  This is the scene
right after you're unable to take your tank further.  In that scene,
there are a LOT of sleeping grunts, and a few elites.  The elites can
all be taken out by melee attack -- some of them are staionary while
others go through predictable patrols where you can get behind them.
If you charge into that with guns blazing, you can also win the scene
but it's much more difficult.  Even if you can't take out everything
without waking up a single grunt, you should be able to figure out how
to kill at least 3/4 of the enemies and at least one elite.

There are other scenes where grunts start asleep but will wake up
after a short amount of time because there are unavoidable elites
nearby, such as on the Level 4 bridge scenes.  In these, you just have
to take out as many as possible as fast as possible, there's no magic
to it.

Let enemies fight
There are scenes where you'll have both covenant and flood, or both
enemy sentinels and flood.  Sit back, relax, and enjoy the fireworks,
preferably with a zoom weapon so you can see the action better.
Generally the flood will win all fights.  You may want to look at the
outcome of the fight and then see if you should help out in case
there's too many enemies left.  For example, if the flood slaughter
the covenant, maybe you can chuck some grenades at the covenant to
whittle them down a bit while they're fighting.

Items may disappear
One very annoying aspect of Halo is that dropped items do not stay
around indefinitely.  Rather, there seems to be a maximum number of
supported dropped items per scene, so that older weapons start
disappearing.  This is particularly annoying when enemies you are
killing are in some inaccessible area where you can't retrieve their
weapons (e.g. a parallel bridge), meanwhile the ones you can get a
hold of are disappearing as you kill those enemies.

Fortunately, there is only a max number of items per scene.  This
means that once you are done with a scene, you can safely assume that
dropped items there will remain persistent.  This is particularly
relevant when you have some rarer item that you need to drop for some
time, such as a rocket launcher or sniper.  In levels where I have
access to these, I'll typically carry them around but rarely use them.
This means they take up inventory space.  When getting into large
fights, though, I'll often need access to a secondary weapon, so I'll
drop my sniper rifle and pick up something to use temporarily.
Unfortunately, sometimes when I come back, my rifle is gone.  The
safer way to do this is to go back to a previous scene (you can tell
because the game will give the "loading...done" message as you pass
into a previous checkpoint area) and drop your weapon there.

Items that start in the scene, i.e. are not dropped by killed enemies,
will not disappear.  So if you run across a rocket launcher, ask first
if you really need to pick it up right now.  It's often better to
leave it sitting there, and backtrack later to get it so that it does
not tie up an inventory slot and so that you don't have to worry about
it vanishing if you drop it later on.

I'm using NPC as "Non Player Character" here, this includes marines
and sentinels.  Here's some basic strategies for how to protect and
utilize your NPCs.

Protecting marines
In Legendary, marines die very quickly, and there are some levels
where you absolutely cannot save them no matter what you do.  As a
general policy, should you try?  This is a matter of some debate.  As
a general policy, I think you should look for ways to keep your
marines alive; after all, it's no different from how you will
generally die easily in Legendary and thus look for ways to keep
yourself alive.

Marines provide a lot of useful support.  They will not kill many
enemies with their machine guns, but their frag grenades are very
useful and they generally throw them effectively.  Marines' verbal
remarks will also alert you when there are enemies around, and also
when you've killed enemies.  The latter point may not seem that
important, but there are plenty of times when you'll be firing or
sniping at something in the distance and will not be sure whether it
is dead.  And there will be other times when enemies don't necessarily
appear on your radar but your marine friends will detect them first.
Marines are also very useful in vehicles such as the Warthog since you
can't fire while driving.  Marines with shotguns will take down flood
pretty fast in the later levels.  Finally, I find the game much more
rewarding just from an aesthetic level if I can keep my marines alive,
because the addition of marines into the game and their funny
interactions is part of what makes the game enjoyable.  My favorite
marine saying: "Hey, that was Bob!", after one of the marines kills a
flood drone.

Just because your marines are frail does not mean that you cannot
protect them.  For Level 3, I was able to keep most of my marines
alive until the scenes right before I boarded the covenant ship.  For
Level 6, I kept most of my marines alive through the entire level.  In
fact, in almost all levels, I'm able to keep at least some of my
marines alive until the end.  Think of it as an added challenge; after
all, you've got to be a challenge-seeker in the first place to be
playing Legendary.  I'm not going to force you to believe that
spending time saving your marines is always the right idea; you have
to weigh the tradeoff between what they give you versus how much
trouble it is to save them.  My main challenge is that you don't just
assume off the bat that they cannot be protected at reasonable cost.
Generally there are achievable ways if you're patient enough to look
for them.

As a caveat, there are some situations where it's absolutely
impossible to save your marines, and attempting to keep them alive
only ensures that you'll sustain heavy damage yourself.  There's only
a couple of scenes I've found so far where this happens, so don't give
up too easily because in most scenes you can save your marines and
it's worth doing so.

Sniper marine uses
Sniper marines are absolutely vital and you should always replay
scenes where sniper marines die.  They fire frequently and never miss.
You can also use their tracers to target far away enemies that you
cannot see.  This is particularly useful if you're in a vehicle such
as a tank and your sniper passengers are firing at distant targets
such as hunters that take multiple hits to kill or are impervious to
sniper shots.  Just fire in the same direction as the tracer, and stop
after the marines say the equivalent of "Nice shot".

Sniper marines are very useful in Warthogs since the Warthog can
provide them with quite a bit of protection.  They will always get
into the shotgun seat if it's available.

Herding marines
Unfortunately there is no squad based control for Halo, one would
ideally like to be able to give commands to marines such as to fall
back and stay out of trouble.  Marines will generally run towards
enemies and engage them, and will do silly things like open doors and
expose themselves to fire if you're too close to a door.  You can
force marines to retreat by just running away yourself -- eventually
the marines will stop fighting and will follow you.  Unfortunately,
they're often dead by the time you get far enough away from combat;
however, one tactic is to immediately backtrack when you see new
enemies and get them and your marines to follow you where you can
later handle them in favorable terrain.  This is often better than
staying in an open room and watching everything including yourself
die.

There are also instances where you can keep marines stuck in an area
for their protection.  For example, in Level 4, the first marine scene
involves a large open area where you have access to a warthog and your
nearby marines are getting slaughtered.  You can save a couple of
marines into your warthog then run the warthog back through the door
that lead to the scene.  Get out of the warthog and take the rest of
the scene on foot.  The marines will try to follow you once you get
out, but you can stop them if you backed the warthog into the passage.
That way the gunner and the shotgun both cannot get past the warthog
to follow you.

Marines and vehicles
One of the best reasons to save your marines is because they're
valuable accompany you in vehicles.  By no accident, often when you
have access to a Warthog or Scorpion tank, you'll also have marines
nearby.  Marines on vehicles will last longer because the vehicle
provides natural protection.  For example, if you want to protect your
shotgun marine in your Warthog, turn it so that it faces away from
your enemies.  This of course will also prevent your marine from
firing at those targets on its other side, but this is often
strategically o.k.  For example, if you're facing a bunch of enemies
in front of you, only the right side can hit your shotgun marine and
vice versa be hit by that marine.  The tank provides similar
protection although it's much less effective.

It's worth experimenting around to see how to best utilize your
marines while protecting them.  In particular, for Warthog scenes, I
often find that the best thing to do is to get out of my vehicle and
leave my marines in a good defensible firing position.  I then can
fire my own weapon while they provide cover support, this is generally
better than running rampant into the middle of a swarm of enemies and
getting myself and them killed.  For smaller groups of enemies or
where I have maneuvering space, though, I'll often charge in anyway.
As long as I'm in motion, I can dodge most shots or force clusters of
enemies to keep running away from my Warthog as I try to run them
over.  Experiment with a bit to see how to approach enemies so that
you maximally protect your marines.  I usually charge directly at
enemies and then veer clockwise to my right so that my driver's side
is exposed to their fire as I try to run them over.

Be sure to keep tabs on your marine health before you checkpoint.  If
they've taken too much damage, it might be better to restart the scene
unless you can backtrack to another point where you have a stock of
fresh marines.  Killing badly injured marines is also a sound tactic
if you can't stop them from being the ones to gett into your vehicle.
Just don't kill too many or eventually they'll turn on you.  Killing
sniper marines to get sniper rifles and ammo is also sometimes a very
good idea, although it's certainly a tradeoff since those marines are
the most helpful for support.

Sentinels
Sentinels are your friends through Level 6, then become your enemies
later.  Sentinels individually do not do much damage but concentrated
fire will take out individual targets fairly quickly.  Their real
value to me is that when they fire at something, I know it's there,
and this is very helpful in Level 6 because the level is so dark.

Sentinels don't do as much damage as it may seem.  The issue is that
although sentinels fire a continuous beam, this doesn't mean they do
continuous damage.  Their beams sweep a small area and thus slice
through a target.  For smaller targets, this means that for half or
more of the time, the beam isn't actually hitting the target.

During times when I do want to keep sentinels alive, I can usually
help them by tossing grenades and attacking aggressively such that the
flood are attracted to me versus the sentinels.  Flood will kill
sentinels very quickly -- their shots are accurate, they'll leap and
melee attack, and sometimes (not coincidentally) they'll have rocket
launchers in scenes where sentinels are helping out.  That said, I can
generally keep my sentinels alive in Level 6.

Use grenades very regularly.  In legendary, many covenant enemies
carry grenades, so you'll rarely be without them even if you throw
them habitually.  This is a far different philosophy than most first
person shooters, where you'll use grenades very sparingly since they
are hard to come by.  Just be aware that covenant do not drop
fragmentation grenades, so generally when fighting covenant I'll only
use plasma grenades except for situations where I absolutely need to
use one of my frags.  Some covenant drop a ton of grenades, in
particular silver elite (since they're fond of chucking those grenades
at you) will often drop 3 or 4 grenades.  This is great for replenishing
your stock and for causing chain reactions later on.

In general, whenever a pack of opponents appear, I chuck a grenade in
their direction.  This may ideally kill some of them, but will at
least scatter them.  Otherwise, they come in guns blazing and I take a
lot of damage.  Grenades are great for flushing enemies out of various
spots, or getting them to jump off of platforms and cliffs.  

Flood carry relatively fewer grenades so you'll have to be more
careful about using them.  However, since flood tend to charge and in
doing so clump, and because they do not attempt to avoid grenades at
all, grenades are devestating against them.  When you enter a scene,
retreat to get the flood to start chasing you and clump up, then toss
a frag towards them.  And since flood carry both types of grenades,
you can be fairly liberal about using both types against them.  

Whether you favor plasma vs. fragmentation grenades in general is
moreso a stylistic issue.  Plasma grenades stick to opponents and thus
are both harder to dodge and also increase the chances that you'll
take out multiple opponents if e.g. the one you hit freaks out and
runs towards his buddies.  Fragmentation grenades have a far shorter
fuse and thus are better for getting out of trouble spots and have a
higher probability of doing damage if chucked haphazardly.  Plasma
grenades are generally more useful against vehicles since they'll
stick to things like tanks.

One important use for plasma grenades is in sticking elites.  Shortly
after you engage elites (usually a bit after they first spot you, or
when they're first hit), they'll go stationary for a moment and do
their war cry.  This is a prime opportunity to stick a grenade onto
them.  All elites including gold will die to a point blank plasma
grenade, so usually I get them to war cry, stick a grenade on them,
and backpedal until they explode.

Keep in mind that grenades trigger other grenades.  This sometimes
works to your detriment but it's also sometimes the only way to
actually hit opponents with your own grenades.  Generally in
Legendary, opponents (with the exception of Jackals and flood) are
smart enough to see a grenade and dodge out of the way.  However, they
do not consider grenades that might be on the ground.  The resulting
chain reactions can often take them out.  Generally, don't worry that
this will "waste" grenades on the ground, because you get plenty at
least from Covenant since almost all of them will drop grenades when
killed.

On the flip side, be careful that you're not caught in chain
reactions if you're standing near grenades.  Remember that flood
carriers in particular trigger grenades when they blow.  If you've
been hanging around one area for a long time and are worried
about chain reactions, just toss your own plasma grenade near your 
feet and run backward, this will cause all grenades in the area
you were standing to blow.  You're now safe to return to it.

If you trigger some enemies and then retreat, they'll eventually go
back to being inactive.  Often a good way of sticking a plasma grenade
on that pesky elite is to back off until it becomes inactive, then
inch forward until you can see it.  Often it'll be stationary and
facing the direction where you came from.  Aim carefully and stick a
plasma grenade on it, problem solved.

When fighting covenant, in general do not use plasma grenades unless
you throw them on the ground.  Flood drones can cover long distances
quickly when they close in to melee you, and having a plasma grenade
stuck onto one doing so is not good news.  Sometimes the plasma grenades
I throw at flood will simply not explode, I have no idea why not.

THE FLOOD

A. Parasites
Flood parasites are generally harmless.  They'll detonate against your
shield and do a minimal amount of damage.  When hit, they'll explode
in a small radius that can take out other flood.  Any single hit from
any weapon will kill one.  Generally if floodites are alone, I'll let
them hit me and use my melee attack to take out some.  Weapons have
different melee effectiveness, e.g. the rocket launcher seems to have
the most range and is maybe the best weapon for meleeing groups of
floodites.  For melee, face slightly downward, run forward until they
jump up at you, then melee and run back right as you swing, repeat.
You'll have plenty of opportunity to practice this since Level 5 and
Level 6 both send swarms of parasites at you.  The reason I wait until
they jump at me is because it is comparatively difficult to hit them
when they are on the ground near my feet.  When they jump, they
typically go close to shoulder level, so a melee attack slightly
downward will hit them.

Do not let parasites get anywhere near you when your shields are
depleted.  In this case they'll do a lot of damage and will not die
upon hitting you.  And do not let them swarm you when there are other
enemies nearby, since each floodite hit is like taking a small weapons
hit, and you really don't want them anywhere near your body in case
the other enemies take down your shields.  Sometimes they'll miss you
when they jump at you, as long as you're moving.

Groups of flood on your radar are generally represented as a very
large red dot.

B. Carriers
Flood carriers are walking bombs.  They will try to get close to you,
then will fall down, puff up, and explode, releasing several
parasites.  Or, if killed beforehand, they will explode immediately.
They do not have much health and a few hits from most weapons will
make them explode instantly.

Carrier explosions will damage other flood.  They will hurt or kill
other drones, and cause other carriers to go flying then explode.
Carriers killed by other carriers will puff up and explode once they
land.  Since carriers damage all other flood, and flood tend to clump,
shooting at carriers that are in the middle of groups of flood
generally gives very positive results.

The main danger with carriers is that they are totally silent, and
there are many situations where some will secretly appear behind you.
Keep a tight eye on your radar and always keep moving when battling
flood.

If you don't want to waste ammo on carriers, just move up to them and
then back up when they fall down.  You can even safely get away with
melee attacking them and then backing up, although this is kinda
useless.

C. Flood drones
Infected marines and elites comprise the bulk of the flood you'll be
encountering.  They carry any weapon including rocket launchers, have
both leaping melee attacks and normal melee attacks that often include
two hits, and sometimes get up after being falling down.  Fortunately
they do not throw grenades, although they often carry either type.
Shotguns are great weapons to use against them short range, pistols
long range.  Needlers and plasma grenades should be used with care
because they can get in your face very quickly and take you down with
them.

If you're worried about flood getting up after being killed, pump a
shot into their head.  When flood do get up, they'll never have
a weapon (i.e. they'll always drop their weapon when first downed).

Flood elites are bigger and significantly stronger than marines, other
than that they are identical.  Both types can carry any weapon except
sniper rifles and fuel rods.

You can blow arms off of both types of drones.  This limits their
ability to attack, and a drone without arms is completely harmless.
It'll come up to you and just stand there doing nothing.

[Tidbits about the flood]
Just some interesting notes:

At the beginning of 343GS, right when you begin crossing the log, look ahead,
at the shade. When you walk a few feet, you should notice one or two flood
run by behind the shade. Also, on your motion tracker, at this time, flood
are displayed as allies.

I don't know the full extent of this, but flood seem less eager to attack you
when they are on a light bridge. Lure them on, and, although they will
attack you sporadically (much more if they have a weapon), they're rate of
attack will be lessened, and they seem rarely ever move.

The combat forms are infected marines and elites. Look at their feet. If they
have hooves, they were elites, and if they have (relatively) normal feet,
they're humans. Also, if they carry a human weapon, they were marines. And
the little things coming out of their chest (tentacle-like things) may very
well be the infection form that got to them.




BYE BYE!!!!

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