Halo (Xbox)
Halo Walkthrough
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: : : : Halo Walkthrough

Halo Walkthrough

by Covert_ops   Updated on


		IV-human weapons
		V-covenant weapons
		VI-covenant troops
		VII-human characters
		VIII-human vehicles
		 IX-covenant vehicles

	This is my first attempt at a walkthrough. I’d like to start off by
saying, e-mail me before you use this on your website. My e-mail address is
Willcall39@msn.com. Thanks for looking at this walkthrough. Lets continue. =)


	Okay, I’m going to go over the controls. They aren’t really hard to
figure out.

	RIGHT TRIGGER= FIRE/CHARGE WEAPON (charge option is for the Covenant
weapon, the plasma pistol)
	LEFT THUMBSTICK= MOVE/CROUCH (crouch by pushing the stick down)
	RIGHT THUMBSTICK= TURN/AIM/SCOPE ZOOM (you can aim with the pistol or
sniper rifle. The sniper rifle is the only weapon that can zoom. To aim or zoom
in, press the stick down)
	BLACK BUTTON= CHANGE GRENADES (only when you have plasma grenades and
regular grenades at the same time)

	Okay, those are the controls. Lets move onto the story.
	The storyline is pretty interesting.

	The year is 2552. Planet Earth still exists, but overpopulation has
forced many of her former residents to colonize other worlds. Faster-than-light
travel is now a reality, and Earth’s unified government, through the United
Nations Space Command, has put its full weight behind the colonization effort;
millions of humans now live on habitable planets in other solar systems. A
keystone of humanity’s colonization efforts is the planet Reach, an interstellar
naval yard that builds colony ships for civilians and warships for the UNSC’s
armed forces. Conveniently close to Earth, Reach is also a hub of scientific and
military activity.
	Thirty-two years ago, contact with the other colony Harvest was lost. A
battle group sent to investigate was almost completely destroyed; only one badly
damaged ship returned to Reach. Its crew told of a seemingly unstoppable alien
warship that had effortlessly annihilated their forces.

	This was humankind’s first encounter with a group of aliens they
eventually came to know as the Covenant, a collective of alien races united in
their fanatical religious devotion. Covenant religious elders declared humanity
an affront to the gods, and the Covenant warrior caste waged a holy war upon
humanity with gruesome diligence.

	After a series of crushing defeats and obliterated colonies, UNSC
Admiral Preston Cole established the Cole Protocol: no vessel may inadvertently
lead the Covenant to Earth. When forced to withdraw ships must avoid Earth bound
vectors. Even if that means jumping without proper navigational calculations.
Vessels in danger of capture must self-destruct.

	On Reach, a secret military project to create cyborg super-soldiers
takes on a newfound importance. The soldiers of the SPARTAN-II project to rack
up an impressive record against the Covenant un test deployments, but there are
too few of them to turn the tide of the war.

	Existing SPARTAN-II soldiers are recalled to Reach for further
augmentation. The plan: board a Covenant vessel with the improved SPARTAN-IIs
and learn the location of the Covenant home world. Two days before the mission
begins, Covenant forces strike Reach and annihilate the colony. The Covenant are
now on Earth’s doorstep. One ship, the Pillar of Autumn, escapes with the last
SPARTAN-II and makes a blind jump into deep space, hoping to lead the Covenant
away from Earth.

	Your weapons arsenal makes you lethal on the battlefield. You’re
probably already familiar with them, but here are briefs on the weapons. Since
you can only carry two weapons at a time besides grenades, you need to know the
pros and cons of whether or not to swap one weapon for another in a given


	The M9 high-explosive, dual-purpose grenade is a thrown fragmentation
device. Use it to suppress or disable vehicles, except tanks. It can be thrown,
rolled, bounced, or ricocheted into places direct fire weapons cannot reach.
Increase the angle of the throw to toss it farther, or get it over obstacles. Be
careful not to throw to close to your own location.
	This is my favorite grenade. It isn’t like a plasma grenade, where it
sticks to someone or a vehicle. And the Covenant can’t see grenades that well,
unless you hit them on the head with it. So you can throw it and actually kill
someone with it, unlike the one where they see it and move.

	This pistol is a recoil-operated, magazine-fed handgun. It is issued
with a smart-linked scope capable of 2x magnification. It fires a 12.7mm
semi-armor piercing, high explosive round.  It can shoot either semi-automatic
or automatic, hold the right trigger for automatic. Shot placement is very
important. The only shot that guarantees immediate and total incapacitation is
one roughly centered in the head, above a horizontal line passing throw the ear
opening and below the crown of the alien skull.
	This is a pretty good weapon for taking out Grunts. Its very accurate as
well since you can aim with it. Don’t expect to take an Elite out with one shot


	This rifle is gas-operated and magazine-fed. It fires a 7.62mm
armor-piercing round. Rate of fire is limited by a soldier’s ability to aim,
fire and change magazines. Short, controlled bursts are more accurate than fully
automatic fire. The MA5B’s integrated computer displays rounds left in the
magazine and the relative direction of the gas giant. Threshold for point of
reference. This feature is particularly useful for orienting you in areas where
it’s easy to get turned around and lose your sense of direction.
	This rifle is also good for mowing down a crowd of Grunts. And if you
ever need ammo for it, just kill one of your marine friends and take his ammo.
Just don’t kill a lot of them or they’ll shoot you back. You can also take out a
Blue Elite pretty easily with this thing.

	The shotgun is a pump-action magazine-fed dual tubular non-detachable
type of f weapon. It fires a 8 gauge magnum round. This weapon is very effective
against targets at close range and may be used to engage several targets
simultaneously at medium and long range.
	This gun is useful against any unit. Don’t waste your ammo on Grunts or
Jackals. Use it on Elites and the Flood. You’ll learn about the Flood later in
the game. I’m not going to cover them in this guide.

	This rifle is a gas-operated magazine-fed weapon. It is issued with a
smart-linked scope with two levels of magnification. I already covered how to
zoom in on the controls section. The zoom levels are 2x and 10x. Also, in zoom
mode you can press the white button to activate night vision.  It fires a 14.5mm
armor-piercing fin-stabilized discarding sabot rounds.
	The cool thing about this gun is that it can take out any unit in one
hit. If two enemies are together, you can shoot one and the bullet will go right
through him and hit the next one killing both. DO NOT USE THIS FOR CLOSE RANGE
COMBAT. Always use this for long range combat. This gun is pretty powerful

	The M19 SSM is a man-portable and should-fired rocket launcher. It has
two major components, the launcher and the magazine. The magazine (the
expendable part of the system) contains two 102mm shaped-charge, high-explosive
rockets. It is designed for fast-easy detachment from the launcher. The launcher
contains the sighting and fire control system.
	I don’t use this weapon that often, but when I do, I cause a lot of
damage. Great for taking out huge groups of powerful enemies. It has a zoom
also. Obviously, you won’t use this for close range combat though.

	The Warthogs M41 light anti-aircraft gun is a three-barreled, electric
powered, linkless, drum-fed weapon. It fires 450 to 550 12.7x99mm armor
penetrating rounds per minute. Turret traverse is 100 degrees per second and
weapon elevation is 60 degrees per second. Recoil from sustained fire is
prodigious and negatively impacts accuracy at long range.
	This a good weapon in two player cooperative mode if your friend knows
how to use it. This gun can take out almost any Elite within 2 seconds. It sucks
that if you don’t have a friend or marine with you because you have to get out
of the driver seat and go to the back and shoot. After that you have to get back
in the driver seat and drive to a different spot to shoot some more.

	You should also be aware the weapons the Covenant use since you can pick
up and use any that you find by walking over them when you see them lying on the
ground. The Covenant seem more vulnerable to these weapons, so take advantage of
this weakness whenever possible.
	Two of the Covenant weapons, the plasma rifle and the plasma pistol are
battery powered and once you waste that battery, you can’t charge it. So
conserve the energy and pick up new weapons whenever possible.


	This is a directed energy weapon. It is capable of either semi-automatic
or automatic fire. Pull and hold the right trigger for automatic fire.
Continuous rapid fire overheats the weapon in turn, depletes the weapons power
core (battery).
	This is my favorite Covenant weapon. It can tear up a few Grunts. Like I
said above, get new ones whenever possible.


	This weapon is a semi-automatic directed energy weapon. If you pull and
hold the right trigger, the weapon will charge the energy and unleashing a huge
ball of plasma which can do awesome damage. Just don’t be on the receiving end
of that plasma ball. After you charge the weapon and let go of the plasma, the
weapon becomes over heated so you have to wait a few seconds before firing it
again. It also drains the battery very quickly.
	The only reason I like this gun is the charging power. It has almost the
same power as a plasma grenade. You’ll know its charged because there will be a
big green ball on your gun.

	Very little is known about this weapon other than this is magazine fed
weapon capable of automatic fire. Its projectiles penetrate soft targets no
matter what the angle of impact. They ricochet off of hard surfaces at oblique
angles, however, are always deflected by energy fields. The only exceptions to
this being the shields generated by the MJOLNIR battle suit (which you wear) and
the Elite’s combat armor. The composition and energy signature of its projectile
is unknown. The manner in which the projectiles home in on their target is also
	Okay, there is no battery on this so no need to replace it every five
seconds. Use this thing against Elites and Grunts.

	Although the Shade appears to be a light anti-vehicle weapon, the
Covenant uses it almost exclusively in an anti-infantry role. The operator sits
directly behind the gun and an armored control suite, but relies entirely on
infantry support for protection to the sides and rear.
	This is a stationary gun the Grunts like to use. It can shoot plasma
very fast. So if you ever find one of these, kill the Grunt and take it. If a
lot of enemies get on your side or behind you while you’re shooting in front of
you, you’re screwed.

	This weapon is similar to our own hand grenade in that is a thrown
anti-infantry and anti-vehicle weapon. It has some kind of internal mechanism
that allows it to distinguish between targets and background. For example, it
will stick to a soldier or vehicle, but not a tree of wall. It has a
three-second fuse that is activated after it sticks to a target or otherwise
comes to a rest.
	This grenade is strong, but hard to use. The only thing it can usually
get rid of are Grunts since they’re so idiotic. If you’re lucky, you can stick
one to an Elite. You can’t hide this grenade from enemies which makes it hard to
use. If an enemy throws one and it lands on you, you’re screwed. It sticks to
you and you cannot get it off. But if you’re lucky, they’ll miss and you can run
from it. If you see a Grunt raise his arm, run away.

	The Covenant are you’re enemies and can become very lethal so watch out.

	Grunts are approximately 5 feet tall and relatively weak, Grunts tend to
travel in packs and stick close to more powerful allies. Individually, they are
easy to defeat, but in groups, they can overwhelm careless marines. Their armor
seems to house some sort of life-support mechanism. They are known to use a
variety of weapons including the plasma pistol, plasma, rifle, and plasma
	These guys can be very dangerous in packs. Yellow ones are the weakest
and the black ones are the strongest. Red Grunts and up are the ones that throw
grenades so watch out for those guys. They use needlers as well and they’ll tear
you up if there are a lot of them with needlers.

	Jackals have superior senses of sight, hearing and smell, Jackals serve
as scouts and assassins for the Covenant forces. They use plasma pistols and
carry a strong energy shield to compensate for their physical weakness; a well
positioned Jackal can hold his own against several marines, though grenades are
effective against them. They stand approximately 5’8 tall.
	These guys love to charge their plasma pistols and hit you with them so
get rid of them before they do that. The best way to kill Jackals is by just
walking up to him with a gun and meleeing him until he dies. Like I said on the
controls section, the melee button is B. The ones with blue shields are the

	Elites come in a few varieties, but all are roughly about 8’6 tall, and
incredibly strong. Their strength allows them to rely on brute force when
necessary, but their quite capable of brilliant battlefield tactics as well.
Their natural resilience is augmented with full-body energy shielding which
recharges when depleted. They wield plasma pistols, plasma rifles, grenades and
	There are quite a few Elites. Blue Elites are the weakest and stupidest.
You can take one out with one assault rifle magazine. The reds are a bit
stronger and smarter than the blues. It takes a bit of ammo to kill them. The
silver ones (they’re invisible) have no armor, but you can’t see them. Most of
them have blue plasma swords though, so if you see a floating sword, shoot him
because if he chops you with it, you’ll be dead within two hits. Black Elites
are the special-operations kind. They’re pretty smart and fast and a lot more
accurate with their weapons the others. The strongest is the Gold Elite. They
usually have plasma swords, just like the Silvers. They’ll kill you in a
heartbeat so dispatch them if you see them.

	Hunters stand 12 feet tall, though in their combat state, they contract
to approximately eight feet. Hunters fight with a fuel rod gun integrated
directly into their armor. They carry an enormous and nearly-impervious metal
shield made of an unknown alloy which they sometimes use as a melee weapon.
	These guys love to charge at you. Not with their plasma pistols, but run
towards you. If you’re run over by this guy, that sucks. The easiest way to kill
one is to have them charge you. Then before they turn around, you’ll see an
orange spot on their back. Shoot the orange spot and they’ll go down in about
one or two seconds. They usually come in pairs. For more fun, stick plasma
grenades on their back.

	Captain Jacob Keys is twenty-six years into his military career. Keyes
commands respect as a keen strategist and inspirational leader of his men. He
became a minor hero early in his career when he led a small group of security
troops against a Covenant ambush of the colony ship, Meriwether Lewis and held
them off long enough for the ship to escape. His many decorations and years of
combat experience against the Covenant made him a natural choice to command the
Pillar of Autumn and its secret cargo.

	The marine are a rugged and diverse assortment of soldiers. The marines
of the Pillar of Autumn are fighting a losing battle against the Covenant’s
superior weaponry and numbers. Under the leadership of Captain Keyes, they
continue to wage a furious struggle against the Covenant, even as their numbers
dwindle, they’re the best of the best, but only human.

	Cortana is the highly advanced AI at the heart of the Pillar of Autumn.
Her design allows her to be uploaded into an appropriately configured battle
suit for safekeeping. She is capable of hacking into alien computer systems and
has used this skill to intercept Covenant communications during combat. She
interprets this data to provide her caretakers with directional waypoints and
the best available information about troop movement and strategy.

	Master Chief, that’s you. You have special armor called MJOLNIR. You’re
the last SPARTAN-II. All your friends died defending Reach.
	Halo is vast and you will need to cover a lot of ground quickly, so
vehicles are indispensable. Therefore, hijacking Covenant vehicles useful and
necessary. The strength provided by your MJOLNIR armor allows you to right
overturned vehicles by standing next to the vehicle and pressing the X button.


	Crew- 3  Driver, Gunner, side seat
	Weight- 3.25 tons
	Armament- 12.7mm three-barreled machine gun

	The M12 light reconnaissance vehicle, or Warthog is the standard vehicle
of the UEG armed forces. It is fast and maneuverable, but prone to rollovers
during hard cornering. A three-barreled machine gun is mounted in the rear of
the vehicle. Armed passengers significantly increase the unit’s anti-infantry


	Crew- 2
	Weight- 66 tons
	Main gun- 90mm HV (high velocity)
	Secondary/coaxial gun- 7.2mm AP-T (armor piercing tracer)

	The Scorpion Main Battle Tank is primarily an anti-vehicle weapons
platform, but it also has very high anti-infantry capabilities. Its
ceramic-titanium armor makes it nearly invulnerable to small arms fire, but its
deep dead-zone or the area within which fire from the tanks guns cannot hit
targets, puts it at risk from enemy anti-tank infantry. Up to four soldiers may
ride on and fire from the Scorpions track pods. Riding on a tank is always
hazardous and should be done only when the advantages outweigh the risks.


	Crew- 1
	Weight- 2.25 tons
	Armament- Two plasma cannons

	The Ghost is the Covenants standard reconnaissance and rapid attack
vehicle. It is equipped with two of what are now accepted as the standard light
vehicle mounted weapons: a directed energy weapon capable of projecting a bolt
of super-heated plasma in the 100-250kW range. While the vehicle is fast and
maneuverable, the driver is virtually unprotected.


	Crew- 1
	Weight- 2.25 tons
	Armament- Two plasma cannons
	Secondary weapon- two fuel rod cannons

	The Banshee is the Covenants standard ground assault aircraft. It is
very fast, extremely maneuverable and capable of hovering. It has two pods
mounted to either side of the fuselage. Both of these pods contain a fuel rod
cannon. Though small arms fire may disrupt or disable the pilot, only heavy
weapons are capable of inflicting damage or destroying the vehicle.

		I’ll be giving the walkthrough for the campaign on NORMAL


	You start off by being unthawed. After you get up, the guy in front of
you tells you have to get out of here. Follow him out the door, and stay far
behind him. An explosion will kill him and go back and you’ll see an opening
with some pipes. Jump over them and go right. Go through the door straight
ahead. Stop for a second and there will be an explosion. Go right through after
that and crouch underneath the partially opened door. Turn right and you’ll see
a door with a green light. Go through and you’ll see an elite. Leave that place
the way you came in and then go back in about a minute later. You’ll see that a
couple marines killed him. After that, turned right and go down that way and
you’ll see a marine with two guys in red and yellow. He’ll tell you to follow
him. Do so. When you get to the room with another battle, turn left and follow
the marine down there. Then go straight down the hallway marked BRIDGE with an
arrow on the floor. After that, turn right, left and the captain will be the
front of the room. Keyes will give you a pistol without any ammo in it.
	So go back the way you came in and then you should have ammo. Kill the
three grunts past the first hallway from the bridge. Then grab the assault rifle
at the opening of the cafeteria area. Start shooting the blue elite right
straight ahead. Then to your right, you’ll see more bad guys. Shoot them and go
to the door on the right side. Then turn left and then down the hallway that
says AIRLOCK. Grab the health pack if you need it and continue. Then turn left
down that hallway and then right. You’ll see a blue Elite. Sneak up behind him
and melee him in the back and he’ll go down in one hit. Then go straight and
right. Go straight down there and go left again. You’ll see two marines looking
inside a room, then a plasma grenade will blow them across the room. Shoot the
Covenant that come out of there. In the room they came out of will be some
goodies. Go all the way down there and grab one of the pyramid shaped things.
Its an over shield. Take it and go right out of the room. Turn left, left again
and go right at the stairs place. There will be a red elite in there. Take him
out and go down the hallway, turn right, left, and right. You’ll see a grunt at
the last right, kill him and continue down and turn left. You’ll see some
elites. Hurry and take them out, then move on to the grunts. Just take them out
with a pistol. Turn right, and you’ll see a place with an AIRLOCK arrow on the
floor. Take the health pack if you need it and continue down that hallway and go
left, right, right, left and kill those guys. Go straight and turn right and
kill those grunts and elites. Go straight and left and you’ll be in a dark room.
Turn your flashlight on and crouch underneath the door to your right. And go
through the room labeled stairs. After going through those hallways you’ll see a
bunch of marines at some platform with stairs.
	Reload your assault rifle, and charge up those stairs shooting
everything. Then after clearing the place, go to the door opposite the stairs
and kill everything down there. Follow the hallway down where everything says
airlock. After killing those grunts, you’ll have a nav point.

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