*******************************************************************************


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                                                  ASCII ART by Dark Phenomenon


*******************************************************************************
A Comprehensive FAQ/Walkthrough for Halo (Legendary Difficulty) by Thuyker
Version 1.2
E-mail: Thuyker AT aol DOT com
*******************************************************************************

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TABLE OF CONTENTS
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                                                                     (KEYWORD)
  I. Introduction .................................................... kw-int
 II. Frequently Asked Questions ...................................... kw-faq
III. Game Basics ..................................................... kw-bas
       A. Background Story ........................................... kw-sto
       B. Playable Characters ........................................ kw-cha
       C. Controls ................................................... kw-con
       D. General Strategies ......................................... kw-str
 IV. Walkthrough ..................................................... kw-wth
       A. Level 1: Pillar of Autumn .................................. kw-poa
       B. Level 2: Halo .............................................. kw-hal
       C. Level 3: Truth and Reconciliation .......................... kw-tar
       D. Level 4: The Silent Cartographer ........................... kw-tsc
       E. Level 5: Assault on the Control Room ....................... kw-acr
       F. Level 6: 343 Guilty Spark .................................. kw-343
       G. Level 7: The Library ....................................... kw-lib
       H. Level 8: Two Betrayals ..................................... kw-bet
       I. Level 9: Keyes ............................................. kw-key
       J. Level 10: The Maw .......................................... kw-maw
  V. Weapons and Vehicles List ....................................... kw-app
       A. Human Weapons .............................................. kw-hwp
       B. Convenant Weapons .......................................... kw-cwp
       C. Human Vehicles ............................................. kw-hve
       D. Covenant Vehicles .......................................... kw-cve
 VI. Enemies List .................................................... kw-ene
       A. Covenant Troops ............................................ kw-cov
       B. Flood Troops ............................................... kw-flo
       C. Forerunners ................................................ kw-for
VII. Multiplayer (incomplete) ........................................ kw-mul
       A. Maps (incomplete) .......................................... kw-map
VIII. Guide Information ............................................... kw-inf
       A. Version History
       B. Email information
       C. Credits
       D. Legal Stuff


  To quickly jump to a specific section, click HERE first, then press CTRL-F
  and type in the Keyword.


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I. INTRODUCTION                                                          kw-int
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Halo was released in November of 2001, to coincide with the launch of the Xbox.
At that point in time, I had long lost interest in console video gaming - there
simply wasn't anything that captivated ME the way games like The Legend of
Zelda: Ocarina of Time or classic Sierra adventure games used to.  All that
changed, however, when I first laid eyes on Bungie's masterpiece.  First-person
shooters were never my favorite genre, nor will they ever be; nonetheless, Halo
blew me away with its storyline, beautiful graphics, and most importantly, its
amazing gameplay.  In essence, this game is what, for better or worse, brought
video gaming back into my life.

Whether your opinion of Halo is lower or even higher than that of mine, I hope
that you find this FAQ/Walkthrough very helpful.  Do note that it has been
written for the game's hardest difficulty, Legendary, which should probably be
tried by those already familiar to the game, although people playing on lower
difficulties should find it useful nonetheless.  Above all, remember to have
fun!  Good luck!


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II. FREQUENTLY ASKED QUESTIONS                                           kw-faq
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Q: I saw a screenshot of the Master Chief using a Flamethrower.  Where do I
  find it?

A: Unfortunately, the Flamethrower is not in the game.  The screenshot was made
  before Halo was released, and the weapon taken out of the game.

---
Q: How many different endings are there?  One for each difficulty?

A: No, there are only two endings.  Easy, Normal, and Heroic all have the same
  ending, while Legendary has a slightly extended ending.

---
Q: Are there any cheats for Halo?

A: While there are Easter Eggs and such hidden throughout the game, there are
  no cheats along the lines of "unlimited ammunition" or "invincibility."  Of
  course, this makes completing Legendary difficulty that much more rewarding,
  right?

---
Q: Are there any bots in Halo?

A: No, there are not - Bungie is supposedly considering them for the sequel,
  however.


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III. GAME BASICS                                                         kw-bas
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===============================================================================
= A) Background Story                                                    kw-sto
===============================================================================

February 03, 2525.  At approximately 1423 hours, the orbital platform over the
Outer Colony planet of Harvest makes radar contact with an unidentified vessel.
Shortly thereafter, contact with Harvest is lost.  The scout ship Argo is then
dispatched to investigate.

April 20, 2525.  The Argo arrives in the Harvest System, and makes contact with
Fleet Command to confirm arrival.  No other transmissions are made - the UNSC
destroyer-class ship Heracles and two frigate-class ships, the Arabia and the
Vostok, are ordered to the Harvest System.

October 07, 2525.  The battle group arrives at Harvest and discovers that the
planet and its three million inhabitants have been destroyed.  The unidentified
vessel launches an attack against the battle group, decimating the Arabia and
Vostok.  The Heracles jumps out of the system, fleeing back to the Reach UNSC
Military Complex.  Transmissions from the unidentified vessel were partially
translated: "Your destruction is the will of the Gods...and we are their
instrument."

By the year 2552, the war with the Covenant was slowly and surely being lost.
Colony after colony was being destroyed, and the Covenant were steadily making
their way closer toward the Human homeworld, Earth.  One of humanity's last
bastions of defense was the UNSC Military Complex of Reach, training ground of
the elite SPARTAN II soldiers and heavily armed with MAC orbital guns, which
were capable of incapacitating Covenant battleships.

Despite the presence of over a hundred UNSC battleships rallying to defend
Reach, the Covenant armada, over three hundred and fourteen ships strong, was
simply too much.  Typically, the humans were able to win battles only when
outnumbering their enemies 3-to-1, not the other way around.  Facing imminent
destruction, the UNSC Halcyon-class ship Pillar of Autumn, commanded by Jacob
Keyes and carrying the last surviving SPARTAN II, enacted the Cole Protocol.
That is, when forced to withdraw, ships must make a blind jump through space,
so that the Covenant are not inadvertently led to Earth.

Unfortunately, the Pillar of Autumn exited Slipstream space into a system
already inhabited by Covenant forces.  The only recourse was to make for a
nearby, massive, ring-like structure...



===============================================================================
= B) Main Characters                                                     kw-cha
===============================================================================

                                                         _________________
   _____________________________________________________/   MASTER CHIEF  \
  /                                                                       |
  |  CODENAME: SPARTAN-117                                                |
  |                                                                       |
  |  RANK: UNSC Master Chief                                              |
  |                                                                       |
  |  BIO:  At the age of six, the soldier now known as the Master Chief   |
  |        was already displaying remarkable strength, intelligence, even |
  |        luck.  As such, he was abducted for an experimental program    |
  |        conducted by the military and headed by one Dr. Halsey.  A     |
  |        total of seventy-five children were taken from their homes to  |
  |        the planet Reach, to undergo the SPARTAN project.              |
  |                                                                       |
  |        Basic training was initiated almost immediately, and continued |
  |        for almost eight years, until 2525.  In March of that year,    |
  |        the trainees underwent a dangerous augmentation, including the |
  |        grafting of reinforced material to their bones, enhancement of |
  |        neural dendrites, and so on.  Over half of the SPARTANS did    |
  |        not live through the procedure - of those that did, many were  |
  |        crippled, deformed, handicapped.                               |
  |                                                                       |
  |        The survivors that were still able continued their training,   |
  |        and eventually started to see combat.  Years later, they were  |
  |        outfitted with the culmination of Dr. Halsey's work, MJOLNIR.  |
  |        Perhaps the most notable feature of the armor was the energy   |
  |        shielding, replicated and improved from that of the Covenant.  |
  |        In addition to the augmented strength it provided, MJOLNIR is  |
  |        even capable of carrying an AI, such as Cortana.               |
  |                                                                       |
  |        In the year 2552, the Master Chief, aboard the UNSC Pillar of  |
  |        Autumn, embarked on a mission to infiltrate a Covenant ship,   |
  |        in hopes of discovering the location of their homeworld.  This |
  |        mission was aborted, however, when Reach was attacked shortly  |
  |        after it started.  Defeat at Reach led to the blind jump to    |
  |        Halo's system, where the game then begins...                   |
  |                                                                       |
  \_______________________________________________________________________/

                                                         _________________
   _____________________________________________________/     CORTANA     \
  /                                                                       |
  |                                                                       |
  |  BIO:  Cortana is an artificial intelligence construct, or AI for     |
  |        short.  Though all AIs are extremely intelligent, Cortana is   |
  |        a more advanced, "smart" AI - that is, knowledge and creativity|
  |        can continue to grow.  She has been programmed with the Office |
  |        of Naval Intelligence's (ONI) best insurgency software, as well|
  |        as Covenant-language-translation software.                     |
  |                                                                       |
  |        The programmed software has many uses, in particular allowing  |
  |        Cortana to infiltrate Covenant computer and communication      |
  |        systems.  She also plays the role of shipboard AI for the UNSC |
  |        Pillar of Autumn, controlling such aspects as ship defense and |
  |        navigation.                                                    |
  |                                                                       |
  |        Finally, Cortana is able to be integrated into the Master      |
  |        Chief's MJOLNIR armor, in essence serving as a neural bridge   |
  |        between the human and his armor.  Nevertheless, she has her    |
  |        own distinctive personality, modeled after that of Dr. Halsey, |
  |        the creator of the SPARTAN II program.  Life-expectancy of     |
  |        smart AIs estimated about seven years.                         |
  |                                                                       |
  \_______________________________________________________________________/

                                                         _________________
   _____________________________________________________/   KEYES, JACOB  \
  /                                                                       |
  |                                                                       |
  |  BIO:  Captain Jacob Keyes, though he did not know the true purpose   |
  |        of the program until much later, served as an assistant to Dr. |
  |        Halsey during the early stages of the SPARTAN project.  Years  |
  |        of service, during which he displayed tactical brilliance and  |
  |        extreme bravery, led to several promotions, until he was then  |
  |        specifically chosen to command the UNSC Pillar of Autumn.      |
  |                                                                       |
  \_______________________________________________________________________/



===============================================================================
= C) Controls                                                            kw-con
===============================================================================

                       ______                ______
                      /L.TRIG\              /R.TRIG\
                   /¯¯¯¯¯¯¯¯¯¯¯¯`-,____,-`¯¯¯¯¯¯¯¯¯¯¯¯\
                  /                                    \
                 /   /¯¯¯\        \¯\/¯/        (Y)     \
Left Stick------|-> |     |       /_/\_\     (X)   (B)   |
                |    \___/         XBOX         (A)      |
    (Back)------|-> O      _____                         |
(Start)---------/--> O    /_| |_\         /¯¯¯\      O <-\------(Black)
               |          |_ + _|        |     |    O <---|--------(White)
    D-PAD------|--------> \_|_|_/         \___/ <---------|----Right Stick
               /                                          \
               |        /`--------¯¯¯¯¯¯--------`\        |
               |       /       Controller S       \       |
               |      /             by Thuyker     \      |
                \____/                              \____/


Halo offers the ability to do a great amount of customization when it comes to
controls.  Both the Button Settings and Thumbstick Settings can be adjusted
independently of one another, and are described below.  Feel free to choose
whatever combination you're most comfortable with.

_____________________________________________________________________________
|                                                                             |
|                         ---   BUTTON SETTINGS   ---                         |
|_____________________________________________________________________________|
|      ||             |             |             |             |             |
|BUTTON||   DEFAULT   |  SOUTHPAW   |    JUMPY    |   BOXER     | GREEN THUMB |
|______||_____________|_____________|_____________|_____________|_____________|
|¯¯¯¯¯¯||¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|
| (A)  ||    Jump     |    Jump     |Throw Grenade|    Jump     |    Jump     |
|______||_____________|_____________|_____________|_____________|_____________|
|      ||             |             |             |             |             |
| (B)  ||    Melee    |    Melee    |    Melee    |Throw Grenade| Scope Zoom  |
|______||_____________|_____________|_____________|_____________|_____________|
|      ||             |             |             |             |             |
| (X)  ||Action/Reload|Action/Reload|Action/Reload|Action/Reload|Action/Reload|
|______||_____________|_____________|_____________|_____________|_____________|
|      ||             |             |             |             |             |
| (Y)  ||Switch Weapon|Switch Weapon|Switch Weapon|Switch Weapon|Switch Weapon|
|______||_____________|_____________|_____________|_____________|_____________|
|      ||             |             |             |             |             |
|Black ||Swap Grenade |Swap Grenade |Swap Grenade |Swap Grenade |Swap Grenade |
|______||_____________|_____________|_____________|_____________|_____________|
|      ||             |             |             |             |             |
|White || Flashlight  | Flashlight  | Flashlight  | Flashlight  | Flashlight  |
|______||_____________|_____________|_____________|_____________|_____________|
|      ||             |             |             |             |             |
|L.TRIG||Throw Grenade| Fire Weapon |    Jump     |    Melee    |Throw Grenade|
|______||_____________|_____________|_____________|_____________|_____________|
|      ||             |             |             |             |             |
|R.TRIG|| Fire Weapon |Throw Grenade| Fire Weapon | Fire Weapon | Fire Weapon |
|______||_____________|_____________|_____________|_____________|_____________|
|LEFT  ||             |             |             |             |             |
| STICK||   Crouch    |   Crouch    |   Crouch    |   Crouch    |   Crouch    |
|______||_____________|_____________|_____________|_____________|_____________|
|RIGHT ||             |             |             |             |             |
| STICK|| Scope Zoom  | Scope Zoom  | Scope Zoom  | Scope Zoom  |    Melee    |
|______||_____________|_____________|_____________|_____________|_____________|


_____________________________________________________________________________
|                                                                             |
|                       ---   THUMBSTICK SETTINGS   ---                       |
|_____________________________________________________________________________|
|         ||                |                |                |               |
|  STICK  ||     DEFAULT    |    SOUTHPAW    |     LEGACY     |LEGACY SOUTHPAW|
|_________||________________|________________|________________|_______________|
|¯¯¯¯¯¯¯¯¯||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  Left   ||  Move, Strafe  |  Look, Rotate  |  Move, Rotate  |  Look, Strafe |
|_________||________________|________________|________________|_______________|
|         ||                |                |                |               |
|  Right  ||  Look, Rotate  |  Move, Strafe  |  Look, Strafe  |  Move, Rotate |
|_________||________________|________________|________________|_______________|



===============================================================================
= D) General Strategies                                                  kw-str
===============================================================================

"The clever combatant looks to the effect of combined energy, and does not
require too much from individuals."

  While you will be by yourself for most of the game, whenever you have the
  support of fellow Marines, use it!  Keep them alive as long as possible,
  and they'll keep you alive longer in turn, drawing fire away from you and
  preventing you from being overwhelmed.

---
"Though we have heard of stupid haste in war, cleverness has never been seen
associated with long delays."

  Take things slow - there is almost never any need to rush blindly into a
  room, especially one full of enemies.  Doing so will only result in lots of
  damage taken, if not death.  Take a few enemies out at a time, then retreat
  to recharge your shields and regroup.

---
"Attack him where he is unprepared, appear where you are not expected."

  Many times, you have the opportunity to kill the Covenant before they even
  know that you are present, whether it is by using a melee attack, a Plasma
  Grenade to the back, or sniping.  Regardless, doing so not only conserves
  your shields and health, but ammunition as well.

---

  Don't pick up Med Kits and some types of ammunition whenever you run across
  it.  Instead, keep note of where you saw it, and go back when you really
  need it.  There is no need to heal yourself if you're only missing a bar or
  two of health, nor is there a need to pick up a box of 16 S2 AM rounds when
  you are only 4 rounds short of your maximum.

---

  Know what weapons work well against certain enemies, and what weapons don't
  work.  See the below list of Weapons and Enemies for more details.


                                  (Quotes are from Sun Tzu's "The Art of War")


_______________________________________________________________________________
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IV. WALKTHROUGH                                                          kw-wth
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Some notes on using this guide: as mentioned in the Introduction above, this
walkthrough was written while playing through Halo's Legendary Difficulty.  As
such, if you are playing on an easier difficulty, there will definitely be some
differences.  While objectives remain the same, the strengths of enemy forces
you encounter will be much greater, in terms of numbers and/or abilities.  For
instance, you may encounter a Stealth Elite in one area of Normal, but meet a
Commander Elite in the same area on Legendary.  Nonetheless, this guide should
still be useful - you will simply be over prepared, but that's not necessarily
a bad thing, is it?

Anyone familiar to Halo knows that the game uses a "checkpoint" save system.
Below, I list all the checkpoints, for a couple of reasons: first, because it
is always helpful to know how much further you need to proceed or what enemies
you need to kill before you can save and relax.  Second, to help prevent you
from reaching a "point of no return."  For example, there are instances in
which you will have to fight a major battle, and possible be beaten to within
an inch of your life.  You wouldn't want to move forward and have the game save
if the next Med Kit is really far away, would you?  Instead, you should revert
to your last save.  Read ahead, so that you know when the next supplies are
available and when the game will next save, to save yourself a lot of trouble.

Also note that I describe the cutscenes that you'll watch over the course of
the game.  I've done my best to clearly delineate them, so that you can easily
skip over them if you'd rather watch the story progress yourself.  Now, having
said all that, on to the walkthrough!  Good luck - you'll need it!


===============================================================================
= A) Level 1: Pillar of Autumn                                           kw-poa
===============================================================================

=-=-=-=-=-=-=
= Reveille  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=
            _____________________________________________________
        +--| MISSION OBJECTIVE: Find Captain Keyes on the Bridge |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

On Legendary, the game assumes that you already know how to walk around and
look at things, so it skips the basic tutorial.  I'm hoping you are completely
comfortable with that, because if you aren't...well, let's just say that you're
in for a tough time.  Anyways, as soon as you gain control, the tech will let
you know that you need to find Captain Keyes, and start leading the way.

Follow him out the door of the Cryo chamber, and then turn a right.  The tech
will start running towards another door, so keep following (but not too close)
him until the explosion rips through the door you were heading towards, killing
him.  Poor guy - we don't have time to grieve, though, so turn around and head
in the opposite direction.  Almost immediately, you will see a green arrow
labeled "Maintenance" pointing to the right.  Run and jump over them, then turn
right (the door to the left is locked).

You should be facing another door, which you can go through with no trouble at
all.  Once you enter, you'll be in a narrow corridor - head straight across
and through the next door, but be mindful of an explosion that comes out of the
right wall just before you get to the door.

+-------------
- CHECKPOINT -
-------------+

As soon as you are through the door, you will see another human to your left,
just beyond a half-opened door.  Crouch and walk under it, but be careful to
not get hit by the plasma bolts fired by the Covenant.  Unfortunately, we're
still unarmed and aren't much use in combat just yet.  Soon after, the door
between the battling Humans and Covenant should close, so head to the right.

Directly ahead is another group of Covenant, who will also be firing at you and
the Humans.  Once again, the door should close, so don't worry about them too
much.  On the ground, you'll notice a blue arrow labeled "Bridge" pointing to
the left.  Go through the door it's pointing at and enter a darkened room.
Continue straight across, and then turn left, following the green lights of
unlocked doors if you get disoriented.

+-------------
- CHECKPOINT -
-------------+

At the end of another corridor, turn right, and you should see some more fellow
Humans straight ahead, battling some Covenant troops to the right.  Once again,
all we can do is sit and watch, until another door closes and blocks them off.
Once it has closed, walk up to the Marine, standing on another blue arrow.
He'll tell you to follow him the rest of the way to the Bridge, so do so.

You'll move through a large, spacious room before getting to another narrow
corridor, with Covenant to the right.  Another door will seal them off, so
turn left and follow the Marine to another blue arrow, pointing right.

+-------------
- CHECKPOINT -
-------------+

Go through the door that the arrow was pointing at, then left, and you'll have
arrived at the Bridge (you'll see a sign with a red star to the right).  Make
your way around the room with the red star, and you'll eventually find yourself
at Captain Keyes' position.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Captain Keyes will tell you that things aren't going so well.  The    |
    | Pillar of Autumn will soon be hit by a boarding party, and it's MAC   |
    | Cannon, the main form of defense, disabled.  Since destruction or     |
    | capture of a shipboard AI such as Cortana is unacceptable, the Master |
    | Chief is charged with the task of getting her off the ship.  She is   |
    | then inserted into your helmet, and Captain Keyes gives you his       |
    | sidearm, the M6D Pistol.                                              |
    |_______________________________________________________________________|


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= AI Constructs and Cyborgs First!  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
              _________________________________________________
          +--| MISSION OBJECTIVE: Get off the Pillar of Autumn |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Unfortunately, the M6D isn't loaded, so we'll have to find some ammunition for
it.  Walk back around the way you came, to the entrance to the Bridge.

+-------------
- CHECKPOINT -
-------------+

Once you've exited the Bridge, turn left, and then a quick right through the
open door.  As soon as you're in the short corridor, you should pick up some
ammo.  Quickly reload, and then wait: a Major Grunt should walk right into your
view.  Take him out with a single headshot, then repeat with two Minor Grunts
around the corner.  Head down the corridor the Grunts were in and turn a quick
right through the unlocked door (once again, with green lights).  You should
pick up an MA5B Assault Rifle, and already see a skirmish taking place.

Now, some people feel that the Marines are useless.  I disagree, and even if
they were absolutely worthless, I'd still feel guilty letting them die.  So,
quickly rush into the cafeteria and head straight ahead, where two Minor Elites
are firing near another door.  There will also be a Major Grunt chucking Plasma
Grenades, so quickly take him out first.

Personally, I prefer the Plasma Rifle to the MA5B, so I'll trade for one if
possible, as well as pick up any grenades lying around.  Shortly after the
Elites are dead, another group of Covenant should make their appearance.  This
second group is much more formidable, consisting of at least three Minor Elites
and several Grunts.  It wouldn't be a bad idea to quickly dispatch the Grunts
as soon as possible, as they will throw a few Plasma Grenades otherwise.

Hopefully, you got through the last battle without taking much damage.  Walk
around and scrounge around for grenades and any ammunition you might need, then
head through either of the two unlocked doors that the Covenant entered the
room by.  There may be a Major Grunt or two as soon as you go through the door,
if they didn't join the last battle.

Head for the red arrow labeled "Airlock" on the ground, and walk through the
door, picking up the Med Kit to the right if you need it (hopefully you don't).
Walk to the end of the corridor, turn left, and then right.  As soon as you
come out of the right turn, you should spot a Major Elite.  Oftentimes, his
back will be turned, making for an easy melee attack or Plasma Grenade to his
rear.  Anyways, you'll notice that he's a bit tougher than the Minor Elites you
faced earlier.

+-------------
- CHECKPOINT -
-------------+

After the Elite is dead, switch rifles if you need to, and pick up any Plasma
Grenades you can.  A group of Marines should have appeared by now, so continue
down the corridor.  The ship should then lurch, as if something had hit it.
Continue on your path towards the Airlock, and you should see an explosion take
out a couple of soldiers.  Chuck a grenade where you saw the explosion, to
hopefully kill some Covenant as they emerge.

The first to appear will probably be a Minor Elite, as well as a few Grunts.
Finish them off if the grenade didn't, and then get ready for another Major
Elite and another Grunt or two.  Once they're all dead, you'll see that they
boarded on one of their ships, which has two Overshields in it.  Grab one, and
exit their boarding ship.

Head to the right, along with the Marines.  Shortly, you'll arrive at a green
arrow labeled "Stairs" on the floor, pointing into a darkened room.  Be very
careful, however, as there are a couple of Elite hiding in there.  Take them
out, using Plasma Grenades to make the task a little easier.  Once they are
taken care of, continue down the dark corridor until you reach the more well-
lit area.

+-------------
- CHECKPOINT -
-------------+

Make a left turn, and you should see Marines battling in the far distance.
While you have the option of heading straight towards them, instead take the
first right you can (the corridor floor should be bloody, with a dead marine).
Then, make a quick left, and you should see a group of Covenant, including at
least four Minor Elites and eight Grunts.  Toss a Plasma Grenade in there,
preferably hitting one of the Elites.  Continue mopping up with such weapons
as the Plasma Rifle and more Plasma Grenades until they're all dead, then walk
around and replenish your weapons.

If you'd like, walk all the way back to the Covenant boarding ship from before
and pick up the remaining Overshield.  Otherwise, look for another red arrow
labeled "Airlock," taking the nearby Med Kit if you need it.  Go through the
door, and continue down the corridor, until you encounter another group of
Covenant.  This group consists of at least one Minor and one Major Elite, as
well as several Grunts.

+-------------
- CHECKPOINT -
-------------+

After they're all dead, move on, following the surviving Marines.  You'll soon
find yourself face to face with more Covenant, including several more Elites.
Use your Plasma Grenades to quickly kill several Covenant once, then pick up
the ones they drop.  Occasionally, an Elite will be hiding behind a stationary
energy shield.  There should be plenty of grenades lying around, so use one to
take down the shield, then quickly finish off the Elite with another or your
weapon.

Continue down the corridor towards the energy shield.  Before you get there,
however, another Covenant boarding ship is to the right (there will be a red
arrow on the ground pointing towards it), and this one also contains a pair
of Overshields.  Pick one up, and then move on.  Once you're past the energy
shield, turn left, and you should see a darkened room, with flaming barrels -
head towards them.

+-------------
- CHECKPOINT -
-------------+

To the right of the flaming barrels is a half-closed door, which you'll have to
crouch and walk underneath.  As soon as you're through, quickly take the first
right and make your way through the corridor.  You'll soon encounter a Minor
Elite - take it out quickly however you choose.  Go to where he was standing
and look through the opened door, and you'll see several Grunts and a Major
Elite.  Since they're packed so closely together, use another Plasma Grenade
to take as many of them out as you can, then mop up the rest.  There's a Med
Kit near where they were bunched up, if you need it.  Continue on through the
door with the green arrow labeled "Stairs" pointing at it, then turn right and
go through another unlocked door.

+-------------
- CHECKPOINT -
-------------+

Once you go through the door, you should see more red contacts on your motion
tracker.  Hurry in that direction, and you'll hear that there are Covenant on
the landing above.  Run up the stairs, quickly taking out any Elites or Grunts
you encounter.  You will almost certainly take damage rushing up like that, but
if you do it quick enough, the Elites will oftentimes be firing down below at
the Marines.  This makes for an easy melee attack to the back or Plasma Grenade
stick.  Circle around the top landing, killing any enemies you meet, then drop
back down and help the Marines finish off any down below.

After such an intense battle, walk around and pick up any fresh Plasma Rifles
(or ammunition for whatever weapon you're using) and Plasma Grenades you can
find, then walk back upstairs.  At the top of the stairs, go to the opposite
side of the upper landing, and turn a right.  There will be more Covenant up
ahead, so use the pillars/supports for cover.  They're unaware of your presence
if you're far enough away, so I like to be a little sneaky and throw a Plasma
Grenade at the Major Elite.  If you're lucky, you'll take out most, if not all,
of the Covenant.

Proceed cautiously, in case there are any stragglers, taking cover behind the
various blockades and pillars.  You'll approach another stationary energy
shield, with a darkened room behind it.  Be careful - you may have noticed a
red contact on your motion tracker.  Quickly take out three Grunts in the
dark area, using your flashlight to make it a little easier.  Continue on, but
don't go all the way out of the darkened room.  More Covenant are waiting on
the other side, in the well-lit area, including a Major and Minor Elite and
several Grunts.

Again, it's possible that they won't notice you at first, so aim well and hit
the Major Elite with a Plasma Grenade.  Duck back into the dark room if they
start returning fire, then pop out for a few more quick shots.  Once they have
all been taken care of, continue on towards another stationary energy shield,
then turn right as you pass it.

+-------------
- CHECKPOINT -
-------------+

You should hear the call to abandon ship, but don't worry about that just yet.
Move down the corridor and turn right.  You should find yourself in a corridor
with windows to your left, with life pods blasting off.  There's also a Med Kit
on the ground, if you need it.  Turn left at the end of the corridor, and you
should find yourself in another Airlock area.  In the far distance are three
Grunts, which you can take out from before.  Move towards where they were, and
Cortana will tell you that the blast doors are closing.

+-------------
- CHECKPOINT -
-------------+

Cortana will also put a navigation marker on your HUD, so continue walking
towards it.  Eventually, you'll find yourself at a green arrow on the ground,
labeled "Maintenance."  Walk through the door, and turn on your flashlight to
make things a little easier to see.  Turn left the first chance you get, and
move through the winding corridor.  After a few turns, you'll see an unlocked
door (notice the green light?) ahead of you.

+-------------
- CHECKPOINT -
-------------+

You might have also noticed that there are now red contacts on your motion
tracker, so be careful.  Don't go through the door in front of you!  Instead,
turn right, and walk towards another unlocked door in the distance (you'll pass
a second one on the left as well, but ignore that one).  Once you go through
the door and exit the dark Maintenance tunnel, turn off your flashlight and go
through another door just ahead and slightly to the left.  Make your way around
the winding corridor, noting that the red contacts are to your left.

Shortly, you'll come across an open door to your left, facing the doors to the
Maintenance tunnels.  Walk past it, however, then turn left at the end of the
corridor.  There should be a Minor Elite facing away from you - easy kill.
Unfortunately, there's also several grunts, another two Minor Elites, and a
Major Elite that you have to take care of.  I would recommend sticking a Plasma
Grenade to the back of the first Minor Elite that you snuck up on, in hopes of
him taking several of his buddies with him.

Run back the way you came, as another Minor Elite will probably go through the
door that I told you to walk past earlier.  You do NOT want them flanking you,
so wait by the door until he comes in, then quickly kill him.  Now, we still
have a Minor and Major Elite to take care of, as well as any remaining Grunts.
Do a little ducking in and out of the corridor to take pot shots at the Grunts
until they are dead, making your job a little easier.  Oftentimes, the last
two Elites will duck into the Cryo B corridor (there is a yellow arrow pointing
at it), occasionally popping out.  Anyways, take them out with a combination
of grenades and weapons fire, then pick up the nearby Med Kit (if you need it)
and enter the Cryo B corridor.

+-------------
- CHECKPOINT -
-------------+

Just after you walk down a small ramp, you'll see the observation deck to the
right, looking down on where you were frozen.  There are three Major Elites
down there, but the glass is protecting you from them for now.  Walk through
the observation deck and you'll come across the body of Sam Marcus, the tech.
Let's get some revenge for him, shall we?  You'll be in a very long corridor,
with a Major Elite at the far end.  There's several different strategies you
could try - chucking grenades, charging full speed and firing as quickly as
possible, etc.  Once he's dead, be mindful of a group of Grunts in a little
nook to the right, across from some flaming barrels.  Also be careful of some
explosions that occur in that area as well - they aren't just for show, they
actually cause damage!

Once the Grunts have been taken care of, look for a small door in the nook that
they were in.  Enter and turn on your flashlight, and move through carefully.
After making the first right, there will be a Major Grunt right after you make
the turn.  Kill him, then turn right again and take out a Minor Grunt.  Once
you've done that, turn around and head down the corridor.

+-------------
- CHECKPOINT -
-------------+

You'll be at a T-intersection, with the left path leading to a dead-end, the
right leading to an unlocked door.  Through the door, you should see a Minor
and Major Elite, and maybe a Grunt.  Quickly move to the door to automatically
open it, then chuck a Plasma Grenade (or two) to quickly kill them before they
get your Marine buddies.  There will also be a couple more Grunts running
around, so take care of them as well.  Take the Med Kit hanging near a door if
you need it.

Go down the hallway (right after you exited the door, it'd be to the left)
towards the blue-striped barrels, then turn another left.  Take out some Grunts
at the end of the corridor, near some yellow barrels, then proceed cautiously.
Turn right at the yellow barrels, and there will be more Covenant forces, some
of them hiding behind another stationary energy shield.

Throw a Plasma Grenade or two over the energy shield, and mop up with your
weapon.  Hopefully, you'll be able to take out the Major and Minor Elites with
the grenades.  Continue moving forward, using the beam supports as cover.  Also
note that just before the first stationary energy shield is a corridor to the
right, with several Grunts in it.  Kill them, so that they don't shoot you from
the sides or back, then move on, towards the second stationary energy shield.

+-------------
- CHECKPOINT -
-------------+

Turn left at the shield, and you'll see another Airlock area.  In the far
distance, you'll see another stationary energy shield and Covenant, but between
you and them is a barricade.  Luckily for you, the right side of the barricade
has quite a few M9 HP-DE Fragmentation Grenades for you to try out.  There's
plenty, so chuck a bunch at them to take out the Major Elites and Grunts.  Once
they're dead, hop over the barricade and continue on, killing several more
Major Grunts.  Continue down the corridor, and you'll hear Cortana say that
you need to hurry to the last lifeboat.  Go through the Airlock door, and you
are done!

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Just before boarding, Master Chief rescues a Marine and tosses him    |
    | like a sack of potatoes into the lifeboat.  Unfortunately, on approach|
    | to the ring-like structure dubbed "Halo," the lifeboat starts losing  |
    | altitude way too fast...                                              |
    |_______________________________________________________________________|



===============================================================================
= B) Level 2: Halo                                                       kw-hal
===============================================================================

=-=-=-=-=-=-=-=-=-=
= Flawless Cowboy =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
      _________________________________________________________________
  +--| MISSION OBJECTIVE: Evade the Covenant patrols searching for you |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                 ___________________________________________
             +--| MISSION OBJECTIVE: Head for higher ground |--+
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
               _______________________________________________
           +--| MISSION OBJECTIVE: Search for other lifeboats |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Quickly exit the lifeboat and pick up all the M9 HE-DP grenades and MA5B rounds
you can, then turn left and run over a narrow bridge.  As you cross, a Covenant
Dropship should fly overhead.  Ignore it for now, turning right as soon as you
are over the bridge, and running as fast as you can.  Keep close to the rock
face to your left, and shortly thereafter, you should hear the familiar whine
of a Banshee.  Ignore that as well, and keep running until you get to some big
boulders.

If you do this quickly enough, the Banshee won't even have the chance to take
a shot at you, as it leaves you alone as soon as you get to the boulders.  Of
course, you could go ahead and take out the Banshee if you wish, but doing so
doesn't really benefit you that much.  Anyways, as soon as you get to the
boulders, you'll notice a Grunt in the distance running your way.

Zoom in with your M6D and take him out, and you'll see a Major Elite and more
Grunts running towards you as well.  Take out the Grunts with your M6D, to make
killing the Elite much easier.  If you wish, go ahead and try to use the pistol
against him, but I find that he simply ducks behind boulders as soon as his
shield is gone.  So, I just charge him with my MA5B and take him out as quickly
as possible.  Of course, I like the Plasma Rifle much better, so I switch for
it as soon as he is dead - keep the MA5B if you prefer, however.

Continue up the hill, turning slightly to the left.  Once you're at the top,
the path will narrow and start descending.  Walk down and jump off a small
ledge, keeping the large boulder to your left.  Continue on, and Cortana will
tell you that there is a lifeboat just beyond the next hill.

+-------------
- CHECKPOINT -
-------------+

Run as fast as you can, and you'll notice that a Covenant Dropship is rising.
That means it must have just dropped off some troops, so we'll have to hurry
if we want to keep our Marines alive.  As you run towards the Dropship, try to
stay to the left, and jump just before the big drop, so that you go over the
boulder.  Run around the huge boulder on the slope to the left, and then turn
right and start taking out Grunts left and right.  There will also be several
Major Elites, so try to stick them with Plasma Grenade.  Even if you miss, they
are useful for flushing them out of cover.  Hopefully, you'll be able to kill
them all easily enough - the reason I said to go around the left side is so
that you don't get attacked by Covenant on both sides, making your task much
easier.

+-------------
- CHECKPOINT -
-------------+
                _____________________________________________
            +--| MISSION OBJECTIVE:  Stay with the survivors |--+
                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
              _________________________________________________
          +--| MISSION OBJECTIVE:  Protect the human survivors |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
          _________________________________________________________
      +--| MISSION OBJECTIVE:  Wait for an evac dropship to arrive |--+
          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Quickly run past the large building structures, and you should see a Covenant
dropship about to land.  Run to the Dropship's right side, throwing a bunch of
Grenades just as the troops are about to be dropped off.  If you do this right,
you should be able to take out the Major and Minor Elite, and maybe some more
enemies.  Once you've thrown the grenades, however, you may want to back up and
find some cover.  Finish off the Jackals by circle-strafing and firing, until
there are no Covenant left.

+-------------
- CHECKPOINT -
-------------+

Unfortunately, you'll get a message that another Dropship is on approach.
Look up in the air to quickly locate it, then move towards it rapidly.  You may
want to pick up a Needler...they are simply the best weapon against Elites.
The Dropship dumps off at least one Major and one Minor Elite, so unload full
clips of needles at each, and they should explode.  Otherwise, repeat your hit
and run strategies, ducking behind cover when your shield is down.  You'll also
have to take out a large group of Grunts, but they're easy enough to take care
of, and drop more Needler ammo.

+-------------
- CHECKPOINT -
-------------+

Again, another Covenant dropship approaches, this time near where you first
entered this area.  As I said before, I like to use the Needler, as it makes
ducking out of cover and quickly taking out an Elite much easier.  Of course,
there is also a large number of Grunts to take care of as well, but they simply
run straight at you, so should be relatively easy to take care of.  Take them
all out and quickly replenish your ammunition and grenades.

+-------------
- CHECKPOINT -
-------------+

This time, TWO Covenant Dropships appear, one after another, and in the same
areas as the first and second ones.  Uh oh...if you need a Med Kit, there is a
crashed lifeboat roughly in between where the two new Dropships appear.
Littered around the entrance to the lifeboat are some grenades, ammunition, and
the Med Kit.  In addition, there is also a Med Kit or two atop the large
structure.  Now, these battles are so dynamic that it's hard to give a specific
walkthrough.  However, there are several strategies to keep it as painless as
possible.

First, do not attempt to take on both groups of Covenant at once, as you will
certainly die.  Instead, go around the sides, trying to isolate each group of
enemies.  Secondly, there's no shame in running.  When you're hit, run and take
cover behind the various structures and boulders until your shields recharge.
Keep in mind that they seem to sense that you're hurt, though, so oftentimes,
they will pursue you - be ready for any Covenant troops foolish enough to chase
you around a corner, using grenades and weapons fire to keep them at bay.  It
may take you several tries to kill all of them, but keep at it until you
succeed.

+-------------
- CHECKPOINT -
-------------+
       _______________________________________________________________
   +--| MISSION OBJECTIVE:  Search for the three additional groups of |--+
   +--|                        human survivors                        |--+
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
              _________________________________________________
          +--| MISSION OBJECTIVE:  Protect the human survivors |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
               _______________________________________________
           +--| MISSION OBJECTIVE:  Wait for an evac dropship |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Good job.  You should hear Foehammer relay a message, and Cortana will inform
her of your position.  Shortly thereafter, you should see several lifeboats
crashing onto Halo, and Cortana will request that Foehammer drop her M12 LRV
Warthog.  Make your way to the Warthog (a navigation marker appears on your
HUD), and climb in.  Before you do so, however, make sure you stock up on
ammunition and grenades, and even if you're only missing a tiny bit of health,
grab a Med Kit anyway.  We're not coming back here, so there's no reason to
save it for later.

Once you're in the Warthog, head in the direction it was already facing and
drive down the grayish ramp cluttered with boulders.  As you round the bend,
Cortana will inform you that the cave is not a natural formation - since
someone built it, "it must lead somewhere," right?  Drive through, and Cortana
will beep in again, letting you know that she's monitoring the Covenant's radio
chatter.

+-------------
- CHECKPOINT -
-------------+

Continue driving through the tunnel, and eventually, you'll see a ledge to your
left.  The ledge drops down to a ramp, which leads up to a gap and another ramp
on the other side.  Drop down to the close ramp and move as far back from it as
you can.  Now, align your Warthog so that it's going straight up the middle of
the ramp and gun it.  You should have enough speed that your vehicle makes it
over the gap.  Continue on through the tunnel.

+-------------
- CHECKPOINT -
-------------+

Shortly thereafter, the tunnel should open to the left, into a large, expansive
room.  You'll see some Covenant troops patrolling in the distance, but don't
rush down to engage them yet.  Now, there are certainly different strategies
you could try down here.  I'm not the most aggressive player, however, so I
like to simply drive straight down the path to the bridge while the Gunner does
his job.  Then, I turn around and head back to where I entered the room, and
keep going back and forth as many times as it takes.  Eventually, most, if not
all, of the nearby Covenant should be dead.

Doing this, I always avoid taking any damage whatsoever, to the Master Chief or
to the Gunner.  Of course, you could try something more aggressive, like try to
run over the Covenant.  Whatever way you finish off the Covenant, after you're
done, head to the right side of the room (coming from where you entered).  Get
out of the Warthog and walk along the wall until you come to a narrow passage-
way heading up.  Once you get near the top, be careful: just around the left
turn are three Major Elites.  Carefully peek around the corner, and stick a
Plasma Grenade to the closest Elite - this should hopefully take out two of
them.  Finish off the last one, then head down the corridor.  After it ramps up
slightly, you should see a blinking blue light in the distance.  Walk up to it,
then press (X) to activate the light bridge.

+-------------
- CHECKPOINT -
-------------+

Walk back down to your Warthog, and drive over the now activated bridge.  After
you cross, you'll enter another narrow tunnel, and get a message from Cortana.
Apparently, a lot more people got off the Pillar of Autumn than was first
thought - if you can find Keyes and the survivors, a more effective resistance
could be coordinated.

+-------------
- CHECKPOINT -
-------------+

Continue driving through the tunnel, which is an easy enough task, as there is
no resistance whatsoever.  After driving for awhile, you should see the tunnel
open up to the outside world.


=-=-=-=-=-=-=-=-=
= Reunion Tour  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+

As the Mission Objectives state, we need to find the three groups of survivors.
Not that we can do them in any order, but I'm going to start with the closest
group first.  As you exit the tunnel, just ahead of you you'll see a river and
waterfall; turn right and drive up the hill.  While heading in this direction,
you might see some pulsating blue lights over to the left, but ignore them for
now.  Once you're at the top of the hill, the river should be narrow enough
that your Warthog can easily cross, so do so.  As soon as you cross, turn left
and head back towards the blue lights I mentioned earlier and drive up the
narrow passageway.

+-------------
- CHECKPOINT -
-------------+

As you traverse the small hill, you'll see a large structure ahead of you, and
Cortana will mention that the humans may have taken cover inside of it.  Of
course, you know the area will be crawling with Covenant forces.  Once again,
you can try various strategies.  What I feel is the safest route, however, is
to turn right as soon as you've over the hill and drive through the two large
structures.  Your gunner will have plenty to keep him occupied, so keep driving
back and forth between the two structures, and he'll thin their numbers by
quite a bit.  Once all of the Covenant on the ground are killed, dismount and
enter the structure (there are at least two entrances).

+-------------
- CHECKPOINT -
-------------+

Make your way down, and you will eventually find the Marines.  You'll also meet
quite a few Major Elites, but fortunately, they're usually busy fighting the
Marines, so stick a Plasma Grenade on their back for a quick kill.  Continue
moving deeper into the structure, and it'll eventually start leading back to
the surface, where the other entrance was.  Once they're all clear, Foehammer
will come in to pick up the survivors.

+-------------
- CHECKPOINT -
-------------+
         ___________________________________________________________
     +--| MISSION OBJECTIVE: Search for the two remaining groups of |--+
     +--|                        human survivors                    |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
              _________________________________________________
          +--| MISSION OBJECTIVE:  Protect the human survivors |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
               _______________________________________________
           +--| MISSION OBJECTIVE:  Wait for an evac dropship |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Pick up the Med Kit near the structure, on the side near the cliff, if you need
it, and get back into the Warthog.  If you didn't already have one, a Marine
should accompany you in the passenger seat.  Now, orienting yourself from where
you came in, drive towards the right, and you should see another hill, with
another narrow passageway.  Drive through and down the hill, towards more blue
lights and the river.

+-------------
- CHECKPOINT -
-------------+

As soon as you're through the aforementioned opening and down the hill, you
should see more pulsating blue lights across the river.  Drive right across it,
and you may encounter a pair of Banshees.  Drive in erratic patterns to avoid
getting hit, letting your gunner make short work of them with the M41 LAAG.
Once they've been taken care of, drive up the hill near the blue lights.

+-------------
- CHECKPOINT -
-------------+

As you round a big left bend that opens up into a wider area, you should see
another structure up ahead, and a crashed lifeboat nearby.  Drive town towards
the lifeboat, letting your gunners and passenger take care of the two Jackals
or running over them yourself.  Now, drive back and forth closer to the large
structure, so that the Marines you're driving can thing down the number of
Covenant around it.

Soon, you should hear Cortana say that there are some Marines hiding in the
hills above the structure.  You can continue attacking the enemies near the
structure, or you can go ahead and drive up the hill (to the left side of where
you came in).  If you do the latter, two Major Elites will probably come up the
hill to attack - hop out of your Warthog to add your fire to that of the
Marines.

+-------------
- CHECKPOINT -
-------------+

There are probably still Covenant troops down by the structure, so get back in
the Warthog and drive down there.  Don't get too cocky, however, as a Covenant
Dropship will arrive near the crashed lifeboat and drop off more enemies.  Be
careful of the Dropship's plasma beams, and run over as many troops as you can,
letting your Marines take care of the rest.  In particular, try to run over the
Elites, as they do the most damage.  It shouldn't take long before all of the
Covenant are dead, at which point you'll get another message from Foehammer.
Shortly thereafter, she arrives to pick up the Marines.

+-------------
- CHECKPOINT -
-------------+
      _________________________________________________________________
  +--| MISSION OBJECTIVE: Search for the last group of human survivors |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
              _________________________________________________
          +--| MISSION OBJECTIVE:  Protect the human survivors |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
               _______________________________________________
           +--| MISSION OBJECTIVE:  Wait for an evac dropship |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Head over to the aforementioned crashed lifeboat, and hop out to pick up any
supplies you might need.  Get back in the Warthog and drive up the hill that
the Marines were on earlier, and follow the left rock wall as it curves around
to another opening on a hill (you should see a huge waterfall directly ahead).

+-------------
- CHECKPOINT -
-------------+

Cortana will chime in and say that you need to hurry and find the last of the
lifeboats, so drive down the hill and turn right.  Look for a segment of the
river that is short enough for you to cross, then do so and turn left, heading
back in the direction of the waterfall.  To the right, you will see a tunnel
descending into the rock wall - drive through.

Turn right as you leave the tunnel and enter the open area, and head for the
crashed lifeboat ahead (look for the smoke).  On your way there, you should
encounter some Grunts to the left, near the rocks, but your Gunner should be
able to take care of them.  If you'd like, hop out near the lifeboat and grab
any supplies you need, including the S2 AM Sniper Rifle!  Now, get back in the
Warthog, and drive up the hill near where you first entered.

There are some tight areas, but you should be able to squeeze through and drive
all the way to the surviving Marines!  Now, get ready for a Covenant Dropship
that appears near where you came in, and take out the tougher Covenant with
your newly found S2 AM.  Be careful of the Dropship's plasma beams, and take
out as many as you can.  One thing that made this part of the mission much
easier for me was the park near where you met up with the Marines, then hop
out and help with your weapons fire.  The hill you are on is pretty defensible,
especially with the added firepower of the M41 LAAG and you on foot.  Stick
in the general area of the Warthog, retreating to it when you're hurt, so that
it can cover you.

Several waves of Covenant Dropships will unload, so be prepared for groups of
Major Elites and Grunts that come up from paths to your "rear" (near the rock
wall, not facing the big grassy area down below).  Once they're all dead, look
around near the crashed lifeboat and where the Covenant Dropships appeared,
taking out any stragglers.  Usually, I find a couple of Major Elites that stay
down below, so take them out with two quick S2 AM rounds to the chest.  Finish
all of the Covenant off, and Foehammer will radio in, as will Cortana.  Looks
like Captain Keyes has been found, and is being held on a Covenant cruiser, the
Truth and Reconciliation.  Get back in your Warthog, drive back down to where
Foehammer is waiting, and hop in.  Congratulations!



===============================================================================
= B) Level 3: The Truth and Reconciliation                               kw-tar
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Truth and Reconciliation  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
           _______________________________________________________
       +--| MISSION OBJECTIVE:  Board the Covenant Battle Cruiser |--+
           ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Alright, the Covenant Cruiser is about 300 meters away, on the other side of
the plateau.  We'll have to fight our way over there, of course - luckily, you
are equipped with one of the most powerful weapons in the game, the S2 AM.  The
Marines that are accompanying you are going to hold back, while you take out as
many of the Covenant Stationary Guns and troops as you can.  Having said that,
it does not mean that you should go rushing in for the kill.  If ever there was
a good time to be as inconspicuous as possible, it is now.  If you get noticed
and fired at while you're trying to snipe, you might as well go back to your
last checkpoint.  The S2 AM is a wonderful weapon, but if an Elite is firing at
you, he WILL hit you and your scope is rendered worthless.

So let's start, shall we?  Head to the right, but don't go too far into the
narrow path.  I like to position myself so that I can see the stationary energy
shield and Shade right behind it, but as far to the right and back as possible.
Zoom in to 10x with your S2 AM and turn on your light-amplification - you will
probably see a Major Elite walking from left to right, passing behind a large
boulder just in front of the stationary energy shield.  Take him out with two
headshots.  In front of the boulder I mentioned above, either a Minor Elite
or Major Elite (it varies) should appear every once in awhile - kill him with a
single headshot if he's a Minor, two if he's a Major.

Also make sure to target the Grunts that man the Shade, as well as the Jackals.
Once you've cleared all the Covenant that walk into your viewpoint from here,
move further to the right, against the rock wall, and forward until you can see
more enemies.  Kill them as well, using as little ammunition as possible (that
means go for headshots every time).  Finally, move as far right along the ledge
as possible until you can see a second Shade far to the left - take out the
Grunt manning it as well.

Once the area is clear, rush in and grab some Plasma Grenades, and switch your
MA5B for a Plasma Rifle as well, if you wish.  Make your way to the large
corner near the second Shade, and use a combination of grenades and weapons
fire to kill the Covenant as they arrive.  The first wave should have a Major
Elite or two, but the rest are pretty easy - just Grunts and Jackals.  Once
they stop coming, round the corner and head up the path (be careful not to fall
off the ledge to the left).

+-------------
- CHECKPOINT -
-------------+

As you climb up the path, stop at the large boulder and pull out your S2 AM -
up ahead you should see a Major Jackal, which you can take out with one shot.
As soon as you do so, take out the Minor Elite that appears, as well as the
Grunt that runs for the Shade.  Head forward, and take out another Major Elite,
as well as Grunts that fire from the ledge above.  There's a Med Kit and ammo,
but I would really recommend saving them for later - if you're badly hurt at
this point already, you may want to just start over.

Make your way around the bend curving to the right, cautiously.  If more
Covenant show up, back up and regroup with the Marines for assistance, if
necessary.  Continue on, taking out and stragglers left behind, then walk up
the narrow path, once again making sure not to step off the ledge.

+-------------
- CHECKPOINT -
-------------+

Cortana will let you know that Covenant forces have been detected up ahead.
As you round the corner, you should see another Shade on a ledge up high.  Walk
towards it, stopping at the tree to the left, near the edge of the ledge.  Look
straight ahead (slightly to the right of where you see Halo's ring), and you
should see another ledge, with some spiky looking plants on it.  Zoom in with
your S2 AM, and wait for a Minor Elite that shows up.  Quickly take him out,
then a Jackal that appears to the left and below where the Elite was.

Now, what I like to do is walk back to the ledge that the Shade was on.  In the
corner where that ledge meets the rock wall is a boulder.  Move to the left of
the boulder and you should be able to jump on.  Switch to your rifle, and you
can just jump up and down for a little while, taking out any nearby Covenant
as you pop up, while their shots miss you as you descend.  Sneaky, huh?  Of
course, you could go the direct route if you prefer.

Move around the path, and to your right, you'll see a hill that leads up to
where all the Covenant are.  Run past it though, until you get to an area with
a tree and a spotlight.  Peek around the right corner, and you should see a
Major Jackal - kill him quickly.  Now, look further right, and use your sniper
rifle to take out another Jackal and a Major Elite.  At this point, Cortana
should radio in, saying that you've taken the left flank, so the Marines should
go up the middle (the hill I told you to run past) for the attack.

Run up to the rock wall ahead/left of you, and use a Plasma Grenade to take out
the Shade and Grunt manning it.  Also make sure to take out any other manned
Shades first thing, so that your Marines stay alive longer.  Quickly run in and
take out the rest of the Covenant, and Cortana will let you know that a
Covenant Dropship is inbound.  Run towards it, and chuck as many grenades as
you can as the doors open, to hopefully take them out as soon as possible, then
finish any survivors off with your weapon.

+-------------
- CHECKPOINT -
-------------+

Now, head to the path (it has two ledges to either side, with a Shade on each)
that heads further into the plateau, grabbing the Active Camouflage near a
tree to the left of where you first entered this area.  Of course, you can save
it for later as well.  Several Grunts and at least two Major Elites should come
out, so back up and kill them, with the assistance of your Marines.  Plasma
Grenades work wonders in the small passageway that they come through, by the
way.  Once they're all dead, Cortana will say that you're now directly under
the ship - all you have to do is simply use the gravity lift to enter the
cruiser.  Unfortunately, it's not going to be that simple.  If you're low on
health, go all the way back to that Med Kit near the beginning, then head back
here and make your way through the narrow passageway.

+-------------
- CHECKPOINT -
-------------+

Even before you are fully through the passageway, you'll notice some red blips
on your motion tracker.  Head back to the side of the area that you entered
from.  On a hill, there should be three gnarled trees, and on the ground near
them is an Active Camouflage!  Line yourself up with the passageway, then run
full speed and pick up the camouflage while heading straight for the red blips.
Don't fire your weapon, but instead club two Jackals as soon as you exit the
passageway, then go up a hill to the right and club an Elite and some Grunts.

By this point, your Marines should have joined the fray and helped finish off
the rest of the Covenant that were present.  However, a Covenant Dropship soon
comes in and unloads more troops.  One strategy that worked well for me was to
quickly take out all of the Shades, and then get in the middle one in the rear
(furthest from where you came in).  From there, you can use the Shade's rapid
fire to quickly take the Covenant from the dropship, and then the ones that
drop down from the lift.  Of course, you can try the old-fashioned run and gun,
but that will require lots of running around scrounging for ammunition and
grenades.  The important thing to remember if you use the Shade is to GET OUT
when your shield is drained - you are a sitting duck while you're in it.  This
tactic will work best if you keep your fellow Marines alive, obviously, as they
will draw fire away from you.  Anyways, after several waves, each with a few
Grunts, Jackals, and an Elite each, the battle slows down its pace.

+-------------
- CHECKPOINT -
-------------+

Instead of the swarms of enemies coming out, you're now going to battle a pair
of Hunters.  If you were using the Shade strategy, now is the time to stop.
Not only is the stationary gun ineffective against them, but their Fuel Rod
Cannons will make mincemeat out of you.  Again, there are several different
things you can try.  Hopefully, you still have the S2 AM, and can quickly snap
off a shot to the weak spot of each.  I actually find it easier to pick up an
MA5B, however, and close in.  Then, one at a time, sidestep each and unload
into their weak spots.  You'll have to repeat this a few times with both of
them, but if you have the sidestep timing right, it should be no problem at
all.  The trick is to get in close enough to both of them that neither of them
fire their Fuel Rod Cannons, yet far enough from one of them that you're only
being charged by one at a time.

Once they're dead, Foehammer will arrive with more Marines, thankfully.  They
all make their way straight to the lift, but don't do so.  Instead, scrounge
around for weapons, grenades, a Med Kit, etc.  Ideally, you should have a full
bar of health; trust me on this one.  And in my not so humble opinion, you will
definitely want the S2 AM, with as many bullets as possible.  You might be
wondering why, since we're going into a ship, which means close-range combat,
not sniping.  Well, you're right on that count - but even if you can't use the
scope of the sniper rifle, the power of each individual round is unmatched by
anything else you can lay your hands on so far.  Think of it as one big, dumb-
fire hand cannon.  Once again, feel free to do as you wish, as this is just my
recommendation.  As for your other weapon, I'd recommend either the Plasma
Pistol or Rifle, as I feel that they are more effective against Covenant than
the MA5b.  After you've loaded up on ammunition and health, step onto the lift.

+-------------
- CHECKPOINT -
-------------+

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Into the Belly of the Beast =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     ___________________________________________________________________
 +--| MISSION OBJECTIVE:  Find the ship's brig and rescue Captain Keyes |--+
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Keep your head on a swivel, listening to a small chime and flashing lights that
indicate that a door is opening.  Without using the scope of the S2 AM, simply
point and shoot - it's a Stealth Elite with a Plasma Sword.  It'll take two
shots, unless you are lucky enough to hit him in the head.  As soon as he is
dead, look for contacts on your motion tracker and run towards the door in that
direction.

Sometimes, it's a Commander Elite, which will require three S2 AM rounds to the
chest.  Don't wait for him to die - just pump three into his chest as fast as
you can, then quickly use a grenade to take out the Jackals and Grunts behind
him.  If it's not the Commander Elite that comes out, chuck a grenade at the
door to hopefully take out most of the Covenant (Jackals and Grunts) that come
pouring out, then quickly switch to your Plasma weapon to finish them off.
Don't get distracted, though - continue to watch your motion tracker, as
another Commander Elite may appear from another door.  It is imperative that
you kill them as fast as possible, because they can absolutely decimate your
Marines, not to mention you.

Always make sure your S2 AM is fully reloaded.  Remember, if it's not an Elite
that comes out of the door, throw a grenade and switch to your Plasma weapon
to finish them off.  If it is, shoot him three times, and then throw a grenade
and switch to your Plasma weapon.  If you do this quickly enough, constantly
keeping and eye on your motion tracker and running to the doors that the
Covenant come out of fast enough, you'll succeed, even if it takes a few tries.
I'm proud to say that I'm able to do this while keeping most of the Marines
alive!

An alternative strategy to try if you can't keep them alive and are getting
overwhelmed is to grab the Active Camouflage, which is behind a crate near the
left of the two doors that interconnect (the other two doors lead to darker
corridors with dead ends).  After you've grabbed it, quickly run around and use
your melee attack from behind, as well as grenades, to take out as many of the
enemies as you can (especially the Elites).  After a little while, if more
Covenant are still pouring out of the doors, you may want to run up into the
corridors that they run out of.  From there, you can quickly pop out and take
out an enemy or two, then retreat back.  Keep in mind that if you entered the
better-lit doors which lead further on into the level, they often appear to
your sides or rear, so keep an eye on your motion tracker to make sure you
don't get flanked.  Eventually, they should all fall.

+-------------
- CHECKPOINT -
-------------+

You've just survived what is probably the toughest battle of the game for most
people, so give yourself a round of applause.  Take a well-deserved break if
you need to, but when you're ready to play again, run around and find a dead
Marine and switch your Plasma weapon for a MA5B.  A pair of Hunters should come
out from the side doors, so run up close to them to keep them from firing their
Fuel Rod Cannons at you or your Marines.  Sidestep when they charge, and unload
into their orange weak spots.  You can also use a single S2 AM round for each,
but I prefer to use the MA5B, simply because I like to conserve sniper rifle
ammunition.  After those Commander Elites, Hunters are a piece of cake, huh?

+-------------
- CHECKPOINT -
-------------+

Even if you are really low on S2 AM ammunition, I still recommend that you keep
it with you, because it'll come in handy a little bit later.  For now, though,
pick up a Plasma Pistol to go with it.  Go down the passageway that the Hunters
came out of, and you'll see that the next door is locked.  The Marines will
stay here, while you go and look for another way around.  Go back up, and enter
the second door on the right as you exit.  Near it is a Med Kit, if you need
it.  At the top of the ramp, turn right, go through the door, and kill two
Grunts with your Plasma Pistol.

Walk to where the passageway turns left, then immediately turn around and run
back to where you came from.  A red contact should have appeared on your motion
tracker, representing either a Jackal or two Grunts.  You'll have to repeat
this constantly in this passageway, unless you want to get attacked from the
rear.  Anyways, head back to the left turn and move further up, until the Elite
spots you.  Retreat, and wait for him to come after you, then kill him with an
overcharged shot (to take down his shield) and a few more normal shots.  You
may also be able to sneak up on him and melee attack him, as he stands in a
nook on the right side.  Either way, once he's dead, turn back around.

Take out the two Grunts or Jackal that appear at your rear (on the other side
of the door), then walk back to the left turn.  You'll have to repeat this
process of going up the ramp, then doubling back to clear your rear several
times.  It can get a little tedious, but eventually, they'll stop appearing
behind you.  Note that there is also a second Elite up the passageway, in
addition to the first one you killed.  Once both your front and rear are safe,
make your way to the top of the ramp, near the pillar.

+-------------
- CHECKPOINT -
-------------+

Turn right at the door, and cautiously approach.  There will be a pair of Major
Jackals in front of you, as well as a Major Elite.  Quickly throw a few
grenades, and supplement that with your overcharged Plasma Pistol shots to take
out most of them quickly.  If you ever need a fresher pistol, simply walk back
and pick one up from the countless Jackals and Grunts you killed earlier.
There will also be another Major Elite and a pair of Jackals further up ahead
and slightly to the right.  Take the Jackals out with overcharged shots; if you
can find a Needler, those work well against the Elite.

Once the upper landing has been cleared, feel free to take out a few of the
Covenant down below and to the right as well.  Cortana will point out that the
locked door blocking the Marines is down there.  If you wish, you can jump down
there, but I prefer to go through the passageways, as that is a bit safer.  Go
all the way across the upper landing and through the door.  As soon as you go
through, you'll see an intersection just ahead.  Use a grenade and your Plasma
Pistol to take out two Jackals and two Grunts lurking around the right corner.

Go down the passageway that they were in, then turn left at the pillar, then
right again.  Move slowly, however - there is a Major Elite just around the
right corner.  Hopefully, you'll be able to sneak up on him and place a Plasma
Grenade right on his back.  Continue through the nearby door, then turn right
once again, and you should be at the bottom floor of the hangar.  Proceed in
cautiously, and pick up some S2 AM ammunition from the bodies of the Marines.
Now, a word about doing this: you may have recalled starting off with 64 rounds
of ammo for your sniper rifle, at the start of the level.  That was a one time
thing, though - once you went below 24, that is the maximum you can ever have
from now on.  Since each box of S2 AM ammunition gives you 16 rounds, don't
waste them!  For example, if you still have 20 rounds, don't go and pick up
a box, because you'll only get 4 (reaching the 24 maximum limit) - wasting 12
very, very valuable bullets.  There's also a Med Kit on one of the bodies if
you need it.

+-------------
- CHECKPOINT -
-------------+

A wave of Covenant should soon enter the room, consisting of several Grunts and
Jackals and at least two Minor Elites.  Play it safe and back up into the
passageway you just came out of, forming a chokepoint, and using a single S2
AM round into the head of each Elite.  Once the first group of Covenant has
been killed, another wave should come, so quickly restock on ammunition or a
fresh Plasma weapon if you need to, then retreat back into the passageway.  If
you'd like, you can even go back up to the upper landing if that's easier for
you.  Once all the Covenant have been killed, make your way to the console
marked by a navigation arrow, and use it to open the door blocking the Marines.
Now, make your way through the next door, marked by another navigation arrow
on your HUD.  For some reason, my Marines wouldn't follow me, but no matter.

Turn left at the intersection, right at the pillar, then kill the Jackal around
the corner.  Continue on, taking out another Jackal and a pair of Grunts.  Note
that you will pass a dead-end on your left walking down the long corridor.  The
second dead-end on the left sometimes has a Major Elite hiding in it - if not,
he'll be further down the corridor.  Kill him and continue all the way down,
finally arriving at another door.

+-------------
- CHECKPOINT -
-------------+

Walk forward until the door opens, then stop.  Here starts my favorite music in
the game!  Also, if you had any surviving Marines from before, they should meet
up with you here.  Anyways, you'll see a Covenant Dropship take off, and to the
left, a pair of Grunts.  Move a little bit forward until you can see the top of
a high platform directly in front of you, with a patrolling Major Elite.  Take
out the Grunts with your S2 AM (note that if you fire early enough, before the
Dropship leaves, it may be a single Grunt and a Jackal to the left), and then
the Elite above with two headshots.  A second Grunt (if you killed the Jackal
instead of him earlier) should come running around the left side, so kill him
quickly as well.

Move a little bit further into your room, and a second wave of Covenant should
come pouring in, from the right.  Most likely, your Marines will die here, so
to avoid being overwhelmed, duck back into the passageway you came out of.  Pop
back out and use your S2 AM to one by one take out the Covenant.  Once the
first wave has been destroyed, another will come out.  This second wave will
have Jackals up above, so be careful.  If you run low on rounds for your sniper
rifle, there is some at the base of the platform that the Elite was walking on
earlier.  Once the area has been cleared, make your way further into the bay.

+-------------
- CHECKPOINT -
-------------+

More Covenant should quickly appear, so run back as fast as possible to the
same door/passageway.  Once again, kill them all with your S2 AM, since there
is plenty of ammunition around.  Once they're all dead, run further in to the
bay, and then all the way back to the door.  If you went far enough, you should
have triggered another wave of Covenant, with some of them coming out the door
we've been hiding behind.  Quickly kill the Grunts and Jackal coming out of it,
then repeat with the others that emerged from a different door.

After you have cleared the area, move to the far side of the bay and approach
the door.  Once you get close enough, Cortana will say that she's going to try
and override the door - run back to, you guessed it, the original door.  A few
Grunts should be coming out, so use a grenade to quickly kill them.  Also kill
an Elite that should be lurking around, and after they're all dead, the music
will change tone.  You've heard it a few times before, usually when Hunters
appear.  Well, guess what?  Trade whatever plasma weapon you're using for one
of the Marines' MA5B rifles, then charge in to close range, so that they don't
fire their Fuel Rod Cannons.  Once again, sidestep and unload, sidestep and
unload.  Of course, you can try to back far away and use your S2 AM as well.

As soon as they're dead, Cortana will open the door.  Before moving through,
make sure to pick up the Overshield near the newly-opened door and the Med Kit
near the S2 AM ammunition, if you need it.  Once you're all stocked up, go
through the door.

+-------------
- CHECKPOINT -
-------------+

As soon as your turn right, you'll see a Grunt that is easily taken care of.
Keep on your toes, however, as up ahead are more Grunts and a Major Elite.  Use
grenades to kill these quickly, as they are so effective in narrow corridors
like this one.  Up ahead are more Grunts and two Stealth Elites - and this
time, they're not armed with Plasma Swords that totally defeat the purpose of
being invisible.  You may be able to use your S2 AM to try and take them out,
because the light-amplification makes them slightly visible.  However, I prefer
to simply throw grenades and rush in with my Plasma Rifle.  They're not very
well shielded, so are pretty easy to kill.  Continue on, keeping an eye out
for several Jackals as well.

+-------------
- CHECKPOINT -
-------------+

Sometimes, the Jackals will be going in the same direction as you, and walk
through the door that you're headed towards.  Try to take them out before they
get there, as it makes things slightly easier.  Go through the door, and use a
few grenades to take out several more Jackals, as well as a Major Elite.  For
the latter, it may be easier to run back down and grab a Needler, then switch
back to whatever you were using once he's dead.

Now, run straight ahead about halfway down the landing you're on, then turn
around and run back to the door.  From the left (when looking out the door),
several Covenant, including about two Elites, should run in.  Use the Needler
again if you wish, as the exploding needles may even take out several enemies
at once.  After they're all dead, continue down the left side, but walk down
that way BACKWARDS (facing the door we've been hiding behind).  After just a
little ways, you should see the door flash and hear it opening.  Quickly throw
a few grenades and supplement that with weapons fire to kill the Covenant that
come out.

Walk all the way down the left side now, then slowly approach the door to the
left.  If you're lucky, the Major Elite on the other side will be facing away
from you, making for an easy kill.  Kill the Grunts in the corridor as well,
then go through.

+-------------
- CHECKPOINT -
-------------+

Turn right at the pillar, and there may be several more Grunts, if they didn't
come out earlier.  Further in the distance are a pair of Major Jackals as well,
so use your S2 AM to take them out easily.  Pick up a Needler from one of the
Grunts you killed, then move up to where the two Jackals were.  Turn right,
then immediately unload a full clip of needles into the Elite to quickly kill
him.  Go ahead and switch back to a different weapon if you wish, and if you
are running low on S2 AM ammunition, you can still run all the way back down
to the bottom floor (where you fought the Hunters) for more.

Continue on the path where the Elite was, and the ramp will start to descend
slightly.  Turn the corner and take out a couple of Grunts, then move on, as
the corridor starts to climb again.  At the top, turn right, and you'll see
the door leading to the third floor.

+-------------
- CHECKPOINT -
-------------+

As soon as you go through the door, immediately turn right.  In the distance,
near an opened door, you'll see a Major Elite and two Grunts.  Use your S2 AM
to quickly take out the Elite, then kill the Grunts however you choose.  Walk
down to where they originally were, then turn left.  Now, proceed very, very
cautiously.  Once you get far enough, a group of Covenant will appear to your
front, another from the door that you entered this room from.

You have several options to make this battle easier.  One, you could drop down
to the lower level, then walk all the way back up, so that none are behind you.
Or, what I prefer to do, being too lazy to walk that far, is simply run as fast
as you can back to where you came in.  Throw a few grenades and use your Plasma
weapon to quickly destroy the Grunts and Jackals.  That wasn't so bad, was it?
As soon as they're taken care of, go ahead and take care of the far ones.  Once
again, it's only Grunts and Jackals, so you shouldn't have too much trouble.

Again, walk all the way down to the other end of the landing, and you'll then
reach a door to the right.  You should be expecting this by now: two groups of
Covenant appear, one from behind and one from the door.  I prefer to just use
grenades to clear the Covenant exiting the door, but of course, you can always
jump down to the next level and work your way back up if this is easier for
you.  This wave of Covenant is slightly tougher, as there is a Minor Elite from
behind the door you're trying to go through.  After all the Covenant lay dead,
continue on through the door, turning left at the pillar.

+-------------
- CHECKPOINT -
-------------+

Once you get to the next pillar, turn right - by this point, you should see
quite a few red contacts on your motion tracker.  Ahead of you, you will see
a four-way intersection.  To the left is a dead-end with a Med Kit and S2 AM
ammunition, while straight ahead is a door into the control room.  Taking the
right path and going through the door leads to another passageway, with another
two entrances to the control room.  Stock up on ammunition if necessary, then
enter the control room from the door straight ahead.

You should see several Grunts laying asleep, but I wouldn't recommend trying to
go in to club them.  There is a few Major Elites patrolling on the lower level,
and a Commander Elite (armed with a Plasma Sword) on the raised platform.  If
you entered from the door I told you to, one of the Major Elites, as well as
the Commander, should both be in plain view.  Use two S2 AM rounds to kill the
Major Elite first - the Commander Elite should then charge you.  Quickly reload
your rifle while backing up into the hallway, then pump him full of three S2 AM
rounds to the chest.  From the relative safety of the hallway, try to take out
a Jackal, the other Major Elite, and the Grunts, backing all the way up to the
pillar to make sniping easier.  Several Grunts from another room will also rush
in to help, but are more of a nuisance than anything else.

+-------------
- CHECKPOINT -
-------------+

After all the enemies are dead, restock on ammunition and health if you need
to.  Cortana will tell you that Captain Keyes' signal is strong, so must be
pretty close.  Head towards the door indicated by the navigation marker on your
HUD, go through, then turn left.  As you reach the next left turn, a pair of
Grunts will be right around the corner, so quickly kill him and approach the
right turn.

Peek around the corner, and take out a pair each of Jackals and Grunts.  Move
on once they're dead, turning left at the pillar.  Carefully take the next
right, as a pair of Jackals are patrolling the small intersection ahead.  They
probably won't be able to see you right away, so simply throw a grenade to take
out both of them.  Move past their bodies and turn left, then right at the next
intersection.  Up ahead, you'll see a locked door, while an unlocked one is to
the left.  First go down the right path, however, which descends slightly.

+-------------
- CHECKPOINT -
-------------+

Look around the left corner, and you should see two Jackals walking one behind
the other.  Quickly take them out with your S2 AM, then head down to where they
were.  To the right is an opened door, in which you should be able to see a
Commander Elite wielding a Plasma Sword, as well as more sleeping Grunts.
Don't be fooled, however - there are also a pair of Stealth Elites in there as
well.  Head back where you came from, all the way to that unlocked door I told
you to ignore earlier.

Go through, and you'll see that it's empty.  Move to the control panel and hit
(X) to open the prison doors.  In the far right cell (looking from the panel)
is a Med Kit and S2 AM ammunition, while behind the platform that the console
is on is an Active Camouflage.  Now, before you pick it up, do you remember the
way back to the room with the Commander Elite and Stealth Elites I told you
about?  Okay, pick up the Active Camouflage and haul ass all the way back to
that room.

Before your Active Camouflage wears off, melee attack everyone you can, or
stick a Plasma Grenade on them.  The Stealth Elites can be pretty difficult to
see, but do your best.  Hopefully, you'll be able to take everyone out before
they even know what hit them.  Stock up on grenades and fresh Plasma weapon,
the go up to the console and hit (X) to open the prison doors.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Captain Keyes admonishes you for coming to rescue him - but despite   |
    | appearances, he is nonetheless very thankful that you did so.  He and |
    | the Marines grab some weapons, and Cortana informs you that she has   |
    | learned that the Covenant seem to think that Halo is a weapon, and    |
    | are trying to figure out how it works.  Of course, we have to stop    |
    | them from doing so, but first we need to get out of here...           |
    |_______________________________________________________________________|


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Shut Up and Get Behind Me...Sir =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          _________________________________________________________
      +--| MISSION OBJECTIVE: Return to Shuttle Bay for Extraction |--+
          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+-------------
- CHECKPOINT -
-------------+

Immediately after regaining control of the Master Chief, run towards the door
to the prison.  Throw a grenade as the door opens, and firing as well.  Two
Stealth Elites are entering, and even if you don't destroy them, hitting them
reveals where they are, for your Marines to help finish off.  Go through the
door and kill a pair of Jackals as well.

Now, I've already mentioned in this walkthrough that I really like to keep my
Marines alive as long as possible.  Many others simply don't care, and consider
them useless.  Whatever your stance on their effectiveness, it is absolutely
imperative that you don't let your fellow soldiers (in particular, only Keyes,
really) die.  This means that you should always be at the front of every melee,
taking damage to save them from taking it.  Yeah, it sucks, but what're you
gonna do - it's your job.

Turn left after exiting the prison, then quickly take out the Elite with your
S2 AM.  Finish off the Grunts as well, then continue down the corridor.  Turn
right, then left, and take out another Major Elite.  This one is too close to
snipe, so use your Plasma weapon or a grenade.  Continue through the corridor,
taking out several more Grunts and Jackals, then press on towards the control
room from before.

+-------------
- CHECKPOINT -
-------------+

Turn right and move slowly up the ramp to open the door to the control room,
and you will see a pair of Stealth Elites (wielding Plasma Swords) on the lower
level.  Use two S2 AM rounds each, firing where you think their bodies are.
Keep in mind that they hold their swords in their right arms, and that the S2
AM's light-amplification makes them easier to see.  There is a third Stealth
Elite on the lower level as well, but he's usually on the far end of the room,
obscured by a pillar.  When you finally spot him, repeat as you did with the
other two, then immediately run far enough back into the corridor that the
Marines and Keyes are not in the control room.

Cortana will request Foehammer come in for an extraction, but the Covenant are
keeping her from doing so.  We'll have to find our own ride - Captain Keyes
will ask Cortana to locate a ride, and she'll find a Covenant Dropship that is
still docked.  Now, slowly approach the control room, trying to keep the
Marines from rushing ahead of you.

A large swarm of Grunts will have entered the control room, and would have made
short work of your soldiers if you hadn't backed out.  Try to take out as many
of them as you can, before the Marines rush in.  Don't they ever learn that
they should leave the hard work to you?  Anyways, shoot the Grunts before they
can throw any grenades, and your group shouldn't have any casualties.

+-------------
- CHECKPOINT -
-------------+

If you have any Med Kits and ammunition stockpiles you didn't pick up earlier,
go ahead and run all the way back to pick them up, then return to the control
room.  Now, make your way back to the hangar from before, using the navigation
marker on your HUD as a guide.  Go through the door into the hangar, and as
soon as you do so, throw a few grenades, preferably at the nearby Major Elite.
This is the last battle of the level, so there's no longer any need to conserve
your weapons.  Again, don't let the Covenant throw any grenades, as these can
easily take out all of your troops.  Once they're all dead, move to the nearby
console and hit (X) to release the Dropship clamps.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The Master Chief, Marines, and Keyes board.  Rather then wait for     |
    | Cortana to interface with the controls, Keyes decides to pilot the    |
    | Covenant Dropship himself, quickly pancaking two Hunters that rush in |
    | to attack.  The getaway is then made - now, on to finding Halo's      |
    | control room.                                                         |
    |_______________________________________________________________________|



===============================================================================
= B) Level 4: The Silent Cartographer                                    kw-tsc
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=
= The Silent Cartographer =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
          _________________________________________________________
      +--| MISSION OBJECTIVE:  Clear the landing beach of hostiles |--+
          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as you regain control of the Master Chief, run straight ahead and throw
a fragmentation grenade at the Grunts in front of you.  As soon as you throw
it, turn left towards some boulders near the rock wall.  Use your MA5B or M6D
to take out the two Grunts taking cover there, then quickly switch your MA5B
for the Needler.  Head in the original direction you were going, unloading a
full clip of needles into the Elite, then on any other Grunts nearby.  Taking
cover behind the next set of barricades (past the stationary energy shield) is
another Major Elite, so use another clip of needles on him.  Your Needler
should be just about out of ammunition, so switch it for the Elite's Plasma
Rifle.

Continue on as fast as you can, trying to stay ahead of the Marines.  As you
pass the large structure to the right, into a darkened area, use a few grenades
to clear out several Jackals, and the finish off two more Major Elites.  Make
sure to focus on one at a time, as they will try to hide behind the boulders
when their shields are down.  With the combined firepower of the Marines behind
you, you shouldn't have much trouble.

+-------------
- CHECKPOINT -
-------------+
           _______________________________________________________
       +--| MISSION OBJECTIVE:  Find the entrance to the map room |--+
           ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Foehammer should then fly in, dropping off a M12 LRV Warthog.  Note that if one
of the Marines in your Warthog is pretty hurt, you can walk over to his spot
hit (X) to make him exit the vehicle.  Then, get in the driver's seat and head
over to where the other Marines are, and another one (hopefully in better
shape) will get in.  Just be careful not to run them over.  Once you're happy
with your crew, head down the beach in the same direction as you were running,
keeping the water to your right, then round the big left curve.

+-------------
- CHECKPOINT -
-------------+

As soon as you've rounded the corner, you should see some Jackals far ahead -
some on the beach, some on a large rock slightly to the left.  I like to aim
for the Jackals on the beach and gun it, trying to run them over while the
passengers support you with weapons fire.  You should be able to get the
Jackals on the beach with one run, although the ones on the rock are harder to
hit, because of the angle.  Also note that there are several Grunts and a pair
of Elites near the steep path as well, although they like to take cover among
the trees.  Simply drive back and forth, letting your Marines do the work.
If the Covenant on the rock are giving you too much trouble and you can't seem
to finish them off, feel free to dismount and go take care of them on foot.
After all the Covenant are dead, make your way up the climbing path that the
two Elites and Grunts were near.

+-------------
- CHECKPOINT -
-------------+

At the top of the hill, you should see some Jackals below you to the front, and
a large structure to the left.  Be warned that the structure is very well
guarded, with at least five Major Elites and one Minor Elite, as well as a
large number of Grunts.  I like to drive straight for the three Elites outside,
on the far side of the structure, then turn just before I get to them.  Time it
right, and your slide should take out all three of them.  As soon as you come
out of the turn (you should be facing where you came from), gun it to get out
of there.  Go just far enough so that your gunner can cover the exits of the
structure, then get out and finish the rest of them with Needlers or Plasma
Grenades.

Once again, feel free to try other strategies, such as sniping from afar with
your M6D pistol.  I just like the more direct approach, because you can catch
the three Elites outside unaware, running them over faster than they can react.
Also, go ahead and take out the Jackals down on the beach if you wish, as there
is an overshield near the barrels down there.  Hopefully, your Marines will not
have taken much damage, if any at all.  Park your Warthog and make your way
into the structure, and Cortana will contact you.

+-------------
- CHECKPOINT -
-------------+
              _________________________________________________
          +--| MISSION OBJECTIVE: Find the Silent Cartographer |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Go down the steep ramp to the right, turn left through the door and go down
another steep ramp, then carefully poke your head around the left corner at
the bottom.  Throw a grenade or two down there to take out the Major Elite and
four Grunts.  You may have noticed a Plasma Sword wielding Elite on the other
side of the door down there, which Cortana will tell you to not let them lock.
Unfortunately, it does get locked, so Cortana will contact Captain Keyes, who
is on his own mission.  He requests that you find some way into Halo's control
room, so we'll need to find a way to get this door open.

        _____________________________________________________________
    +--| MISSION OBJECTIVE: Find the main facility security override |--+
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+-------------
- CHECKPOINT -
-------------+

Make your way back up to your Warthog and climb in, then drive down to the
beach.  Continue in the same direction as before, keeping the water to your
right, and passing underneath a small overpass.

+-------------
- CHECKPOINT -
-------------+

After going beneath the underpass and making a slight left, you'll see a small
hill in front of you.  Park at the base of it, then get out and walk up the
hill - at this point, Cortana should inform you that there is a path into the
interior of the island.  Climb up until you can just barely see over the edge,
and you'll spot a Major Elite, about seven Jackals, and some Grunts.  It's a
long distance throw, but you should be pretty good at aiming grenades by now.
First hit the Elite with a Plasma Grenade, then use a few more to take out most
of the Jackals.

There will most likely be a few stragglers, so head back to your Warthog and
start driving back and forth in front of where they were (near another crashed
Warthog), until your Gunner takes care of the rest.

+-------------
- CHECKPOINT -
-------------+

Climb out and pick up any supplies you need from the crashed Warthog, as well
as from the dead Covenant, then head towards the narrow path.  If you'd like,
you CAN drive your Warthog through, by squeezing to the left of the tree in the
middle of the path, with your left wheels on the rock.  To get through, you
have to be driving pretty fast, then turn right just as you get to the gap.
It's not necessary, of course, but either way, be prepared for another Elite
and several Grunts.  The Grunts will be moving from left to right at the top of
the hill, with the Elite following soon after.

After the first group, another group of Grunts and an Elite will be further
ahead, behind some boulders to the left.  Grab a Needler from one of the Grunts
you killed earlier to make getting them much easier.  Once the area is clear,
climb up the hill that the last group of Covenant were on.

+-------------
- CHECKPOINT -
-------------+

At the top of the hill, you'll notice some large red blips on your motion
tracker.  To your right is a large structure, as well as a pair of Hunters.
They should be absolutely no problem at all, however, with your M6D.  Snipe
them if they haven't noticed you, or rush in and sidestep their charge.  As
soon as the Hunters are dead, a group of about five Jackals will come down the
hill opposite of where you entered this area, so use a grenade or two to help
whittle them down, before taking care of the rest.

+-------------
- CHECKPOINT -
-------------+

Littered around where the Hunters were are several crates, and two overshields
right near them.  Also, there is a Med Kit and some ammunition on the grassy
area, near where you came in.  Once you're all stocked up, head on up the hill
that the Jackals came from.  It descends into another area, with an Elite and
a about five Grunts straight ahead in the open, and about three Jackals to the
right.

If you were able to get the Warthog through, this part should be a piece of
cake.  Park at the top of the hill, climb into the Gunner's seat, and use the
M41 LAAG to take out the Grunts in the open, as well as the Jackals that very
stupidly move into view.  Then, drive back down and let your Marines take care
of the Elite.  If you don't have the Warthog, however, use your M6D to take
care of the Grunts first.  Pick up a Plasma Pistol, and use overcharged shots
in combination with your M6D to take care of the Jackals, and then finally,
the Elite.

+-------------
- CHECKPOINT -
-------------+

Continue on the narrow path to the left of the large structure.  As soon as you
turn the corner, you should encounter a large number of Grunts, which you can
take out whatever way you wish.  Make your way around the structure, keeping it
to your right, and you'll see a total of three overshields on the ground!  Go
ahead and pick one up (or, run back to get one of the ones near where the
Hunters were, to keep these ones closer at hand), then enter the structure.

+-------------
- CHECKPOINT -
-------------+

Go down the large ramp, then turn left into the room with all of the crates.
Quickly run to the left into one of the lighted nooks, then use the scope of
the M6D to locate the pair of Hunters in the far end of the room.  You may only
be able to see one at first, but that's ok - if you ran here quickly enough,
you should be able to snipe him without him even knowing you're there.  Repeat
with a single shot to the next Hunter.

+-------------
- CHECKPOINT -
-------------+

Check your overshield - is it still at full strength?  Good, let's move on,
then.   Continue on through the door behind where the Hunters appeared, all
the way to the end.  Cortana says to use the console to shut down the security
system, so hit (X) to do so.  You'll see a short scene of the locked door
opening, with the Plasma Sword-wielding Commander Elite waiting.


=-=-=-=-=-=-=-=-=
= It's Quiet... =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=
              _________________________________________________
          +--| MISSION OBJECTIVE: Find the Silent Cartographer |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The name of the sub-mission says it all; it's TOO quiet, in fact.  Head back
towards the room where you killed the Hunters, and you should hear a distress
signal from a Pelican Dropship, that is losing altitude.

+-------------
- CHECKPOINT -
-------------+

Continue heading back towards the room with the Hunters, but don't enter quite
yet.  I should probably warn you that there are five, count 'em, five Stealth
Elites now present.  It's probably not a good idea to stay in an open room and
take on five Elites of any type, let alone ones you can't see.  So run as fast
as you can through the room and up the ramp; hopefully, the overshield I told
you to pick up before should prevent you from taking too much damage.  You can
also use M9 HP-DE grenades as you run through, to hopefully clear a path.

+-------------
- CHECKPOINT -
-------------+

Once you're outside, go ahead and pick up another overshield.  Cortana will
inform you that Bravo 22, the Pelican we heard earlier, was bringing us heavy
weapons.  Crashed near the cliff across the way, you'll be able to see the
Pelican, and it doesn't look like there's any survivors, unfortunately.  Now,
there are two ways to get down there: you can simply drop down, or you can go
all the way back to the beach and drive around the island to get back to this
point (keep in mind that there are new enemies on the way back, however).

Dropping down is a lot quicker, but whatever you decide, try to take out the
Grunts on the far away cliff first.  Then, once you drop down or drive around
to the Pelican, take out two groups of Jackals, one at each end of the cliff.
You shouldn't have much trouble running them over and letting your Marines
finish off the rest.  Once they're all dead, drive over to the Pelican and
dismount.

There's four Med Kits if you need one, as well as an M19 SSM Rocket Launcher!
Personally, I would recommend keeping your M6D Pistol and trading whatever else
you're using for the rockets.  Once you're done picking up the goodies, get
back in the Warthog and drive down the beach, in either direction, back towards
the structure with the locked door that we just opened.

+-------------
- CHECKPOINT -
-------------+

As soon as you climb the large hill just before the structure, you'll encounter
a trio of Jackals waiting for you at the top.  Now guarding the structure is
yet another pair of Hunters, and these ones are pretty aware, so you may have
a hard time trying to snipe them, what with Fuel Rod Cannons firing at your
head.  Go ahead and try to use your M19 SSM if you wish!  Or, use your Warthog
to run them over/take them out with the M41 LAAG.  I have a thing about saving
ammunition, even though there's plenty of it, so I usually do the latter.
Anyways, once you're ready, head down into the structure - we don't need to
worry about that Commander Elite just yet.

+-------------
- CHECKPOINT -
-------------+

Go down the right ramp as before, down another ramp, and then left through the
opened security door.


=-=-=-=-=-=
= Shafted =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+

That was a quick checkpoint...oh well.  Turn right after having gone through
the security door, and you'll see a short cutscene, in which Master Chief looks
down at the depths of the room.

+-------------
- CHECKPOINT -
-------------+

Once you regain control, you may have noticed some red contacts on your motion
tracker.  Turn around and head back, then take the second left (the first takes
you back to where you entered).  Proceed down this corridor slowly, and then
peek your head round the right corner.  You should see a Major Elite staring
at one of those purple crates (or whatever they are), so go ahead and give him
a whack in the back of the head.  It doesn't make much of a difference, but I
like using the M19 SSM to do this, just for laughs.

Now, keeping in mind that we're soon about to fight a whole bunch of Covenant,
you might be better off switching your M19 SSM for the Elite's Plasma Rifle.
We can always come back here and pick it up again, of course, so don't worry.
Walk partway up the ramp to the right, just enough so that you can see a Grunt
patrolling back and forth.  When he's walking left, run up and club him in the
back of the head, then repeat with a sleeping Grunt in a little nook to the
left.

Now, head back down the ramp, and peek your head around the door near where the
Elite was.  You should see a second Major Elite ahead, partially obscured by a
pillar.  Aim carefully, as this throw is going to really count, then stick him
with a Plasma Grenade.  Now, back up into the narrow corridor, and take out the
Grunts and Jackals as they stupidly come after you.  Use grenades to make the
task even easier.  Alternatively, you could ignore the Elite at first and try
sneaking around like you're Sam Fisher, but I prefer the first route.  Note
that if you go the sneaky route, the Jackals might not come in, as they are
originally behind the door to the left, and only come in when they hear the
fighting.

+-------------
- CHECKPOINT -
-------------+

Go through the door on the left, that the Jackals came out of, and make your
way down the winding ramp.  Don't fall off, please.  Go through the next door,
carefully, as you may have noticed the motion tracker contact.  Take out the
two Jackals in the corridor to the right, then another two Jackals that are
usually found in the middle section of the room.  Finally, whip out your M6D
and take care of the two Hunters, sidestepping their charge before putting a
single bullet into their backs.

+-------------
- CHECKPOINT -
-------------+

You may have noticed some supplies to the right of where you first entered the
room - if you need some, go ahead and grab them.  Otherwise, run back upstairs
and grab your M19 SSM again.  We're going to be doing a lot of this "leap-
frogging": taking a weapon we want to keep, dropping it for something more
useful, then running back to get it again, etc.  Walk back down into the room
with the Hunters, then move to the far end of the middle section.

In the back is another winding ramp, so carefully make your way down, even
though it's pretty short.  Turn left into a wider area, and you'll hear that
the Marines have company; two Covenant Dropships are inbound with a bunch of
reinforcements.  The Marines will try to hold them off as long as possible,
while we continue our search for the map.  Anyways, you'll be on a high ledge,
overlooking a large room.  Head down into it.

+-------------
- CHECKPOINT -
-------------+

I would STRONGLY recommend that you remember the layout of the room - it can
be quite confusing, with all the pillars and such all over the place.  Drop
down from the ramp heading down into the room, though, and look underneath the
ramps.  You should see two doors, one on the left, one on the right.  If you
go through the left door, it leads down a small ramp to an Active Camouflage.
Do not pick it up yet, as you'll need it later; the right door is where we
want to go next.

Go down the winding ramp, then turn left and you'll see a long corridor, with
three patrolling Grunts.  Take them out from long range with your M6D, then
move cautiously down the corridor that they were on.  To both the left and
right are small triangle-shaped holes, in which you can see more Covenant
forces.  Throw a grenade through the left hole to try and whittle their numbers
down, hopefully killing at least the Major Elite.  If you go too far into the
middle of the ledge, you'll be in plain view for them to fire at you.  Anyways,
hop down and move to the left side of the room to finish off any remaining
Grunts.  If you continue down the nearby ramp, there's an overshield, but save
it for later.

Now, exchange your M19 SSM for a Needler and go down the ramp in the far right
corner (if facing the direction that you were when you originally entered the
room).   Don't go around the left corner yet - orient yourself so that you
will be facing down that corridor if you step to the right.  Now, quickly pop
out and unload a full clip of needles, then sidestep left back out of view.
The first clip should take out the first Elite, so sidestep right and unload a
second clip of needles to take out the second.

Head back up to where the overshield was, then pick it up and drop the Needler
for your M19 SSM again.  Head down the corridor where the two Elites were, then
hit (X) to active the Silent Cartographer.

+-------------
- CHECKPOINT -
-------------+
          _________________________________________________________
      +--| MISSION OBJECTIVE: Return to the surface for extraction |--+
          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

After you have discovered the location of the control room, Cortana will try
and contact Captain Keyes - apparently, he is unable to be reached, however.
Head back the same way that you came in, past the Elites, and up the ramp.
Cross the room straight across, and you'll head up another ramp.

+-------------
- CHECKPOINT -
-------------+

Some red contacts will appear on your motion tracker, and the music will then
change, so you know you're in for a fight.  Turn right, and you'll see some
type of hologram on a ledge above - partially obscured are two Jackals, so toss
a grenade up there to clear them out.  That ledge is actually where the Active
Camouflage I told you to save earlier is, but we can't jump up that high.  So,
head back to the last room, then climb up onto the long ledge that the Grunts
were on earlier.

Head back up the winding ramp, taking out the lone Major Jackal.  Now, if you
remember from before, the door near the one we're facing led to the Active
Camouflage.  So, head through this one and immediately turn right to run to the
next one.  Of course, you can always stay put and fight, but I find running to
be easier, as the room is literally swarming with Jackals.  Once you've picked
up the Active Camouflage, head back up through the door and to the far side of
the room.  The Jackals actually are quite useful, as they light the way up the
ramp.

Run up the ramp, making sure not to fire your weapon.  Melee attack them if
you get behind them, but for the most part, you just want to run as fast as you
can.  Continue following the winding path around, and you'll come across a
Major Elite accompanied by several Grunts - stick a Plasma Grenade on the back
of the Elite and continue on.  Head up another ramp and then turn right around
a corner to encounter more Jackals.  Your Active Camouflage is probably about
dead by now, so use grenades and weapons fire to take them out.

+-------------
- CHECKPOINT -
-------------+

Continue up the winding ramp, again being careful not to fall of the ledge,
then go to the top of the ramp to find yourself in the room where you fought
the Hunters a while back.  Once again, the room is now filled with enemies.
There are three Major Jackals, a Major Elite, and several Grunts.  There are
various things you can try, but I like to run up from the ramp, then jump left
out of the middle section.  Then, turn left and head to the dead-end, and use
that area for cover.

The three Jackals should arrive first, but you can make short work of them
with your M6D as they come around the corner.  Hell, use your M19 SSM if you
wish, we've been lugging it around all day.  Once the Jackals have been taken
care of, move ahead a little bit until you can see all the way across the room
to the right.  Zoom in with your M6D and take out the Grunts, then make your
way around the room and take out with Elite, with grenades or your rocket
launcher.  Also, those supplies from earlier should still be here as well, if
you need them.

+-------------
- CHECKPOINT -
-------------+

Head through the door and up the winding ramp, to the next door.  Move just far
enough that the door open, then stop.  You'll see several Jackals on a high
ledge, as well as a few more and some Grunts down below.  Use your M6D to take
them out from afar, ducking back down the ramp to avoid fire.  If you wish, use
your M19 SSM, but make sure to save one or two rockets for later.  Then, move
just a tiny bit into the room, so that when you face right, you can see the
doorway where you clubbed the Major Elite earlier.  Another one should be there
along with a Jackal, but hopefully they haven't noticed you yet.  Throw a
grenade in there to clear them out.

+-------------
- CHECKPOINT -
-------------+

Now, head through that door and down the narrow corridor, very cautiously.  You
haven't forgotten about our Commander Elite friend, have you?  In the corridor,
he's in the first right.  As soon as you see him, stick him with a Plasma
Grenade and get your ass away from him.  After all that buildup, that showdown
was kind of a letdown, huh?  Oh well...continue down the corridor he was in
and up the ramps.  Cortana will request pickup from Foehammer, and she'll be
on her way to extract you.

+-------------
- CHECKPOINT -
-------------+

Be careful - there are a total of six Stealth Elites milling about, waiting to
kill you.  Since this is just about the end of the mission, this is a great
time to use the rest of your rockets.  Of course, we're in a narrow area, so
make sure not to kill yourself along with them.  Most are in the top area in
which you can see outside, but sometimes, one may be further in the structure,
on the ramps.  Anyways, once they're all dead, run to the back of the Pelican
and hit (X) to enter.  Congratulations!

+-------------
- CHECKPOINT -
-------------+

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The coordinates for Halo's control room are underground, so Foehammer |
    | heads there to drop you off.  You'll see a large landing-type area,   |
    | already occupied by the Covenant and reinforced with Shade stationary |
    | guns.  A Grunt then runs off - presumably to gather his buddies for   |
    | your welcoming party...                                               |
    |_______________________________________________________________________|



===============================================================================
= Level 5: Assault on the Control Room                                   kw-acr
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= I Would Have Been Your Daddy  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
        _____________________________________________________________
    +--| MISSION OBJECTIVE: Reach the transition to the second chasm |--+
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as you're out of the ship, IMMEDIATELY turn to the right and start for
the door.  Throw a fragmentation grenade just before and just after it opens,
and you'll hopefully take care of both the Minor and Major Elites that come
out.  Mop up the Grunts with your MA5B, then switch it for a Plasma weapon if
you prefer.  If you were able to get both Elites early on with the grenades,
you probably will still be at full health, hopefully.  If you're low, you may
want to simply restart the level.  Grab some Plasma Grenades as well, and head
through the door.  There may be a straggler Grunt here, but he should be easy
enough to take care of.

+-------------
- CHECKPOINT -
-------------+

As soon as you enter through the next door, you'll see a Major Elite.  Quickly
hit him with a Plasma Grenade and back up.  After he's dead, walk just a tiny
bit into the room, and look to the right.  You should see another Major Elite
that you can try to sneak up on and melee if you wish, but I prefer to just hit
him with a Plasma Grenade as well.  You should really get familiar with the
layout of these rooms, by the way, as you'll be seeing a lot of them.  Note the
large central room in the middle, and the side paths on either side.  There are
also ledges above the side paths, which usually have a Grunt or two on them.

Anyways, once you've taken care of both Elites, work your way around the room,
taking care of the Grunts and/or Jackals however you choose.  Usually, I like
to stay by the entrance, move in a little bit, then when I see an enemy, fire
at them while moving back to the entrance for cover.  Doing this also lessens
the chance of you getting flanked from behind, as you walk through the room.
Once the room is cleared, Cortana will tell you that the Covenant presence is
a lot stronger than expected - they seem to have the region secure.  Stock up
on fresh Plasma Grenades and weapons, then move through the next door into the
corridor.

+-------------
- CHECKPOINT -
-------------+

Go through the next door, and you'll be outside, with snow falling.  Cortana
will mention that the weather seems natural, not artificial, indicating that
Halo's weather system may be malfunctioning.  You'll also hear some Marines,
Fire Team Zulu, requesting backup - Cortana will let them know that we're on
the way.  Anyways, even before they're finished talking, go and smack around
the sleeping Grunts, in particular the ones near the Shades.  Note that the
location and number of Grunts is random, so there might not even be any next to
the Shades.  Try not to let the Banshee catch sight of you, as it will let
other Covenant nearby know of your presence.

Run down the stairs ahead and to the left, then look for a Major Elite down
below, hopefully with his back turned.  If the Banshee had spotted you earlier
and fired at you, he'll be ready for you.  If he doesn't know you're there,
though, stick him with a Plasma Grenade - otherwise, take him out with your
Plasma weapon and head back to the top level.

Back up to the door that you entered through, then switch to your M6D to take
out the Banshee.  Duck back into the corridor if your shields get too low, and
then put a few more rounds into the Banshee to see it burst into flames.  Now,
carefully continue along the bridge, taking out a couple of Jackals as well.
The Plasma Pistols that the sleeping Grunts had work wonderfully against them.
Note that the Jackals will sometimes move to the level below, so keep an eye
out for them.

Further down the bridge are more Jackals and Grunts - be careful that they're
not on the level below you, allowing them to get at you from behind.  Backtrack
and change levels as necessary, eliminating any enemies as you move forward.
Once you're almost all the way across the bridge, you'll see the far door open.

+-------------
- CHECKPOINT -
-------------+

Throw a grenade over the barrier at the door, then start backing up.  Several
Jackals and a Commander Elite with a Plasma Sword should come running out, and
hopefully be killed/damaged by the grenade.  Otherwise, use an overcharged
shot to take down the Elite's shields, then your M6D to finish him off.  Or,
you can always stick him with a Plasma Grenade when he runs toward you.  Either
way, kill any surviving Jackals after the Elite is dead, then go through the
door into the next corridor.

+-------------
- CHECKPOINT -
-------------+

Head through the next door and stop, then turn left; don't worry about your
right side, as it's blocked off.  Snap off a few quick shots against the Grunts
in the distance then back into the corridor you came from.  Wait for a little
bit, and a Stealth Elite should come right into view.  Quickly kill him, wait
for your shields to recharge, then go back in and finish off the Grunts.  Now,
pull out your M6D.  Make your way around the left side of the room, and look
for two Hunters.  Your best bet is to close the distance and sidestep them when
they charge, putting a bullet into their backs when they do so.

As you moved around the left side, you may have noticed two dead Marines, along
with some M9 HP-DE grenades, ammunition, and a Med Kit.  Hopefully, you haven't
lost any health yet, but if you're badly hurt, go ahead and pick it up.
Continue making your way around the room until you're almost back to where you
entered.  To the left, you'll see a small passageway with a blinking light,
which you should go through.  It leads to a small room with a ramp and another
door, so go through it and up the next ramp.

+-------------
- CHECKPOINT -
-------------+

Walk through the door and get on the lift, then hit (X) to descend.  At the
bottom, head through another door and into the corridor.

+-------------
- CHECKPOINT -
-------------+

Go through yet another door, and you'll spot quite a few sleeping Grunts.  Play
Whack-a-Grunt with your weapon of choice; you should have no problem melee
attacking them all before any wake up.  Once you're done, check the left-hand
junction for any more Grunts, then head back and go down the right junction.
Make sure not to linger in front of the windows looking into the central area
of the room, as enemies in there might spot you.  Somewhere down the right
side of the room, you'll see a Major Elite patrolling.

Sneak up on him and melee attack him or stick him with a Plasma Grenade.  Doing
the first option is a little bit harder, but will allow you to sneak up on even
more Grunts, rather than fighting them.  Continue making your way around the
right side of the room and melee another sleeping Grunt.  Take cover and wait
for another Grunt to come out of the center section of the room, then hit him
from behind as well.

Of course, you can always go the direct route and shoot it out with them, as
you are probably going to get spotted sooner or later anyway.  There are a
couple of Jackals in the central area, as well as more Grunts.  Back up so that
you don't get attacked from several sides at once, then take them out with
grenades and weapons fire.  Continue making your way around the edge of the
room until you get to another door - go through and enter the corridor.

+-------------
- CHECKPOINT -
-------------+

Now, before you go through the next door, I have to warn you that you're in for
a pretty tough fight.  Not necessarily tough in the sense that you'll die alot,
but tough in the sense that the Marines you heard earlier will die alot.  Ok,
you ready?  Run through the door and immediately turn left, until you can see
a Shade firing.  Quickly shoot out the Grunt as you continue running in that
direction, and you should see some Marines, as well as a flipped M12 LRV
Warthog.

Head straight for the Warthog, taking out and Covenant you may see on the way
with grenades, then flip it over with (X) and get in.  Definitely make sure
that a Marine gets in to man the M41 LAAG, but if noone is able to make it into
the passenger seat, don't worry about it too much.  The key thing to remember
is that you never want to stop moving - if you do, the nearby Ghost, Shade, or
Wraith will blow you to bits.  Drive in a wide circle, letting your gunner take
care of the Ghost, then drive closer to the high ledge with the second Shade,
and he should be able to take care of that too.

Now, we need to worry about the Wraith.  It's atop a frozen pond near the ledge
with the Shade - do not, at any cost, drive onto the ice, or you'll skid and
pretty much be a sitting duck.  For that matter, stay as far away from the
Wraith as you can, but still be in close-enough range that your gunner will
fire at him.  The reason I say to not get too close is because the mortars that
it fires are much easier to avoid when you're further away - they have to arc
much more, thus giving you more time to dodge out of the way.

Once the Wraith blows up, you should focus your attention on more Covenant
forces, including an Elite and some Jackals, that head down from the path next
to the frozen pond.  Simply continue what you've been doing, driving around and
letting your gunner do all the work.  Try and run over them if you wish, also.
Drive down the path that the last group came from, and take out several more
Jackals.

+-------------
- CHECKPOINT -
-------------+

Now, drive all the way back to where the Warthog originally was.  Dismount and
pick up the S2 AM Sniper Rifle and M19 SSM Rocket Launcher if you wish, as well
as the Med Kit if you need it.  Now, get back in the Warthog and drive down to
where we killed that last bunch of Jackals.  Gun it right off the short cliff,
aiming for the right side.  As soon as you land, you'll see a M808B Scorpion
Main Battle Tank!  Drive towards it and quickly hop off of the Warthog, before
jumping right into the Scorpion.

As soon as you do so, locate the group of Covenant and fire with both triggers
at the large groups of Covenant.  You want to CONSTANTLY be using the machine
gun, then firing your main cannon as soon as it recharges.  Take out all the
nearby troops, and check to make sure that the Sarge (you'll know it's him
because he's using an S2 AM Sniper Rifle, instead of a MA5B) is alive.  He'll
jump aboard the Scorpion as well, but don't get too comfortable.

+-------------
- CHECKPOINT -
-------------+

Two Ghosts soon fly out from the nearby tunnel, but they shouldn't be any
problem against your tank.  A group of Jackals will also emerge from the same
tunnel, so take them out as well.  Don't go through it, however - instead take
the icy path to the left of the tunnel.  There will probably be an Elite and
a couple of Grunts here, but once again, troops aren't a problem with the tank.
Just make sure they don't hit you with a Plasma Grenade - if they do, revert to
your last save.  Continue down the path.

+-------------
- CHECKPOINT -
-------------+

Move cautiously forward, until you see a Ghost ride over the hill straight
ahead.  Take him out with your cannon, then turn to the right.  They can be
somewhat hard to see, but use your cannon to take out some Jackals running
around.  Now, move a little bit forward, until you can see a high ledge far to
the right.  There's a Shade on top of it, so use your cannon to send it flying
off the ledge.  Now, drive up the hill that the Ghost attacked you from, so
that you can get a better angle on the Wraith.  Two hits from your main cannon
and the Wraith is gone.  Far ahead in the distance, you should see what looks
to be some large tunnel - on a ledge atop it is another Shade.  Keep firing
your cannon at it, and you'll eventually see it go flying.

Since you have unlimited ammunition, you can really take your time, looking for
anything that moves and shelling it.  Too bad the Scorpion doesn't have a nice
scope, but you can always hop out and use your S2 AM to look for more targets.
Anyways, once you're happy with the destruction you've caused, head towards
the large tunnel.  There's also a Shade, as well as some Elites, to the far
left of the tunnel entrance as well, so be careful and take it out as soon as
possible.  Above the tunnel entrance, near the Shade you knocked off earlier
was, is a second Wraith, but it's usually out of view and hard to hit.  Just
make sure you don't get hit by it - if you do, and it kills your Marines, I
would revert to your last save.

+-------------
- CHECKPOINT -
-------------+

As you head towards the large tunnel, keep your eye out for a Banshee that will
fly in from above and behind.  Quickly take it out with your cannon, then turn
back to the tunnel and take out some Hunters emerging from it.  Now, drive down
to the door, then hop out and walk to the console.  Hit (X) to open the door,
then get back in your Scorpion and drive on.

+-------------
- CHECKPOINT -
-------------+

After a little while, you'll come upon a large, wide-open room.  Don't drive
into it yet, however - you'll see two Elites patrolling right through the door,
one walking from left to right, the second walking in the opposite direction.
Aim your cannon at the big blocky thing, and just as they both pass in front of
it, fire.  It'll take a couple shots to get them both, but it should be easy
enough.

Drive in just far enough that you're on the bump where the door would be.  Use
your cannon to take out some Covenant far ahead, on the ledge opposite you.
Now, look to your right, and you should see a broken bridge.  There's a Shade
on it, which is probably obscured by the large pipe.  Aim just to the right of
the pipe, however, and fire your cannon - it should hit close enough that it
sends the Shade careening off the bridge into the pit.

Move in just a bit further, and take out some Jackals on the left bridge.  You
really have no need to rush - simply wait and shell anything that moves.  Note
that there is another Shade in the far left corner across the way, and another
in the left corner nearby.  When every enemy, including the Hunters across the
chasm, have been killed, head across the left bridge.

+-------------
- CHECKPOINT -
-------------+

Jump out and hit (X) at the console to open the next door, then drive through
the next corridor.


=-=-=-=-=-=-=-=-=-=
= Rolling Thunder =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+

Right after the transition into this part of the mission, turn right and you
will see several Grunts, a pair of Elites, and a pair of Ghosts.  Aim for the
large purple box with your cannon, and you should be able to take out several
enemies.  Finish the rest off with your two guns, then drive down to where the
Covenant were and turn left.  Now, you'll be looking up a steep, climbing path,
littered with boulders.  Scattered among the boulders are several groups of
Jackals, so stay at the bottom and shell them from long-range.  Once they're
dead, start driving up the rocky path.

+-------------
- CHECKPOINT -
-------------+
        _____________________________________________________________
    +--| MISSION OBJECTIVE:  Reach the transition to the third chasm |--+
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

A little ways up the path, you'll see a Covenant Dropship appear to unload some
more troops.  Start backing up, as a pair of Ghosts soon fly down the path
towards you.  Quickly take out the first one with your cannon, then the second
one with another cannon shot as you back up.  Now, continue further up the
path, but not all the way up - there is a large number of Covenant just waiting
for you to emerge.  Move up until you can barely see a tree to the left of the
exit, then shell it.  Your Marines will let you know if you get something.
Repeat with a shell to a boulder near the right side of the exit, hopefully
killing some more Covenant.

When it's relatively safe, climb up the rest of the way and exit the tunnel,
then pause to look around for any stragglers to kill.  Now, head to the right
side of the massive rock formation in front of you.  In the distance, you'll
see a small hill, with a Shade on top of it.  Shell it, then continue in that
direction.  Dug into the rock formation to the left, just before we get to the
hill with the Shade, is a door.  Head towards it, and wait for the door to open
before using a cannon shell to destroy most, if not all, of the Covenant that
pour out of it.  Kill any stragglers with your machine gun and cannon.

+-------------
- CHECKPOINT -
-------------+

To the right of the hill that had the Shade, you'll see some dead Marines,
along with an M19 SSM and rockets, as well as a Med Kit.  Pick up anything you
need, then get back into the Scorpion and head on past the hill, just barely.
As soon as you're past, you should see a Wraith on a frozen pond.  Hopefully,
it hasn't noticed you yet, so blast it with two quick shells to destroy it.
Back up, as a Ghost should also take you on - as soon as your cannon recharges,
take it out.

+-------------
- CHECKPOINT -
-------------+

Continue moving around the rock formation, and you'll see a high ledge with
another Shade on top of it.  Shell it, then turn to the right.  If you went too
far out onto the frozen pond that the Wraith was on, a pair of Hunters will
emerge from a path behind it.  Use your cannon to take them out as well, then
move on.  You may also have heard the familiar whine of a Banshee engine, so
look to the sky and take him out with another cannon shell, making sure to hit
him before he fires the Fuel Rod Cannon.  You may also encounter a second
Ghost.  Note that you may be able to avoid triggering some of these enemies by
staying very close to the rock formation as you move around.

Near the high ledge that had a Shade, look at the rock formation, and you'll
see a passageway inside, a little bit above the ground.  A couple of Elites may
pop out of there, so be wary.  If they do show their faces, use a cannon shell
to take them out, then move on.  Very shortly thereafter, you'll come across
a second door leading into the rock formation.  Wait for it to open, then use
your cannon to destroy the Covenant that come out.  If you'd like to, go ahead
and enter through the door that they came out of.  You'll have to fight two
Stealth Elites, however.  There is an Active Camouflage inside, but it's pretty
useless - we're going to be driving a very obvious tank, after all.  Now, head
back to the frozen pond that had the Wraith, then drive down the path that the
Hunters came from.

+-------------
- CHECKPOINT -
-------------+

Right after the checkpoint, you'll see a large number of red contacts on your
motion tracker.  Back up slightly, then prepare to use both of your Scorpion's
guns to take out the Covenant that come around the right corner.  Far ahead is
another group of Covenant, including an Elite, near the tree.  Shell the area
to take care of them as well, then cautiously move around the right corner.  A
Jackal or two may still remain, as they're a bit smarter than the Grunts and
don't rush right in front of your cannon.  Once you've emerged from the path,
look to the right and destroy the Shade directly across the canyon, and another
one far to the left of it, but also on the other side of the canyon.  Now, head
for the winding path leading down.

+-------------
- CHECKPOINT -
-------------+

Now, here's a trick you might want to try, especially since the checkpoint is
so close.  Drive straight off the path, but turn your turret all the way around
to face your back as you do so.  If you do it right, your Scorpion will not
flip over as it goes over, and you'll land right next to, or even on top of, a
pair of Hunters!  Quickly take them out, then head for the bottom of the path
that you would've gone down.  If you decide not to do this, simply drive down
to the bottom of the path and turn left to destroy the Hunters.

By this point, a Covenant Dropship should be inbound, and fire at you as you
pass.  If it kills the Sarge, revert to your last save and try again.  Anyway,
the Dropship will unload some troops up above, which will come down the path
that we just went down.  Pick up additional Marines on your Scorpion, then take
out the Covenant with both of your guns.

+-------------
- CHECKPOINT -
-------------+

Now, SLOWLY drive down the path where the Hunters came from - the Marines don't
seem to know how to avoid getting out of the way of a massive 66 ton tank.
You'll soon come upon a bunch of vertical pipes, which block the way of your
Scorpion, unfortunately - there's no use trying to get it through, so dismount.
Note that there's a dead Elite nearby, with an Active Camouflage next to him.
You may also want to switch one of your weapons for his Plasma Rifle, just for
now.

Before you head on into the next area, I have to warn you that there are two
Stealth Elites with Plasma Swords, as well Grunts and Jackals.  Move through
until you can see the tunnel exit, then roll a couple of grenades up the path
to hopefully take them out.  Finish them off with your Plasma Rifle, then go
back and switch it out for the M19 SSM when they're all dead.  You may also
want to grab an M6D from one of the dead Marines.  Now, go through the tunnel
and face backwards.  Move back until you can see a Shade high above the tunnel
you just exited, then take out the Grunt manning it.  Now, cautiously move
towards the area ahead, and get ready to take out a Major and Minor Elite that
come down.  Your Marines should provide a lot of help as well.

+-------------
- CHECKPOINT -
-------------+

Cortana will tell the Marines to hold their position, while we take out the
guns.  Go up the small path that the Elites came down, then take out a large
number of Grunts with M6D shots.  Or, grab one of the Elite's weapons and use
that if you prefer.  Move up a little bit to where the Grunts were, then look
for a Shade to the left; it's near the far tree next to some boulders.  It will
probably be out of view, but aim a grenade in between the tree and the boulders
and you should send it flying.  It's a pretty long throw, so aim really high;
you should almost be looking at the bridges far above, if you're standing near
the path the Elites came down earlier.

Now, pull out your M19 SSM and walk forward.  Do so slowly, until you see some
red contacts on your motion tracker, then back up a bit.  Two Ghosts and a
Banshee should start attacking, so quickly take out the Banshee first, as its
Fuel Rod Cannon is the most damaging.  Use a single rocket for each of the
three vehicles, then head all back to the bodies of the Marines and pick up any
supplies you need.  I like to switch the M6D for the S2 AM, but that's up to
you.  Once you're ready, head back to where you just fought the Covenant.  To
the right, you should be able to see a door.  Don't get too close to it yet,
however.  Zoom in with your S2 AM and take out the Grunts manning the two
Shades, one on each side of the door.

+-------------
- CHECKPOINT -
-------------+

Now, head closer to the door, and get ready to use grenades and rockets as soon
as the door opens, to destroy several Elites that come out.  Don't worry about
wasting the rockets, as there should still be many more reloads back at the
dead bodies.  As soon as the Elites area dead, Cortana will tell the Marines to
wait for evac, while we continue on.  Once again, head all the way back to the
bodies to resupply, then run back here and go through the door into the
corridor.

+-------------
- CHECKPOINT -
-------------+

At the end of the corridor, you should see a large room, as well as a bunch of
sleeping Grunts.  Go down the right side first, whacking each Grunt as you go.
Once you reach the end, turn around and go down the left side, repeating as
before.  Keep an eye on the motion tracker, as the red contacts represent one
Major and one Minor Elite.  It's definitely possible to sneak up on those as
well, but be careful to not alert them.  Use the nooks on the left side of the
room to hide in, then run up and hit them when they exit the center area of the
room and turn back around.  Once the two Elites are dead, make sure to smack
all of the Grunts.

There's too many for me to count, but they're all over the place, including the
higher ledges, so make sure to explore every nook and cranny.  As you make your
way around the periphery of the room, you'll come across the door to the next
area, to your left.  Continue past it and melee some more sleeping Grunts
before heading through, however, into the next corridor.

+-------------
- CHECKPOINT -
-------------+

Go through the next door and get on the lift, then hit (X) to activate it.  Be
careful, however, as there is a Jackal waiting for you at the top.  Use two
quick melee attacks to cave his skull in, then switch one of your weapons for
his Plasma Pistol.  Round the corner and quickly melee attack another Jackal
twice before he can even react.

+-------------
- CHECKPOINT -
-------------+

Before heading through the next door, you'll probably have noticed quite a
large number of red contacts on your motion tracker.  Overcharge your Plasma
Pistol, then move towards the door until it opens.  There'll probably be a
Jackal right on the other side, so let loose with the overcharged shot before
finishing him with regular shots.  Now, back up into the corridor, overcharge
again, then walk forward and repeat with a second Jackal.

There's a small ramp in the middle of the room with some supplies, but we
should save those for later.  Just on the other side of the ramp is the path
into the next room, and you'll probably be able to see some Jackals scurrying
back and forth near the entrance.  You want to stay in the room that you are in
now, using overcharged shots and following up with normal shots to kill the
Jackals.  There are also some Grunts up there, but they shouldn't be too much
of a problem.

Continue staying in this room, popping out to kill an enemy before taking more
cover.  Once they have been whittled down, go ahead and walk up into the next
room to finish them off.  There are still some enemies in the central section
of the room, however, including a Commander Elite.  Move to the left side, and
you should be able to see him through the window.  When he's not looking, use
two quick S2 AM shots into his brain to kill him.  Now, move around the right
side of the room, but keep an eye on the central area.  When you can see the
hole that leads into the middle of that big central structure, throw a Plasma
Grenade in there.

The Grenade should take out an Elite, but you'll notice more red contacts show
up on your motion tracker.  You may want to run back to that first room with
the supplies, so that they don't flank you.  Then, cautiously move back up as
needed, whittling their numbers down carefully.  They often appear on the left
side, but you can throw grenades and fire through the small gaps to kill them.
Be especially careful of the Elite and the Jackals.  Eventually, you'll kill
them all, and the music will calm down to let you know.  Good job.

Go back and pick up any supplies you need, and your S2 AM or M19 SSM, whichever
one you switched for the Plasma Pistol.  Now, head down the right side of the
room all the way until you see the door - go through into the next corridor.

+-------------
- CHECKPOINT -
-------------+

Go through the next door and you'll find yourself on another outdoor bridge
again.  Walk around and melee all of the Grunts, but try not to get spotted by
the Jackals a little ways down the bridge.  Switch out one of your weapons,
preferably your M19 SSM, for one of the Grunt's Plasma Pistols.  Overcharge
shots to take down the Jackals' shields, then quickly follow up with normal
shots to finish them off.

There are three Elites way further down the bridge, but don't worry about them
yet.  Instead, use overcharged shots to take out the Grunts on the bridge to
the right; there should be plenty of fresh Plasma Pistols around for you to
use.  Once the Grunts on the other bridge have been taken care of, focus your
attention on the Elites.  None of the nearby Grunts dropped any Needlers, so
to save your S2 AM ammunition, use an overcharged Plasma Pistol shot to take
down an Elite's shields, then quickly zoom in with your S2 AM and use a single
round to take him out.  There are three Elites total to do this for.

Once the Elites have been taken care of, continue on down the bridge.  Pick up
more Plasma Pistols to use against more Grunts and Jackals ahead of you, as
well as more Grunts on the bridge to the right.  If you still have plenty of S2
AM ammunition, feel free to use it, as you can get more in the next room after
the bridge.  After you have cleared both bridges, slowly and cautiously move
towards the door at the end of the bridge.

+-------------
- CHECKPOINT -
-------------+

When you get close enough, the door will open for some Covenant forces to come
out, so be ready to throw grenades over the barrier into the doorway.  The
group consists of two Stealth Elites and several Grunts, so hopefully you'll be
able to get at least one of the Elites with the first grenade.  Back up, then
move forward cautiously, taking out the Grunts if they come around the corner.
Make sure not to let the surviving Stealth Elite get around you, then quickly
kill him as soon as you see him.  When it's clear, head through the door and
into the corridor.

+-------------
- CHECKPOINT -
-------------+

Move into the next room slowly.  There are four Elites patrolling the sides of
the room, and it is quite possible to sneak up on each of them for a quick kill
from behind.  Just make sure not to rush it, taking cover as necessary.  I
usually turn right after going through the door and taking care of that one
first, then running around to the left side of the room to get the next.  Head
further down the left side of the room to get the third Major Elite.  Finally,
there is a Minor Elite left, but he's usually running, so it's harder to sneak
up on him.  Pick up one of the Elite's Plasma Rifles, then quickly unload on
the Minor Elite before he knows you're there.

Now that all the Elites are dead, feel free to pick up some supplies from the
dead Marine.  Hopefully you don't need the Med Kit, but there's ammo for your
S2 AM.  There's also some rockets, but I'd recommend grabbing a M6D instead of
it, as well as a Plasma Rifle.  After the next room, we can always come back
here to restock and/or switch weapons.  Head into the next corridor.

+-------------
- CHECKPOINT -
-------------+

A large number of Jackals and Grunts will start pouring in from the sides of
the long hallway.  Back up into the last room and turn the corner to avoid any
damage, then pop out to quickly kill a few Covenant before ducking back into
the last room.  Repeat several times until at least all of the Grunts are dead.
You may need to use your M6D or S2 AM to take care of the distance Jackals.
Once the hallway is clear, move to the end and turn right to look into the next
room.

+-------------
- CHECKPOINT -
-------------+

You may see a Major Elite or two patrolling nearby, right near the entrance.
As best you can, sneak up and melee them to make clearing this room easier.
Don't be in a rush to do so; take your time and wait for them to pass, and
don't try to melee them when they're in the center area of the room, as you may
be spotted by some Jackals at the far end.  Continue down the right and left
sides of the room to smack some sleeping Grunts on both sides, making sure not
to be spotted by the Jackals.  Go down one side, and when you can see the glow
of the energy shields, walk all the way back around the other way.

When the Grunts have been taken care of, go all the way back to where you
entered the room.  Carefully peek into the center area, and you should see a
ramp leading up.  You may want to switch one of your weapons for a Plasma Rifle
first, and then when no Jackals are in sight, quickly run up to the ramp.  Do
not go all the way up, however - you should be able to see two Major Elites, so
quickly stick at least one, or both if you can, with Plasma Grenades.

As soon as the grenades stick, run back down to the entrance.  If there are any
surviving Elites, you may want to grab a Needler to easily take care of them.
Use Plasma Pistols to take care of the Jackals and Grunts, and then when the
room is clear, head back through the long hallway and into the previous room to
restock on supplies, then back to this room.  Before going through the door to
the next area, you may want to switch your M19 SSM for a Plasma Rifle, for a
little more versatility.  We can come back here later to grab it again if we
need it anyway.  Head through the door into the corridor.

+-------------
- CHECKPOINT -
-------------+

Go through the next door and you'll find yourself on a bridge again.  Quickly
move to the left, then look to the right at the adjacent bridge.  You'll see
two Hunters running around on it, so zoom in with your S2 AM and try to quickly
take both of them out.  By this point, a large group of Covenant will close in
on your position, so throw a grenade at them to hopefully kill the Major Elite
then run back to the door.  Take cover here, popping out for short periods of
time to whittle their numbers down.

Once you've taken care of this last group and the Hunters, move further down
the bridge and you'll encounter a single Minor Elite - take him out with a
single S2 AM round to the head.  Continue moving along the bridge slowly, until
you get to where the Minor Elite was.

+-------------
- CHECKPOINT -
-------------+

Two Major Elites and several Grunts should now appear.  Back up as far as you
can, then zoom in with your S2 AM and use two headshots for each of the Major
Elites - they'll try to take cover, but you can almost always see a little part
of them sticking out.  Switch to your Plasma Rifle to take care of the Grunts,
then continue on.  The far door should now open, and a pair of Stealth Elites
should come out.  Throw a grenade over the barrier as soon as the door opens,
then back up.  If you don't see them come after you, move back towards the door
slowly.  Before attacking, a hiding Stealth Elite will make noise, at which
point you should quickly locate him and fire.  Once the Covenant are all dead,
run all the way back and pick up your M19 SSM, then head back to the bridge and
through the far door into the next corridor.

+-------------
- CHECKPOINT -
-------------+

As you come in, there will probably be a small group of Jackals to the left;
wait until they move out of view, then go along the right side of the room,
caving in the skulls of the Grunts as you do so.  Switch out your M19 SSM for
a Plasma Pistol as soon as you can, then continue clubbing them.  Watch out for
Jackals that are walking in the opposite direction as you, however - take cover
and wait for them to pass, then club them as well.  If you get spotted, you may
want to run back to the entrance just in case, then take the enemies out from
there.

Remember, overcharged shots to take down a Jackal's shield, then normal shots
to finish him off.  Work your way around the room until all of the Covenant are
dead, then pick up your M19 SSM and head through the small passageway with the
blinking lights into the room with the ramp in the middle.

+-------------
- CHECKPOINT -
-------------+

Turn so that you're facing right, then sidestep left until you're looking down
a long hallway.  There are four Stealth Elites in this room, two with Plasma
Swords, two with Plasma Rifles.  As soon as you sidestep into view, launch a
rocket right at the feet of the one with the sword, hopefully killing a few of
them with one shot.  You should be able to get the first three looking straight
down the hallway.  The last one, armed with a Plasma Rifle, is usually in the
darkened area to the left, at the end.  Try and throw a grenade down there,
and switch one of your weapons for a Plasma Rifle to take him out.  There is
also an Active Camouflage in the dark area to the left, but don't pick it up
yet; head on to the end of the hallway.

+-------------
- CHECKPOINT -
-------------+

Go through the room with the small ramp and you'll come to another large room,
of which the layout should be pretty familiar by now.  Instead of large numbers
of Grunts and Jackals, however, there are just two Hunters, however.  They are
usually in the central area, so try and snipe them through the windows if you
can.  Otherwise, get up and close and sidestep them, before putting a single
round into their weak spot.  Once they're dead, go into the central area of the
room and stock up on supplies that you might need.  You may want to switch your
weapons out for an MA5B and M6D.

When you're ready, continue down the room until you get to the door.  Arm your
M9 HP-DE grenades, and throw one in as soon as it opens, then follow up with
your MA5B to kill any survivors.  After the first group of Jackals, several
Grunts will also appear, but shouldn't be any problem.  When Cortana tells you
that we must be close to the control center, go back and grab your M19 SSM and
S2 AM again, as well as the Med Kit, then run all the way back to where the
Active Camouflage was.  Before you do, however, remember the shortest route
through this room.

When you're ready, grab the Active Camouflage and run as fast as you can to the
room that had the Hunters, turn right, then take the first left, into the
central area.  Run straight across the central area and you should see the exit
to the next corridor.

+-------------
- CHECKPOINT -
-------------+


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= If I Had a Super Weapon...  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You'll see the game transition into the next part of the level, but don't stop.
Keep running as fast as you can, exiting through the door into the outdoors.
Don't shoot at the Elites, but go ahead and stick them with Plasma Grenades as
you run by, if you really want to. Your goal right now is to reach the Banshee
ahead, as it will make the next part of the mission MUCH easier if you get to
it, before the other Elite does.  As soon as you reach it, hit (X) to climb in,
then start moving immediately, before the Covenant on the ground can do too
much damage.

You may have noticed another Banshee in the air as you were making your way
to yours - try to get on its tail and knock it out of the sky as soon as you
can.  After you destroy it, fly straight up as high as you can, preferably
directly above the snow bridge.  Now, point you Banshee so that it is pointing
right at the bridge, but pull backwards on your stick, so that you are just
"hovering" there.  Now, use a combination of your Plasma and Fuel Rod Cannons
to destroy the Covenant on the bridge, and even the Wraith far below.  Note
that the Wraith is very durable and can take quite a few direct hits from the
Fuel Rod Cannon.  Just watch the green explosion to make sure that it is
actually hitting him.  There are also several Elites on the ground, though they
may make a run for a Ghost.  Destroy them as well, while hovering.

If you were listening to what Cortana said as you ran to get into the Banshee,
you'll have learned that the control room is at the top of the pyramid here.
Since you're in the Banshee, you can just fly up there.  Of course, you could
fight your way up there if you didn't get it, or if you just want to, but I'll
assume that you want to avoid extra battles if they're unnecessary.  Anyways,
land on the top level of the pyramid (you'll be able to see a large door).

+-------------
- CHECKPOINT -
-------------+

Park your Banshee so that it is facing away from the structure, because you'll
want to make a quick getaway in second.  Walk up to the console to the right of
the large door, then hit (X) to activate it.  As soon as you do so, run into
your Banshee and take off, because a tough group of Covenant, including a
Commander Elite, are just on the other side of the door.  Take off then fly a
little distance away from the pyramid, then circle back.  Hover and try to take
out the Commander Elite with a couple of Fuel Rod Cannon shots, then the grunts
as well.  There are also two Elites way in the back of the tunnel, so try to
use your Banshee to take them out as well too, but you will most likely have to
do it on foot.

Whip out your S2 AM and quickly take them down (if you need more ammunition,
there's a small ramp leading up to a tower with some).  When the area is clear,
walk up to the far console in the tunnel and hit (X) to activate it.  Cortana
will say that she detects no Covenant, so walk through to the next console and
activate that one as well

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | You've found Halo's control center!  The Master Chief walks across a  |
    | long ramp to a holographic console and plugs Cortana in.  Cortana     |
    | discovers that there is a ton of information - this ring was built by |
    | the Forerunners, in order to...uh oh.  The Covenant found something   |
    | horrible in this ring, and the weapons cache that Captain Keyes was   |
    | looking for is not what it seems.  We need to find him before it's    |
    | too late!  Foehammer drops you off in the middle of a swamp, in which |
    | Grunts seem to be running away from something, but nevermind that; we |
    | need to worry about finding Keyes first and foremost.                 |
    |_______________________________________________________________________|



===============================================================================
= Level 6: 343 Guilty Spark                                              kw-343
===============================================================================

=-=-=-=-=-=-=-=-=-=-=
= Well Enough Alone =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
                  _________________________________________
              +--| MISSION OBJECTIVE: Locate Captain Keyes |--+
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Foehammer will lift off, letting you know that you should contact her for
extraction when you're ready.  Check out your surroundings if you wish, then
orient yourself so that your MA5B's compass is pointing to the right/down and
head in that direction.  There's some ammunition near the crashed Pelican,
which you might want to grab.  After a little while, you will see a small
explosion to the right, and a Grunt should go flying.  Three Grunts should then
come from that direction, so quickly take them out.

+-------------
- CHECKPOINT -
-------------+

You may wish to switch your MA5B for one of their Plasma Pistols, but that's up
to you.  Continue moving forward, and you'll see a crashed Covenant Dropship to
the left, as well as another Grunt and Jackal.  Turn left past the Dropship and
take out several more Jackals hiding behind the rocks.  As always, use your
overcharged shots to take out their shield, then finish them off with regular
shots or your M6D.  Continue on up the hill when they're dead, and you'll see
a large tree.  Jump up on it, then walk along it.  To the right, you should see
a large pipe; keep that in mind, as there is an Active Camouflage near it (in
the bushes), which we will be saving for later.  Continue walking down the
branch, heading for the Shade in front of you.

+-------------
- CHECKPOINT -
-------------+

Hurry and get in it, then immediately start firing down the hill slightly to
the right.  In the distance, you should see Grunts and Jackals running from
right to left, and a Shade down there soon be destroyed.  There are yellow
blips on your motion tracker, so it must be fellow Marines, right?  Take out as
many of the Covenant as you can from the Shade, but eventually, you will
probably have to get out to avoid taking damage.  Just simply move down the
hill right behind the Shade, wait until your shields recharge, then get right
back in and take out some more.  Keep in mind that some Covenant also come down
the hill from the left.  An alternate strategy would be to run back and grab
the Active Camouflage, then head back here to melee them from behind.

Repeat until they're all dead, then head down where they came from, beneath the
large spotlights up above.  If you did the above right, you shouldn't be hurt
at all, but if you are, go back to the Pelican from the start; there are three
Med Kits there.  Head into the large structure, and you should see a lift come
up for you.  Where are your Marines, anyway?

+-------------
- CHECKPOINT -
-------------+

Get onto the lift and hit (X) near the console to activate it.  On your way
down, keep an eye on your motion tracker.  When you see a large number of red
blips appear, turn and face in that direction.  As the lift reaches the bottom,
you should see a structure with stationary energy shields on either side.  Arm
your M9 HP-DE grenades, then quickly move to one side and chuck one in.  The
grenade should take out most of the Covenant in there, and your Plasma Pistol
will take care of the rest.

Go through the door and use another grenade to take out several Jackals at a
time, then mop up the rest with your Plasma Pistol.  You'll be on a high ledge,
looking down.  There is another large group of Jackals and Grunts below and to
the right, so throw another grenade down there.  Use overcharged Plasma Pistols
to take out the survivors, since there are plenty of spares around you.  Keep
ducking out and firing, then moving back into cover.  Pick up a fresh Plasma
Pistol and repeat until they are all dead.  When it's clear, jump down and grab
another fresh weapon.  There are some dead Marines and a Med Kit in the far
left corner, but save them for later.  For now, move into the door near where
the last group of Covenant was.

+-------------
- CHECKPOINT -
-------------+

This next room is a cramped, square-shaped room with three doors.  Only one,
with the green lights, is unlocked, so go through that one.  To the left, near
the next door, is a group of five Jackals.  Throw a grenade over there, then
used overcharged shots followed by normal ones to finish off the rest.  If you
need a fresh Plasma Pistol, you can always run back a couple of rooms.  When
the Jackals are dead, go through the door that they were standing near.  It's
another square room, literally smeared with blue Covenant blood...go to the
right and look over the barrier, and you'll see a small room filled with more
dead Covenant.

When you're done looking, move on through the unlocked door.  You'll be in a
large room with stationary energy shields and a couple of Shades.  In the
trench running down the middle of the room is more blue blood, as well as a
whole bunch of Needlers and needle clips - don't pick one up quite yet, though.
Right next to the Needlers is a purple box, which you should jump on to.  Then,
jump onto the ledge with the door and go through.

+-------------
- CHECKPOINT -
-------------+

Go around the square room into the next larger room, and you'll meet a Marine
who has apparently gone crazy.  While screaming "you're not going to turn me
into one of those things," he'll even fire at you!  If you've been reading my
walkthrough, you know I like to keep the Marines alive as much as possible.
Make an exception with this guy and smack him with your Plasma Pistol - if it
makes you feel better, you can pretend you just laid him down for a short nap.
Make sure to pick up his M6D ammunition, then have a look around the room.

Looks like more Covenant were killed here, as blue blood is everywhere, even on
the ceiling.  If you want to, you can switch your Plasma Pistol for a 100%
charged Plasma Rifle, but it's not necessary, because we're not going to be
keeping it long anyway.  Make your way to the flames in the back left corner,
then jump on the debris and onto the ramp.  At the top, go to the right and
enter the door.

Make your way through another square-shaped room and you'll find yourself in
the room that you were in earlier, with the Shades and stationary energy
shields.  Move forward and you'll see a console to the left; hit (X) to
activate the energy bridge, then cross it.

+-------------
- CHECKPOINT -
-------------+

Right in front of the next door is an MA5B, which you should exchange whatever
Plasma weapon you're using for.  You don't have much ammunition for it, but
make sure to reload it anyway.  Go through the door and turn left.  You'll see
a dead Marine, along with some ammunition and two Med Kits.  You should be at
full health still, so just get the ammo.  Continue down the ramp and turn left
at the bottom to see another unlocked door, which you should head toward.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Is it me or are things WAY too quiet?  The last few rooms have been   |
    | covered with blood, but no living Marines or Covenant are around.     |
    | The Master Chief opens the door, only to have a dead Marine fall in   |
    | his arms.  Pulling out Private Jenkins' helmet video, you watch it.   |
    | At first, everything looks normal...fast forward a little bit, and    |
    | you'll see Jenkins, Keyes, et al. enter the structure.  Fast forward  |
    | some more, and it looks like an Elite has been brutalized.  A little  |
    | bit later, the Marines are entering the very same door you just went  |
    | through, and it looks deserted - but it's NOT.  Suddenly, scurrying   |
    | noises can be heard, and countless tentacled life-forms make their    |
    | way into the room, literally drowning the Marines in their bodies.    |
    |_______________________________________________________________________|


=-=-=-=-=-=-=
= The Flood =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+

Now that was pretty creepy.  Go ahead and pause the game, so that you can
change your pants - I'll still be here.  Ok, ready?  First, walk over to the
left and fill up on ammunition; you will definitely need it.  Then, head to the
far door and wait: a large swarm of Infection Forms, the Flood you saw
attacking the Marines, will soon make their way out.  The important thing is to
not panic.  To be honest, these guys are pretty harmless, except when they are
accompanied by lots of other Flood.  You can simply not even fire a single
shot, instead moving constantly and melee attacking them to death.

Use very short bursts of your MA5B to kill them.  You don't need sustained fire
as each exploding Infection Form will take a few of his buddies with him.  Turn
around when most of them have been taken care of (so that you're facing the
door that you came in), and more Flood will come in from a door to the left.
After most of those have been killed, another swarm enters from a door on the
opposite side, across from the last group.  Finally, a swarm will come from the
door that you entered from.

This last group doesn't only consist of Infection Forms, however, but Combat
Forms at all.  Go ahead and unload on these guys, making sure they don't get
back up to haunt you again.  One thing that really helps in this large room is
to constantly move.  Run in a huge circle around the room, then turning to face
the Combat Forms and firing as you back up.  Repeat until all of them are dead.
Hopefully, you don't need it, but in one of the small side rooms (on the left
side if you had first come into this room) there is a Med Kit.  Cautiously move
out the door you entered from.

+-------------
- CHECKPOINT -
-------------+
                        _____________________________
                    +--| MISSION OBJECTIVE:  Escape! |--+
                        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as you've stepped out of the room, you'll see your mission objective
change and some red contacts appear on your motion tracker.  Check both the
left and right ramps to make sure no Flood are there.  Now, you do NOT want to
fight them while surrounded, so try to do something to catch their attention,
like firing a few rounds up the ramp.  Back up into the room that we were just
in, then wait for them to come down.  Fire them as they appear in the doorway,
hopefully taking them out one at a time.  You may have to just run all the way
up for them to spot you, however, before you run back down to the doorway.
After they are all dead (there are about four Combat Forms and some Infection
Forms), grab more ammunition and a Med Kit if you need it.  Go back up and
enter the room that had the Shades and light bridge.

+-------------
- CHECKPOINT -
-------------+

In this room, a large number of Covenant and Flood will be battling on the
floor below.  Let them do so, hopefully eliminating each other in the process.
Make your way around the right side of the upper level, then enter the door.
Move through the square room and another door.  In this room, there are a ton
of Combat Forms down below.  Fire a few shots to get their attention, then
quickly run back into the square-shaped room, putting your back against one of
the corners facing the door.

As the Combat Forms come in after you, use grenades and your MA5B to take them
all out.  Again, make sure that they don't wake up and smack you.  You might
have to pop out a few times to get the attention of any others on the floor
below, before moving back into the square room.  Once it's safe, drop down a
level and go through the door directly beneath the one you just entered the
room from.

Go through the square-shaped room, and you'll see the door leading into the
room where the Covenant and Flood were battling.  As with the previous room,
fire a few shots to grab their attention, then back into a corner to take them
out one at a time.  If there are a lot coming in, however, feel free to use a
grenade, being careful not to get caught in the blast yourself.

Now, go back to the large room that you dropped down a level earlier, then turn
right and go through the door into another square-shaped room.  Poke your head
in through the next door, and another Covenant-Flood battle should take place.
You definitely want to wait and let them kill as much of each other as they
can.  If the Flood win, repeat as you did before, popping out to get their
attention, then backing up to form a chokepoint.  When it's safe, go to the far
right corner, picking up the Med Kit if you need it.  Then, jump up on the
nearby purple boxes and then onto the upper level.

There may be some surviving Covenant hiding up here, so finish them off if you
find that to be the case.  Go through the door where the Covenant were and turn
left, and you'll find some much needed ammunition, as well as a pair of Med
Kits.  Continue through the unlocked door, and you'll be in an empty room with
some type of electrical device.  Move past it to another door.

+-------------
- CHECKPOINT -
-------------+

Finally, another checkpoint!  I was starting to get worried.  Anyway, enter
through the door, then move to either side.  It's dark, but there are a couple
of Combat Forms in here.  Fire a shot to get their attention, then run back
into the previous room to take them out.  When it's clear, go back and get on
the lift, then hit (X) to activate it.  As the elevator goes down, you will
probably notice lots and lots of blue blood...

+-------------
- CHECKPOINT -
-------------+

As soon as the lift hits bottom, run and start gunning.  You are in for one
pretty tough battle, as these Flood are capable of using weapons against you!
Some are carrying Needlers, while at least one is carrying an MA5B.  Make good
use of your grenades and weapons fire to take them all out.  In one corner of
the room, there is a "stairway" of purple boxes, leading up to an overshield.
Go ahead and grab it, then enter the nearby door.

You should be pretty used to this by now, but fire a few shots then duck back
into the room to kill any Flood that come after you.  Repeat until most are
dead, but there are also some Combat Forms on the floor below.  If you're
lucky, they will all just be standing around in a cluster, which is a perfect
opportunity to throw a grenade down there.  Don't bother trying to cross the
energy bridge, as it's not working.  I suppose if you timed your jumps right,
it might be possible to make it across, however.  Anyway, once it's clear, hop
down and look around for weapons.  Hopefully, you'll find the M90 Shotgun!
Head to the door below and to the left of where you came in.

+-------------
- CHECKPOINT -
-------------+

Be careful as you enter the square-shaped room, as there are Combat Forms on
both sides.  Do something to grab their attention, then back out, before using
your new M90 on them when they're up close.  Once you've killed them (there are
about three), head through and you'll see a larger room with even more Combat
Forms.  Try to clear as much of them as you can, but there are some above you
that are hard to get to.  Enter the room, moving around sides of the walls.

+-------------
- CHECKPOINT -
-------------+

Make your way to the far left corner near the flames, then jump up on the
purple boxes to grab a Med Kit and some M6D ammo.  Carefully sneak around and
take out any more Combat Forms near the next door.  Go through the door and
into another square room, then through another door.  This room should be empty
unless you missed any enemies before, so just make your way straight across
and go through another door.  Kill the Infection Forms in the square room and
wait for your shields to recharge before proceeding.

+-------------
- CHECKPOINT -
-------------+

Once again, draw attention and back up to take out several more Combat Forms.
When the top level is clear, carefully enter and move to one of the near
corners, looking down below.  Hopefully, the Flood will be clustered together,
making for easy kills with a grenade.  Drop down and head through the door with
the blinking green lights.

+-------------
- CHECKPOINT -
-------------+

Make your way around the square room and peek into the next, larger room.  Try
to take a Combat Form out with your M6D, then back up and arm your M90 to take
out any that come in after you.  Repeat until all the ones on the lower floor
are dead.  Once again, there are some on the upper floor that might be harder
to get, but you don't have to really worry about them.  Make your way around
the left side of the room, jumping across to the platform and then to the other
side.  Now, go through the door that was directly across the one that you had
entered from.

+-------------
- CHECKPOINT -
-------------+

It's another square-shaped room, and this one has about three Combat Forms.
Take them out quickly with your M90, then proceed carefully.  In the next room,
repeat as you have been, using your M6D to grab their attention and your M90
to kill them when they come after you.  Try to clear out the bottom floor, but
again, be aware that there are some above as well.

When it's relatively safe, enter the room and turn right.  You'll see a bloody
box with some loot on it.  The side closest to you should have a little slope
near the top, so run and jump on top of it, grabbing the Med Kit and some
much-needed M90 shells.  There's also a Needler, but I wouldn't grab it just
yet.  Don't dawdle too long, however, as there are still the Combat Forms up
top, and they may spot you and attack.  Move around on the box to where you can
see the broken ramp, then jump up on it.  Finish off any Flood up here, then
head through the unlocked door.

+-------------
- CHECKPOINT -
-------------+

Go through the square room and you'll find yourself in a large room with an
energy bridge, which is currently off.  Take out the nearby Combat Forms with
your M90, then the far ones with your M6D.  Of course, you can go back and use
the Needler for the far ones, but I personally prefer the human pistol.  Then,
move around the sides until you can see the Combat Forms clustered down below.
Use another grenade to finish them off, then when you're ready, go and activate
the console by hitting (X).  Run a little bit down the bridge until you see
red contacts appear on your motion tracker.

+-------------
- CHECKPOINT -
-------------+

Immediately head back to the console and hit (X) again to deactivate the energy
bridge.  A whole bunch of Combat Forms should come out, but won't be able to
get to you, so take them out from long range.  Again, use your M6D or go back
and get the Needler - now would actually be a very good time to use the latter.
Just make sure to go and pick up your M6D again when the area is clear, as well
as any M90 shells and the Med Kit if you need it.  Then go back to the room
with the energy bridge, activate it, then go across and through the door.  You
will now be at another lift.  Go ahead and get on it and hit (X) at the console
to ascend.

+-------------
- CHECKPOINT -
-------------+

While you're riding up, Foehammer will finally be able to contact you again, as
she had lost your signal when you descended into the structure.  You'll also
notice that there are lots of fellow Marines around, finally.  There's a pile
of M90 shells and two Med Kits, but you probably don't need them, since we just
filled up a little while ago.  Foehammer will let you know that there is a
tower relatively near to your position, and if you make it there, she can pick
you up.  Head out of the structure and into the swamp.

+-------------
- CHECKPOINT -
-------------+

As soon as you see the red contacts on your motion tracker, head straight for
them.  I know it's dangerous, but you know me, always wanting to keep the
Marines alive as long as possible.  Of course, you can wait for their help, but
more will die if you do.  Simply wade right into the fray, blasting each Combat
Form at close range with your M90.  If you get lost, simply stop, and the
Marines will move ahead in the direction where you want to go.  When they stop
in a narrow gully, with hills on both sides, don't rush forward yet.  Head back
and kill Flood approaching from behind.  Then, carefully move forward.

Eventually, they will ambush you, coming in from several different sides, along
with Infection Forms.  This is one of the few times that you should actually
use your M90 against the Infection Forms, to prevent them from getting to your
troops.  As best as you can, fight off the Flood and keep the Marines alive if
you can, using your fragmentation grenades to kill the Combat Forms approaching
from a distance.  Look for some blinking red lights on the ground, and head in
that direction.  Continue forward, holding off the Flood as long as possible.

Eventually, you will see some flying robots, the Sentinels, attacking the Flood
as well.  Help them out, and after a little while, a strange floating robot,
343 Guilty Spark (AKA the Monitor), will then introduce himself and teleport
you to the Library, where he will tell you that we need to collect the Index
before we can proceed.



===============================================================================
= Level 7: The Library                                                   kw-lib
===============================================================================

=-=-=-=-=-=-=-=
= The Library =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
            _____________________________________________________
        +--| MISSION OBJECTIVE:  Follow the Monitor to the Index |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Don't you wish the game would just let us keep our weapons from the last level?
We no longer have the shotgun, just the M6D and MA5B.  Oh well.  Follow the
Monitor, and you'll come across a large group of Infection Forms.  Don't even
bother wasting any bullets on them; just melee the ones you can and let the
rest burn themselves on your shield.  Move forward to where they were (the
Monitor will be floating right above the spot), then immediately turn around to
the left.

You'll see a whole bunch of Infection Forms, as well as the bloated Carrier
Form.  Use a couple of M6D rounds to blow him up, then turn around and face
where the Monitor was, to take out several more that are approaching.  Once the
Carrier Forms are dead, take care of the Infection Forms with your melee and
wait for your shields to recharge.  Move forward slightly, toward a pair of
box-like objects, with blue lights running up them.  There are two vents high
above to either side, and when you get close enough, Flood will start pouring
out of them.

Quickly back up and take out the Carrier Form first, hopefully destroying a few
of the Combat Forms with his explosion.  Finish off the rest with your MA5B,
then scrounge around for some ammunition.  Continue on, looking for more Flood
in the distance.  Zoom in with your scope and take out the Carrier Form, then
mop up the rest with your assault rifle.  Remember, you can always back up if
they're getting too close - there's no shame in retreating.  Once again,
continue to where the Monitor is waiting, and he'll say that we're near the
Index and to follow him.

+-------------
- CHECKPOINT -
-------------+

Don't follow him yet, however, as a large group of Covenant are coming in from
the front.  Zoom in with your M6D and take out the Carrier Forms, backing up as
you do so.  Use your MA5B on the Combat Forms, then look around for an M90, as
one of these guys usually carries one.  Use your flashlight to help in the
search, especially if you blew up a Carrier Form and caused bodies to go flying
all over the place.

Move forward, and you'll spot the Monitor waiting for you slightly to the
right.  Ignore him for now, keeping an eye on the vents high above.  More Flood
will come out of these, so once again, use your M6D to take out the Carrier
Forms while backing up, then waiting for the surviving Combat Forms to chase
after you before blowing them away with the M90 at close-range.  I like to hide
behind one of the large sloping walls, then blast them as they come around the
corner.  You may have to move forward several times until all of them are out
of the vents and chasing you.  Once it's clear, go through the tunnel that 343
Guilty Spark is waiting over.

+-------------
- CHECKPOINT -
-------------+

As soon as you're through the tunnel, you'll notice a large number of Flood on
the other side.  Get their attention and back into the tunnel, so that they
can't get at you from multiple sides.  One-by-one, take them out as they come
after you.  Of course, there IS an exception: don't do this with the Carrier
Forms.  First of all, when they blow up, they'll scatter all those weapons and
ammunition that you're piling up in front of the tunnel.  Secondly, in such a
cramped space, they can really hurt you!  So, either take them out from far
away or back up and let them chase you for awhile before killing them.  Once
the area is clear, move through and towards the door on the left, near the
Monitor.

+-------------
- CHECKPOINT -
-------------+

Go through the tunnel until you get near the end, then immediately back up.  A
Combat Form will leap down from above, so put him down with a single M90 shell,
then back up as more Combat Forms come.  You may even want to back all the way
out of the tunnel and then move to one of the sides, blasting them as they exit
the tunnel.  Restock on ammunition, then run through the tunnel into the next
room and then quickly back into the tunnel.  Another wave of Flood will appear,
including Carrier Forms.  If they haven't noticed you, take them out from far
away with your M6D.  If they enter the tunnel, however, run far back and let
them get far away from the ammunition before killing them.

You'll have to repeat this process several times, but this is actually good, as
you should be pretty much full on grenades and ammunition by the time the waves
stop coming.  Once it's clear, go through the tunnel and turn right.

+-------------
- CHECKPOINT -
-------------+

Move a little bit forward and you should see some Combat Forms leaping toward
you.  Duck behind one of the sloped walls, then kill them as they come around
the corner.  As soon as they have all been taken care of, quickly go and face
where they were coming from to take out about four Carrier Forms.  Hopefully,
you should only have to shoot one, taking out the others when it explodes.
After they are dead, zoom in with your M6D, and look for a lone Combat Form
standing on one of those slopes that we've been hiding on, far ahead.  Kill him
with a couple of shots, then move on.  To the left of where he was standing is
a large door, where the Monitor is waiting.  Walk over to it, and he will leave
to go open it.  After just a little while, he'll return and the door will open,
so go through.

+-------------
- CHECKPOINT -
-------------+

343 Guilty Spark will then hover over a door to the right.  If you're pretty
badly hurt, which you really shouldn't be if you're taking advantage of choke-
points, turn left and walk to the end to find a Med Kit.  You'll encounter tons
of Infection Forms, however, so be careful.  Otherwise, turn right and move
forward slowly.  As soon as you see red contacts, back up and try to take out
the Carrier Forms with your M6D.  Once you've taken care of them, take cover
behind a slope and wait for the Combat Forms, before blowing them away with the
M90.

+-------------
- CHECKPOINT -
-------------+

Now, be careful as you move on, because the Flood will try and ambush you from
both sides.  Move forward until you see red contacts appear, then run as fast
as you can to where you were when you turned right, near the large door that
the Monitor opened.  Take cover and use grenades and your M90 to take out the
Combat Forms, and your M6D to take out the Carrier Forms.  Try to time it so
that you destroy several enemies at once when killing the Carrier Forms.  When
they've been taken care of, continue on towards the Monitor, near the large
T-intersection.

+-------------
- CHECKPOINT -
-------------+

When you see the contacts appear, back up and once again, take cover behind a
sloped wall.  You may have to fire a shot or two with your M6D to grab their
attention, then wait for them to come.  By the way, make sure you try and stay
off the glass panels on the floor - they can shatter beneath you due to weapons
fire, explosions, etc.  Now, move forward to the T-intersection again, and
another wave will come.  Keep repeating what you've been doing until waves of
Flood stop appearing, then head forward and turn left at the intersection.

+-------------
- CHECKPOINT -
-------------+

Just a little ways after you turn left, there is another left turn.  Move
toward it, then get ready to take out several Combat Forms that leap out.  You
can always retreat if necessary, of course.  Turn left where they leapt out of
the vent, then right just beyond that.

+-------------
- CHECKPOINT -
-------------+

343 Guilty Spark will disappear into a vent high above in front of you.  Head
toward it, but be ready to retreat, as a whole bunch of Combat Forms, followed
by four Carrier Forms, will leap out of it.  If you can, try to take out the
Carrier Forms first, but the Combat Forms will be firing at you as well, so you
may just have to back around the corner and take the Carrier Forms out after
the Combat Forms are dead.  When it's safe, move forward and turn right just
before the vent.  You'll see a Med Kit, so go ahead and grab it if you really
need it.

Now, you see that pit just a bit past the Med Kit?  There are some Combat Forms
that will leap out as you approach, so do so carefully and then back out as
soon as you see them jump.  Also, more Combat Forms will approach from further
down the direction you were heading.  Take them out as you did before, waiting
for them to come around a corner.  Now, if you go down the ramp into the pit
that they leaped out of, you'll find an overshield; however, I would save it
for later.

+-------------
- CHECKPOINT -
-------------+

Continue walking, past the pillars with the blue lights.  Do so carefully, as
a large group of Flood will now appear from both the right and left sides.  Run
back quickly, leaping over the pit, then take refuge around the corner of the
sloped wall.  Wait for the Combat Forms to arrive, then take them out before
popping around the corner to snipe the Carrier Forms with your M6D.  Refill on
ammunition, grab the overshield, then run down to where the Monitor is waiting.

+-------------
- CHECKPOINT -
-------------+

He'll start talking to you, but more importantly, you'll notice some red blips
on your motion tracker.  Ignore them for now, however, and turn around and run
back.  Near the large pillars with the blue lights, you'll see two pairs of
Carrier Forms, one on the right, one on the left.  Destroy one on each side to
hopefully take out both groups.  Now, take cover behind a slope and wait for
the Combat Forms that appeared far ahead, then blow them away with the M90.
Also, there will probably be a couple of Carrier Forms in that group as well.

Now, move forward, and once again, you'll have to duck back, as more Flood drop
down.  Repeat several times until waves of them stop coming, then restock on
supplies.  The thing about having an overshield is that you can't let Infection
Forms hit your shield, because it just wastes your overshield.  However, there
should be plenty of MA5Bs laying around, so go ahead and pick one up to mop up
the Infection Forms.  Make sure to pick whatever weapon you dropped for it back
up, however.  Head down to the end of the hall, look left to make sure there
are no stragglers, then turn right.  Walk forward cautiously, keeping an eye on
the next right turn.  As soon as you see some Carrier Forms, pop them with your
M6D and mop up the Infection Forms, then turn right where they were.

+-------------
- CHECKPOINT -
-------------+

Turn left and head down the long hall, and you'll see a huge group of Flood
come running towards you from the front.  Throw an M9 HP-DE to take care of
most of them, then take cover.  343 Guilty Spark, accompanied by a host of the
Sentinels you spotted earlier, will fly in from the left and mop up the rest.
Apparently, he brought them here to supplement your outdated (!) suit.

+-------------
- CHECKPOINT -
-------------+

Get any supplies you need from the dead Flood, then continue on down the hall.
Turn left, and you'll see some rings coming down from the ceiling; it's the
lift to the next level.  You don't have to activate anything -  just jump on
and move toward the center, and it'll start rising.


=-=-=-=-=-=-=-=-=-=-=-=-=
= Wait, It Gets Worse!  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+

Step off the elevator and walk through the narrow hallway, looking to the right
side.  A whole bunch of Carrier Forms will drop out of a vent just past the
hallway, so pop one with your M6D and that should start a chain reaction of
explosions.  Take care of the Infection Forms, then head down the left hallway,
where the Monitor went.  Continue walking down for a little while, and a few
Sentinels will fly in from the left to join you.

+-------------
- CHECKPOINT -
-------------+

Walk all the way down the hall, then turn left, where the Monitor is waiting.
He'll have to leave, but no matter.  Up ahead are a couple of Carrier Forms,
but since they have no offensive capability really, just conserve your ammo and
let the Sentinels destroy them and the Infection Forms.  Now, you may have
noticed more pits like the one that had the overshield.  The first one you see
has two Med Kits at the bottom, so keep that in mind for later.  Of course, go
ahead and grab one if you need it, then walk forward past where the Carrier
Forms were.

+-------------
- CHECKPOINT -
-------------+
      _________________________________________________________________
  +--| MISSION OBJECTIVE: Hold your position until the Monitor returns |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as you get the new Mission Objective, turn around and head back to
where the pit with Med Kits is.  Just wait here for a little while until you
hear 343 Guilty Spark's cheerful humming, signifying his return.  Of course,
you could run forward to the door instead of heading back and waiting, but then
you would have had to fight more.  I'm assuming you can already handle yourself
in combat pretty well, but you'll be fighting plenty more Flood later, so one
missed fight isn't a big deal, right?

+-------------
- CHECKPOINT -
-------------+
            _____________________________________________________
        +--| MISSION OBJECTIVE:  Follow the Monitor to the Index |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Head to the end of the hallway and through the now opened door on the right.
There's some fragmentation grenades and a Med Kit just past the door on the
right, but for now, head forward and take the first right.  You'll see a very
large group of Flood rushing your way, so try to zoom in and take out the
Carrier Forms and any nearby enemies first, then finish the rest off with your
M90.  Hopefully, most of the Sentinels will live through the fight.

+-------------
- CHECKPOINT -
-------------+

Refill on ammunition, then make your way to where the Monitor is waiting.  Zoom
in with your M6D while you're heading that way, however, looking for more Flood
to appear.  Take out the Carrier Forms first, and you should be able to take
out most of the Combat Forms with them.  Once again, finish any survivors with
the M90, then scrounge around for more ammunition.  When you're ready, continue
ahead until you get to where the Monitor is waiting for you.

+-------------
- CHECKPOINT -
-------------+

Now, be VERY careful.  One of the Combat Forms you'll encounter next is using
an M19 SSM Rocket Launcher, and as tough as your MJOLNIR armor is, you will
still die if hit with it.  Throw a grenade far ahead, to where 343 Guilty Spark
moves and where the Flood arrive.  Hopefully, it'll take out most of them, but
if not, just run in with your M90, moving constantly.  Again, look for more
ammunition, then head over to the door on the right, past where the last group
of Flood showed up.  If you'd like, grab the M19 SSM, but keep in mind that you
are probably better off with a more versatile weapon, like your pistol.  Of
course, it'd be a shame to waste it, so you can always pick it up, use it, then
drop it for your original weapon.

      _________________________________________________________________
  +--| MISSION OBJECTIVE: Hold your position until the Monitor returns |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The Monitor and Sentinels will fly off, leaving you alone at the large door.
A large number of Infection Forms will drop down from the ceiling, but they
shouldn't be a problem.  After just a little while, the Monitor returns and
opens the door, so head on through.

+-------------
- CHECKPOINT -
-------------+
            _____________________________________________________
        +--| MISSION OBJECTIVE:  Follow the Monitor to the Index |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Once you're through the door, you arrive at another T-intersection.  Don't go
left, however, but right instead.  Walk forward a little bit, and a whole bunch
of Combat Forms should appear and start charging you.  Use your M19 SSM if you
have it, but otherwise, back up and take cover behind the sloped wall, waiting
for them to come around and meet your M90.  When they're dead, resupply and
move on.  When you get to the pit with the ramp leading down, turn right and
look behind the pillars with the blue lights.  There's a Med Kit if you need
it.  Otherwise, head on down the ramp into the pit.

Equip your M6D and move forward cautiously, then take out one of the Carrier
Forms ahead.  The explosion should take out the other one as well.  Deal with
the Infection Forms however you wish, then wait for your shields to recharge
before moving on.  Peek around the first right corner, and you should see more
Carrier Forms, so take them out, making sure not to get caught in the explosion
yourself.  Walk down to the end and take another right, and the exit should be
in sight.  As you approach the end of the tunnel, pull out your M90.

As you get closer to the ramp, a Combat Form should drop right down in front of
you.  Blow him away with the M90, then back up and turn the corner, as this
will alert a very large number of Combat Forms.  Throw a grenade down the
tunnel if you wish, but you can also just wait for them to come around the
corner to die.  You may have to keep heading out towards the ramp to attract
the attention of more before retreating back, to make sure you get all of them.
Also note that there are some Carrier Forms as well, so make sure it's not one
of them that you blow as soon as it comes around the corner.

+-------------
- CHECKPOINT -
-------------+

When it's clear, move up the ramp and to where the Monitor is waiting for you.
As soon as you round the corner, more Flood arrive, so run back and hide behind
the sloped wall near the ramp, or even go down it and back into the tunnel if
you wish.  After the first wave, which includes a pair each of Carrier and
Combat Forms, is dead, round the corner again to trigger the next one.  Repeat
as you did with the first one until the waves of Flood stop showing up.  Make
sure to resupply when done, then head down the left corridor.

+-------------
- CHECKPOINT -
-------------+

Make another left turn, then carefully peek around the right corner.  You will
see a Combat Form in this distance, and this one is also carrying an M19 SSM.
There are also a bunch of Carrier Forms, so take those out first, in hopes of
killing the one with the rockets.  He'll most likely be still alive, however,
and unfortunately, he knows to keep his distance instead of chasing after you.
So, I like to just peek around the corner using the scope of the M6D, fire off
a few quick shots, then duck back behind the corner if I see him fire a rocket.
Keep in mind that he sometimes WILL chase after you and fire a rocket at point
blank range, however.  Pick up the M19 SSM if you wish, but again, it's not
something you want to be carrying around the whole level.  Head down to where
he was and turn right.

+-------------
- CHECKPOINT -
-------------+

A whole bunch of Combat Forms will then leap into view, so use your M19 SSM if
you picked it up, or duck back behind the corner if you didn't.  Either way,
make sure to kill all of them, including the one on the sloped wall ahead.
Resupply, then continue on past the pit, and 343 Guilty Spark should fly back
in and talk to you.

+-------------
- CHECKPOINT -
-------------+

Follow him carefully, but be ready to turn back and find cover.  A whole bunch
of Carrier Forms should come out of a nearby vent, as well as Combat Forms up
ahead.  Take out the Carrier Forms first, then wait for the Combat Forms to
come around the corner before killing them.  Again, you'll have to repeat this
for several waves, moving past the pit to trigger the next each time.  Once
they stop coming, continue forward past the pillars to where the Monitor is
waiting.  He'll then fly forward and to the right, so carefully head in that
direction as well.  As soon as you reach the right turn, a whole bunch of
Carrier Forms will appear, so retreat further back and take them out from a
distance.  When they're dead, move forward, take the right turn, and then
another right.  The Monitor will then fly off to the left, so follow him.

+-------------
- CHECKPOINT -
-------------+

After a little while, more Flood appear, but you shouldn't be surprised.  Once
again, retreat and take out Carrier Forms from a distance, Combat Forms as they
round the corner.  More waves will come, however, so you may wish to just run
and quickly turn left into the lift area and climb aboard to have it take you
to the next level.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= But I Don't Want to Ride the Elevator!  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+

Get off the lift, move through the narrow hallway, then turn left.  Turn left
again, and you'll meet up with 343 Guilty Spark and some more Sentinels.  Keep
following him, and you'll encounter a group of Combat Forms.  A coupe of them
are standing on the sloped wall, so watch out for them.  Once they're all dead,
hop up onto the slope that the two Combat Forms were on and grab some M6D ammo.
There's also a Med Kit up here if you need it as well.  Once you're ready,
continue on past the pit and the slope that they were on, then turn left.  It's
a dead end, but there should be a dead Combat Form there, along with an M19 SSM
Rocket Launcher.  Go ahead and pick it up if you want, then head down the ramp
into the pit.

+-------------
- CHECKPOINT -
-------------+

Head to the end and peek around the right corner, before zooming in and firing
a M6D round at a Combat Form.  Back around the corner and wait for the five of
them to chase after you, then kill them with the M90.  One or two of them will
probably be carrying shotguns as well, so refill on ammunition on continue on.

+-------------
- CHECKPOINT -
-------------+

Keep heading toward where the Combat Forms were, and a whole bunch of Infection
Forms will soon appear.  Just melee as many of them as you can, letting the
rest kill themselves against your shield, then head on after your shield is
recharged.  Peek around the next right turn, and you'll see a couple of Carrier
Forms.  Pop them, mop up the Infection Forms, then carefully head toward the
end of the tunnel.  Up top, you'll see a bunch of Sentinels battling the Flood,
so go ahead and join them.  The Flood will keep coming out of the vents for
awhile, however, so if the Sentinels are destroyed and things get a little too
hairy, feel free to retreat back into the tunnel, to take the Flood out one at
a time.

Keep in mind that plasma weapons hurt the Sentinels more than human weapons, so
focus on Combat Forms carrying those if you want to try and keep them alive.
Even before you focus on them, however, take out the Carrier Forms in order to
hopefully catch a few Combat Forms in the explosion.  If you saved the Med Kit
on the sloped wall from before, remember to go back and get it if you need it.
Once the area is secure, walk past the large pillars with the blue lighting.
Turn right and keep walking, and you should see the Monitor fly into a vent
above and ahead of you.  Take the next right, and you'll see another large door
and get a new mission objective.

      _________________________________________________________________
  +--| MISSION OBJECTIVE: Hold your position until the Monitor returns |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Only we're not going to listen to it.  "Hold" your position, and you'll most
likely take a ton of damage, so instead, run back the direction you came from,
and take cover behind a sloped wall.  Kill the Combat and Carrier Forms that
come after you, then wait.

+-------------
- CHECKPOINT -
-------------+

Now, you have a couple of options.  You can run back to where the large door
was, or you can stay here and wait for awhile.  If you do the first, you'll
have to fight.  If you choose the latter, you'll have to sit there for awhile
until the Monitor returns and opens the door.  Whatever you decide, go through
the door when 343 Guilty Spark opens it, grabbing the nearby Med Kit (to the
right before entering the door) if you need to.

+-------------
- CHECKPOINT -
-------------+
            _____________________________________________________
        +--| MISSION OBJECTIVE:  Follow the Monitor to the Index |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as you go through, you'll see a whole bunch of red contacts appear on
your motion tracker, to the left.  They'll be charging toward your position,
and one of the first ones to arrive will be carrying an M19 SSM, so take him
out first.  Once the rest of them are dead, continue on to where the Monitor is
waiting.  Of course, you can go ahead and pick up the rocket launcher, but just
remember where your M6D is for later.

+-------------
- CHECKPOINT -
-------------+

Use the M19 SSM on the large group of Combat Forms that appear ahead, or back
up and take cover behind a wall if you didn't grab it.  Repeat as usual, then
resupply and head back to where they came from.

+-------------
- CHECKPOINT -
-------------+

You'll see several Combat Forms leap onto a block ahead of you.  Back up, and
use your M6D or M19 SSM (if you have it) to quickly take out one of them from
a distance.  Preferably, you want to kill the one that isn't using the shotgun,
as it doesn't do much damage from a distance anyway.  Once you kill the first
one, back behind a corner and kill the Combat and Infection Forms that come
after you.  After they're dead, peek around the corner and finish off the other
Combat Form on the block.  When it's safe, move past the blocks and turn left,
where you'll see another large door.

+-------------
- CHECKPOINT -
-------------+

A little past the door, underneath the vent ahead, is a Med Kit and some M9 HP-
DE grenades if you need them.  Turn right and head toward the pit on the ground
ahead.  Once you get close enough, a whole bunch of Combat Forms leap out, so
quickly move to the right, behind the sloped wall, and take them out with your
M90.  Peek around the sloped wall, and you'll see one remaining Combat Form,
standing on the next sloped wall over.  Zoom in and take him out with the M6D.

+-------------
- CHECKPOINT -
-------------+

Continue on past the pit and turn left at the intersection.  Once again, a
whole bunch of Flood will come pouring out of the vents, so retreat and take
cover behind a sloped wall to kill them safely.  You'll have to repeat this
several times, but each wave only consists of two Combat Forms, so it should be
pretty easy.  Keep walking down the corridor, and look around the next left
turn.  There may be some Carrier Forms, so shoot them with your M6D.  Move past
where they were and then turn right.

+-------------
- CHECKPOINT -
-------------+

Take the next right, and you'll see 343 Guilty Spark waiting for you again.
Walk past the pit and through the partially-opened door.  Now, as soon as you
go in, take a look at the sloped wall just past it and to the right.  Keep it
in mind, as it'll provide some very valuable cover to you later.  Ahead and to
the left are two pillars with blue lighting; behind them is a pair of Med Kits,
so go ahead and grab one if you need it.  Ok, now that you're aware of your
surroundings, look to see that the Monitor is waiting at another door.  Head
over to where he is, and he'll fly away to open the door.

+-------------
- CHECKPOINT -
-------------+
      _________________________________________________________________
  +--| MISSION OBJECTIVE: Hold your position until the Monitor returns |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Now, you have two options: one, you can hold your ground and fight like a man.
Or two, you can run and hide like a SMART man.  If you decide to take the first
route, just make sure move constantly, blasting each Combat Form at point-blank
range with your M90.  Make use of your fragmentation grenades as well, and pick
up any of the three Med Kits when you need it.  There will be several waves, so
just try and stay alive until 343 Guilty Spark gets the door open.

If you decide to take the second route, immediately run back and take cover
behind that slope I pointed out, noting that there is another Med Kit to the
left when you're heading that way.  You will also notice that the partially-
opened door that you went through to enter this room is now closing.  Wait
behind the sloped wall, even though you will see a lot of red contacts on your
motion tracker.  If you were quick enough, they will not have spotted you!  A
couple minutes later, 343 Guilty Spark will return and open the door.

+-------------
- CHECKPOINT -
-------------+
            _____________________________________________________
        +--| MISSION OBJECTIVE:  Follow the Monitor to the Index |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Head through the newly-opened door, blasting the Combat Forms with your M90 or
even throwing a grenade or two.  Sentinels will also be present to help in the
fight, so it should be relatively simple.  Make sure to check the dead Flood
for supplies; go ahead and pick up the M19 SSM if you wish.  Walk over to the
intersection and turn right.  Shortly thereafter, a whole bunch of Combat Forms
should appear, but the Sentinels should have their attention.  Fire a rocket or
two into the crowd, and mop up any survivors with your M90, before going back
and picking up the M6D again.  Head back down the hall and take another right.

+-------------
- CHECKPOINT -
-------------+

As soon as you turn right, make a quick left.  A bunch of Carrier Forms will
drop down, but just ignore them and let the Sentinels take care of them, while
you run past.  Make another left through the narrow hallway onto the lift, and
it will automatically start rising to the next level.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Fourth Floor: Tools, Guns, Keys to Super Weapons  =~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+

Step off the lift and go through the narrow corridor carefully.  Peek around
the left corner and put a couple of rounds into the Carrier Forms, or let the
Sentinels take care of them.  There's also a Med Kit right in front of where
you exited the hallway.  When you're ready, turn right and take out a few more
Carrier Forms in the distance.  Take the next right turn, then immediately run
back behind cover when you see the Flood drop out of the vents.  Once again,
there are several waves, so keep running out after each wave to trigger the
next, before ducking back behind the sloped wall.  Keep doing this, and you
won't have any trouble with this fight.  When they eventually stop appearing,
stock up on ammunition and head down the corridor to the left, and then another
left.

+-------------
- CHECKPOINT -
-------------+

You'll see a pit right in front of you, so head down the ramp into it.  Turn
left at the corner, and you'll see a whole mess of Infection and Carrier Forms.
Try to pop one of the Carrier Forms with your M6D to hopefully get all of them,
then finish off the surviving Infection Forms however you choose.  Continue
down to where they were, then turn left.  There may be a few Carrier Forms down
this way as well, so be careful.  After your shields regenerate, cautiously
head toward the exit.

+-------------
- CHECKPOINT -
-------------+

Now, you should know what to expect when you're leaving the tunnel.  However,
this battle is slightly different than the previous times we did it, because
Flood will also appear from behind you, in the tunnel.  This new group includes
Carrier Forms, so if you get too close, the explosion will severely hurt you.
So, you can either run back down into the tunnel and try to take out the
Carrier Forms from a distance, or you can exit the tunnel and stay up there to
fight.  I think it's easier to do the latter: run up the ramp and immediately
turn right.  Run to the other side of the sloped wall and wait there for the
Flood to move around the corner.  Eventually, they should all be dead, and 343
Guilty Spark will open the nearby door - head through.

+-------------
- CHECKPOINT -
-------------+

You'll come across another pit, and this one has a Med Kit if you need it.
Otherwise, continue past it and turn left at the intersection.  Head to the
next left turn, then as soon as you see red contacts on your motion tracker,
run all the way back to where you came from.  A whole bunch of Carrier Forms
will have dropped down, and doing this prevents them from surrounding you.
Take them out from a distance with your M6D, then head on and make the left
turn and then a quick right.

+-------------
- CHECKPOINT -
-------------+

Take another right turn, and the Monitor will fly out of a high vent.  At the
same time, a bunch of Flood will show up, so back up and wait around the corner
for them to come to you.  Of course, there are some Carrier Forms in this group
as well, so make sure it's not one of those that you shoot as soon as it comes
around the corner.  When it's safe, move around the right turn and go behind
the pillars to the left of the ramp/pit.  There's a Med Kit and an M19 SSM that
might come in handy.  Head toward the door on the left, where the Monitor is
waiting.

+-------------
- CHECKPOINT -
-------------+

This is it, the last battle of the level.  The door will open only partially at
first, so only a few Combat Forms can get through at a time - thus, use your
M90 to take them out.  Watch out for a Carrier Form that is hiding near the
vent behind you as well.  When the door opens all the way, however, use your
M19 SSM and start retreating.  Go ahead and start moving all the way back to
where the Med Kit and the rocket launcher was, even, firing your rockets when
you see that the Combat Forms are bunched up.  Use grenades as well.  After
you're out of rockets, switch to your M90 to finish off the survivors, and
trade the empty M19 SSM for your M6D.

+-------------
- CHECKPOINT -
-------------+

Head back toward the door, but don't go through yet.  There are two sloped
walls past the door and to either side, the left one with a single Combat Form,
the right with two.  Zoom in and take them out with your M6D, then head into
the room.  A wave of Flood should come out, so back up and take refuge behind a
corner, waiting for them to show their faces.  Once again, we'll have to repeat
this many times until the waves stop coming, but you shouldn't have a problem.
When they finally stop coming, you'll get a new mission objective:

                   _______________________________________
               +--| MISSION OBJECTIVE:  Recover the Index |--+
                   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Move toward the large blue beam coming out of the ceiling and watch your well-
deserved cutscene.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The large lift descends, and the Master Chief retrieves the Index.    |
    | Almost immediately, however, 343 takes it, as protocol requires that  |
    | he take control of it.  The Flood must not get it, and are spreading, |
    | so we need to hurry.  Back in Halo's Control Room, 343 gives you the  |
    | Index, as it is your job (as the "Reclaimer" to reunify it with the   |
    | core.  You do so, but Halo isn't activated.  Cortana pops out of the  |
    | core and knocks 343 Guilty Spark to the ground, as he is supposedly   |
    | trying to "slit out throats."  Taking possession of the Index, she    |
    | explains that Halo doesn't kill the Flood, but rather, their food.    |
    | In other words, it tries to wipe the galaxy clean of all sentient     |
    | life.  The Monitor then hints of other similar structures, and starts |
    | to take on a threatening tone.  Sentinels then fly in, and it looks   |
    | like you're going to have to fight your way out of here.              |
    |_______________________________________________________________________|



===============================================================================
= Level 8: Two Betrayals                                                 kw-bet
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= The Gun Pointed at the Head of the Universe =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As soon as you regain control, immediately start moving, or the Sentinels will
slice and dice you into bits and pieces with their lasers.  Take cover behind
one of the glass-like barriers, then duck out and fire an overcharged shot at
each Sentinel.  You don't even have to aim all that accurately, as the homing
shots easily track the Sentinels and destroy them with one hit.  When they're
all dead, Cortana tells you that we have to stop 343 Guilty Spark from
activating Halo - we need to destroy it by triggering a large explosion, such
as the destruction of the Pillar of Autumn's fusion reactors.  Make your way
to the large door.

+-------------
- CHECKPOINT -
-------------+

Hit (X) to activate the console and open the door, then run in.  This battle
can be very, very tough.  There are about four Sentinels, as well as two Elites
and several Grunts and Jackals.  Armed with their plasma weaponry, it's pretty
obvious which side is going to win.  As I said earlier when we first saw the
Covenant battling the Flood, however, you want to focus your attention on the
side that is winning.  Look at it this way - without your help, the Covenant
will absolutely decimate the Sentinels, leaving you with a very tough fight
against them.  However, if you take out many of the Covenant, you will be left
with a less tougher fight, as the two groups will do a better job of wiping
each other out, rather than it being a one-sided affair.

So, throw an M9 HP-DE grenade at the group of Grunts running forward.  Hope
that you can take out most of them that way, then use overcharged Plasma Pistol
shots to take down the shields of the Elites.  The Sentinels should then be
able to kill them easily, and as soon as they do so, pick them off with more
overcharged shots.  If either of the two Elites happens to survive, rush him
and take him out with your M90.  Your Plasma Pistol is probably pretty low on
charge by now, so pick up a fresh one and head to the end of the tunnel.  Hit
(X) near the console to open the door, then walk on through.

+-------------
- CHECKPOINT -
-------------+

Move to the next console and hit (X) to activate the next door.  Immediately
start backpedaling, and once the door is open, toss a few grenades to take out
some Grunts and Jackals.  Use overcharged shots against the Jackals that are
still surviving, remembering that we can always run back to the site of the
first battle if we need a new Plasma Pistol.  There are still two Elites we
need to worry about, however.  You can try using the Needler, but these Elites
are pretty good at ducking behind the purple boxes to avoid getting hit.  So,
you can try several different strategies.  Try throwing grenades to flush them
out, then following up with the Needler, or simply rush in with your M90 and
put two shells into each Elite (or, one overcharged Plasma Pistol shot and one
M90 shell).

+-------------
- CHECKPOINT -
-------------+
         ___________________________________________________________
     +--| MISSION OBJECTIVE:  Locate and destroy Pulse Generator #1 |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Cortana tells you that if we destroy the Pulse Generators, the Monitor will be
forced to repair them before Halo can be used, buying us some time.  She'll
then mark the nearest generator with a navigation arrow on your HUD.  Now,
before we get started, grab a Needler and head up the nearby ramp into the
tower.  At the very top, trade your M90 Shotgun for the M6D, then head down one
level from where you saw the Med Kit and ammunition.  Look through the gaps
between the ramp and the tower as you walk, and you will eventually be able to
see several Elites, Jackals, and Grunts down below.

Pull out your Needler and unload a clip into each of the three Elites, then use
your M6D to snipe any Jackals and Grunts.  Oftentimes, the Elites will be near
a pillar or box, so don't fire the needles then - wait for them to be somewhat
out in the open.  Once all the enemies are dead, fill up on needles and head
down the small slope to the left of the tower ramp.  Carefully peek over the
left edge, and you'll see two Elites and a Jackal.  Quickly snipe the Jackal
with your M6D, then use your Needler against the Elites.


Staying on the same level, make your way over to the right side and peek down.
There are a few more Elites, so once again, unload a full clip of Needles into
each.  Or, stick them with a Plasma Grenade, as they'll probably be unaware of
you.  Once the area is relatively clear, head a little bit down the ramp on
the right.

+-------------
- CHECKPOINT -
-------------+

There may still be a few enemies the next level down, so be careful.  One level
lower, to the right, are a couple more Elites, so use any remaining Needles you
have on them.  You probably won't be able to take out both of them, however, so
keep heading down the ramps, taking out any stragglers that you missed earlier.
You should be able to find more needles, so use them on the remaining two
Elites.  Now, head all the way back to the top of the tower and grab your M90,
to go along with your M6D.  The S2 AM only has a few rounds of ammunition, so
go ahead and get it if you want, but it's not going to last very long.

A good idea is to grab some crap weapon from down below, trade it for the S2
AM, then bring it all the way back down to the bottom.  Now, drop your S2 AM
there for another crap weapon, then run all the way back up top for the other
weapon you want.  I know it's a lot of running, but it'll be worth it - just
make sure you don't lose anything.  Once you're done stockpiling and trading
weapons, make your way down to where the last two Elites you killed were.  Go
down the next ramp.

+-------------
- CHECKPOINT -
-------------+

In the snowy field to the right (as you're heading down the ramp), you should
be able to see a Banshee.  Continue heading forward, and you'll see a Major
Elite  run out from behind it.  If you still had a lot of needles, go ahead and
use those on him; otherwise, use two S2 AM rounds to his head.  When you are
out of needles, run back up and grab the M6D to go along with your S2 AM.  Head
into the tunnel ahead, so that you are protected from the Wraith's mortars.
Keep peeking out each end of the tunnel to vary your routine, sniping at the
remaining Elites with the S2 AM and the Jackals and Grunts with your M6D.  Each
Elite should take two headshots to kill, including the Commander.

Once all the ground troops are killed, run through the tunnel and pick up the
M19 SSM.  I would save the Med Kit for a little bit later, unless you REALLY
need it.  Head back into the tunnel, and listen for the Wraith's mortars.  As
soon as the last one he launched hits, pop out and nail him with a rocket.
Duck back in and take cover, wait for the mortar to hit, then pop out and hit
him with another rocket.  It'll take a third rocket to destroy him once and for
all, but you can even just use a couple clips of M6D ammunition to finish him
off as well.  Once all the enemies are destroyed, pick up your M90 to go with
your M6D, then head to the top of the tower to resupply, then all the way back
down to the Banshee.

+-------------
- CHECKPOINT -
-------------+

As soon as you take off, start climbing straight up, facing the direction of
the pyramid we just left.  After you've climbed for a while, turn 180 degrees
and head toward the door near the navigation marker - you should be coming in
at an angle to the door.  As soon as you see it open, fire your Fuel Rod and
Plasma Cannons, taking out the Elite and Grunts.  Try not to take too much
damage to the Banshee...if you do, simply revert to your last save and try
again.  Once they're dead, land and trade your M6D for the Plasma Rifle, then
head through the door and into the corridor.

+-------------
- CHECKPOINT -
-------------+

Walk through the next door and into the central area of the room.  When you get
close enough to the Pulse Generator, Cortana will tell you that you need to
interrupt the beam, by stepping into it!  Unfortunately, doing so will totally
drain your shields, leaving you pretty vulnerable.  Orient yourself so that you
are facing the door that you came in through (your back should be facing the
generator), then walk backwards until you step into it.

As soon as you do so, start running back toward the door.  A large number of
Sentinels will come in, so blast them with your Plasma Rifle.  Alternatively,
after stepping into the beam, run the opposite direction and hide until your
shields recharge.  Then, take out the Sentinels as you please.  Personally, I
prefer the latter, as the Sentinels seem to like to stay in the central area,
allowing plenty of time for your shields to recharge.  Keep popping in and out
of view, firing through the windows, until they are all dead.  You could even
just run out of the room if you wanted to, leaving them in there.  Either way,
make your way back into the corridor and to your Banshee.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Breaking Stuff to Look Tough  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
       _______________________________________________________________
   +--| MISSION OBJECTIVE:  Find and enter lower entrance to Canyon B |--+
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

+-------------
- CHECKPOINT -
-------------+

You'll notice that there is a second Banshee to the right immediately after
exiting back outside.  Leave that one there for later, however.  The original
Banshee we used hopefully isn't too damaged, but it's probably lost at least a
single bar of health, so let's use that one until it's almost destroyed.  Pick
up your M6D first, however.  Take off, then climb high above the bridge.  Once
again, we want to hover above it, using the Fuel Rod and Plasma Cannons to take
out the Covenant below.  Be extra careful this time, however, as some of the
Grunts are wielding Fuel Rod cannons themselves - if hit, your Banshee will be
utterly destroyed.

Fortunately, their weapons don't have nearly the range that yours does, firing
from above, so just stay high enough and you'll be safe.  When the bridge has
been cleared, land and head through the door.  By the way, if you had any M19
SSM rockets left over from when you were fighting the Wraith, it could come in
handy about now.  It's not necessary, of course, but feel free to fly back and
grab it before heading into the corridor, if you'd like.

+-------------
- CHECKPOINT -
-------------+

Enter the next door, then sneak up on the Grunt patrolling right in front and
knock him out.  Unfortunately, the rest of the room is not so easy.  Take the
Grunt's Plasma Pistol (or one from the bridge outside), and slowly whittle down
the Covenant, staying by the door for cover.  Make good use of Plasma Grenades,
especially against the Elites.  Oftentimes, they won't know where you are, so
can easily be stuck with one.  Once the central area is mostly clear, make your
way around the left side of the room.  When you get to the rear, there is yet
another two Elites that you can easily stick a Plasma Grenade to, as well as
several Jackals and Grunts.

When the room is secure, finish making your way around to the narrow passageway
with the blinking light.  Pick up a Plasma Pistol, then kill three Jackals in
the next room with overcharged shots followed by normal ones.  Most likely, the
last one will try to run away into the next room, but try to get him before he
can escape.  Head back to the previous room and grab a Needler, then back here.
Head up the small ramp and turn left, to find yourself in a long hallway.  Move
forward slightly, then as soon as the Covenant appear, back up.  Take out the
Grunts and Jackals with your Plasma Pistol or M6D, and the two Major Elites
with the Needler.  When the hallway is safe, go back and get your M90, then
head down the hallway and turn left at the end.

+-------------
- CHECKPOINT -
-------------+

Slowly move into the room, and you'll notice the different music start up.
Cautiously move to the ramp leading to the next room, and you'll see that a
battle is taking place between the Covenant and Flood.  Wait at the bottom
until you no longer hear gunfire, then slowly move to the top of the ramp.  Do
not go all the way into the room, but instead, look over the left wall.  You
will be able to see several Elites, so stick one with a Plasma Grenade, and it
will hopefully take out more than one.  They'll try to fire at you, but will
just keep hitting the wall instead.  Throw another grenade to take care of the
Jackals and a Commander Elite that runs around as well.  Grab a Plasma Pistol
then back down the ramp.  Several Jackals will come after you, so use a combo
of overcharged shots and normal shots to kill them.

Also note that there are two Med Kits to the right after going up the ramp.
There are some more Grunts and Jackals on the other side of the barrier, so
fire a Plasma Rifle or Pistol through the slots to take them out.  Also, right
next to the barrier is a window, with some Elites on the other side.  Break the
window and stick them with Plasma Grenades.  Of course, you can also walk
around the left side of the room, and then when you get to the gap, you can
throw a grenade all the way across at them.  Soon after, more Flood rush in to
attack the surviving Covenant.

+-------------
- CHECKPOINT -
-------------+

The presence of Flood means that you want your M90, so go back and get it.
There is also one near the two Med Kits on the right side of the room, as well.
Kill the Carrier Forms with your M6D first, and then the Combat Forms with the
M90.  At least one of them will be carrying a pistol as well, so make sure to
load up on ammunition.  Go around the room to the next door and go through,
into the corridor.

+-------------
- CHECKPOINT -
-------------+

As you exit the corridor and go through the next door, you'll be back on a
bridge, with a battle raging on between the Flood and Covenant.  Peek around
the left side of the barrier and quickly take out a couple of nearby Jackals.
After a couple are dead, the rest will start retreating further down the
bridge.  Chase after them, making sure to take cover behind the barriers as you
advance, and more Flood should arrive.  While the Covenant are occupied, toss a
Plasma Grenade at the Elites, particularly the Commander Elite with the Plasma
Sword.

Again, the Covenant will start retreating, so head after them.  As soon as you
see some red contacts appear on your motion tracker to the left, start backing
up.  More Flood will leap over from the left bridge, and you want them to go
after the Covenant, not you.  After the two sides take a couple more of each
other out, throw another Plasma Grenade at any surviving Elite.  Once all the
Covenant are dead, head toward the end of the bridge, watching out for a couple
of Combat Forms that leap over and attack you.  Take them out quickly with the
M90, then head through the far door and into the corridor.

+-------------
- CHECKPOINT -
-------------+

Go through the door into the next room, and then walk a little bit right, to
where you can see into the central area of the room.  Several Combat Forms will
spot you and start rushing toward you, so throw a grenade to hopefully kill all
of them.  These particular Combat Forms are armed with M90s, so you don't want
to deal with them at close-range.  Hopefully (yes, hopefully) the grenade will
have shattered the windows and gotten the attention of the Flood on both the
left and right sides of the room.  Duck back into the corridor and use another
grenade to take out some of the first Flood that come after you, then use your
M90 on the rest.  Feel free to keep retreating further into the corridor, as
the Infection Forms will probably take your shields down a bit.

Once they stop coming after you, carefully make your way around both the left
and right sides of the room, as there are probably still a few Combat Forms on
each side.  When it's clear, head to the door on the opposite side of where you
entered.  A few Elites will be battling the Flood, and you really have to watch
out for the latter, as one Combat Form is armed with an M19 SSM.  If you want,
you can let him kill the Elites, then quickly finish him off with your M6D from
long range.  Go ahead and pick up the rockets if you want, but I prefer to use
something more versatile.  Head on through the hallway.

+-------------
- CHECKPOINT -
-------------+

At the end of the hallway, turn left and you'll see more Flood forces.  Take
out the Combat Forms that cluster right in front of you, then finish off the
Carrier Forms with your M6D.  Carefully move into the center area of the room
and look to the right.  The first vent on that side has one Combat Form, so
take him out with your M6D, then repeat with a second Combat Form on the ledge
second from the left.  Across the room is probably another Combat Form or two
as well.

Now, move further into the room until you hear an explosion.  As soon as you do
so, run back into the corridor that you came from, then take out the Infection
Forms with your melee attack or simply letting them burn themselves on your
shield.  After your shield recharges, head back into the room, looking for more
Combat Forms.  There are several on the far end, near the next door that we
want to go through, armed with M6Ds.  Usually, they won't flat out charge you,
so snipe them with your pistol, as they have plenty of ammunition for you.  Get
the Med Kit if you need it, then head through the door - be ready for a whole
bunch of Infection Forms waiting on the other side, however.

+-------------
- CHECKPOINT -
-------------+

Exit the corridor, and you'll find yourself on another bridge.  There are Flood
on the bridge, as well as two Banshees flying above.  Try to stay out of view,
letting the two side battle each other.  Hopefully, at least one of the two
Banshees will get shot down, and I've even seen both get shot down before.
When the battle has died down, take out any surviving Banshees with your M6D.
It'll take quite a few shots, but we have plenty of ammo in the last room.  You
can even run back and get that M19 SSM from the long hallway also.  If the
Flood actually won the battle, take them out with your M90 and M6D.  Continue
down the bridge, watching out for any survivors, then go through the far door.

+-------------
- CHECKPOINT -
-------------+

Go through the corridor and the next door, and you'll see a bunch of Infection
Forms feeding (or whatever they do) on a dead Elite and Grunt.  They just stand
there, so smack them with your weapon.  Go left and into the central area of
the room, and you'll hear an explosion.  More Flood appear, but there are just
a couple of Combat and Carrier Forms, so you shouldn't have too much trouble.
Head through the center area of the room and turn right.  Near the blinking
passageway are several more Combat Forms, so take care of them in the usual
manner before moving through.  Head past the small ramp in the next room and go
through the door, then up another ramp.

+-------------
- CHECKPOINT -
-------------+

Go through yet another door and you'll find yourself at the lift.  Hit (X) to
activate the console, but get ready to use your melee attack, because Infection
Forms start dropping from above as you descend.  Melee them all, or simply head
through the door at the bottom.  Carefully approach the end of the hall, then
kill two Combat Forms that drop down from above.  Another two should appear to
the right, as well.  Continue making your way around the right side of the
room, taking out more Combat Forms as you proceed.  None of these are even
armed with weapons, so only leap at you - blast them as they get close.
Eventually, you will reach a door on the right, so go through.

+-------------
- CHECKPOINT -
-------------+

Head on through the corridor and the next door, and you'll be outside once
again.  A battle is already in progress between the Covenant and Flood, with an
Elite and Grunt directly in front of you, along with a flipped-over Ghost.  Try
and stick the Elite with a Plasma Grenade if you wish, but it's not a big deal
to do so - they head to the left after a little while.  Now, staying relatively
safe in the doorway, look up in the sky for a circling Banshee.  Fire a couple
of clips at it with your M6D, ducking back into the corridor if he gets your
shield down.  After you knock him out of the sky, head toward the Ghost.

         ___________________________________________________________
     +--| MISSION OBJECTIVE:  Locate and destroy Pulse Generator #2 |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Flip it over and hop in, then turn around and go to the right (in terms of if
you were still looking out from the doorway).  You'll see another Ghost start
up, so circle strafe until it's destroyed.  Now, you have several different
things you can try to proceed.  Nearby where the Ghost was is a large ramp
leading down to an M19 SSM, two Med Kits, and another Ghost.  You can pick up
the rockets to destroy the nearby Wraith with.  Or, you can do what I prefer.
Drive through to near where the Wraith is, and constantly strafe side-to-side
in the Ghost.  There are several Grunts and Jackals nearby, so concentrate on
them first.  The Grunts will keep getting in the Shade, so take them out as
soon as they do so.  As long as you keep moving sideways, you'll be able to
kill all of them without taking a single hit.

Do the same thing to the Wraith, moving side-to-side while firing.  As long as
you're a good distance away, he won't be able to hit you at all - after awhile,
he'll explode.  After everything is dead, head back down the ramp and stock up
on ammunition - you probably want your M6D and M90, not the rockets.  Grab a
Med Kit if you need it as well, then hop in whatever Ghost is least damaged.
Drive past where the Wraith is smoldering and down into the tunnel.

+-------------
- CHECKPOINT -
-------------+

As soon as you are through the tunnel and past the pillars, you'll see a Major
and Minor Jackal ahead, behind the large block of ice.  Circle-strafe and kill
them quickly, before they can do too much damage to your Ghost.  Continue on
ahead, and you'll come to a crashed Warthog at the bottom of the ramp.  Ignore
it for now and drive up the ramp.  At the top, behind the two stationary energy
shields, are about four Grunts for you to kill with the Ghost.  Drive on past
where the Grunts were to get the next checkpoint.

+-------------
- CHECKPOINT -
-------------+

Now, we have several different options on how to proceed.  Turn right on the
frozen ice, and you'll see the large tower ahead.  To the left are several
Elites on the ground, two parked Banshees, two Banshees already in the air, a
Shade on the hill, and several more Grunts on the same hill.  Now, if you're
really brave, you can head over there and try to quickly take out a couple of
enemies and then hop out of the Ghost and into the parked Banshee, before
flying away to finish the rest off.  This of course, allows you to do a little
bit of dogfighting against the two Banshees, which is always fun.

A second, safer strategy is this: drive to the frozen lake with the Ghost and
then get out.  Now, run (not drive) down to the flipped-over Warthog. Drive
the Warthog over next to the frozen lake (but not on it), then hop out and get
in the gunner's position.  Using the M41 LAAG, you can very easily take out
both Banshees.  Once they're both down, get back in the Ghost and head to the
right, away from the Elites.  There is a pair of Hunters here, so circle-strafe
them until they're dead.  As long as you keep moving, they shouldn't be able to
hit you.  Now, continue around the right and you'll eventually see the Wraith.
As with the previous one, keep moving side-to-side while firing, and you'll
eventually take him out without any damage to yourself.  Do be careful that you
don't get hit by the Shade, however.

Now, I like to drive all the way back to where the Warthog was, then drive that
over here, just to where I can barely see the hill with the Shade.  Jump in the
gunner's position again, and use the M41 LAAG to take out the Grunts and Shade.
Finally, there are the Elites on the other side of the hill that we need to
worry about.  Climb up the hill and grab one of the dead Grunt's Needlers, fill
up, then peek over the edge of the hill.  Unload clip after clip of needles
until all of them are dead.  Now, go through the door nearby the hill with the
Shade to grab a Med Kit, or go all the way back to where you got the Warthog
and get that one, if you prefer.  When you're good to go, hop in either of the
parked Banshees.

+-------------
- CHECKPOINT -
-------------+

As you takeoff in the Banshee, don't fly straight up yet; instead, fly over to
the frozen lake near where you parked the Ghost and Warthog earlier, and then
fly straight up.  This puts a little bit of distance in between you and the
Covenant forces ahead - flying straight up right away would make you a sitting
duck.  Anyway, after you've climbed for a bit, turn around and hover while
facing the top of the tower.  Be on the lookout for a Banshee or two that may
come after you, but start pounding the troops atop the tower with your Fuel Rod
and Plasma Cannons.  After the Banshees have been destroyed, make the Shades
and Grunts with Fuel Rod Cannons your priority - don't forget to clear out the
Covenant near the door, as well.  When they have all been killed, land near the
door, dismount, and go through into the corridor.

+-------------
- CHECKPOINT -
-------------+

As soon as you exit the corridor into the next room, run slightly to the right
and look into the central area.  A ton of Flood Combat Forms are battling a
couple of Sentinels, so help the Sentinels out by throwing a couple of M9 HP-DE
grenades into the mess of them.  Some of them are armed with M19 SSM Rocket
Launchers, so be very, very careful.  As soon as most of them are dead, you'll
get another checkpoint.

+-------------
- CHECKPOINT -
-------------+

There may still be some Flood left, so finish them off.  Now, go back into the
central area, but don't step into the Pulse Generator.  You see those vents to
the sides?  Practice jumping into them until you're pretty comfortable doing
so.  Put your M6D in a safe place and gather a M19 SSM and some rockets.  Now,
facing the vent that you've decided to jump in, back into the generator and
immediately run and jump up into the vent.  A whole bunch of Combat Forms will
appear, so take them out with your rockets and M90 as they make their way into
your hiding spot.  If you jumped up quickly enough, most of them will not have
spotted you, so simply peek out and fire rockets as needed.  Don't forget about
your grenades, either.  When the room is relatively clear and you've exhausted
your rockets, hop down and finish the rest with your M90 and pick up your M6D.
Head back out the way you came onto the landing with the Banshee.

+-------------
- CHECKPOINT -
-------------+


=-=-=-=-=-=-=-=-=-=-=
= The Tunnels Below =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=
        _____________________________________________________________
    +--| MISSION OBJECTIVE:  Move through tunnels and enter Canyon A |--+
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Cortana will tell you that we need to find Captain Keyes or obtain his neural
implants to detonate the Pillar of Autumn.  First, we need to disable one final
Pulse Generator, however.  Hop into the fresh, undamaged Banshee to the right.
If you need a Med Kit, first drop down and go through the door near the hill
with the Shades and Elites from before or back to where you first got the
Warthog, if you didn't pick those up earlier.  Head in the direction of the
navigation marker on your HUD.  Don't fly too far into the tunnel, however -
you will see that there's a battle going on within, between the Flood and the
Covenant.

When the battle has ended, take out any survivors with your Banshee's Fuel Rod
Cannon.  Be especially careful if the Flood won, as some of them are armed with
M19 SSMs.  After they're all dead, dismount and grab some rockets, then head
down to the bottom of the tunnel.  As you approach the right turn at the end,
carefully move around so that you can just barely see the Combat Forms grouped
down there.  Take them out with a couple of rockets, before they can fire some
of their own at you.  After they're dead, run back up and grab your M90, then
get into either the Ghost or Banshee (it doesn't really matter which, although
I prefer the former) and drive through the corridor until you get to a door.

+-------------
- CHECKPOINT -
-------------+

Hop out of your vehicle, move over to the console, and hit (X) to open the
door.  Unfortunately, the door malfunctions and only opens partially, so we'll
have to leave our ride behind.  Move through the small crack and take out the
Carrier and Infection Forms nearby.  Of course, you can just run back to your
vehicle and use its weapons against these first few Flood.  After the first
group has been taken care of, make your way over to the right bridge and start
heading across.

Once you get about halfway across, a whole swarm of Infection Forms will make
their appearance, and several unarmed Combat Forms behind them will start
charging toward you.  Now, you can always just back up and take them out the
normal way, with your M90, but we can also preserve some ammunition by running
all the way back to our vehicle, then using its weapons to kill the Flood that
chase after you.  Once they're dead, head back across the bridge, but be ready
for more Combat Forms to appear.  Many of them are unarmed, but there are also
some wielding M19 SSMs, so as you backtrack, try to move diagonally to avoid
getting hit.  These guys are less likely to charge after you, so resort to your
M6D from long range to take them out.

When they are all dead, cross the bridge and pick up one of the two Med Kits
if you're even the tiniest bit hurt.  There's not any M90 or M6D ammunition,
unfortunately, and you may want something a bit more versatile than the M19
SSM.  Head to the console by the next door and hit (X) to activate it.  Walk
for a little while until you get to the next door, then hit (X) to activate
that one as well.  Go through, and you'll find yourself on an ascending ramp,
covered in snow - looks like we're back outside again.

+-------------
- CHECKPOINT -
-------------+


=-=-=-=-=-=-=
= Final Run =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=
         ___________________________________________________________
     +--| MISSION OBJECTIVE:  Locate and destroy Pulse Generator #3 |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Head up to the top of the ramp.  Now, there are several different things you
can try here.  To the right is a group of Flood, and flying somewhere in the
area is a Banshee.  We could try and take out the Flood and Banshee ourselves,
but then again, why not let them hurt each other?  If you do decide to do the
dirty work yourself, head to the right after exiting the ramp and throw a
grenade in the middle of the Flood, before finishing the rest off with your
M90.  Take out the Banshee with your M6D, but make sure to take cover when your
shields are low.  I like to let the two sides kill each other off, though.  Go
far to the left after exiting the ramp, left/behind the huge boulder with the
blinking blue lights on it.  Jump up on the smaller rocks, and you will see
more Combat Forms in a shallow cave.  When they can see you, they'll activate;
just hope that they go after the Covenant instead of you, as some are armed
with M19 SSMs.

If you hadn't done this, they simply would have stayed there, rather than join
in the fight.  Activating them will give the Flood the edge and most likely,
they would kill all of the Covenant, including the Banshee.  Head over to where
the battle was taking place (near the stationary energy shields and Shades).
Personally, I think the Flood are easier to kill, so I'd rather they have won
the battle.  Either way, finish off the survivors and scrounge around for any
ammunition you might need.  Once again, there doesn't seem to be much in the
way of M6D or M90 ammo.

+-------------
- CHECKPOINT -
-------------+

Get into either of the Ghosts and continue on toward the lighted path, ahead
and to the left.  Go through (note the cave ahead, with the supplies scattered
around, for later) and turn right, and you'll see another battle going on.  The
Covenant have the superior numbers this time, so you may want to use your Ghost
to take several of them out.  Or, sit back and take them out after the battle -
your choice.  Circle-strafe the survivors, and then when they're all dead, get
out of the Ghost.  Exchange your M90 for any old Covenant weapon, get back in
the Ghost, then drive all the way back to where the first battle after exiting
the ramp was.  Look for any M19 SSMs the Flood were carrying, then trade your
Covenant weapon for it.  Now, get back in the Ghost and drive back to the dark
cave, picking up more rockets.  If you don't want to, you don't have to go back
and pick up the first M19 SSM, since there is another one here, but doing so
gives you some extra rockets.

Now, very cautiously continue on.  At the end of the frozen lake (opposite
where you drove in with the Ghost) are four Combat Forms, each wielding an M19
SSM.  Try to kill them from long range, with either your M6D or rockets, making
sure to sidestep as soon as you see them launch a rocket.  After they're dead,
fill up on rockets and M6D ammo, then get back in your Ghost (if it's badly
damaged, drive all the way back to the first battle and get in the fresh one).
Head to the end of the frozen lake, where the Combat Forms were, and turn left.
You'll see a ledge ahead, but it's possible to get your Ghost over - aim for
the left side of the ledge, near the tree, and it'll hop right over.

+-------------
- CHECKPOINT -
-------------+

This next battle can be VERY difficult.  There are several Wraith tanks you
will have to deal with, not to mention Elites, Grunts, Jackals, and Flood
Combat Forms.  Oh, and don't let me forget to mention the several Stealth
Elites wandering around looking for you.  The strategy that I've had the most
success with is to slowly ride forward in the Ghost.  Stop at the first frozen
lake you get to, and you should see Combat Forms scrambling ahead of you,
toward the Covenant.  They don't stand much of a chance, so don't try and kill
them - let them soften up the Covenant for you.  Go around the large rocks on
the right (you will have seen the Flood exit from there just a moment earlier),
and you'll see a Wraith.  Don't worry about him yet, however, but instead
turn left and try to take out the nearby Jackals and Grunts.

Continue on in that direction, and make sure to shoot out the Grunt manning the
Shade.  By this point, the Flood behind you will have joined the battle, and
are hopefully using their rockets to good use, taking out Covenant forces and
maybe even a Wraith.  Keep making a big circle as before, going behind the
large rock from before and then turning left and attacking the Covenant, then
getting the hell out of Dodge.  By doing these big circles, you'll thin out the
Covenant with the help of the Combat Forms, hopefully enough that things will
die down a bit.

Now, you may have noticed the two Banshees in the back - one of those is our
goal.  Of course, you can go ahead and just make a run for it, but you don't
stand much of a chance of taking off and getting away if you don't whittle down
the Covenant forces.  Eventually, all the Flood will have been killed, but
hopefully, they will have taken out at least one or two of the Wraiths.  Drive
back a distance from the Covenant in your Ghost, and if you're far enough, they
won't even fire.  The Wraiths will still lob mortars, but at this distance,
they are easily avoided.  Just keep firing, moving sideways when you see them
launch mortars.  Eventually, the Wraiths will explode, leaving only ground
troops left.

Go ahead and try to use your M19 SSM, but the Covenant will most likely be able
to duck out of the way.  So, drive back to the cave with the scattered supplies
and pick up an S2 AM.  Now, go to town on the enemy, especially the Elites.
Also note that two Hunters will have joined, so go ahead and take those out as
well.  Once the area has been clear, head forward and hop into a Banshee.

+-------------
- CHECKPOINT -
-------------+

Fly through the canyon, making your way toward the navigation marker on your
HUD.  As you make the final left turn, however (approximately 100m away), be
prepared to fight several Sentinels waiting outside the door.  Destroy them
with your Plasma Cannons and land, then walk over to the pile of goodies.  Pick
up the Med Kit even if you're barely hurt, as well as a Plasma Rifle (near the
edge of the landing) and a M19 SSM (on a body to the left of the door).  Head
through the door and into the corridor.

+-------------
- CHECKPOINT -
-------------+

At the end of the corridor, go through the door and peek to the right.  In the
central area of the room, you should see several Sentinels.  Use your Plasma
Rifle, rockets, or even Plasma Grenades, to destroy them.  You'll notice that
these Sentinels are shielded, and can take quite a bit more damage than the
other ones we have faced.  Stay near the door for cover, then popping out and
destroying as many as you can before your shields get too low.  When they are
all dead, walk into the Pulse Generator.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | All three Pulse Generators have been destroyed, meaning that Halo's   |
    | activation has been delayed...for a while.  Cortana has learned how   |
    | 343 Guilty Spark teleports, and she decides to experiment, hopefully  |
    | taking you as close as possible to Captain Keyes, somewhere on the    |
    | Truth and Reconciliation.  Apparently, the Flood have overwhelmed the |
    | Covenant cruiser.  While the Covenant have been ordered to abandon    |
    | Halo, they are terrified that the Flood will repair the ship and be   |
    | able to escape the ring-world.  At any rate, Keyes is still alive and |
    | his neural implants still intact, so Cortana will try to bring the    |
    | Master Chief as close as possible.                                    |
    |_______________________________________________________________________|



===============================================================================
= Level 9: Keyes                                                         kw-key
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=
= Under New Management  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
            _____________________________________________________
        +--| MISSION OBJECTIVE: Find a way into the control room |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Walk forward just a little bit, and you'll hear a message from Captain Keyes,
telling you to leave him.  We're not going to do that, of course, so continue
on through the door ahead.  You'll see a Combat Form chasing a Grunt, but don't
worry about them; turn left at the intersection.  Pick up the Plasma Grenades,
but save the Active Camouflage for later.  Now, head down the direction that
the Combat Form and Grunt were running.

+-------------
- CHECKPOINT -
-------------+

Take the first left, and you'll see some Covenant forces, including Elites,
battling the Flood.  Once again, let them soften each other up, then wade in
and finish off the survivors (most likely, it'll be the Flood).  Retreat if
necessary, taking them out with grenades and your MA5B.  At least one of the
Combat Forms will have been using an M90, so trade your assault rifle for it,
even if it doesn't have much ammunition.  Now, before you continue on, head
back and grab the Active Camouflage.  As soon as you do so, run back to where
the battle between the Covenant and Flood was, turn left, and then right.  Head
through the door and Cortana will start talking - ignore her, though, and drop
down the large hole.

+-------------
- CHECKPOINT -
-------------+

You'll land in a large pool of coolant.  You should still be able to remain
invisible for a little while longer, so quickly move out and use grenades (but
no weapons fire) to take out as many of the Flood as you can.  Head to the nook
where most of the battle is taking place, then take cover behind the purple box
near the stationary energy shield.  Several Combat Forms will have dropped down
into the coolant by now, so try to get their attention then duck back here to
take them out one at a time.  When they're dead, scavenge around for more M90
ammunition and a M6D, which will really come in handy.

Now, look for the next path (if you're behind the purple box, looking in the
direction of the stationary energy shield, it's in that direction) and head up
it - the coolant should be on your right as you pass.  Remember to use your
flashlight to make things a little easier to spot, but don't forget to stop and
turn it off every once in awhile before it runs out of juice.  Carefully make
your way through until you get to a right turn.

+-------------
- CHECKPOINT -
-------------+

Turn right and move ahead slowly, and another battle should start between the
Flood and Covenant.  The Covenant probably won't be able to take out the Flood
on the ledge ahead and to the right, so snipe them with your M6D, to save
yourself a little bit of trouble later.  By this time, the battle should be
mostly over, and the Combat Forms should head your way.  Duck back behind cover
and take them out with your M90.  Also watch out for a whole bunch of Infection
Forms that drop down from above.  To the left of the coolant pond is a path
leading up to another ledge, so make sure to check this area for more ammo.
When you're done, head to the right of the coolant pond and up the path.  Do so
carefully, however, as a whole bunch of Combat Forms are up ahead.  Back up as
necessary, using grenades and M90 fire to put them all down.  By this point,
you should be pretty full on ammunition for both of your weapons, so head on.

+-------------
- CHECKPOINT -
-------------+

After you've gone a little ways through the path, you'll see a Carrier Form
drop down from above.  Quickly back up to avoid getting caught in the ensuing
explosion, then take out the Infection Forms and Combat Forms that approach,
while being on the lookout for more Carrier Forms further ahead.  Keep walking,
and Cortana will put a new navigation marker on your HUD, pointing toward the
Truth and Reconciliation's gravity lift.  Just around the corner are some more
Carrier Forms, however, so don't rush around headlong quite yet.  Keep heading
forward, and you'll see a Med Kit on the ground - if you need it, go ahead and
pick it up.  Near or just a little bit past the Med Kit is an S2 AM Sniper
Rifle, but you may want to leave it for now.

Head around the right corner, and you'll see another large battle going on.
Cortana will say that the crash did more damage than she suspected, and the
ship's reactor should already have gone critical.  Now, I would just wait for
a (long) while, letting the two sides soften each other up.  Sit back and watch
the battle, but don't let the Hunters spot you and fire their Fuel Rod Cannon.
After a little while of watching, you'll get a Checkpoint for some reason.

+-------------
- CHECKPOINT -
-------------+

The Flood, particularly the Carrier Forms, seem to respawn continuously, so
they will eventually win.  When the battle has died down, snipe the Combat
Forms on the high ledges with your M6D (the S2 AM won't work), then run down.
Don't stop at the bottom, however, but run up past the stationary energy
shields under the bridge to the coolant waterfall.  Otherwise, the Carrier
Forms will just continually respawn with you as well.  Take out any surviving
Flood, then pick up the Med Kit if you need it.  Now, pick up any supplies you
need, then head up the path between the two nearby coolant pools.

+-------------
- CHECKPOINT -
-------------+

About 125m away from the navigation marker, turn the corner and you'll see a
Shade.  Do not fire at it yet, however!  Instead, throw a grenade to the left
of it (there's a path down there).  This should draw the attention of some
Flood troops down there, which will subsequently come up and battle the nearby
Covenant.  The Flood should easily win, so grab their attention, then duck back
into the corner to take them out with your M90.  Now, there are several more
waves of Flood, but there are several options you can do.  You can run to the
path they come from, and simply wait and blast them with your M90 and grenades
as they come around.  Or, you can get in the nearby Shade and fire at them as
they come around.  Note that if you use the Shade, you may have to fire at the
walls ahead to trigger the next wave, or even get out and run down to the
corner and back up.  You can even just run all the way back to the first corner
each time a wave comes, if that works better for you.  Do whatever way works
best for you, until they stop showing up.

+-------------
- CHECKPOINT -
-------------+

Head around the corner and up the path, and a couple of Combat Forms will show
up.  Quickly take them out with your M90, then move on.  At the top of the
path, you'll come to a large drop, with a whole bunch of Infection Forms
falling from above.  Since we won't be able to jump back up once we fall down,
you may want to head back and grab a Med Kit if you saved any, even if you're
only missing a bar of life or two.  When you're ready, drop down and move down
the path, but be ready for any Combat Forms that may be in the area.

+-------------
- CHECKPOINT -
-------------+

Go around the left corner, and you'll see yet another battle between the Flood
and Covenant.  Sit and wait until the battle dies down - most likely, it'll be
won by the Flood again.  This one shouldn't last long at all, so when it's
over, shoot your M6D to get their attention, then greet them with the M90 when
they come around the corner.  Now, carefully head forward out of the path.  To
the right, there is a ledge in the distance (look above the stationary energy
shields) with several Combat Forms on top of it.  Snipe them with your M6D,
then repeat with more Combat Forms on another ledge further to the right and
even higher up.

Once the Combat Forms are dead, move past the energy shields and turn left.  Go
up the path for a little bit, but as soon as you see some red contacts appear
on your motion tracker, run back to where you entered this area.  To the right,
near the coolant, are a whole bunch of Carrier Forms.  A couple shots should
take out the lot of them, however.  Head back up the path near the energy
energy shields, watching out for a whole bunch of Infection Forms.  By the way,
did you notice the dead Elites on the ground?  They're in black...anyways, go
up the path and turn right, and you'll see the Truth and Reconciliation's lift.

+-------------
- CHECKPOINT -
-------------+
       _______________________________________________________________
   +--| MISSION OBJECTIVE: Hold your position under the lift until it |--+
   +--|                          reactivates                          |--+
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Head forward slightly, and you'll hear what sounds like a pretty intense battle
going on.  On the ground ahead is an overshield that you'll want to keep in
mind for later - for now, though, just wait until the battle dies down.  When
the Covenant are dead, fire a few shots of your M6D at the surviving Flood,
then duck back behind the corner.  Kill the Combat Forms as they approach with
the M90, but be careful for Carrier Forms that come after you as well.  Now
that the area is relatively clear, you have several choices.

First, keep in mind that some more Flood WILL respawn.  However, it is not
necessarily required that you kill them, so therein lies your options.  You can
stay or fight, or you can simply run up to the lift and hope you ride up before
taking any damage.  If you decide to do the latter, grab the overshield before
you head up.  Otherwise, leave it for later, and simply run off the lift when
the new group of Flood appears.  The fall shouldn't hurt too much, so simply
run to the narrow path where you entered this area, and wait for them to come
before blowing them away with your M90.  Now, grab the overshield and head up
the lift.


=-=-=-=-=-=-=-=-=-=-=-=-=
= Upstairs, Downstairs  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
    _____________________________________________________________________
+--| MISSION OBJECTIVE:  Follow Cortana's directions back to the control |--+
+--|                                room                                 |--+
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Remember this place?  Fortunately, we're not going to have to deal with a whole
bunch of Commander Elites with Plasma Swords this time around, although it may
have been an interesting battle, now that we're armed with the M90.  Anyway,
there's a couple of Infection Forms milling about in here, so smack them with
your weapon before we head on.  Go through the door with the two dead Grunts
and dead Elite, then turn left.

+-------------
- CHECKPOINT -
-------------+

Cortana will tell you that the ship's BattleNet is a mess; however, she marks
what should be a shuttle bay with a navigation marker on your HUD.  Continue
through the corridor, but watch out for a whole bunch of Carrier Forms in the
way.  If you run fast enough past them, you'll be out of range of their
explosion by the time that they actually detonate.  Go through the next door.

+-------------
- CHECKPOINT -
-------------+

Okay, so you're back in the Shuttle Bay.  Look down over the edge, and you'll
see a large number of Flood, all different types of forms.  Don't worry about
them just yet, however, as there is a Combat Forms (armed with an M90) on your
level to take out first.  Once you do so, watch down below and observe the
movement patterns of the Combat Forms.  Most of them will eventually pass by a
Carrier Form, so as soon as they do so, fire two quick M6D rounds into the
Carrier to blow it (and hopefully the Combat Form as well) up.  We're going to
head down there later, so it's okay if you don't kill everything just yet.
From the door that we entered from, look down in the bottom right corner, and
you will see an overshield.

Cortana will note that the Flood are gathering up the Covenant bodies - rather
gruesome, huh?  Head over to the door and enter the corridor.  To the right is
a flaming door, to the left a Combat Form.  Get his attention, then wait behind
the corner until he comes around and kill him when he does so.  Head down the
left side to the pillar when he's dead.

+-------------
- CHECKPOINT -
-------------+

Turn right at the pillar, then back up when you see red contacts on your motion
tracker.  A couple of Carrier Forms will come around, so shoot them before they
get too close, then take care of the Infection Forms however you see fit.  Now,
keep heading partially down that ramp and then back up behind a corner.  There
are several waves of Combat and Carrier Forms, so you'll have to repeat this
many, many times.  It's almost like we're back in the Library!  When they stop
dropping out of the ceiling, fill up on ammunition (there should be plenty of
it around) and head down to the vent that they were dropping out of.  Usually,
a Combat Form is still up there, and will snipe at you as you pass.  If you're
lucky, there's also a Carrier Form up there that you can pop to destroy all of
them up there.

Head past the vent and turn left at the next pillar.  There will be even more
Combat and Infection Forms down here, so once again do something to get their
attention, then back up around the corner and kill them with the M90.  Continue
down the hallway, then turn another left, and you'll be able to see the door
into the bottom floor of the Shuttle Bay that we were in earlier.  Any Flood
that you didn't kill earlier will still be there, so, you guessed it, use your
M6D to get them to chase you, then duck behind a corner and kill them with the
M90.

Head diagonally across the center of the room, to the far right corner, very
carefully.  If you didn't kill them from above earlier, several Flood may come
from the nearby door.  Pick up a Med Kit if you need it, but you should
probably save the overshield for later.  Now, head to the open door, which was
directly across from where you entered this level of the room, and go down the
ramp.

+-------------
- CHECKPOINT -
-------------+

Quickly head down to where the ramp turns left, but don't round the corner.  A
few Combat Forms should soon walk right in front of you, so blast them with
your M90 at point-blank range.  Note that there are about nine Combat Forms in
this group, however, so go ahead and use a grenade if that's easier for you.
Also note that they don't always come after you at the same time, but they will
other times.  Restock on ammunition, then head down to where they came from.
There's a big hole right in front of you, but don't drop down yet, as we won't
be able to come back up later.  Walk around the edge of the hole, looking for
several Carrier Forms.  Shoot all of them, then head back up and grab a Med Kit
and the overshield from the Shuttle Bay before dropping down.

+-------------
- CHECKPOINT -
-------------+

Watch out for any Carrier Forms in the flaming hallway ahead, taking them out
with the M6D as soon as you see them.  Turn right at the corner, and you'll see
another battle going on between the Flood and Covenant.  Wait until the battle
has died down, then kill anything that survived.  If it's the Flood, just use
your M6D to grab their attention again.  If an Elite actually survives, stick
him with a Plasma Grenade when he's not looking.  When it's clear, head down to
where they were fighting and turn left.

+-------------
- CHECKPOINT -
-------------+

Peek around the next right turn, and more fighting may be going on.  Note that
there is also another door directly ahead, which CAN open and which does have
more Flood on the other side.  Keep that in mind, so that you don't get two
different groups of enemies on both sides of you.  This particular group of
Flood will respawn, so keep moving in a circle around the hallway once they're
dead to trigger the next wave.  It probably isn't necessary to kill them all,
but it's pretty easy.  If you go through the door that they were behind and
just keep making your way around the hallway in a clockwise direction, you'll
sneak up on them every time - destroy the Carrier Form to get most of them all
at once.  Sure, it can get a little tedious, but it's better than having the
risk of then sneaking up on you later.  After they're all dead, turn down the
next corridor and turn left to go through the door.  Head down and turn right
at the pillar.

+-------------
- CHECKPOINT -
-------------+

You'll see another Shuttle Bay ahead, from which we could reach the Control
Room if we got to the third floor.  Before we worry about that, however, there
is yet another fight between the Covenant and Flood going on.  Directly ahead
of you as you enter the Shuttle Bay is a group of stationary energy shields,
with several Elites nearby.  The battle is easily won by the Elites, so hurry
and throw a Plasma Grenade or two at them.  Place them well, and they'll all
be dead within a few seconds.  You'll also get another message from Keyes,
telling you to get the hell out - "He's delirious and in pain," Cortana says.
Head left (save the Med Kit for later) through the open door, then take the
first left and move to the pillar.  This route is actually taking us down, in
the opposite direction of where we want to go, but this will clear the lower
levels out, keeping our rears a little bit safer.

+-------------
- CHECKPOINT -
-------------+

Look down the right ramp, and another battle is taking place.  Let the fight
die down, then head down there.  Most likely, the Covenant will have won, as
their battle group consisted of a Hunter.  Pull out your M6D and put a round
into its weak spot.  A few Grunts may have survived as well, so kill them as
well, then make your way down the next ramp.  You'll see some Combat Forms down
at the bottom, but don't let them notice you, as they'll soon start fighting
some more Covenant.  They Flood will once again probably lose, so carefully
peek around the left corner, and stick a Plasma Grenade to the unsuspecting
Elites (two Major, one Minor).  Finish off the Grunts with your M6D, then head
down to where they were.  Be sure to restock on Plasma Grenades, then turn
right at the green mist.  Turn left at the pillar and go through the next door,
and you'll be in the bottom floor of the Shuttle Bay.

Kill anything surviving down here (usually some Infection Forms), then head all
the way back up to the level we entered on, near the stationary energy shields.
Turn left once you get to this floor, walking past the platform with the energy
shields (to your right).  Go through the door to your left and up the ramp, and
you'll hear another battle.  Fleeing Grunts may soon come into view, so be
ready to smack them down, to save a little bit of ammunition.

+-------------
- CHECKPOINT -
-------------+

Now, peek around the right corner and take out several Carrier Forms with your
M6D.  Head up the tunnel, and once you get to the flaming wall to your right,
you'll get another checkpoint.

+-------------
- CHECKPOINT -
-------------+

Up ahead, you'll see more Grunts running away, from right to left.  Take cover
in the nook to the right for a little while, then go in and mop up whatever
side won.  Carefully head up the hallway, checking to make sure there are no
enemies hiding to the left, then turn right and go up toward the green mist.

+-------------
- CHECKPOINT -
-------------+

Turn right and go down the descending ramp, but not too far.  Carefully peek
around the left turn, and throw a grenade at the mass of Flood.  This should
take care of most of them, but you'll probably have to snipe a couple more
Combat Forms further up the ramp.  Restock on ammunition, then head to the top
of the ramp.

+-------------
- CHECKPOINT -
-------------+

Just around the right corner is a Med Kit, if you need it.  Through the open
door, you should now be able to see that you are on the third floor of the
Shuttle Bay.  Look over the edge, and you'll find that a Covenant Dropship is
unloading some troops, including at least three Elites.  These Elites are also
wearing black - they're Special Ops, and are some of the tougher enemies that
you will face.  Also note that there is now another Elite on the central
platform with the stationary energy shields, even though you killed the ones
there earlier.  Your main concern, however, is to the right (after exiting the
door): another group of Flood Combat Forms are standing in front of the next
door.

Sometimes, I've been able to sneak over to the ledge and look down on the
Covenant Dropship without the Flood noticing, allowing me to stick the Special
Ops Elites with a Plasma Grenade or two.  This doesn't usually happen, however,
so instead draw the attention of the Combat Forms, then duck back into the
doorway and take them out.  When the first group of Flood is dead, move to the
door that they were near, keeping as close as possible to the right side.  A
second group of Combat Forms will appear once you get close enough, but will
hopefully not notice you if you were close to the wall.  Throw a grenade or
use your M90 to finish them off.

Now, feel free to peek over the edge and try to kill some of the Special Ops
Covenant down there, as it'll make things a little easier later.  Usually, they
will have scrambled to cover by now, however, but if they are still around,
there should be some Needlers laying around, so go ahead and try using those -
even better would to be to catch the Elites unaware with Plasma Grenades.  If
you're having trouble, however, don't worry about it too much, and go on
through the door where the Flood was.  Turn right and go up the ramp, then left
through the door.


=-=-=-=-=-=-=-=
= The Captain =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=

You'll hear Captain Keyes' screams of pain, and Cortana will tell you that his
vital signs are fading, so we need to hurry.  Don't feel rushed, however, as
there is no time limit.  Head up the path and turn right.

+-------------
- CHECKPOINT -
-------------+

Go through the door ahead, and you'll see some Covenant and Flood battling up
ahead.  To avoid being spotted, move slightly forward and into the left ramp,
with the flaming boxes.  Note that there is a Med Kit here if you need it.
Usually, the battle will die down, even though neither side has really won yet,
so you may have to try and do something like fire a shot or two or simply let
the Covenant ahead spot and fire at you to get them to start fighting again.
Just keep ducking out of the nook you're in whenever the fighting stops, to get
them to fight some more.  Eventually, the Covenant will probably be killed.
Head down toward where the Covenant were, then check the left turn for any
remaining Flood.  If there are any, kill them with your M90, focusing on any
Carrier Forms first, to hopefully take out most of them at once.

+-------------
- CHECKPOINT -
-------------+
                 ___________________________________________
             +--| MISSION OBJECTIVE:  Recover Captain Keyes |--+
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Continue to walk up the left ramp (where the Flood was grouped), until more of
them come out of the room.  Then, quickly duck behind a corner and wait for
them to come to you.  It'll take awhile, as the room that they're coming from
is actually the Control Room, and is swimming with Flood.  When they stop
congregating outside the door, carefully approach it until it opens, then take
a quick look around to see if there are more inside.  If there are, backtrack
to the corridor and around a corner, as usual.  There's another Med Kit just
through the door, on the ground to the right.  Get the one in the nook that we
were hiding in before, however, if you need it.

Now, you'll see the large central platform ahead, but don't go up it yet.
Instead, turn right (if you had just gone through the door) and walk toward the
corner of the room.  You'll see a small nook here - remember how to get here!
I can't stress how important that is, but also remember where the door you just
came through is as well, in relation to the central platform.  Ok, you got it?
Head up the ramp to the large blob.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Sadly, this massive blob is all that is left of Captain Jacob Keyes.  |
    | Apparently, the Flood were scrambling his brain, erasing his memories |
    | one by one, in order to find one in particular: the location of Earth.|
    | We still need the neural implants to destroy the Pillar of Autumn and |
    | Halo, so the Master Chief plunges his fist into Keyes' half-dissolved |
    | brain, retrieving them.                                               |
    |_______________________________________________________________________|


+-------------
- CHECKPOINT -
-------------+
               _______________________________________________
           +--| MISSION OBJECTIVE: Escape via the shuttle bay |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Ok, pause the game if you'd like, so that we can go over our strategy.  So the
door that we entered through now has Covenant forces waiting on the other side,
but they won't enter, unless you get near enough the door that it opens.  Flood
will also be swarming the room.  So, quickly hop off the platform and get close
enough to the door that it opens, then run like hell to the little nook I told
you to remember earlier.  Hide in there while the two sides try to kill each
other, and you will hopefully remain unnoticed.  If you do it right, you won't
even have a single shot fired at you.  Of course, be prepared if anyone wanders
right into your nook, but that probably won't happen.

When you no longer hear the sounds of battle, carefully peek out.  Most likely,
the Flood will have won, and will be grouped near the ramp up to the central
platform.  How I wish I had an M19 SSM Rocket Launcher right now - tough luck,
but we do have some grenades, so make use of them, then duck back into the nook
and wait for any survivors to come after you.  Blow them away with your M90
when they do.  When it's relatively safe, leave your hiding spot, but be on
the lookout for more Flood lurking somewhere in the room.  Go and pay your last
respects to Keyes if you wish, then pick up the Med Kit if you need it (you
probably won't have taken any damage whatsoever, though).  Exit through the
door that you entered by.  Turn right at the intersection, pass the flaming
blocks and Med Kit to your right, and go through another door.

+-------------
- CHECKPOINT -
-------------+

Turn left and go down the ramp and through another door.  Even before it opens,
however, you'll hear a Grunt scream - not good.  Carefully peek around the
right corner, and you'll see another battle taking place.  Wait for a little
while, then head down to the pillar.  The door to the Shuttle Bay is right
there, but waiting outside of it are a bunch of Special Ops Covenant, including
Elites and Grunts armed with Fuel Rod Cannons and Needlers.

Hide behind the pillar, waiting for a perfect opportunity to stick a Plasma
Grenade to the back of at least one of the Elites (there are two).  Once they
notice you, make sure that you don't just sit there near the pillar, as the
Fuel Rod Cannons will severely hurt you.  You may want to go pick up the dead
Grunt's Needler, and try using that against the Elites as well.  Try to take
out the Grunts with a single headshot each first, however, so that you can be
sure the needles are homing in on the Elite and not them.  When the Covenant
ahead and the Covenant to the right have been taken care of, carefully head out
onto the ledge.

+-------------
- CHECKPOINT -
-------------+

Now, you have several options on how to proceed.  We already know that we need
to escape, and several Banshees escorting a Covenant Dropship full of Special
Ops will soon be arriving.  They will all land on the bottom floor, however, so
we can either fight our way through the halls or we can jump down.  The second
option is far, far easier, so I'll explain that route.  Look around the Shuttle
Bay, and you'll see that the opposite end from where you entered has a couple
different ledges, one underneath another.  Jumping down to the bottom on the
side that we're on now results in death, so head over to the far side and drop
down to the next lower ledge, and then again to the bottom floor.  You'll take
some damage, but no matter.  Now, quickly run to the nearest landing Banshee,
cave in the skull of the Special Ops Elite with a melee attack, then hop in.
Fly straight forward, and you will make your getaway.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The commandeered Banshee heads for the crashed Pillar of Autumn, which|
    | looks so peaceful and serene from the outside.  You know that there's |
    | trouble inside, however - unfortunately, the Banshee starts to fall   |
    | apart, so just before it plummets into the side of the Autumn, the    |
    | Master Chief dives off, barely catching hold and making his way into  |
    | his former home.                                                      |
    |_______________________________________________________________________|



===============================================================================
= Level 10: The Maw                                                      kw-maw
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= ...And the Horse You Rode In On =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
              _________________________________________________
          +--| MISSION OBJECTIVE:  Make your way to the bridge |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Walk forward a little bit, and Cortana will tell you that we need to get to
the Bridge; from there, Keyes' neural implants can be used to initiate a manual
overload, causing explosions powerful enough to destroy Halo.

+-------------
- CHECKPOINT -
-------------+

Switch to your Plasma Rifle and turn around 180 degrees, so that you're facing
outside the Pillar of Autumn.  Soon, you should see some red contacts appear on
your motion tracker - as soon as the Sentinels come into view, blast them with
plasma.  They only take a few shots each, as these are the unshielded variant.
Usually, only two will come into view outside; you may have to turn around and
go in, then turn left to spot the other two.  Either way, they should crash
relatively easily.

Head down the hallway where the last two Sentinels were, then turn right.  Go
over the grates with the green steam rising out of them and turn right into the
Maintenance tunnel.  In the tunnel, take the first left and then a second left.
Walk toward the ladder sticking out of the ground, and a whole bunch of
Infection Forms should start coming out.  Melee as many of them as you can,
while letting the rest burn themselves on your shield.  You may hear several
explosions from down below, as some Carrier Forms burst, so just wait for a
little while and you'll get a checkpoint.

+-------------
- CHECKPOINT -
-------------+

Drop down, and you'll see some Sentinels - they must have been what destroyed
the Carrier Forms.  Using the support beam as cover, take out the four of them
with your Plasma Rifle.  They aren't too aggressive, so simply hide behind the
beam when your shields get low.  Once they are dead, head down to where they
were and turn right.

+-------------
- CHECKPOINT -
-------------+

Head down this hallway, killing the couple of Infection Forms running around in
it.  Don't go too far down it, though, as around the next right turn is a large
number of Combat Forms.  Of course, we don't have our trusty M90, so we'll have
to make do with grenades and MA5B fire.  The first Combat Form you see wields
an M90, however, so if you can, try to kill him quickly and grab his weapon to
use on the rest.  Once they are all dead, scavenge for supplies - you should
pick up the M6D to go along with the shotgun.

+-------------
- CHECKPOINT -
-------------+

As you make the next right turn, a small door should burst open, with a ton of
Infection and Combat Forms.  Throw a grenade into the narrow hallway they are
in, then finish up the rest with your M90.  At least one of these Combat Forms
was also using one, so make sure to pick up some more shells.  Head through the
hallway they were in, then peek your head around the next left turn.  There are
a couple Carrier Forms and some Combat Forms, but they shouldn't be any trouble
at all, if you wait around the corner for them to show their faces.  A couple
of these will provide more M90 shells, so you should be pretty good on ammo.
Continue past where they were and make a right turn, and you'll see a door with
a fire blazing to the right of it.

+-------------
- CHECKPOINT -
-------------+

Go through the door and melee the nearby Infection Forms.  If you walk a little
bit further into the room, however, a group of Carrier and Combat Forms will
start attacking some Covenant Forces, including a pair of Hunters.  I like to
quickly take out the Hunters, especially since the Covenant will easily win the
fight anyway.  Directly in front of the door you entered through is a pillar
with a Med Kit behind it, but save it for later, unless you are badly hurt.  To
the left and right are doors into the cafeteria, which you may remember from
the first level.  Peek through, and you'll see a large number of Special Ops
Elites and Grunts, and any Hunters you haven't killed.  Eventually, the Flood
will all be killed, so you'll have to take this group on yourself.

+-------------
- CHECKPOINT -
-------------+

Carefully peek through either of the two doors, then try to stick a Plasma
Grenade to the backs of any of the nearby Elites you see, before they notice
you.  After you throw them, try to take out the Grunts with your M6D - they
still only take one headshot to kill.  Now, there will probably still be some
Special Ops Elites on the far side of the cafeteria, which usually run in after
you walk partway into the cafeteria.  You can once again try to stealthily
stick them with Plasma Grenades, but if you've lost the element of surprise,
you may want to scrounge around for a Needler and use that against them.  If
you keep going through the two different doors, you can oftentimes get the far
Elites to forget where you are, allowing for a long distance throw.

As a last resort, try charging them with the M90 - a couple shots will take the
Elites down, but you'll most likely take some damage in the process.  When the
room looks clear, carefully head to the opposite end and look for any survivors
before proceeding; the far door usually has more Covenant on the other side.
Again, use Plasma Grenades to make short work of them, and when they are all
dead, you'll hear a change of music.

+-------------
- CHECKPOINT -
-------------+

Go back and get the Med Kit outside the cafeteria if you need it, then head
through the far door of the cafeteria.  Turn left, and head for the opened
door, where you'll see another Med Kit on the ground.  Head past it, and
Cortana will let you know that you made it to the bridge.

+-------------
- CHECKPOINT -
-------------+

Carefully look around the left corner, and you'll see another Special Ops Elite
for you to stick with a Plasma Grenade.  Hopefully, he'll run into the Bridge
as soon as you hit him and take out several more Covenant troops within.  Don't
get your hopes up, however - turn right into the Bridge and kill any Grunts you
see with headshots, using the M6D.  When they are all dead, Cortana will tell
you to get to the terminal to upload the neural implants.  Before you do so,
however, switch your M6D for either the Plasma Rifle the Elite was using or the
Needlers the Grunts had (I prefer the Needler).  Keep the M6D in a safe place,
of course, then make your way into the center of the Bridge.

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Cortana starts to initiate the Pillar of Autumn's manual overload, to |
    | cause the self-destruction of the ship and Halo.  Unfortunately, 343  |
    | Guilty Spark shows up and puts an end to that plan, so we're going to |
    | have to blow up the ship the good ol' fashioned way: with explosives  |
    | such as grenades.                                                     |
    |_______________________________________________________________________|


+-------------
- CHECKPOINT -
-------------+
     ___________________________________________________________________
 +--| MISSION OBJECTIVE:  Get to engineering by way of the cryo storage |--+
 +--|                             facility                              |--+
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Duck behind any cover you can, then fire half a clip of needles (or your Plasma
Rifle) at each of the Sentinels outside, ducking back behind cover as needed.
Repeat until they are all dead, then go and trade the Covenant weapon for your
M6D.  Now, head back out the way you came in, toward the Med Kit (which you
probably won't need just yet).

+-------------
- CHECKPOINT -
-------------+

Turn left right after you pass the Med Kit, and you'll see that the cafeteria
has now been sealed up.  Continue down the hallway, and as soon as you pass the
diagonal structural support beam, you'll see some Flood Combat Forms appear
from the right.  Use your M90 to kill them as soon as they come around - make
sure your shotgun is fully loaded before you start, however, as they'll keep
coming until your clip is almost empty (there's about nine of them).  As long
as you stay behind the corner and wait for them to come to you, however, you
should have no problem.

+-------------
- CHECKPOINT -
-------------+

Turn right into the area the Combat Forms came from into the armory and move
through to the opposite end.  There's a lot of MA5Bs laying around, but not
much else, unfortunately.  When you approach the door ahead, you'll hear the
sounds of a battle between the Flood and Covenant.  Don't peek your head out
the door yet, instead waiting until the fighting stops.

+-------------
- CHECKPOINT -
-------------+

After the battle has died down, carefully exit and look for the survivors of
the fight - it's usually a Special Ops Elite and a pair of Hunters to the right
after going through the door.  There's a large barrier in between you and them,
so lob a Plasma Grenade over it, hopefully hitting the Elite.  Now, charge the
two Hunters, and one should quickly try to melee attack you.  Quickly sidestep
out of his way, turning as you do so, then put a M6D round into this back.  Do
the same with the other Hunter.  The corridor is kind of cramped, but you will
still have plenty of room to maneuver around their charge.  If you do take a
lot of damage, simply revert to your last save, since it's so close.

There's a Med Kit at the end of the hallway (to the right) where the Hunters
and Elite were, if you need it.  There should be some M6D and M90 ammunition
lying around, so fill up.  Once again, put your M6D in a safe place, switching
it for one of the Plasma Rifles lying around.  There should be quite a few, so
look for the one with the most charge.  Now, head through the door that was
straight across from where you entered the hallway (the one that doesn't have
a blue arrow pointing to it).  Turn left in the corridor, and then right.

+-------------
- CHECKPOINT -
-------------+

On the other side of the next door are some Sentinels and a whole bunch of
Infection Forms.  While the Sentinels are busy with the Infection Forms, pop
out, turn right, and destroy a Sentinel or two, before ducking back when they
focus on you.  Some of these are shielded, so can take a bit more damage than
the normal ones.  When all the ones in this hallway are dead, finish off any
surviving Infection Forms, then crouch to move underneath the partially-opened
door to the left.  Head slightly to the right to the next door, then destroy
another group of Sentinels waiting in the narrow corridor.  If you can hit one
with a Plasma Grenade, you could probably destroy all of them at once.  Now,
head back and grab your M6D again before heading back here.  Go through the
next door.

+-------------
- CHECKPOINT -
-------------+

You'll immediately hear the sounds of a pretty intense firefight.  It's going
on behind the door just to the right, with the yellow arrow labeled "Cryo B"
pointing at it.  It'd probably be a good idea to wait until the battle dies
down before entering.  Look for any surviving Combat Forms, then fire a single
M6D round to get their attention.  Duck back and wait for them to go through
the door, and kill them with the M90 when they do so.  Sometimes, the Sentinels
may survive, so head back and grab a Covenant weapon to use against them.  Head
further into the room, toward the ladder.

+-------------
- CHECKPOINT -
-------------+

The music will change, and you'll see a few Sentinels flying through the glass
passageway above, before they start firing on more Flood up there.  Go up the
ladder, and some Combat Forms should enter the room down below, from where you
came in.  As soon as you see the red contacts appear on your motion tracker,
throw an M9 HP-DE toward the door while running toward it.  Quickly pick off
any Flood that survived the grenade with your M90, ducking back out into the
hallway for cover.  Back out in the hallway, you'll see some flaming pipes.  If
you jump over them and turn left, you'll find a Med Kit - pick it up if you
need it.  Now, head back into the Cryo B room, back up the ladder, and toward
the Cryo control room at the end.

+-------------
- CHECKPOINT -
-------------+

There are some more Flood to the left after entering the control room.  If you
can see a Carrier Form, pop it with the M6D to hopefully take out a couple of
Combat Forms with it.  Now, duck back behind cover, so that you can kill the
Flood as they rush out the door toward you (you should still be on the upper
ledge, facing the control room door).  The windows of the control room are
bulletproof, fortunately, so feel free to stand in front of them.  However, the
game has a little bit of clipping, so the Combat Forms' arms can sometimes
"reach" through the window, so they CAN hurt you if this happens.  Keep popping
in and out of the entrance to trigger more Flood, and repeat until they are all
dead.  When they stop coming, make sure to pick up more ammunition before
heading through the corridor they were in.  Don't forget to pick up the Med Kit
in the control room if you need it.

+-------------
- CHECKPOINT -
-------------+

Head straight across the more open room, and you'll find an overshield in the
dead-end.  Pick it up, then quickly head back to the open room, turn left,
then run down and go through the small door on the left.  You'll probably want
to turn on your flashlight, to make seeing a little easier.  Head forward into
the tunnel and take out a small group of Infection Forms, before they damage
your overshield.

+-------------
- CHECKPOINT -
-------------+

In the tunnels, turn right, then left, then right again.  You'll see an open
door ahead of you, with Flood, Sentinels, and Covenant all duking it out.  If
you wait near this door, a pair of Hunters should cross your path, so quickly
take them out with your M6D.  This will let the rest of the forces whittle each
other down even further than if you had let them live.  Facing this door, if
you turn left and go through another door, you'll probably encounter a Special
Ops Grunt in the burning room.  Quickly kill him and fill up on Plasma Grenades
if you're not already full.  Facing the door that the Hunters walked by, if you
turn right, go to the end, then turn left, you'll find a Med Kit.  Anyway, when
the battle has died down, peek out the door and look for survivors.

If the Sentinels still live, run back and pick up a Covenant weapon to use
against them.  If it's Covenant, try to hit them with Plasma Grenades.  Keep in
mind that Flood will keep running from the left as well.  When you have the
chance, run straight across the hallway through the door with the green light.
Check your rear to make sure nothing followed you, then head down the corridor.
Turn right, then right again, and you'll come to another door.  Carefully move
toward it until it opens, and you'll see two stationary energy shields ahead.
Look to the right for any enemies, then turn left past the energy shields when
it's clear.

Continue down the hallway, and you'll see a red arrow labeled "Engineering"
pointing to the left, and another one labeled "Armory" pointing straight ahead.
Go toward the armory first, turn right, then left, and slowly walk toward the
door.

+-------------
- CHECKPOINT -
-------------+

Okay, so we've dealt with Stealth Elites before - now we're going to be dealing
with Flood wearing Active Camouflage.  Stay near the door and zoom in with your
M6D.  As soon as you see some distorted form running, pop it with a couple of
rounds to make it visible, then finish it off with your M90 when it gets close.
After you get the first one, duck back, as a second "Stealth Combat Form" and
several normal ones approach.  Finish them off the normal way, with M6D rounds
at long range to grab their attention, and the M90 up close.  Make sure to fill
up on M90 shells as well - there is plenty of ammunition around.  Now, switch
your M6D for an M19 SSM Rocket Launcher and fill up on rockets for it, then
leave the armory and head through the corridors toward Engineering.


=-=-=-=-=-=-=-=-=-=-=-=-=
= Light Fuse, Run Away  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
     ___________________________________________________________________
 +--| MISSION OBJECTIVE: Use the controls on the third floor to retract |--+
 +--|                        an exhaust manifold                        |--+
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

After the transition to the next segment of the mission, continue forward and
take the right turn to the next door.  Go through, and Cortana will inform you
that we've reached the Engine Room.  The Monitor has disabled the Pillar of
Autumn's computers, so we'll have to detonate the fusion reactors.  Cortana
will walk you through the process, letting you know that we first have to open
the exhaust manifold.  Take care of the Infection Forms that by now are heading
toward you.  You'll also hear the familiar, cheerful voice of 343 Guilty Spark
as well.

Once the Infection Forms have been taken care of, turn right and go up the ramp
to the next level.  Be ready to kill more Infection Forms, then note the large
banks of computers on this level.  Each has two Med Kits on it, so that's kind
of reassuring.  Continue down this level, staying as close to the right wall
as possible.  At the end, you'll reach another door, so go through.  Go up the
next ramp and turn right.  Start walking forward, but keep in mind that some
Combat Forms are at the end.  (If he's not here, continue on ahead to the third
level).  Approach carefully, then take out the first one with your M90.  Wait
around the corner for another one to come around, then kill him as well, before
peeking around up the right ramp to take out a Carrier Form.  Mop up the
Infection Forms, then head up the ramp.

There should be several more Combat Forms, so fire a shot to get them to come
after you, then duck behind the corner.  Once again, wait for them to come
around before killing them.  Head up the ramp and go through the door to the
third level to the left.  Most of the enemies should be clear, as they were the
ones that came running down when you were on the second level.  However, if you
are hurried and didn't encounter any resistance on the second level, they will
all be up here.  Either way, take any Combat Forms the same way as usual, then
head up the small ramp and through the door at the end of the corridor.

You'll see two control panels ahead, as shown by the navigation markers on your
HUD.  Switch to your M19 SSM, run out to the closest console, then hit (X) to
activate it.

       _______________________________________________________________
   +--| MISSION OBJECTIVE:  Destroy the open vent core with a grenade |--+
   +--|                           or rocket                           |--+
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as you activate the console, jump onto the narrow beam to the left,
slightly below where you just were.  Turn around 180 degrees and wait until
you see the open vents (it'll be red).  Fire a rocket into either of the two
red slits, and it'll blow.  Do this as quickly as possible, as a group of
Sentinels will be on their way to attack you.  With nothing to hide behind on
this beam, they will do quite a bit of damage.  If your rocket flies true, you
will see a huge explosion.  Try to jump back up near the console if you can or
drop down.  You'll take a lot of damage when you fall, but simply turn around
and run up the ramp that we went up earlier.  Grab a Med Kit from the computer
banks, then head back up to the next floor.

+-------------
- CHECKPOINT -
-------------+

In the same area as before, you'll see more Flood Combat Forms; deal with them
accordingly, the same way you always have.  Head back up to the third floor,
watching out for any stragglers.  Once again, head up the small ramp and
through the door, then head for the far console.  Equip your M19 SSM, activate
the console, then jump down to the beam (to your right this time).  Turn around
and fire another rocket into the red slit as soon as you see it, then fall down
and run back up the ramp and grab another Med Kit if necessary.  Start heading
up to the third level.

+-------------
- CHECKPOINT -
-------------+

Once again, you'll encounter more Combat Forms in the same area as before,
right before you get to the third level.  When it's clear, head up there and
go through the door.  These two consoles are done, so head across and turn left
into the corridor with the flames.  There are some Combat Forms ahead, so rush
up and take them out with the M90 at point-blank range.  Continue through the
corridor and you'll see the final two consoles.  Once again, switch to your
M19 SSM, activate the right console, jump down to the beam, turn around, and
fire a rocket into the red slits, before dropping down.  You know the drill -
run back up the ramp to the second level.

+-------------
- CHECKPOINT -
-------------+

Take out more Combat Forms and head back up to the third floor.  Once again, go
left through the flaming corridor, then head to the left console.  After you
blow up the final fusion reactor, turn back around 180 degrees and run and jump
on the nearby platform with the yellow barrels.  Head through the door and into
the corridor.

+-------------
- CHECKPOINT -
-------------+
         ___________________________________________________________
     +--| MISSION OBJECTIVE: Get to the elevator on the third floor |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Cortana will tell you that you only have a short time to get off of the Pillar
of Autumn, and Halo, for that matter.  You'll need to head for the third floor,
so look for the same way that you've been heading up as before, when you were
destroying the fusion reactors.  If you jumped down to the platform I told you,
head down, and then jump down when you get to the computer banks with the Med
Kits.  Run across the room (the two doors that lead to the armory should be to
your right) and up the ramp.

Turn left at the top of the ramp and head for the door at the end, on the right
side.  You should know where you are now - head up the ramps to the third floor
as fast as you can, as there are no more Combat Forms to worry about.  Now, go
straight across the ledge to the far door and go through.  Head through a
second door, then turn right past the flames.  Go through the next door, and
then another, and you'll be back in another corridor.  Turn left, and you'll
see the elevator ahead.

+-------------
- CHECKPOINT -
-------------+

Head closer toward the door, then wait for the lift ahead to descend.  Several
Special Ops Covenant, including Elites and Grunts, are riding it, so as soon
as it lowers, throw a couple of grenades or use your M19 SSM.  When they're
dead, get on the lift.  As the lift ascends, Cortana will contact Foehammer to
arrange for pickup at a specific location, where we'll meet her.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Warning: Hitchhikers May Be Escaping Convicts =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
      _________________________________________________________________
  +--| MISSION OBJECTIVE: Escape from the Pillar of Autumn before it's |--+
  +--|                            too late                             |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Head straight ahead, then turn right.  Jump into a nearby Warthog and start
taking off.  Turn toward the flaming Warthog ahead, then turn left when you get
to it.  Drive right over any enemies in your way and head straight up the
middle of the steep ramp.  Right after you climb over the top, you'll descend
down a ramp, but as it starts climbing again, move to one side as you exit.
This way, you won't run into the large obstacle ahead - as soon as you pass it,
however, drive back into the middle and up the next ramp.

Driving at full speed, your Warthog should jump over a couple of small gaps
before descending down another ramp.  Keep driving full speed, and you'll
drop through another hole.  Drive straight ahead through a large, empty tunnel,
but as you exit, drive all the way to either the right or left side.  Continue
straight along the edge of the room, then turn back into the middle to enter
the next tunnel.

In this tunnel, you'll see some small ramps next to the pillars.  Drive to the
left of the first pillar, then to the right of the second, then into the narrow
hallway to the left.  You'll see some explosions ahead, but don't worry.  Turn
left as soon as you get out of the hallway, then when you see the next large
room, angle yourself to one of the sides of the room again (the left is easier
to me, since we were turning that way already anyway).  At the end, turn back
into the middle to go up the next steep tunnel.

Continue straight ahead, and you'll make several drops.  When you get to the
large room with the pillars, you'll have to slalom your way through.  Don't try
and make your turns to tight, but instead, make wide, gentle turns.  For
example, go to the left of the first pillar, to the right of the second, and so
on.  Make sure you don't run into the large building at the end of the pillars,
but head up on the ramp right after it.

As you head up the ramp, you'll see the shadow of a Covenant Dropship fly over
you, but ignore it.  Gun it and keep going forward, and Cortana will again
contact Foehammer.  Head straight for awhile, and Cortana will tell you to stop
and wait for your ride.  SPOILER: Don't wait.  Foehammer gets shot down (too
bad - she was always so friendly and helpful), so keep going to shave a couple
more seconds off your time.

Continue straight through the tunnel, until you get to more pillars with small
ramps next to them.  Right after the second one, on the right side of the
tunnel, is another hallway you should go through - be careful not to get stuck
on the entrance.  Go straight ahead and turn right at the end.  Slalom around
the pillars, and after a little while, Cortana will tell you of large gap
ahead.

That's your cue to get right in the middle and drive STRAIGHT forward, at top
speed.  You'll make the huge jump if you're lined up and going fast enough,
but don't relax, as there's another small drop right after it.  Continue on
past the next narrow hallway, around the pillars, and you'll get to a whole
bunch of obstacles blocking your path.  Quickly get out and run past them,
using your M19 SSM to take out anything in your way.  Run your ass off to the
navigation marker, and you've made it!  Congratulations, you've just beaten
Halo on Legendary Difficulty!

  __________
-=| Cutscene |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The Master Chief closes the Longsword's Hatch and takes off.  Cut to  |
    | a scene outside the Pillar of Autumn, with Sarge fighting an Elite for|
    | control of an MA5B.  When the explosions go off, though, both know its|
    | over, and embrace each other.  As the Longsword escapes, a huge blast |
    | shatters Halo, and the temperature from the blast forces the Chief to |
    | turn off the engines to save them.  Broken fragments of Halo crash    |
    | into the rest of the ring, further shattering it.  The Master Chief   |
    | asks if there were any other survivors, but Cortana can't detect any. |
    | She justifies the loss, however, as a huge Covenant force has been    |
    | destroyed, along with the Flood and Halo - things are over, she says. |
    | The Master Chief disagrees, however - things are just beginning.      |
    |                                                                       |
    | ROLL CREDITS                                                          |
    |                                                                       |
    | In the distance, a certain flying, blue orb makes its way into space, |
    | perhaps humming to itself as it moves along...                        |
    |_______________________________________________________________________|


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
V. WEAPONS AND VEHICLES LIST                                             kw-app
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

"Bring war material with you from home, but forage on the enemy. Thus the army
will have food enough for its needs." - Sun Tzu (The Art of War)


===============================================================================
= A) Human Weapons                                                       kw-hwp
===============================================================================

       _______________________________________________________________
      |               |                                               |
      |    WEAPON     |                SPECIFICATIONS                 |
      |_______________|_______________________________________________|
      |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
      | M19 SSM ROCKET| ROUNDS/CLIP:   2                              |
      |   LAUNCHER    |                                               |
      |               | MAXIMUM AMMO:  8                              |
      |               |                                               |
      |               | AMMO TYPE:     102mm shaped-charge, high-     |
      |               |                explosive rockets.             |
      |               |-----------------------------------------------|
      |               | PROS:  The M19 SSM can quickly take out an    |
      |               |        enemy vehicle or group of targets from |
      |               |        a distance, with a 2x zoom built in.   |
      |               |        Splash damage is also effective.       |
      |               |                                               |
      |               | CONS:  Rockets are dumb-fire, so targets must |
      |               |        be led.  The reload time, rate of fire,|
      |               |        and melee attack are slow, and the     |
      |               |        weapon dangerous to fire in close      |
      |               |        quarters.                              |
      |_______________|_______________________________________________|
      |               |                                               |
      | M6D PISTOL    | ROUNDS/CLIP:   12                             |
      |               |                                               |
      |               | MAXIMUM AMMO:  120                            |
      |               |                                               |
      |               | AMMO TYPE:     12.7mm semi-armor-piercing,    |
      |               |                high-explosive rounds.         |
      |               |-----------------------------------------------|
      |               | PROS:  The M6D fires extremely powerful       |
      |               |        rounds, behind only the M90 and S2 AM  |
      |               |        Sniper Rifle.  In addition, the 2x     |
      |               |        scope allows for accurate and deadly   |
      |               |        distance shots.                        |
      |               |                                               |
      |               | CONS:  Even firing in fully automatic mode,   |
      |               |        the M6D shoots relatively slowly, and  |
      |               |        is thus rather ineffective against such|
      |               |        enemies as large groups of the Flood.  |
      |               |        Relatively slow melee attack.          |
      |_______________|_______________________________________________|
      |               |                                               |
      | M90 SHOTGUN   | ROUNDS/CLIP:   12                             |
      |               |                                               |
      |               | MAXIMUM AMMO:  60                             |
      |               |                                               |
      |               | AMMO:          8 gauge magnum (3.5") shells.  |
      |               |-----------------------------------------------|
      |               | PROS:  At point-blank range, the stopping     |
      |               |        power of the M90 is simply unmatched.  |
      |               |        Rather large spread can be useful for  |
      |               |        hitting multiple targets at a distance,|
      |               |        but can also be a disadvantage.        |
      |               |                                               |
      |               | CONS:  The shotgun has a very slow rate of    |
      |               |        fire, melee attack, and reload time.   |
      |               |        At moderate distances, bullet spread   |
      |               |        may result in the target not taking the|
      |               |        full blast.                            |
      |_______________|_______________________________________________|
      |               |                                               |
      | MA5B ASSAULT  | ROUNDS/CLIP:   60                             |
      |   RIFLE       |                                               |
      |               | MAXIMUM AMMO:  600                            |
      |               |                                               |
      |               | AMMO TYPE:     7.62mm armor-piercing rounds.  |
      |               |-----------------------------------------------|
      |               | PROS:  The MA5B has a very high rate of fire, |
      |               |        as well as a quick melee attack.  It   |
      |               |        also features a compass that orients   |
      |               |        itself to face the system's gas giant, |
      |               |        Threshold.                             |
      |               |                                               |
      |               | CONS:  The bullets are rather weak, and on    |
      |               |        higher difficulties, several clips may |
      |               |        be needed to take down a single enemy. |
      |               |        Accuracy is somewhat suspect at long   |
      |               |        range, especially in full automatic.   |
      |_______________|_______________________________________________|
      |               |                                               |
      | S2 AM SNIPER  | ROUNDS/CLIP:   4                              |
      |   RIFLE       |                                               |
      |               | MAXIMUM AMMO:  24 (Truth and Reconciliation   |
      |               |                starts with 64, but once you go|
      |               |                under 24, you can't get more)  |
      |               |                                               |
      |               | AMMO TYPE:     14.5 mm armor-piercing, fin-   |
      |               |                stabilized, discarding-sabot.  |
      |               |-----------------------------------------------|
      |               | PROS:  The S2 AM Sniper Rifle's rounds can    |
      |               |        take out most Covenant with a single   |
      |               |        head shot, and can do so from extremely|
      |               |        long range, thanks to the 2x and 10x   |
      |               |        scopes.  In addition, each penetrative |
      |               |        round can pass through several targets |
      |               |        at once, and it also features built-in |
      |               |        light-amplification (night vision).    |
      |               |                                               |
      |               | CONS:  Though the rounds are equally powerful |
      |               |        at long or short range, the very small |
      |               |        clip size limits the S2 AM's ability in|
      |               |        close-range melees.  Also, the extreme |
      |               |        penetration of the rounds makes it pass|
      |               |        through the Flood harmlessly.          |
      |_______________|_______________________________________________|
      |               |                                               |
      | M9 HE-DP      | ROUNDS/CLIP:   N/A                            |
      |   GRENADE     |                                               |
      |               | MAXIMUM AMMO:  4                              |
      |               |                                               |
      |               | AMMO TYPE:     High-explosive, dual-purpose   |
      |               |                fragmentation grenades.        |
      |               |-----------------------------------------------|
      |               | PROS:  The M9 HE-DP is very effective when    |
      |               |        used against groups of enemy troops or |
      |               |        to help flush out enemies, as it does  |
      |               |        quite a bit of area damage, and can be |
      |               |        bounced into hard-to-reach areas.      |
      |               |                                               |
      |               | CONS:  Not extremely effective against such   |
      |               |        enemies as Hunters, and can be avoided |
      |               |        rather easily by enemies.              |
      |_______________|_______________________________________________|
      |               |                                               |
      | M41 LAAG      | ROUNDS/CLIP:   N/A                            |
      |               |                                               |
      |               | MAXIMUM AMMO:  Unlimited                      |
      |               |                                               |
      |               | AMMO:          12.7 x 99mm armor-piercing,    |
      |               |                drum-fed rounds.               |
      |               |-----------------------------------------------|
      |               | PROS:  The three-barreled M41 LAAG can put    |
      |               |        between 450-550 rounds in the air per  |
      |               |        minute, making it effective against    |
      |               |        Covenant troops and vehicles alike.    |
      |               |                                               |
      |               | CONS:  Sustained fire results in decreased    |
      |               |        accuracy, and unless there is a driver |
      |               |        at the wheel, the gunner is vulnerable |
      |               |        to enemy fire.                         |
      |_______________|_______________________________________________|



===============================================================================
= B) Covenant Weapons                                                    kw-cwp
===============================================================================

       _______________________________________________________________
      |               |                                               |
      |    WEAPON     |                SPECIFICATIONS                 |
      |_______________|_______________________________________________|
      |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
      | NEEDLER       | ROUNDS/CLIP:   20                             |
      |               |                                               |
      |               | MAXIMUM AMMO:  80                             |
      |               |                                               |
      |               | AMMO TYPE:     Explosive, homing needles.     |
      |               |-----------------------------------------------|
      |               | PROS:  The Needler's limited homing ability   |
      |               |        make it very effective against such    |
      |               |        enemies as Elites, especially on the   |
      |               |        higher difficulties.  The explosion    |
      |               |        radius can also damage nearby enemies. |
      |               |                                               |
      |               | CONS:  Despite the homing ability and fast    |
      |               |        rate of fire, aware enemies can often- |
      |               |        times avoid getting hit.  Needles can  |
      |               |        not penetrate some surfaces, such as   |
      |               |        Hunter armor or the shields of Jackals.|
      |_______________|_______________________________________________|
      |               |                                               |
      | PLASMA PISTOL | ROUNDS/CLIP:   N/A                            |
      |               |                                               |
      |               | MAXIMUM AMMO:  100% charge                    |
      |               |                                               |
      |               | AMMO TYPE:     Unrechargeable directed energy.|
      |               |-----------------------------------------------|
      |               | PROS:  The Plasma Pistol has the ability to   |
      |               |        overcharge, firing a slightly homing   |
      |               |        and much more powerful blast that can  |
      |               |        destroy the energy shields of Jackals  |
      |               |        and Elites.  Also, it has the fastest  |
      |               |        melee attack in the game.              |
      |               |                                               |
      |               | CONS:  Standard fire is relatively weak, and  |
      |               |        overcharging rapidly depletes the core.|
      |               |        The rate of fire is somewhat slow, and |
      |               |        the weapon cannot be recharged.        |
      |_______________|_______________________________________________|
      |               |                                               |
      | PLASMA RIFLE  | ROUNDS/CLIP:   N/A                            |
      |               |                                               |
      |               | MAXIMUM AMMO:  100% charge                    |
      |               |                                               |
      |               | AMMO:          Unrechargeable directed energy.|
      |               |-----------------------------------------------|
      |               | PROS:  Very rapid rate of fire, although semi-|
      |               |        automatic use is generally safer and   |
      |               |        more efficient than full automatic.    |
      |               |                                               |
      |               | CONS:  Can overheat quickly, especially if    |
      |               |        using automatic fire.  The weapon can't|
      |               |        be recharged, so a replacement must be |
      |               |        found.                                 |
      |_______________|_______________________________________________|
      |               |                                               |
      | STATIONARY    | ROUNDS/CLIP:   N/A                            |
      |   GUN (SHADE) |                                               |
      |               | MAXIMUM AMMO:  Unlimited                      |
      |               |                                               |
      |               | AMMO TYPE:     Directed energy.               |
      |               |-----------------------------------------------|
      |               | PROS:  Unlimited supply of ammunition, and a  |
      |               |        fast rate of fire make it somewhat     |
      |               |        effective against enemy troops.        |
      |               |                                               |
      |               | CONS:  The guns are immobile, and offer little|
      |               |        protection to the gunner.  Individual  |
      |               |        shots move slowly (moving targets must |
      |               |        be led), however, and a large number   |
      |               |        of hits are needed to kill most troops.|
      |_______________|_______________________________________________|
      |               |                                               |
      | PLASMA        | ROUNDS/CLIP:   N/A                            |
      |   GRENADE     |                                               |
      |               | MAXIMUM AMMO:  4                              |
      |               |                                               |
      |               | AMMO:          "Sticky" energy grenade, with  |
      |               |                three second fuse.             |
      |               |-----------------------------------------------|
      |               | PROS:  Plasma grenades do massive damge to    |
      |               |        enemy troops and vehicles - once hit,  |
      |               |        there is no escaping the explosion.    |
      |               |                                               |
      |               | CONS:  Not effective against certain enemies, |
      |               |        such as Hunters.  Also, if the grenade |
      |               |        misses its target, it can easily be    |
      |               |        avoided, because of the timed fuse.    |
      |_______________|_______________________________________________|



===============================================================================
= C) Human Vehicles                                                      kw-hve
===============================================================================

       _______________________________________________________________
      |               |                                               |
      |    VEHICLE    |                SPECIFICATIONS                 |
      |_______________|_______________________________________________|
      |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
      | M12 LRV       | MAXIMUM CREW:  3 (Driver, Passenger, Gunner)  |
      |   WARTHOG     |                                               |
      |               | VEHICLE TYPE:  Light Reconnaissance Vehicle   |
      |               |                                               |
      |               | WEIGHT:        3.25 tons                      |
      |               |                                               |
      |               | ARMAMENT:      M41 LAAG (rear-mounted)        |
      |               |-----------------------------------------------|
      |               | PROS:  The Warthog is relatively fast and     |
      |               |        maneuverable, with decent armor at the |
      |               |        front of the vehicle.  The M41 LAAG    |
      |               |        provides a good amount of firepower.   |
      |               |                                               |
      |               | CONS:  While it handles rather well, sharp    |
      |               |        turns and uneven jump landings may     |
      |               |        cause it to roll.  Also, without an    |
      |               |        additional crew member to man the M41  |
      |               |        LAAG, attack capabilities are minimal. |
      |_______________|_______________________________________________|
      |               |                                               |
      | M808B         | MAXIMUM CREW:  5 (Driver and 4 passengers)    |
      |   SCORPION    |                                               |
      |     MBT       | VEHICLE TYPE:  Main Battle Tank               |
      |               |                                               |
      |               | WEIGHT:        66 tons                        |
      |               |                                               |
      |               | ARMAMENT:      90mm High Velocity cannon,     |
      |               |                7.62mm AP-T machine gun        |
      |               |-----------------------------------------------|
      |               | PROS:  The Scorpion's firepower is a sight to |
      |               |        behold, with a devastating cannon that |
      |               |        makes short work of any vehicles or    |
      |               |        troops, supplemented by a rapid-fire   |
      |               |        chain gun.  Passenger bays also allow  |
      |               |        for additional fire support.           |
      |               |                                               |
      |               | CONS:  The Scorpion is rather slow and has low|
      |               |        maneuverability.  Also, passengers are |
      |               |        relatively unprotected, and the crew,  |
      |               |        including the driver, is vulnerable to |
      |               |        such weapons as plasma grenades.       |
      |_______________|_______________________________________________|
      |               |                                               |
      | D77-TC        | MAXIMUM CREW:  32 (2 pilots, 30 passengers)   |
      |   PELICAN     |                                               |
      |     DROPSHIP  | VEHICLE TYPE:  VTOL Troop Carrier             |
      |               |                                               |
      |               | WEIGHT:        N/A                            |
      |               |                                               |
      | (NPC CONTROL  | ARMAMENT:      70mm nose gun                  |
      |   ONLY)       |-----------------------------------------------|
      |               | PROS:  The Pelican's vertical take-off and    |
      |               |        landing capability make it well suited |
      |               |        for deploying troops and/or vehicles   |
      |               |        wherever they may be needed.           |
      |               |                                               |
      |               | CONS:  While fast and armored, the D77-TC is  |
      |               |        still very vulnerable to weapons fire. |
      |_______________|_______________________________________________|



===============================================================================
= D) Covenant Vehicles                                                   kw-cve
===============================================================================

       _______________________________________________________________
      |               |                                               |
      |    VEHICLE    |                SPECIFICATIONS                 |
      |_______________|_______________________________________________|
      |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
      | BANSHEE       | MAXIMUM CREW:  1                              |
      |               |                                               |
      |               | VEHICLE TYPE:  Attack Aircraft                |
      |               |                                               |
      |               | WEIGHT:        2.25 tons                      |
      |               |                                               |
      |               | ARMAMENT:      2 Fuel Rod cannons, 2 Plasma   |
      |               |                Cannons (100-250 kW)           |
      |               |-----------------------------------------------|
      |               | PROS:  The Banshee's weapons, particularly the|
      |               |        fuel rod cannon, is extremely effective|
      |               |        against troops and vehicles alike.  It |
      |               |        is also very maneuverable, and able to |
      |               |        climb to high altitudes for attacking. |
      |               |                                               |
      |               | CONS:  Despite the maneuverability, Banshees  |
      |               |        do not have a high top speed, and are  |
      |               |        thus very vulnerable to weapons fire,  |
      |               |        especially when making an attack run.  |
      |               |        As opposed to a Warthog, for instance, |
      |               |        the Banshee itself can actually be     |
      |               |        destroyed and rendered useless.        |
      |_______________|_______________________________________________|
      |               |                                               |
      | GHOST         | MAXIMUM CREW:  1                              |
      |               |                                               |
      |               | VEHICLE TYPE:  Reconnaissance/Rapid Attack    |
      |               |                Vehicle                        |
      |               |                                               |
      |               | WEIGHT:        3.25 tons                      |
      |               |                                               |
      |               | ARMAMENT:      2 Plasma Cannons (100-250 kW)  |
      |               |-----------------------------------------------|
      |               | PROS:  The Ghost is very quick, and has the   |
      |               |        ability to strafe its targets, unlike  |
      |               |        the other vehicles.                    |
      |               |                                               |
      |               | CONS:  While it can turn its nose very, very  |
      |               |        quickly, the Ghost continues moving in |
      |               |        the original direction for a short time|
      |               |        before actually moving in the direction|
      |               |        turned.  Also, it is lightly armored,  |
      |               |        providing little protection.           |
      |_______________|_______________________________________________|
      |               |                                               |
      | DROPSHIP      | MAXIMUM CREW:  N/A (8 deployable troop units) |
      |               |                                               |
      |               | VEHICLE TYPE:  Troop Carrier                  |
      |               |                                               |
      |               | WEIGHT:        N/A                            |
      |               |                                               |
      | (NPC CONTROL  | ARMAMENT:      2 Shade-like Plasma Cannons    |
      |   ONLY)       |-----------------------------------------------|
      |               | PROS:  The Covenant Dropship is protected by  |
      |               |        an energy shield that makes it almost  |
      |               |        invulnerable to any form of weapon.    |
      |               |        In fact, they cannot be destroyed in   |
      |               |        this game, and the plasma weapons are  |
      |               |        quite powerful.                        |
      |               |                                               |
      |               | CONS:  Troops that the Dropship is carrying   |
      |               |        are unprotected and can be killed even |
      |               |        before they touch down.                |
      |_______________|_______________________________________________|
      |               |                                               |
      | WRAITH        | MAXIMUM CREW:  N/A                            |
      |               |                                               |
      |               | VEHICLE TYPE:  Mortar Tank                    |
      |               |                                               |
      |               | WEIGHT:        N/A                            |
      |               |                                               |
      | (NPC CONTROL  | ARMAMENT:      Plasma Mortar                  |
      |   ONLY)       |-----------------------------------------------|
      |               | PROS:  The Wraith's mortar deals extremely    |
      |               |        heavy damage to anything it hits, and  |
      |               |        the tank is extremely well-armored: it |
      |               |        will take three direct hits from an M19|
      |               |        SSM to take one out.                   |
      |               |                                               |
      |               | CONS:  The mortar fires at a high arc  and    |
      |               |        travels rather slowly, so it can be    |
      |               |        avoided easily, especially at a long   |
      |               |        distance.                              |
      |_______________|_______________________________________________|


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VI. ENEMIES LIST                                                         kw-ene
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

"If you know the enemy and know yourself, your victory will not stand in
doubt..." - Sun Tzu (The Art of War)

===============================================================================
= A) Covenant Troops                                                     kw-cov
===============================================================================

=-=-=-=-=
= Elite =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=
   _______________________________________________________________________
  /                                                                       \
  |                                                                       |
  |  In the Covenant hierarchy, Elites are higher up on the chain than    |
  |  Grunts or Jackals, and as such, serve a leadership role on the       |
  |  battlefield.  They stand almost nine feet tall when walking upright, |
  |  with physical strength equal to that of the Master Chief.  This,     |
  |  combined with their zeal for combat, makes them a formidable enemy.  |
  |  Most variations will make use of grenades and take cover when hit    |
  |  (in order to recharge their energy shields), and even resort to      |
  |  melee attacks in close range.                                        |
  |                                                                       |
  |                                                                       |
  |  VARIATIONS:                                                          |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |     RANK      |                 DESCRIPTION                   |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | COMMANDER     | Commander Elites are encountered much less    |   |
  |   |   (GOLD)      | frequently than the lower-ranked Elites, but  |   |
  |   |               | are much more formidable.  In particular, the |   |
  |   |               | plasma sword-wielding Commanders are much more|   |
  |   |               | aggressive than regular elites, leaping right |   |
  |   |               | at their prey to take a swipe.  When heavily  |   |
  |   |               | damaged, however, they will still take cover. |   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Sword, Plasma Rifle         |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   The armor/energy shield of these   |   |
  |   |               |            Elites are much more durable than  |   |
  |   |               |            those of lower ranks.  For example,|   |
  |   |               |            a single headshot with the S2 AM   |   |
  |   |               |            will only take down the shield.  A |   |
  |   |               |            second headshot (or two in the     |   |
  |   |               |            chest) is necessary to kill it.    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | SPECIAL OPS   | Special Operations Elites have extremely good |   |
  |   |   (BLACK)     | weapon accuracy, and seem to have a better    |   |
  |   |               | grasp of combat tactics than the lower-ranked |   |
  |   |               | ones.  For instance, they tend to attempt     |   |
  |   |               | flanking maneuvers more often, in an attempt  |   |
  |   |               | to catch you unaware.                         |   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Rifle, Plasma Grenades      |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   While not as durable as that of the|   |
  |   |               |            Commander Elites, the armor and    |   |
  |   |               |            energy shield of the Special Ops   |   |
  |   |               |            Elites still protects them better  |   |
  |   |               |            than that of the lower ranks.      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STEALTH       | Stealth Elites, when encountered, are always  |   |
  |   |   (SILVER)    | already cloaked - you will not see them do so.|   |
  |   |               | Thus, they can usually strike you when you are|   |
  |   |               | least expecting it, as they do not show up on |   |
  |   |               | the motion tracker.  Simply look for a slight |   |
  |   |               | distortion in the air, while moving slowly.   |   |
  |   |               | Also, when firing their weapon or when hit,   |   |
  |   |               | the cloaking deactivates briefly.             |   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Sword, Plasma Rifle         |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   While the Active Camouflage is in  |   |
  |   |               |            of itself an excellent defense, it |   |
  |   |               |            prevents the Elite from having an  |   |
  |   |               |            energy shield.  Thus, if spotted,  |   |
  |   |               |            Stealth Elites can take much less  |   |
  |   |               |            damage than other Elites.          |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MAJOR         | Major Elites, while just a rank above the     |   |
  |   |   (RED)       | Minor Elites, are nevertheless much more able |   |
  |   |               | in combat.  Their weapon accuracy is greater, |   |
  |   |               | they are more likely to use grenades, and     |   |
  |   |               | their armor/shielding is more durable.        |   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Rifle, Plasma Grenades      |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   While one of the lower ranks, Major|   |
  |   |               |            Elites are nonetheless very tough, |   |
  |   |               |            able to take two S2 AM rounds on   |   |
  |   |               |            Legendary (a single headshot will  |   |
  |   |               |            not be enough).                    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MINOR         | Minor Elites, while still ranking above Grunts|   |
  |   |   (BLUE)      | and Jackals, are the lowest ranking Elites,   |   |
  |   |               | and the difference between them and higher    |   |
  |   |               | ones is very noticeable.  Minors are less able|   |
  |   |               | shots, less intelligent, and are dispatched   |   |
  |   |               | much more readily (though can still be tough).|   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Rifle, Plasma Grenades      |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   Minor Elites have the weakest armor|   |
  |   |               |            and shielding of the Elites, with  |   |
  |   |               |            a single S2 AM round to the head   |   |
  |   |               |            capable of killing.                |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  WEAPON EFFECTIVENESS:                                                |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |    WEAPON     |                 EFFECTIVENESS                 |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | M19 SSM ROCKET| As with any type of enemy ground troop, the   |   |
  |   |   LAUNCHER    | M19 SSM is very effective; however, limited   |   |
  |   |               | rockets means they should probably be saved   |   |
  |   |               | for more durable targets (i.e. vehicles),     |   |
  |   |               | unless you have plenty of rockets or there is |   |
  |   |               | several Elites grouped together.              |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M6D PISTOL    | Against Elites, the M6D is somewhat of a mixed|   |
  |   |               | bag.  While rounds can be damaging, one must  |   |
  |   |               | make sure to press the attack until the Elite |   |
  |   |               | is dead - once hit by a couple rounds, it will|   |
  |   |               | most likely take cover to recharge its shield.|   |
  |   |               | The relatively slow rate of fire allows them  |   |
  |   |               | this opportunity.  Go for headshots for the   |   |
  |   |               | best results, as Elites can take quite a few  |   |
  |   |               | shots to the body.                            |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M90 SHOTGUN   | Devastating at close range - even against the |   |
  |   |               | higher ranks, a shot will take out the shield,|   |
  |   |               | a second will kill.  Against lower ranks, a   |   |
  |   |               | single shell may be enough (at close range).  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MA5B ASSAULT  | In my opinion, the MA5B is rather useless vs. |   |
  |   |   RIFLE       | Elites; at the very least, a full clip is     |   |
  |   |               | needed to kill even the lower ranks.  This is |   |
  |   |               | not even taking into account the possibility  |   |
  |   |               | of many rounds missing a dodging Elite.       |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | S2 AM SNIPER  | Very effective.  Lower ranks may fall to a    |   |
  |   |   RIFLE       | single headshot, while higher ranks require at|   |
  |   |               | least two: one to take out the shield, another|   |
  |   |               | for the kill.  If not headshots, even more    |   |
  |   |               | rounds are required (3 chest shots to kill a  |   |
  |   |               | Commander Elite, for instance).               |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M9 HE-DP      | Fragmentation grenades are not particularly   |   |
  |   |   GRENADE     | effective against Elites, simply because they |   |
  |   |               | avoid them so well.  Nonetheless, the M9 HP-DE|   |
  |   |               | is useful for flushing them out of cover, and |   |
  |   |               | may even take out their shields.              |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M41 LAAG      | The M41 LAAG works well against Elites, at    |   |
  |   |               | least if the Master Chief is driving, with a  |   |
  |   |               | gunner in the rear.  If the Chief is at the   |   |
  |   |               | gun, with no driver, Elites simply find cover |   |
  |   |               | with no way for the Warthog to move around    |   |
  |   |               | for a clear shot.                             |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | NEEDLER       | Absolutely one of THE best weapons to make an |   |
  |   |               | Elite scream.  If the Elite is aware, though, |   |
  |   |               | they may simply dodge behind cover.  Time it  |   |
  |   |               | right, however (perhaps using a grenade to    |   |
  |   |               | flush it out of cover), and a full clip of    |   |
  |   |               | needles will absolutely decimate an Elite.    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA PISTOL | An overcharged shot is useful for taking out  |   |
  |   |               | the shield of an Elite, for another weapon to |   |
  |   |               | finish the job.  However, the normal plasma   |   |
  |   |               | bolts are simply too weak and ineffective.    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA RIFLE  | While Plasma Rifles are not the weapon of     |   |
  |   |               | choice against Elites, they are still rather  |   |
  |   |               | effective - definitely more so than the MA5B. |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STATIONARY    | While the Shade can dish out some damage, it  |   |
  |   |   GUN (SHADE) | leaves the gunner way too vulnerable to the   |   |
  |   |               | extremely accurate weapons fire of Elites.    |   |
  |   |               | In open areas and with Marines drawing fire   |   |
  |   |               | away from you, however, using a Shade may be  |   |
  |   |               | worth a try.                                  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA        | Very effective, IF you can get them to stick. |   |
  |   |   GRENADE     | Elites are very adept at dodging grenades for |   |
  |   |               | the most part, but there are times where you  |   |
  |   |               | can catch them unaware with a plasma grenade. |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  RECOMMENDED COMBAT TACTICS:                                          |
  |                                                                       |
  |     Elites are easily the toughest of the Covenant ground troops.     |
  |     Especially on harder difficulties, they require you to be much    |
  |     more aggressive then you need to be with other enemies.  Taking   |
  |     a few shots and then ducking behind cover simply does not work    |
  |     against them, because they'll do exactly the same thing you do:   |
  |     take cover and wait for their shields to recharge.  As such, you  |
  |     will have to finish the job as quickly as possible, lest you want |
  |     to waste ammunition.  It is never a bad idea to use grenades of   |
  |     either type to attempt to kill or flush them out of cover.        |
  |                                                                       |
  |     As you can see above, Needlers work exceptionally well against    |
  |     Elites, particularly in wide-open spaces with not much for them   |
  |     to hide behind.  If using a weapon such as the S2 AM, it is very  |
  |     important to know just how many hits you need to score.  For      |
  |     example, look at a Commander Elite.  You know that one round is   |
  |     not enough to kill it, but simply take down its shield.  So, in   |
  |     quick succession, fire off three shots to the chest.  If you fail |
  |     to kill the Elite in one quick salvo, it will simply run and take |
  |     cover, recharging it's shield.  In other words, you'll have just  |
  |     wasted precious ammo, and will still need yet another shot to     |
  |     take down the shield again and another to finally kill it.        |
  |                                                                       |
  \_______________________________________________________________________/


=-=-=-=-=
= Grunt =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=
   _______________________________________________________________________
  /                                                                       \
  |                                                                       |
  |  Grunts are the lowest ranking soldiers in the Covenant Hierarchy,    |
  |  and for good reason.  Compared to Elites, for instance, they are     |
  |  rather cowardly, running when overwhelmed.  Even in combat, they are |
  |  relatively poor shots, lack intelligent combat tactics, and are very |
  |  easily dispatched.  Grunts are usually found in packs, and in the    |
  |  company of a higher ranking soldier, such as an Elite, and also have |
  |  the task of manning the Shade stationary turrets.                    |
  |                                                                       |
  |                                                                       |
  |  VARIATIONS:                                                          |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |     RANK      |                 DESCRIPTION                   |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | SPECIAL OPS   | Special Operations Grunts, particularly in a  |   |
  |   |   (BLACK)     | group, can actually be quite dangerous, at    |   |
  |   |               | least compared to the lower Grunts.  They are |   |
  |   |               | much more accurate with their weapons, less   |   |
  |   |               | apt to flee, and better-skilled at avoiding   |   |
  |   |               | fire.  In addition, some carry heavier weapons|   |
  |   |               | than the Major or Minor Grunts.               |   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Fuel Rod Gun, Plasma Rife, Plasma  |   |
  |   |               |            Pistol, Plasma Grenades, Needler   |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   While Special Operations Grunts are|   |
  |   |               |            more durable than the lower Grunts,|   |
  |   |               |            they still go down rather quickly. |   |
  |   |               |            Again, however, they are better at |   |
  |   |               |            avoiding the Master Chief's fire.  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MAJOR         | Major Grunts are only a step above the Minor  |   |
  |   |   (RED)       | Grunts, both in rank and in terms of combat   |   |
  |   |               | effectiveness.  They are very slightly less   |   |
  |   |               | likely to flee, and are somewhat better shots.|   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Pistol, Plasma Grenades,    |   |
  |   |               |            Needler                            |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   Like the other Grunts, Majors are  |   |
  |   |               |            very vulnerable to any type of     |   |
  |   |               |            weapon and are easily killed.      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MINOR         | Minor Grunts are the lowest of the Covenant   |   |
  |   |   (YELLOW)    | soldiers.  They are oftentimes sleeping on the|   |
  |   |               | job, and even when awake, are poor marksmen   |   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Pistol, Plasma Grenades,    |   |
  |   |               |            Needler                            |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   Rather unremarkable; Minor Grunts  |   |
  |   |               |            are easily killed by any weapon.   |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  WEAPON EFFECTIVENESS:                                                |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |    WEAPON     |                 EFFECTIVENESS                 |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | M19 SSM ROCKET| Overkill.  Unless there are very tough targets|   |
  |   |   LAUNCHER    | nearby, it'd be a waste of a rocket.          |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M6D PISTOL    | The M6D is an excellent weapon against Grunts,|   |
  |   |               | requiring just one headshot to kill.          |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M90 SHOTGUN   | Like the M19 SSM, the M90 Shotgun is very     |   |
  |   |               | effective against Grunts, but your shells     |   |
  |   |               | would be better saved for tougher enemies.    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MA5B ASSAULT  | The rapid fire of the MA5B, coupled with the  |   |
  |   |   RIFLE       | low durability of Grunts, make it a good      |   |
  |   |               | weapon to use against several of them at once.|   |
  |   |               | Try to aim at their heads for best results.   |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | S2 AM SNIPER  | Very effective - a single shot, whether it is |   |
  |   |   RIFLE       | to the head or not, can kill any Grunt.  Note |   |
  |   |               | that S2 AM rounds, which can be in short      |   |
  |   |               | supply, might be better saved for use on more |   |
  |   |               | dangerous targets, however.                   |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M9 HE-DP      | Fragmentation grenades are very effective vs. |   |
  |   |   GRENADE     | grunts - a well thrown one might take out     |   |
  |   |               | several at once.                              |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M41 LAAG      | The M41 LAAG cuts through Grunts like a hot   |   |
  |   |               | knife through butter - if one is available,   |   |
  |   |               | make use of it.                               |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | NEEDLER       | Needlers are very effective against Grunts,   |   |
  |   |               | as they seem to have trouble avoiding the     |   |
  |   |               | projectiles.  With luck, the explosions may   |   |
  |   |               | even damage/kill enemies nearby the running   |   |
  |   |               | Grunt.                                        |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA PISTOL | A single overcharged shot should take out a   |   |
  |   |               | Grunt.  While the normal plasma bolts also    |   |
  |   |               | work, there are better weapon choices.        |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA RIFLE  | Plasma Rifles work very well against multiple |   |
  |   |               | Grunts - even better than the MA5B.  Make sure|   |
  |   |               | to not overheat, however, by not firing on    |   |
  |   |               | full automatic.                               |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STATIONARY    | Shades can cut down Grunts relatively quickly,|   |
  |   |   GUN (SHADE) | but it is probably still safer to stay on     |   |
  |   |               | foot, moving constantly to avoid enemy fire.  |   |
  |   |               | If you have Marines around to keep them busy, |   |
  |   |               | however, go ahead and make an exception.      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA        | Very effective, with an added bonus: Grunts   |   |
  |   |   GRENADE     | tend to run around in circles when hit with a |   |
  |   |               | Plasma Grenade, and may even take out fellow  |   |
  |   |               | soldiers unlucky enough to be nearby.         |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  RECOMMENDED COMBAT TACTICS:                                          |
  |                                                                       |
  |     Not alot of strategy is needed for Grunts, of any rank.  They     |
  |     fall rather easily to any of the weapons, as seen above.  So,     |
  |     while they are almost always in the presence of a more dangerous  |
  |     threat, it isn't necessarily a bad idea to quickly take out the   |
  |     Grunts first.  Why?  Think about it this way.  Say there is a     |
  |     single Elite, accompanied by four Grunts.  Sure, you could try    |
  |     to kill the Elite first, but while you're doing so, all four of   |
  |     the Grunts will be taking pot shots at you.  Since Grunts die so  |
  |     easily, it'd probably be safer to weed down their numbers first,  |
  |     making the task of killing the Elite much easier.                 |
  |                                                                       |
  \_______________________________________________________________________/


=-=-=-=-=-=
= Hunter  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=
   _______________________________________________________________________
  /                                                                       \
  |                                                                       |
  |  Hunters are, like Elites, high-ranking soldiers in the Covenant      |
  |  hierarchy.  Usually found in pairs, they are impossible to miss,     |
  |  being massive targets clad in heavy plated armor.  There is only one |
  |  variation, armed with a Fuel Rod gun integrated into the right arm,  |
  |  while the left wields an impenetrable shield.  From long distances,  |
  |  the Hunter is content to fire round after round from the Fuel Rod    |
  |  gun, but at close distances, will resort to a charging melee attack. |
  |  The armor leaves only two spots unprotected: the waist/lower back    |
  |  and the neck.  Perhaps the best ways to get a clear shot at the weak |
  |  spots (colored a bright orange) is to use a scoped weapon from a     |
  |  distance or to sidestep the melee charge and fire before it turns    |
  |  around.                                                              |
  |                                                                       |
  |                                                                       |
  |  WEAPON EFFECTIVENESS:                                                |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |    WEAPON     |                 EFFECTIVENESS                 |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | M19 SSM ROCKET| Excellent - Hunters are one of the few troops |   |
  |   |   LAUNCHER    | worthy of using a rocket on.                  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M6D PISTOL    | The M6D is simply the best weapon to use vs.  |   |
  |   |               | Hunters, as a single shot to the lower back   |   |
  |   |               | will kill one.                                |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M90 SHOTGUN   | A single M90 shell to the weak spot of a      |   |
  |   |               | Hunter will kill it.  Shells are harder to    |   |
  |   |               | come by than M6D rounds, however...           |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MA5B ASSAULT  | While not the best weapon to use against a    |   |
  |   |   RIFLE       | Hunter, the MA5b can nevertheless kill one,   |   |
  |   |               | though not from a distance.  Instead, close   |   |
  |   |               | in and sidestep the melee charge, then fire   |   |
  |   |               | at the weak spot.                             |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | S2 AM SNIPER  | The S2 AM is very effective against Hunters,  |   |
  |   |   RIFLE       | with a single shot to a weak spot enough to   |   |
  |   |               | kill.                                         |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M9 HE-DP      | The M9 HE-DP is rather ineffective against    |   |
  |   |   GRENADE     | Hunters, due to the heavy armor.  A lucky     |   |
  |   |               | explosion behind one, however, may do damage. |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M41 LAAG      | There really aren't too many opportunities to |   |
  |   |               | use this weapon against Hunters - the first   |   |
  |   |               | instance requires moving a Warthog into an    |   |
  |   |               | area of Level 4 that it's not supposed to go! |   |
  |   |               | Having said that, a gunner on the M41 LAAG    |   |
  |   |               | can certainly take down a Hunter as you circle|   |
  |   |               | around it.  It's still much simpler to use a  |   |
  |   |               | weapon such as the M6D, however.              |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | NEEDLER       | Needlers are almost worthless against Hunters,|   |
  |   |               | as the needles simply bounce off the armor.   |   |
  |   |               | While it is possible to sidestep and fire a   |   |
  |   |               | few into the back weak spot, it is simply much|   |
  |   |               | easier to use a different weapon.             |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA PISTOL | Pretty ineffective against Hunters.  A lot of |   |
  |   |               | normal shots to the weak spots are required,  |   |
  |   |               | more than the other weapons.                  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA RIFLE  | Plasma Rifles work better than the Plasma     |   |
  |   |               | Pistol, but there are still better weapons to |   |
  |   |               | use against Hunters.                          |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STATIONARY    | N/A - There aren't really any opportunities   |   |
  |   |   GUN (SHADE) | to use one against a Hunter, and even if there|   |
  |   |               | were, the Fuel Rod Gun would make short work  |   |
  |   |               | of anyone sitting in a stationary gun.        |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA        | Like the M9 HE-DP, Plasma Grenades are rather |   |
  |   |   GRENADE     | ineffective against Hunters.                  |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  RECOMMENDED COMBAT TACTICS:                                          |
  |                                                                       |
  |     The safest way to deal with Hunters is to sneak up on them and    |
  |     snipe their exposed flesh from afar, using either the M6D or S2   |
  |     AM.  Even from far away, however, they can sometimes sense you,   |
  |     and will prevent you from getting a good shot in.  Other times,   |
  |     they appear simply too close for you to sneak up on them.  In     |
  |     either of these cases, you must resort to close-up fighting.  Get |
  |     close enough that they are no longer firing their Fuel Rod Gun,   |
  |     and anticipate their charge.  As soon as they do so, sidestep     |
  |     quickly, while turning to face their back.  Once you've done so,  |
  |     aim at the bright orange spot and fire at will.  Use the M6D if   |
  |     you can, or the MA5B or M90 if you wish.  As a last resort, you   |
  |     may use plasma-based weapons, but they are far less effective.    |
  |                                                                       |
  \_______________________________________________________________________/


=-=-=-=-=-=
= Jackal  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=
   _______________________________________________________________________
  /                                                                       \
  |                                                                       |
  |  Jackals are bird-like creatures, ranking higher than Grunts but      |
  |  lower than Elites in the Covenant Hierarchy.  They are easily        |
  |  distinguishable by the durable energy shields they carry around and  |
  |  use for protection.  They are very adept at using the aforementioned |
  |  shields to ward off any damage, returning fire through small slots   |
  |  located at the periphery of the shield.  The rank of the Jackal is   |
  |  marked by the color of the energy shield.                            |
  |                                                                       |
  |                                                                       |
  |  VARIATIONS:                                                          |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |---|     RANK      |                 DESCRIPTION                   |---|
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | MAJOR         | There are only subtle differences between     |   |
  |   |   (YELLOW)    | Major Jackals and the lower rank, most notably|   |
  |   |               | their marksmanship.  In addition, they tend to|   |
  |   |               | lose their balance less readily.              |   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Pistol                      |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   The energy shield is their only    |   |
  |   |               |            form of defense - without it, they |   |
  |   |               |            fall easily to any weapon.         |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MINOR         | Minor Jackals are almost identical to Major   |   |
  |   |   (BLUE)      | Jackals, but tend to miss more and fall off   |   |
  |   |               | balance easier when their shields are hit by  |   |
  |   |               | such weapons as the MA5B and M90.             |   |
  |   |               |-----------------------------------------------|   |
  |   |               | ARMAMENT:  Plasma Pistol,                     |   |
  |   |               |                                               |   |
  |   |               | DEFENSE:   The Jackal's only form of defense  |   |
  |   |               |            is the energy shield - without it, |   |
  |   |               |            they are easily killed.            |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  WEAPON EFFECTIVENESS:                                                |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |    WEAPON     |                 EFFECTIVENESS                 |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | M19 SSM ROCKET| A rocket will certainly kill a Jackal (or a   |   |
  |   |   LAUNCHER    | group of them), but should probably be saved  |   |
  |   |               | for a more dangerous target.                  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M6D PISTOL    | The M6D is an excellent weapon to use against |   |
  |   |               | Jackals - use the scope to aim for the slots  |   |
  |   |               | in the energy shield.                         |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M90 SHOTGUN   | The M90 has the ability to stagger a Jackal,  |   |
  |   |               | making it vulnerable to a second shot.  Shells|   |
  |   |               | may be better used on tougher targets, though.|   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MA5B ASSAULT  | The relatively low accuracy of the MA5B make  |   |
  |   |   RIFLE       | it a rather poor choice against Jackals from  |   |
  |   |               | a distance.  Up close, however, it may knock  |   |
  |   |               | the Jackal off balance.                       |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | S2 AM SNIPER  | The S2 AM is very effective against Jackals,  |   |
  |   |   RIFLE       | whether they have noticed you or not.  The    |   |
  |   |               | incredible accuracy from long range allows    |   |
  |   |               | for easy shots through the shield's slots.    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M9 HE-DP      | Fragmentation grenades are effective against  |   |
  |   |   GRENADE     | Jackals, as long as they are not thrown right |   |
  |   |               | against the energy shield - otherwise, they   |   |
  |   |               | bounce right off.  Throw a little behind them.|   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M41 LAAG      | The M41 LAAG is very effective, even when the |   |
  |   |               | Jackals are using their shields.  The rounds  |   |
  |   |               | stagger the Jackals, and make them vulnerable |   |
  |   |               | to continued firing.                          |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | NEEDLER       | Needlers are probably the worst weapon to use |   |
  |   |               | against Jackals, as the needles simply bounce |   |
  |   |               | off the energy shields harmlessly.            |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA PISTOL | A single overcharged shot will destroy the    |   |
  |   |               | energy shield for a short while, rendering    |   |
  |   |               | the Jackal vulnerable to any follow-up fire.  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA RIFLE  | Plasma Rifles are not the best choice to use  |   |
  |   |               | against Jackals, but rapid fire while strafing|   |
  |   |               | and aiming for the slots can work.            |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STATIONARY    | Shades, in terms of damage, can actually be   |   |
  |   |   GUN (SHADE) | quite effective against Jackals, despite their|   |
  |   |               | energy shield.  Having said that, they should |   |
  |   |               | only be used if you have Marines to draw fire |   |
  |   |               | away from you - the Jackals' overcharged shots|   |
  |   |               | will drain your shields completely.           |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA        | Plasma grenades can be effective, although it |   |
  |   |   GRENADE     | is difficult to get one to stick.  Instead,   |   |
  |   |               | aim your throw so that the grenade falls to   |   |
  |   |               | the Jackal's unprotected side.                |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  RECOMMENDED COMBAT TACTICS:                                          |
  |                                                                       |
  |     Many times, you can catch Jackals unaware: walking around freely  |
  |     with their energy shields down.  In this case, use the M6D or S2  |
  |     AM to quickly dispatch them.  The S2 AM can even take out several |
  |     at once, if they are lined up correctly.  If they are ready for   |
  |     you, it is a good idea to still use the scoped weapons, aiming    |
  |     for the slots in their shields.  This can sometimes be difficult, |
  |     however, as they will most likely return fire, and any hits will  |
  |     knock you out of the scope view.  If you're finding this to be    |
  |     the case, use a Plasma Pistol.  Overcharge, then quickly duck out |
  |     and fire.  The overcharged bolt should take out their shield, so  |
  |     that you have a free shot.  Grenades can also work, and as a last |
  |     resort, circle strafe with the MA5B or Plasma Rifle close range.  |
  |                                                                       |
  \_______________________________________________________________________/


===============================================================================
= B) Flood Troops                                                        kw-flo
===============================================================================

=-=-=-=-=-=-=-=-=
= Carrier Form  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=
   _______________________________________________________________________
  /                                                                       \
  |                                                                       |
  |  Flood Carrier Forms are, for lack of a better description, bloated,  |
  |  walking egg-sacs.  Contained within the main bulk of the Carrier     |
  |  Form is a large number of Infection Forms, which are released when   |
  |  the mass explodes.  When a life-form that can potentially be         |
  |  infected is spotted, the Carrier Form makes a beeline for it and     |
  |  explodes when close enough.  Even when killed, the Carrier Form is   |
  |  still able to release the Infection Forms.                           |
  |                                                                       |
  |                                                                       |
  |  WEAPON EFFECTIVENESS:                                                |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |    WEAPON     |                 EFFECTIVENESS                 |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | M19 SSM ROCKET| The M19 SSM is certainly able to kill Carrier |   |
  |   |   LAUNCHER    | Forms, but it'd be an extreme waste of a good |   |
  |   |               | rocket, as they are easily killed and explode |   |
  |   |               | anyway.                                       |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M6D PISTOL    | The M6D is an excellent weapon to use against |   |
  |   |               | Carrier Forms - the accuracy at long ranges   |   |
  |   |               | allow for distance kills, before they can get |   |
  |   |               | too close.                                    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M90 SHOTGUN   | As against other Flood types, the M90 works   |   |
  |   |               | wonders, even at long distance - the spread   |   |
  |   |               | of the weapon can kill several Carrier Forms  |   |
  |   |               | at once.                                      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MA5B ASSAULT  | Even though the accuracy of the MA5B at long  |   |
  |   |   RIFLE       | range is somewhat suspect, it still works     |   |
  |   |               | surprisingly well - due to the high rate of   |   |
  |   |               | fire, a few rounds are bound to hit, and that |   |
  |   |               | is all it takes.  At close range, it works    |   |
  |   |               | even better.                                  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | S2 AM SNIPER  | The S2 AM is worthless against the Flood, as  |   |
  |   |   RIFLE       | the highly-penetrative rounds pass right      |   |
  |   |               | through them.                                 |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M9 HE-DP      | Fragmentation grenades work quite well against|   |
  |   |   GRENADE     | Carrier Forms, but may be overkill, as they   |   |
  |   |               | explode when killed anyway.                   |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M41 LAAG      | Unless you're playing Co-Op Mode on the final |   |
  |   |               | run of the Maw, you won't have many chances   |   |
  |   |               | to use this weapon; it'll easily kill Carrier |   |
  |   |               | Forms, however.                               |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | NEEDLER       | Needlers aren't the best choice against these |   |
  |   |               | enemies, because the needles take some time   |   |
  |   |               | to detonate, perhaps letting the Carrier Form |   |
  |   |               | get too close.  At very long range, go ahead  |   |
  |   |               | and use it, but use something else if you can.|   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA PISTOL | The Plasma Pistol is able to kill Carrier     |   |
  |   |               | Forms, but its slow rate of fire make it a    |   |
  |   |               | relatively poor choice against the Flood.     |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA RIFLE  | Plasma Rifles work very well against Carrier  |   |
  |   |               | forms, but because it isn't as efficeent vs.  |   |
  |   |               | the released Infection Forms, there are better|   |
  |   |               | weapons to use against them.                  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STATIONARY    | The Shade works very well against Carrier     |   |
  |   |   GUN (SHADE) | Forms, but be sure that they don't get too    |   |
  |   |               | close.                                        |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA        | Plasma Grenades are probably not the best     |   |
  |   |   GRENADE     | weapon to use against Carrier Forms, as they  |   |
  |   |               | continue walking straight towards you with    |   |
  |   |               | the grenade still attached.  Furthermore, the |   |
  |   |               | Carrier Forms explode anyway when killed.     |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  RECOMMENDED COMBAT TACTICS:                                          |
  |                                                                       |
  |     You never want to let Carrier Forms to close to you, as their     |
  |     explosion can severely hurt you, whether they burst on their own  |
  |     or whether you killed them when they are near.  Instead, try to   |
  |     kill them as far away as possible.  Keep in mind, however, that   |
  |     they can be used to your advantage.  For instance, wait until a   |
  |     Carrier Form is near other Flood forms, then quickly kill it.     |
  |     Many times, the explosion will kill or severely damage any nearby |
  |     enemies, making your life that much easier.                       |
  |                                                                       |
  \_______________________________________________________________________/


=-=-=-=-=-=-=-=
= Combat Form =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=
   _______________________________________________________________________
  /                                                                       \
  |                                                                       |
  |  Flood Combat Forms can have a couple different appearances, based    |
  |  on what type of life-form they took over (i.e. a Human Marine or a   |
  |  Covenant Elite).  The slight differences extend slightly beyond mere |
  |  appearances, however, as the different variations also use different |
  |  weapons, once again depending on what the life-form used to be.  The |
  |  Combat Forms without weapons can move surprisingly fast, leaping     |
  |  great distances to attack with their tentacles.  Keep in mind that   |
  |  their appendages can be blown off, rendering them harmless, but it   |
  |  is usually safer and easier to simply kill them.  Also note that     |
  |  they can sometimes "play dead," rising a short while after being put |
  |  down, to continue their attack.  Combat Forms arm themselves with    |
  |  MA5B Assault Rifles, M90 Shotguns, and even M19 SSM Rocket Launchers.|
  |                                                                       |
  |                                                                       |
  |  WEAPON EFFECTIVENESS:                                                |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |    WEAPON     |                 EFFECTIVENESS                 |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | M19 SSM ROCKET| The M19 SSM is probably a bit of overkill,    |   |
  |   |   LAUNCHER    | but if there are a group of heavily-armed     |   |
  |   |               | Combat Forms (perhaps armed with M19 SSM's    |   |
  |   |               | as well!), it can certainly take them out.    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M6D PISTOL    | Against a lone Combat Form, the M6D works     |   |
  |   |               | quite well.  More often than not, however,    |   |
  |   |               | there will be many in the area, and so the    |   |
  |   |               | small clip size makes it a risk to use,       |   |
  |   |               | particularly at close range.                  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M90 SHOTGUN   | Without a doubt, the M90 is the best weapon   |   |
  |   |               | to use against the Flood.  A single blast to  |   |
  |   |               | the chest will put a Combat Form down - make  |   |
  |   |               | sure that it has truly been killed before you |   |
  |   |               | proceed, however.                             |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MA5B ASSAULT  | The MA5B works relatively well against a few  |   |
  |   |   RIFLE       | Combat Forms, but because its power is rather |   |
  |   |               | low, several reloads will be necessary to kill|   |
  |   |               | larger groups of them.  Obviously, this can   |   |
  |   |               | be quite risky.                               |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | S2 AM SNIPER  | The S2 AM is worthless against the Flood, as  |   |
  |   |   RIFLE       | the highly-penetrative rounds pass right      |   |
  |   |               | through them.                                 |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M9 HE-DP      | Fragmentation grenades work very well against |   |
  |   |   GRENADE     | Combat Forms, especially if they are unaware  |   |
  |   |               | of your presence.  Otherwise, they may simply |   |
  |   |               | leap right past them as they attack you.      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M41 LAAG      | Unless you're playing Co-Op Mode on the final |   |
  |   |               | run of the Maw, you won't have many chances   |   |
  |   |               | to use the M41 LAAG against Combat Forms.  It |   |
  |   |               | does work very well, however.                 |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | NEEDLER       | At long range, the Needler works well against |   |
  |   |               | Combat Forms.  Up close, however, and it is a |   |
  |   |               | very poor weapon choice, as the needles take  |   |
  |   |               | a while to detonate, allowing Combat Forms to |   |
  |   |               | close in faster than you can kill them.       |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA PISTOL | The Plasma Pistol is rather underpowered and  |   |
  |   |               | too slow-firing to be very effective against  |   |
  |   |               | large groups of Combat Forms.                 |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA RIFLE  | Plasma Rifles work quite well against Combat  |   |
  |   |               | Forms, but because they usually attack in big |   |
  |   |               | groups, the risk of overheating remains.  Use |   |
  |   |               | controlled semi-automatic fire to minimize it.|   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STATIONARY    | The Shade can kill Combat Forms, but because  |   |
  |   |   GUN (SHADE) | they are usually very well-armed and because  |   |
  |   |               | the Shade provides little protection, it is   |   |
  |   |               | probably a bad idea to use it, unless the     |   |
  |   |               | Shade is positioned such that the Combat      |   |
  |   |               | Forms must come through a chokepoint.         |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA        | Plasma Grenades work very well against Combat |   |
  |   |   GRENADE     | Forms, but be careful not to throw them at    |   |
  |   |               | one that may leap right at you, grenade still |   |
  |   |               | attached.                                     |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  RECOMMENDED COMBAT TACTICS:                                          |
  |                                                                       |
  |     As I mentioned above, the M90 Shotgun is far and away the best    |
  |     weapon to use.  Simply blast them as they leap at you, or circle  |
  |     strafe and fire at ones that are shooting back.  If you are       |
  |     unfortunate enough to not have one available, keep moving at all  |
  |     times, strafing with either the MA5B or Plasma Rifle.  Finally,   |
  |     look for Carrier Forms that happen to be present, and destroy it  |
  |     when it is adjacent to the Combat Forms.  Fortunately, the Combat |
  |     Forms seem to have lost any sense of intelligent combat tactics   |
  |     that the body that they are occupying might have once had.  As    |
  |     such, they tend to rush blindly into combat, so retreat and find  |
  |     a choke point if possible, killing them as they approach.         |
  |                                                                       |
  \_______________________________________________________________________/


=-=-=-=-=-=-=-=-=-=
= Infection Form  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=
   _______________________________________________________________________
  /                                                                       \
  |                                                                       |
  |  Infection Forms, which have a bulb-shaped head and a cluster of many |
  |  tentacles, can be thought of as the "early" stages of the Flood.     |
  |  They are always found in large numbers, and are also released from   |
  |  exploding Carrier Forms.  Once a life-form is nearby, they attempt   |
  |  to swarm it, in hopes of injecting themselves into its Central       |
  |  Nervous System.  If the newly acquired host is relatively small (i.e.|
  |  a Jackal or Grunt), it is converted into a Carrier Form, to serve as |
  |  a "womb" in which they can rapidly propagate.  If the host is an     |
  |  Elite or Marine, it is converted into a Combat Form.  Fortunately,   |
  |  Infection Forms are rather diminutive in size, and cannot penetrate  |
  |  the Master Chief's MJOLNIR armor, although they do cause very slight |
  |  damage.                                                              |
  |                                                                       |
  |                                                                       |
  |  WEAPON EFFECTIVENESS:                                                |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |    WEAPON     |                 EFFECTIVENESS                 |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | M19 SSM ROCKET| It'd be a waste of a rocket to use the M19    |   |
  |   |   LAUNCHER    | SSM on a group of Infection Forms, although   |   |
  |   |               | it would certainly destroy them.              |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M6D PISTOL    | A single M6D round can easily destroy an      |   |
  |   |               | Infection Form, but because they are always   |   |
  |   |               | found in such great numbers, a weapon with a  |   |
  |   |               | larger clip would be better suited.           |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M90 SHOTGUN   | Especially at long distance, the M90 is very  |   |
  |   |               | effective, as the bullet spread will destroy  |   |
  |   |               | several Infection Forms at once.  However,    |   |
  |   |               | shells are oftentimes in short supply, so it  |   |
  |   |               | would be better to save them for something    |   |
  |   |               | tougher (i.e. Combat Forms).                  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MA5B ASSAULT  | The MA5B works very well, because of the high |   |
  |   |   RIFLE       | rate of fire.  This is probably the most      |   |
  |   |               | efficient weapon to use against Infection     |   |
  |   |               | Forms.                                        |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | S2 AM SNIPER  | The S2 AM fires far too slowly and has too    |   |
  |   |   RIFLE       | small of a clip to be effective against these |   |
  |   |               | Forms.                                        |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M9 HE-DP      | The M9 HE-DP works well against groups of     |   |
  |   |   GRENADE     | Infection Forms, although it would probably   |   |
  |   |               | be wiser to save them for stronger enemies.   |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M41 LAAG      | Unless you're playing Co-Op Mode on the final |   |
  |   |               | run of the Maw, you won't have many chances   |   |
  |   |               | to use this weapon against Infection Forms.   |   |
  |   |               | The high rate of fire and bullet spread make  |   |
  |   |               | it very effective against these enemies.      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | NEEDLER       | The Needler works against Infection Forms,    |   |
  |   |               | but the homing needles may only target a few  |   |
  |   |               | of them, unless you are constantly targeting  |   |
  |   |               | different individual ones.                    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA PISTOL | Rapidly firing normal bolts works against the |   |
  |   |               | Infection Forms, and an overcharged shot may  |   |
  |   |               | take out multiple ones.                       |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA RIFLE  | Plasma Rifles work well, but because it has   |   |
  |   |               | the risk of overheating and because it has a  |   |
  |   |               | slower firing rate, it's probably a better    |   |
  |   |               | idea to use the MA5B instead.                 |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STATIONARY    | The Shade can easily destroy Infection Forms, |   |
  |   |   GUN (SHADE) | but be wary of other types of Flood nearby.   |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA        | Plasma Grenades can certainly destroy large   |   |
  |   |   GRENADE     | groups of Infection Forms, but they are better|   |
  |   |               | saved for tougher targets.  Of course, there  |   |
  |   |               | is also the risk of one carrying the grenade  |   |
  |   |               | right back to you.                            |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  RECOMMENDED COMBAT TACTICS:                                          |
  |                                                                       |
  |     Looking at the Weapon Effectiveness table, it's clear that pretty |
  |     much any weapon can be used against Infection Forms.  However,    |
  |     there are still better choices than others.  Personally, I don't  |
  |     like to waste ammunition, of any type, on them, because even on   |
  |     Legendary Difficulty, they do very little damage when they hit.   |
  |     Instead, I simply use a melee attack (which can destroy several   |
  |     at once), then backpedal and continue with more melee attacks.    |
  |     Even those that get through still do insignificant amounts of     |
  |     damage.  If you feel the need to shoot them, however, go with     |
  |     the MA5B Assault Rifle.                                           |
  |                                                                       |
  \_______________________________________________________________________/


===============================================================================
= C) Forerunners                                                         kw-for
===============================================================================

=-=-=-=-=-=-=
= Sentinel  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=
   _______________________________________________________________________
  /                                                                       \
  |                                                                       |
  |  Sentinels are flying machines built by the creators of Halo to serve |
  |  one purpose: destroy the Flood.  They seem to be follow the orders   |
  |  of Guilty Spark 343, and are always found in groups.  Their only     |
  |  offensive weapon is a continuous-fire laser beam, which can be quite |
  |  damaging if the target is caught in it long enough.  Generally, the  |
  |  Sentinels try to fly high above, dragging their lasers along the     |
  |  ground toward their target.  Some even have energy shielding, so     |
  |  can take a high amount of damage.                                    |
  |                                                                       |
  |                                                                       |
  |  WEAPON EFFECTIVENESS:                                                |
  |    _______________________________________________________________    |
  |   |               |                                               |   |
  |   |    WEAPON     |                 EFFECTIVENESS                 |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | M19 SSM ROCKET| Rockets are very effective against Sentinels, |   |
  |   |   LAUNCHER    | although they can oftentimes quickly fly out  |   |
  |   |               | of the way.                                   |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M6D PISTOL    | The M6D can be useful against Sentinels when  |   |
  |   |               | they are relatively far away, but up close,   |   |
  |   |               | it simply fires far too slowly to destroy an  |   |
  |   |               | entire group before taking damage.            |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M90 SHOTGUN   | At close range, the M90 can heavily damage a  |   |
  |   |               | Sentinel.  However, closing to a good range   |   |
  |   |               | against them can be quite dangerous, and the  |   |
  |   |               | risk of taking damage in return is high.      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | MA5B ASSAULT  | The MA5B is somewhat effective, but there are |   |
  |   |   RIFLE       | much better choices.  While it does deal out  |   |
  |   |               | some damage, it simply doesn't have the power |   |
  |   |               | to quickly take a number of Sentinels out,    |   |
  |   |               | especially the shielded variants.             |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | S2 AM SNIPER  | The S2 AM Sniper Rifle can certainly destroy  |   |
  |   |   RIFLE       | a Sentinel - however, there aren't really any |   |
  |   |               | opportunities for long-range sniping against  |   |
  |   |               | them, so a better close-range weapon would be |   |
  |   |               | better suited.                                |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M9 HE-DP      | It is rather difficult to get a Fragmentation |   |
  |   |   GRENADE     | Grenade to hit, as Sentinels are usually high |   |
  |   |               | above the ground.  If by chance they are low  |   |
  |   |               | to the ground, however, the M9 HP-DE will     |   |
  |   |               | do quite a bit of damage.                     |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | M41 LAAG      | There aren't many opportunities to use the    |   |
  |   |               | M41 LAAG against Sentinels, unless you are    |   |
  |   |               | playing the final run of the Maw in Co-Op     |   |
  |   |               | mode, in which case it works superbly.        |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | NEEDLER       | The Needler works very well against Sentinels,|   |
  |   |               | particularly if trying hit-and-run tactics.   |   |
  |   |               | Since the needles home in, they can be fired  |   |
  |   |               | before quickly darting back to cover.         |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA PISTOL | Extremely effective against the Sentinels,    |   |
  |   |               | particularly the homing overcharged shots.    |   |
  |   |               | Sentinels are very vulnerable to plasma, so a |   |
  |   |               | single overcharged shot should quickly kill   |   |
  |   |               | an unshielded one.                            |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA RIFLE  | Along with the Plasma Pistol, Plasma Rifles   |   |
  |   |               | are the very best weapons to use against the  |   |
  |   |               | Sentinels.  A few quick shots to each should  |   |
  |   |               | rapidly destroy them.                         |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | STATIONARY    | N/A - there aren't really any opportunities   |   |
  |   |   GUN (SHADE) | to use a Shade against Sentinels.             |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | PLASMA        | Plasma Grenades will deal a great amount of   |   |
  |   |   GRENADE     | damage to Sentinels, but it can be rather     |   |
  |   |               | difficult to get one to stick or land close   |   |
  |   |               | enough without the Sentinels flying away.     |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |                                                                       |
  |  RECOMMENDED COMBAT TACTICS:                                          |
  |                                                                       |
  |     As with most other enemies, it is important to take cover and     |
  |     emerge only briefly to fire.  In open areas, constantly move, so  |
  |     that you are not caught in the lasers for extended periods of     |
  |     time.  Also, as can be seen above, plasma-based weapons are much  |
  |     more effective against Sentinels than projectile weapons, so make |
  |     good use of Plasma Rifles and Pistols, and even Needlers, to      |
  |     quickly destroy them.                                             |
  |                                                                       |
  \_______________________________________________________________________/



_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VII. MULTIPLAYER                                                         kw-mul
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

You've conquered Halo on Legendary Difficulty, and that, in itself, is quite an
accomplishment.  As exceptional of a player as you might be in single player,
however, you will probably find your skills tested to the limit against other
human players.  Simply put, some who excels at Halo multiplayer gaming will put
anything the single player campaign threw at you to shame.  Having said that, I
will do my best to show you the basics, such as discussing the effectiveness of
certain weapons in multiplayer, the different game modes, and the different
maps available.  Even witn this wealth of information, however, note that none
of it does any good unless you PRACTICE.

===============================================================================
= A) Maps                                                                kw-map
===============================================================================

Each map has different locations for weapons, and as such, each map will have
its own legend, listing the weapons found at each location.  However, I am
making an attempt to keep such things as general topography consistent among
each map.  For instance, the number signs will always indicate the borders of
the map, for every single map, and so on.  Also, I will use the same key for
certain items.  For example, [+] will always indicate the location of a Med
Kit, no matter what map you are playing on.  See the table below for a general
legend.  Every second that you waste running around looking for weapons and/or
equipment is another second that your opponent may use to pick up what you need
or kill you, so try to memorize the useful locations.

         __________________________________________________________
        |                                                          |
        |                     ---  LEGEND  ---                     |
        |__________________________________________________________|
        |                                                          |
        | TOPOGRAPHY:                                              |
        |    [L]  Ladder                                           |
        |    [TP] Teleporter                                       |
        |    ///  Signifies higher ground (i.e. ledges)            |
        |    @@@  Signifies borders of boulders                    |
        |    ...  Signifies lower ground (i.e. tunnel)             |
        |    ###  Signifies barrier of map/impassable areas        |
        |    ~~~  Water                                            |
        |    -->  Arrows indicate ramps (i.e. down into tunnel)    |
        |                                                          |
        | MISCELLANEOUS ITEMS:                                     |
        |    [+]  Med Kit                                          |
        |    [AC] Active Camouflage                                |
        |    [OS] Overshield                                       |
        |                                                          |
        |__________________________________________________________|


=-=-=-=-=-=-=-=-=
= Battle Creek  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=


                                      #################
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                   ##################       _              ##########
                  ###                      [+]                  ######
                 ###                        ¯                      ####
                 ##                                                 ####
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                ##                     _[TP]_                         ####
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                ##         |/__________________________\|                 ##
                ##           |                        |                   ##
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                ###   _______|________________________|_                   #
                ###  |/////|          |      |          |______            #
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                ###        |          |      |          |.....<--          #
                ##         |          |      |          |¯¯¯¯¯¯           ##
               ####        |          |      |          |                 ##
              #####        |          |      |          |                ###
              #####        |          |      |          |________       ####
             ######   [7]  |          |______|          |////////|      ####
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            #######                                                  ######
            ########          ___                       @@@@@       ######
            ##########       |...|                     @/////@      ######
           ############      |...|                   @@//////@     #######
           #############     |.^.|                    @/////@@    ########
           #############     |.|.|                    @@@/@@     ########
          ##############      ¯|¯          @@            @        #######
         ##############                  @@//@@   @@@@@@           #######
        ############### -->   /#         @@//@@  @/////@            ######
        #############      /////#          @@   @//////@           #######
       #############     #///////##             @///////@        _  ///###
      ##########         #/////////#            @@/////@@       [L] /[1]###
     ###########   ~~~~~ #//////////###~~~~~~     @@@@@          ¯  /////##
   #############~~~~~~~~~~###//////////## ~~~~~~~       ~~~~~~~~~~~~~~~~#/#
  ###########~~__~~~~~~~~~~~ ###/////////###### ~~~~~~~~~~~~~~~~~~~~~~~~~/##
   #########~~[AC]~~~~~~~~~~~~~ ##/////////////####~~~~~~~~~~~~~~~~~~~~~~~###
   #########~~~¯¯~~~~~~~~~~~~~~~~~#######//////////############~~~~~~~~~~###
   ##########~~~~~~~~~~~~~~              ####//////////////////######~~###
  ############~~~~           @@@@@@@         ###////////////////////####
 #########////##            @///////@           ##//////////[2]////##
 ########//[3]# _           @//////@  @@@         ##//////////////##
#########////# [L]           @@////@ @///@          #/////////////##
#########////   ¯              @@@@   @@@@           ###############
##########///            @@@@@                    _|_          #####
 #############         @@//////@                 |.|.|        #////#
 ############            @@@@@                   |.V.|       #/////#
  ###########                                    |...|        #////#
  #########                                      |...|        ##///#
   #######         @@@@@@@@                       ¯¯¯           #//#
   #####          @//////@@          __________                #///#
   ####         @@/////////@________|\________/|________       #///#
    ##           @/////@@@@|        ||  |  |  ||        |       #//#
    ##            @@@@@    |        ||  |  |  ||        | [5]     ##
  ####                     |        ||  |  |  ||        |         ##
 #####                [4]  |        ||  |  |  ||        |          #
  ####                     |        ||__|__|__||        |          #
   ###             ________|        |/________\|        |          #
    ###          -->.......|                            |          #
     ##           |........|                            |          #
      #            ¯¯¯¯¯¯¯¯|____________________________|@@@       #
      ##                     |                        |@////@      ##
       ##                    |     R E D  B A S E     |@@@@@       ##
       ##                   _|________________________|_           ##
        ##                 |                            |          ##
         ##                |                            |  @@@     ##
         ##                |                            |  @//@@   ##
          #                |                            | @/////@  ##
          ##               |           ______           | @/////@  ##
           ###             |          |......|          |  @@@@@@  ##
            ###            |          |......|          |          #
             ##            |          |......|          |          #
              ###          |__________ ¯|¯¯|¯ __________|          #
              ####                    |_|__|_|                    ##
               ####                     [TP]                      #
                ####                     ¯¯                     ###
                  ######                                     ####
                     #######              __             #####
                         #######         [OS]         ####
                            ###########   ¯¯  ########
                                ##################
                                      ########

         __________________________________________________________
        |                                                          |
        |                ---  WEAPON LOCATIONS  ---                |
        |__________________________________________________________|
        |                                                          |
        |    [1]  S2 AM Sniper Rifle                               |
        |    [2]  M19 SSM Rocket Launcher                          |
        |    [3]  S2 AM Sniper Rifle                               |
        |    [4]  Needlers (2)                                     |
        |    [5]  Plasma Rifle                                     |
        |    [6]  Needler                                          |
        |    [7|  Plasma Rifle                                     |
        |    [8]  M9 HP-DE Fragmentation Grenades (4)              |
        |    [9]  Plasma Grenades (4)                              |
        |    [10] MA5B Assault Rifle                               |
        |    [11] MA5B Assault Rifle                               |
        |    [12] Plasma Grenades (4)                              |
        |    [13] M9 HP-DE Fragmentation Grenades (4)              |
        |__________________________________________________________|


                     _____________________________________
                    |                  _                  |
                    |                 [+]                 |
                    |                  ¯                  |
                    |     __________________________      |
                    |    |      |////////////|      |     |
                    |   -->     |////[13]////|     <--    |
                    |    |      |////////////|      |     |
                    |     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      |
                    |                                     |
                    |                                     |
                    |     __________________________      |
                    |    |##########################|     |
                    |    |##########################|     |
                    |    |##########################|     |
                    |    |##########################|     |
                    |    |¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|     |
                    |    |         |.[11].|         |     |
                    |   -->       -->....<--       <--    |__________
                    |    |_________|......|_________|     |..........|
                    |    |#########|......|########/|     |.........<--OUTSIDE
                    |    |#########|......|#######/.|     |..........|
                    |    |#########|......|######/..|     |¯¯¯¯¯¯¯¯¯¯
                    |    |#########|......|#####/[12]     |
                    |     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      |
                    |                                     |
                    |                                     |
                    |________________       ______________|
                       |.............|     |............|
                       |.....|¯¯¯¯¯¯¯|  ^  |¯¯¯¯¯¯¯¯¯¯¯¯
                       |.....|          |
                       |.....|          |
                       |.....|       OUTSIDE
                       |.....|
                       |.....|
                       |.....|
                       |.....|     B L U E  B A S E  I N T E R I O R
                       |.....|
                       |..^..|
                       |..|..|
                          |
                       OUTSIDE



                                                  OUTSIDE
                                                   __|__
                                                  |..|..|
                                                  |..V..|
                                                  |.....|
  R E D  B A S E  I N T E R I O R                 |.....|
                                                  |.....|
                                                  |.....|
                                                  |.....|
                                    OUTSIDE       |.....|
                                       |          |.....|
                                       |          |.....|
                       _____________|  V  |_______|.....|
                     _|.............|     |.............|_
                    |  ¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯  |
                    |                                     |
                    |     __________________________      |
                    |    |[9]/#####|......|#########|     |
                    |    |../######|......|#########|     |
          __________|    |./#######|......|#########|     |
         |..........|    |/########|......|#########|     |
OUTSIDE -->.........|    |¯¯¯¯¯¯¯¯¯|......|¯¯¯¯¯¯¯¯¯|     |
         |..........|   -->       -->....<--       <--    |
          ¯¯¯¯¯¯¯¯¯¯|    |         |.[10].|         |     |
                    |    |_________|______|_________|     |
                    |    |##########################|     |
                    |    |##########################|     |
                    |    |##########################|     |
                    |    |##########################|     |
                    |    |##########################|     |
                    |     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      |
                    |                                     |
                    |                                     |
                    |     __________________________      |
                    |    |      |////////////|      |     |
                    |   -->     |/////[8]////|     <--    |
                    |    |      |////////////|      |     |
                    |     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      |
                    |                                     |
                    |                                     |
                    |_____________________________________|


Note that there is a lower floor of each base, as indicated by the ... (lower
ground).  For instance, looking at the Red Base, if you take the tunnel on the
west, from the outside, you will reach [9], where the Plasma Grenades are.  You
can then continue on the lower floor until you reach the north tunnel, leading
outside, as the whole bottom floor is connected.  Or, you could move from [9]
to [10], then up the two side ramps to the ground floor.



_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VIII. GUIDE INFORMATION                                                  kw-inf
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=
= A) Version History  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=

Version 1.2 (June 25, 2003) - The first Multiplayer Map (Battle Creek) is up!
  Also, some weapons effectiveness information was corrected.

Version 1.1 (June 14, 2003) - Finally put the FAQ through a spell-check, fixing
  a lot of typos.  Multiplayer notes have been made, but not completed - look
  for the section to be finished soon.

Version 1.0 (May 30, 2003) - The walkthrough is now 100% complete!  Several
  small errors were also fixed, and additional weapons effectiveness info was
  added.  Next update should include multiplayer aspects.

Version 0.8 (May 29, 2003) - The walkthrough is currently about 80% complete,
  with the first eight levels complete.  Weapons/vehicles and enemies lists
  are almost completely done, with only a few more effectiveness tests needed.
  Other than Multiplayer and Walkthrough sections, the FAQ is, for the most
  part, near completion.


=-=-=-=-=-=-=-=-=-=-=-=-=
= B) Email information  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=

If you have any questions regarding this guide, feel free to email me at
Thuyker at aol dot com.  Make sure to put something in your email subject, so
that I don't mistake it for spam.

Also, if you have any suggestions, comments, or information that might be
useful, please let me know!  I'll definitely give credit where credit is due.


=-=-=-=-=-=-=-=
= C) Credits  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=

- Thanks to Bungie and Microsoft for making the game that renewed my interest
 in video games!

- Thanks to GameFAQS and CJayC for putting this up!

- Thanks to www.bungie.net for information about the various weapons.

- Thanks to William C. Dietz' "Halo: The Flood" for in-depth information about
 the Flood life-stages.

- Thanks to Eric Nylund's "Halo: The Fall of Reach" for some biographical
 information regarding Keyes, Cortana, and the Master Chief, as well as
 historical information regarding the war with the Covenant.

- Thanks to Dark Phenomenon for the ASCII Art.

- Thanks to Phil Gauthier and Paul Bertone, Jr. for information regarding the
 use of the M41 LAAG against Sentinels

- Last, but certainly not least, thanks to YOU for reading this!

In addition, as I mentioned above, I would greatly appreciate anyone who has
any further information that might be useful for this guide.  Your name will
go here!


=-=-=-=-=-=-=-=-=-=
= D) Legal Stuff  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=

This FAQ/Guide was written 100% by me, and countless hours were spent working
to find the information and to write the guide.  It is Copyright © 2003 Thuy
Tran ("Thuyker") and may not be taken in part or whole to be claimed as your
own work, not altered in any way.  Please contact me for permission if you're
interested in posting this on your site.

Currently, the following sites have permission to post my FAQ:

  www.gamefaqs.com
  www.ign.com
  www.neoseeker.com


All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.