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    Spoiler-Free Walkthrough by clock cycle

    Updated: 11/27/05 | Printable Version | Search This Guide

    Halo: Combat Evolved
    
    Contents
    --------
    
    Find a Section
    
    Frequently Asked Questions
    What kind of game is Halo?
    How violent is Halo?
    Can I change the name of my Xbox with Halo?
    Can I listen to music from the hard drive while playing Halo?
    Do I always need to start the Campaign from the beginning?
    Is there a cooperative play option for Campaign?
    Does Multiplayer have computer controlled opponents?
    What is the maximum number of players in Multiplayer?
    What Multiplayer games are available?
    Does Multiplayer support vehicles?
    What vehicles can I use in Halo?
    What weapons can I use in Halo?
    
    Creating a Profile
    Controller Setup
    Advanced Setup
    
    Campaign
    Gameplay Strategies
    Level One: The Pillar of Autumn
    Level Two: Halo
    Level Three: The Truth and Reconciliation
    Level Four: The Silent Cartographer
    Level Five: Assault on the Control Room
    Level Six: 343 Guilty Spark
    Level Seven: The Library
    Level Eight: Two Betrayals
    Level Nine: Keyes
    Level Ten: The Maw
    
    Source
    
    Terms of Use
    
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    ----------------------- Frequently Asked Questions ----------------------------
    
    What kind of game is Halo?
    
    Halo is a science fiction first person shooter.  It is the year 2552.  There
    is overpopulation on Earth and humans are now colonizing other planets.  There
    is an alien race called the Covenant trying to destroy the humans.  The
    game plays in a first person perspective through the eyes of Master Chief.
    The weapon being used is shown on the screen along with a Targeting Reticle.
    When in vehicles, the perspective is from behind.
    
    
    How violent is Halo?
    
    The Campaign is more violent than the Multiplayer.  The Covenant, Marines, and
    Master Chief do not lose limbs when fired upon.  The Flood do come apart in
    all sorts of ways.  When a Grunt or a Marine is tagged with a Plasma Grenade,
    there is a terrible scream of helplessness.  The Covenant have neon colored
    blood and the Flood have brown blood.  The amount of blood is not excessive
    for this type of game.  Multiplayer does not have such drama in deaths.
    Master Chief does not lose his head when shot.
    
    
    Can I change the name of my Xbox with Halo?
    
    This is not one of the options given in the game.
    
    
    Can I listen to music from the hard drive while playing Halo?
    
    This feature is not available with Halo.
    
    
    Do I always need to start the Campaign from the beginning?
    
    Any level can be replayed after the first play through.  If you want to
    replay a specific level from the Campaign, you do not need to start from
    the beginning.
    
    
    Is there a cooperative play option for Campaign?
    
    Yes.  The Campaign can be played split screen on one television.
    
    
    Does Multiplayer have computer controlled opponents?
    
    Bots are not included in Multiplayer.  The minimum number of people needed
    for a match is two.
    
    
    What is the maximum number of players in Multiplayer?
    
    Multiplayer matches can be played with up to four people on one television
    and up to four Xbox systems in one match.  The maximum number of people in
    a match is sixteen.
    
    
    What Multiplayer games are available?
    
    *) Capture the Flag
    
    This involves a flag or two.  The idea is to take the flag to the objective,
    usually back to your base.  There are options to require your own flag to be
    at your base to score.
    
    *) King of the Hill
    
    The idea is to be in a certain section of the map for a certain length of
    time.  That section is easy to spot with the large neon colored fence
    surrounding it.  It can move as the game progresses though.
    
    *) Slayer
    
    The idea is simply to kill before being killed.  Teamwork is one option.
    Reaching a predetermined number of kills is the object of the game.
    
    *) Oddball
    
    There is a skull to carry for a certain length of time.  Holding the skull
    increases your time but also means you are defenseless.
    
    *) Race
    
    There are objective points on the map that need to be tagged by you before
    the others get to them.
    
    
    Does Multiplayer support vehicles?
    
    The Scorpion Tank, Warthog, and Ghost can all be used on two Multiplayer
    maps.  Those being Blood Gulch and Sidewinder.  The Banshee cannot be used
    in Multiplayer for Xbox.
    
    
    What vehicles can I use in Halo?
    
    *) Warthog (M 12 light reconnaissance vehicle)
    
    This jeep is green.  It can seat a driver, passenger, and gunner in the back.
    
    *) Tank (M8088 Scorpion  MBT)
    
    This tank can seat a driver and also four people can sit on the outer corners.
    There is a main cannon that has to pause between shots.  There is also a
    secondary gun that is highly inaccurate.  It is best to tap the trigger.  By
    default, this secondary weapon is fired with the left trigger.
    
    *) Ghost
    
    This is a purple hover craft for one person.  There is a dual plasma cannon
    that can stun a tank or player.
    
    *) Banshee
    
    This is a purple craft that can fly.  There is a dual plasma cannon and also a
    fuel rod cannon that needs time between shots.  This is not available in
    Multiplayer on Xbox.
    
    
    What weapons can I use in Halo?
    
    *) Fragmentation Grenade (M9 HE - DP Grenade)
    
    This thing can bounce off of walls before exploding.  It can flip a Warthog
    and is highly effective.
    
    *) M6D Pistol
    
    This pistol has a lot of stopping power.  A head shot to an opponent with no
    shield is a kill.  There is a 2x zoom available.  Twelve bullets can be
    fired without a reload.  That is more than enough for most situations.
    
    *) MA5B Assault Rifle
    
    This gun shows you the number of rounds left before reloading is needed.
    Sixty bullets can be fired very quickly, but they don't penetrate accurately.
    Tapping the trigger is helpful for accuracy.
    
    *) M90 Shotgun
    
    This is good at close range or with unshielded enemies.  It is possible to 
    fire during reload which stops the reloading process.  Reloading twelve
    individual shells takes time.
    
    *) S2 AM Sniper Rifle
    
    This gun has a long shaft and zooms 2x and 10x.  There are four shots before
    a reload.  It is so powerful that a bullet will go straight through a target.
    
    *) M19 SSM Rocket Launcher
    
    There are two rockets that can be fired before a lengthy reload.  There is
    a 2x zoom.  It is a good idea to shoot the ground or wall next to a target.
    It can help to jump when firing at the ground.
    
    *) Plasma Rifle
    
    This shoots plasma bursts automatically.  It can stun an opponent and will
    eventually run out of power.  It can overheat with enough rapid fire.
    
    *) Plasma Pistol
    
    This shoots plasma bursts when the trigger is released.  Holding in the
    trigger charges up a burst that will drain shields.  It is possible to
    overheat with a fast enough trigger finger.  I can't live without this thing
    on Legendary.
    
    *) Needler
    
    This fires needles that track an enemy.  The needles move slow enough for
    a Multiplayer opponent to escape from.  The needles can cause an explosion
    effecting the nearby area.
    
    *) Stationary Gun (Shade)
    
    This is often controlled by Grunts.  It fires an infinite amount of plasma.
    
    *) Plasma Grenade
    
    This can stick to vehicles and living things.  It takes three seconds to
    detonate.
    
    ----------------------- Creating a Profile ------------------------------------
    
    At the main menu screen with the ring floating in space, go to settings.  Press
    Y to create a new profile.
    
    Controller Setup
    ----------------
    
    Thumbstick Settings:
    
    -Default
    
    Left  Thumbstick
       Up  Move Forward
     Down  Move Backward
     Left  Strafe Left
    Right  Strafe Right
    
    Right Thumbstick
       Up  Look Up
     Down  Look Down
     Left  Rotate Left
    Right  Rotate Right
    
    This setting is arguably the best.  It allows you to keep moving
    while doing things like jumping, reloading, or switching weapons.
    
    
    -Southpaw
    
    Left  Thumbstick
       Up  Look Up
     Down  Look Down
     Left  Rotate Left
    Right  Rotate Right
    
    Right Thumbstick
       Up  Move Forward
     Down  Move Backward
     Left  Strafe Left
    Right  Strafe Right
    
    This setting is difficult to use without jumping with the left
    trigger.  Reloading or switching weapons will likely require you to
    stop moving momentarily.
    
    
    -Legacy
    
    Left Thumbstick
       Up  Move Forward
     Down  Move Backward
     Left  Rotate Left
    Right  Rotate Right
    
    Right Thumbstick
       Up  Look Up
     Down  Look Down
     Left  Strafe Left
    Right  Strafe Right
    
    This setting works well for piloting Covenant vehicles.
    
    
    -Legacy Southpaw
    
    Left Thumbstick
       Up  Look Up
     Down  Look Down
     Left  Strafe Left
    Right  Strafe Right
    
    Right Thumbstick
       Up  Move Forward
     Down  Move Backward
     Left  Rotate Left
    Right  Rotate Right
    
    This setting has potential with the left trigger being used to jump.
    
    
    
    Button Settings:
    
    -Default
    
    Left Thumbstick -- Crouch
    Right Thumbstick - Scope Zoom
    Left Trigger ----- Throw Grenade
    Right Trigger ---- Fire Weapon
    Black ------------ Switch Grenade
    White ------------ Flashlight On/Off
    A ---------------- Jump
    B ---------------- Melee Attack
    X ---------------- Action/Reload
    Y ---------------- Switch Weapon
    
    This allows for the greatest accuracy with grenades.
    
    
    -Southpaw
    
    Left Thumbstick -- Crouch
    Right Thumbstick - Scope Zoom
    Left Trigger ----- Fire Weapon
    Right Trigger ---- Throw Grenade
    Black ------------ Switch Grenade
    White ------------ Flashlight On/Off
    A ---------------- Jump
    B ---------------- Melee Attack
    X ---------------- Action/Reload
    Y ---------------- Switch Weapon
    
    This simply switches the trigger functions of default.
    
    
    -Jumpy
    
    Left Thumbstick -- Crouch
    Right Thumbstick - Scope Zoom
    Left Trigger ----- Jump
    Right Trigger ---- Fire Weapon
    Black ------------ Switch Grenade
    White ------------ Flashlight On/Off
    A ---------------- Throw Grenade
    B ---------------- Melee Attack
    X ---------------- Action/Reload
    Y ---------------- Switch Weapon
    
    This setting is convenient for a southpaw thumbstick setting.
    
    
    -Boxer
    
    Left Thumbstick -- Crouch
    Right Thumbstick - Scope Zoom
    Left Trigger ----- Melee Attack
    Right Trigger ---- Fire Weapon
    Black ------------ Switch Grenade
    White ------------ Flashlight On/Off
    A ---------------- Jump
    B ---------------- Throw Grenade
    X ---------------- Action/Reload
    Y ---------------- Switch Weapon
    
    This setting can make melee easier in tight spaces.
    
    
    -Green Thumb
    
    Left Thumbstick -- Crouch
    Right Thumbstick - Melee Attack
    Left Trigger ----- Throw Grenade
    Right Trigger ---- Fire Weapon
    Black ------------ Switch Grenade
    White ------------ Flashlight On/Off
    A ---------------- Jump
    B ---------------- Scope Zoom
    X ---------------- Action/Reload
    Y ---------------- Switch Weapon
    
    This setting can make melee easier in tight spaces.  There is no
    real loss of accuracy with grenades.  Zooming is less convenient.
    
    
    Advanced Setup
    --------------
    
    Invert Thumbstick:
    
    Yes will reverse the look axis.  No will not.
    
    Look Sensitivity:
    
    This is a number ranging from 1 to 10.  The higher the number, the more
    quickly you will be able to look around.  The lower the number, the slower
    you will be able to look around.
    
    Controller Vibration:
    
    No will leave the controller at rest.  Yes will cause vibrations when
    shooting or taking damage.
    
    Invert Flight Control:
    
    This like the invert thumbstick option for flying vehicles.
    
    Auto - Center:
    
    Yes will pull your gun to a horizontal position when you move forward or
    backward.  No will let you take care of looking.  Vehicles tend to
    auto - center regardless.
    
    ----------------------- Campaign ----------------------------------------------
    
    Gameplay Strategies
    -------------------
    
    Grunts
    * Melee them in their sleep or from behind
    * A pistol shot to the head is a kill on any difficulty
    * Plasma Grenades stick easily
    
    Jackals
    * Melee from behind
    * Charged up shot with the Plasma Pistol followed by another weapon
    * A pistol shot to the head is a kill on any difficulty
    * Sniper Rifle rounds do not penetrate shields
    * Plasma Grenades do not stick to shields
    
    Elites
    * Melee from behind
    * Charged up shot with the Plasma Pistol followed by an M6D Pistol
    * One or two shots from the Sniper Rifle
    * Needler works well
    * If the elite is camouflaged, the Assault Rifle works well
    
    Hunters
    * Pistol or Sniper Rifle to the orange midsection
    * A rocket or two at the feet
    * At close range, they don't fire their fuel rod gun
    
    
    Level One: The Pillar of Autumn
    -------------------------------
    
    If you get lost in this level then look at the arrows painted on the floor.
    
    --- Green Arrow: Maintenance ---
    
    Jump over the pipes and turn right.
    
    --- Blue Arrow: Bridge ---
    
    Go through the door leading to a dark hallway.
    
    --- Blue Arrow: Bridge ---
    
    Follow the Marine to the Bridge.
    
    --- Cafeteria ---
    
    The exit is to the right of where you enter.
    
    Gameplay Tip: Use a Plasma Pistol or Plasma Rifle on Elites as soon as you
    can get one.  A quick trigger finger with a Plasma Pistol will prevail.
    
    --- Red Arrow: Airlock ---
    
    Walk up to the health pack on the wall to the immediate right.
    
    Gameplay Tip: Melee the Elite in the next hallway instead of shooting.
    
    Two overshields can be found in the airlock numbered "31".
    
    --- Green Arrow: Stairs ---
    
    Travel through the darkened hallway.
    
    Gameplay Tip: Take a right and come out beside the Covenant to surprise
    them.
    
    --- Red Arrow: Airlock ---
    
    There is another health pack on the wall.  Airlock numbered "32" has
    another two overshields inside.
    
    --- Green Arrow: Stairs ---
    
    A health pack is to the right of the arrow.
    
    Gameplay Tip: Stay low and hidden if needed near the staircase.  Rely on
    plasma weapons.
    
    --- Life pods are Launching ---
    
    There is a health pack on the floor by the windows on the left.
    
    --- Nav Point to the Access ways ---
    
    Go left, left, right, left, right.  It is possible to go right once more.
    
    Gameplay Tip: Green lights on the doors indicate that they will open.  Red
    lights on the doors indicate a locked door.
    
    --- Yellow Arrow: Cryo B ---
    
    There is a health pack to the right of the arrow.
    
    --- More Dark Access ways ---
    
    Go right, left, right.
    
    Gameplay Tip:  There are four doors to exit from.  Taking the left door
    can surprise the enemy.  However, on the right side you will more likely
    see the health pack on the wall.
    
    --- Airlocks 63, 62, and 61 ---
    
    Gameplay Tip:  Try to stick Plasma Grenades on the Covenant.  It is cruel
    but it works.
    
    
    Level Two: Halo
    ---------------
    
    --- Covenant Dropship ---
    
    Gameplay Tip:  Use the pistol and Fragmentation Grenades on an Elite as the
    Dropship is landing.
    
    --- Two Banshees ---
    
    Gameplay Tip:  With the pistol, concentrate on one of the Banshees.  The
    other will likely fly away when the first is destroyed.
    
    --- Multiple Covenant Dropships ---
    
    There is a health pack and supplies on the fortress.  Beyond the fortress
    is a life pod with a health pack and more supplies.
    
    Gameplay Tip:  Use the M6D Pistol and the Plasma Pistol.  Charge up the
    Plasma Pistol and follow up with a bullet to the head for Elites.  A head
    shot with the M6D Pistol is a kill for Grunts and Jackals on any difficulty.
    The walls can be used for cover.  A Needler also works well against Elites.
    
    --- Light Bridge ---
    
    There is a ramp on the far right that leads to the activation point.
    
    Gameplay Tip: Bring the Warthog in here and let your gunner do some work.
    Careful steering can cause roadkill.  However, Plasma Grenades can stick to
    the Warthog.  It is possible to drive the Warthog to the right wall and jump
    up to the slanted wall.  Activation can be done without an enemy or two
    knowing about it.
    
    --- Rescue Three Sets of Marines ---
    
    This can be done in any order.  Pick up a Sniper Rifle immediately after
    exiting the cave.  A downed life pod is just left of the stream.  Another
    Sniper Rifle can be found on top of a hill with some Marines.  It is behind
    a fortress.  If you have trouble finding the next set of marines then a
    nav point will appear.
    
    Gameplay Tip: With the Sniper Rifle, reduce the Covenant threat before
    running in.
    
    
    Level Three: The Truth and Reconciliation
    -----------------------------------------
    
    --- Sniping Unsuspecting Covenant ---
    
    Gameplay Tip:  After sniping every enemy in the immediate area, wait for an
    Elite to come around the corner.  Snipe it immediately and then proceed.
    
    --- Rounding the Cliffs ---
    
    Carry a Sniper Rifle and a Covenant weapon.  First snipe from hiding and
    then rush in on the remaining enemies.  Be alert for a red Elite on the
    right side in a small pocket.
    
    --- Covenant Dropship ---
    
    As soon as you come around the small cliff there will be two options.  You
    can continue up to the right and directly into the bowl that is infested
    with Covenant, or you can go further along the left flank.
    
    Gameplay Tip: Snipe the Elite that patrols the left flank from above.
    Jump up and down on the rock at the beginning of this section to snipe what
    you can on the bridge.  There are two Jackals patrolling on the left flank
    at the far end.  There is one active camouflage on a hill with some trees.
    
    --- Gravity Lift ---
    
    There will be several waves of Covenant coming down from this lift
    with Hunters in the final wave.
    
    Gameplay Tip: The active camouflage can allow you to move in discreetly
    and melee enemies from behind them.
    
    Gameplay Tip: Killing a Hunter is not difficult with the right weapon.
    A Hunter will fire its fuel rod gun at you if you are far enough away
    from it.  If you are close enough to it, it will not fire.  It will
    approach and try to melee you.  This is when it is most vulnerable.
    Any bright orange spot is your primary target.  Hold the Sniper Rifle
    straight at it and let it raise its shield.  Fire while it is in front
    of you with its midsection exposed.
    
    --- No Covenant Detected ---
    
    Gameplay Tip: Use a Plasma Pistol and Sniper Rifle in this room.  Rapidness
    with the Plasma Pistol is valuable.  The sword of a camouflaged Elite
    can still be seen.  Plasma Grenades should be thrown liberally at opening
    doors.  When a door is about to open, meet the enemy there.  Do not
    keep your distance from an opening door.  If you have not used the active
    camouflage yet, use it and go up the ramps to melee Elites in the next area.
    
    --- Nav Points ---
    
    There are two nav points in the lower room after you defeat the Covenant.
    Follow them and head left in the hallway.
    
    --- Large Hangar Room ---
    
    Snipe an Elite patrolling the middle of the room on the floor above.
    You can jump on top of the many purple boxes by jumping and crouching at
    the peak of the jump.  Keep the Sniper Rifle handy and take cover.  Be
    ready for two Hunters on the far end of the room.  There are supplies in
    the middle of the room and also on the far end including an overshield.
    
    --- Up the Ramps ---
    
    Be alert for two camouflaged Elites.  New Marines may come to your aid
    depending on how many survive.
    
    --- The Upper Floors ---
    
    Walk slowly across and pay close attention to the motion tracker.
    
    --- Circular Platform ---
    
    There are supplies to the left in the hall before the room.  It is
    advantageous to kill any Marines before entering.  This is because they
    will see a sleeping Grunt and attack.
    
    --- Two Detention Stations ---
    
    Enter the first one to the left and slightly up a ramp.  Run in to the
    back and open the doors to find supplies.  Get an active camouflage and
    run down to the next detention station.  Run past the patrolling Jackals
    and go for the camouflaged Elites.
    
    --- Rescue Keyes ---
    
    You can open the doors and immediately look right and kill Keyes if you
    wish.  The game will continue either way.
    
    --- Extraction ---
    
    Gameplay Tip: Stay in front of the Marines.  Move cautiously forward for
    each set of enemies.  Be ready for camouflaged Elites in the room with
    the circular platform.
    
    You may release the clamps and then kill Keyes again. You may also die
    after releasing the clamps.
    
    
    Level Four: The Silent Cartographer
    -----------------------------------
    
    --- Beach Landing ---
    
    Use the pistol as soon as you land on the beach.  When the Warthog is
    dropped, let the Marines shoot while you stay mobile.
    
    --- Map Room Fortress ---
    
    There is an overshield below the fortress and near the water.  Enter the
    fortress.  The door at the bottom of the ramp will lock.
    
    --- Main Facility Security Override ---
    
    This is further down the beach.  There will be another Warthog and some
    supplies.  This is the point to move up the hill and further inland.  At
    the top of the hill there will be more supplies and two Hunters on the right.
    Continue forward and to the right.  Take an overshield and head down the
    ramp.  Be ready for Hunters and camouflaged Elites.  Shut down the security
    system.
    
    --- Rockets ---
    
    Head back outside and drop down the cliff.  It is possible to survive the
    fall with one of the overshields.  Follow the beach back to the Map Room.
    
    --- Map Room Fortress ---
    
    The cut scene of Master Chief kicking a rock is optional.  Melee what you
    can in the next room.
    
    Gameplay Tip: There is a hole to drop down in the far right corner of the
    room.  Drop on the right and skid off of an incline.
    
    Gameplay Tip: In the next room with Hunters, drop down again onto an
    incline.  This can take some practice.
    
    --- Activate Silent Cartographer ---
    
    There is an overshield near the activation spot.  This is on the bottom floor
    of the fortress.  After activation, run back out of this fortress.  Look for
    an active camouflage in a door leading down.  It is the floor above the
    activation site.  Don't forget about the gold Elite.  There will be
    camouflaged Elites at the top.
    
    
    Level Five: Assault on the Control Room
    ---------------------------------------
    
    Gameplay Tip: Immediately switch to the M6D Pistol and throw Fragmentation
    Grenades at the door.  In the next room, the pacing Elite can be surprised
    from behind.  Move in when it is slightly on the right.
    
    --- The Bridge ---
    
    Immediately run out and melee the sleeping Grunts.  If you are on Heroic or
    Legendary then there will be a Banshee above.  Use the pistol.  There is a
    gold Elite at the end of the bridge.
    
    --- Back Inside ---
    
    There is a camouflaged Elite in the next room.  Enter and turn left.  Start
    shooting the Grunts and the camouflaged Elite will run into your line of 
    fire.  Hunters may be present on Heroic and Legendary.  Don't forget about
    the health pack and supplies.
    
    --- Down the Elevator ---
    
    Melee the sleeping Grunts.  Hide from the pacing Elite until it turns
    away from you.  Then melee it from behind.
    
    --- Snowfield ---
    
    There are two Grunts in turrets.  An Elite is running for the Ghost.
    There is a Warthog to the far left along with some supplies.
    
    --- Over the Small Cliff ---
    
    There will be two Elites in Ghosts.  There is a Scorpion Tank and many
    useful goodies.  There is a tunnel that is sniper friendly at its exit.
    
    --- The Indoor Bridge ---
    
    To get through the door, there is a switch on the left side.  There are
    two Elites pacing near the entrance of this large room.  A Sniper Rifle is
    very useful in here.  Check for more supplies on the far right.
    
    --- Up the Hill ---
    
    There will be a Covenant Dropship.  Two Elites will have Ghosts.  There
    is a Covenant tank on the far side.  Inside the structure is an active
    camouflage.  On the right side of the structure are some supplies.  There
    may be a Banshee flying overhead.
    
    --- Around the Corner ---
    
    There are two Hunters and two Elites.  Further down there are Grunts and
    Jackals waiting by a rock.  There are two Grunts in turrets on the other
    side of the valley.  Down below are two more Hunters.  Good weapons to take
    with are the M6D Pistol, Sniper Rifle, Rocket, and grenades.  When you go
    down the pit, a Covenant Dropship will arrive from above.
    
    --- Through the Passage ---
    
    There is at least one camouflaged Elite with a sword.  A pistol works well
    against it.  There are essential supplies laid out on the left before the
    passage and the right after the passage.
    
    --- Up the Walkway ---
    
    Take some cover and pick off Grunts early.  Carry a pistol for this
    section.  There is one Banshee and two Ghosts.
    
    --- Back Inside ---
    
    This room can be completed without a single bullet fired.  Melee the
    sleeping Grunts and wait for the right moment with the two pacing Elites.
    Or you can just run straight through.
    
    --- Lift Up ---
    
    There may be a Jackal at the top, so have a pistol handy.  There is an Elite
    coming out of the opening from above in the next room.  There is also a gold
    Elite in this room.
    
    --- Parallel Bridge 1 ---
    
    There are Grunts sleeping just outside the door.  There are also Grunts on
    the opposite bridge.  Some Elites have Needlers.  On the other end is a
    camouflaged Elite and more Grunts.
    
    --- Back Inside ---
    
    The next room has two Elites or four Elites on Legendary.  Stealth is your
    friend.  There are some helpful supplies.
    
    --- Elite Infested Room ---
    
    This room has a middle subroom containing many enemies.  Take on enemies
    around the sides separately from those in the center.  For those in the
    center, go underneath and poke out at the ramps up.
    
    --- Parallel Bridge 2 ---
    
    There are two Hunters on the opposite bridge.  It is time consuming but
    possible to go back through the rooms to the other bridge to take on the
    Hunters closely.  However, a careful pistol can hit orange from this bridge.
    Be alert for a camouflaged Elite on the far end of the bridge.
    
    --- Hallway of Camouflaged Elites ---
    
    An active camouflage is on the left in the middle of the hallway.  It is
    possible to get it and run past the next enemies.  There are Hunters in the
    next room along with some supplies.
    
    --- The Bridge ---
    
    You can run outside with the active camouflage and get in a Banshee.  At
    this point you can fly left and to the final hall for this level.  It is
    possible to shoot down the Banshees and proceed to the next room.  There
    will be Hunters on the far end of the bridge.
    
    --- Down the Lift ---
    
    This is optional.  There are supplies in the room at the bottom.  There are
    also more supplies in the pit outside.  Then just head up the ramps to the
    last hall.
    
    --- The Control Room ---
    
    Open the door with the switch on the right side.  There will be Covenant
    inside.  Proceed around the corner to the right.
    
    
    Level Six: 343 Guilty Spark
    ---------------------------
    
    There is a downed Pelican on the left with some supplies.  Run around the
    corner to the left and up onto the tree root.
    
    --- Entrance to Structure ---
    
    Go to the middle of the room and activate the lift from the far right side.
    Head through the door and down to the right.  It is possible to get back up
    by jumping on the purple boxes stacked on the far left.  Just activate the
    energy bridge.
    
    --- Paranoid Marine ---
    
    This man can be shot if you need more pistol bullets.  Head to the far left
    corner of the room and jump up to the concrete slab.
    
    --- The Flood ---
    
    Use the Assault Rifle and M6D Pistol at this first encounter and
    keep moving.  A small amount of Flood heads will not hurt too much.
    
    --- Escape ---
    
    Exit the room and head up the ramp.  Go right in the following room.
    If you dropped down to the floor below then you can still go right.  Make
    another right in the next room.  There will be purple boxes in the far right
    corner of the next room if you did drop below.  You can jump up them to the
    floor above.  Very near the purple box pile is a door to go through.  There
    is a health pack and shotgun laying among some dead men.
    
    --- Down the Elevator ---
    
    Activate the lift down.  Notice the overshield on top of the purple Covenant
    boxes and also the active camouflage just outside the door.
    
    --- Blinking Energy Bridge ---
    
    Take the door on the far left corner on the lower level of this large room.
    
    --- Bloody Concrete Slab ---
    
    There are supplies on top of concrete.  It is low enough to jump onto.
    There is a lowered section of walkway to jump up to.  You can crouch when
    you jump if you have to.
    
    --- Energy Bridge to Flood ---
    
    Activate the energy bridge and the lift up to the remaining Marines.
    
    --- Back Outside ---
    
    Run to the water and use the Sentinels to the advantage.  Take cover near
    the tower in the swamp.
    
    
    Level Seven: The Library
    ------------------------
    
    --- Follow the Monitor ---
    
    Gameplay Tip: If you become surrounded by Flood then back up and fight
    from a distance.  There is no reason to shoot everything.  Just
    shoot the majority of them.  Fragmentation Grenades work well here.
    
    --- First Door Opened ---
    
    Gameplay Tip: Glass in the floor can break and enemies can fall down the
    hole.
    
    --- Small Pit ---
    
    There is an overshield in the pit and a health pack beside the pit.
    
    --- Sentinels Aid You ---
    
    Enter the elevator.
    
    --- Small Pit ---
    
    There are two health packs in this pit.  There is also another health pack
    near the large door that will open.
    
    --- Partially Open Door ---
    
    Wait for the Monitor to return.
    
    --- Down the First Tunnel ---
    
    Look for a health pack behind the pillars.
    
    Gameplay Tip: A pistol works well against the exploding Flood.
    
    --- The Second Elevator ---
    
    The Sentinels are aiding you again.
    
    --- Down the Second Tunnel ---
    
    Wait at the locked door for the Monitor.  Notice a health pack on the right
    side of the door.
    
    --- Between Two Closed Doors ---
    
    This is a part that can be difficult.  There are two health packs hidden
    behind two pillars on the left.  You can stay back there while the doors
    are closed.
    
    --- Last Elevator ---
    
    The Shotgun is helpful at this point.
    
    ---- In Another Tunnel ---
    
    At the end of the tunnel is a health pack.
    
    --- Final Door Open ---
    
    Head toward the Monitor.
    
    
    Level Eight: Two Betrayals
    --------------------------
    
    --- Sentinels ---
    
    Use the window pane as cover.  Let the Sentinels and Covenant weaken
    each other.  Walk up the ramp outside the door for some supplies.
    
    --- Down the Ramps ---
    
    There are supplies at the bottom level of the structure.  There is a
    Banshee laying on the snow.
    
    --- Pulse Generator 1 ---
    
    Take cover behind the inner walls after destroying the generator.
    
    --- Nav Point ---
    
    Head down to the bridge on the left of Pulse Generator 1.
    
    --- Flood ---
    
    In the rooms with Flood, it is advantageous to let the Covenant and Flood
    wear each other down.
    
    --- Parallel Bridge 1 ---
    
    There are more Covenant and Flood here.  A good weapon combination is the
    Shotgun and Plasma Pistol.
    
    Gameplay Tip: There will be a hallway where a rocket might be fired at
    you.  Move away from the wall when it is fired.
    
    --- Parallel Bridge 2 ---
    
    It is a good idea to bring an M6D Pistol outside for the Banshees.
    
    --- Below the Bridges ---
    
    There is a Banshee and a Ghost driven by Elites.  There are supplies in the
    valley below.  The overturned Ghost craft is helpful for the next
    confrontation.  It can be used to defeat the other Ghost as well as the
    Banshee.  Also, the Ghost can be driven right past all of the enemies in
    this section.
    
    --- Flying to Pulse Generator 2 ---
    
    There are two Banshees on the left side of the next tall structure.  The
    Warthog is effective with enemies here.  Hunters on the right side can be
    driven over.  Elites can be gunned down from the mounted gun on the back.
    On top of the structure, there are multiple enemies.  Take the enemy
    Banshees individually if possible.  There is a cliff around the outer edge
    of the area that is an excellent vantage point.
    
    --- Pulse Generator 2 ---
    
    Flood and Sentinels are inside.
    
    Gameplay Tip: After walking into the center, jump up into one of the four
    surrounding pockets.  Then shoot the Flood from there.  Remember to crouch
    when jumping in.
    
    --- Tunnel Leading Down ---
    
    A Banshee can be flown through and above the battle between Covenant and
    Flood.
    
    --- Outside Near Pulse Generator 3 ---
    
    Covenant and Flood will weaken each other.  Banshees can be found around the
    corner at the far end of the canyon.  The Sniper Rifle is valuable in the
    final section with Covenant.  A Ghost can be driven on the right side and to
    a Banshee without dealing with all of the enemies.
    
    --- Pulse Generator 3 ---
    
    There are Sentinels waiting outside and inside.
    
    
    Level Nine: Keyes
    -----------------
    
    There is a door on the left with an active camouflage.  Use it and go down
    the hole.  The flashlight and Fragmentation Grenades are very useful here.
    
    --- Sniper Rifle ---
    
    There is a sniping spot before you jump into the water.  It is not
    necessary to snipe though.
    
    --- Gravity Lift ---
    
    Hiding and taking one enemy at a time can get you through this.
    
    --- Back Inside ---
    
    It is possible to drop down to the floor below where the Flood are gathering
    bodies.  Check for supplies.
    
    Gameplay Tip: Sometimes it is better to run forward than to try to kill
    every enemy.
    
    --- Nav Point ---
    
    Head upstairs to the Captain.
    
    --- Keyes ---
    
    This can be a difficult section on Legendary.  It works to run to the back
    of the room and take cover behind the pillars.  When the enemies have been
    defeated, head back down the ramps.  Banshees will be flown in at the bottom
    of the hangar.
    
    
    Level Ten: The Maw
    ------------------
    
    --- Access ways ---
    
    Make two left turns to get to a ladder.
    
    --- Cafeteria ---
    
    Grenades can work well here.  Notice the health pack outside the cafeteria.
    
    --- Sentinels Out the Window ---
    
    Take cover from behind and use a plasma weapon.
    
    --- Yellow Arrow: Cryo B ---
    
    Gameplay Tip: Notice the health pack over the pipes in the hall.
    
    --- Access ways ---
    
    Notice an overshield in the hall to the left of the access ways.  In the
    access ways, go right, left, right.  One more right will lead to a health
    pack.
    
    --- Red Arrows: Armory, Engineering ---
    
    Take a trip to the Armory for a Rocket Launcher.  Be aware of camouflaged
    Flood.
    
    --- Four Nav Points ---
    
    Enter the large room and turn right up the ramp.  Move quickly with a Rocket
    Launcher and Shotgun up the ramps.  Retract an exhaust coupling and drop down
    to the shaft.  Walk across and down to the next floor.  When the vent is open,
    throw a Fragmentation Grenade or use a rocket.  It is not necessary to climb
    the ramps on the left side of the room.
    
    --- Elevator ---
    
    After the four vents have been destroyed, go up the same ramp again.
    
    --- Warthog Drive ---
    
    The center is quickest if you have enough speed.  In the curved sections,
    pay attention to shortcuts.  They are octagon shaped tunnels.  It is not
    necessary to stop when it says.
    
    ----------------------- Source ------------------------------------------------
    
    The information in this guide comes from the game itself or the instruction
    booklet included in the game.  Also, I have drawn inspiration from a Legendary
    Walkthrough which is posted on Bungie.net.
    
    ----------------------- Terms of Use ------------------------------------------
    
    Copyright 2004-2005 Marc Murphy.
    
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    Please do not sell it.  Please do not claim it as your own work.  If you would
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