application of these controls takes time to master. We'll help
you get a head start on the Covenant with some tactical
suggestions and helpful hints. Read on!
Right Analog Stick: Look/Aim Weapon
Left Analog Stick: Move
Right Trigger: Shoot Weapon
Left Trigger: Throw Grenade
X: Reload Weapon/ Get on Vehicle
B: Melee Attack
Y: Change Weapons (You can hold two at a time)
White Button: Turn on Lamp
Black Button: Cycles through Grenade types
Right Analog Stick: Point Camera
Left Analog Stick: Accelerate in the direction the camera is
Right Trigger: Shoot Weapon (If at gun turret)
In Halo, you are only allowed to carry two weapons at a time:
one in your pack, and one in your hands. This means you're going
to have to be pretty savvy at knowing which weapon works best in
In close combat situations, make sure you have a good
run-stopper. The Shotgun is excellent for these encounters. The
Rocket Laucher, however is not as it will blow up in your face.
Always be sure to have a quick-firing weapon. The enemies in
Halo come fast and furious, and it's good to have a weapon that
can keep up. An Assault Rifle is always a safe bet.
Use your grenades wisely. Don't waste a Plasma Grenade on a
single Grunt, for instance. Instead, attempt to toss them into
groups of unsuspecting enemies, or boxed in groups of foes. The
less options you give the enemy, the better.
If your weapons are full and you can't pick up more ammo, but
there is a large pile of it on the ground, remember the spot where you saw it and return there after you've forged ahead.
Whenever possible, use the vehicle-mounted weapons to take down
enemies. These weapons have infinite ammo and will not deplete
your sacred hand-held supply.
If a weapon is out of ammo, don't hang on to it. Any other
weapon is better than an empty one.
Always reload behind cover. Reloading in the midst of a
firefight is a good way to lose shields and life.
Tailor your weapon choices to the enemies you've be facing. If
you're up against the charging Flood, it's a good idea to keep a
Most of the Covenant encounters in the game will be fought using
some kind of cover. Dodge out and shoot, then return to a
position of safety. There is plenty of cover in the levels of
Halo. Wall supports, rocks, trees, columns... all provide you an
opportunity to fall back, reload, and not get hit!
Focus on the small, nagging enemies first. Once the weak are out
of the way, go after the strong. The less weapons pointed at
you, the better.
Fall back. Always fall back. When shooting at charging enemies,
keep back-pedalling until they all drop. Or, turn and run,
seeking a position of safety to regroup.
Don't throw a Plasma Grenade at a charging enemy. It will stick
to him, and he'll keep charging. Can you say kamikaze? I knew
There are a bunch of areas in Halo when you can run by enemies,
but it is not wise in most cases. The AI is so good that usually
the aliens will catch up with you, and then you'll have double
When driving a vehicle, pick up as many buddies to ride with you
as possible. They will help out tremendously in clearing out the
Use whatever you're driving as a battering ram. Running over
most enemies kills them automatically, saving you the trouble of
having to mow them down.
If you lose all of your shields, seek shelter. The shields will
replenish as long as you're not hit. By being cautious and
patient and using your shields, you can make it pretty far in a
mission with only one health blip.
If you can make it to the end of a fight without picking up a
nearby health, do so. The longer you can hold out before fully
healing, the farther you will go.
Clip: 12/ Holds: 120
The pistol may be small, but it packs a powerful wallop,
especially against the large Hunters found later in the game.
The main problem with it is that the fire rate is not rapid
enough to mow down charging attackers and it does not hold
enough ammo for grand scale combat situations. It does, however,
have a scope, which magnifies your target 2X. If you can zoom in
on an enemy's head, the gun is powerful enough to drop him in
Clip: 60/Holds: 600
The bread and butter weapon in Halo is the assault rifle. It
chatters in your hands, it rips through rounds quickly. It mows
down anything in your path. In the early levels in the game, it
is the most effective and most commonly found weapon. The clip
holds a ton of rounds, and it reloads quickly. The only problem
with it is that against some of the more powerful or persistent
enemies in the game, it may not have enough power. But it's a
good gun to always keep in your pack.
The Plasma Gun is an alien weapon primarily carried by Grunts
and Jackals (and later by low-level Flood). It delivers either
short energy bullets or one large energy blast. An energy blast
will completely deplete an enemy's shields, allowing you to move
in for the kill. To do it, press and hold the trigger until a
green ball of energy collects at the end of the weapon. Then let
go. The Plasma Gun works great against the Jackals' shields, but
is not powerful enough to take on anything too big.
The preferred weapon of the Covenant Elite, the Plasma Rifle
delivers a fast-paced barrage of energy bullets. It's great at
eating through Covenant shields and taking down distant Elite.
Don't hold the button down too long, though, or the gun will
overheat in your hands. This is a great alternative to the
Clip: 20/Holds: 80
While it looks cool, the Needler is the weakest weapon in the
game. Like the Reaper in Perfect Dark, its ammo is too scattered
and weak to be of much use. The only real advantage to this gun
is that it will track its target. The pink ammunition burrows
into soft flesh and explodes, doing decent damage. It's
recommended you stay away from this one. It's no good against
Jackals, and hard to use against crafty Elite.
Clip: 4/Holds: 64
The Sniper Rifle is a powerful weapon, indeed. It allows you to
strike at enemies from afar, out of the range of their weapons.
To activate the sniper scope, push down the right analog stick,
once for 2X and twice for 10X. Activate Night Vision by pressing
the White Button. When using the Sniper Rifle, aim for the
enemy's head. Certain foes, like Elite and Jackals, can be
dropped with a single head shot. Don't use the gun against the
Flood--it's completely worthless. And never use it up close. The
Sniper Rifle is a distance weapon, and is usually placed in
areas where it will be used most effectively.
Clip: 12/Holds: 60
Ahh, the wondrous Shotgun. As in most videogames, the Shotgun is
also the best weapon in Halo. The perfect close-range weapon,
the Shotgun has serious stopping power, plus its ammo spreads to
drop multiple enemies at once. Great against Combat Flood, the
Shotgun is also an effective close-range tool against the pesky
Elite. Two shots will eliminate their shields. One more will
drop them. The only disadvantage to the Shotgun is the fact that
it takes a while to reload. If cornered, reloading can be
dangerous. Always seek safe ground before reloading.
Clip: 2/Holds: 8
The Rocket Launcher is big and powerful. Powerful enough to take
down enemy tanks. Powerful enough to drop hefty Hunters.
Powerful enough to kill you if fired in close quarters. Use the
Rocket Launcher to tenderize the enemy, or to get distant,
powerful enemies out of the way before moving in to clean up.
The Warthog is an all-wheel drive mobile assault vehicle,
capable of holding you and three other Marines. Built to go
anywhere, this is a rugged ride. Climb rocks, squeeze into
narrow spaces and roll in the wide open. If you have someone in
the gunner seat, they will focus on the closest enemy and blast
away with infinite ammo. The Warthog is a powerful vehicle. If
you want to clear out a group of enemies, rev up to high speeds
and drive into them. The Warthog is relatively impervious to
damage. If it flips, get out and flip it back over (X). But be
careful: if you flip your ride with other Marines inside, they
could all lose their lives.
To drive it, you will point the blue arrow (the camera) in the
direction you want to go with the right analog stick, and
accelerate with the left stick. This takes some getting used to
at first, but always remember that you'll move toward the blue
arrow, and things will work themselves out.
The Ghost is a small alien hovercraft that will help you
traverse large distances quickly. It is mounted with energy
pulse guns, much like the ones the Covenant carry by hand. In
addition to moving forward and backward, the Ghost can strafe
side-to-side. However, it is not recommended you use this as an
assault vehicle, as its weapons just aren't up to snuff.
There is much joy to be found when driving the Scorpion, a huge
mobile tank with room for four extra marines. Pick up as many as
possible to gather what amounts to a moving fortress. In
addition to the firepower provided by the Marines, the Scorpion
packs a double-fisted punch. The left trigger fires a bad-ass
cannon, and the right trigger shoots a steady machine gun. The
tank is also quite handy for running over even the biggest
enemies. It's a little less maneuverable than the other rides in
the game, but more than makes up for that with power.
The Banshee is like a flying Scorpion of sorts. Since it moves
in three dimensions, it's a little tougher to control, but
again, wherever the arrow is pointing is where the Banshee will
move. This alien craft also has two weapons: a powerful energy
cannon on the left trigger and a pulse gun on the right trigger.
THE PILLAR OF AUTUMN
Find Captain Keyes
After the opening cutscene concludes and you emerge from your
cryogenic cocoon, you'll have to go through a series of tests to
learn how to play the game. Finish the tasks as the technician
walks you through. Make sure you take the time to really learn
the controls here, because soon, you'll need to put them to the
Once your targeting systems are online and you've calibrated,
follow the technician to get some shields. This will introduce
you to the basics of your energy shield system. Midway through
the explanation, all hell breaks loose. Aliens have penetrated
the ship and are taking over. You've got to find Captain Keyes
on the bridge immediately.
Follow the technician through the maze of tunnels. When he is
killed by an exploding door, move back to the large, open
doorway with pipes across it. Hop over the pipes and into the
hallway with flashing emergency lights. Two of the doors in this
hallway are locked, so turn right and go through the door with
the green light at the end of the hall. As you continue down
this path, a small explosion will throttle the wall to the
right. Keep going ahead, through another green light door.
You've reached a Checkpoint.
Step into the dark chamber and look to the left. Under a halfway
closed door, you can see your men getting attacked. Push down on
the left stick to get under the heavy door, then move into the
corridor. It will be quickly barricaded at both ends. Turn right
at head down the corridor, then head through the green light
door to the left. Head through the darkened passage to another
green light door. It will spring open and you'll be face-to-face
with a Covenant Elite. Back up and let the other marines take
care of him, then scoot out into the next room. Here, you'll
meet two commandos who tell you to hurry to the bridge. Move
down the corridor and turn right to find another firefight in
progress. You've reached a Checkpoint.
Wait for them to wipe out the Covenant, then approach the
commando in the gray suit. He will lead the way to the bridge.
On the way, you'll go through another firefight and another
Checkpoint. When the soldier stops, follow the open doorway to
the bridge. There, you will meet Captain Keyes and the computer
interface Cortana who will give you instructions throughout the
remainder of the game. The Captain decides to abandon the
Autumn, landing a drop ship on Halo. It's your responsibility to
get Cortana's technology off of the ship.
Get off the Pillar of Autumn
Once you leave the bridge, you'll have a Pistol. Head out the
same way you came in, towards the blinking emergency lights of
the corridor. Two Covenant grunts will greet you at the door.
Fill them full of lead. Then step into the corridor. Search the
floor for an Assault Rifle, then m ove to the door directly
across the hall.
The Assault Rifle is a serious piece of hardware, and will go a
long way toward getting you off the ship alive. The longer you
hold down the trigger, the faster the ammo will deploy, so make
sure to shoot in bursts to save bullets. When you have the
rifle, move through the green-light door here to find yourself
in your first real firefight of the game. You'll see your
marines concentrating on an Elite on the far end of this mostly
open room. They'll take him down on their own. Move through the
cafeteria to the right, killing all of the Covenant that come
through the two doors at this end of the room. Use the columns
and tables as cover here. Pop out and spray down the aliens,
then scoot behind cover and reload. Make sure you don't get any
marines in your line of fire, or you could end up killing the
ones who help you.
Once the Covenant stop coming through the doors, move through
one of the two open passages into a cross-hallway. Here you'll
find a couple more grunts and an Elite. Use the bunkers in the
hallway as cover and take down the enemy. Before leaving the
area, be sure to grab the health pack from the wall near the
exit. Then move down the next corridor. This hallway bends to
the left and leads to the next checkpoint.
Follow the path as it curls right. In the middle of the path,
you'll encounter another Elite. Watch the Marines on the other
side of the hallway. You don't want to hit them with cross-fire.
When the Elite falls, move past his corpse and join the Marines
at the other end of the corridor. An explosion will shake the
ship. Cautiously follow the marines through the next couple of
rooms. You'll find yourself looking down a corridor with red
partitions in it. As you move into the hallway, another
explosion will blow open a door and Covenant will stream into
the hall. Make your way carefully down the hall, using cover and
helping your marines take down the Covenant. Don't worry too
much about hitting them if you're standing. Most of the soldiers
will crouch to give you a clear shot. Midway down the corridor,
take a look to the right. You can see where the Covenant ship
Keep pushing the aliens back to the end of the corridor, then
move around the corner to the left, continuing the fight. The
Covenant will keep falling back. Follow them careful, making
sure to protect yourself with cover. Eventually you'll push the
baddies back into a narrow corridor marked by a green arrow that
says "Stairs." Move down the dark hall, then turn right, then
left. At the far end of the hallway, you'll encounter more
Covenant. If you move all the way to the end, you'll meet up
with your marine buddies, who are facing the aliens head-on. To
maximize the firepower, though, duck down the first hallway to
the right that you come to. This will allow you to flank the
enemy and catch them in a cross-fire. The Covenant will go down
twice as fast with this diversified attack. Make sure you don't
go all the way into the room to fight, however. Stay in the
hallway and fall back into the other corridor for cover.
When the Covenant have been eliminated, move into the cleared
room. Pick up any weapons or ammo you need, then turn your
attention to the path on the right wall. Kill the grunts here,
then grab the health pack from the wall before moving on.
Continue following the path as it bends and turns. Soon, you'll
be at the site of another battle. You've reached a Checkpoint.
At this checkpoint you have the option to go left and help your
marine buddies, or go straight and take on the enemy from the
side. Head straight forward and kill the grunts that charge you,
then aim left and catch the Covenant in another crossfire,
mowing down the Elite that's battling your troops. When the
hallway is secure, meet up with your pals and continue to the
next room. Here, you'll see a bunker. Get behind it and provide
support fire as your buddies move ahead. Let them clean the
room, while you focus your fire on the far Elite. When he drops,
move out from behind the bunker.
You're in an area marked "32." The walls are red and an energy
shield sits at the far end of the hall. Use it for cover as you
tangle with the Elite. When he drops, move through the room and
exit through the huge passage to the left. You've reached a
Here you'll see a flaming inferno at one end of the corridor.
Step through this darkened room and prepare for another fight.
Duck under the half-closed door here. There are a bunch of
grunts and a couple Elite that are busy wasting your men as you
run up. Dart out from behind the cover of the hallway and drop
them, and be careful not to let any get behind you. Once they've
fallen, grab the health pack from the wall here and move into
the next corridor. Follow the path toward the steam that's
emitting from the right side of the hall. This is another
Move through the doorway here to a huge open room with a raised
landing. Take out as many Covenant as possible from your
position at the doorway, because if you try to move up the
stairway, you'll get eaten alive. When you're confident that
everyone is dead upstairs, make your way up top. You've reached
Follow the marines into another long, heavily barricaded
hallway. Use the beams and bunkers as cover as you blaze a trail
to the darkened room at the far end. Step into the darkened room
and turn on your headlamp (White Button). Move through to find
another group of grunts and an Elite waiting at the end of the
next hall. There is an energy shield here that the Elite will
try to hide behind, but he's just one guy, and you should have
quite a few marines still with you. Checkpoint.
When this Elite drops, move forward to trigger a Checkpoint,
then continued forward to a darkened section of hall. As you
move forward, you'll see space out of the bay windows to your
left. There is also a health pack here. Grab it and head
forward, taking the corner to the left into the pod bay. Slay
the Grunts at the far end, then move forward. Cortana will
introduce you to nav points, which you'll need to learn to get
around all levels in the future. Follow the red arrow to the
first nav point, a small door that will allow you to get around
through the air vents of the ship. When you get inside, turn
your light on and follow the maze of tunnels until you reach the
only viable exit, a door with a green light on it. When you exit
the tunnel, Cortana will activate your motion tracker, which
will enable you to see where your enemies are. They're indicated
in red, while members of your team will be indicated in yellow.
This monitor is crucial. It will let you know when you're being
approached from the rear, when you're surrounded, and when
you're heading into a den of evil.
Head forward to the partially-closed doors ahead and hit them
with the butt of your rifle (B). Move carefully down the
corridor until you see a lone Grunt who's looking the wrong way.
Pump some rounds into him, then move down the long corridor
here. There are two doorways to the left. Both lead to the same
room, which houses a gaggle of Covenant baddies. Go to the
second door and use the melee attack (B) on the Elite at the
doorway, then quickly fall back and spray him with lead until he
drops. Then move through the first doorway and finish off the
rest of the baddies in this room from a distance. Be sure to
pick up the health pack at the far end of the room before
exiting. This is a Checkpoint.
Move down the hall past a computer console and a room that looks
down into the training chamber where you started your game.
There is an Elite stationed at the far end of this hallway.
Chatter a few shells into him, then move forward and polish him
off. As you do, the wall behind him will explode and he'll fall
dead. Don't go through the door behind the Elite. Instead, turn
right and wipe out the Grunts here. At the end of the fiery
chamber is a small door to the left. Go through it, back into
the air ducts. This time around, Grunts have invaded the ducts,
so watch out. Follow the labyrinth to yet another hallway
battle. There are two exits out of the tunnel--one to the left,
and one straight forward. Take the left one and move through the
leftmost rooms of this grid. You'll encounter the heaviest
Keep an eye on your motion sensor to make sure no one is
sneaking up on you. Use the angled pillars and such for cover as
you battle your way through several Elite and a handful of
Grunts in this long corridor. They'll try to use the shields to
their advantage, so stay near the walls to get the best angle.
Then move forward and around the corner to the left. Here,
you'll see another hallway with red partitions, labeled "63."
Move forward to the barricade to get some Fragmentation
Grenades. Toss one over the barrier to waste the Grunts here,
then scoot into the door to the left to enter the air ducts
Follow the narrow corridors around until you reach area 62, then
scoot through the air duct door here to escape to the pods. Once
you're safely inside an escape pod, you'll see a cut scene as
the craft descends to Halo. When you pick up play again, you'll
be on the surface.
You've arrived on the ring. All of your comrades in your pod
have been killed, but you've survived. Exit the back of the pod
and collect the gear that's scattered all over the ground.
You've reached a Checkpoint.
Evade Covenant Patrols
You find yourself in a huge valley. From the pod, head left
across the bridge that traverses the ravine. There are some
Covenant ships on the prowl, and you'll have to avoid them, or
be toast. After you cross the bridge, take a right and follow
the ravine to a field of large rocks. Here, you'll meet the
first batch of Covenant troops. Use the trees and rocks for
cover as you waste the aliens.
Continue forward, heading between two large rock faces. The
grassy path will drop into a lower valley. Keep moving through
the valley until you get to a checkpoint.
Here, the ravine opens slightly. You'll see a Covenant ship
dusting off as you approach. This meadow will have to be cleared
before you can move on. There are a couple of Elite and plenty
of Grunts to keep you busy. Use the shrubs and rocks as cover,
and done be stingy with the Grenades. If you see a group of
Covenant hanging around, toss a pineapple in the center and
watch them fly.
Once the aliens have been slain, move to the large structure at
the center of the field. Scale the ramp to get up to the second
level, then search the corner for some extra supplies. If any of
the upcoming firefights get too hairy, come up here to refuel
and reload. As soon as you touch the supplies, another objective
will flash on the screen. You've reached a Checkpoint.
Protect the Human Survivors
Now it's time to take care of other crew members who crashed to
the ring and need protection. Move down behind the base and
watch for approaching Covenant. There is another crashed pod
here that you can use for cover as the first wave comes at you.
There is one Elite and a batch of shield-toting Covenant in this
group. Grenades work especially well on the Shield Grunts, as
they like to sit and camp. Bullets won't do any good unless
their shields are down, or you approach them from behind. You've
reached a Checkpoint.
Drop ships will continue to land, and you'll have to sort out
the enemies. Just keep circling the base and watching your
radar. Don't go back up on the base unless you want to die,
however. There are not enough corners and obstacles to hide
behind. The smaller structure just behind the base is a pretty
decent place to hide and let the baddies come to you. They'll
run up the ramp and you can stay in the corner and hose them
down as they approach.
When all of the Covenant fall dead, a drop ship (for the good
guys, this time) will leave an all-wheel drive Warthog for you.
It'll also drop off an extra marine to operate the gun. You've
reached a Checkpoint.
Need help driving? Check out our Weapons and Vehicles section
for tips on piloting the Warthog (and all other vehicles in the
Take off into the lower valley, through the field of rocks.
Here, you'll find a blue cave. Drive the warthog into the
entrance and follow the twisting paths until you reach the
lowest point of the structure. Here, you'll find a ramp leading
up to a gap in the path. Line your Warthog up here at the bottom
and floor it, getting up enough speed to jump the gap.
You exit into a huge bay with Covenant everywhere. Drive slowly
when you enter the room so your gunner can pump a few rounds
into the aliens here. Then drive forward and park the vehicle at
the mouth of the tunnel ahead. Get out (X) and conduct the rest
of the battle on foot. Use the large boxes on either side of the
main path for shelter as you dart out and lay waste to the enemy
When they've all been secured, head to the right side of the
path (while facing the tunnel) and look for a hidden ramp. Move
to the top of the ramp. There is a lurking Elite here. As he
pokes his snout around the corner, toss a Plasma Grenade at him,
then fall back and wait for him to die. Follow the path up to a
console at the far end. Hit X at the display to activate a light
bridge. Return to the Warthog and drive it across the bridge.
Weave through the corridors with the Warthog until you exit into
a hilly region. You'll go through several Checkpoints en route.
Keep driving up the incline until you reach the top of the hill.
Then drive down and cross a small stream, looking for a pair of
blue lights at the base of a cliff opening. Drive the vehicle
through here. You'll see another base. Drive the Warthog into
the area and look for Covenant to run over. Take out as many as
possible while on the vehicle.
There are Covenant everywhere in this area. Use the Warthog as
long as you can, then park it in a heavily-populated area and
let the gunner do his magic. Hop out and seek the shelter of a
wall or rock, then just be patient. Dart and shoot when you can,
and don't get too greedy. Make sure you don't put yourself in
between two aliens, because cross-fire will kill you faster than
anything. Use your Grenades whenever possible to damage groups
There are two structures near the base that need exploring. This
is where you'll find the surviving marines in the area. One of
them can be found inside a wall of pipes (near where you entered
this area). There is another structure on the far end of the
base. Nearby is a pod, where you can find a health pack. Enter
the structure to find another health pack. Either of these two
little bunkers leads to the other via and underground tunnel,
and this is a quick (and relatively painless) way to get from
one end of the base to the other. Get down there as soon as you
can and pick up your guys. They'll help a lot in the fight
Work your way around the central base and keep checking the
radar to tell where the packs of enemies are. If possible, you
want to take on Elite alone, without a bunch of Grunts nibbling
at your heels.
When all of the Covenant around the base have fallen, round up
your marines and get back in the Warthog. Head for the narrow
opening in the cliff face just behind the base. You've reached a
Drive across the river and look for an opening in the rock to
the right. It will be indicated by two small, blue lights. There
is another entrance to this area further down the rock wall, but
it to your advantage to enter here. You'll see a crashed pod
nearby and a high, rock butte ahead. That's where you'll find
your marine forces. Rendezvous with them as quickly as possible.
There's going to be a battle. For the first wave of attackers,
stay on the ground and try to engage the aliens in the narrow
pathways between rocks. Throw a lot of Grenades here in order to
take down several aliens at once. Make sure you don't blow up
any of your own marines during the fight. You'll need as many as
possible to weather this storm.
Once you have cleared out the Covenant on the ground, climb atop
the rock formation. You squad will follow. Turn your attention
to the area near the pod. A Covenant dropship will appear here
and start dropping off more baddies. As they unload from the
ship, toss a bunch of grenades into the area. You can take down
several Grunts and weaken the Elite by doing this. Watch out for
fire from the Covenant drop ship as it dusts off. Once it's
gone, stay atop the rocks and pick off the aliens as they
approach. Polish most of them off from on high before going
downstairs and cleaning up the scraps. When the final enemy
perishes, a rescue ship will come pick up the survivors of your
entourage. Round up the rest of you compadres and ride out the
way you came in.
Find the Final Survivors
Drive across the river again and look for a pair of blue lights
at the cliff base (near where the river becomes a waterfall).
Move through the canyon here into another base area. As with the
last base, drive around to cut into the enemy forces first, then
get out of the ride and take down the rest by hand. There are
more Elites on the prowl here, so stay on your toes. Don't put
yourself in a situation where you're surrounded, and make sure
to always search corpses for Grenades. Don't be stingy with the
pineapples, either. They're meant to be thrown.
When you've cleared the area somewhat rendezvous with the
survivors on the hill face. They'll help you clean up the rest
of the Covenant mess. Stay on the hillside when fighting� it
gives you a tactical advantage. Make sure you keep your guys
here alive, too. They are crucial to your success (and health).
Once the area is fully secure, a dropship will come down and
pick up the survivors. Load up the Warthog and head to the far
right of this valley. When all of the enemies are killed in this
area, a dropship will come down and collect the survivors, and
you. Get on the ship by pressing X.
THE TRUTH AND RECONSILIATION
Captain Keyes has been captured, and you'll need to help save
him. This is a night mission, so the Sniper Rifle (with Night
Vision) will be a powerful ally. You begin the level with it.
The first part of the mission requires a lot of sniping. When
the level begins, move forward to the rock formation ahead and
to the right. From here, you can see all kinds of activity in
the canyon below. Your first priority is the gun turret (manned
by a Grunt). Take him down with the Sniper Rifle, then focus
your fire on the Jackals walking around below.
When they're all dead, walk forward (and to the right) to find a
ledge that overlooks the gully. Don't go up it. Instead, take
the path down into the canyon, moving carefully with your pack
of marines. They are a little overzealous, so they'll go
charging into combat. Stay at the mouth of the opening and clean
up anything you couldn't kill from the ridge. There is a lurking
Elite off to the left, as well as another laser turret. Take
them down with your Sniper Rifle, then move forward slightly.
This will trigger a Grunt to run for the near turret. Take him
down as he runs for it. If he gets to the turret, don't sweat
it. Just aim at the center of the gun and pop. The Grunt will
As you move further into the canyon, an Elite and several Grunts
will stream in. Switch to your Assault Rifle and take them down
with the help of your marines. As you continue forward, you'll
make your way up a narrow ledge with a clear look at the
enormous moon. There are several Jackals hanging out here. Slay
them with the Assault Rifle, or let your marines handle them.
At the top of this hill, you'll encounter a big group of
Covenant. Use the tree as cover and equip your Sniper Rifle and
take out the Grunt on the laser turret that's camped out on the
ledge in the distance. Then use some grenades in the foreground
to bust up the Grunt party going on here. When you've taken down
most of them, fall back and equip the Sniper Rifle to get the
Elite that's lurking in the shadows. A shot to the head will
kill it. Refer to your radar to see that you've eliminated all
of the enemies, then move forward.
There is a health pack at the base of the bluff that the turret
is sitting on, so grab that, then move forward around the corner
(to the left). Here, you'll be ambushed by several Grunts and a
couple of Elite. Use your Sniper Rifle on the two Elite, then
help your marines clean up the Grunt scum. Watch out so that you
don't fall off the edge of this cliff during the melee.
When that's done, keep heading down the path, following the
narrow path up and around the cliff to the right. You'll reach a
Checkpoint. Shortly afterward, you'll see a swiveling turret
atop the hill. Drop the Grunt on top, then move forward, hugging
the stone wall to the right. Soon, you'll come to an opening in
the rock. You can take an Elite by surprise here and drop him
with your Sniper Rifle. This will open an ally for your troops
to get atop the cliffs here. This area is crawling with
Covenant. There are two turrets to the left that will need your
immediate attention. Once they fall, concentrate on the Jackals
atop the stone walkway that bridges the canyon.
When they go down, head to the far end of the walkway. Face the
cliff and look right. This looks down into a path that cuts
through the rock and leads to the next area. Don't go there yet.
After you've dropped the last of the enemies, more will rush in.
Drop a grenade in the hole here as the Elite (and a couple
measly Jackals) run forward. Then pick off the Elite from on
high with either more grenades or spray from your Assault Rifle.
If you can't get them here, they'll have to run under the
walkway and come up behind you. But you'll have a clear shot at
them as they climb the hill, and should be able to kill them
before they reach you.
When all the baddies in this area are gone, move down into the
canyon below and follow the channel through the rock (the one
you just killed all of those Elite in). Just follow the trail of
bodeis. This will lead to a Checkpoint, near a low, flattish
rock. From here, you can see into the next area. An Elite is on
patrol on a distant ridge. Be patient and kill him with the
Sniper Rifle, then take down as many Jackals in the area below
as possible before moving into the canyon.
When you do, you'll encounter a turret up on the ledge to the
left, and another at the far end of the canyon. Destroy the
nearer turret first, then drop the far one. As you eliminate it,
a Covenant ship will appear. A marine dropship will also move
in, bringing more troops to your aid. Get on top of the ridge
that lines the right side of the gorge. Get on one of the
turrets here (X) and fire at any Covenant that appear in the
area below. Your marines will give a great deal of support. Just
make sure you don't accidentally shoot them with the turret.
You'll have to endure about three waves of Covenant dropping
down the shaft from the alien craft. Once they're all dead, the
Checkpoint will appear. Search the canyon below for a health
pack and tons of ammo.
When you set foot in the lower area, however, two Hunters will
drop down the pipe. These guys are big and mean, and have
powerful weapons. Soften them up with some grenades, then fall
back and pepper them with Assault rounds. Dodge their green
energy blasts. If you take one dead on, it will kill your
shields. If you take two, you're a dead man. If you're feeling
brave, you can get in close. As the Hunter charges you, fall
back. He'll temporarily expose a bit of orange tissue on his
torso and back. One shot from the Pistol or Sniper Rifle will
drop him if you hit the orange. Regardless, once both Hunters
fall down, a dropship of marines will show up. Step into the
energy stream to get taken up into the Covenant ship.
Into the Belly of the Beast
After a tense moment, the Covenant will start streaming into the
room. The first one you'll meet is a cloaked Elite, who is
carrying a laser sword. If he hits you with it, you will die. So
will anybody on your crew, so you want to drop this stooge as
soon as possible. Track his laser sword and try to line up a
head shot with the Sniper Rifle. The quicker you can make this
guy fall, the better. After he's gone, the floodgates open and a
bunch of Jackals, Grunts and Elite pour into the room. What
follows is an extended battle in this large room. Use grenades
whenever a door opens to kill groups of enemies quickly. Keep
track of where your enemies are on the radar (they come from all
sides) and use the large canisters scattered around the room for
Behind one of them, you'll find Active Camouflage, which will
cloak you just as the Elite was cloaked. Use this to sneak up on
Jackals and Grunts and hit them with your melee attack, which
will save you both time and ammo. There is also a health pack in
the same corner, if you get too chewed up.
Once the fight has ended, collect up the remainder of your
troops and head through the only open hallway leading out of the
room. You'll come to the end of a blocked-off hallway. You'll
have to find a way to get around it, so return to the room you
beamed into and go through either door with a white border. No
matter which path you choose, take a right when you reach the
wall, mowing down the Grunts and Elite you encounter in this
passage. Follow the rightmost path all the way to a circular
room with a column at its center. To the right of this room is a
door. Tease it open, then chuck a grenade into the room in the
direction of the Jackal and Elite on the left wall. There is an
Elite further down the path as well. Drop this line of enemies,
then move into the room.
You'll find yourself in a huge bay. When you move forward,
Cortana will tell you that she found the door she was looking
for. It is indicated as a nav point in the room below. The
marines will work on opening it. If you want to save yourself
some trouble later, kill all of the enemies in the room below
before proceeding. The Sniper Rifle works dandy for this task.
Then move through the doors on the far side of the room. Battle
your way through the Grunts in these corridors, following the
path down. A good rule of thumb is to follow the trail of
enemies. They'll lead you to your next destination.
Near the bottom of the path, you'll run into another Elite. Kill
him with the Sniper Rifle, then move through the yellowish doors
here. The hallway will dump into the room you were looking at
from the walkway above. Wipe out whatever is left of the enemy
here, then brace yourself for a new batch. A couple of Elite
will come through the far door, followed by a slew of Jackals
and Grunts. Hold your position near the doorway you entered
through, and attack these guys at distance with the Sniper
Rifle. Note: There is a health pack near the doorway, but hold
off grabbing it until your life is running low.
When all the enemies in this area die, move to the nav point to
find a glowing control panel. Press X to open the muster bay
door. This will reunite you with your marines. Once they arrive,
move through the white rimmed doors to the right of the muster
bay (when facing the controls). The path will lead down. Follow
it to the left to find more foes: Jackals. As you continue down
the path, you'll reach a long hall with Grunts and Elite in it.
Toss a grenade to clear soem out, then finish up with the
Assault Rifle. As you clear enemies, move down the path. You'll
notice several red-lit hallways to the left. Ignore them and
forge ahead, making bodies hit the floor the whole way.
You'll hit a checkpoint just before the path dumps into another
huge bay. Your marines will join you for a huge firefight. There
are Grunts and Elite galore in the battle, courtesy of a
Covenant dropship. Watch out for enemies on the platform ahead
and above. There is an especially nasty Elite that will eat your
soldiers alive unless you drop him with the Sniper Rifle. Stay
near the doorway you came through and take your time smoking the
baddies here. After you get past the first wave, more Covenant
will appear on the platform above and through doors to the
right. The Jackals on the walkway above should be taken down
with the Sniper Rifle before focusing on the ground troops.
After the second wave is dead, a checkpoint will occur. Move
into the room. Straight ahead from the door you came in through
is a health pack and ammo stash. Grab it, then move to the other
side of the room. When you do, more Covenant will stream through
a door in the other half of the room. Look at your radar to see
where they're coming from, then move to that doorway and fill it
with grenades. A couple of Elite and Jackals will emerge from
here, and the more work you can do with grenades, the better.
When this wave is wiped out, you'll have an even nastier group
to contend with. Fortunately, before they arrive, you get a new
dropship full of marines as well.
To trigger them, head back to the other side of the room. Near a
couple of canisters you'll find and Overshield. Grab it to boost
your protection. Then turn and face the oncoming rush. Focus on
the Elite. Your marines will do a good job with the smaller
stuff, but you can help them a lot with some well placed Plasma
Grenade throws. At the end of the battle, two Hunters will show
up. Use your Sniper Rifle on their orange parts for a couple of
quick kills. Be sure you dodge their green energy blasts,
When all the enemies die, Cortana will open a door in the bay,
marked by a nav point. Move through it and battle down the
corridors with the help of your Marines. As the hallway begins
to slope up, you'll run into a couple of cloaked Elite. Use your
Sniper Rifle on them. If you can get a head shot, all the
Keep moving forward... your marines will point the way.
Eventually, you'll exit into another large bay. There are
several Grunts guarding the left walkway. Plow through them and
enter the white-rimmed door. With your marines, battle through
the winding corridors. You'll encounter a few Elite on your
trip. Save your grenades for them. There is only one way to go
through this passage, and it leads to another open bay area.
Here, you'll encounter another Elite and some Grunts. Drop them,
then move around the central opening to a door on the far side
of the room.
Follow the path up until you reach a crossroads. Down the left
leg of the crossroads, you'll find a stash containing a health
pack and a buttload of ammo. Grab it, go back to the main path,
then move ahead. At the top of the path is a door. Hang out near
the doorway and switch to the Sniper Rifle. There is an Elite
carrying a laser sword atop the central platform. Drop him, then
focus on the other Elite that start to rush.
When they all die, it's time to move to the nav point. Kill the
Grunts that approach, then follow the winding, purple paths as
they lead up to a seemingly empty room. Move to the end of this
room, where you'll find a glowing control panel. Activate it to
open the prison doors. Then head back out of the room and go
straight, following the path until you see another enemy appear
on the radar. It's a Jackal. Take it down and move down the hall
until you reach a passage that breaks off to the right. There is
a killer Elite with a laser sword on patrol at the end of the
room. Take it down with the Sniper Rifle, then find the cloaked
Elite also in this room and take it down. Several Grunts will
swarm into the room at this point. Slay them, then move to the
other end of the room and open this set of prison doors.
Shut Up and Get Behind Me... Sir
Now you'll have to defend the Captain's life as you battle your
way out of the ship. Immediately, a pair of cloaked Elite will
show up and start blasting. Be calm and take them out with the
Sniper Rifle. Let your attending marines take care of the riff
raff. When these two drop, move through the doors and start
blazing a trail. Just follow the trail of enemies. You'll meet a
couple of Elite on the path, but mostly Grunts and Jackals. Stay
out in front of the crew and clean house with grenades and the
Assault Rifle. The more guys you kill on your own, the less
threat your Captain will face.
Eventually, you'll have to battle all the way down the purple
hall. Eventually, you'll reach the large bay with a circular,
central platform. In the distance, you'll see a cloaked Elite
with a laser sword. Drop him with the Sniper Rifle and another
will appear. Take him down the same way and step into the room.
There will be a conversation about how to get out of the ship,
and ultimately, Cortana plots a way out.
She gives you a nav point to follow, and at the same time a
group of Grunts show up to rain on your parade. Spray them down
with some Rifle fire, then move through the door toward the nav
point. Again, run ahead and clear a path. The nav point will
point you where you need to go. You'll have to run through most
of the ship to get there, but once you do, all you have to do is
push a button to have the dropship move down a level and get you
and your precious Keyes out of there.
The Silent Cartographer
You begin the level on a Pelican descending to the planet's
surface. The continued assault will take place on the beach, as
you move toward the huge structure to the right. You and your
contigent of marines will have to battle through several Grunts
and Elite to get there. Use plenty of grenades to bust up the
clusters of enemies, and use the rocks as cover during the
firefight. You marines will do a lot of the work, for once.
When you clear out all of the enemies and arrive under the large
structure, a Checkpoint indication will appear. A dropship will
appear and leave you a Warthog. Load it up with marines and
continue down the beach, keeping the ocean to your right. It's
off to find the map room. Move the Warthog to the next clearing
and station it just before the grassy slope that leads up into
the rock face. Get out and polish off the Elite and Grunts in
this corridor. When you do, a Checkpoint will appear. Get back
in the ride and drive it up the hill, coming to rest just
outside of the stronghold at the top. Here, you'll meet with
heavy Covenant resistance, so make sure your gunner has a clear
shot into the structure, then get out and help take down the
enemies with your own gun.
There are a couple of nasty Elite hanging out in the hallway of
this fortress, so park the Warthog facing down this long hall,
then get inside yourself and drop them with grenades and either
Assault Rifle or Pistol fire. Once you do, the Checkpoint will
Move down the hall and start your descent into the building.
You're looking to activate the map room. At the bottom of the
landing, you'll encounter a pack of Covenant. Toss a well-placed
grenade into the mix and watch them fly. Or, pick them off one
by one. The Covenant have locked down the doors here, so you'll
have to find a way to disable the system. Head back outside and
get in the Warthog. Drive it to the opposite side of the
platform and move down the grassy hill here.
You'll find an Overshield by a pair of purple canisters near the
beach. Get out of the 'Hog and get it. Then drive through the
stone archway ahead, further down the beach. Just past this,
you'll see an overturned Warthog with a bunch of supplies next
to it, including two health packs and a buttload of grenades.
Off to the left, you'll see a ton of Covenant baddies lurking in
thr forest. Park the Warthog where the marines will be able to
attack easily, then pop out of the ride and hose down the forces
with a little horizontal rain.
When everyone's dead, move up the incline and through the rocky
area. You won't be able to get the Warthog in here, so leave the
marines on the beach. Work your way through the rocky ravine,
dropping the two Elite and several Grunts that you meet here.
Over the next ridge, you'll see a pair of Hunters. Stay behind
the rocks here and pop out to nail them with your Pistol.
Remember--aim for the orange spots. And be sure to duck behind
those rocks when you see them cranking up their energy guns. If
you don't have a Pistol, there is a dump of goodies off to the
left, including lots of guns and another two health packs.
Once you've dealt with the Hunters, move down to the building
plaza below to get an Overshield. Then move up the opposite hill
and take on the charging Jackals. If you're feeling cavalier,
just run right up to them and melee attack. Sometimes it's nice
to be close. The next little wooded grove is home to a herd of
Grunts and a single Elite. As always, soften them up with
grenades, and polish them off with the Assault or Plasma Rifle.
The Pistol also isn't a bad choice for this area, simply because
it's so good at cutting through the Elite.
When you're done, it will be another Checkpoint. Make your way
to the large gray structure to the right. You'll have to battle
through some Jackals and Grunts, but you're used to that by now.
Skirt the building and take out the Grunts guarding the
entrance, then go get the Overshields to the left of the door.
When you get one, head into the building and down the ramp that
leads into a large room littered with debris. There are a pair
of Hunters here as well. Use the debris as cover and smoke them
with your pistol when you get a clear shot at their orange,
juicy parts. If one of the Hunters dings you good, you can
always head back to the surface and get another Overshield.
There's no law against that.
When the Hunters fall, exit the room and follow the long hallway
down to a room with a holo-panel at its center. Activate the
panel to shut down the security system. A short cutscene will
follow showing an Elite with a Sword. Scary.
That Was Easy!
Go back to the Hunter room. Here, you'll meet a couple of
cloaked Elite. These guys can be tricky, but be patient and
remember to use cover. Try to toss a grenade to light their
shields up so that you can charge in with the Pistol to finish
When the Elite go down, get up and out of the structure and grab
another Overshield near the entrance. Then head back to the
structure where you met the first batch of Hunters. There are a
whole mess of Jackals here. Pick them off from afar, or go in
close and melee these suckers to death. Then move back to your
waiting Warthog. Move down the beach in your ride. There is a
dropship parked nearby with all kinds of goodies, including a
Rocket Launcher. Grab it. There are also two health packs. When
you get all of your goods, hop back in your ride and continue
down the beach. You'll meet up with another contingent of
marines just past the structure here. Pick some up if you need
extra riders in your rig, then continue back to the original
There will be two Hunters waiting as you drive up. Keep the
Warthog well hidden from their powerful guns, then hop out and
use the Rocket Launcher to drop them. Or, you can use the Pistol
if you still have it. At any rate, continue forward into the
building and move down to the door that was previously locked.
Move through the door and take a right, triggering a cutscene.
Once it triggers, head back to the tunnel and take a left
through the second side door here. You'll see an Elite with his
back to you in the next chamber. Lob a Plasma Grenade at him and
wait for him to pop. Then clear out the rest of the room. Then
move to the next one, using grenades and Assault fire to take
down the pair of Elites. Stay in the room you're in and duck for
cover, then move forward and blast. Or, if you want a height
advantage, move up the ramp on the right side of the room and
attack the Elite from above. Either way, when they drop, move
through the room and exit through the green glowing door. You
will encounter two Jackals immediately. Drop a grenade on them.
Then follow the long, winding path down deeper into the compund.
At the bottom, open the green door to enter an area with a
lowered section in the middle. The path around it is cordoned
off from the central depression, but there is a Hunter on the
prowl there. Focus on taking down the Jackals in the outer areas
before moving on to tackling the Hunter. There is some ammo and
a couple of health packs stashed near the entrance.
Once you kill the Hunters, go to the far end of the room and
continue down the ramp here. Keep following the path down until
you reach an area next to the huge abyss. Here, take a right and
follow the corridors until you see entrances marked by dulled
purple light. Move through one of these into a large room with
some pretty odd architecture. This chamber has two doors in it.
Go through the one to the left to find some Active Camouflage.
This will cloak you. Hop off of the edge of this ledge and
follow the path to a room full of baddies.
There are tons of nooks any crannies to use for cover in this
room, but you should go around and take down as many enemies as
you can before your cloaking runs out. When it does, clean up
the scraps and then fins the path that leads to a ledge around
the abyss (on the opposite side of the room from where you came
in). There is a ramp to the right that leads down one level, but
take out the Elite and Grunts on the lower tier before you move
down. If the Elite is near enough the edge, toss a Plasma
Grenade at his feet and he'll jump to his death. There is an
Overshield hidden next to the purple canister here. Be sure to
Continue around the corner to the right to find what you're
looking for--the control room. The panel is on a steel podium in
the center of a glass floor. Don't charge across and activate
the controls right away, though. Instead, eliminate the Elite on
the other side of the room. Then move around to the opposite
side of the room and activate the Silent Cartographer.
Once you do, you'll hear Cortana on the comm link talking about
Keyes. Move back through the complex to the large room that you
fought your cloaked battle in. Climb the central ramp, then hang
a right and blast your way up the ramps. You'll encounter a lot
of Jackals, so the Pistol is the weapon to use. When you reach
the room with a pair of green doors, duck out the side exit and
start working your way up the ramps next to the abyss. In fact,
just keep going up. Whenever you see a ramp, go up it. You're
looking to get to the surface. As always, be careful so you
don't fall off these narrow inclines as you battle Jackals and
The room where you encountered the Hunters is crawling with
Covenant. If you don't want to deal with them, exit through the
green door and continue your ascent on the long, twisting ramp
above the abyss. As you move through the dimly-lit hallways on
your way to the surface, there is one more Elite you need to be
worried about. He's carrying a laser sword. Just be cautious
when you're in the hallways with the white-lit floors (the ones
that look like they're straight out of Empire). If you're
sneaking, you see him before he sees you. Just throw a Plasma
Grenade and fall back. He'll have no choice but to die.
At the top of the stairs, you have to endure one more Mexican
stand-off. Except there ain't no Mexicans. Instead, there are
three cloaked Elite bent on your destruction. Use a combination
of the Pistol and Plasma Grenades to drop them, falling back to
the ramp if you take any damage. Then exit the building and move
to the Pelican. Move to the back nd press X to get on. The level
is over. Walk the pretty cutscene and bask in the wonder of the
ASSAULT ON THE CONTROL ROOM
When the dropship, well, drops you, focus your attention on the
large door. An Elite and a couple of Grunts will run out of the
large, diamond-shaped door here. Drop the Elite first, then run
to the gun turret and polish off the little guys.
Once inside the fortress, follow the arrows on the ground.
Throughout the complex, they will point you where you need to
go. The path you're on is similar to many you'll come across in
this fortress. It leads to a circular path that surrounds a
central room. Most of these center rooms are
inconsequential--they're just where the enemies come from. Wht
you'll want to do is move around the circular paths until you
reach another door, and exit through there. As always, follow
the enemies to find your next objective.
At the end of this first path, you'll have the opportunity to
sneak up on an Elite. Toss a Plasma Grenade on his back and let
him cook. Move around the circular path to the left, taking down
Grunts and Jackals all the way. Make sure you look on the
walkways above for ambushing aliens.
Move through the diamond door when you get to it. You'll exit
back into the world. There are two gun turrets here. Hop on one
and mow down the sleeping Grunts. You'll see a dropship full of
marines landing off to the right. You'll be joining them
shortly. The idea is to battle all the way across the bridge
you're on, taking down the hordes of enemies camped out on both
levels. There is plenty of cover, but you'll have to be wary of
shots from below. The glass sections of the bridge can and will
be shot out, making you vulnerable from many angles. The real
threat is an Elite that is on the lower deck near the door. Use
the Pistol to drop him, then pick up a Plasma Rifle for the
Jackals you'll face later.
Battle your way to the far door and go through. In this tunnel,
you'll meet another laser sword Elite. Chuck a Plasma Grenade at
him and be done with it. Go to the end of the passage to find
another circular pathway area. Handle it the same way you did
the last one. Battle to the left, taking down the mess of Grunts
you encounter. Since ammo is limited here, the Plasma Rifle will
probably be your weapon of choice.
Midway down the passage, you'll get a health pack, some Frag
Grenades and an Assault Rifle, if you wish to have it. Near the
exit, you'll encounter a cloaked Elite. A Plasma Grenade will do
him in. Move through the diamond door and down the path until
you reach an elevator. Take it down to the basement. In the next
hallway, you'll encounter a huge group of Grunts. Toss a grenade
and watch them fly. Then go to the end of this hall and clear
the room as much as possible from this position. Then follow the
circular path around, battling through Grunts, Jackals and a
couple Elite to get to the next door.
Follow the path until it exits out into a snowy field. Kill the
Grunt in the gun turret to the left, then run to the Warthog
tipped over in the snow (also to the left). You'll have to be on
your toes here, because there are a lot of Covenant tanks afoot,
and one hit from them will send you to cyborg heaven. There is a
Rocket Launcher and a few health packs in this area. Grab the
Launcher and head to the grove of trees nearby. It will give you
cover as you focus your fire on the tank. You'll want to aim
lower than you think to get at the tank. Once you explode it,
take out the turret to the left. Then head back to the Warthog
and flip it. Load up on marines on head toward the gap in the
gorge ahead. Grunts and Jackals will swarm you. Run them over or
let the gunners take care of them, then move ahead. In the next
clearing, you'll find the mother of all vehicles... the tank.
Before you get in it, take a look at the crashed Pelican to the
left. The area around the Pelican is littered with guns and
health. Grab what you want, then saunter over to the tank. Get
in the driver's side and feel the power. Move toward the cave in
the ice cliff. A couple of enemy craft will come at you. Drop
them with the cannon (Right Trigger).
Drive through the ice tunnel, and pause at the opposite end. In
the next clearing, you'll see several Covenant Ghosts buzzing
around. Take them down with the Scorpion's cannon. Move toward
the far tunnel. Let your guys take care of the ground troops.
You concentrate on eliminating Covenant craft and laser turrets.
When you arrive in the distant corridor, you'll meet two
Hunters. Quickly drop them with cannon blasts, before they
decimate your crew. When they die, drive the tank to the large,
steel doors. Get out momentarily and use the control panel (X)
to open the door, then hop back in your ride of death and roll.
Move inside the door and start blasting. There are several Elite
prowling here. Use the big gun to take them down, then pull the
tank into the large bay ahead. Make sure you target the laser
turrets and Elite here first, then work on the piddly stuff.
When everything has been whittled down, drive your tank to one
end of the right bridge and get out of the tank. Head all the
way to the right to find a health pack and some Frag Grenades.
Return to the tank and take it across one of the bridges. Use
the Scorpion's weapons to take down the enemy forces here. There
are a couple of Hunters over the bridge that need some deadly
attention, and plenty of Elite to keep you busy. If you arrive
with even one guy alive on your tank, give yourself a hand.
On the other side of the gap is a tank-sized door. Of course,
you'll need to get out and use the control panel to open it.
When you get through the tunnel, you'll start to encounter a
littl more Covenant resistance. Use your pea shooter gun on the
Jacakals in this long, rocky alley, and preserve your big guns
for the Ghosts that buzz into the tunnel. The path dumps into a
huge open field with a tower at its center. There are plenty of
things to kill, which you can do with glee in your shiny tank.
A few things to watch out for. As you go by either side of the
central tower, a bunch of Elite and Grunts will stream out of
the large, diamond doors. Use the cannon to drop them in groups.
If any baddies survive, they'll run for the turrets on the
raised bluffs on either side of the tower. One cannon blast a
piece will teach them who's boss. Finally,in the clearing beyond
the tower, you'll have a Covenant tank to deal with. The best
strategy for this guy is to hang out near the bluffs and shoot
long-range cannon blasts at it until it explodes. When you drop
it, move toward the smoking hull. Hunters will appear from the
icy path nearby. Cannon. Elite will run at you when you start
moving down this passage. Cannon. As you emerge into the next
area, a high cliff that looks across an icy gorge, Elite will
come at you. Cannon. A laser turret across the canyon will fire
at you. Cannon. Is there anything the cannon can't do? The
answer is no.
There is a Checkpoint here, right above the winding, snowy path
down into the valley. Carefully maneuever your ride down this
slippery trail until you reach the bottom. Here, you'll meet a
group of marines. Be careful not to run them over. An alien
dropship will appear above. Ignore it. Get out of the tank and
move to the other side of this ravine. Collect the goodies here,
including a health pack and the Rocket Launcher. You'll want it
to clear out some of the tough stuff ahead. There is also an
Active Camoflauge nearby, which you should also grab.
Pass the large pipes and enter the short, icy tunnel. Here,
you'll see a cloaked Elite with a laser sword. Thank god you're
also cloaked. Use a Plasma Grenade or Rocket Launcher to end
him, then move forward and clean out the rest of the scum. When
the enemies are cleared out, move to the ridge ahead. There is a
mess of Grunts running about in this snowy field. One of them
will run to the laser turret. Make him pay with the Rocket
Launcher. Use the rock next to the icy cliff to the right for
cover as you dart out and kill the rest of the Grunts in this
With the help of your Marines, charge forward and start to clear
the rest of the field. A group of Ghosts and a Banshee will
hound you here, but the Rocket Launcher should take care of
them. Use the cover of trees to the left to shield yourself from
their fire. If you don't have the Rocket Launcher, you can fire
on the Elites that are driving these vehicles. When they take
too much damage, they'll pop off their ride and you can finish
When all of the vehicles and Elite have been killed, head to the
right cliff face. There's a diamond door there, surrounded by a
pair of laser turrets. Make sure there's no one there to man
them. When you approach, a pair of Elite will charge out. A
well-placed grenade will drop them both. When they fall, move
inside the fortress to another circular hallway.
There are a couple of Elite in the hallway, but it's mainly
populated by Grunts. Move all the way around this circular
passage until you come to a long, gray hallway that leads to an
elevator. Take the lift up to the top. A Jackal is waiting for
you at the top. Slay it, then move into the next room. Two more
unsuspecting Jackals are waiting here. Take them down with a
grenade. There is a ramp here. At the top, you'll find a health
pack, Frag grenades and a Pistol. Grab what you want, then move
up to yet another circular hallway. This one contains a couple
of Elite at its center, in addition to a bunch of Grunts on the
perimeter. You should have enough grenades to make short work of
this hall. Be cautious, though. There are a couple of Elites
near the exit and a lot more aliens waiting for you in the
tunnel. The best way to deal with them is to lure them out into
the hallway and fall back, taking them down from a distance.
When the enemies are killed, follow the arrows through the
diamond door and back outside. You'll find yourself on another
long bridge with glass segments. The same rules apply. This
bridge is mainly populated with Grunts and Jackals. In addition,
you'll have to watch out for attackers on the bridge to the
As you get to the other end of the bridge, a cloaked Elite will
come out of the doors and start hassling you. Hassle him back,
then move forward through the diamond door. Once you get inside,
you'll find yet another circular hallway. Move around it to the
left, taking down the Elite in your way. Midway around, you'll
run into a cache of gear--a health pack and some ammo. Follow
the arrows to another diamond hall. This leads to a long hall
full of Jackals. Watch out... they'll dart out from the left.
It's a good idea to have a Plasma Rifle here, as it will easily
eat through their shields.
At the end of this passage is another circular hallway area.
Most of the bad guys are contained in the glassed-in area in the
center. Stay in the side halls and pepper the Covenant from the
outskirts, keeping as safe as possible. Be especially wary of
the Elite on the walkway in the center of the room. Once you're
done, follow the arrows to the next diamond hallway and the next
exit. This leads to another long bridge with several Elite on
it. There are also Hunters on the bridge to the right. Try to
take down the Elite ahead, then charge across the bridge,
avoiding the fire from the Hunters. Unles you have a Pistol or
Launcher, it isn't worth it to try to take these guys down. Your
destination, of course, is the far door.
Once you get there, go through and work your way around (guess
what?) another circular hallway. There are mainly Jackals here,
so the Plasma Rifle will be your best bet. Work your way around
to the right, then exit down and follow the path to another long
hall. There are a couple of laser sword Elite off to the left.
They will charge you is they see or hear you, but if you chuck a
Plasma Grenade at the one standing in the middle of the hall,
you'll be halfway there. Finish them off with the Rocket
Launcher or more grenades, then move on down the hall.
In the next area (circular hallway, how'd you guess?), there are
a pair of Hunters hanging out in the middle of the room. If you
move all the way around the hallway, you'll find a Rocket
Launcher. Trade it for whatever hoopty weapon you have and take
down those big boys. Then focus your attention on the nearby
doorway. Grunts and Jackals will come streaming through.
Conventional weapons will work on them. When they fall, move
through the diamond door. Follow the arrows out into the world.
You'll arrive on a snow-covered bridge crawling with Covenant.
If you can make it to the Banshee parked here, you'll save
yourself a lot of time, as you'll be able to quickly move to
your next objective. Just get in the Banshee and pilot it to the
top of the nearby pyramid, then skip to the paragraph below. If
you can't get in the Banshee, follow the directions that follow.
Use the Rocket Launcher and grenades to thin their numbers, then
make your way across. You'll have to avoid fire from circling
Banshee the whole way. Or, you can take the time to drop them
with your Rocket Launcher. Your choice. Get to the diamond door
on the opposite side of the bridge and go through, then follow
the path to yet another circular room. There is light Grunt
opposition here, so blast your way around the horn, then follow
the path to a down elevator. This will lead to a long hallway
with a cloaked Elite. Use a Plasma Grenade on him, then move
around the circular hallway and exit. You'll find yourself
outside of the base of the fortress. A Ghost craft is in front
of you. Run to it and get in. Battle your way to the steps of
the pyramid structure. Here, you'll encounter a pair of Hunters.
Take them down with the Rocket Launcher, then work your way to
the top of the pyramid.
Open the door at the top of the pyramid and drop back for cover.
A lot fo Covenant await, so use your grenades and Launcher to
clear them, then move to the next set of doors. Eventually,
you'll come to the control room (finally!). Cortana begins to
analyze the control room information immediately. A secret or
two is revealed. But more importantly, this mission is over.
343 GUILTY SPARK
Lost Away Team
When the level begins, you find yourself knee-deep in the swamp.
Move straight forward from the starting point to find a whole
mess of gear--three health packs and a ton of ammo. From here,
continue forward until you start to see red dots on your radar.
Follow the display to find several Jackals and Grunts waiting.
When they drop, keep moving ahead until you see a thick root
cutting across the path. Hop on to it and move over the ridge.
Head across the root bridge to find a gaggle of Grunts and
Jackals in the gully below. Battle it out until all of them
fall, then move to the structure at the center of this
depression. Move around the perimeter until you find an
elevator. Then step on the platform and push the button to take
Once you arrive below, move forward off of the lift and
cautiously peer around either corner ahead (near the two energy
shields). There is a horde of Covenant here. Toss a grenade into
the midst of them and fall back, then move in and clean the rest
out. Then move through the door to find a two-level room. You're
on a ledge above a lower bay and there are several enemies in
the area below. Use grenades to clear them out, then fall down
into the room. There is a single door here that you can go
through--it's rimmed in green.Move through it and take down the
Jackal. You're in a circular hallway with doors to the left,
right and ahead. The right and left passages are locked, so
proceed around and through the other door.
It leads to another area like the one you just left. You can see
walkways at each end of the higher portion of the room. Go
through the only available door here to find a huge mess in the
next hallway. There's going to be trouble ahead. Go into the
empty chamber that follows and search the right wall for a
concealed door above the central channel. Jump to the platform
near the door and head through.
Follow the circular path around and open the only unlocked door.
Here, you'll find a marine who's gone mad. He'll warn you not to
get any closer, or he'll shoot. He means it, too. Soldier,
you're going to have to put him down. Kill him then move to the
far corner of the room, where the walkway has collapsed and is
in flames. Jump atop the rubble to get up to the walkway, then
head across the central, glass floor to get to the green-rimmed
door. Go through to get to another green door, and ultimately, a
huge, open room with a large gap in the middle. There is a
control panel ahead. Activate it to extend a light bridge across
the room, then head over to the other side and exit.
You find yourself at a square path that runs around a
double-ramp that leads to a lower level. On the left side of the
ramp is a health pack. Grab it and move downstairs. Go through
the green door at the bottom to trigger the best cutscene in the
game. After the horrifying scene concludes, you'll know you're
in for a nightmare.
You're in a large, open room with a pair of dais-like platforms
at the center and several locked doors on the perimeter. As you
move forward in the room, you'll have your first encounter with
the creatures known as the Flood. These rank vermin come in
three forms: Infection, Combat and Carrier. The Infection type
are the most prevalent, and most pesky. These are the ones you
will encounter first. They look like little jumping spores, and
alway travel in large groups. If you don't mow them down quickly
enough, they'll leap at you and attach to your body. After a few
moments, they will burrow under your skin and explode. If you
have full shields, this won't affect you much. But if your
shields are gone, the Infection Flood will mess you up good. The
best weapon against them is the fastest--the Assault Rifle. As
they approach, just fall back and spray until they all go "pop."
Doors in this room will periodically unlock, and new Flood will
stream out. Just keep bustin' with the Assault Rifle until all
the spores have been wasted. When the little guys die, you'll
have to contend with a batch of bigger Flood. These are the
Combat type, and they look like they've been spackled together
with clay, roots and weeds. They pack a punch up close, though,
so always be on the move, and get used to reloading on the fly.
If a Combat Flood gets close, he'll swat at you with the long
tendrils that poke from his body, which will do wicked damage.
The best weapon against them is a Shotgun, but you don't have it
yet. Use the Assault Rifle to hose these guys down.
When they're all dead, leave the room, headed back the way you
came. Remember the light bridge room? This time, when you head
back through, you'll notice a battle raging below. The Covenant
are trying to hold off the Flood. Don't linger here. Drop some
grenades to lighten the load, then move to the green door to the
right and go through. The circular hallway leads to another
doorway, and another bi-level room. There are several Combat
Flood in the area below. As before, toss some grenades down
there, and escape through the right exit.
Plenty of fun awaits in the next giant room. There are Covenant
and Flood patrolling onb both levels of this double-wide room.
They aren't fighting when you show up. To stir the pot a bit,
shoot some rounds at the Jackals to the right. Let the enemies
wipe each other out, then cruise over to the green door to the
right. Once you get to the next hallway, look to the left to
find health packs and the most helpful weapon yet... the
Shotgun. This works exceptionally well in close battles with the
Combat Flood. One shot will do one of these guys in.
When you have the Shotgun, leave through the exit down the
tunnel from this stash. Head through the next abandoned room
(it's got a sparking transformer of some kind at its center).
When you open the next set of doors, you'll have an opportunity
to use that Shtogun. Drop the Combat Flood that rush you, then
move forward to the lift. Take it down a level.
When you get down to the next level, you'll be surrounded by
Flood. They've learned how to hold weapons. So have you. Kill
them with the Shotgun and Assault Rifle, and leave through the
only available exit. Well, actually, you might want to get the
Overshield atop a stack of those purple canisters, then leave.
The next area has a flickering light bridge at its center and
two doses of Active Camouflage. Grab one and get cloaked, then
drop to the room below. Search for the open doorway and head
through to another wrecked room crawling with Flood. Make your
way over to the debris in the far corner. Hop on top of the
collapsed walkway to find a health pack. Then jump up once more
and continue to the walkway above. Follow it to another exit,
then cruise through the circular hall and exit again.
You're on the other side of the crackling light bridge. Exit
here into a large, two-tiered room. Leap off of the upper level
and proceed to the only open door in the room, then move around
the circular hallway to exit into a purple-lit room with a
channel in the center. Movce across to the open door and head
around another circular path, exiting into another large room.
There is a collapsed support column here. Battle through the
Flood, then take a running leap to get atop the pillar. Up here,
you'll find a health pack and lots of ammo. From the pillar, hop
up to the angled section of walkway above. (Psst... if you don't
see it at first, turn around). Follow the path to the green door
and move through. There are tons of Flood in here, but you don't
have to take them all on. Instead, head forward to the control
panel and activate it to extend a light bridge. Then book across
and follow the path to an elevator room. Again, you don't need
to battle these guys. Just get on the lift and press X at the
control panel to go down.
You'll arrive back near the exit to the swamp. On your way out,
be sure to grab some health and ammo to the left of the exit.
Then join up with your marines and head back out into the swamp.
Follow your marines as they clear a path through the morass. You
can help as much as want... just keep moving forward. When you
get past the large tower at the far end of the swamp, a
cutscene will play. The level is over.
Your objective when the level begins is to follow the annoying
little robot known as "The Monitor" to the Index. It will float
in front of you and whistle, and talk, and generally act snooty.
It will also point the direction through this brutal series of
corridors. You'll be taking on hordes of Flood in this mission,
so make sure you are on your toes, and don't take things too
As you move forward, following the Monitor, the first thing
you'll encounter is a group of Carrier-type Flood. These
explosive mamma jammas will make your job in the Library
difficult, mainly due to their explosivity. Carriers like to
waddle over to you and burst, taking out your shields with the
force of their explosion. When a Carrier erupts, it will unleash
a throng of smaller Infection Flood, which will then pursue you.
The best way to deal with a Carrier is blast it once with the
Shotgun or Pistol, then finish off its contents with the Assault
In the first hallway, you'll encounter about four Carriers
before the Checkpoint. Pop them, then clean up with the Assault
Rifle. You'll reach a Checkpoint and more Flood will emerge.
Dust them with your Assault Rifle, falling back to shelter if
the rush gets too intense. You'll pick up a Shotgun in the mess
of Combat Flood, which will come in handy in the encounters to
come. Use it to clean out the rest of the Flood, then move
forward through a short tunnel, following the Monitor.
The tunnel leads to a large, open room with a deep shaft at its
center. Move around the perimeter until you see the Monitor. Go
through the door he's hovering near. In the next area, Combat
Flood will stream from the high vents on the opposite wall.
There are a pair of Carrier Flood that come from the left side
late in the fight. Make sure you're not close when they pop, or
you'll be an easy target.
When you've cleared the area, move to the right. This large room
opens into a long, curving hallway. As you move forward, keep an
eye on your radar. Tons of Flood will stream from the vents
(from now until the end of the mission). Make sure they stay in
front of you. At the end of the path, you'll reach a security
door, which the Monitor opens. Follow him through and take a
right. Watch out for the Flood waiting in the wings, and double
watch out for the segments of glass in the floor here. If one of
them gets shot out and you step in the hole, you'll be a dead
As you reach the end of this segment of hall, you'll see a pair
of blue panels. A bunch more Flood will drop from the vents
above, so fall back and waste them. After all of the waves are
done attacking, move around the corner to the left. Continue
following the monitor, weaving through the halls and keeping an
eye on the high vents. Eventually, Flood will start pouring out
and there will be another firefight. Where the corner turns
here, you'll find a health pack. If you continue to the right,
you'll see a channel in the floor. Grab the Overshield in this
channel and head back up top.
As you move to the right, Flood will appear from the vents,
surrounding you. Again, fall back and keep all of them in front
of you. Wage war until they all drop, then continue toward the
Monitor. Battle your way around the paths and you'll reach an
area where Flood come pouring out of the vents at the end of the
hall. Don't worry, though, you'll get some help. As the Flood
approach, thge Monitor triggers a defense system, and several
hovering Sentinels appear and begin cutting down the Flood with
their lasers. You don't have to do anything at this point. Just
hang back and let the Sentinels clean out the hallway. When all
the Flood fall move to the end of the hallway and stand on the
enormous, circular lift here to be taken up to the next level.
Wait, It Gets Worse!
Upstairs, you'll encounter more of the same. As you exit the
elevator room, you'll notice several large red dots on the
radar. These are all Carriers. Back up and blast them and finish
off the Infection Flood with the Assault Rifle. As you move
forward from here, the Sentinels will be with you. Follo them to
the next corridor. Here, you'll find a pair of health packs in a
channel in the floor.
As you meet back up with the Monitor, more Flood will charge.
Move to the end of this hallway and keep your back to the wall.
You'll have to hold your position until the Monitor returns. The
Sentinel will do a lot of your work for you, but make sure to
blast Carriers before they get too close. When the Monitor
returns, the next set of security doors will open and the
Sentinels will forge ahead and begin to clear the path. Move
into the area and help out, then move toward the Monitor on the
far end of the corridor. The Sentinels will do most of the work
for you in the next passage as well. Let them, then when the
Checkpoint appears, move forward toward the Monitor.
At the end of the corridor, you'll find a Rocket Launcher, which
can come in handy against groups of Flood. You'll have to hold
your position here again, so equip it if you're good at using it
in close quarters. Otherwise, leave it lay. You'll have to fend
off some Infection Flood before the doors open, but that
shouldn't be too challenging. Keep following the Monitor,
blasting Flood the whole way. Eventually, you'll come to a
channel in the path. This leads to an underground tunnel. Battle
your way through it. When you reemerge, you'll be bombarded with
Flood. Fall back into the tunnel and take them down. Then move
up and out and toward the waiting Monitor. As you approach him,
you'll notice blips all over your radar. Fall back and kill them
all, and keep clearing out the area. When all of the Flood here
are gone, move left around the corner and eliminate the next
wave. Once they all drop, a Checkpoint will appear.
Head to the end of the hall and move left around the corner. At
the next corner, peer to the right. See the three Combat Flood
at the other end? One has a Rocket Launcher in his grimy little
mit. Be patient and fight him from a distance so you don't eat a
faceful of rocket. Once he falls, take a right around the corner
and trigger the Flood attack. Then fall back to the long
corridor before and fight them there. You'll have to endure a
few waves of these creatures. Just keep falling back and wasting
the Flood, then trigger a new batch and repeat. When they all
die, keep following the Monitor to another lift.
But I Don't Want to Ride the Elevator!
When you arrive above, you'll be rejoined by the Sentinels.
Follow them as they clear a path. When you come to a channel in
the floor, follow the ramp down to an underground tunnel. Battle
through the tunnel, then rejoin your Sentinel friends
aboveground. They'll be busy wiping out another group of Flood
when you get topside.
When the fight is over, move toward the Monitor. Near another
security door, you'll discover another health pack. You'll have
to hold your position here until the Monitor returns. This will
be a little more diffcult than in times past, because there are
no Sentinels to help and there are tons of Carriers that charge
you. Just keep moving and watching your radar, and keep those
Shotgun Shells popping! Eventually, you'll hose down the crew
and step through the opened security door.
You'll have to battle a series of Flood here, before you can
move off to the left (there is a lift ahead, but it is just an
open shaft. Move forward and destroy the Flood that approach,
while the Monitor open the large door to the left. Move through
the open door to find a health pack near a column on the floor.
Battle your way to the long corridor at the end of the hall,
wary of Flood popping out of the channels below. The hallway is
crawling with even more Flood. They'll approach from both sides,
so keep falling back to the area before to get them all in front
Keep following the Monitor through a partially-opened door, all
the way to the security door. He will leave you here and you'll
have to fend for yourself again. The best way to deal with the
onslaught of Flood is to get up on the support nearest the
security door. This gives you a clear shot into one of the
Flood's vents, as well as a height advantage, which in tactics
is key. There is a health pack in between the half-walls, if you
need it. Hold your position until the Monitor opens the doors,
then scoot through. There are Sentinels in the next hall that
will make your job a lot easier. Hang in the wings and heal (if
you need to), then wait for the Sentinels to eliminate the
threat. Keep following the Monitor, letting the Sentinels do
most of your dirty work. At the end of the path is another lift.
Get on it, by all means.
Fourth Floor: Tools, Guns, Keys to Super Weapons
Guess what awaits on the fourth floor... more Flood! As you step
off the lift and move forward, you'll see a couple of Carriers
waiting for you. Fall back and let your Sentinel buddies whack
them, then cruise forward and claim your health pack across the
hall. Continue along the path. You'll notice that the Flood are
getting more aggressive, leaping at the Sentinels and you. A
Shotgun will still keep them in check. Most, if not all of them,
will be destroyed by the Flood. You'll have to drop the rest of
the baddies yourself, then move along the path until you find a
channel in the floor. It leads to an underground tunnel.
There are Carrier and Infection forms galore down here. Use a
combination of grenades and Assault Rifle to eliminate them.
When you emerge from the tunnel, Flood will approach from all
angles. Stay at the end of the tunnel and blast anything that
approaches. Tossing grenades down the tunnel shaft is a good way
to supress the rampaging hordes. Once you clear this massive
threat, grab the health pack near the column base. Move forward
down the hall. There is another helath pack stashed in the
channel in the floor. Leave it for now and come back here if you
get dinged up.
Round the corner and head down the seemingly empty hallway.
Follow it to another, then get ready. You'll be surrounded by
Carriers. Use your Shotgun to bust them up, then fall back and
spray the remains. In the next corridor, you'll encounter scads
of every kind of Flood. If you take a lot of damage here, search
the alcoves of this hallway for another health pack. In this
same alcove, you'll find a Rocket Launcher. When you have what
you need, continue down the path to find another security door.
As it opens, Flood start jumping through. Drop a grenade at the
base of the door and watch the bodies collect. Then dig in for a
battle. Hold your position near the door and pepper anything
that approaches. When you have mowed down the first couple of
waves, allow your shields to heal, then dash forward toward the
energy beam at the center of the room. As you draw near it, the
level concludes with a cutscene.
When this level begins, the first betrayal will commence. The
Monitor that you've been loyally following turns on you. Right
off the bat, you'll have to deal with a batch of Sentinels that
have turned against you. You have a Plasma Gun and a Shotgun,
and the Plasma Gun works best to take out the Sentinels. Use the
large, glass barriers for cover, then dart out and blast them.
Repeat until all of them are gone.
The Gun Pointed at the Head of the Universe
When all the Sentinels fall, move to the blast door ahead and
activate the control panel to open it. In the corridor ahead,
you will see several Sentinels take on some Covenant Grunts and
Elite. Hang back and let them destroy each other. They will
whittle each other down so there are only a couple Grunts and an
Elite left. Polish them off with the Shotgun, then move forward
to encounter another Jackal and an Elite. Once they're dead,
open the blast door and continue down the path to yet another
There are two shields here. Open the blast door with the panel
to the right, then quickly duck behind one of the shields. The
main area of concern is to the right, where an Elite is lurking.
Stay behind the shield and only dart out when you have a clear
shot. Then move forward out into the cold. There is a tower
ahead. Go to the top of it to find lots of ammo, a Sniper Rifle
and a health pack. Grab the Sniper Rifle and return to the area
below. There is a ledge under the one you're standing on that
contains several Grunts and an Elite. You can clear it out, but
why waste ammo? Instead, move to the far left of the tower and
slide down the inclines here (there are three) until you get to
a path containing a Rocket Launcher. Use the Sniper Rifle to
clear out the Elite in the snowy plain below, then grab the
Launcher and head down the ramp nearby.
Through an opening in the structure to the right, you'll see a
distant Covenant tank shelling your area. Don't stand out in the
open too long, or you'll taste the pain. Instead, give up a
serving of Rocket Launcher yourself. Aim slightly below the tank
for the best results. When you see it explode, move through the
tunnel and truck to the nearby Banshee. Get inside and throttle
up to the nav point above. It's on a high platform with a pair
of Elite. Use the cannon (left Trigger) to clear out the enemy
before landing. Then touch down on the platform and go through
the door nearby.
Once inside, follow the nav point to the glowing core and step
inside (with full shields). Your shields will be depleted, but
you'll trigger a chain reaction in the core, destroying the
generator. Then hightail it out of there, through the passage
you came in. You'll pass a bunch of Sentinels heading in. Just
run past them, out to your waiting Banshee.
Breaking Stuff to Look Tough
When you arrive outside, there will be a pair of Banshees on the
platform. Take whichever one is less damaged down to the next
nav point. Again, use the weapons on your Banshee to clear this
snowy bridge before getting out of the vehicle to head through
Through the next series of buildings (you'll recognize them as
the diamond-doored structures you battled through in Assault on
the Control Room), you'll be going against the arrows to find
your way. Any time there is an arrow pointing the wrong
direction, follow that path and you'll be doing the right thing.
This is another one of those circular hallways. If you want to
avoid the prolonged fight, cut through the center room to get to
the exit, which leads down at a slight incline. This in turn
leads to a long, high-ceilinged hallway with a sunken portion
off to the right. At the opposite end of the hall, you'll
encounter an Elite and several Grunts and Jackals. Wipe them out
and move straight ahead. Continue down the path until you hear
some ambient music start. This signals the beginning of a big
mess. In the coming hallways, you'll have to battle through tons
of Flood and Covenant, most of which are also fighting with each
other. Stay down in the safety of the room you're in and let the
warring factions kill each other off. When it sounds like the
killing has stopped above, move out of your tunnel and start
moving left, killing whatever is in your path.
When you've cleared the tunnel of enemies, head back to the area
just right of the tunnel you were waiting in. Here, you'll find
a pair of health packs, a Shotgun and some Frag Grenades. Make
sure you pick up the Assault Rifle off of the floor here,
because there are some Infection Flood ahead. As with the last
room, you can cut across the center chamber to make this area go
quicker. Just make sure you don't get surrounded.
When you get to the diamond doors, go through and exit into the
snow again. You're back on the double bridges from the Assault
level. Move forward and fire a shot to start the action. The
Flood to the left will begin leaping over. Let them cut each
other up for awhile, then move forward and deal with the
leftovers. On the bridge ahead, you'll meet an armored Elite
carrying a laser sword. Take him down with the Shotgun or Rocket
Launcher and proceed, picking your way through the baddies until
you reach the opposite door.
Move through the diamond door and into the next hallway. You
won't see anything on your radar right away, but as you move
forward, a bunch of Flood will suddenly appear. Fall back into
the tunnel and take on the Flood in a line. This will make your
job easier than being surrounded. When you have dropped all of
the Combat Flood, eat through the Infection type, then move
around the circular hallway, blasting the unsuspecting Flood. As
you open the next diamond door, you'll surprise a pair of Elite.
Chuck a Plasma Grenade at them and fall back. They will start
waging war with some Flood in the ensuing passage. Wait and let
it die down, then move into the long cathedral hall and clean up
the rest of the Flood. Watch out, though. The last Flood in the
hallway carries a Rocket Launcher. Drop him before he can use
Move through the hall to another circle hallway. Drop the Combat
and Carrier Flood here, then finish up with the Assault Rifle.
Move around the passage to the right. Midway through, you will
hear an explosion and several Flood will charge. Face them if
you want, otherwise, just cruise to the exit, grabbing the
health pack near the door.
Outside, another double bridge awaits. This one is a little
tougher to navigate, because there are Carrier Flood everywhere
and Banshees circling overhead. The concept is still the same,
though. Clear the bridge and make it to the other side, the
whole time watching the Flood threat to the left. A Rocket
Launcher Flood awaits at the three-quarter point, and a slew of
Infection Flood will greet you at the opposite door. But you can
pretty much blast a path through it all with your Shotgun and
make your way to the diamond door.
Once inside the next circular hallway, it's business as usual.
Plenty of Flood to kill. Be aware that there are many Carrier
types in this hallway. Make sure you have room between you
before you blast. Make your way to the left until you reach a
passage with a slight down incline. Follow the path to a lift
and go down. Infection Flood will harass you during the descent,
but don't waste ammo on them. Just move through two sets of
green doors to arrive at a short hallway with barricades to the
right and left. Blast the Combat Flood that meet you at the end
of the passage, then move through the obstacle-strewn path
(blasting Flood all the way, of course) until you reach another
huge diamond door. Go through and follow the path to the snowy
As you exit, you'll see a Ghost parked ahead. Run to it and get
on before someone else does. Then head right, away from the
resistance. You'll see a path that cuts down between towe
buildings. If you need health, drive the Ghost down here and
grab one of the health packs. When you emerge on the other side,
stay on the Ghost and take a right, moving past the large
Covenant tank in your path. Your goal is the cave opening behind
it. Since the tank is slow, you'll have no problem blowing right
Once you do, follow the tunnel out to an icy lake. Stay on the
Ghost and move through the support columns here. Take out the
Jackals on the ice and move around the corner. Here, you'll
discover an overturned Warthog, tons of ammo and a health pack.
Turn the Warthog over and drive up the twisting path. Nail any
Grunts that get in your way. Soon, you'll reach an open field
near a tower. To the left of the tower are a pair of Banshees.
You'll need to get to one of them to get to the next nav point.
If you want, you can stay on the ice here and plug the Elite in
the distance with the mounted machine gun. Or, you can just
charge ahead, hop out of the 'Hog and get into a Banshee. What
you decide will depend a lot on the amount of health you have.
Once you're in a Banshee, curl up and around the central tower
toward the nav point. There are two platforms here, and they'll
both need to be cleaed before you can enter the next tower.
Focus on the circular platform first. It's got a lot of laser
turrets and an armored Elite to worry about. Pick them off with
the Banshee's cannons, and keep an eye on your shields. If you
get into the red, land near one of the other Banshees parked on
this tower and trade ships. Make sure everything is cleared off,
then focus on the other platform, the one near the nav point.
There's a pesky Grunt with an energy cannon here, but he can be
wasted with a well-placed cannon shot. Once the platform is
clear, park the Banshee and move inside.
Note: It is absolutely imperative that this entire platform is
clear before going inside. If you leave enemies out here, they
will steal your ride and you won't be able to complete the
Once you enter the building, you'll have to clear out a group of
Flood in the center of the room. Then, a stream of Infection
Flood will appear. Take them down, then go near the core,
destroying the generator. Once you do, more Flood will appear.
Since you shields are depleted, you'll have to book it or you'll
be dead. Have your Shotgun handy and blast a path through them,
working toward the exit. Once you step outside again, you'll see
your ride. Get in it!
The Tunnels Below
Pilot your Banshee toward the nav point. You'll have to enter
the tunnel here. Stay in the Banshee and blast the troops below,
but always keep moving forward. If your Banshee gets too dinged,
get out and go it on foot. You'll have to watch out for Rocket
Launcher fire from the Flood below as well. Make your way to the
end of this bending tunnel until you reach a blast door, then
hop out and open it. Scoot through the gap in the doors, leaving
your Banshee behind.
In the next huge bay, you'll meet with some Flood resistance. As
you move across the bridge, several Flood will charge. There are
several small walls to duck behind to gain cover along the way,
so use them. As you near the end of the bridge, a panoply of
Flood will come at you. Use grenades to thin their numbers, and
watch out for Rocket Launcher fire. When you have safely cleared
the enemy, move to the other side of the bridge and pick up the
health packs here. There is scattered ammo and other gear here
When you've got what you need, open the blast doors and move
through. Go through one more set of blast doors, then exit into
another snowy plain.
As you emerge from the tunnel, you'll see another skirmish
between Covenant and Flood. Move to the right side of this open
field and head forward. You'll see a group of Flood standing
around in the snow. Toss a grenade in their midst and watch them
fly. Clean up the scraps, then move forward and clear a path
ahead of you. Pay special attention to the laser turrets ahead.
Nearby, you'll find a Ghost. Get in as soon as possible and make
your way to the crease in the rock ahead and slightly to the
left. Leave the rest of the Covenant and Flood there to battle
it out for themselves.
Maneuver the Ghost down an icy path littered with stones until
you see another battle raging. At the mouth of a cave to the
left, you'll find tons of ammo, a Rocket Launcher and a couple
of health packs. Only get out of your Ghost if you need these
items. Otherwise, forge ahead, blasting through the battle until
you reach a low ledge. Maneuver your Ghost up the ledge using
the left side of the rock face. There is some nasty stuff in the
prairie ahead, including several Covenant tanks and a buttload
of Elite. Since you're still in the Ghost, you're mobile. You
don't have to worry yourself with the major conflict going on
here. Instead, just cruise to the right side of the canyon.
Between the two tanks, you'll see a pair of parked Banshees.
Clear out some of the rabble around them and go drive your Ghost
into the area. Hop out when you get close, then quickly get into
the drivers' seat of the Banshee. Then step on the gas and don't
linger, because the tanks will make you pay for dallying.
Fly the Banshee up to the nav point platform. Try to knock the
Sentinels that greet you out of the sky, then land and scoot
into the diamond door. Near the entrance, you'll get some Frag
Grenades and a health pack. Follow the path to another circular
hallway, where you'll meet more nasty Sentinels. Smoke them,
then move to the final generator core. The level has ended.
When the level begins, you will find yourself aboard a Covenant
vessel. You're supposed to find your way into the control room
as quickly as possible. When you gain control, move forward
until you pass through a white door. From here, the path dips
slightly. At the next intersection, move right until you reach a
four-way hallway. Here, look to the left and toss a grenade to
kill the Grunt and Flood standing near an energy shield. Then
move into the room and take a left. You'll find yourself above a
pit. Although Cortana tells you to look around a bit, you will
eventually have to drop into this pit. Might as well save
yourself some hassle and do it right away.
You'll fall into a vat of green, glowing liquid. Get out of the
pool and on to dry land. You've walked into a brawl between the
Flood and Covenant again. Let them destroy each other, then move
forward and clean up the rest. You'll probably need your light
to see here, so don't be afraid to use it.
Move forward on the path until you reach an open area with
cliffs to the right. Watch out for Flood camped out up there. Be
cautious and patient and clean the threat off the cliff before
moving forward. As you do, you'll run into several Flood. Deal
with them harshly, then follow the path up past a pair of energy
shields. Just past this, a bunch of Carriers will drop from the
sky. Use the Shotgun to pop them, then fall back and spray with
the Rifle. At the top of this path, you'll see a health pack and
Sniper Rifle. Grab them both.
As you round the next corner, you'll see a couple of Hunters
getting busy with a bunch of Carrier Flood. From your lofty
perch, snipe the Hunters, then move below and smoke the
remaining Elite down here. Near one of the scummy pools, you'll
find another health pack. Grab it and press forward. As you
reach the top of a slight incline, you'll see a pair of Grunts.
One will run to a laser turret here. Smoke him, then turn your
attention to the Flood that are struggling toward you. Kill
them, then move along the path.
The next large allotment of enemies you'll face comes near a
trio of energy shields in the path. A gaggle of Grunts await you
here, and you can see some distant Combat Flood perched on the
cliff face ahead. The easiest way to take them down is with
well-thrown Plasma Grenades, although you can just run past as
In the next area, you'll see a transporter back up into the
ship. To help you get up the transporter, grab the Overshield
near the edge of the green muck ahead (near the base of the rock
column). Then, move to the far side of the rock formation and
climb it up to the beam. You'll encounter light resistance, but
that's what the Shotgun is for. Wait in the energy beam until
you get zapped up into the ship.
Once aboard, move to the open hallway (directly across from the
fiery, blocked off door) and pick your way down the hall, always
moving toward the nav point. You'll encounter some Flood along
the way, but nothing major. Eventually, you'll come to a large,
two-tiered hangar. If you want, drop a couple death biscuits
into the room below, then move to the next exit.
Keep following the path down. There's only one way through here.
Near the bottom of the path, you'll start running into some
heavy Flood. Just keep falling back and blasting them, leaving
ample room for Carriers to explode. When the threat has been
thinned, move forward to the lower level of the hangar. In a far
corner of the hangar is an Overshield and a couple of health
packs. However, getting them will trigger a batch of Flood.
Fight through them, then move through the open purple door at
the other side of the hangar. Fight your way to the bottom of
this path, where you'll see a hole in the floor. There are a
couple of Carriers down there. Drop a pair of pinapples to pop
them, then drop through and finish the Infection Flood off.
There is only one way to go in this area: down toward the fight.
There are lots of Elite waiting in the halls ahead, but they can
be dealt with using the Shotgun and some Plasma Grenades. After
you drop the Elite, you'll be swarmed with Flood. Keep blasting
and falling back. They'll fall from the ceiling and surround
you, so keep an eye on that radar.
When you've killed them all, move forward toward the nav point
and you'll reach another shuttle bay. Near the doorway here,
you'll find a health pack. Run across the hangar and go through
the far door. Then battle your way through the ensuing set of
hallways, past Flood and tons of Grunts. There is only one path
through the mess, and it leads back out to a higher level of the
hangar. There is a health pack here. When you get back out into
the Hangar, use grenades to clear the enemies near the door
leading to the nav point. As you move forward, Flood will pour
out of this door. Fall back and waste them, then continue
through the door, heading to the next nav point.
You'll move through a pair of doors before coming up on a raging
fight at the crossroads of a hallway. This is another long,
drawn-out battle. Just keep popping with your Shotgun until the
Flood stop their rampage. Eventually, the battle will be over
and you can access the control room. At the center is a raised
platform. Follow the walkway up to find the Captain. He's a bit
different from the last time you saw him.
Once your encounter with the Captain is over, you'll have to
battle a horde of Flood. The easiest way to do this is to get
off of the platform and move toward the white passage, letting
the Covenant in. Then fall back to the far end of the room
(behind the platform). The Flood will stream through the doors
and battle it out with the Covenant. Just stay where you area
and patiently blast any extras that approach. You'll have to
deal with a couple of waves before it's all over, but letting
them wipe each other out will save you a lot of hassle.
Before you leave, grab the health pack, then head through the
door nearby. Follow the path forward to the crossroads, then
take a right. Down a side alcove here is another health pack.
Move forward through another whote door, then follow the path
into the shuttle bay.
There is a nasty Grunt with a green energy rifle and an Elite
ahead and more Elite to your right. Use grenades and the Shotgun
to clean these guys out, then move forward and go through the
door to the left. Move down these passages, wary of Grunts
holding energy guns. These guys also like to toss grenades, so
stay on your toes. Eventually the path will lead to the second
level of the shuttle bay. Continue forward and go through the
In the next stretch of tunnel, you'll run into a couple of
Hunters. Drop them with Plasma grenades. As you push down the
hall, you'll meet some more Elite. Kill them with close-range
Shotgun blasts, and press on. Soon, you will reach the shuttle
bay. You don't have to bother messing with the Elite here. Just
run forward to a Banshee and enter the driver's seat (X) to end
You're back on the old Pillar of Autumn. Yep, it's full circle.
It's time to turn this ship into a bomb. To do that, move down
the path until you find a small entryway into the vents. Proceed
inside and search for a ladder in the floor. You'll see
Infection Flood popping out of the hole. Spray them with the
Rifle, then drop a grenade in the hatch to take down the Carrier
below. Then follow the ladder down. You'll be greeted by
Sentinel lasers. Drop them, then turn the corner, following the
path until it appears to dead end. It isn't a dead end, though.
Soon, a door will spring open and Flood will stream out. Fall
back and waste them, then make your way through the door they
Keep moving down the path, removing enemies and generally
kicking ass until you reach a flaming mass to the right. Move
through the green-lit door ahead. In the hallway that bisects
it, you'll see a Hunter on either side. Use grenades and your
Assault Rifle to take them down, making sure you don't go after
one and leave your back open to the other. When both are dead,
search the locker room in this hallway for Shotgun ammo,
grenades and health packs. Then enter one of the two doors that
lead into the cafeteria.
There are a whole lot of baddies on the opposite side of this
room. Elites. Armored Elites. Enemies who like to throw
grenades. Always keep a path clear to retreat, because you'll
have to fall back a lot to avoid grenade throws. Be very
methodical and patient with this room. There's no reason to
rush. Throw your own grenades, wait for good shots and pick off
the Elite one by one. If you take a shield hit, fall back and
regenerate. If you really get dinged, go back to the locker room
and grab another health pack.
When all of the Elite fall, move through the room to the far
left corner. Blast the annoying Grunts with the green energy
rifles, then fall back and let them explode. Move across the
next hallway into a narrow maintenance passage. Here, you'll
find another batch of Elite. Smite them with the mighty Shotgun
and continue to the bridge area. Here, a cutscene will trigger.
You have set the self destruct sequence in motion, only to have
the Monitor thwart your plans. Time to do it yourself...
When the cutscene concludes, shoot down the Sentinels that
appear. Or don't. Head back the way you came. There will be a
door open that wasn't previously. Flood are waiting there to
kill you. Teach them that's a bad idea. Smoke them then move
through the room they came from... it's an armory.
Head to the door at the end of the room and go through. There's
a pair of big, bad Hunters off to the right. Move straight past
them into the passage ahead, then move through a couple sets of
doors to find some Sentinels and Flood battling. Move forward
and finish them off, then duck under a half-closed door on the
left side of the hall. More Sentinels wait in the passage ahead.
Smoke them, then move through the door here. In the next hall,
you'll see a yellow arrow on the floor pointing toward the Cryo
Bay. Move into the room to find a group of Sentinels hosing down
the Flood. Slay anything that moves, then head to the far end of
the room and climb the ladder here.
Take down the Sentinels in the glassed-in observatory deck
above, then get ready for a slew of Flood from the left. Drop
them as they attack, then move down this passage. The path will
eventually dump into a long, gray hall. Stay there for a second
and prepare for another Flood attack, this time from the door on
the opposite side of the passage. Once you wipe out the Flood
that charge, move forward into the area they vacated and grab
the Overshield here. Return to the gray hall and move left,
toward a bunch of toppled debris. Here, you'll find a door into
the air vents. Go through.
Follow the narrow passages until you reach a small, grated green
door. In the destroyed area back here, you'll see plenty of
corpses and plenty of grenades. Grab what you can, then head
back into the vents. When you enter these tunnels again, take
the first left into the hallway, then quickly duck back into the
tunnel. There's tons of everything in the passage you just
tiptoed into--Sentinels, Elite, Flood, Hunter. The fight will
rage on without you, so let it. There are several routes into
the passage to the left in addition to the one you just used.
Move to the oppsosite end to find a health pack and bundle of
Frag grenades near a sealed-off door. Then move over one more
and hang out near the edge of the corridor. If you look to the
right, you'll see Hunters and Elite. If you look to the left,
you'll see Sentinels and Flood.
Take down the Elite and Hunter if you wish, otherwise, just
torque into the hallway, take a right and leave all of the
nonsense behind. While it's fun to contribute to this fight, it
has nothing to do with you. Follow the path until you see the
path to Engineering. Then follow the path forward until you
reach a crossroads.
Note: You can also continue on to the Armory if you wish,
grabbing any ammo and weapons you'd like. There's a Rocket
Launcher there, if that's your thing. If you go to the Armory,
head back to Engineering to continue your conquest.
Light Fuse, Run Away
In the following areas, you will meet with lots of Flood. Move
forward on the path to reach the Engine Room. Once inside, head
up the ramp here. You'll notice tons of health packs on sections
of wall on this level. Remember these, you'll need them if you
get beat up in battle.
Proceed to the door that says Level 2, then work your way up the
winding ramp. On the next level, make your way to the Level 3
door. You'll have to battle through some Flood to get up to the
level you need, but once you do, make your way to the nav point.
On the ledges here, you'll note a couple control panels. Move to
one and press X to open the exhaust vent core. You'll see the
long beams below you begin to retract. Drop on to another one of
the beams that run across the room, then aim at the opened core
and either shoot a Rocket or toss a Grenade inside. Repeat this
process for both manifolds on this side, then return to the
previous hallway and move to the other side of the engine room.
This will help you get at the remaining nav points. You'll have
to dodge fire from Sentinels and Flood during your explosion
attempts, so stay on your toes and monitor the shield level.
Note: On one side of the room (the left path when coming from
the Armory), you'll need to hop on top of some tilted canisters,
then hop across the extended beams to get to the Level 3 door.
Once you destroy all of the exhaust tubes, Cortana will point
you to an escape elevator. Move to the third Level and exit
through the green-lit door. Pick your way down the path (there's
only one way to go), until you arrive at a lift.
When the doors to the lift open, you'll be faced with several
Grunts and a couple nasty Elites. Use some Plasma Grenades to
drop them, then step onto the lift and take it up to the next
Warning: Hitchhikers May Be Escaping Convicts
When the elevator brings you to the level above, head forward
and get into one of the Warthogs parked in this hangar. You will
automatically get a health pack when you get in the Hog. Move
out of this area and take a left.
The hallway that follows is long and strewn with enemies and
obstacles. Your goal is to make it through this run in the least
amount of time, with the least damage to your vehicle. Duh.
There are several routes to take, but the center is the fastest.
It's also the toughest, as you'll have to be going pretty fast
in order to clear all of the ramps that go down the center of
this long, long road.
Don't fret if you get off the center of the run. A careful
slower run is better than a balls-out run where you constantly
tip your ride. There's no way to accurately describe the best
path through this area. It's a matter of personal preference and
ability to control your vehicle more than anything.
Your goal (and the nav point) is an outdoor section of bridge
where you're supposed to rendezvous with the dropship. But guess
what? Something goes wrong. Instead of stopping to wait for the
impending doom, just blow by the nav point to save yourself
valuable seconds. Put the pedal to the metal at this point and
gun it down the path. Near a throng of Elite, Cortana will
announce that you need to jump a gap. Floor it and keep the
Warthog centered and heading straight for the drop ahead. You're
not aiming for the upper platform, you're going to sail to the
lower of two.
Once you land successfully, keep heading forward, plowing ahead.
Soon, you'll come to a barricade that is impassible. Get out of
the Warthog and forge ahead, booking it to the nav point. Don't
worry too much about enemies, unless someone gets directly in
front of you. Just haul ass until you reach the end. Whew!
You've survived Halo. Sit back and bask in your accomplishment.
Note: If you beat Halo on Legendary difficulty, there is an
added bit to the final cutscene. We won't tell you what it is...
you'll have to earn it.
Once you've finished Halo single player (and you'll be busy for
a long, long time with it) and take the time to venture into the
elaborate multiplayer mode, you'll find more than you bargained
for. Not only are there 13 multiplayer maps at your disposal,
but certain levels can have up to 26 different variations to
conquer. In the first part of our two part feature, we're going
to focus on the maps you've got available to you in Halo, and
the different aspects that each one focuses on. From tiny
corridors to huge expanses, the multiplayer game in Halo has
been designed to fit all combinations, from one-TV setups to
college dorm battles of 16 players at once.
After the doors have opened follow the technician but stop a long
way away from him because he is about to die after he dies jump
across the pipe go right and you will find a door half opened
crouch and walk forward the stop and wait for the doors to close
and the covenant to stop shooting the turn right and you will see
a huge battle taking place you will not be able to fight as you
have no gun and you would die instead turn left and go though the
door as you walk though look on the floor and you will see a sign
saying to the bridge follow it. You will then see a huge battle
and even a marine you will notice him with the machine gun go up
to him and he will say “follow me” follow him and he will lead
you to captain Keyes.
After the speech with Keyes he will give you a pistol you will
need to walk out to load it after you come out of the door you
will find 3 grunts they are easy to kill using the 2+ sight for
easy head shots then walk though the door where all the firing is
coming from you will then get a assault rifle use it against the
covenant there are 2 grunts and 1 elite kill them and change your
pistle for the plasma rifle that the elite has the to your right
there will be 2 elites and a load of grunts use the plasma rifle
on the elites and save bullets by using the assault rifle on the
grunts then when they have been killed go though the door and you
will find three grunts they are easy to kill with the assault
rifle then go though the door. Look on floor and you will see
airlock follow it and you will find a few marines help them out
and they will follow you they are a big help you will then see
about two marines standing next to the airlock stay back because
the door will blow and a lot of covenant will run out there is
about 5 grunts and 2 elites when they have been done with go in
the airlock and get the over shield this is a very good shield as
it protects twice as much as your normal shield when you have
collected these go out and find a sign saying stairs follow it
you will see a few marines firing turn right and you are able to
pincer the covenant after go through and you will find some more
covenant and marines help them and then follow them and turn
right to the stairs you will find the marines at the bottom and
the covenant at the top run up the stairs and kill the elites
with the plasma rifle the grunts will run for the lives destroy
them the marines will then follow you go though the large door
and you will hear abandon ship and if you look out the window you
will see the ships blowing up you will then hear there is a
maintenance door follow the navigation point that comes up once
inside turn left and take the exit on the far right you will then
see a broken door use your melee attack on it to break it down go
through and to your left where there are a load of covenant
waiting for you after killing them take a right and you will come
out just above where you started go through and you will see an
elite in front of you don’t move as there will be an explosion
after that has done turn right and you will see a few grunts then
go to your left through a tunnel turn on your light turn first
right the left you will get some back up by the marines then go
forward and you will see some grenades pick them up and in front
of you there will be a lot of covenant kill them by using the
grenades once there dead jump over and go to the last life pod
and that is the first level done.