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    Legendary Difficulty Guide by MrWalkthrough

    Updated: 03/19/06 | Printable Version | Search This Guide

    
    
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                                        COMBAT EVOLVED
    
    
    
                                   LEGENDARY DIFFICULTY GUIDE
    
    
                                 By: DeusExMachina (Neoseeker)
                                     MrWalkthrough (GameFAQs)
    
    
                                      __________________
    
    
    
    Contents:
    
    1. Intro
    2. Storyline
    3. Characters  
    4. Difficulties
    5. Weapons
       -Human Weapons
       -Covenant Weapons
    6. Enemies
       -Covenant
       -Flood
       -Monitor and his friends
    7. Artifacts
    8. Vehicles
       -Human Vehicles
       -Covenant Vehicles
    9. Other tips
    10. Walkthrough
       -The Pillar of Autumn
       -Halo
       -Truth and Reconciliation
       -The Silent Cartographer
       -Assault on the Control Room
       -343 Guilty Spark
       -The Library
       -Two Betrayals
       -Keyes
       -The Maw
    11. Secrets
    12. How to contact me
    13. Legal
    14. Final word
    
    
    
    
    
    
    1. Intro
    
    
          Hi, my name is Anton Bovin and this is my fourth guide. The other
     guides Iíve written were for the games called Evil Twin: Cyprienís
     Chronicles, Myst III, and Worms: Forts Under Siege. This guideís name, of
     course, comes from my legendary writing skills. And, of course, the last
     sentence wasnít serious. I donít consider them legendary and neither will
     you.
    
    
          Iím planning to make this guide more complete than the others I saw on
     the Internet by adding a complete walkthrough. While the others do give
     some very useful advice about playing Halo, something as simple as a door
     you canít find might halt your progress through the game and all those tips
     on killing the bad guys wonít help.
    
    
          But...if you havenít passed at least one of the easier difficulties
     (preferably Heroic), then itís probably not a good idea to even attempt
     passing Legendary. Youíll probably meet the same fate as your enemies in
     Easy difficulty five minutes into the game. And again. And again. Well, you
     get the picture. So if you donít have a history of finishing games on their
     hardest difficulties, for you playing on Legendary is just a reason to die
     a lot. Iím not saying that itís impossible, but itís not very practical to
     learn how to handle certain guns when youíre surrounded by the gameís most
     advanced enemies.
    
    
          So if you feel like youíre up to passing Legendary, this guide might
     help you a lot. However, if you need help passing the game on another
     difficulty, this is still usable. The number of enemies might just be
     slightly different.
    
    
          You may find the walkthrough unclear about precisely where to go and
     the number of enemies in every area, but I will include the vital
     information about how to stay alive and finish the game that way.
    
    
          There are some spoilers outside the walkthrough part, so if you care,
     play the game first.
    
    
          Iím going to try not to make everything sound too easy, while others
     say something like, ďTake down that Gold Eliteís shield with the Pistol
     from long range, then get up close and kill it with the Assault RifleĒ.
     That distorts the hardness of the Legendary difficulty and if you follow
     similar advice, youíll spend a large fraction of the time seeing yourself
     flying through the air and restarting from the last checkpoint.
    
    
    
    
    ______________________________[ 2. Storyline]_____________________________
    
    
          The story is set in the future, in the year 2552. Humankind is tired
     of living on Earth due to overpopulation and decided to build an engine
     that will transport spaceships at the speed of light to other planets. They
     built it and started going to those other planets. Everything seemed to be
     going all right when all contact with the colony called Harvest was lost.
     The human government sent the ship Argo to see what happened. Argo was
     never seen again. That was a cue for the United Nations Space Command to
     send a fleet of warships to Harvest. One surviving ship returned and
     reported that an alien warship was in the colonyís orbit and had
     obliterated the population.
    
    
          The war went on for thirty years during which humans got a
     transmission from the aliens, which revealed that they called themselves
     the Covenant and for some reason they didnít like humans and decided to
     kill them.
    
    
          It so happened that because of this, the humans didnít like the
     Covenant either, so they decide to board a Covenant ship and find their
     home world. They put the boarding party on the ship called the Pillar of
     Autumn, but before they could organize, the Covenant destroyed Reach, the
     last human citadel against the aliens. The Pillar of Autumn had to make a
     blind jump to a random location in space to try to lure the Covenant away.
     They arrived near a huge ring-like artificial planet near a gas giant,
     Threshold. Now they have to land there and discover what it hides...
    
    
    
    
    ______________________________[ 3. Characters]____________________________
    
    
          Master Chief-this is the last survivor of the secret Spartan II
     project. From what I hear, he once was a normal kid, then the government
     trained him in the military, artificially strengthened his bones and
     muscles, implanted an interface chip into his brain and put him into the
     MJOLNIR armor he will wear throughout the game. The armor contains a layer
     of crystal thatís capable of supporting an AI construct and it also
     contains the Holy Grail of your survival: the shield. It regenerates a few
     seconds after youíre hit and can do so indefinitely. But if youíre under
     constant fire and you lose the entire shield before it regenerates, your
     health starts decreasing. Once that is gone, youíre toast. So if the shield
     gauge is nearly empty, take cover. If there is no cover nearby, hope for a
     miracle. If you donít like hoping for miracles, like me, fight till youíre
     dead or ďrevert to savedĒ in the pause menu.
    
    
          Going back to the less important parts, Master Chief is the most
     important member of the Pillar of Autumn boarding party, since the rest of
     the Spartan IIís were killed when Reach was destroyed. You will be him for
     the entire game.
    
    
          Captain Keyes-he is 26 years into his military career and became a
     minor hero when he saved a colony ship from a Covenant ambush. He was also
     chosen to be the captain of the Pillar of Autumn and the leader of the
     operation to board the Covenant ship. Youíll spend a lot of the game trying
     to save him from the Covenant and generally looking for him.
    
    
          Cortana-the Pillar of Autumnís AI core, 80 percent of the game youíll
     have her inside Master Chiefís armor. When the Pillar of Autumn lands on
     Halo, Master Chief has to take her off the ship so that the Covenant
     doesnít capture her. She will be quite handy, intercepting communications
     and opening doors. Sheíll also give you vague hints about what to do and
     where to go.
    
    
          Marines-I thought for a long time whether to put them into the
     characters section, but theyíre human after all and donít really fit
     anywhere else.
    
    
          Well... theyíre marines. Theyíre not very good at fighting and usually
     serve as either cannon fodder (sacrifices, if you want it that way) or a
     source of ammo. They tend to get themselves effectively exterminated at the
     start of every major battle (all the game, really) and are of no real use
     except for a few rare occasions where they stick around long enough to take
     a lot of fire that would otherwise go towards you. They almost always carry
     Assault Rifles and assuming you prefer to use it, the game should be made
     considerably easier by the marines.
    
    
    
    
    ______________________________[ 4. Difficulties]___________________________
    
    
          This guide is for Legendary, but since I recommend playing at least
     one of the easier difficulties first, Iíll include a full description of
     them. I will start each description with the description provided in the
     game.
    
    
    Easy
    
    -ďEnemies cower and fall before your unstoppable onslaught, yet final
     victory will leave you wanting more.Ē
    
    
          Easy is the easiest difficulty and you can literally run through,
     shooting the Covenant and generally having a good time.  In my opinion,
     this is the best place to get started, but because the difficulty increases
     exponentially (i.e. the enemiesí strength and the damage they do to you is
     doubled each time you go to a harder difficulty), some people reasonably
     argue that itís better to get started with Normal rather than Easy. But if
     you trust my opinion, start with this.
    
    
    Normal
    
    -ďHordes of enemies vie to destroy you, but nerves of steel and a quick
     trigger give you a solid chance to prevail.Ē
    
    
          This is remarkably more difficult than Easy, but the description says
     the truth: be patient, fire at everything that moves thatís not a human,
     and if you get killed too much, figure out a new way to do things. Always
     sneak up on enemies if you can, and use cover to dodge enemy fire. Use
     grenades to clear up areas that youíre finding hard to clear from where you
     are.
    
    
    Heroic
    
    -ďThe enemies are as numerous as they are ferocious; their attacks are
     devastating. Survival is not guaranteed.Ē
    
    
          This is a challenge. Youíll have to pick the strategy you will use,
     not just run into an area full of enemies and start emptying your guns into
     them. Do it and you will probably die. Always take cover and allow the
     shield to recharge. Reload your guns. Backtrack to a previously cleared
     area to get grenades, new weapons and ammo. Get back to the enemies. Flank
     them if possible. Use a nearby object as cover, throw in a grenade or two,
     and start shooting.
    
    
    Legendary
    
    -ďYou face enemies who have never known defeat, who laugh in alien tongues
     at your efforts to survive. This is suicide.Ē
    
    
          This in-game description doesnít leave me much to clear up. Like it
     says, this is suicide. You will be dying a lot, but if you have enough
     determination and patience, you might actually make it to the end of the
     game in one piece. If your life expectancy is too low, rethink your
     options, start using different guns to see how good they are against the
     enemies you face, and of course, be as careful as possible.
    
    
    
    
    ______________________________[ 5. Weapons] _____________________________
    
    
    Human weapons
    
          The usefulness/uselessness of these weapons varies. The only three
     weapons equipped with scopes are human-made, so they are good for stealthy
     and efficient attacks, something youíll need in Legendary. Weapons, along
     with strategy, are everything in Halo. In Legendary youíll have to fight
     like thereís no tomorrow, so you need to know which weapons suit your
     strategy best. Iíll write about every aspect of every weapon I can think
     of. And more as I think of them. At the beginning of each one Iíll write
     some statistics (to provide some vital info to those who donít want to
     spend hours reading all the text) that are my opinion only. At the end Iíll
     write a verdict.
    
    
    -MA5B Assault Rifle
    
    Accuracy: 3 (out of 10)
    Power: 4
    Clip size: 8 (60 rounds)
    Number of rounds you can carry: 9 (600 plus those in the weapon itself)
    
          This is a gas-operated, magazine-fed, automatic weapon. Firing 7.62 mm
     armor-piercing rounds, it sounds pretty good. But no, it takes something
     like two clips to kill a Blue Elite, assuming you get at least half of the
     rounds into it. And thatís hard because the Elites can dodge your shots
     very easily.
    
    
          This gun is useless against most enemies, whatever the name implies.
     However, itís great to kill Flood Spores and is almost as good for Grunt
     disposal. Just take individual shots at each Spore, since any kind of
     damage destroys one and the others that are near it. As for Grunts, come up
     close and empty twenty rounds into it. That should kill one for good.
    
    
          Donít even contemplate killing an Elite with an Assault Rifle unless
     you donít have any ammo in the other gun. If you empty a whole clip into
     it, you still probably wonít take down its shield. While youíre reloading,
     itíll take down your shield and a number of health bars. The second clip
     might not even be enough to kill it.
    
    
          One of the other things that make the Assault Rifle useless is its
     inaccuracy. Itís only effective against Grunts and Spores, and itís only
     effective against them at close range. Otherwise, the shots just spread out
     and you donít hit anything. For better accuracy, repeatedly press the
     trigger, so the recoil doesnít have enough time to affect your accuracy too
     much.
    
    
          It has a useful feature: a compass that points you in the general
     direction of the gas giant. I donít use it much myself, but when youíre not
     outside, it can be used to orient yourself in the right direction.
    
    
          What else...oh, yeah, these are pretty common among the marines you
     meet, and if you prefer this gun over the others, you can usually pick it
     up next to a marine that is laying on the ground with an unusually large
     amount of blood around him. In fact, there are practically no marines in
     the entire game that have something other than the Assault Rifle, and
     thatís the Sniper Rifle. Some carry the Covenant guns they find, but the
     majority just prefer to use their original weapons. Too bad. They can do a
     lot better with the Covenant ones. There are also some humans that carry
     Pistols, but those are Pillar of Autumn engineers or something.
    
    
          I admit that this is one of the best weapons against Banshees. They
     always swoop on you when they attack (thatís pretty much the only way to
     attack), and sometimes you can obliterate a Banshee the first time it does
     this. Great. Itís one of the very few highlights of the Assault Rifle.
    
    
    Verdict: doomed to mediocrity... do not use this unless you have no other
     choice. You can usually squeeze better results out of even the Plasma
     Pistol.
    
    
    -M6D Pistol
    
    Accuracy: 9
    Power: 8
    Clip size: 8 (12 rounds)
    Number of rounds you can carry: 9 (120 plus those in the clip)
    
          At first, I underestimated that usefulness of the Pistol, but then, I
     didnít need the stealthy and useful kills it delivers. Now, however, I need
     all the usefulness of the weapons that I can get.
    
    
          Now, just to get this clear, the Pistolís degree of usefulness depends
     on the situation. If you can choose between a Pistol and an Assault Rifle
     prior to going into an area full of Grunts, then, of course, choose the
     Assault Rifle. But, if youíre going into an area with Grunts and Elites,
     take the Pistol and some weapon thatís good against Elites (my choice is
     the Needler). Pick off the Grunts from a distance with the Pistol, then
     kill the Elites with the Needler. But itís not going to be this easy. The
     Elites are going to put up a good fight and you probably wonít get out of
     this without losing at least a couple of health bars.
    
    
          Itís good against Grunts. One shot to the head immediately kills a
     Grunt, so sniping them is easy. When the situation demands that you have a
     Pistol, use it on Grunts instead of more valuable and/or less efficient
     weapons.
    
    
          The Pistol is one of the best weapons to use against Jackals. If you
     can shoot one in the head, thatís great. But sometimes, I could just shoot
     randomly at the Jackal and still kill it in one or two shots. Maybe I
     accidentally hit it in the head. When you can, shoot the cracks in its
     shield and the Jackal should only take a couple of shots before departing
     to some happier place.
    
    
          Itís virtually useless against Elites. If youíre trying to snipe the
     Elite from a distance, the Elite will fire a few shots at you, then crouch
     behind a rock or something until its shield recharges. This will continue
     until you run out of ammo, get tired and kill the Elite with something
     else, or die at the hands of said Elite. But donít get any ideas, you can
     actually kill a Blue Elite with a single clip of the Pistol, but you can
     only do it when itís charging at you from a distance and doesnít have any
     cover. And when there are other enemies around, you will get killed before
     you know whatís happening.
    
    
          But when you get close to a Hunter itís a completely different story.
     Believe it or not (Iíd prefer you to believe it), one shot from the Pistol
     kills a Hunter instantly. Thatís assuming you manage to get one of their
     weak spots. Those are the orange parts that are not covered by the armor.
     Itís therefore easy to snipe one down from a distance. Well, actually itís
     not easy because they tend to face you when youíre within shooting range.
     You can still get one by shooting the very narrow gap between its head and
     its armor. Otherwise, wait for it to melee you. When itís running toward
     you, dodge the attack, then turn around sharply and shoot the big orange
     part of its back.
    
    
          The Flood have a weakness thatís not easy to spot, but itís there. Not
     only can they be killed with four or five shots, you can actually shoot off
     their arms. Or those things on them that somewhat resemble arms. So if you
     care to try this, you could make yourself some pet Flood. No, seriously,
     these Flood that can do nothing more than to walk around after you and take
     enemy fire that is intended for you. I actually never succeeded in making
     one, because I hit the wrong parts and ended up killing the Flood.
    
    
          Pretty much the only thing that will keep you from always having a
     guaranteed shot is the fact that the bullets donít reach the target
     instantly. Try not to shoot from too far away because of that.
    
    
    Verdict: some people consider the Pistol the best weapon and I donít blame
     them. If itís not the best, then itís certainly a runner-up, directly
     behind the best weapon. Itís perfect for sniping and kills some enemies in
     one shot.
    
    
    -S2 AM Sniper Rifle
    
    Accuracy: 10 (duh)
    Power: 9.99999
    Clip size: 4 (just what it says- 4 rounds)
    Number of rounds you can carry: 7 (24 plus those in the clip)
    
          I really like this gun. But itís a shame that you donít get to use it
     a lot. Itís powerful and kills some enemies in one shot. Like the Assault
     Rifle, itís gas-operated and magazine-fed. There are two scope
     magnification levels: x2 and x10. The scope also has a built-in night
     vision function activated by pressing the white button.
    
    
          One of my biggest complaints is the reticle. Itís very small and itís
     the only thing that makes the Sniper Rifle a sniping weapon only. Of
     course, itís possible to get good enough with it to use it in close range
     combat, but again, the reticle is small and itís hard to tell when youíre
     targeting an enemy or not.
    
    
          The clip size is horrible. It can only hold four rounds at a time and
     Master Chief can only carry 24 rounds (plus those 4 in the clip). That
     doesnít apply to the Truth and Reconciliation level, where you have
     something like 64 rounds in all. And until you get below 24, it wonít take
     any ammo.
    
    
          The scope lets you be far away from enemies and still make their ranks
     noticeable thinner before using something less powerful to finish them off.
     On Truth and Reconciliation, for example, you can use the Sniper Rifle to
     kill almost all the enemies before running in and risking your own hide.
    
    
          The Flood are absolutely immune to the Sniper Rifle. NEVER take on one
     of the converted Flood (Flood humans, Flood Elites) with the Sniper Rifle
     unless youíre totally insane or want to see how long youíll last.
    
    
          The scopeís got another serious drawback, and thatís the fact that for
     some unexplained reason, when you take any damage while the scope is on,
     the scope turns off. This may often lead to your sudden demise, because
     itís hard to kill anything without the scope. That applies to the Pistol
     and Rocket Launcher too.
    
    
          Iíve never actually used it on a Sentinel, but even if it works very
     good, it would be mighty hard to kill one because while youíre aiming, even
     one Sentinel will turn off the scope and half of your shield along with it.
    
    
          Donít waste it on Grunts unless you know that you wonít need it
     anymore. The very least I recommend you to use it on are the Jackals.
     
    
          The manual says that a Sniper Rifle round is anti-materiel munition
     and can easily penetrate several armored soldiers. In English, you shoot
     everything behind the target as well as the target itself. Watch whatís on
     the other side of your target before shooting. If this is true, then you
     can use less ammo and still kill a lot of enemies.
    
    
          The Sniper Rifle rounds are visibly deflected off a Jackalís shield.
     Donít even attempt to kill one by shooting at its shield. The technique
     that works best is to wait until they start walking around calmly, thinking
     that youíre gone. You see, when a Jackal does it, its entire head is above
     the shield... You know what to do.
    
    
          A Hunter can be instantly killed by a Sniper Rifle shot into one of
     its weak spots. When there is an area with Hunters in it, you can sometimes
     hunt them down with the Sniper Rifle. Wait until itís facing away from you,
     then target the orange part of its back and fire.
    
    
          I discovered that the melee attack is one of the fastest. You can use
     it to move Shades to more comfortable places in case of an enemy ambush.
     Letís say youíre on a ledge with a Shade next to you and below is a narrow
     three or four meter deep passage. You know for a fact that there are
     enemies just around a turn in that passage. Melee the Shade down into the
     passage (it slowly moves if you melee it, so it should take a number of
     attacks to get it down there). Flip it if necessary, then lure the enemies
     out and, exploiting the narrowness of the passage, mow them down with the
     Shade. Oh, and you can actually do it in Truth and Reconciliation.
    
    
    Verdict: all right, but the clip size is the only thing that restricts it
     from being one of the most useful weapons. If you prefer to kill enemies
     before they have a chance to kill you, the Sniper Rifle is just for you.
    
    
    -M90 Shotgun
    
    Accuracy: 9 up close, 5-medium range, 2-long range
    Power: 9 up close, 5-medium range, 2-long range
    Clip size: 8 (12 shells)
    Number of rounds you can carry: 9 (60 plus those in the gun itself)
    
          Great gun. Against everything. This is how you use it: fill it with
     all 12 shells and kill everything in your way.
    
    
          The first time youíre allowed to use it is in 343 Guilty Spark level
     and it delivers awesome one-shot kills to the Flood. Any type of Flood. I
     donít recommend using it on Spores, mainly because itís too valuable to
     waste. If you see a Flood Bomb near a large number of enemies, shoot it and
     the enemies are done with. Saves you ammo and health.
    
    
          Itís good against minor Elites. A few shots kill a Blue Elite. But you
     have to be close to a Grunt to kill it... the reason for this is beyond me.
    
    
          Occasionally, you can bring down two Flood from a distance with one
     shot. Sometimes they wonít even get up! The Shotgun occasionally blows
     their limbs off, and can be used to do so instead of the Pistol. Itís going
     to be a miracle if you complete a level after 343 Guilty Spark without
     using the Shotgun.
    
    
          Try it on Hunters. It kills them very fast, just shoot the head until
     itís dead. If it melees you (or tries to melee you), dodge, turn around,
     and shoot the back. Very easy. Just make sure that the other Hunter
     (assuming itís alive and well) doesnít walk/run/waddle at you from behind
     or starts having fun with its Fuel Rod cannon because youíll probably die.
     Theyíre harder to kill in enclosed areas because thereís not enough room
     for them to move around. So they stay close to each other. That means twice
     as much firepower all directed at you. And thatís bad. For these
     situations, itís better to have a Pistol. Wait for them to empty the Fuel
     Rods, then zoom in and snipe the weak spots on the front.
    
    
          On Normal and Easy, a couple of shots kill a Sentinel. On Heroic, it
     takes three to four. Imagine what itíll be like on Legendary. In other
     words, donít waste it on them. Itís much better to use it on Flood and
     smaller Covenant.
    
    
          Itís too bad that Bungie didnít put combos into Halo. Itíd be awesome
     if you could detonate a grenade flying through the air or lying on the
     ground with a shot from the Shotgun.
    
    
          You usually have to use Shotgun shells in colossal quantities and it
     helps that you can carry 60 shells in your pocket and 12 more in the
     Shotgun itself. ALWAYS reload before going into a room you havenít cleared
     before. The more time you can fire without reloading the more chances you
     have of survival. Of course, if you have two shells in the Shotgun before
     going into an area with numerous enemies, you chances of survival is
     practically zero. Of course, you can empty those two shells, then take
     cover and come out shooting. But the enemies will know that youíre there
     and you wonít be able to catch them off guard again unless you wait outside
     for long enough.
    
    
    Verdict: unless youíre trying to perform some subtle maneuver which requires
     you to drop the Shotgun (like trying to take down an Eliteís shield and
     then killing it with the Pistol), carry this gun at all times.
    
    
    -M 19 SSM Rocket Launcher
    
    Accuracy: depends on your aiming ability, enemy movement, etc... otherwise
     Iíd give it 2
    Power: 10
    Clip size: 2 (only two rounds!)
    Number of rounds you can carry: 3 (8 plus those in the weapon)
    
          This is good for cleaning up enemies that are harder to kill with
     other weapons. Those are vehicles and Hunters. You can also use it on Gold
     Elites. The number of rockets you can carry is even more horrible than the
     Sniper Rifle (only ten). But the rockets are huge, judging by the size of
     the wooden (??!!) crates they come in.
    
    
          I use this mainly on Wraiths. Itís not very easy, but if thereís a
     Banshee next to one or two of those Wraiths that I need to flyÖ well, I
     gotta blow them up. And this is the only choice. Otherwise the Wraiths will
     probably kill you.
    
    
          This is good against Hunters. Shoot a couple of rockets at one from
     the front or one from the back and itís dead. That seems fair: a Rocket
     Launcher against its Covenant counterpart, the Fuel Rod cannon.
    
    
          This weapon has a very, very big fault. Itís called the reticle. Or
     rather, its size. Itís gigantic and it obscures most stuff around the
     target, making it nearly impossible to aim at long range.
    
    
          However, the last sentence of the previous paragraph wasnít entirely
     true due to the fact that the Rocket Launcher is equipped with a feature
     that isnít exactly mentioned in the manual, but I think thereís a vague
     hint of it. The feature is a x2 scope. It helps when youíre trying to take
     apart a Wraith from far away, but canít quite get it because of the
     immensity of the reticle. Itís also helpful when targeting a Shade.
     Sometimes when you hit a Shade, the thing will turn over and no one is
     going to turn it back over, making it unusable for the Covenant.
    
    
          One shot is lethal to you. That makes Rocket Launcher-wielding Flood
     very dangerous. Theyíre sometimes even accurate with it. I remember a part
     of the Two Betrayals level where you have to assault a large field with the
     widest variety of enemies Iíve ever seen in one place. There were two
     Wraiths, Gold Elites, a couple of Invisible Elites, some Blue and Red
     Elites, a very large number of Grunts and Jackals, two Hunters, Flood
     Elites and Flood humans (one of them carries a Rocket Launcher)... a lot of
     stuff. Imagine getting through all those enemies just to get to one of
     those Banshees that you need to fly. Now, when you come to that place, wait
     for the Flood with the Rocket Launcher to do some damage to the Covenant
     and get killed. Hopefully the Flood with the Rocket Launcher will destroy
     or damage one of the Wraiths. Now pick up its Rocket Launcher and shoot the
     Wraiths. If youíve got any rockets left, use them on the Gold Elites.
    
    
          The melee attack looks like it could do some big damage, but I donít
     think itís more powerful than the others.
    
    
          Try not to use it on Banshees. You can rarely hit them with a Rocket
     Launcher and the rockets are way too powerful to waste. On the rare
     occasion when you do manage to hit a Banshee with this gun, the flaming
     wreck will descend upon thee with very nasty consequences unless you jump
     out of the way or hide behind something (any part of the environment will
     do as long as it protects you from touching what was left of the Banshee
     while itís still moving).
    
    
          DO NOT shoot anything near you with the Rocket Launcher. Say thereís
     an Elite running toward you. By the time you decide to fire, aim, pull the
     trigger, and by the time the rocket reaches the Elite, it will have covered
     half the distance between you and itself. That means that it will be
     considerably closer to you. And that means that you will be twice as likely
     to take damage from the shot. Of course, it depends on how far the Elite
     originally was before taking this pessimistic view of things. So use your
     common sense.
    
    
          Sometimes itís good against Ghosts. If one is standing still
     reasonably close to you, shoot it and it might not have time to duck before
     taking the rocket. But if itís far away donít even think about shooting it.
     Itís uncomfortably easy for them to dodge any rockets that you fire at
     them.
    
    
          You can use this to get Elites out of cover or use the huge splash
     damage to kill them right there. If thereís an Elite behind a rock, shoot a
     rocket at the ground beside the rock to get the Elite out of there, or if
     the rockís relatively thin, fire at the rock itself to kill the Elite.
    
    
          Thereís a useful trick that can be used to improve accuracy. When you
     have a Sniper Rifle and a Rocket Launcher, zoom in on a target, then
     without moving get out the Rocket Launcher and fire. The rockets go
     directly through the center of the reticule, despite its size, and if you
     donít move, you can send all of your stock at the same exact spot. This
     doesnít work on Elites, who can dodge the rocket long before itís even
     close to the Elite itself. Oh, and I know for a fact that another person
     has this tip in their guide. I swear on my Xbox that I discovered it myself
     before reading another guide for Halo.
    
    
          Like I said before, this weapon is great against Gold Elites. Actually
     itís the best one there is against them. A Gold Elite can survive a direct
     hit with a rocket, but two halfway accurate shots should kill it for good.
    
    
          Itís hard to hit a Sentinel with a rocket, but if you do manage to do
     it, you will receive a reward in the form of several dead Sentinels that
     were caught in the explosion.
    
    
          When carrying a Rocket Launcher itís better to have the other gun out.
     If you accidentally press the trigger with a wall directly in front of you,
     prepare a coffin and a death wish.
    
    
    Verdict: guilty. Life in prison and few seconds on the electric chair after
     that. The gun is just something to occupy a weapon slot if there are no big
     enemies around. If that wasnít enough, you have to be close to the enemies
     to hit them with the Rocket Launcher at all, something I wouldnít
     recommend.
    
    
    -M41 LAAG (a.k.a. Machine gun)
    
    Accuracy: 8 up close, 4 at long range
    Power: 9 up close, 5 at long range
    Number of rounds you can carry: none (canít carry anything for the Machine
     gun)
    
          This gun is installed on the Warthog and the Scorpion. While itís dead
     useful on the Warthog, the Machine gun on the Scorpion is kind of bleak
     when you can use the Cannon instead of it.
    
    
          When you have a Warthog you donít have to have any marines to use the
     gun. When youíre alone, park the Warthog reasonably close to an area with
     enemies in it (I think itís not hard to realize that Iím not talking about
     an area containing Hunters). Make sure that the Warthog is facing in the
     general direction of the enemies so that if you need to recharge your
     shield, you can jump off straight behind the vehicle. Now get into the
     gunner seat and mow down the enemies with the gun.
    
    
          Itís great against Grunts even if the Grunt is far away. When you
     arrive at an area full of enemies, first kill the Grunts to eliminate a
     major threat because three or four Grunts with Needlers can stick enough
     needles in you to start an explosion.
    
    
          It kills Elites better than almost any other weapon. Stand in the
     gunner seat and shower the bullets in an Eliteís direction. Theyíll be too
     busy dodging the bullets to fire much at you while youíre quite effectively
     killing them.
    
    
          To get the best results out the Machine gun on the Scorpion, hold the
     left trigger to constantly fire the Machine gun and use the Cannon when
     necessary. The damage wonít amount to much because youíll be probably
     targeting major enemies.
    
    
          Itís not very accurate at long range, but still more or less
     effective. The shots spread out due to the recoil.
    
    
          The bullets are very visibly deflected off a Jackalís shield like the
     Sniper Rifle. But that doesnít mean that the Jackal can stand up to the
     barrage of lead before rolling over to the side. When it does that, some of
     it is exposed. If youíre lucky, some of the bullets will hit the Jackal.
    
    
          All the techniques of using the Machine gun on the Warthog that I
     mentioned are perfectly usable during the Silent Cartographer level. You
     see, all of them involve you being without marines or at least without
     anyone in the gunner seat. On Legendary, if you follow my advice in the
     walkthrough, all the marines are going to get killed very early in the
     level. But you have to get used to that.
    
    
          The advice on the Scorpion is usable only during the Assault on the
     Control Room level, primarily because itís the only level where youíre
     actually allowed to use the tank.
    
    
          I guess that in co-op and multiplayer youíre allowed to be in the
     gunner seat while your friend is driving, but here I donít have any
     possibility of any kind of multiplayer, including co-op and split screen.
    
    
          I discovered it kind of late, but the M41 LAAG is by far the best
     weapon to use against the Banshees. Itís very easy to kill one without even
     losing any health bars.
    
    
    Verdict: awesome at short range, fine at long range. I canít guarantee that
     youíll like it, but it kills even Elites very fast up close.
    
    
    -90mm HV gun (Cannon)
    
    Accuracy: if you can aim it right, almost perfect
    Power: 10
    Number of rounds you can carry: none (canít carry anything for the Cannon
     either)
    
          The most powerful gun in the game. Absolutely. Totally. It kills two
     Hunters that are close to each other in one shot. That should give you some
     idea of how good it is.
    
    
          Itís the best weapon against Wraiths. Itís very long-range and can
     easily take out a Wraith from far away as long as itís not hiding behind
     something.
    
    
          The splash radius is enormous and itís not a good idea to fire at
     something anywhere near you. It can kill the marines sitting on the tank.
    
    
          The reticule is relatively small and is perfect for short and long
     range targeting. Thereís an indicator underneath it that shows how much
     time is left till you can fire the next round. Well, it doesnít exactly
     tell you how much time is left, itís just four dots. When all four appear
     and disappear, you can fire.
    
    
          Itís good for destroying Banshees. Unlike rockets, the high velocity
     projectiles travel very fast and give you a considerable chance of shooting
     the Banshee down.
    
    
          If you see a group of bigger enemies close together, shoot them. That
     should kill all of them, except for some stray enemies that didnít happen
     to be close enough to the shell.
    
    
          You canít look very high with it. What I mean by that is that you can
     only look 45 degrees or so up or down from the horizontal position. That
     severely limits your ability to shoot.
    
    
          Itís one of the best weapons against Ghosts. The rockets from the
     Rocket Launcher are too slow to hit a Ghost and grenades are too valuable
     and inaccurate.
    
    
          Iím not sure, but I think it detonates any grenades that are close to
     the blast. That kind of puts you in danger of eating your own bullet/Cannon
     shell if you fire it too close to yourself. Assuming the tank is relatively
     close to a grenade you fire the Cannon close enough to detonate the
     grenade. This is very unlikely, but itís possible.
    
    
    Verdict: extremely good, but Bungie did the unforgivable sin of not letting
     you have the Scorpion outside a short fraction of the Assault on the
     Control Room level. 
    
    
    -Fragmentation Grenade
    
    Accuracy: all depends on how you can aim
    Power: 6 (it varies, but it generally does a lot of damage)
    Number of grenades you can carry: 3 (only 4 grenades in your pocket)
    
          I personally consider it more useful than its Covenant counterpart,
     but I guess thatís only because it requires less skill to use. You can
     sometimes pick this up around dead marines. They are not as common as the
     Plasma Grenade, so use wisely.
    
    
          This is the best weapon to use against Jackals. Just throw one at a
     Jackal and take cover while the grenade explodes, usually killing the
     alien.
    
    
          One of the most important advantages of the Frag Grenade is the splash
     damage. Itís bigger than the Plasma Grenadeís and gives you more chance of
     killing the enemies in the area.
    
    
          It has an approximately three-second timer that starts once it hits
     some solid surface. But it doesnít mean that it can explode in the air. If
     it comes to rest immediately after it hits some solid surface, it will
     explode after three seconds. If it hits a wall and comes to rest on the
     ground underneath it in two seconds, it will be a second before it
     detonates. Of course, if it comes to rest immediately after touching some
     solid surface, the grenade will explode after three seconds. The timer is
     another advantage of the Frag Grenade over the Covenant version: it doesnít
     give the enemies as much time to run away.
    
    
          This grenade is almost invisible once you throw it, but it does light
     up the surroundings slightly. If youíre behind cover and are planning to
     throw a Frag Grenade into the enemies youíre taking cover from and you
     accidentally throw the grenade at the object youíre using as cover, the
     light and the sound of the grenade hitting the object should point out to
     you that you have two options: run away as if a Gold Elite cornered you or
     lose your shield and two health bars.
    
    
          Again, these are rare, so use wisely. Frag Grenades are useful if you
     tend to use an organized approach in Halo. By that I mean, you donít throw
     a Plasma Grenade somewhere and hope it sticks to an enemy. Choose where you
     throw it carefully.
    
    
          Donít try it on Elites. Sometimes it will damage its shield, but Iíve
     never seen a Frag Grenade take it down completely, let alone kill the
     Elite.
    
    
          A Frag Grenade can be bounced off walls into places that are hard to
     reach from where you are at the moment. It can also be used to get enemies
     out of cover. But that doesnít help much because the enemies will go right
     back under that cover.
    
    
          Grunts and Elites jump away when they see a grenade, so itís not very
     useful against them. It doesnít do much damage to Hunters either. But itís
     more or less useful against Flood. Since itís predictable where they go
     (straight at you) you can make makeshift landmines out of the Frag Grenade.
     Just throw one at the ground where the Flood will be in a couple of seconds
     and hope you get them. But if there are two or more Flood in one particular
     place that are too busy shooting you to move, throw a Frag Grenade at them.
     They donít care, but you may, since it might make all the difference.
    
    
          I read somewhere that marines can be kind of erratic with Frag
     Grenades in Legendary. I didnít believe it at first, but, believe me, they
     are. In the very beginning of the Silent Cartographer level, I tended to
     rush in... straight onto their grenades.
    
    
          They can be detonated with the Rocket Launcher, Cannon, and other
     grenades.
    
    
    Verdict: they are good against the smaller Covenant and Flood. Theyíre not
     very useful, but for some reason theyíre something of a rarity.
    
    
    Covenant weapons
    
          The Covenant weapons are sometimes more powerful than the human
     weapons, but while the human weapons can be used in a more subtle fashion
     (sniping and some other hidden stuff like bouncing the Frag Grenade off
     walls and shooting off the Floodís limbs), the Covenant guns are designed
     for cruder combat. You just canít do anything with them except for running
     into an area full of enemies and start shooting away. By the way, some of
     them have hidden functions that are not easy to notice.
    
    
    -Plasma Rifle
    
    Accuracy: 8
    Power: 7
    Number of rounds you can carry: 8 (100 units of total charge-200 shots)
    
          In my opinion this is one of the best Covenant guns. Itís like the
     Assault Rifle, but much more powerful and accurate.
    
    
          The only thing that kept me far away from this weapon in Legendary is
     the aspect put in to compensate for its numerous advantages: overheating.
     Itís annoying how fast it overheats and how long it takes. Itís just a
     couple of seconds, some people might say, but those people probably donít
     realize that a couple of seconds is more than enough to lose your shield
     and sometimes even your life.
    
    
          The Plasma Rifle battery contains 100 units of energy and each shot
     takes .5. So thatís two hundred shots altogether. But you can only get full
     Plasma Rifles from enemies in vehicles, who havenít used it yet.
    
    
          Itís good for killing Spores, but the battery size is three times
     smaller than the Assault Rifle, so itís three times as valuable. Still, if
     you donít have an Assault Rifle, this is still usable.
    
    
          Itís still not perfectly accurate, but much more so than the Assault
     Rifle. Itís effective against the Covenant, but the Plasma Rifle is very
     effective against the Sentinels. It kills them very easily and fast. On
     Easy I could kill a Red Elite before the gun starts to dump the heat. On
     Legendary you donít get such privileges. You have to use other guns to
     effectively kill the bad guys.
    
    
          Well, no. You can actually kill a Red Elite with a Plasma Rifle before
     the latter starts dumping heat. But that is assuming that youíre very
     accurate with it and there are no enemies around that can take the hit.
    
    
          The Plasma Rifle can be picked up from most dead Elites and some of
     the Flood. If you always use this, it will be pretty common. Actually, only
     some very rare Elites have Needlers and a slightly larger fraction have
     Plasma Swords. The rest wield Plasma Rifles.
    
    
          It doesnít exactly have any special features except that itís one of
     the two Covenant guns that overheat. That doesnít give you a lot of
     advantage over your enemies, and thatís it. The same old Plasma Rifle all
     the time.
    
    
          Itís forgivably ok against the Flood. No, itís not the best gun
     against them, and no, it canít shoot their limbs or anything like that. But
     if you have this and the Sniper Rifle, itís obvious what to choose.
    
    
          Try this on Sentinels. Itís the best weapon against them (aside from
     the Plasma Pistol), but youíll run out of ammo before you notice it. Still,
     if you have Sentinels in the same room, use the Plasma Rifle.
    
    
          It disposes of Grunts and Jackals pretty slowly, but if you have a
     Plasma Rifle nearby, take it, kill the minor enemies, and then pick up the
     weapon you dropped.
    
    
          The Plasma Rifle is more or less accurate at long range. The reticule
     doesnít light up red if the targetís too far away, but you can still use it
     as a last resort.
    
    
    Verdict: itís useful against pretty much everything, but it keeps
     overheating in the middle of a battle, which is not very useful.
    
    
    -Plasma Pistol
    
    Accuracy: potentially-8
    Power: 3 through 8
    Number of rounds you can carry: 8 (100 units of charge, 200 shots in normal
     mode, 10 in overcharge)
    
          Hmmm... Where should I start?...  Right. The Plasma Pistolís useful in
     some situations, but completely useless in others. It depends. This may be
     your favorite gun, but it may be the one you stay away from most.
    
    
          This dividedness of mine is caused by the fact that I like automatic
     fire weapons. Yes, itís possible to fire it very fast, but makes me tired
     and I need not to be.
    
    
          The function that sometimes makes it useful is commonly known as
     overcharge. Basically, you hold down the trigger and the gauge on the back
     of the gun will fill almost instantly. When you release it, naturally, it
     fires at the enemies. The beauty of it is, it can take down any energy
     shield (Jackalsí, Elitesí, and yours, not Huntersí). The enemies donít
     usually dodge it, so it saves you a lot of pain by taking down Jackalsí and
     Elitesí shields before they have time to hurt you. And it makes finishing
     them off immensely easier. The part of it that makes hitting enemies a lot
     easier is that it also homes slightly. Once I actually shot it at a Banshee
     a few meters away and it homed in so well that it hit the Banshee when it
     was about a hundred meters away.
    
    
          One overcharge can shoot down a Sentinel. Thatís proven at the very
     start of the Two Betrayals level, when you have to kill off the Sentinels
     with the Plasma Pistol.
    
    
          With no Needlers or Rocket Launchers around you can use the Plasma
     Pistol to make Elites a lot easier to kill. Just use an overcharge to take
     down oneís shield and then kill it with some other weapon. But remember:
     when you take down an Eliteís shield itíll take cover for its shield to
     recharge. When it does that, get behind the same cover and point out to it
     that taking cover doesnít always help.
    
    
          Like the Plasma Rifle, the Plasma Pistol battery consists of 100 units
     of charge. The semi-automatic mode is much more economic, requiring .5
     units per shot. Each overcharge requires 11 units and rips through the
     battery like a Cannon shot does through enemies.
    
    
          The overchargeís homing ability is the only thing that keeps me
     occasionally using the Plasma Pistol. Without it your foes can step aside
     at the last minute, wasting 11 units of your battery. You can still do it,
     though, but itís made a bit more difficult. The Jackals donít usually dodge
     it at all, taking the hit and then dying very easily from any weapon.
    
    
          The overcharges can home even if the reticule is only close to the
     target. That makes hitting enemies with it even easier.
    
    
          Thatís all about the overcharges. Now going back to the normal firing
     mode. This is semi-automatic, and done by tapping the trigger. As I
     mentioned before, this can be done real fast, but I evidently donít possess
     the ability to do so.
    
    
          Looks like the melee attack is actually done with Master Chiefís fist.
     That makes his inability to melee when heís without weapons inexcusable.
    
    
          Jackals, some Grunts, and some Flood have this gun. And since the
     Grunts are the most common enemy in the entire game, that should make
     getting it pretty easy.
    
    
    Verdict: I donít use it a lot, but sometimes it does the jobs no other
     weapon can do by taking down shields.
    
    
    -Needler
    
    Accuracy: 10 (highlight of this gun)
    Power: can be up to 9
    Clip size: 8 (20 rounds in a clip)
    Number of rounds you can carry: 8 (80 plus those in the clip)
    
          This gun is kind of weird. Basically it shoots glowing purple rounds
     that somehow home in on the target and stick to it. After a couple of
     seconds they kind of explode with the sound of breaking glass.
    
    
          The Needler keeps its ammo in clips, like the human weapons. The
     rounds are usually collected from some dead Gruntsí Needlers. But there are
     clips for the Needler that are found only in the 343 Guilty Spark level.
     The Needlers lying on the ground are pretty abundant, especially around
     dead Grunts.
    
    
          The Needler is one of the best weapons against Elites. Thatís because
     if you stick six or more needles into an enemy, they explode on a big
     scale. And I mean it, two or three of these explosions kill a Gold Elite.
     Empty a clip into one and itís dead.
    
    
          If thereís an Elite with a Needler, take cover and pray. I think that
     these are only Blue Elites, but I may be wrong. Oh, and I found two Red
     Elites with Needlers in Easy, but I never saw any in Legendary. Anyway,
     these Elites fire around ten needles in you at once and that could easily
     take down your shield. Dodge them if you can. Take a Needler yourself and
     stick a clip into the Elite.
    
    
          The Needler has an interesting property about it, which is those
     crystals/needles on the top. As you fire a round, one of them will drop
     slightly. As you empty the clip, they become noticeably smaller. When the
     20 rounds are gone, the crystals are gone too.
    
    
          The Flood often carry Needlers. Beware those. Iíve been lucky enough
     to be able to dodge the needles so they donít start an explosion, but you
     may not be able to do it. But even without an explosion they can decrease
     your shield dramatically. When you see one, take cover behind some object
     (preferably one set into a wall by one end so it canít flank you) and wait
     for it to come after you. When you see it, kill it with a Shotgun if you
     have one or at least a Pistol.
    
    
          Most Grunts carry Needlers in Legendary. Try not to take on more than
     two or three at a time in case something bigger decides to come your way.
    
    
          Learn how many explosions are needed to kill each enemy. At the moment
     Iím passing The Library level, so Iím no longer using the Needler (itís no
     use against the Flood, they just keep going at you and using your own
     needles against you), but to use it more economically on non-Flood levels
     you need to learn that.
    
    
          Itís kind of satisfying to stick a clip or two into a Hunter and watch
     them explode. They donít do a lot of damage, but they jerk the Hunter
     momentarily, giving you something of an advantage. The needles bounce off
     the Huntersí shield, so donít try this from far away. Itíll kill you before
     you do any damage to it.
    
    
          You can also use corpses on the ground to make makeshift landmines.
     Say there are enemies running toward you and thereís a corpse on the ground
     between you and them. Fire off six or twelve shots into the body and in a
     couple of seconds it will explode.
    
    
          The explosions detonate all nearby grenades lying on the ground. Itís
     kind of hard but possible to use it for unexpected attacks.
    
    
          The needles bounce off the Jackalsí shields, so the Needlerís useless
     against them. On the rare occasion when you manage to hit one with a couple
     of needles itís cheaper for you to just use grenades. Itíll do you a
     lot more damage than youíll do to it.
    
    
          Although the tracking abilityís a lot better than the Plasma Pistolís,
     this is still useless against Banshees. The Banshees are slow, but still
     fast enough to easily dodge your needles. They will explode before they
     reach the aircraft.
    
    
    Verdict: use only in appropriate situations and I certainly donít recommend
     taking it everywhere with you. Use it on Elites and maybe Hunters if you
     can afford to.
    
    
    -Fuel Rod cannon
    
    Accuracy: 4
    Power: 9
    Number of rounds you can carry: canít carry anything with the Fuel Rod
     cannon
    
          It sounds kinda nuclear... looks like the Covenant doesnít care about
     environment pollution.
    
    
          Although it sounds and looks more powerful then the Rocket Launcher,
     itís really not. But itís still the closest.
    
    
          My only complaint is the fact that you only get to use it on the
     Banshee because the Fuel Rods the Grunts carry self-destruct after the
     legal owner is dead and the Huntersí Fuel Rods are integrated straight into
     their armor. But that still doesnít explain why Master Chief canít just rip
     it out.
    
    
          Itís good against vehicles, but since the vehicles itís usually used
     on tend to contain you, thatís kind of not good news. But you can still use
     it on other Banshees (youíll get a chance to do it in the Two Betrayals
     level).
    
    
          Although the Fuel Rod cannons are not a serious threat to a Wraith,
     they can still take one down. All it takes is time.
    
    
          Itís useful against infantry. Donít try to take out a Hunter with a
     Fuel Rod cannon, but it works pretty well against Grunts, Jackals, and the
     weaker Elites.
    
    
          Unlike the Rocket Launcher, mother gravity has some effect on the Fuel
     Rod projectiles. Remember that when you use the Fuel Rod on a Banshee.
    
    
          Enemy Banshees only use the Fuel Rod cannon to extract you out of
     vehicles and gun turrets. Thatís a relief. Otherwise it would be much
     harder to shoot the Banshees down.
    
    
          Iíve been directly hit by a Fuel Rod cannon a couple of times and
     discovered that itís not lethal. But it does shatter your shield and a two
     health bars. Most of the damage youíll be taking from the Fuel Rod cannons
     will be splash damage. The Hunters usually are not very accurate with it.
    
    
          The Grunts carrying Fuel Rods are even less accurate. All that seems
     to matter to them is to carry it upright and fire. Iíve never been as much
     as scratched by a Grunt carrying a Fuel Rod cannon. And you can use them to
     hurt their own comrades. Kill a Grunt with a Fuel Rod cannon when there are
     enemies around and the cannon will detonate after a few seconds, killing or
     at least everyone nearby.
    
    
          The range of the Fuel Rods is practically unlimited, as long as you
     can see the target. Again, the projectiles drop slightly, so you usually
     have to aim slightly higher than the target.
    
    
          Gold Elites are one of the hardest targets to kill with the Fuel Rod
     cannon. Believe me, even on Heroic one of these things can survive a direct
     Fuel Rod blast with some shield left.
    
    
    Verdict: not the best weapon, but it might have been if you could have
     carried it around with you outside of a Banshee.
    
    
    -Shade
    
    Accuracy: 6
    Power: 9
    Number of rounds you can carry: infinite
    
          This is technically a gun turret, but since all it does is stand in
     one place fulfilling its role as a gun turret until someone shoots its
     organic contents out of it, I decided to list it as a weapon only.
    
    
          To be clear, this weapon is not only installed on the turret, itís
     also available on the Covenant Dropship. It can be a pain if thereís one
     around, but itís easy to dodge it, especially from a distance.
    
    
          Donít try to use it when youíre surrounded by the Flood. I once tried.
     And I actually used it for five seconds before they turned it over. It
     doesnít do much damage to them, but the Flood will kill you very easily.
    
    
          All right. I wasnít fair in the last paragraph. Itís actually very
     good if the Flood are coming from one direction. The four energy bursts
     that shoot at once kill them very fast. They just keep going at you, so all
     you have to do is hold down the trigger. But again, they have to come from
     only one direction because the slow rotation speed of the turret will make
     it impossible to concentrate on two sides at once. Note that although the
     Spores attach themselves to the turret and appear to suck something out of
     it, they donít do any damage. When youíve disposed of the bigger Flood,
     jump off and melee them to cause a chain reaction.
    
    
          Letís say thereís a Shade with a Grunt in it and next to it is a
     Wraith. That eliminates the possibility of using most weapons. The Shade
     can actually do more damage than the Wraith, because itís easy to avoid the
     Wraithís weapon and the same canít be said about the Shade when youíre
     close. If youíre out in the open with no place to hide, the Shade is almost
     guaranteed to kill you. Shoot one with a Rocket Launcher to turn it over or
     you can try to stick a Plasma Grenade to it.
    
    
          As I mentioned before, Shades can be meleed to different places. If
     there are a lot of grenades around, you can use them to move the Shade more
     quickly and fill back up with the ones lying around.
    
    
          If there are enemies running at you from one direction, you can use
     the Shade to mow them down very fast.
    
    
          I noticed one tendency of fighting enemies while their Shade is turned
     toward you, which is that they take two times less damage if youíre firing
     at the front of the Shade than if youíre shooting the actual enemy. Try not
     to do this, but snipe them from a distance while the Shade is turned away
     from you.
    
    
    Verdict: awesome against most enemies, good for people like me who like to
     pick up a big gun and fight standing in one place.
    
    
    -Plasma Sword
    
    Accuracy: depends on the Elite thatís carrying it
    Power: 10 (lethal on Legendary)
    
          This is one of the most annoying Covenant weapons, especially because
     you donít get to use it.
    
    
          Itís probably not hard to guess that this is a melee weapon only. The
     bad thing is, itís lethal to you on all difficulties including and after
     Normal. Absolutely lethal. Ouch.
    
    
          Only Elites carry these (thank Bungie), but it doesnít help that these
     are mostly Gold Elites. But as long as you can fill one with a clip from a
     Needler from a distance, youíll be fine.
    
    
          Some Invisible Elites also carry Plasma Swords, but then thereís not
     much point in being invisible when you have the very visible sword hanging
     in front of you. I guess the only benefit of that is that you canít easily
     bring the Elite down with a melee attack, since itís hard to see the back.
    
    
          I think that youíre allowed to use it in Halo 2, but I donít have it
     yet. Too bad.
    
    
    Verdict: keep away from the Elites carrying Plasma Swords and everything
     should be tip top.
    
    
    -Plasma Cannons
    
    Accuracy: 7
    Power: 8
    Number of rounds you can carry: infinite
    
          These are the equivalent of two Plasma Rifles, mounted on a vehicle.
     They always come it twos and are on Banshees and Ghosts only.
    
    
          If youíve got a Banshee flying towards you, hide. The Plasma Cannons
     can rip through your shield very effectively and you may not get out of
     this mess with your health like it was before meeting the Banshee.
    
    
          The Ghosts are no less effective with them and they can kill you very
     fast due to their maneuverability, which makes them hard to hit.
    
    
          Use the Bansheesí Plasma Cannons as long range weapons against the
     lighter infantry. Theyíre not very accurate, but because of the absence of
     any kind of ammo or heat issues you can hover directly above enemies and
     pound them with the Plasma Cannon rounds indefinitely, depriving Elites of
     cover because thereís just nowhere to hide if a 2.25-ton aircraft is
     hanging directly above and raining down plasma in very large quantities.
    
    
          With time, you can actually kill a number of Gold Elites in the same
     area with these guns if youíre on a Ghost, which is proven in Two
     Betrayals.
    
    
    Verdict: itís not the best weapon, but it can be quite scary in the right
     hands. It can kill multiple big enemies in one area very fast. Most weapons
     canít do this.
    
    
    -Plasma Grenades
    
    Accuracy: depends on how you aim it
    Power: 8 (can kill any Elite if it sticks)
    Number of grenades you can carry: 3 (4 grenades in you pocket)
    
          This is the Covenant version of the Frag Grenades. As I mentioned
     before, I consider them less useful for killing enemies.
    
    
          The best part of the Plasma Grenades is that they stick to the enemies
     they hit. They kill any Elite, big or small, Blue or Gold, but it has some
     consequences. If you kill an Elite with a Plasma Grenade, you sometimes
     donít get to pick up grenades that it carried. But still, itís kind of
     satisfying to hit an Elite with one if you can. Usually when you stick a
     Plasma Grenade to an Elite, it valiantly runs away, declaring ĒAeeeee!Ē in
     a very brave fashion. Sometimes it runs in circles and then runs away. If
     youíre close enough, it tends to charge at you, sometimes catching you in
     the explosion.
    
    
          The Grunts do something similar. They usually run away shouting ďGet
     it off!!Ē and then exploding. I think that they run pretty much randomly,
     but sometimes they decide to formally address their own comrades with their
     new problem. That often results in the mass death of the late Gruntís
     friends.
    
    
          The Black Elites tend to throw their Plasma Grenades at you, and they
     are very accurate. This is especially noticeable in The Maw level, where
     you have to assault the cafeteria. The Elites there throw their unlimited
     supply of Plasma Grenades at you, forcing you to dodge them.
    
    
          The grenades are useless against Hunters. Iím not sure how much damage
     they do to the things, but my impression is that itís somewhere around
     zero. Donít try to use Plasma Grenades on them.
    
    
          NEVER use Plasma Grenades on Flood unless the Flood donít know that
     youíre there. The reason is that the Flood keep running at you no matter
     what, and itís not very good if they have a powerful explosive device on
     one of them.
    
    
          Say there are Spores crawling toward you. If you throw a Plasma
     Grenade on one of them, itís going to stick. Then that Spore will continue
     crawling toward you. You can imagine what happens when the grenade
     detonates.
    
    
          Itís even worse with the Converted Flood. Although you can outrun the
     Spores, you canít outjump these things. Meaning that if one of the
     Converted Flood is running toward you with a Plasma Grenade on it, itís
     very bad. They tend to stay as close to you as possible and if one lands
     next to you, the consequences could cost you a full shield and a couple of
     health bars.
    
    
          The Flood Bombs are for some unexplained reason thrown away by
     grenades. Although your grenades stick to the front, the Flood Bombs
     usually land way too close to you for comfort.
    
    
          Itís not very easy, but you can get some kills by kind of sniping
     Elites with Plasma Grenades. When you hide behind cover, Elites donít
     always face in your direction. Use these moments to come out slightly, aim,
     and stick a Plasma Grenade to an Elite. Unlike the Frags, Plasma Grenades
     stick to enemies and guarantee the death of the Elite they stick to.
    
    
          The Plasma Grenades have a smaller splash radius than the Frag
     Grenades, which makes them less suitable for throwing in the middle of
     enemies and hoping they hit something. They do guarantee one death if you
     throw them into the middle of a group of enemies, though.
    
    
          The fuse is slightly longer than the Frag Grenadesí, but it still
     gives enemies a bigger chance of jumping out of the way before it
     detonates.
    
    
          Itís good against Sentinels if you can stick one to a Sentinel. When a
     Plasma Grenade goes boom, it takes out all Sentinels close to the grenade
     at the moment.
    
    
    Verdict: the Plasma Grenades only work if you can aim them accurately
     enough, but then it pays off with a number of dead enemies.
    
    
    -Mortar
    
    Accuracy: 1
    Power: 10
    
          This gun is installed on the Wraith only. Meaning that you canít pilot
     it. What a shame...
    
    
          Itís the Covenant version of the Cannon. I guess thatís because itís
     the most powerful Covenant gun.
    
    
          It kills you with a direct hit. When youíre around a Wraith, keep an
     eye out for the Mortar projectiles, another for your stock of rockets, and
     another for the Wraith itself.
    
    
          The only thing that stops it from being the ultimate killing machine
     is the accuracy. The projectiles are very slow and extremely easy to avoid.
     Iím passing the game for the fourth time and have been hit by a Mortar
     three or four times.
    
    
          When youíve got a Banshee and are trying to take out a Wraith it helps
     to know that the Mortar rounds have a height limit. Meaning that you can
     stay safe and at the same time bombard the tank with anything at your
     disposal.
    
    
          The Mortar has a characteristic sound to it. When you hear it getting
     more noticeable, look around. It might make the difference between life and
     death.
    
    
    Verdict: it doesnít pose any immediate danger to you, but still, watch out
     for them, especially at short range.
    
    
    
    
    ______________________________[ 6. Enemies]______________________________
    
    
          Every race is every other raceís enemy, except when the Sentinels help
     you in 343 Guilty Spark and The Library levels. If there are different
     races on one playground at once, stay out of the way and wait for one race
     to remain, tossing in occasional grenades and trying to keep the population
     of each race reasonably even so the leftovers donít waste your health and
     ammo when they can get disposed of by the other race.
    
    
    The Covenant
    
          Your primary enemies. They come big and small, but all share one
     quality: they will do everything in their power and as far outside their
     power as possible to destroy you and all the other humans on Halo. The
     Covenant are often your worst enemy, so unless the other side(s) are
     winning, do not help the Covenant.
    
    
    -Grunts
    
          These aliens are small, short, stupid, dog-like, suicidal, and the
     only enemies except the Monitor that can speak English.
    
    
          Believe me, if there are more than five Grunts with Needlers in the
     same room with you, they can actually be dangerous. But otherwise, theyíre
     easy to kill. A couple of melee attacks will do.
    
    
          The Grunts are one of the three enemies that are killed with a melee
     attack from behind. Use this to your advantage when youíre wearing an
     Active Camouflage.
    
    
          I can almost picture this ad in some newspaper: Grunts come with
     glow-in-the-dark blood, Needlers, Plasma Pistols, and Plasma Grenades!*
    
    *Each Grunt killed separately. Parental discretion is advised.
    
    
          These are mainly a source of ammo. Nothing else. Theyíre barely strong
     enough to carry their own weapons, let alone fire them accurately. One
     headshot with the Pistol (which I recommend you to carry at all times) and
     Mr. Mediocre (also known as Grunt) is dead. Of course, one headshot with
     the Rocket Launcher works better than anything else, but itís just too
     valuable to waste on Grunts.
    
    
          The Grunts are used as cannon fodder by the Covenant and cannon fodder
     is usually supplied in large quantities. So are the Grunts. Theyíre
     probably the most numerous enemies in the game.
    
    
          The Plasma Grenades are the most important thing they carry. Not all
     of them actually carry the Plasma Grenades, but they could help a lot.
    
    
          If there are Elites around, pick up a dead Gruntís Needler and kill
     the Elites.
    
    
          Grunts say stuff like ďHeads up!Ē and ďHere it Goes!Ē when they throw
     a Plasma Grenade. Listen for those when there are Grunts around. That could
     save your life.
    
    
          Grunts come in three types: Red, Yellow and Black. The Yellow Grunts
     are slightly easier to kill and I think they always carry Plasma Pistols.
     Red Grunts is the type of Grunts youíll encounter most in Legendary and
     they sometimes carry Needlers and Plasma Grenades. Looks like Bungie
     decided not to be so kind as to fill the game with weaker enemies. On later
     levels Black Grunts sometimes carry Fuel Rod cannons. Theyíre still too
     weak to get the aiming right, but the splash damage can hurt you. Bad. Use
     the fact that the Fuel Rods explode a few seconds after youíve ďtaken careĒ
     of the Grunt to hurt its own friends.
    
    
          Their voices almost made me fall out of my chair the first time I saw
     them. Just thought Iíd mention it.
    
    
          The Grunts have a very interesting habit of falling asleep if they
     think that youíre not around. If a Grunt is sleeping, one melee attack
     should kill it. Good for sneaking up on them. Just donít fire your weapons
     or get noticed by the bigger enemies because they will inadvertently come
     your way and wake up the sleeping Grunts, giving you another pain in the
     pants.
    
    
          The Grunts are also cowards. If you kill one or two of the nearby
     Covenant, they start running away. But that positions that big thing on
     their backs between your Pistol and their heads. Not very good for saving
     ammo. Still, it gives you some time and room for fighting the bigger
     enemies.
    
    
          They mostly use the grenades when youíre in a vehicle. If youíre
     trying to kill them with the Warthogís Machine Gun, be ready to jump off
     and run away very fast.
    
    
          I think that the Grunts are one of the two types of enemies who can
     pilot the Shade.
    
    
    -Elites
    
          Elites are the commanding officers in the Covenant military. They are
     big and painful and the only enemies that have a shield like yours. That
     leaves no weak spots and makes the Elites a lot harder to kill than most
     enemies.
    
    
          The Elites are annoying. Very annoying. They are very multi-functional
     and can pilot vehicles and Shades.
    
    
          The Elites actually come in five types.
    
    
          -Blue Elites
    
          These Elites are the easiest to kill, but that doesnít necessarily
     mean that theyíre easy to kill. They can be very annoying if they want to.
     They carry the Plasma Rifle and I think that the Blue Elites are the only
     ones that carry the Needler in Legendary. When you see an Elite with a
     Needler, hide or run away. When you can, shoot one with a rocket because
     the Blue Elites are the only ones that are completely killed with one. You
     can kill a Blue Elite with a single clip of a Pistol if itís charging at
     you or, most importantly, when it has no cover.
    
    
          -Red Elites
    
          They are just a tad stronger than the Blue Elites. They fire slightly
     more plasma and can be easily killed by a rocket and a Pistol shot or two.
     Do not take one on in the open (that actually applies to the Blue Elites
     too) and take cover to recharge your shield. You can use a technique I call
     Plasma Grenade sniping that I mentioned in the Plasma Grenade section.
     Thatís very effective against them and can save you a considerable amount
     of health and ammo. Iíve seen these use Needlers in Easy, but nowhere else.
    
    
          -Invisible Elites
    
          Unless you canít put two and two together, it shouldnít be hard to
     realize that these are invisible. Theyíre actually permanently invisible,
     but that gives you an advantage too. As a consequence of being permanently
     invisible, they have no shield. That means no mess with Elites taking
     gigantic amounts of firepower, crouching behind rocks, and coming out in
     their shiny new armor. The only difficulty in disposing of them is that the
     permanent invisibility makes them somewhat hard to see. When theyíre firing
     at you they become slightly visible (actually theyíre always slightly
     visible, like a blur in the air. The trouble is spotting it). Thatís your
     chance. The Pistol works great. Just wait in some bottleneck opening with
     cover in it. Wait for them to come out and start firing. Do as much damage
     as you can and use the cover for your shield to recharge. Rinse and repeat
     until there are no more Invisible Elites left to kill. You get a chance to
     do exactly this in the Silent Cartographer level, when youíre coming out of
     the security room toward the place with the two dead Hunters in it.
     Occasionally these donít have the Active Camo and for some reason, no
     shield.
    
    
          -Black Elites
    
          The Black Elites are very hard to kill. And I mean, very hard. They
     are nearly impossible to approach without losing a number of health bars
     before you fire a single shot. Killing them is another thing. With a
     Shotgun itís hard, but itís a better option than the Pistol or, especially,
     the Assault Rifle. The only place where I recall any Black Elites is the
     cafeteria in The Maw level (but there is actually a large number of them in
     Keyes level in Legendary). The cafeteria in The Maw is a very hard part and
     it took me almost an hour to figure out how to do it. Eventually I managed
     to kill them and get past. Happy end for all except those Elites.
    
    
          -Gold Elites
    
          AVOID AT ALL TIMES. I mean it. Theyíre gold, mean, and extremely ugly,
     and when one is carrying a Plasma Rifle behind you, youíll be dead before
     you have time to turn around. If thereís a Gold Elite with a Plasma Sword
     behind you, youíll be dead even faster. The Gold Elites jump very high and
     that makes them harder to avoid. You can use rockets against the Gold
     Elites with Plasma Swords (as long as you can stay away from it), but my
     favorite is the Needler. One clip is enough to kill one. But when thereís a
     Gold Elite with a Plasma Rifle, I recommend using rockets only. To kill a
     Gold Elite with a Needler you need to stay out in the open to have enough
     time to fill the Elite with a clip. With rockets you can get out of cover,
     shoot the Elite with a rocket and retreat back behind the cover. Three
     Sniper Rifle rounds are enough to kill one. Two rockets can do the job too.
    
    
          Despite my paranoid opinion of the Gold Elites, believe it or not, you
     can kill one with two clips from the Pistol. But thatís assuming that it
     doesnít have any sufficient cover and you do. This is possible to do in the
     Two Betrayals level when you have to take out the second pulse generator.
     Park your Banshee on the platform outside the generator room and just snipe
     the Elite on that massive structure in the middle of the area youíre in.
     When it starts firing, retreat slightly toward the generatorís door and
     wait till the Elite stops firing. Come out and continue sniping. Repeat
     until the Gold Eliteís dead.
    
    
          Try not to come close to an Elite while itís still in its most
     unpleasant condition (alive). Their melee attack is really painful and I
     think it can kill Master Chief if heís hit from behind. The attack can take
     down half of his shield and often makes me start over.
    
    
          Learn the Elitesí phrases. When they see you for the first time they
     make one sound. When they see a grenade they make another sound. When one
     of them has its shield depleted it makes yet another sound. A hysterical
     ďAeeeeeee!Ē means that the Eliteís probably dead.
    
    
          They have this habit of wasting time by waving their arms in the air
     and making a certain sound that makes the words ďwar cryĒ come to mind.
     They only do it when they have their shield empty or are about to fight.
    
    
          When you hit an Elite with a rocket it starts doing what I mentioned
     in the previous paragraph. The best way to kill it off is to save the
     rockets and use the Pistol. Gold Elites arenít very common and an average
     Elite is usually killed with a couple of shots from the Pistol after itís
     taken a rocket.
    
    
          They dodge very effectively, but sometimes itís a death sentence to
     the Elite. On the Assault on the Control Room level where you have to
     assault the bridge with the empty Banshees on it, you can make an Elite
     dodge right off the bridge. Just grab one and swoop down on and Elite. If
     it was on the edge of the bridge, it sometimes dodges straight off. Very
     satisfying. Note that you canít do this Legendary.
    
    
          The Elites are another race thatís killed instantly by a melee attack
     from the back. This is extremely useful when youíre cloaked and want to
     kill some bigger enemies and not have to fight them when the cloak turns
     off.
    
    
    -Jackals
    
          I hate them. Those shields they carry are practically impenetrable and
     you have to avoid close range combat with them.
    
    
          Jackals come it two types: Blue and Yellow. Thatís determined by the
     color of their shields. In Legendary thereís not much difference between
     them, since the color of the shield is one of the two things that
     distinguish one type from the other. The other thing is that Blue Jackals
     are easier to kill.
    
    
          The overcharges could really hurt if thereís anything nearby with a
     gun or at least with an ability to hit you, bite you, or explode in your
     face.
    
    
          Your best option is the Pistol. A few shots kill a Jackal and a
     headshot kills it faster. Snipe them from far away for some easy kills.
    
    
          A melee attack works very good. Whack a Jackal with your gun and it
     will let its shield drop for a second. Thatís your chance to fire. Three
     melee attacks kill a healthy Jackal.
    
    
          Grenades work all right. The Jackals start to step aside as an
     afterthought when the grenade is about to explode and thatís usually the
     last damage that the Jackals will ever take. Plasma Grenades sometimes take
     down a Jackalís shield without killing it. Kill those Jackals before they
     have a chance to recharge their shields or youíve just got a newly shielded
     problem that wasted your grenade.
    
    
          Iím not sure about Frag Grenades, but I know for a fact that Plasma
     Grenades bounce straight off the Jackalsí shields. Not that itís far, but
     itís usually too far to cause the Jackal any damage. I recommend throwing a
     grenade at their feet as that guarantees that the grenade wonít bounce off.
    
    
          The Jackals are yet another, and last, race thatís killed by a melee
     attack from the back. I donít use this a lot because most of the times that
     I was wearing an Active Camo I didnít meet any Jackals. But if theyíre
     facing away from you, you can use this to your advantage.
    
    
          When they see you, they waste time by pointing at you and making a
     sound- trying to get their friendsí attention. When they do this, it
     apparently doesnít occur to them that that gives you plenty of time to kill
     them because their shields are wide open. Use this to your advantage too.
    
    
          The Jackals carry Plasma Pistols only. At least. If they carried
     Needlers or Plasma Rifles, you wouldnít stand a chance against even one in
     close range combat.
    
    
          Try shooting those cracks/notches in their shields. I think that if
     you hit oneís arm, the arm will get caught by the bullet and it will make
     the entire alien to twist along with it. That leaves a chunk of its back
     exposed where the shield came off. If you manage to shoot that, the Jackal
     will twist again and the alienís entire front will be exposed and welcoming
     any firepower that comes its way.
    
    
    -Hunters
    
          Theyíre the toughest enemies, but in a way, theyíre also one of the
     weakest. All depends on the weapons you use.
    
    
          The thing that makes the Hunters tough is their armor. Itís literally
     indestructible and makes it impossible to kill a Hunter by shooting its
     armor. They also have a shield made of some kind of metal, which they use
     to melee you if youíre close enough. The shield is also impenetrable and
     can protect Hunter from any kind of firepower.
    
    
          The thing that makes them weak is that they have ďweak spotsĒ. Those
     are the orange parts that spray nasty orange substance in all directions
     when theyíre hit. And they are the large orange sector of the back and the
     neck. Thereís also an orange spot on the front, but itís inaccessible when
     the Hunterís in combat position. 
    
    
          When a Hunter doesnít know that youíre there, it relaxes and reveals
     all of its weak spots. When it gets any kind of warning that thereís
     something that could potentially hurt it, it contracts to its combat
     position. That pretty much leaves only one place to shoot it, and thatís
     the back. A very lucky shot could take it out from the front if you somehow
     manage to squeeze a bullet in between the head and the armor.
    
    
          As I mentioned before, a Hunter can be killed with a single shot from
     the Pistol or a single shot from the Sniper Rifle. Other weapons are much
     less effective and it takes a lot of ammo to kill a Hunter with them. But
     if you donít have an alternative... I recommend the rapid-fire weapons like
     the Plasma and Assault Rifles. But my favorite (besides the Pistol) is the
     Needler. When you face Hunters you usually have a lot of Needlers around.
     Try to get it to melee you. Then turn around and load the Hunter with a
     clip from the Needler. It jerks them forward and I think does substantial
     damage to them.
    
    
          If one is facing toward you and you feel like you should take it out,
     shoot its front with a rocket or two. That often puts them out for good.
    
    
          Their Fuel Rods are a very scary weapon sometimes. I think I once saw
     a Hunter fire three times in a row before its Fuel Rod started cycling. And
     I think theyíre more or less accurate with it at long range, certainly more
     accurate than you would expect if youíve seen how they fire it at short
     range.
    
    
          The thing that makes the Fuel Rod shots easy to dodge is the Huntersí
     slow rotation speed. You can jump around one and it will fire off its gun
     as much as 90 degrees in the wrong direction.
    
    
          Like anything else, Hunters can be easily disposed of by running over
     it in a vehicle. They tend to dodge vehicles and then use their Fuel Rods
     on the vehicle. That often shatters any heroic plans of overriding a Hunter
     with a vehicle, since the only vehicle that car really do the job is the
     Warthog, and the latter gets easily overturned by a Fuel Rod projectile.
    
    
          You usually take on two Hunters at a time. I usually wait for one to
     come after me and finish it off first instead of fighting two at once, as
     that usually results in me having to rethink my strategies slightly.
    
    
          Itís immensely better to have at least one marine while hunting
     Hunters. While the Hunter is trying to hurt the marine, you can pound its
     back with some weapon or vice versa.
    
    
    The Flood
    
          This is a race native to Halo, and the Flood is often even worse than
     the Covenant. The Covenant tends to lose battles to the Flood unless there
     are Hunters involved. The Flood are all predictable: they go at enemies no
     matter what, and that gives you a slight advantage to work with.
    
    
    -Flood Spores
    
          The Flood Spores (further called Spores) are the original carriers of
     the Flood. They attach themselves the enemies and turn them into Flood.
    
    
          Spores are by far the weakest enemies in the game. Any kind of damage
     makes a Spore... kind of... pop. Iím sure that if the Master Chief had the
     option, he could poke through and kill a Spore with his finger. That damage
     also includes other Spores popping around them. If thereís a tightly packed
     group of Spores, you can kill one and itís going to set off a chain
     reaction. Great way of Spore-killing.
    
    
          They are normally present in very large numbers and donít seem to
     realize that going at you is complete suicide. When a Spore impacts your
     armor, it pops. The damage is pathetic, but can add up to a lot if youíve
     got some bigger Flood around and youíre concentrating on them.
    
    
          But when you donít have any shield left, beware of the Spores. One can
     attach itself to you and suck out as much as two health bars. If there are
     many Spores in one place, they could theoretically kill you in less than a
     second.
    
    
          To save ammo, I donít usually shoot them. A melee attack is enough. It
     takes some simple timing and some getting used to, but generally ití the
     best option against Spores. I used to carry an Assault Rifle specifically
     to use on Spores. Now I donít. Itís better to carry a Shotgun to use
     against the bigger Covenant and bigger Flood and a Pistol for sniping.
    
    
          Do not use Plasma Grenades on them. I already explained this, but I
     need to stress it. If there are Spores going at you, a Plasma Grenade is
     likely to stick to one of them. Then the Spores are going to go on at you,
     but this time they will have a Plasma Grenade, ready to detonate, on one of
     them.
    
    
          These Flood are the nastiest when they meet marines. When a Spore
     attaches itself to one of them, the other Marines might shoot it, and
     therefore hurt their own side.
    
    
          When you have some spare rapid-fire weapons near you and a lot of
     Spores, you can pick them up and use them to speed up the Spore disposal
     process. Then pick up the dropped weapon. The Assault Rifle is perfect for
     this, seeing how much ammo one clip can hold.
    
    
          Frag Grenades work fine, but I personally donít think that itís
     acceptable to waste them on Spores.
    
    
          As I mentioned before, Spores are killed by any kind of impact. If one
     is as much as touched by a moving vehicle, itís dead. This was proven in
     The Maw level.
    
    
          Note that if there are Spores going at you and there are Converted
     Flood around that donít know that youíre there, the Spores wonít attract
     their attention. That means that you can stay concealed in one place
     indefinitely, fighting Spores, even if there are hordes of Converted Flood
     all around you who donít know that youíre there.
    
    
          Be careful with the Rocket Launcher if there are Spores around. If one
     is directly in front of you when you decide to fire the rocket, then youíre
     probably toast. The odds of that happening are very long, but donít rely on
     that.
    
    
          The Spores produce a characteristic sound that is easily recognizable
     even if the Spore is behind you.
    
    
          Itís important to know that Spores can climb walls better than a
     mountain goat. Donít expect to hold them off by being on a ledge above
     them.
    
    
    -Flood Bombs
    
          These were once Grunts that were infected by the Flood. Now theyíre
     disgusting incubators for Spores.
    
    
          Theyíre just what the name suggests- bombs. That means that under
     certain circumstances they explode with the force of a grenade, which can
     be very bad, depending on how close you were at the time of the explosion.
    
    
          If you meet one face to face and you have your back against a wall,
     itís usually a good idea to ďrevert to savedĒ before the Master Chiefís
     armor can experience the terrible suffering that the Bomb will cause.
    
    
          There are a couple of ways to detonate a Flood Bomb. One is to simply
     get close enough. When the Bomb waddles close enough (I canít really apply
     the term ďwalkingĒ to how they move) or you do, it detonates. Since they
     can move by themselves, itís really unpredictable when one is going to
     catch you off guard by exploding behind you. The other way is to just use
     your guns to prematurely detonate the thing. One reasonably close Shotgun
     shot is usually enough.
    
    
          Another alternative is to use the Pistol. One or two shots in the legs
     makes them kind of trip and bulge, like their normal suicide-bombing
     process, or it sometimes just explodes without any warning except jerking
     up slightly. Donít stand close to a Bomb and shoot it with a Pistol,
     expecting that to warn you. It wonít help.
    
    
          Even if youíre too far from the initial explosion to cause you damage
     but your shields are down, still be careful. The explosion releases five or
     six Spores (how they survive the explosion, I donít know) and they can do
     some serious damage if you donít have at least a bit of your shields.
    
    
          Donít try to use grenades. An explosion of a grenade or another
     powerful explosive for some unexplained reason usually causes the Bombs to
     fly away, bounce off walls, and detonate. Itís often very close to you and
     can cause a major drop in the shield status.
    
    
          They canít do much except walk around with those tentacles of theirs
     stretched out and explode next to an enemy. That means that they canít
     attack you from a distance. That gives you something of an advantage.
    
    
          The Bombs detonate any grenades nearby. Plus I noticed that they
     manage to launch some of them away from the explosion and then make them
     detonate. That makes it good to have a nice thick wall between you and the
     Bomb. The grenade-throwing tendency often led to my unexpected death in
     closed environments.
    
    
          Donít try to melee them unless you want to end up in the same
     condition as you usually do after a direct Rocket Launcher hit.
    
    
          Make sure that if there are Flood Bombs near you, theyíre coming at
     you from only one direction. It sometimes makes a nasty surprise if a Bomb
     explodes directly behind you.
    
    
    -Converted Flood
    
          Technically, these are two different types of Converted Flood, but the
     origins of the two kinds are the only things that separate them.
    
    
          -Flood Humans
    
          Theyíre humans that were infected by the Flood. They have an obvious
     head, but I donít think that a headshot kills one. Nothing else to say
     about them, really.
    
    
          -Flood Elites
    
          They used to be Elites. Although some people think that they donít
     have heads, they do. Sometimes when you look at a Flood Eliteís corpse, you
     might see a hose-like protrusion where their heads are supposed to be.
    
    
          In the best zombie traditions, sometimes you can do enough damage to
     them to kill them... then they get back up. Naturally, you can do enough
     damage the first time, but that requires certain weapons and/or a lucky
     shot. Never turn your back on a dead Converted Flood because it might not
     be quite dead.
    
    
          If you desperately need a Frag Grenade and see something on the ground
     that resembles one, donít get your hopes up. That might just be a piece of
     one of the Converted Flood.
    
    
          Theyíre easily disposed of by one Shotgun shot from short range.
     Actually, it depends on how the shot is spread out. Sometimes you can put
     down more than one from far away with one shot and still not have them get
     up.
    
    
          The Converted Flood have extendable limbs, so these personas non
     gratas often extend them and smack you. Try to avoid contact with them
     whenever you can. The melee attack can take a large chunk out of your
     shields more effectively than most weapons. To make matters worse, half of
     them donít carry weapons and melee you only. And the ones that have weapons
     donít miss a chance to punch you when theyíre close enough.
    
    
          Again, use the fact that these troglodytes keep going at you with any
     caution they used to have long gone, to your advantage. What works even
     better than the Shotgun are the Frag Grenades. Apparently the sludge in
     their skulls thatís officially called a brain is not capable of realizing
     that itís not good for their health to have a Frag Grenade explode under
     their feet. Kill Ďem all. Muahahahahaha!
    
    
          They look bad. Probably smell bad too. Never mind.
    
    
          Any type of Converted Flood is capable of carrying weapons from either
     race. What I mean by that is, Flood Humans can carry human and Covenant
     weapons and Flood Elites can carry human and Covenant weapons.
    
    
          I think that itís a widespread belief that Invisible Converted Flood
     donít exist. So I reject that belief and tell thee the truth. They actually
     do exist invisible, but only in one place. The place is the armory in the
     Pillar of Autumn on The Maw level. Just as you enter it and go around the
     weapon stand in the center of the room, it should be pretty obvious where
     the Invisible Flood Elite is. I think that in Legendary there are a couple
     of them (one or two will come out of the door in the armory later). The
     only difference from the normal Flood is purely the fact that theyíre kind
     of hard to see.
    
    
          It sure makes me feel better to melee the green-brown goo out of them.
    
    
          When fighting a Flood Elite of a Flood Human that has a Rocket
     Launcher, never have your back against anything because even if the rocket
     misses, it will probably hit the object that you have your back against.
     This normally ends the same way as a rocket hitting you directly. I learned
     this the hardest and most painful way and will remember this lesson forever
     and ever and ever.
    
    
    Monitor and his friends
    
          These are robots that are native to Halo, like the Flood. Theyíre
     friendly at first, but later become not so friendly.
    
    
    -343 Guilty Spark (Monitor)
    
          Heís just a flying spherical AI. You canít do any damage to him (and
     he canít either) when you see him or youíd have one problem less.
    
    
    -Sentinels
    
          Theyíre the Monitorís guards. They also fly, but unlike the Monitor,
     they can hurt you and they can hurt you bad.
    
    
          Theyíre equipped with lasers that you canít use. The lasers can burn
     through your shields like they do through Grunts and make recharge breaks
     occur very often.
    
    
          Some also have shields. Those are especially hard to kill. Not that
     you meet them often, but they can be a real pain you-know-where,
     you-know-why.
    
    
          Plasma Pistol overcharges work especially well. One overcharge brings
     down a Sentinel. The reticule doesnít necessarily even have to be on
     target, but somewhere close.
    
    
          The runner-up is the Plasma Rifle. When there are some extras around,
     use them to kill the Sentinels.
    
    
          If you kill a Sentinel, donít run up to it or at least donít let it
     fall on top of you. That could really hurt your shield.
    
    
    
    
    ______________________________[ 7. Artifacts]______________________________
    
    
          This section is about almost anything you find in the environment more
     than once as long as itís not a tree, rock, wall, or a corpse.
    
    
    -Clips
    
          Just what it says- clips for guns. In Legendary theyíre the most
     essential thing after cover and med packs. Theyíre available for several
     weapons:
    
    
          -Assault Rifle
    
          Theyíre rectangular clips with an orange sector that has some text on
     it. Theyíre the ones I rarely use, but theyíre very useful if youíre using
     the Assault Rifle for some special purpose itís good for.
    
    
          -Pistol
    
          Itís the same as the Assault Rifle clip, only the orange sectorís
     replaced by black. As the Pistolís more useful than the Assault Rifle, it
     logically follows that its clips are more valuable.
    
    
          -Rocket Launcher
    
          Itís not exactly a clip, but it didnít feel right to say ďbig boxes
     with big projectiles for the big gunĒ. Each contains a maximum of two
     rockets.
    
    
          -Sniper Rifle
    
          Itís a box with a maximum of 16 rounds for the Sniper Rifle. Not as
     much as I would feel comfortable with.
    
    
          -Shotgun
    
          Not much different from the Sniper Rifle clips. About the only
     difference is that the Sniper Rifle Clips are seen on one or two levels.
     You see these slightly more often.
    
    
          -Needler
    
          They are like small purple crystals. Whatís perplexing is that you
     only see them on the 343 Guilty Spark level, one where you completely donít
     need them.
    
    
          Watch your ammo before you take a clip. If there are ten rounds gone
     from your Pistol (no matter how full your clip is), the clip on the ground
     will fill up the ten rounds and then disappear. Say you donít have any ammo
     for your Pistol in your pocket or the weaponís clip. The clip on the ground
     will fill up the 120 rounds in your pocket, but not in the Pistolís clip.
     So the Master Chief will reload and youíll be left with a full clip with 12
     rounds and 108 rounds outside the Pistol.
    
    
    -Destroyed or pilotless vehicles
    
          They provide great cover against minor weapons. Use them to hide
     during the open-air battles. Most of the time, though, they will have small
     gaps that firepower can come through. Still, itís better than standing out
     in the open.
    
    
    -Com Boxes
    
          This is what I call them because of the sound some of them make, but
     they might be used by the Covenant for storage. Theyíre purple boxes that
     are available on most levels and can be used essentially for cover.
     Sometimes you can find just the right spot to crouch so that the box holds
     you in a crouching position.
    
    
    -Over Shield
    
          This is extremely useful in some tough spots. All it does is provide
     you with two additional layers of shield. Those donít recharge, so use
     wisely. I personally donít really like the Over Shields because they make
     me kind of ďextra carefulĒ in futile attempts to save the Over Shield. Note
     that if the current Over Shield is not completely depleted, you canít use
     another to refill. Be especially careful around Jackals, as they can take
     down an entire Over Shield with a single overcharge.
    
    
    -Active Camouflage
    
          The Active Camo makes you invisible like the Invisible Elites. But
     unlike them, you (presumably) possess a brain and should be more careful.
     It takes an Active Camo a couple of seconds to completely activate after
     you pick it up, so donít run into the battlefield right after that. Another
     very important thing to point out, if you fire a weapon or take a hit, the
     Active Camouflage becomes weaker and enemies start to notice you. If youíre
     trying to do a stealth assault on some enemies, be sure not to bump into
     one of them. If you do, they sometimes fire in the relative direction of
     you. If it hits, your degree of toastedness depends on the enemies in the
     area, and is usually somewhat high. So try not to get noticed. Of course,
     the inability to fire weapons leaves you with only one weapon: the mighty
     and feared melee attack. Oh, and you can also use grenades. They donít
     reveal where you are but they do cause a reaction from most enemies. Try to
     melee Jackals, Grunts, and Elites in the back while youíre wearing the
     Active Camo. Thatís one of the most effective methods to kill Elites.
    
    
    -Med packs
    
          Theyíre rare, so be careful when using them. Like the clips, Med packs
     completely refill your health, but once used, theyíre gone. Of course, if
     youíre never ever going to come back to the area with the Med pack and have
     lost some health, thereís not much point in leaving it there.
    
    
    -Pre-dead marines
    
          Theyíre marines that already dead without any help from the Covenant,
     Flood, or Sentinels. They are oases of health and ammo in the desert of
     poor health and shortage of ammo. These marines lie around with ammunition,
     Med packs, and a lot of blood around them in places that usually start
     questions like ďHow on Halo did they get there?Ē.
    
    
    -Stationary shields
    
          Theyíre shields that are just standing on the ground and canít be
     moved. The Stationary shields are used mainly by Elites to recharge their
     own shields and by Grunts who accidentally get behind them. Note that
     enemies canít see you while youíre behind a Stationary shield (strange- the
     shields are transparent) but you can see them while theyíre behind a
     Stationary shield. Use the rare moments when an enemy is behind one to toss
     a grenade at the shield. The Stationary shields can also be destroyed by
     all Covenant guns except the Fuel Rod cannon, the more powerful human guns,
     and a vehicle ramming into one of them. A few seconds later the shield will
     reappear.
    
    
    -Human shields
    
          These are found on the Pillar of Autumn only. Theyíre metal shields
     (which I will call them in the future).
    
    
    -Active checkpoint
    
          What I call an active checkpoint is a checkpoint that doesnít
     disappear after youíve triggered it, but continues to checkpoint your
     progress no matter how many times you pass through it.
    
    
    
    
    ______________________________[ 8. Vehicles]______________________________
    
    
          This section will describe... vehicles. They come in different shapes
     and sizes, and most have guns. They make some places much easier to survive
     and sometimes are even necessary for the story to proceed.
    
    
    Human vehicles
    
          The recognizable trend of the human vehicles is that theyíre
     indestructible. Pound them as much as you want, they wonít even show a
     scratch.
    
    
    -Warthog
    
    Crew: 3 people (driver, passenger, gunner)
    Armament: M41 LAAG (Machine gun)
    Maneuverability: pretty good
    
          This light reconnaissance vehicle is the gameís trademark vehicle.
     Itís the first one you get to ride and it packs a very heavy gun in the
     back. More on that after the commercial.
    
    
          Commercial.
    
          The Machine gun is one of the best in the game. You can use it very
     effectively even without marines to use it, but it makes you a sitting duck
     with no one to drive the vehicle, unless, of course, youíre playing in
     co-op.
    
    
          The Warthog is not very maneuverable and the controls take some
     getting used to just after playing PGR 2, where you could do everything
     with the left thumbstick and the right trigger. Here the Warthog goes where
     the camera is pointing. That doesnít allow for very much maneuvering and
     takes more concentration. But since all you can do in a Warthog is drive
     it, the only thing you really need to concentrate on is the driving.
    
    
          Try overrunning enemies with the Warthog. They tend to jump out of the
     way, but thereís a trick to this. If youíre speeding toward an enemy, turn
     for a second in any direction, then sharply turn in the other direction. If
     done right, the Warthog will turn 90 degrees and hit the enemy with its
     full side.
    
    
          It can carry three people: the driver, the passenger, and the gunner.
     The gunner is the one you should watch out for and if he gets killed,
     replace him with the passenger. The gunner seat is the first one they go
     for, so itís easy. If you want to save the marines for later and drive the
     Warthog somewhere yourself, donít let them get near the vehicle as theyíll
     get in.
    
    
          The passenger seat is the one you want to sit in least, because the
     view is limited to the 180 degrees in front of the Warthog. But once a
     marine with a Sniper Rifle gets in there... death to the Covenant. If
     youíre trying to use the passenger seat as cover while youíre in it, it
     only covers a small fraction of the Master Chiefís person and, quite
     literally, in the passenger seat the only thing you can do is shoot. No
     grenades or moving.
    
    
          Donít even try driving the Warthog on ice. Itís practically immobile
     on there and will almost certainly get you killed.
    
    
          Be careful where you drive the Warthog in general. If you crash it
     into a log or something, itís not going to respond very well for a few
     seconds. And that will normally cost you a full shield if youíre surrounded
     by enemies.
    
    
          Itís one of the fastest vehicles in the game. Use it. Not many enemies
     can outrun it (actually, no enemy can outrun it) and itís good for hitting
     things, especially those that donít know that youíre there.
    
    
          Be careful not to run into small objects. That sometimes turns the
     Warthog over and puts you in a very tight spot if there are big enemies
     around.
    
    
    -Scorpion
    
    Crew: can be up to five people (1 driver/gunner plus four marines on the
     tank pods)
    Armament: 90mm HV gun (Cannon), M41 LAAG (Machine gun)
    Maneuverability: maneuvers better than the Warthog on ice, otherwise very
     bad
    
          The human tank. Itís a big, heavy, and slow thing that has a very big
     gun on top and normally gives the driver the ability to completely kill
     everything in his way.
    
    
          You need to know that youíre allowed to use it only on a very small
     part of one level. The level is Assault on the Control Room and it comes in
     handy during the short part when the Scorpion is available.
    
    
          Itís very maneuverable on ice, certainly more maneuverable than the
     Warthog. I could actually almost outrun a Wraith, which hovers and should
     logically be a lot faster. Taking into account how much of the part of the
     Assault on the Control Room level where you can use the Scorpion is covered
     with ice, I canít see how you could use the Warthog wore effectively.
    
    
          The Cannon is the most powerful in the game. It can potentially kill a
     Hunter or a group of Elites in one shot. The bad thing is that you have to
     concentrate on driving and firing at once, which is hard when youíve got
     enemies on both sides (they can easily flank the tank).
    
    
          The Scorpion also has a Machine gun. Itís very useful on the Warthog,
     but itís a very minor weapon on the tank. It gives me reasons to think that
     itís much less accurate on the Scorpion, so I use it only against the
     lighter infantry like Grunts and Jackals until my Cannon recharges if
     theyíre especially annoying at the moment.
    
    
          Itís easy to snipe things with the Cannon. One hit can take apart a
     Ghost or turn over a Shade and send it flying decameters off of where it
     originally was.
    
    
          Itís great for killing Wraiths. A couple of shots and youíre done.
    
    
          Thank whoever I should thank that the Flood canít pilot vehicles. It
     would be a big pain if you had to fight head to head with a Scorpion.
    
    
          The tank should protect you, but it does not. Whatever damage is
     inflicted on the tank is inflicted on you unless a marine on one of the
     tank pods takes the hit. I donít see how that can happen, but it does.
    
    
          Itís not very maneuverable, so try to stay away from cliffs or those
     big holes in the ground that are so common on Halo. Sometimes it might seem
     that youíve got enough room to maneuver, but in a couple of seconds you
     sometimes discover that it wasnít, but it will be too late.
    
    
    -Pelican
    
    Armament: none that I know of (no, actually there seems to be some kind of
     mini gun on the underside, but itís never actually used)
    Maneuverability: as far as I can tell, fine
    
          The Pelican is the human dropship. You canít drive it, so donít get
     too happy that youíll be able to carry more than four marines around. I
     only mentioned it because this section describes vehicles and it doesnít
     feel right to skip any.
    
    
    Covenant vehicles
    
          The defining features of the Covenant vehicles are the purple color,
     the hovering ability, and the fact that theyíre destructible. Donít expect
     to be able fly around on one of these and be able to take infinite damage.
     Each one can carry one passenger only. Apparently the Covenant doesnít
     favor risking more than one soldier in case the vehicle explodes.
    
    
    -Ghost
    
    Armament: Plasma Cannons
    Maneuverability: the best
    
          Itís the Covenant version of the Warthog. Itís fast and has a powerful
     gun on it.
    
          First of all, the maneuverability. Itís the most maneuverable vehicle
     in the game. It can move forward very fast, backward equally fast, and
     strafe to a side. The latter is very useful for a certain cheat that you
     can find out in the Secrets section (so you can read on without having to
     skip the spoiler, if you care about them).
    
    
          You can use the speed to circle enemies and pound them with the Plasma
     Cannons while taking minimal damage. Donít try this on Hunters, though,
     because of their armor. It doesnít work on Wraiths either because the tank
     will hit you with its Mortar before you can do any serious damage. And long
     distance targeting doesnít work because the shots just spread out and the
     Wraith takes practically no damage.
    
    
          But the Ghost still has finite armor. It explodes after a direct hit
     with a rocket, that should tell you something. Be very careful when
     handling a Gold Elite. They shower plasma in your direction in immeasurable
     quantities and can put down the Ghostís armor in seconds.
    
    
          You can do the wheelie on the Ghost. Just press the A button and the
     front end will pull up. This is useful for heaving the vehicle over some
     obstacles or onto a higher platform. It doesnít work while strafing to the
     side or going backward.
    
    
          Itís just low enough to hit Elites. And that means that itís low
     enough to hit you. Be careful not to let a Ghost overrun you.
    
    
          Ghosts are the only vehicles marines can pilot. Theyíre useless as far
     as combat goes, but they provide a great and long-lasting distraction for
     enemies. This is especially good when thereís a Wraith that you need to
     deal with.
    
    
          Remember that when thereís no pilot in a vehicle, itís indestructible.
     Use Ghosts as cover. The Master Chief always comes out the right side of
     the Ghost when you tell him to get out, so you can turn your left side
     toward the enemies and hop out straight behind the vehicle. When you get
     back in the Ghost will have just as much health as it did before you got
     out.
    
    
          Be very careful not to run into small objects (relatively small, of
     course) because they might flip the Ghost over and that sometimes results
     in you getting hit by the vehicle, which may result in your unexpected
     demise.
    
    
          The Ghost can literally be used as a parachute. But that I mean that
     you can jump off cliffs or buildings and not take any damage as long as the
     Ghost doesnít turn over.
    
    
          Itís very hard to control the Ghost in corridors and on narrow
     walkways because it easily gets stuck where I would have thought that itís
     almost impossible to get stuck.
    
    
    -Banshee
    
    Armament: primary-Plasma Cannons, secondary-Fuel Rod cannon
    Maneuverability: couldíve been better
    
          Itís the only vehicle that can fly that you can actually fly. But the
     places where youĎre allowed to fly it are very limited as you might go
     somewhere where youíre not supposed to go.
    
    
          The Banshee is not very fast or maneuverable, but the fact that it can
     just hover out of range compensates for that. But still, I expected it to
     be a lot faster. Itís an aircraft, after all. But since it doesnít need
     speed to keep itself in the air, the designers probably decided to make it
     slower.
    
    
           Still, you can go at eye-popping speeds in the Banshee. To do it, go
     high up and let go of the controls. Donít do anything. It should hover for
     a second and then drop. Just donít steer it. Itís really fun to drop from a
     mile or two up there. Strange thing is, vehicles can be damaged by weapons
     only, so the fall doesnít affect them in any way. All the better.
    
    
          Like any other vehicle, the Banshee kills anything it hits. To use
     this effectively, swoop down on some enemies, ram all of them that happen
     to get in your way, and then fly away. Itís useful against Hunters, who
     canít be damaged by the Bansheeís weapons.
    
    
          You can kill a Wraith with the Banshee, it just takes time. The Fuel
     Rod cannonís not exactly up to the job and it takes ten or twenty hits to
     take down the Wraith. But itís still possible. It takes something like
     fifteen minutes if youíre doing it in the careful way (swoop down on the
     Wraith, fire as many rounds as possible, and get the Halo out of there),
     but if you donít have a Rocket Launcher and need to take care of a Wraith
     for some reason or another, this is a way.
    
    
          The Mortar has practically no chance of hitting a Banshee, but if
     youíre not looking... well, you may regret not looking. One shell is
     guaranteed to knock the aircraft out of the sky. That might happen if
     youíre trying to destroy it the way I described in the previous paragraph
     (itís sometimes hard to avoid a Mortar shell if youíre flying directly at
     the tank).
    
    
          The Banshee can get you to good spots for sniping. The range for the
     Sniper Rifle is almost unlimited, so take your Banshee, fly up to whatever
     place that will provide a good sniping spot, and kill anything that you
     see.
    
    
    -Wraith
    
    Armament: the terrible and feared Mortar
    Maneuverability: very bad
    
          The Wraith is the Covenant tank. Youíre not allowed to pilot it
     (NOOOO!!! WHY? WWHHHHYYYYYY???), but at least itís not present in very
     large numbers. But I still want to meet to guy who decided not to make the
     Wraith pilotable.
    
    
          The Mortar doesnít present any serious danger to you from long range,
     but at short range it could be very dangerous. One hit kills Master Chief
     and the splash damage usually takes a couple of health bars. Thatís
     assuming that the tank can hit you.
    
    
          Take care of the Wraiths first unless youíre in immediate danger from
     something else. That eliminates a very big threat.
    
    
          Donít play macho and take on a Wraith from a few meters away. Thatís
     almost certain to kill you (the Mortar projectiles are slow, but theyíre a
     great short-range weapon). Use rockets or something equally powerful to
     kill a Wraith from long range.
    
    
          I think that you can turn a Wraith over by running into it at top
     speed with a Warthog. Iíve never done it, but I think itís possible. Most
     of the time Wraiths stay on ice, so itís difficult to ram them with a
     Warthog.
    
    
    -Covenant dropship
    
    Armament: Shade
    Maneuverability: apparently, good
    
          Iím mentioning it for the same reason I mentioned the Pelican: itís a
     vehicle. The Covenant dropships can be a pain with their Shade. And they
     add to the Covenant in the area. The troops donít come out at once, so use
     that second or two to snipe them.
    
    
    
    
    ______________________________[ 9. Other Tips]____________________________
    
    
          This is a section where Iíll summarize some of the things that I
     mentioned before and didnít mention before.
    
    
    -Take cover
    
          Again, take cover. Always take cover. Itís one of the most essential
     things in Halo. Without cover youíll die and have a very small chance of
     completing the game.
    
    
    -Reach my level of perfectionism- to a reasonable degree
    
          If you accidentally lose some health during an easy battle that had a
     checkpoint before it, I really recommend restarting the battle. But there
     are some places where itís just acceptable to lose some health. But those
     places are rare. I usually have full health while playing Halo (who knows
     what I might run into next?) and the restarting tendency made passing Halo
     a lot longer than it would have if I didnít restart. It still helps,
     though.
    
    
    -Use appropriate guns for appropriate jobs
    
          If youíre going to fight the Flood, naturally, donít use the Sniper
     Rifle. If youíre going to fight the Sentinels, I would recommend a Plasma
     Pistol or a Plasma Rifle. And so on.
    
    
    -Use grenades as weapons of mass destruction
    
          First, grenades are the ideal weapon of cleaning up areas full of
     enemies. Second, they really can be used as weapons of mass destruction.
     Sometimes some places become literally saturated with grenades that no one
     has picked up yet. Thatís your chance. Throw a grenade in there and it will
     often detonate all the other grenades in a chain reaction, usually
     obliterating everything in the area.
    
    
    -Take advantage of higher ground
    
          On those rare occasions when youíve got higher ground, use it to your
     advantage. Sometimes it means the difference between a part of a level
     being easy or almost impossible to do. If youíre hiding out in a building,
     you can retreat to recharge your shield and come out to continue firing.
     And higher ground gives you the ability to throw grenades with a lot more
     accuracy.
    
    
    -Donít experiment
    
          What I mean by this is, donít try to experiment in any way. Say youíre
     at the end of a hard level and try to rush into an area full of enemies to
     see what happens. Just when youíre trapped and about to be slaughtered, a
     checkpoint goes off. Thatís a reason to restart the level, start ripping
     your hair out, and banging your head against the wall. I actually learned
     this the hard way, but the level wasnít so hard. That saved me from the
     latter two actions.
    
    
    -Use any chance you get to reload
    
          Whenever you can reload, do it. Itís kind of perplexing, but you donít
     lose a single bullet by reloading. Ever. Plus it can save your neck- itís
     not very good to be forced to start reloading in the middle of a firefight.
    
    
    
    
    ______________________________[ 10. Walkthrough]_________________________
    
    
          A walkthrough is (as far as I know) not something other Legendary
     difficulty guides contain. Iíll make this as complete as I can, but it
     might still not be enough. I have to pass the game again on Legendary, but
     some parts are just too hard to pass the second time. Iíll divide the guide
     by level names, section titles, and what I consider major checkpoints.
    
    
    I. The Pillar of Autumn
    
          You begin by seeing Halo and the Pillar of Autumn. Then will follow
     Capt. Keysís conversation with Cortana about how the Covenant followed them
     all the way from Reach to Halo... blah, blah, blah. Then Keys will tell
     Cortana to wake up Master Chief.
    
    
          Now youíll see some military scenes with very military music in the
     background. After the curiously ugly animation of some marines taking
     position, the Sergeant (long for Sarge, which Iíll call him for the rest of
     the game) will deliver increasingly nasty speeches (the level of nastiness
     depends on the difficulty; Legendary breaks all limits) and then youíll see
     the Cryo chamber. Two techs will wake up the Master Chief.
    
    
    -Reveille
    
          Here it is, the start of Halo. On Legendary you donít have to do the
     diagnostics waste-of-time that was necessary in the easier difficulties.
     One of the few improvements in Legendary. So the tech thatís down with you
     will run straight for the door and outside. Follow him (oh, and Iím
     including the first part of this level for those who are using this guide
     to pass Halo for the first time). The door in front of the tech will
     explode, so stay away. Jump over the pipes to the left. It should be very
     straightforward from now on. Pass through a couple of doors, turn on your
     flashlight to see where youíre going, and crouch to get under the door.
     Head right and go through the door. Follow a few hallways to the next
     fight. Then go forward, jump over the marine that tells you that ďthe
     Captain wants you on the Bridge ASAPĒ to save time and shield, and go
     through the armory-like room with the injured marines in it. Continue
     going. And donít stop for anything. You donít even have a melee attack, so
     you canĎt do anything about it. Continue running. Eventually youíll arrive
     in the middle of another firefight. Turn left and run along the length of
     the hall. Complete the grueling task of following the arrow on the floor
     saying ďBridgeĒ and meet the Captain.
    
    
    -AI Constructs and Cyborgs First!
    
          Listen to the conversation. The good news is that the Captain will
     give you a Pistol. The bad news is that itís not loaded. Now go out of the
     Bridge. The Master Chief will pick up some ammo for the Pistol in the third
     doorway you pass. There are three Grunts in the next room. Kill the Grunts
     and lose a piece of your shield in the process. Let it recharge and go
     through the next doorway. Master Chief will pick up an Assault Rifle. Fire
     what you have into the Elites in front and take cover behind the metal
     shield thing to reload and recharge. If one of the Grunts throws a Plasma
     Grenade at your cover, run. Otherwise, come out and finish off the Elites
     and Grunts. Now swap the Assault Rifle for a Plasma Rifle. Some Covenant
     reinforcements will arrive, so take them out. That wonít be easy, so take
     cover more often and throw grenades whenever possible (if you have them).
     Itís even acceptable to lose some health. Then take the only route out of
     the room, which is behind those Covenant reinforcements. I think thereís a
     Med pack outside, hanging on a wall near to the next door. Now itís going
     to be pretty much the same. Youíll hear the sounds of weapons, grenades,
     and dying Grunts, then youíll usually get a chance to flank the enemies,
     throw in a couple of grenades, and proceed to mop up the rest. So I wonít
     include the boring details, just the vital parts. At one point youíll see a
     couple of marines standing in front of an airlock, then an explosion of a
     Plasma Grenade will kill them. Take cover behind the metal shield and throw
     a grenade at the airlockís entrance. Hopefully the grenade will kill some
     of the Covenant. Finish off the leftovers. Now go into the boarding craft
     the Covenant just came out of. There will be a treat inside in the form of
     an Over Shield. Two treats, actually. That should last for some time. Take
     one and go on. Once you lose the first, backtrack to the second one if you
     can and take it.
    
    
          After a second boarding craft you should arrive at a staircase. That
     should prove that you shouldnít be economical about taking Over Shields,
     because a door will close right behind you once you arrive at the stairs.
     Hopefully, you have at least a bit of an Over Shield left that can get you
     through this particular part without losing health. Itís not a very good
     idea to even try to clear the stairs and the ledge above of the Covenant,
     so run up the stairs and through the blast door. Now be very careful once
     you pass the staircase because the checkpoint will not trigger if you donít
     kill all the enemies. Now pin a Plasma Grenade to an Elite in front if you
     can and crouch behind the metal shield. Wait for the Covenant to stop
     firing their guns at you, and then come out form behind the shield. Do as
     much damage as possible and take cover again. Rinse and repeat until youíre
     the only person alive within shooting range. Now proceed to the lifeboat
     that youíll ride in the end. Eventually youíll arrive at a weapon stand
     with a few Frag Grenades on it. Bombard the Covenant with the grenades.
     Once the bad guys are dead, get into a maintenance passage for the nth time
     and use it to go to the other side of the stand. Get close to the last
     lifeboat and trigger the cut scene. Itís rather impressive, but short.
    
    
          II. Halo
    
    -Flawless Cowboy
    
          The lifeboat crashes and everyone aboard (except the Master Chief, of
     course) is killed. So run out of the lifeboat, turn left and collect ammo
     for the Pistol and two Frag Grenades. Run across the bridge (thatís kind of
     deep down there. Explains why no sentient life has evolved on Halo- the
     sentient life had too far to fall). Now you have two choices. You can
     either go right or kill all opposition or you can use that big rock to the
     left to destroy all the patrol Banshees and kill the Covenant that will
     inevitably flank you if you go right. I prefer the latter and will give
     instructions for it. Go behind the rock and wait for a Banshee to fly at
     you. Dodge its Plasma Cannons until itís within the Assault Rifleís range,
     and when it is, just fire at the Banshee and do as much damage as possible.
     Itís possible to kill it on its first flyby, but itís very hard. If it
     takes some health, restart. Anyway. When you destroy the Banshee and the
     other Banshee if necessary, go out from behind the rock just far enough to
     see the Covenant that came out of the dropship. Wait for one Elite to stand
     on the bridge and, if youíre lucky, start crossing it. Then fire at it with
     your Pistol until it dodges off the bridge or dies. Pick off the Grunts and
     head uphill. When you reach a pass between two boulders, stop. There should
     be some Grunts and an Elite. Kill all the Grunts with the Pistol first and
     then do some damage to the Eliteís shield with the same gun. While itís
     crouching behind some cover, run over and surprise it with sixty or so
     bullets from the Assault Rifle. Then pick up its Plasma Rifle. Itís okay to
     lose some health in the process of killing the Elite because of the Med
     pack next to the lifeboat. Go back in the direction of the lifeboat. Right
     next to the point where the waterfall starts there are some small rocks.
     Drop onto those. Now flank the Elites near the lifeboat and kill them. It
     doesnít matter how much health you lose as long as the health indicator
     doesnít get too far below two health bars. Pick up a Needler from one of
     the Grunts and fill it up with another Needler. Pick up ammo for the Pistol
     and a Med pack, then go across the bridge all the way to the place where
     you acquired your first Plasma Rifle. Go further into the hills and through
     the canyon. The first drop is reversible by jumping on the small rock next
     to the big one and then jumping onto the part of the big rock thatís
     closest to the wall. When youíve gotten everything you could, go forward
     and snipe the Grunts under the dropship. Now drop down and use the Pistol
     to snipe the leftover Grunts. Proceed to kill the Elites with the Needler.
     When thereís nothing left to kill except the marines, fill up the Needler
     and go up on that big structure. Wait for another dropship to arrive. Then
     snipe the Jackals and Grunts with the Pistol and wait for the Elites to
     start visiting your hideout. Hopefully theyíll come individually and let
     you stick a clip of the Needler into them. Itís all right to lose some
     health if you have to because of the three Med packs nearby. Now just snipe
     the Jackals and Grunts. When theyíre all killed, come out a bit and throw
     Plasma Grenades at, or needle, the Elites. Some more dropships will come
     and dispatch more troops. When all the Covenant is dead, youíll hear
     Foehammerís transmission.
    
    
          Come down, refill with ammo and Med packs if necessary, and take
     Foehammerís Warthog. A gunner will already be in there, so just get in
     behind the wheel and go down into the deep depression in the ground further
     up the valley, and then go into the tunnel. An active checkpoint should be
     near the entrance, so be careful when passing through it with bad health or
     low ammo because youíll lose the chance to replay and correct that. Now
     just go through the tunnel until you arrive at a drop off and beyond it, a
     ramp. Drive off onto the ramp and get enough momentum to jump across the
     gap. Continue through the tunnel and drive into the next room. Drive over
     the Grunt in front, or kill it in some other way, to stop it from throwing
     a Plasma Grenade at your Warthog. Go back into the tunnel and recharge your
     shield. Drive into the room again. Get the gunner out of the gunner seat
     and take the position yourself. Clean up the Jackals on the right and the
     Grunts on the left. Then drive the Warthog along the ramp and leave it in
     the section that has walls on both sides. Your trip there should have lured
     the Elites out of their cover, so they should now be exposed. Get the
     gunner out again and use the Machine gun to kill the Elites. If they hide
     but you feel that youíve done enough damage to their shields, come out and
     snipe them with the Pistol. Once the Elites are dead, snipe the Grunts on
     the same side. Go back through the passage all the way to the valley where
     the large structure was and use the active checkpoint to save your
     progress. Go back. Now look at the wall the Elites were guarding. Thereís a
     passage going into the wall. Park the Warthog so that the front blocks the
     entrance and the wall blocks the gunner. Jump over the Warthog and go in
     there. Have a Plasma Grenade ready to throw and the Needler reloaded. When
     you get too close to the bend in the passage, a Red Elite will come out.
     Throw the Plasma Grenade and if it misses stick half the clip into the
     Elite. Then throw another grenade at the second Elite. If the first grenade
     hits, retreat back down the passage so that the Elite doesnít charge at
     you. Then get ready for the second Elite and throw a Plasma Grenade at it.
     If it misses, use the Needler. Anyway, when the Elites are dead, go the
     rest of the way up the passage and activate the panel. A bridge to the
     other side of the chasm will appear. Go back to the valley with the
     structure to refill with ammo and health if necessary (you can actually go
     all the way back to the beginning of the level by parking the Warthog in
     front of the ledge thatís blocking your path, jumping on top of the
     vehicle, and using it to get on top of the ledge). Otherwise, go across the
     bridge and through the tunnels that follow.
    
    
    -Reunion Tour
    
          Once you come out of the tunnels, drive forward and cross the stream.
     Find the lifeboat and take the Sniper Rifle. Retreat a bit along the same
     side and at the top of a small rise will be an entrance to one of the three
     lifeboat crash sites. Leave the Warthog as soon as enemy building come into
     view. Snipe the Elites on the buildings and then go near the boulders near
     the edge of the drop off. There should be some Jackals nearby. Use the
     boulders as cover and snipe the Jackals. When there are only Grunts in
     sight, go back to the lifeboat and retrieve the Pistol. Snipe the Grunts
     with the Pistol, then go towards the small structure near the place where
     the Jackals had been. Look at one of the sides and youíll see an entrance
     to the bunker. Have a Plasma Grenade ready as you go down the ramp. A Red
     Elite will come out. Throw the grenade at it and pray it hits. Assuming it
     does, get rid of the Grunt with the Pistol if it comes after you. Now go
     into the room below. Throw a grenade at the Jackals and theyíre probably
     dead. If not, finish them off with the Pistol. The bunker has two
     entrances, but I would recommend using the one you came in through. If you
     use the other, youíll come out smack in the middle of a number of enemies,
     who will probably kill you. When you come out, get on top of the middle
     structure (the biggest one) and use it to snipe Grunts and Jackals from.
     Itís also usable for throwing grenades at Elites. After the marines are
     killed, the Grunts, Jackals, and Elites will come after you. Hopefully you
     still have a Pistol and a Needler on your person. While the Jackals and
     Grunts are still on the ground, snipe them. The Jackals have a weakness for
     that, which is that they donít realize that bringing the shield up helps.
     Anyway, dispose of the enemies the same way you did around the first
     structure. When theyíre all dead, Cortana will start talking to Foehammer
     about something or another, and then youíre free to pick up the ammo from
     the dead marines and leave that place. Go to the Warthog and go through the
     entrance to this valley that you havenít used yet.
    
    
          Go through, go to the lifeboat, take the Sniper Rifle, and go back to
     the valleyís entrance. Drive across the river and the entrance to the next
     crash site should be behind a stone wall. It should be pretty obvious. Go
     through the passage. Here the view should consist of another large
     structure and some enemies. Snipe the Elites and Jackals. Drive along the
     rock wall on the right toward the second entrance. Drive along the next
     wall and up the hill. There should be some marines there. Reload the Sniper
     Rifle from the one next to a dead marine and put the Warthog into position
     to repel a ground assault from over the hill. Now get into the gunner seat
     and wait for the Covenant to come. Kill all the Covenant that dares
     challenge thee. Now fill up at the lifeboat and go out the unused entrance.
    
    
          There will be some Covenant on the hill across the river. Kill them
     and proceed through the rock arch. Drive till you see the entrance to the
     third and last crash site on your left. Go through the entrance. Snipe the
     Covenant (itís all right to waste ammo on Grunts- you wonít need the Sniper
     Rifle anymore). Drive down to the lifeboat and take a Pistol. Then get the
     Warthog to the wall opposite from where the lifeboat is facing and park the
     vehicle with its back to the wall. Get into the gunner seat yet again and
     wait for the Covenant dropship to arrive. Use the M41 LAAG to kill off the
     Covenant. Wait for the next dropship and kill off the Covenant again. Now
     the Pelican should come. Get inside.
    
    
          III. The Truth and Reconciliation
    
          Captain Keyes is now a POW and is held on a Covenant cruiser which
     gave the level its name. The cruiser is in the air, but thereís a gravity
     lift that you will use to get inside. In my opinion, this is by far the
     hardest level in the game.
    
    
          When the Pelican throws you out, go forward and toward the passage in
     front. Stay on the higher ground on the right. Use your Sniper Rifle to
     pick off the Grunt in the Shade (if itís there) and the Jackals and Elites
     that will be walking around. Be very patient, and if some Covenant starts
     firing at you before youíre done with the bigger enemies, restart. When
     youíre done with anything Jackal-sized or bigger, go to the next opening on
     the rock barrier in front and kill the gunner in the next Shade. There
     should be an Elite somewhere there, but Iíve never killed it with a Sniper
     Rifle because it doesnít seem to like leaving the rock cover. Anyway, when
     youíre done with anything thatís worth a bullet from the Sniper Rifle, drop
     down and kill anything thatís not worth a bullet from the Sniper Rifle
     (i.e. Grunts). Use a Shade to help the marines kill the Elite and mop up
     the Grunts. Some enemies should come from the path along the next drop off,
     so use a grenade once they come into view. When youíve taken care of them,
     go along the path they once walked upon, and go to the next valley. Snipe
     anything you can snipe. Note that thereís a Blue Elite further up the path.
     Once youíve killed it and the Jackals up on the hill in front if possible,
     go forward and turn right. There should be an Elite with a Needler there.
     One very well-aimed clip from the Assault Rifle at very close range and a
     melee attack should kill it. Now proceed up the path. Essentially, kill
     everything in your way. It shouldnít be that hard. Once youíve cleared the
     area, collect the ammo from one of the dead marines and go up the next
     path.
    
    
          Continue going until you reach the place where a fork leading upward
     comes out of the path. Wait for an Elite to come up the hill in front and
     use a Plasma Grenade to kill it. If it notices you or the grenade misses,
     restart. Once the Elite is dead, shoot the Blue Jackal further down the
     path if you can. Otherwise, go further down the path. Kill the Yellow
     Jackal and the Blue Jackal if you havenít already and snipe the Elite to
     the right. Now get rid of the gunner in the Shade directly above and run
     toward the Shade concealed behind the rocks in front. Kill the gunner and
     get into the Shade. Foehammer will bring reinforcements and in the
     meantime, you can snipe the Covenant as long as you donít let them get too
     close. If one of them does get too close, get into the Shade and kill them.
     A Covenant dropship will arrive. It should position itself very
     conveniently for you to shoot the Covenant while theyíre still inside. Now
     proceed to clear up the Covenant. Thereís an Active Camo in the trees
     nearby, make sure that you do not take it yet. Stay near the Shade and
     snipe the Covenant.
    
    
          When Cortana eventually says something, you know that the area is
     probably clear. Look at the Active Camo and past it. Thatís where you
     should go. There should be a Shade above a passage in the rocks. Melee the
     Shade down into the passage and put it so that in case enemies come for
     you, youíll be able to use it on them. Go through. Now kill everything you
     see, including Grunts, using the Sniper Rifle. Make sure that youíve killed
     everything, then go take the Active Camo. Walk back through the tunnel,
     then toward the grav lift. Snipe the Shade gunners, then go get into the
     middle Shade of the ones guarding the lift. Now youíre on your own. The
     next part will consist of just gunning down the opposition. With the help
     from the marines that Foehammer will bring, use the Shade to kill all the
     Covenant you see. But eventually two Hunters will come down from the lift.
      Get out of the Shade and kill the Hunters using an Assault Rifle. When the
     Hunters are dead, collect the ammo lying near the foot of the grav lift.
     Take a Plasma Rifle or Assault Rifle (I recommend the Assault Rifle because
     it can carry 3.3 times more ammo than the Plasma Rifle), plus a Needler for
     Elites, but I strongly recommend leaving the Sniper Rifle on the ground.
     Anyway, when youíre all set, go into the gravity lift and wait for the cut
     scene.
    
    
    -Into the Belly of the Beast
    
          From now on, the walkthrough for the inside of the Truth and
     Reconciliation will be slightly unclear because I finished the game on
     Legendary a couple of weeks ago and had to pass it again to write the
     walkthrough. I tried, but couldnít pass the level a second time. Hopefully
     you followed my advice and taken a Needler and one of the rifles because
     this is a part that I remember with awe and respect and consider it
     suicidal even to try to pass it unless you absolutely have to in order to
     pass the level. When you arrive in the grav liftís bay, it will be empty.
     For now. In a few seconds a checkpoint will go off and an Invisible Elite
     will arrive through one of the four smaller doors. Kill it the instant you
     see it. When itís dead, things will get hairy. With a long beard. There are
     only a few tips for this that I was able to squeeze out of my experience in
     this mess. First: kill the Gold Elites with the Plasma Swords the moment
     they come out. Second: when you see that the marines are almost dead, move
     toward one of the two entrances the Covenant are using that doesnít have
     obviously closed (red) doors behind it. When some Covenant come out, get
     in. That gives you some cover from the Covenant and a place to recharge
     your shields. You can open the doors from inside, but not from the outside,
     so donít come out unless you know that youíre not going to go back in. The
     two doors are connected by a passageway, so you can stage ambushes on
     enemies while theyíre not looking. Third: near one of the exits of that
     passageway are some Com Boxes and behind one is an Active Camo. Donít be in
     a hurry to use it because youíll need it for later. Now just start a
     guerilla war out of the passage. When the Covenantís not looking and when
     they stop coming out of the doors, get out and grab the Active Camo. Wait
     behind the Com Boxes for the camouflage to completely turn on. Time for
     some backstabbing. Melee everything you can in the back starting with the
     Elites first and continuing to kill the Grunts and Jackals. Iím making this
     sound easy, I know, but itís really not. It took me a full hour and a half
     to get this right. I restarted I donít know how many times, but finally was
     rewarded with a successfully achieved checkpoint. But since I completed all
     the other difficulties, I knew of the peril ahead... in the form of two
     Hunters.
    
    
          Once the checkpoint is triggered, one of those big blast doors will
     open. The Hunters will come out and the fight may be one of the hardest
     fights with Hunters in the game because of all that clutter in the grav
     liftís bay. To level the odds a bit, grab an Assault Rifle and a Needler
     and lure the Hunters away from the opening they came through. Then go in
     there yourself. Hopefully only one Hunter will come in. But if both do,
     itís all right too. Now evade its melee attacks and shoot it in the back
     with the Assault Rifle and the Needler if you can. Do the same to the other
     one. When youíve disposed of both Hunters, take the Med pack near the place
     where the Active Camo was, and go up the newly opened passage. Go up that
     passage and turn right. Go forward until you reach a left turn. Donít go
     around that turn, though, due to the particularly painful Elite there. Kill
     it with a Plasma Grenade. If this fails, needle it to death. Proceed to
     start the ďGrunt cleanup routineĒ. Once the Covenant are dead (although
     some will regularly appear behind you), go down the corridor and look
     through the door on the right. There should be a hard to see Elite next to
     one of those columns near the edge of the ledge. Throw a Plasma Grenade and
     hope it hits. Otherwise kill the Elite some other way. Once itís dead, kill
     everything else on the ledge one way or another. You can use the columns
     for cover. When everythingís dead, go through the next door. Now go down
     the passages, kill anything that moves, and go to the storage bay you
     already saw from above. There should be some Comm Boxes directly in front
     as you enter the room and to your right should be some ammo and a Med pack.
     Donít come out of the passage unless youíre really low on ammo; it can
     provide a good place to recharge your shield and to take on the enemies one
     by one. Now lure some enemies into the tunnel and deal with them. When
     theyíre all dead, donít come out yet because some reinforcements will
     arrive. Deal with them in a similar fashion, or you can go back upstairs
     and use the advantage of higher ground. Anyway, when the enemies are safely
     disposed of, go into the storage bay and I think a nav point should point
     out that you have to open the door at the end of the corridor those
     long-dead Hunters arrived through. When itís open (assuming you have to
     open it- I ventured to pass the level again on Easy to save time, which is
     why some details might be a bit off), go through the doors the Covenant
     reinforcements came through. Go left and continue down the passages until
     you emerge into a shuttle bay.
    
    
          This will be a really tight spot. But for now you have the element of
     surprise, so execute the Jackal and Grunt in front. Thereís an Elite on
     that platform in the middle, so donít come out into the open. Instead, go
     to the furthest exit (the rectangular hole in the wall covered by a shield)
     and camp out in the corner (oh, and for those who are used to Cortana
     bringing extra marines at this point, she wonít). That should prevent the
     Elite on the platform from firing at you and the separator between the two
     shuttle bay exits should block the rest of the enemiesí fire. Now leave the
     cover temporarily to shoot at the enemies and retreat. But at some point,
     those enemies will get onto the ledges around the room and your cover will
     be fried. Now itís time to get another cover. There are some Com Boxes on
     the side of the platform in the middle of the room on the side where you
     entered. The closest ones to the exit should form a stack and that will
     provide you with sufficient cover.  Now temporarily come out of that cover
     again to damage the enemy before retreating. Do this until Covenant
     reinforcements arrive. Now go all the way to the door on the opposite end
     of the room from the one you arrived through. There will be some more Com
     Boxes in front of it. They can form a very effective barrier against
     enemies on the other side. When you get a transmission from Cortana telling
     you something about that door, hide behind those Com Boxes. Wait.
     Eventually some Covenant should come for you. Use guerilla tactics to kill
     them. When theyíre all dead, I think that two Hunters will come out. Now be
     careful because if those Hunters kill you, youíll have to start from the
     last checkpoint. And that wonít be fun. Use your Assault Rifle (if you
     still have it, although you can pick one up in the shuttle bay) to kill the
     Hunters, preferably one at a time. Once theyíre dealt with, Cortana will
     open a door.
    
    
          Go through the door. Carefully look down the passage. You should see a
     Grunt. Wait for it to arrive and kill it. Now go down the passage yourself.
     Iím not sure, but I think there should be a couple of Grunts at the end.
     Kill them. Now there should be an Elite in the passage on the left. Lure it
     out. Use your Needler and Plasma Grenades to kill it. Now it should just be
     a task of getting rid of the Grunts follow the same routine as you go down
     the passages until you arrive on the second level of the shuttle bay. Itís
     no use running in there and killing everything that moves, so you need to
     hide. Thereís that alcove in the wall with pipes in it. Hide in its corner.
     This will keep the door to the ledge open and block most firepower that the
     enemy chooses to use. Now bombard the Covenant on the ledge with plasma
     and/or bullets until theyíre roasted enough for you to come out. Finish
     them off. If youíre low on ammo or health, itís safe to drop down to the
     first level of the shuttle bay to collect that ammo and health. There will
     be a couple more waves of Covenant, so be ready. When the way to the next
     door (to get there, walk along the part of the ledge thatís perpendicular
     to the shielded shuttle bay entrances) is clear, walk toward it. It will
     probably open when you get too close, and Covenant will come out. Throw a
     grenade at the door and use the alcoves in the walls as cover. Not all you
     have to do is kill the enemy. When you can safely go through the door, do
     so. Suffer your way through the subsequent passages until you reach the
     third and last level. When you come out of the passage, you should be able
     to see an open door to your right. The fact that itís open suggests that
     there are enemies in front of it, the fact that theyíre not running at you
     suggests that they donít know that youíre there, and the listed facts both
     suggest that a grenade should do the job. So lob a grenade into the
     doorway. There will probably be some survivors, so clean up ASAP before the
     Elite there has time to recharge its shield. Run the rest of the way down
     the platform. Before a turn youíll see some Com Boxes. Stop before you
     reach them. Look past them and you should see some Covenant. Kill them off
     and proceed through the door there.
    
    
          Navigate the passages until you arrive in front of a door and hear a
     weird ambient sound. Thatís a sign that youíre next to the entrance to the
     control room. Go through. Just donít charge in with guns blazing because
     the element of surprise can make the task much easier. Walk in and punch
     the sleeping Grunts. But donít go too far away from the door- youíll need
     to quickly run away when the Elites see you. When they do, run out the
     door. Thereís a Med pack and Frag Grenades on the left (assuming youíre
     facing the door to the control room). Use those if desperately needed,
     otherwise save them for later. Use guerrilla tactics to slowly kill the
     enemy one alien at a time. You can also use the brilliant stratagem called
     flanking. Still facing the door, turn 90 degrees to the right and go down
     that passage. Then go left and there should be another entrance to the
     control room. Switch your position between the two doors a few times. The
     enemy AI is not as bright as it seems, and appears to expect you to use
     only the door that they last saw you use. When the enemyís not in any
     condition to fight, donít run into the control room- enemy reinforcements
     will hit you from all sides. Wait for them in the corridor and use the same
     tactics you used to clean up the original Covenant in the control room.
    
    
          A nav point will point you to the door you should go through next when
     the enemy is neutralized. Go through. Turn left and down the passage. When
     you reach the left turn, throw a grenade around the turn. Clean up the
     Grunts and Jackals and go down the passages that follow. Do the same thing
     until you reach the place where thereís an open door to the left and a
     sloping corridor to the right. Go through the door into the detention
     station and collect the Active Camo behind the control platform in the end
     of the room. Go out and down the sloping passage as fast as possible. Turn
     left and go down the passage, killing the Jackals there with a melee attack
     in the back. Turn right into the detention station. Go along the right wall
     and pause for a second. There will be an Invisible Elite in front of you.
     Carefully go around it and melee it in the back. Then go onto the control
     platform and kill the Gold Elite with the Plasma Sword. Go along the wall
     opposite from the one where you killed the first Invisible Elite. Thereís
     another Invisible Elite there. Kill it with a melee attack if you can. Then
     kill the sleeping Grunts. Turn off the shields guarding the cells using the
     holographic panel on the control platform. Watch the cut scene.
    
    
    -Shut Up and Get Behind Me... Sir
    
          Keyes, armed with a Needler, and other marines, armed with Plasma
     Rifles, will be very useful when you have to move out, but Keyes will
     provide you with another pain, namely keeping him alive. When the cut scene
     ends, go to the middle of the room (pick up a Plasma Rifle if you havenít
     already) and get ready to throw a Plasma Grenade through the door. When it
     starts shimmering, throw the grenade. Two Invisible Elites will come
     through. If it doesnít hit one of them, restart. Otherwise kill the
     remaining Elite. Fill up at the cell thatís closest to the door (the one on
     your left). Now look at the faces of the marines. They all have the same
     skin! Go out the door. There should be Jackal in front of the door kill it
     and then the one on the right. Turn around. Throw a grenade down the
     passage in front. Wait for the marines to start firing at the enemy and
     just camp out in an adjacent passage, helping with grenades when necessary.
     Now continue to go the way you came. You can also refill at the first
     detention station, in one of the cells. Go till you reach the control room.
     Get just close enough to the door to open it and be able to see inside. If
     you donít have a Plasma Rifle, get one. And itís probably a good idea to
     fill up with grenades if possible. Now throw a Plasma Grenade at the
     Invisible Elites in front. If it doesnít stick, throw another one. Use your
     Plasma Rifle to kill the Elites from far away. When itís safe to proceed,
     stay where you are. Reinforcements will arrive (Covenant reinforcements, of
     course) and youíll have to fight them off. Then go to the door on the
     opposite side of the control room and through it. Continue down the
     passages and to the third level of the shuttle bay. When the door to the
     ledge opens, throw a Plasma Grenade at the Elite walking around there. If
     itís not killed, use a Needler. Clean up. Then go to the holographic panel
     nearest to the door. Activate it and sit back with the knowledge that you
     just completed one of the most challenging levels in the game. Oh, and if
     you know where the marine's voice in this cut scene came from, tell me.
    
    
          IV. The Silent Cartographer
    
          Apparently, now you need to find Haloís Control Room. To do it, you
     need to find a treasure map that will lead you to the place. So you need to
     find that. Fortunately, Cortana knows that thereís something called the
     Silent Cartographer, which is the treasure map I mentioned. And you have to
     take it by force.
    
    
          The Silent Cartographer is on an island. What I like about the island
     is that itís filled with active checkpoints. This makes most mistakes you
     make reversible without losing too much progress.
    
    
          The mission starts in a Pelican, where you have very few means of...
     well, everything. All you can do is look around, and thatís limited to the
     180 degrees in front of you. When you get out, you have two options. One,
     fight. Two, run away to get some heavy guns. Number one is too suicidal, so
     I prefer some drastic means of combat. Of course, this will kill all your
     marines, who will stay behind to fight. To get the better guns, turn around
     and run around the island. Eventually youíll get to a place where thereís
     an overturned Warthog with ammo and health around it near the water, plus
     some Covenant on the hill to the right. For fast cleanup, stop next to one
     of the big rocks near the wall so that youíre just within sight of the
     Jackals there. Theyíre so closely packed that a single Frag Grenade should
     take care of the entire formation, so throw a Frag Grenade into the middle
     of the Jackals. If it doesnít land where it should, restart and try again.
     When the Jackals are done with, run in a wide arc to the Warthog to avoid
     enemy fire. Flip it and get into the gunner seat. Clean up (you might have
     to go up the hill and kill that Elite manually). When the enemies on the
     hill are dead, Cortana should announce that the area is clear (something
     she usually reserves for the time when you clear the landing zone) and
     Foehammer will deliver a Warthog (to the LZ).
    
    
          Go there and, from some distance, use the Machine gun to clean up the
     Elites and Jackals. There are some Grunts and one or two Elites on the
     other side of that structure. Mop them up and go to that hill near which
     you got the first Warthog. I think that Foehammerís Warthog will come with
     two marines, so position the vehicle so that they will provide backup
     firepower for you and then go toward the tree barrier. Snipe the Grunts so
     they donít throw grenades at the Warthog and then an Elite will come out.
     Snipe it too and when its shield is down as much as possible, come over and
     finish it off with a weapon of choice (rapid fire, probably). Snipe the
     Grunts further up the path and when you think theyíre all dead, proceed. Do
     it carefully because thereís an Elite at the end of that path. Kill it and
     go further and into the small valley beyond. There will be Hunters down
     there, but as long as you stay covered by the trees, killing them will be
     pretty easy. Get out your Pistol and when one of them is not looking, shoot
     it in the back. When theyíre dead, go to the opposite end of the valley and
     close enough to the passage there to trigger some Jackals to come out.
     Quickly run back and hide behind the structure in the middle of the area.
     Snipe the Jackals with your Pistol. Proceed into the passage. Keep far away
     from the next valley and take shots at the enemy. Kill off the Grunts and
     Jackals, and then the Elite. To get rid of the latter, weaken its shield
     with the Pistol and finish it off from close range. Go down the next path.
     Kill the Grunts there (it would be easier to snipe them from long range-
     even Grunts can be dangerous in large numbers). Then refill the Pistol from
     the ammo stock in the valley where you killed the Hunters, take an Over
     Shield, and then go into the structure where you killed the most recent
     Grunts. Go down into the hall with the Com Boxes and hide in the nearest of
     those areas in the walls (to the right). Peek around the corner and snipe
     the Hunters there with the Pistol. It shouldnít be that hard. If you donít
     manage to get one of the Hunters on the first try, you can always restart.
     When itís safe, proceed. There wonít be any more enemies, so run down the
     passage that follows and deactivate the security system using the
     holographic panel.
    
    
    -Itís Quiet...
    
          Donít know what the title of the section is about, but it probably has
     something to do with it being quiet due to the absence of enemies... But in
     this case the titleís not going to be true for long. Go the way you came
     and youíll come to the end of the passage and stop in front of the engraved
     wall. Go slightly around the wall and when you hear an Elite, withdraw to
     the passage and hide behind one of the parts of the wall that are jutting
     out. Wait there for an Elite to come out and use the Pistol to kill it.
     Rinse and repeat until theyíre all dead. Then proceed up and into the open
     air. Now use the Pistol to snipe the bad guys down on the ground. Donít
     forget the Grunts on the mesa. Now technically youíre supposed to go
     exactly the way you came (all the way to the valley where you killed the
     first Hunters), but thereís a shortcut. Take an Over Shield next to the Com
     Box and go to the nearest place where you can jump down on the ground.
     Notice that the slope is kind of less steep and that thereís a rock down
     there. Drop down and use the angled part of the slope to slow your fall.
     Try to land on top of the rock or at least use it to soften your fall too.
     When dirtside, go over to the downed dropship and trade your Pistol (and
     no, itís not a mistake) for a Rocket Launcher.
    
    
          Take the Warthog and drive to the place where you left the Warthog
     with the marines. If you need to refill anything except, probably, a
     Needler and the leftover space for a rocket that you should have, go to the
     place where you found the first Warthog and do so. If worst comes to worst
     (no ammo for whatever you need to refill), go past the tree barrier, up the
     path, and sneak past the enemies to the ammo cache in front. Then go back
     to the Warthog and drive in a counterclockwise direction around the island.
     When you arrive at a big area with Jackals blocking your way and a ramp
     leading upward in the distance, park your Warthog so that itís more or less
     facing the enemy (a respectable distance away) and get into the gunner
     seat. Kill the Jackals. When the Jackals are dead, go toward the ramp and
     get into the same position as the one you used to clean up the Jackals.
     There should be some Covenant near the ramp, but theyíre no match for the
     Machine gun. When youíre sure theyíre dead, proceed up the ramp. There will
     be some Jackals there. Run over them or shoot them with the Machine gun.
     Now leave the Warthog and go toward the platform further up the path. There
     will be Hunters there, which are disposable of with one or two rockets
     each. Go back to the Warthog and drive it onto the platform so that it has
     a clear view inside the structure and room for a gunner to get out without
     getting killed by falling off the platform. Get into the gunner seat and
     gun down the Covenant inside the structure. When itís safe to go inside,
     drive the Warthog into the structure. It will be a tight fit, but itís
     possible. You can go all the way to the door you saw open when you
     deactivated the security system. Now leave the Warthog and go inside.
    
    
    -Shafted
    
          (And whereís that Elite that you saw come out of there?..). Anyway,
     you have the choice of whether to go right and watch a completely pointless
     cut scene or go left and jump headfirst into the action and plasma. When
     the passage on the left ends, youíll see an Elite standing in front of a
     Com Box. Melee it in the back for one easy kill and go up the ramp on the
     right. Kill the sleeping Grunt on the ledge there and ambush the next one.
     Now get out your Rocket Launcher and use it on the Elite on the ground.
     Then dispose of the smaller infantry. Thereís a shortcut to the next level
     of the place, which is when you go up that ramp, drop off the opposite side
     of the ledge the ramp ends with, and go left along the wall. On you right
     there will be an alcove in the wall. There will be a hole in the floor that
     will lead to the next level. But I prefer the normal way of going there,
     namely going through the door in the opposite wall and down a series of
     ramps. Either way, go to one of the ďwindowsĒ through which you can see the
     inner part of the room. Shoot the Hunter there with a rocket. Some Jackals
     or even the other Hunter might come for you, so be ready. Now look at the
     wall of the inner section of the room thatís facing the chasm. There should
     be an alcove there. Thatís one of the many examples of the fact that this
     place is literally saturated with secret tunnels and shortcuts. Use that
     and the more obvious ways of getting into the area to kill the Jackals and
     the remaining Hunter.
    
    
          Now if your Rocket Launcher ammoís not depleted, trade your second
     weapon (not the Rocket Launcher) for a Pistol from the ammo and health
     cache next to the chasm. Go into the inner section of the room and go to
     the far end. There will be a ramp leading down in a very obvious part of
     the wall. Go down and kill the Jackals that will almost certainly be there.
     Then when you reach the ramp leading down onto a ledge, drop off the right
     side and turn left. Youíll see a wall with two doors in it. Facing the
     wall, the right door will take you to the next level and the left will take
     you to a small room with an Active Camo. Go there, take the camouflage,
     come out, and go through the right door. Run and jump down the following
     ramps and go through the passage. Melee the Grunts there fast and jump off
     the left side of the walkway. Run toward the edge of the chasm there and
     kill that Elite. Now dispose of the awakened Grunts and when the Camo
     fades, kill the sleeping ones. Go toward the chasm and down the ramp. Turn
     right and throw a Plasma Grenade at the Elites there. Aim it carefully
     because there will be some issues with your health if those Elites survive
     and start fighting. Kill them off and activate the Silent Cartographer.
    
    
          Pick up the Over Shield next to the Com Box outside the map room. Go
     to the previous room and up onto the walkway. Walk along it and use your
     Rocket Launcher, grenades, and Pistol to clear the ramps of Jackals. Be
     careful to take cover whenever possible because a single overcharge can
     take down your entire Over Shield. When the wayís clear, go up the ramps
     and just close enough to open the next door. When a Jackal comes into view,
     use the Pistol to kill it. Continue to use the door as cover and sniping
     the Jackals until your wayís reasonably clear (you donít have to kill all
     the opposition). Now simply proceed the way you came until you reach the
     place where you meleed the first Elite in the back after the Shafted
     section began. Go back into the dark passage and carefully look around the
     corner of the intersection. Hopefully you had a gunner in the Warthog, who
     will kill the gold Elite there (ah, so there it is). If not, use the fact
     that that particular Elite will not see you until itís too late to award it
     with a Plasma Grenade for ďsuperior spotting skillsĒ. One grenade will be
     enough. Drive your Warthog back up to the structure you originally entered
     the complex through and park your ĎHog so that the gunner has a clear view
     of the final passage. Get into the gunner seat. A Covenant dropship will
     dispatch some Invisible Elites (thatís why you had to get into the gunner
     seat- the marines are AI, so they wonít see or fire at the Elites, which
     will be a complete waste of the big firepower that the Machine gun
     provides). Gun down the Elites and get onto the Pelican that will arrive
     shortly. Watch as the Pelican descends into yet another chasm through the
     structure in the valley where you killed the first Hunters, which also
     doubles as a door.
    
    
          V. Assault on the Control Room
    
    -I Would Have Been Your Daddy...
    
          Have a good long laugh at the Grunt in the cut scene. Then turn around
     and get behind the structure youíll see. In a couple of seconds some Elites
     and Grunts will arrive through the door. Snipe a Grunt or two with your
     Pistol and reload. Then aim at the Blue Elite that will probably be
     charging at you and empty a clip into it. That should be enough to put it
     down. Snipe the rest of the Grunts so that they donít use the Shades. Then
     turn your attention on the Red Elite. If you can, use the Pistol to weaken
     its shields and then use the Assault Rifle to kill it. Frag Grenades wonít
     work very well because any Elite will be able to dodge in time to put
     enough distance between itself and the grenade. When the Elite is killed,
     go through the door. Notice the arrow pointing toward it on the floor.
     Bungie has been nice enough to almost lead you by the hand to the Control
     Room using arrows pointing at each door you need to go through. Plus you
     can use this to tell if youíre going forward or backward (itís phenomenally
     easy to get lost in some places). Now I wonít get into the specifics of the
     kind room youíre about to enter because most of the time it follows one
     routine: get into that room, kill everything in there, and go through the
     next door to another room. Level tips? One: be careful to look in all parts
     of a room because there may be some pre-dead marines there, like in the
     first or second room, canít remember. Note that these donít stay around
     forever. Once I went forward about two or three rooms and came back for
     some ammo, and it was gone. True story. Two: carry a Rocket Launcher for
     Elites and a Pistol for everything else at all times (unless youíre using
     the Sniper Rifle for some long-range jobs). Three: save ammo if possible.
     Youíre going to need it. Four: look through doors first instead of running
     through them to a standard 21-gun salute, which is almost guaranteed to get
     you killed on Legendary. Besides, it might save you from getting the
     attention of that absent-mindedly walking Elite, which you will be able to
     melee in the back once it passes. Five: always completely clean up rooms
     that you pass. Say youíre severely hurt in one room and are running to the
     previous one to get some health. Just as youíre about to get it, a nasty
     Elite you didnít notice runs by, whacks you, and then finishes you off with
     its gun. That wonít be fun, believe me.
    
    
          The first change will be when you pass through a room and onto a
     bridge. Donít open fire because thatíll wake up the Grunts. Melee them
     until something spots you and then use that wall you saw when you came onto
     the bridge as cover. Man one of the Shades and mow down the Covenant
     infantry and the Banshee when it comes close. Then manually kill off the
     rest. Be careful not to step onto the glass because itís the first and last
     bridge where thereís breakable glass. The fall wonít hurt you, but it wonít
     feel very good to land in the middle of even a couple of Grunts. Clean up
     the two levels, constantly going downstairs and back upstairs to make sure
     that no one managed to flank you. When you get within about 30 meters of
     the exit, it will open. Now throw a grenade into the door, retreat as fast
     as possible to the furthest point of the bridge where you have a clear view
     of the bad guys, and snipe the smaller Covenant. Then I would recommend
     taking a Needler because thereís a Gold Elite with a Plasma Sword next to
     the exit. Lure it out and use the Needler to finish it. A clip will do.
     Then dispose of the smaller Covenant and move on.
    
    
          Youíll pass through another room (if you go clockwise about 150
     degrees around the room youíll find supplies) and then into an elevator.
     Use the control panel (if you canít realize from the instructions on the
     screen that you need to press X, then probably canít read this guide,
     either. Thatís why I never include instructions for what to do in front of
     holographic panels). You can come up again using the panel, but only to
     refill. Leave the shaft and youíll emerge in a room different from all the
     rooms youíve been to so far. Look around and melee the Grunts nearby. Then
     go down the hall and I think there should be a Grunt on the left. Kill that
     and go right. When you see a very small passage going through a wall in
     front of you and a bigger standard-sized passage on its right, inch around
     the wall and look into the bigger passage. There will be an Elite there and
     hopefully you can retreat fast enough for it not to notice you. It should
     be walking in your direction, so retreat into the smaller passage and wait
     until it reaches your position and turns around. Then wait a few more
     seconds for it to pass, and then run around the corner. Melee it in the
     back and go further counterclockwise around the room. Youíll meet some
     Grunts and Jackals on the way, so use grenades and the Pistol to clear the
     way. Youíll eventually reach a door. I recommend cleaning up the center of
     the room, so it would be safe to go back. To do it more or less safely,
     look at those large alcoves that tend to appear on your right. On both
     sides of each of them is a ramp leading to the inner section of the room.
     Some are blocked, but most are passable. Use them to get the advantage of
     higher ground. When the room is clean of anything that would open fire the
     moment it sees you, go through the door.
    
    
          After going through a passage, youíll arrive in a very large open
     area. Immediately go right and execute the Grunt sitting in the Shade. Then
     go past it and to the Warthog. Flip it and use the Machine gun to mow down
     the infantry until a Ghost arrives. Kill the driver (but if you have to,
     you can also destroy the vehicle) so that a marine could board the Ghost
     and provide an awesome distraction for the Wraith in the distance. Mop up
     the remaining Covenant behind the trees and use your Pistol to take out the
     Shade gunner on the cliff. Go back to the Warthog and trade the Pistol for
     a Sniper Rifle. Use that to pick off the small Covenant near the Wraith.
     Then get up close (not for point blank range, but close enough not to miss
     with the rockets and far enough not to get killed by the tank) and take
     down the Wraith with the Rocket Launcher. Then use the Sniper Rifle to get
     rid of the Jackals further down the valley. Go back to the cliff where you
     killed the second Shade gunner and somewhere in the area youíll find a
     Ghost. There will be some Rocket Launcher ammo behind a small rock near it.
     Then go down the valley and off the small drop off (keep the Sniper Rifle,
     by the way). You can still get back up by jamming your Ghost between the
     nearby tree and the wall, pushing it against that drop off, and holding the
     A button. The Ghost will eventually heave itself up onto the higher level.
     Anyway. There will be a battle going on and in the center of it all will be
     a completely unused Scorpion. Get in as fast as possible and blow the
     Covenant where they deserve to be. Wait for the marines to get on (fourís
     the limit) and drive into the canyon that should be clearly visible. And
     Iím not talking about the hole in the wall. That will get you to the next
     area, but that will allow a lot of Covenant to jump on top of you en masse.
     So go through the canyon. A Ghost or two will come out of the canyon, so
     hold both triggers to pour out the biggest amount of firepower possible on
     the Ghosts, which should be your first priority. Then take care of the
     Grunts and Elites in the canyon and move on. Youíll arrive in a large
     valley. Try to take out the Wraith or one of the Shades near it with the
     Cannon before a Ghost will arrive. Destroy it and kill any Jackal that
     dares come near the tank. Theyíre dangerous with their overcharges, so use
     any opportunity you get to get rid of them. Theyíre an even higher priority
     than the Wraith. There will be a Banshee flying around, so kill it on
     sight. And you have to kill the Wraith. The Banshee will come pretty late,
     so donít concentrate on the skies while the Wraith is bombing you freely.
     When the wayís clear, go toward the underground entrance on the other side
     of the valley. There will be a couple of Hunters down in there, which can
     be killed with a couple of shells. Get rid of any enemies in the area
     (including a Wraith above the entrance) and go underground. When you get
     near the entrance you might see some Com Boxes to your right. Near one of
     them will be an Active Camouflage. You wonít need it, though, because when
     you get to the next place where you do need it, itíll be long gone. When
     you get to the bottom of the entrance, there will be a big blast door. Use
     the panel on the left to open it. Go in your tank through the passages
     until you reach a room. Kill the Elites in front of you and turn right. Use
     the Cannon to take down the Shade on the edge of the chasm and then kill
     the Grunt nearby. Go to the bridge crossing the chasm and use the Cannon to
     wipe it clear of Jackals. Then clean up any resistance there may be on your
     side of the chasm and get out of the tank. Use your Sniper Rifle to kill
     the Hunters on the other side. If you canít kill both, then kill at least
     one because when you get there theyíll be a pain. Go across and kill off
     the remaining Covenant. Then open the next door and go through.
    
    
    -Rolling Thunder
    
          Youíll eventually reach a place with some Ghosts, Elites, and a bunch
     of Grunts. A couple of shells should be enough to wipe out most of the
     Covenant there and itís even possible to do the job just with those two
     shells. Then move around the turn and use the Cannonís very long range to
     kill the Jackals up in the rock tunnel. When you get up through the tunnel,
     some Ghosts will come at you. Get rid of them, wait for the dropship to
     leave, and take down the infantry it deposited. The go counterclockwise
     around the massive tower in the middle of the area and take down the Shade
     on the ďhillĒ near the tower. Then turn to the door in the tower and when
     it opens, put a Cannon shell into it. Jam the left trigger for a constant
     downpour of bullets and fire the Cannon the moment it reloads. Once the way
     is clear, notice the supplies near the Shade. Take a Pistol and go further
     counterclockwise around the tower. There will be a Ghost on your left
     shortly after you clear the hill where the Shade was, so destroy that. Then
     focus on the Wraith. A couple of shells and itís down. Easy. Now go closer
     to the canyon that the Wraith was guarding. Two Hunters will come out (if
     they havenít already), so take them down as carefully as possible because
     some more Covenant will come out later and it will be very easy for them to
     kill you in that Scorpion. Get rid of them and go counterclockwise around
     the tower again. A Banshee will come at you sooner of later, so be
     prepared. Kill any resistance (including a Shade on top of another hill
     opposite the second door) and when you get to the actual door, it will open
     and let loose some more Covenant. You know what to do. Then go through the
     door and stop when you reach the entrance to a room. Get out your Rocket
     Launcher and aim to the right of that column. When you see an Invisible
     Elite come out (assuming itís not already out), shoot it. Then get your
     other gun out, which is probably still the Sniper Rifle, and if the second
     Elite survived your rocket, use the gun to kill the Elite. Then go behind
     the column and take the Active Camo. This is the place where I first
     discovered a certain glitch with the camouflage, read more about it in the
     Secrets section. So when you take it, go up the ramp leading up and
     outside. Satisfy the desire to kill you must have by now by meleeing the
     Elite that should be there in the back. Then go back to the Scorpion and
     drive it through the canyon the two Hunters came through.
    
    
          Mow down the small infantry when you get through the canyon (be
     careful to kill the Shade on the rock wall on the opposite side of the
     area) and go down the twisting ramp. Pick up some marines and go around the
     ramp. Youíll meet two Hunters, so get rid of them. Then get out (and this
     is the last place in the campaign that youíll be allowed to use the
     Scorpion, so enjoy) and take the Active Camouflage next to the ammo, refill
     your Rocket Launcher, and go through the tunnel. Melee the Invisible Elite
     near the end of the passage in the back, then go the rest of the way, wait
     for the marines to come, and get out of the way. You see, in this case the
     theory ďyou canít hit what you canít seeĒ turns precisely the wrong way.
     The marines canít see you, so they canít avoid you, either. Itís okay to
     open fire because the marines will blow your cover anyway. Go to the ramp
     leading upward, put your back against the wall, and turn around. There will
     be a Shade on top of the rock wall above the tunnel you came through, so
     take that down with your Rocket Launcher. Then go up the ramp and open fire
     on the Covenant there. Once the way is reasonably clear, go out and wait
     for some Ghosts to come. Then retreat back down the ramp. If you donít have
     a Pistol yet, go back to the nearest place where there is one and take it.
     I think that thereís even one to the left of the tunnel you came through.
     When you have it, go back up the ramp and peek out. The Ghosts should be
     calm enough by now, so aim at one and take a shot with the Rocket Launcher.
     Do the same with the other one. One time they decided to park literally
     side by side, so the rocket took out both. Go past and take down the
     Shades. Iíll point out that there are a couple of Elites in that
     trench-like construction, but those are probably there only to startle
     anyone curious enough to go down there. Then go toward the door. I
     recommend going back to the place with the massive tower in the middle and
     taking a Ghost (if there wasnít one in this area) because two Elites will
     be waiting on the other side of that door. Do what you want. Just get rid
     of those Elites. Whatever you do, however many marines you have left will
     stay there, so continue you lonely trip into the next room. No comment for
     this one. When you get to the next door, go through (oh, and you canít
     bring a contraband Ghost with you past this point because the doorís too
     narrow for a Ghost). Take a ride on the elevator.
    
    
          There will be a Jackal waiting for you, so kill it. Melee it fast
     enough and you wonít even have to use any ammo. In the next room there will
     be two more Jackals. You can use a grenade, but be careful not to throw it
     too close to the ammo there. Donít want to lose those Frag Grenades. At
     least one will probably survive the explosion, so kill it with the Pistol
     or something. Then just toss grenades through the entrance to the next room
     to get rid of the Grunts and Jackals. Not that itís bad to kill Grunts that
     get in the way, but I recommend focusing on the Jackals first- they have a
     tendency of firing overcharges, which often prove to force me to restart
     because of the loss of health. After three or four grenades, it should be
     safe to venture out. Again, if there are any Jackals left, kill the them
     first. Then kill the Grunts. Thereís a Gold Elite in this room somewhere
     and hopefully itís not in sight yet because youíll probably need to
     recharge your shield. If it is, find some cover you could jump behind in
     case of an emergency. Then get its attention if it happened not to notice
     you and fire a rocket at it. If the rocket hits, you can finish it off with
     the Pistol. If it doesnít, use another rocket and then use the Pistol. And
     if the Elite wasnít within sight in the first place, go around the inner
     section of the room and find it. Then go through the same process to kill
     the alien. Itís another place where itís all right to lose some health
     because the Elite is hard to kill without losing some health if things
     start going against what you planned. Anyway, donít get the Med pack in the
     room with the ammo, because there will be some more Elites which could take
     some more health. Then go into the center section of the room and snipe the
     smaller Covenant. Then dispose of the Elites in the area. Go through the
     door and onto the bridge (again???).
    
    
          Go along the bridge to the first block-like thing standing
     perpendicular to the bridge. There will be a couple of Elites on the other
     side. A couple of rockets and grenades later, go further along the bridge
     (use the blocks parallel to the bridge as cover from the Grunts on the
     other bridge) and snipe any Grunt and Jackal you see with the Pistol. Use
     the Rocket Launcher on the Elites. If the Grunts on the other bridge get
     too annoying, use the Pistol to take them down. Itís easy, really, mainly
     because the bridgeís border is just low enough to expose their heads...
     that felt good! Now, you have a chance to skip a few rooms and get onto the
     other bridge directly. To do it, notice the glass screens on both ends of
     the bridge. Run up to either end. Then youíll see that where the glass ends
     there will be lumpy stone things on the edge of the bridge just a bit
     further along the bridge. Jump onto the very low barrier that runs along
     the entire length of the bridge. Then jump onto the lumpy thing and then
     onto the glass. It might take a few tries, but itís not that hard. Then
     jump across to the other bridgeís glass screen and down onto the floor. But
     if you choose to remain innocent, get to the end of the bridge, pass the
     next room and youíll see a relatively long corridor with a bunch of Grunts
     and Jackals in it. Snipe the Grunts and use grenades on the Jackals only if
     necessary. The next room might be a bit tough to pass, because the center
     area contains an observatory or something, which will give a couple of very
     annoying Elites the advantage of higher ground, which they use very
     effectively. Use rockets to weaken them and when theyíre dead, use the
     Pistol to snipe the Jackals and Grunts on the other side of the room. If
     you want, you can climb into the observatory and get the advantage of
     higher ground yourself. When the room is clear, go through the next door
     and onto a bridge. The catch of this one is that there are two Hunters on
     the opposite bridge. To kill them, Iíll point out that thereís a glitch you
     can exploit. I will leave it in the Secrets section, but Iíll just say that
     it makes the enemies forget that youíre there in some places. Snipe the
     Hunters while they donít know that youíre there. When they do, use the
     glitch and continue sniping until theyíre dead. Or you have the option of
     killing them with the Rocket Launcher. Then go across the bridge. Iím doing
     this part from memory, so I wonít give any details on the next room. In the
     end you should reach a hallway identical to the one where you saw the
     Grunts and Jackals. There will be a couple of Invisible Elites in it. Use
     the Pistol the moment you see a ripple in the air- no point in wasting the
     element of surprise by waiting for them to notice you first. So kill the
     Elites. Then look into the half of the corridor thatís slightly recessed
     into the floor. Look at the lamps on the wall and youíll probably notice
     that near one of them will be an Active Camouflage. Take the Camo and run
     into the next room as fast as possible. Once in the room, quickly turn
     right and run into the central section of the room. There will be two
     Hunters there. Shoot one in the back with the Pistol, then wait for your
     Camouflage recharges, and shoot the other. Finish off the remains of the
     Covenant in the room, fill up where you killed the Hunters (thereís some
     ammo near the square tower-thingy and some more on top of the
     useless-looking ridge-like thing), and go through the next door. There will
     be some bad guys on the other side, so throw a grenade through the door as
     soon as it opens. Finish them off.
    
    
    -If I Had a Super Weapon...
    
          Here you have two options: try running toward the Banshees and jacking
     one of them or stay in the tunnel and take shots at the Covenant outside.
     The first is easy and enjoyable, but somewhat insane and suicidal. If
     youíre moderately (un)lucky, you wonít even make it to the Banshee. So on
     later difficulties I prefer the second option. Donít move until the section
     title disappears (you kind of need the reticle) and open the door.
     Immediately fire a rocket at the Elite. If it wasnít quite killed, use the
     Pistol to finish it off. If you missed, restart. Then use the Pistol to
     pick off the Grunts and Jackals. If you get a chance, fire a rocket at any
     Elite that tries to get into a Banshee. Stay in the tunnel and take shots
     at the infantry. When the Banshees come after you, then (assuming you have
     more than one rocket) use the Rocket Launcher to take them down. Watch your
     stock of rockets because youíll need to have at least one when you finish
     with everything on the bridge. When youíre out of rockets and the Banshees
     are still there, you can use Plasma Pistols. When the Banshees are down,
     pick up the Rocket Launcher and go across the bridge. When you get close
     enough, the door at the opposite end of the bridge will open. Fire a rocket
     in there as soon as it does. Then run behind the nearest rock. Get out from
     behind the rock and use the Pistol and rockets if you have them to finish
     off the Hunter(s) that survived. Then refill in the last room you visited
     if thereís anything left to refill with and get back onto the bridge. Look
     down and you should see a Wraith down there. Assuming you still have
     rockets, use them on the Wraith. Otherwise, bomb it with Plasma Grenades.
     Be careful because they have a bit of a drop on them. Go through the door
     at the opposite end of the bridge.
    
    
          Fight your way through the next room and down an elevator. Then go
     through the next room. Be careful to go into the center because there will
     be some supplies up in the observatory thing. Go though the next door. Now
     you have to scale that large pyramidal structure and get to the Control
     Room. Itís not going to be that easy, though. Youíll have to use the
     walkways on the surface of the structure to go up, and thatís going to
     include four more Hunters, hordes of Grunts, and a Gold Elite with a Plasma
     Sword. Back to the present, when you get back out into the open air, grab
     the Ghost that should be to your left. Use it to kill all the bad things
     nearby. Now look at that thing resembling a very large support strut in the
     middle of the valley floor. It goes all the way into the ground and thereís
     a hole around it. Go down there and refill on almost every human weapon you
     could imagine. If you tossed your Rocket Launcher, get one. Swap your
     Pistol for a Sniper Rifle and get out. Use the Sniper Rifle to kill the
     Hunters on the first steps of the pyramid if possible, otherwise you can
     use a certain trick with the Rocket Launcher: use the Sniper Rifle to zoom
     in on a Hunter, then fire with the Rocket Launcher. That allows you to kill
     a Hunter without it even being aware that youíre there. When the Hunters
     are dead, swap the Sniper Rifle for a Pistol and go up onto the Pyramid.
     Now itís just the simple matter of killing everything in your way. Use the
     Pistol to kill Grunts and the Rocket Launcher to kill Elites. When you
     reach a second Shade, things might get nasty because sooner or later a
     Hunter will get onto the thing sticking out of the middle of the middle of
     the platform above you and is going to make your life a lot tougher. Hide
     behind something (other than the Shade) and when it stops firing, shoot
     rockets at it. Eventually itíll have to go down, and when that happens, run
     through the tunnel under it and use the Pistol to kill off the Grunts. If
     the other Hunter happens to be in the way, use the Rocket Launcher on it
     too. Then go down onto the valley floor and refill in that hole in the
     ground. Get on top of the pyramid. Notice the three ledges with a ramp
     leading up opposite the blast door. Then open the blast door with the
     holographic panel next to it- and run up the ramp. Go up as high as
     possible and hug the wall when youíre on the blast doorís side of the
     ledges. When you reach the top ledge, use the Pistol on the Grunts and the
     Rocket Launcher on the Gold Elite there. Clean up the Covenant below, but
     donít be in a hurry to run through the door because there will be a couple
     of Elites there. Go back down to the ground and take a Ghost. Climb up the
     pyramid in it. It may be tough as Ghosts usually get stuck in places where
     itís very hard to get stuck, but itís certainly possible. When on top, use
     the Ghost to kill the Elites. Open the next couple of doors- and thereís
     the Control Room.
    
    
          VI. 343 Guilty Spark
    
    -Well Enough Alone
    
          Keyes disappeared. Again. So itís up to you to find him. This swamp is
     not my favorite level, but itís not the hardest (except for its very end),
     so itís bearable. Thereís a cheat at the very beginning... look in the
     Secrets section. When the dropship dumps you out, go toward the downed
     Pelican. On Easy, youíll get a Shotgun right there, but on Legendary youíll
     get one 75 percent of the level later. And itís kind of annoying- three Med
     packs that no one will ever use. So go past the Pelican and past the
     Covenant corpses. This is one of the emptiest levels too. Use the radar to
     tell if there are Covenant coming at you before you actually see them. Then
     use the Pistol to snipe the Grunts with headshots and Jackals wherever you
     can. Always have cover because Jackals really like to fire overcharges,
     which could hurt. When you get to a place with a few Jackals and a large
     root going up onto a ridge, kill the Jackals and jump onto the end of the
     root. It may take a few tries, but itís possible. Then go along the root
     and, though it doesnít seem possible, run up the ridge and to the Shade.
     Jump into the Shade and do as much damage to the Covenant below as
     possible. Donít stay in the Shade too long- if a Grunt throws a Plasma
     Grenade at it, itís done for. And you donít want that. Donít get out and
     start sniping with the Pistol, either. Youíll need the ammo and thereíll be
     a shortage of it. Instead, go back down to the root and wait for the bad
     guys to calm down. Then get back into the Shade and smoke the leftovers.
     Rinse and repeat until done. Then go through that large doorway and ride
     the elevator downstairs. Youíll see a barrier blocking your view of the
     exit. Edge around that and throw a grenade behind it, preferably a Frag
     Grenade. Mop up the survivors with the Assault Rifle. Then go through the
     door. Use the Assault Rifle again to kill the Jackals. Then take a Plasma
     Pistol and use overcharges on the Grunts and Jackals below your ledge. They
     should home in from where you are. There will be enough Plasma Pistols for
     probably 50 overcharges. You can use grenades if necessary, but they donít
     work very well from this distance. When youíre out of Plasma Pistols, donít
     panic. Just jump down and use the Assault Rifle to mop up the leftovers-
     there shouldnít be too many left. Ever watched the Resident Evil movie?
     This place gives me the identical feeling. Go through a square tunnel.
     Youíll arrive in a room with several Jackals in it. Kill them with the
     Assault Rifle or Plasma Pistol. Go through another tunnel and youíll emerge
     in another one of those rooms with a ditch running along the entire center.
     Go right and stand near the ditch. Youíll see a ledge above the ditch with
     a Com Box on it (and thereís the Needler ammo below the ledge- the only
     Needler ammo in the game. Completely unnecessary, but at least I know that
     ammo for the gun actually exists). Walk through the door and youíll be into
     a tunnel with Jackal and Grunt blood covering a good part of it. Oh, thatís
     sooo satisfying... Then go forward a bit more and youíll see a green-lit
     room... with a marine sitting against a wall and shooting at you. You can
     take some cover and listen to his raving, or you can melee him and take the
     ammo from his Pistol. Or both. Then jump onto the collapsed ledge on the
     other side of the room and go through the door above the one you entered
     through. Activate the ďlight bridgeĒ with the holo panel and go across.
     Then go through the door, run around the big barrier in the center of the
     room, go down the ramp inside the barrier. Gather the rest of your guts and
     go toward the door.
    
    
    -The Flood
    
          Watch the very long and eerie cut scene that has ďmaintain a safe
     distanceĒ written all over it. Itíll be peaceful at first, but in a couple
     of seconds you should hear a wrenching sound and one of the doors in the
     walls will fly open. While you can, refill from the guns in the pool of
     blood near you and get an Assault Rifle if youíve thrown it away. Then go
     toward the door. If Spores havenít come out already, they will once you get
     close. Theyíll start massing up in the doorway, which is when you should
     open fire. Hopefully that will set off a chain reaction and make your life
     a lot easier. They will pour out by the hundred, so once you finish with
     one wave, have a full clip of the Assault Rifle to deal with the next one.
     Donít use the Pistol, though. The ammoís way too valuable for Spores. When
     you hear a somewhat unsettling music, be even more careful: Converted Flood
     will start arriving. Once you see one, it will become your first priority
     because even one can be a much bigger pain than a hundred Spores. So when
     you see a Flood human/Elite, use the Pistol to kill it no matter how many
     Spores are in the area. Just run and jump to avoid getting hit by Spores
     while firing at the big and bad things. And yes, I mean running away. Get
     the eerie feeling that music gives you? When I passed this particular part
     for the fifth time, even doing it on Easy left me shaking. When the Flood
     is dead, collect more ammo if you can from the guns lying around and go
     toward the entrance to the room. Now that you know about the Flood, thereís
     not much you can do except just get out of there.
    
    
          The door will be broken out, which will be your ticket outside.
     Carefully take a few steps outside just far enough to let the Flood know
     that youíre there, maybe take a shot or two at one, and retreat. Kill the
     ones that follow you. Do this until youíre done. Then go outside and refill
     the Assault Rifle from the ones outside. Go back out into the next room.
     Kill the Flood on your ledge. Now you have the advantage of higher ground.
     Itís going to be your primary goal, though, to keep the Flood off the
     ledge- they can jump onto it. There will be a door to your right. Go
     though. Clean up the Flood, drop down, and go through another door to your
     right. Go through the square tunnel and use the Pistol to kill as many
     Flood as possible. Then run across the room and jump up the stacked Com
     Boxes. Now you can use the light bridge to go across to the original
     elevator you entered through. When you kill the Flood and are triumphantly
     press the button on the holo panel... Oops! The elevatorís down. So you
     have to find another way out. When you go up those stacked Com Boxes,
     youíll have to go through a door in the center of the ledge youíre on.
     Youíll arrive in a room with a barrier in the middle and a door on the
     left. On all the other difficulties, you could get a Shotgun in front of
     the door. Now you canít. so proceed till you reach an elevator room. Clear
     the area of Flood and go down in the elevator.
    
    
          Reload everything because yet another bunch of Flood is waiting below.
     Kill those and make sure you killed them. Then climb the Com Boxes blocking
     one side of the exit and take the Over Shield. Then exit the elevator room
     through the door. Now youíll be in another one of those ditch rooms. The
     light bridge will be broken, so you canít cross to the other side. Kill as
     many Flood from above with the Pistol and drop down. There will be a door
     on the far left. Go through that, but be careful when you go through the
     square tunnel. Unlike others, the doors on the sides will be open and the
     rooms will contain Flood. Clean up those and go toward the next door, but
     stop in the entrance to the next room. Snipe as many Flood as you can.
     Theyíll eventually come after you. Hopefully by now you swapped your
     Assault Rifle for a Shotgun from one of the dead Flood. When itís more or
     less safe, run to the other side of the room and climb onto another
     collapsed ledge. Go around the ledge and exit through the door above the
     one you entered through. Pass through another square tunnel and onto the
     ledge on the other side of the broken light bridge. Get rid of the Flood
     there and go through the door on the other side of the ledge. Kill the
     Flood in the next room and move on. The next square tunnel will have open
     doors on its sides again, so be careful. The next room will have Flood in
     it as well, so snipe them with the Pistol and kill the ones that come after
     you with the Shotgun. Now you might notice that there will be an open door
     on your left above the ditch. Itíll lead you to a square tunnel with three
     door opening into those small square rooms with Flood in them. If you feel
     like wasting ammo and health, you can go in there, otherwise go through the
     door opposite the one you entered through. Youíll come out in a room with
     some Flood in it and, to your right, a block with some corpses on it,
     complete with some ammo and health. Clear the way so itís more or less safe
     to go toward the block. By now you should be low on Shotgun and Pistol
     ammo, so jump on top of the block (it might take a few tries) and take the
     ammo and health if necessary. Now look around. You should see one of those
     ledges leading to the center of the room thatís slightly belt down. Jump on
     it and kill all the Flood on the ledge. Then go across the room and through
     the door. All you have to do now is to kill the Flood in the area. Activate
     the light bridge and go across. The next door will lead to the last
     elevator room. Kill off the Flood around the elevator and go up. Take all
     you need from the ammo and health cache near the exit. Then run. Just run.
     Donít stay in one place for any amount of time because the Flood here seem
     to get spawned into the battle indefinitely. Donít try to protect the
     marines because theyíre a good distraction for the bad guys. Your health
     doesnít matter as long as it doesnít get below two health bars. Youíll
     eventually arrive near a big and pointless-looking structure, where
     Sentinels will take over, or at least provide some support. Avoid getting
     meleed by the Flood because if you donít have more than half of your
     shield, a melee attack will take down at least half of your shield and
     leave you open to Spores. A second melee attack will kill you. In the end a
     cut scene will start.
    
    
         VII. The Library
    
          Youíre teleported to a facility called the Library (without a single
     book in it) and you have to fight through hundreds of Flood to in the end
     retrieve the Index. No explanation on what the Halo the Index is or why you
     so desperately need it. No specifics on this level because I could as well
     copy ďkill those Flood, go onto that elevator and wait for it to go upĒ a
     hundred times. Itís very straightforward, but some aspects deserve an
     explanation. At one point youíll go through a partially opened door and
     walk up to another closed door. The Monitor will say something like ďI will
     go and deactivate the security lock. Wait hereĒ and fly away. Now the Flood
     will start pouring out of pipes in the walls and kill you. I fought this
     battle to the point of exhaustion and I finally realized that I donít have
     to fight them at all. And yes, itís possible. Go back to the entrance. See
     that alcove between the entry door and the closest pipe? Wedge yourself in
     there. Now the Flood wonít know that youíre there. Yes, Spores will find
     you, but they never get the Converted Floodís attention, so as long as you
     donít fire your guns and melee the Spores only, youíll be all right. In a
     couple of minutes, the door will open and Sentinels will take care of the
     situation. Thatís why you have to hide in the alcove next to the entrance
     door- if you hide in the one closest to the exit door, then when the exit
     opens, all the Flood will run past you and itís easier just to leave them
     to the Sentinels. Another thing, if youíve reached a dead end, look for a
     ramp that goes down into the floor. That may be a tunnel to the next part
     of the level. Lastly, when you reach a door with another elevator behind
     it, but this one with a glistening column on it, use Frag Grenades to take
     care of most of the Flood that will come out. Get behind one of those
     things coming out of the wall. Wait for Flood to come after you and mop
     them up. Then use the Pistol to take care of the sentries on either side of
     the door. Run through and donít shoot unless youíre being shot at. Run onto
     the elevator platform and take the Index. Hooray!
    
    
          VIII. Two Betrayals
    
          Now youíre teleported back to the Control Room. Just as youíre about
     to put the Index into the holo panel, Cortana leaps up out of it and the
     Monitor will for some reason fall out of the air. There will be a heated
     argument where Cortana informs Master Chief that he almost killed all
     humanity and Covenant, including himself. The Monitor will call up some
     Sentinels to kill Master Chief and retrieve Cortana, who Master Chief will
     continue to carry. So there it is. Once the cut scene ends, youíll have to
     duck behind one of the transparent screens around the walkway to recharge
     your shield. Then use overcharges from your Plasma Pistol to take down the
     Sentinels. One overcharge per Sentinel and youíre good. If even one misses,
     I recommend restarting because youíll need the ammo. Once the Sentinels are
     down, go toward the door.
    
    
    -The Gun Pointed at the Head of the Universe
    
          Open the door. Now use overcharges and grenades to hurt the Covenant.
     Save some Plasma Pistol ammo for medium-range fighting the Shotgun is
     useless for. Then wait for the Covenant to deal with the Sentinels and run
     in. Use one of the alcoves in the walls as cover (they work very well if
     you crouch) and dispatch of the closest Jackals and Grunts with the Shotgun
     first. Follow them up with the Elites. Replace the Plasma Pistol with a gun
     of choice. Then open the next door. The room after that will be empty, but
     when you go outside thereíll be some very painful Grunts, Jackals, and
     Elites. Open the door and hide behind one of the stationary shields. Use
     grenades to clean up the first Covenant you see. Then, theyíll probably
     start shooting at you, so the shield will go down fairly quick. When it
     looks like itís about off, duck into an alcove in the wall, preferably one
     that you canít see from the outside. Use Plasma Grenades on the Elites.
     When itís safe, go outside. Use a Plasma Rifle or something thatís good for
     the job to kill the Covenant below. If you need some more ammo for the
     Shotgun, go up onto the series of ramps and ledges you used to take care of
     the ambush when you first came here on Assault on the Control Room. There
     will be some ammo at the top, including a Pistol and a Sniper Rifle. Donít
     take those because if you drop them again, theyíll disappear soon. Go down
     the pyramid. Use the Shotgun on any Covenant you see and the other gun
     on... well, it depends on the gun. When you go down from the level of the
     pyramid that contains the door to the Control Room, went across the lower
     level, went down to the level lower than that, and went to its opposite end
     (staying with me so far?), youíll have a ramp in front of you going down
     again. To avoid confusion, if you face directly away from the door leading
     to the Control Room, it will be going down and right. There will be a
     couple of Elites and Jackals there. Throw a Plasma Grenade at one of the
     Elites and another one at the second Elite if possible. If it comes up or
     you, kill it with the Shotgun. Proceed down the pyramid. When you reach the
     lowest level, go across. There will be a Rocket Launcher near a pile of
     Flood corpses. Take that and the ammo. Go back across the level and use the
     Rocket Launcher on the Wraith. Then go back to the place where you found
     the gun. The piece of rock or metal there thatís sticking up out of the
     ground will make an excellent cover from the Covenant down on the ground,
     especially because they include a Gold Elite. Focus on him first, then use
     rockets on the other Elites. If you have any to spare, you can even fire
     them at Jackals and Grunts. Swap the gun other than the Shotgun for
     something plasma-firing, probably the Plasma Rifle would be better. Then
     take the Banshee near where the Wraith was. Fly up to the nav point. If
     youíre low on ammo, go up to the ammo cache near the Control Room entrance.
     When you see the nav point start pointing down a bit, keep going up to get
     some altitude over the Covenant that will be on the generatorís platform.
     Clear the landing zone with the Bansheeís guns. Land and go through the
     door. There wonít be any enemies there, so donít worry. When you get to the
     room, go into the central section, and jump into the column of light in the
     middle. It will explode, but just with enough power to drain your shields
     (according to Cortana, the shields were used to make the generator explode,
     but I canít see how you could survive this without taking damage without
     them). Donít rush out the door because of the Sentinels that just happened
     to come by in time to catch you off guard. Use the gun you got down on the
     ground to kill the Sentinels.
    
    
    -Breaking Things to Look Tough
    
          For some strange reason, there will be a brand new and sparkling
     Banshee on the platform. Use it to go to the ammo cache and take the Sniper
     Rifle. Now, look up and youíll see that far above the Control Room entrance
     there are kind of half-rings protruding out of the wall. Fly up onto one
     and land the Banshee carefully on it. Hop out and use the Sniper Rifle to
     snipe the Covenant on the bridge in the middle of the valley below. Itís
     almost too far away, but the Rifle should be able to reach. Go down to the
     ammo cache and take the Pistol. Keeping track: youíre supposed to have a
     Pistol and a Shotgun right now. Fly up to the right side of the bridge
     (facing away from the pyramid), not too far but just close enough to fly up
     and land on it very fast. Do it and go through the door. Then youíll have
     to fight in closed rooms again. I wonít give any details on this part as
     itíll be remarkably monotonous. When you reach the next bridge, use the
     Pistol to kill the Flood from a distance and the Shotgun to do it from
     close up. Be careful not to let any Flood jump across to your bridge and
     catch you off guard with a smack in the back. When you reach the next
     bridge, things will get rough and bumpy. There will be a number of Rocket
     Launcher-wielding Flood. Theyíre a pain, but if you take them out youíll be
     able to use the Rocket Launcher against a bigger pain youíll see later.
     Then thereís a rather nasty Banshee flying around. Take it down first if
     possible. Kill off the Flood (focus on the ones with Rocket Launchers) and
     clean up the Spores with melee attacks. Then youíll arrive in a room with a
     bunch of Spores eating and Elite that I can guess from the armor was once
     Invisible. This is the only place in the game where itís completely safe to
     use Plasma Grenades on Spores. Enjoy. Make your progress through the room.
     When you get 45 degrees around it, youíll hear an explosion from the center
     of the room. Turn around and run at top speed back toward the entrance.
     Kill some Flood from a distance if you can, otherwise do it with the
     Shotgun.  Then go into the elevator and ride it down. While youíre going, a
     lot of Spores will drop onto the elevator, so once it gets to the bottom,
     quickly use the holo panel to go up again. Some of the Spores will get to
     you, but some will get trapped in the elevator floor (very glitchy). Kill
     them off and go down again. Go through the tunnel. When you get to the
     brightly lit hallway after that, go just far enough to trigger some Flood
     that were about to ambush you. Kill them off one by one with the Shotgun.
     Proceed through the room. You can use the ramps in those alcoves in the
     walls to stage ambushes on the center of the room. When you exit through
     the next door youíll be outside.
    
    
          Quickly kill the Covenant in front of you and retreat all the way to
     the last bridge you visited. Take one of the Rocket Launchers and aim for
     the Wraith (you had to go down to the ground to actually trigger the
     appearance of the Wraith- if you noticed, it wasnít there when you cleaned
     up the bridge). Watch it for a few seconds to learn its moving patterns,
     then fire. Hopefully you took out the Banshee before, otherwise youíll have
     to waste a few precious rockets. When the Wraith is down, go back to the
     ground and use the Ghost in front of the entrance to get rid of the other
     Ghost. Then go down into that trench with pipes above it. Look in the doors
     on either side of it and youíll see some health and a Rocket Launcher. Take
     the latter and fire it at the Shades near the place where the Wraith was.
     Try to shoot at the legs so theyíll turn over. Then take the first Ghost
     you used and use its Plasma Cannons to take care of the resistance. Just
     circle them and fire incessantly. After that, go toward the other side of
     the valley and down into the hole in the ground. Then go through the tunnel
     and kill the Jackals on the other side. Go up the twisting ramp and dispose
     of the Grunts on the top. Then go back to the trench and take the undamaged
     Ghost. If you havenít already, take a Pistol. Go back to the foot of the
     twisting ramp and take the Warthog there. Use it to go up the ramp and
     through the canyon. See those Hunters in the distance to the right? Go
     toward them slowly and watch the sky all the time.  When a Banshee starts
     coming at you, run back to the Warthog and man the Machine gun. The Banshee
     will go down very fast. Then go back to the place where you took the
     Warthog, take the Ghost, and get back up the ramp. Go through the canyon
     again and quickly fly across the ice field to the Banshees. Take one and
     fly away. Go up to the generator platform and take out the Covenant there
     with the Fuel Rod Cannon. Try to land on the platform without being blown
     out of the sky by the Grunts with the Fuel Rod Cannons (who are very
     accurate in this particular place for a change). The Bansheeís health
     doesnít really matter as long as you get there in one piece. Oh, and make
     sure that your Shotgun and Pistol are completely reloaded and that the
     Shotgun is carrying at least its full clip and 10 to 20 rounds in reserve.
     Hopefully the Pistol is completely full. A couple of grenades would be
     nice. Go through the tunnel and into the generator room. There will be a
     battle going on there, so use the Pistol to even the odds a bit between the
     Sentinels and the Flood. The Sentinels are inevitably going to go down, so
     when it happens clean up the leftover Flood. Donít stick around too long
     because some Spores will come at you if you do. Make sure you have at least
     one grenade (pray itís a Frag Grenade) and jump into the generator. What
     happens next wonít be pretty. Run toward the barrier separating the
     interior of the room from the exterior part and get just close enough that
     you have a clear view of the doorway. Toss the grenade through the doorway,
     wait for your shield to recharge a bit, and run through the doorway. Now
     just run through the Flood there (be careful; one of them has a Rocket
     Launcher) and onto the platform.
    
    
    -The Tunnels Below
    
          Take the new Banshee and fly down. It would be easier to take out the
     Wraith first, but itís not going to be easy. Fly over it a few times and
     fire constantly. It will take a while, but eventually itís going to
     explode. Fly back to one of the ammo and health caches. Refill on
     everything. Go into the tunnel near the Wraith. Thereís going to be a
     battle between the Covenant and the Flood going on there. Use the Bansheeís
     guns to kill them. Oh, so thatís what they mean by ďfire in the holeĒ. I
     see... So. Where was I? Right. The winning side varies, so itís not certain
     what youíll have to do once the winner notices you. Itís probably better to
     have the Covenant win because I think thereís a very nasty Converted Flood
     there with a Rocket Launcher. Proceed through the tunnel and kill
     everything that stands in your way. When youíre within a Rocket Launcherís
     shooting distance from the metal part of the tunnel, get out of the
     Banshee. Proceed on foot and kill the Flood with the Rocket Launcher from a
     distance. Donít have your back against anything because if the rocket hits
     that object youíll still take damage. There will be several Flood there, so
     donít relax if youíve killed the first one. When the Flood are dead, take
     the nearby Ghost and ride it to the next door. Open the door and get back
     on the Ghost. Looks like you wonít be able to take your ghost any further.
     A few Flood Bombs will probably waddle at you through the door, so mow them
     down with the Plasma Cannons. Clean up the Spores and run through the door.
     Kill the rest of the Flood on the other side. Go onto the bridge. Get a
     grenade ready because when you pass about a quarter of the bridge Spores
     will start pouring out from behind two of those barriers on either side of
     the bridge. Throw the grenade and run away. Some Converted Flood will come
     after you in a couple of seconds. Take most of them down with the Pistol
     from a distance and then with the Shotgun. Try to save the Pistol ammo
     because by the time you get past this place there wonít be much left. Go
     across the bridge. There will be converted Flood running around on the
     other side. Pick them off with the Pistol. There will be some with Rocket
     Launchers, so swap the Pistol for one and head through the next door. I
     noticed that this is the only door you can open and close. Youíll
     eventually reach the exit from the tunnel. When you get halfway up the ramp
     youíll be greeted by a mournful music and the next section.
    
    
    -Final Run
    
          Get up onto the left wall and run back so that youíre above the ramp
     but about ten meters from the cliff the entrance to the tunnel goes into.
     Fire a rocket at one of the Shades in the battle going on further up the
     valley. A Banshee should come after you. Try to shoot it down with a
     rocket. By now some Flood may have noticed you, so dispose of them is
     possible. If your health is in the red, go back to the previous room and
     take a Med pack from behind one of those rectangular prisms to your left.
     For some reason the door keeps closing behind you. Is it a magic door or
     what? Go back outside. If you havenít already done it, try to kill the
     Banshee again. Go toward the battle. There may be some resistance on the
     way, so kill it. Now the tough part. There should be a whopping two Gold
     Elites there. Now, if you canít kill one from a distance with the Rocket
     Launcher, there should be a Shade on the other side of the battlefield. It
     may be tough, but you can use it to kill both Elites. When youíre done,
     take one of the Ghosts on the small hill nearby (youíll probably need
     health, so you might need to return to the last Med pack you passed). Then
     go through the canyon on the farthest end of the valley. Thereíll be a
     battle in progress between the Covenant and the Flood. All you have to do
     is circle the enemies and fire at them with the Plasma Cannons. Beware of
     the Flood with the Rocket Launchers. When those are killed, look for a
     caved-in cave entrance that used to lead to the previous valley. There will
     be some ammo, guns, and health near it. Take the Rocket Launchers from the
     Flood and take them to the cave entrance. How do you do it? Well, as you
     might have noticed, when you swap for a gun, Master Chief will throw the
     one you throw away a meter or so forward. So thatís a good way to move
     guns. Just run at a gun in the direction you want to carry it and
     continuously press the A button every half second or so. That way you can
     say that itís possible to carry two and a half guns. Ha-ha. When you have
     the Rocket Launchers all in one place (or it would be wiser just to take
     one Launcher and take the ammo from the others), take one and keep your
     Shotgun. Take your Ghost and return to the cave entrance. Turn right and go
     along the wall. Youíll see the entrance to the next valley. The problem is
     getting the Ghost up there. Look at the left side of the entrance. There
     will be a lowered part of the barrier and a tree. Squeeze the Ghost in
     between the tree and the wall and push against the barrier while holding
     the A button. The Ghost will heave itself onto the barrier. Go a bit
     further and stop just at the edge of the ice.
    
    
          Some Flood will come out ahead of you. Wait where you are until the
     Flood get killed- one of them has a Rocket Launcher and might destroy or
     damage one of the Wraiths. Then go right and hide behind the big rock near
     the wall. From there, snipe the closest Wraith with the Rocket Launcher.
     Keep it up until the Wraith is down. Then go around the other side of the
     rock and aim for the Shade (Iím not sure, but I think thereís only one). It
     would be better to aim for the legs, as thatís more likely to turn it over.
     Then take out the other Wraith. It wonít be as easy because this one will
     be far away. But you have a very large supply of rockets, so itís not too
     bad. Try to keep your Ghost close because occasionally an Invisible Elite
     will sneak up on you and thereís not much point in wasting ammo when you
     can fire constantly at anything with the Plasma Cannons without having to
     use your own guns. Besides, if your shield is too far down, you can use the
     Ghostís maneuverability to stay out of reach while the shield recharges.
     When the second Wraith is out of the picture, go back to the cave and swap
     the Rocket Launcher for the Sniper Rifle, and get health if necessary (it
     probably will be). Then go back to your favorite spot behind the rock and
     look through the scope at the two Banshees that you suffered so much for.
     There will be a rock by it and by the rock there should be a couple of
     Hunters. Take them down first. Then concentrate on the Gold Elite(s). Iím
     not sure how many there are, but I think thereís more than one. After that,
     if the ammo allows it, kill the smaller Elites. When you canít see any more
     Elites and still have ammo, you can use it up on the Jackals. The toss your
     Sniper Rifle, replace it with a Pistol or a gun of your choice, and get
     back on your Ghost. Ride out onto the field that youíve been busily
     cleaning up for the last half hour. Again, use the Ghost stratagem of
     circling the enemies and firing at them with the Plasma Cannons. When itís
     safe, get out of the Ghost. Swap both your guns for something
     plasma-related (Plasma Pistol and Plasma Rifle, to be precise) and get onto
     a Banshee. Fly up to the Nav point, but donít get too close. Instead, fly
     higher up and then above the generator platform. Drop down and quickly get
     inside- you donít have a chance against those Sentinels. There will
     probably be a Sentinel in the corridor too, so kill that. Go into the
     generator room and kill the Sentinels there. Jump into the generator.
    
    
          VIII. Keyes
    
    -Under New Management
    
          Youíre searching for Keyes again. Apparently this place is soaked with
     Flood, so the Covenant sent in a strike team to fix that. The strike team
     consists mainly of Grunts. I donít know what they were thinking, but thatís
     just what happened. The Master Chief is yet again teleported to some far
     away place, in this case the horrible and dreaded Truth and Reconciliation.
     If you return to the last saved checkpoint (in this case to the beginning
     of the level) and go along the tunnel, youíll see an Assault Rifle in the
     doorway to the left, balanced and apparently ammoless. Go a bit further and
     youíll hear Keyes. A few more steps and a Grunt will run out, followed by a
     Flood Elite that apparently had its arms shot off- the Grunt doesnít seem
     to realize that, though. Although it seems that itís a good idea to go
     right, go left instead. Go through the door and you should see a piece of
     an Active Camouflage behind a Grunt corpse. Or you might not- some people
     donít and they tell others to skip this place altogether. But now you know
     that itís there. If you somehow manage not to notice the Camo in a few
     seconds, itís in the far right corner. Go toward the Active Camo. On the
     way youíll probably pick up the three Plasma Grenades that are lying around
     the place. Then, when youíve picked up the Camo, run the way the Grunt and
     Flood Elite went. Turn left at the turn and left again. Jump over the
     enemies there, being careful not to touch any of them. Then turn right as
     soon as possible. Thereís no point in wasting the perfectly good, not to
     mention very rare, Active Camouflage, so jump directly into the hole
     directly in front of you. A cut scene will show the Chief landing in the
     leaking coolant (the green goo).
    
    
     Double, double
     toil and trouble.
     Fire burn and
     cauldron bubble...
    
          Never mind. But the witches in Macbeth have a point, though. Back to
     Halo, donít do anything for the moment. You should have a considerable part
     of the Camo left, so wade forward just far enough to see above the coolant,
     and wait. Toss in s few grenades if you want to. When both sides are KIA
     (not talking about your side) the Camouflage should be gone. Then thereís
     going to be another wave of Flood. You can stay in the goo, but itís going
     to limit your vision but wonít help in any other way, for example slow down
     the Flood. Using the Assault Rifle on the Converted Flood will be tough,
     especially as you donít have much ammo. If you happen to find a Shotgun
     from one of the dead Flood, take it instead of the Plasma Pistol. At least
     now you have two guns that are more or less good against the Flood. If not,
     then thereís not much I can help with. And if you got this and come across
     a Pistol later, swap it for the Assault Rifle. Anyway, throw away the
     Plasma Pistol first and then the Assault Rifle. There will be a passage to
     the next area in the left wall. There should be a few Flood in that
     passage. Clean those up and proceed. Once you make too much noise or
     proceed too far, Iím not sure which, infinite Flood Spores will drop down
     from the walls, but in very small doses. They wonít be a big nuisance, but
     they may well stop your nearly-down shield from recharging back. Itís hard
     to describe exactly where to go now, so I wonít. Main things you have to
     know: when you arrive in an area, use your most long-range guns to kill the
     Flood on ledges and then rush through unless you can clearly kill the Flood
     there. I wouldnít recommend trying to kill them because they seem to be
     present in infinite quantities wherever I go. A couple of areas later
     youíll come to a drop off and a Sniper Rifle. There will be a couple of
     Hunters some distance in front of the drop off, but theyíll be slightly too
     busy to notice you. Eventually theyíll die from ďSpore-ismĒ, but you can
     skip the fun and finish them off quickly with the Sniper Rifle. There will
     be a couple on Elites some way further away. You can kill those too, or
     again, you can watch them die. There will be a rather annoying Flood on top
     of the bridge, so if you can, get rid of it with the Pistol. There will
     also be Flood Bombs wading out of the coolant each time you kill the ones
     that are above the surface.
    
    
          Jump down and run in an arc around the things to avoid accidental
     detonation. Once youíre past them, they will stop reappearing. Then go
     further and through the tunnel. By the way, thereís another Med pack near
     one of those shallow pools of coolant. Once at the end of the canyon, the
     first thing youíll see is a Shade. Now just wait for the occupant of the
     Shade to get killed. Donít do anything except, maybe, a couple of grenades.
     Try not to get the Shade turned over because youíll need it later. When the
     immediate threatís dead, get into the Shade and turn toward the exit ramp
     (about 90 degrees to the right from the hole in the wall you came through).
     Some Flood should be coming out, so the Shade will make quick work on them.
     Then youíll have to go up that ramp, pass some more Flood (it would be a
     good idea to return to the Shade to save ammo- there will be a severe
     shortage of that in this level). When you clear the ramp of Converted Flood
     and reach the end, some Spores will come out.  Then proceed through the
     next tunnel. Drop down from the drop off and go further up the tunnel. Then
     youíll reach another Shade guarded by a few minor Covenant. Take care not
     to turn that over or at least not to get it too far away from its original
     position. Note that there will be some Flood on the ledges in the walls, so
     get rid of those and proceed to the gravity lift. There will be a messy
     battle going on between the Covenant and the Flood. Run along the right
     side of that pillar/tower-like thing and take the Over Shield. Then run
     through the hole to your left and once through, take the right. Youíll
     arrive at the beginning of the ramp. Run up and kill all the enemies on the
     grav lift with a couple of grenades and a few well-placed shots from the
     Shotgun. Then run up onto the lift and stand there until it reactivates.
    
    
    -Upstairs, Downstairs...
    
          You get to go back into the ship. Youíll emerge in the cargo bay you
     arrived in during the Truth and Reconciliation level. Now there wonít be
     hordes of Covenant pouring out, but a few pathetic Spores scurrying around.
     Get rid of those and go through the only open one of those smaller doors
     that has proper lighting behind it. Run through the next few hallways
     without pausing because there will be infinite Flood Bombs dropping in for
     a visit. Kill the ones near the Converted Flood for maximum damage to the
     enemy. A couple of turns later youíll come out in a cargo hold. Cortana
     will inform you in a shocked voice that ďthe Flood are gathering bodies
     hereĒ. Go toward the door on the opposite end of the room. Kill the Flood
     guarding it and walk through. Two choices now: go through the door, kill
     the Flood there, and descend down to the lower level of the cargo hold; or
     you can clear the lower level of any Flood that are already there and jump
     down to kill off the new arrivals. I prefer the second choice as running
     through the tunnel verges on being suicidal. Use the Pistol to kill off the
     Flood at the bottom of the room and hopefully one of the blast door will
     open (according to my experience, I think this will happen if you stand on
     the top level too long or kill all the Flood on the bottom level. Iím not
     sure which), letting some Flood out that you would have had to deal with
     manually. If it does, kill those Flood too, otherwise you donít have much
     choice but to jump. Then youíll have to kill a number of Flood while down
     on the ground. After that, collect the Over Shield near the door the Flood
     came through. You can go through that door, but there will be only a few
     Spores to greet you. Go through the open door (I think the one you have to
     go through is permanently open). Now youíll have to go through a series of
     hallways and hordes of Flood. Important to know: donít stop for anything
     unless itís clear that youíre not being followed; if youíre not followed,
     stop in those alcoves in the walls with pipes in them to recharge your
     shield; and if you run into a part of a tunnel and some Flood appear, you
     clear them, run into the same place, and the same Flood reappear in the
     same place, itís a good sign of one of those places where the Flood
     reappear indefinitely. Run through those at full speed and keep the ones
     that pose any immediate threat off with the Shotgun. Donít despair if you
     die too soon- this is a matter of luck as much as skill. A Flood noticing
     you a second too late might mean the difference between you being
     slaughtered and making it through without a scratch. Soon after you leave
     the cargo bay youíll come to a fork. Take the right exit (the closest) and
     run through. Sometime after that youíll reach a hole in the ground. Jump
     down and kill the Bombs nearby. Soon after that youíll get to the shuttle
     bay. Camp out behind one of the pillars on the edge of the ledge to hide
     from the Elites in the center of the room. Some enemies will come out the
     door at the end of the ledge. Wait for them to get to the center of the
     shuttle bay and while theyíre busy, run past to the other end of the room.
     Go through the door there. There will be a lot of enemies there, so be
     careful. Use grenades as needed, usually to clean up a full passageway.
     When you suffer through the passageways, youíll come out on the third level
     of the shuttle bay. Look right and toss a grenade at the wall above the
     door there. It should get rid of many of the Flood there. If they still
     havenít noticed you, use the Pistol to snipe them. Now theyíre guaranteed
     to notice you. Mop up the Flood running at you. Go through the door. When
     you pass through a second door, reload your guns and get ready to meet
     Keyes.
    
    
    -The Captain
    
          One more door later, youíll find out that thereís a battle between the
     Covenant and the Flood, and Cortana will hysterically beg you to hurry up.
     Use grenades to kill the Covenant and then get rid of the Flood with
     grenades and the Shotgun. Run through at first chance- there will be
     infinite Flood coming out of the control room and youíll need the ammo
     anyway. When in the control room, run up onto the control platform and meet
     the thing that was once the captain. Now thatís a warm welcome... Master
     Chief will have to rip the neural interface chips out of the captain in
     order to blow the Pillar of Autumn. That will be pretty ugly (guess Bungie
     didnít use good graphics on this to avoid a higher age restriction). Now
     you have to get out of there. Problem is, thereís a Covenant ambush behind
     the only exit. On the Easy and Normal difficulties you could run straight
     through the Covenant behind the door without taking too much damage. On
     Heroic and Legendary you canít do this- itíll be a miracle if you survive
     more than five seconds. Instead, run just close enough to the door to open
     it, and then run left and into a far corner of the room. Wait for the Flood
     to come out and kill off the Covenant. Level the playground a bit with
     grenades and then kill the Flood (who will probably win) with you guns.
     Then you just have to go the way you came. Not a big problem. There will be
     a Med pack near the control room entrance if you need it, and another one
     in one of the passages branching off of the passage outside of the control
     room (the one with the burning piece of a wall in it- you started the level
     on the other side of it). At one point youíll see a cut scene showing a
     convoy coming into the shuttle bay. Complete with escort Banshees. When
     youíre on the third level of the shuttle bay, jump down onto the second
     level and onto the first level. Get into the nearest Banshee to end the
     level.
    
    
          X. The Maw
    
    -... And the Horse You Rode In On
    
          The last level. This is going to be tough and itíll certainly make you
     apply most of the skills you learned throughout the game. After the
     spectacular view on the Pillar of Autumn, Master Chiefís Banshee will crash
     at exactly the right moment to land in one of the lifeboat openings. The
     first time you start it (if you restart, it wonít work), turn around and
     inch toward the edge. Directly below there will be the burning remains of
     the Banshee. Turn around and head inside. Turn left and go along the
     hallway. Eventually youíll reach what looks like a dead end, but look right
     and youíll see a maintenance hallway entrance. Or you can stay behind and
     fight the Sentinels that will arrive shortly. In the maintenance hallway,
     turn left twice and youíll reach a hole in the floor. Some Spores will come
     out, so mow them down with the Assault Rifle or just melee attacks. Drop
     down. Detonate the nearby Bombs (there always have to be Bombs around
     whenever I drop through a hole in the floor- nasty things) and run toward
     the support strut-like thing further down the hallway. Hide behind it and
     kill the Sentinels on the other side with the Plasma Rifle. Then run past
     and get rid of the Flood in the way until you reach a door. Itíll be
     closed, but the Flood will break it out. Toss a grenade into the door and
     wait for them to come after you. When theyíre still some distance away, use
     the Plasma Rifle, and when up close, use the Assault Rifle. Get a Shotgun
     as soon as you can. Once the passageway behind the door is more or less
     clear, run through and the Flood will stop coming. Open the door at the end
     of the passage and go through. There may or may not be Flood there, but
     there should be at least one Hunter. Kill that and look around for a
     Pistol. There should be one. If not, look again because itís very, very bad
     if you donít find it. Swap your Pistol for the gun other than the Shotgun
     and look through one of the two doors leading into the mess hall. Hey, Iíve
     been here! Run forward and take cover in one of the corners formed by the
     walls in front of the doors. Now take shots at the Grunts. Try to save
     ammo. If youíre short, you can run back to the passageway and see if
     thereís ammo there. Continue sniping. When there are only the Black Elites
     left, take cover and slowly approach them. Use the Shotgun from short range
     for some easy kills. Then some reinforcements will arrive. This will be
     trickier. Retreat back to the safest place possible and start sniping the
     Grunts. Take care to have some enemies around the Fuel Rod-wielding Grunts
     when the Fuel Rods detonate. Then concentrate on the Elites. Swap the
     Shotgun for a Plasma Pistol and go back to the mess hall. Use overcharges
     in the Elites and then finish them off with the Pistol. Both are more or
     less long-range and can slowly do the job. When possible, sneak up to the
     metal shield on the other side of the room and use it as cover against the
     Elites that should be running around on the other side of the exit door.
     Take back the Shotgun. Then go through and pass the arrow marked ďBridgeĒ.
     Just as youíre about to reach the bridge (the place where you have to turn
     right to get to the Bridge) youíll have a useless-looking room in front of
     you, complete with an Elite. A couple of point blank Shotgun shots will
     kill it. Now kill off the Grunts in the Bridge. Some will have Fuel Rod
     cannons, so concentrate on them first. Now take some kind of Plasma weapon
     and approach the glass sheet at the front of the room.
    
    
          A cut scene will show Cortana rigging the ship to blow, but the
     Monitor will stop the detonation. Then the thing will call up some
     Sentinels to kill you. Theyíll shatter the glass, but the almighty Master
     Chief will duck behind the control panel. Then youíll have to use the
     Covenant gun you picked up to kill the Sentinels. Take the human weapon you
     threw away and go outside. When you reach the hallway outside the Bridge
     (the one where you have the mess hall door just across the hallway), go
     left. A door will be open there. Toss a grenade through the door and wait
     for the Flood to start pouring out. Then take a few shots, a grenade maybe,
     and retreat into the Bridgeís hallway. They should come after you, so
     bottleneck them in the narrow entrance and win. Go through the door they
     came out of. Sweep the armory for stray Flood, because youíll have to make
     a stronghold out of it and itís not very pleasant to have Flood sneaking up
     on you from behind. There will be a battle in progress on the other side of
     the exit door, including a couple of Hunters. Donít wait for the battle to
     end, but snipe the Hunters with the Pistol if possible. Then, when the
     battle is over, kill the leftover Hunter(s). Donít run through yet- just
     behind those Hunters should be a Black Elite. Try to sneak up on it, or at
     least weaken it with grenades and then finish it off from a distance. Go
     through the next door. There will be some Sentinels and a lot of Spores.
     Kill the Sentinels and crawl under the half-closed blast door. There will
     be some more Sentinels in the passage leading to the Cryo chamber, probably
     guarding it. Take those out and go into the passage outside the Cryo
     chamber. See those burning pipes on the left? Jump over them and go left to
     eventually arrive at a partially broken out door and a Med pack if you need
     one. Go back to the passage outside the Cryo and wait for the enemies on
     the other side of the door to calm down a bit. Then go inside and take care
     of the enemies. Take the ammo from them and use a ladder to get up onto one
     of the two ledges running along the walls. Once the weird music starts
     playing, another wave of Flood will come. Kill those (which was rather hard
     for me- that music seems to affect my fighting ability). Then go along the
     ledge and to the Cryo chamberís observatory. There will be some Sentinels
     on the other side of the glass. To save ammo, I would recommend going in
     just a bit to trigger some Flood to arrive. They will kill the Sentinels
     and itíll be safer for you to proceed. Well, not that itíll make a big
     difference, considering how dangerous this place will be. Kill off the
     immediate Flood and run to the left. This is one of the ugliest parts in
     the game, so I recommend stocking with ammo from the floor of the Cryo
     chamber. Donít stop for anything, just run. It helps to blow the Bombs when
     you can. Run through the passage and the Flood will eventually stop coming.
     If you run through far enough, youíll reach a dead end and an Over Shield.
     Take that and proceed. Youíll eventually reach a maintenance tunnel. Follow
     the tunnel till you reach an exit. There are actually multiple exits, but
     if you face one and go right, youíll arrive at a blocked exit with a couple
     of Frag Grenades and a Med pack. If you go left, youíll arrive in a room
     with a couple of bodies of evidence suggesting that a massacre took place
     there, and a very good opportunity to bottleneck the enemies that decide to
     come after you in the maintenance passage entrance. Once itís more or less
     quiet, I recommend just running through the exit closest to the Med pack
     and Frag Grenades. When you do, run to the right and keep on running. Use
     the Pistol to pick off any Flood that followed you. Somewhere in that
     general area should be the Armory. Go inside. There they are, the only
     Invisible Flood. Get rid of them and any other Flood that venture into the
     Armory. Then take ammo for the Shotgun and swap your Pistol for a Rocket
     Launcher. Go outside and find the door marked ďEngineeringĒ. Go through.
    
    
    -Light Fuse, Run Away
    
          At the fork, I recommend turning right. Now that the Monitorís stopped
     the detonation, you have to blow the ship manually. To do so, you have to
     destroy the shipís fusion reactorís shielding, which will overload the
     reactor and make you happy. And to destroy the reactor, youíll have to draw
     back the manifold that covers the shielding. Then youíll have to fire a
     rocket or throw a grenade at the shielding. When you arrive in the
     Engineering room, go up the ramp on your right and then go left along the
     ledge. Notice the Med packs hanging on the control panels on your left.
     Whenever your health is in the red, come here. Go through the door at the
     end of the ledge. Walk up the ramp and along the narrower walkway. When you
     reach the end, youíll probably see some Flood. Clear those with the Shotgun
     and if theyíre bunched up, with the Rocket Launcher. Run past and onto the
     platform. Run through the next door before you do anything else because if
     you stay and kill the Spores, a Flood will arrive through the next door.
     Run through and onto the next platform with the manifold control panels on
     it. Run up to one of the panels, activate it, and jump onto the retracting
     manifold. Then turn around and look into the shielding the manifold was
     covering. If it hasnít already, it should open to reveal a red glow just
     behind the shielding. Use the Rocket Launcherís scope to target the red
     glow and fire. One rocket should be enough. Repeat this four times. If itís
     too confusing where the control panels are, use the nav points, which, if
     you didnít force any glitches, should point to each panel. The armory will
     be open for you to take ammo, but it will close once you destroy all four
     reactor shields. When this happens, go back to the top where the manifold
     control panels are. There will be a door that you havenít tried yet
     somewhere on that level. Go though and youíll go though a couple of rooms
     and lots, lots of doors. At some point youíll reach a closed door, which
     will quickly get broken out. Be careful not to stand close to it. Then you
     will see an elevator shaft and an elevator coming up. Throw a grenade onto
     the elevator and fire a rocket at the Covenant. Then kill off the rest and
     swap your Rocket Launcher for pretty much any gun. Get onto the elevator.
     While youíre riding down, Cortana and Foehammer will start talking about
     pulling you out of the Pillar of Autumn.
    
    
    -Warning: Hitchhikers May Be Escaping Convicts
    
          Once the elevator stops, run forward, turn right and run thorough the
     circular gate. Ah, Warthogs. Many Warthogs. Get behind the stick of the
     much used and abused LRV and drive out the gate on the other side of the
     room. Turn right and ride straight through the fight there. If the Warthog
     gets flipped by a grenade or Fuel Rod cannon, I suggest restarting. This
     part wonít be much different on different difficulties. The Warthog moves
     too fast for most weapons to hit it, so your Legendary shield wonít make
     much difference. Another change is that the ship is scheduled to go boom in
     five minutes instead of six. But youíll just have to drive. Drive through
     the tunnel, staying at about the center if possible. In the next room,
     youíll just have to go into the tunnel entrance straight in front of you.
     About when you reach the end of the tunnel, turn in any direction and if
     done right, youíll jump out of the tunnel and drive around the pillar in
     front of you. When youíve passed it, go back to the center of the room and
     drive onto the ramp below the bridge. Drive through the tunnel and into the
     next room. Keep the Warthog straight and donít stop. If you have enough
     speed, you should be able to jump over the gaps in the bridge in the center
     of the room. Drive through the following tunnel. The next room will be
     tricky. There will be some annoying Sentinels there and obstacles stopping
     you from going through the center of the room. Drive around the perimeter
     of the room until you get to one of the sides. There will be a narrow ledge
     that you should follow. Continue on to a bridge where Foehammer was
     supposed to get you. Donít stop there, or you may not make it on time. But
     if you want to witness a bit of the story, stop in the middle of the bridge
     and wait till you see Foehammerís Pelican crashing into a wall on the
     right. Ride on through some more tunnels. Some time later youíll get to a
     point where Cortana will tell you that thereís a jump ahead and if you have
     enough speed you should be able to make it. Just as she said, gather as
     much speed as possible and drive though the door at the end of the hallway.
     Depending on the speed of the Warthog and the angle at which you crossed
     the doorway, sometimes youíll survive and sometimes you wonít. Itís really
     hard to miss the place youíre supposed to land in, but problem is, the
     Warthog will probably turn over if something is done wrong. Anyway, if you
     make it in one piece (ouch- that must have been really hard on the
     suspension), drive on and past another jump. When you near the Longsword
     bay, youíll meet some barrels that are blocking the way. Get out of the
     Warthog and run. If some Elite or Flood stumbles into you path of
     destruction, gun it down with the Shotgun. Sprint in a straight line and up
     the ramp toward the Longsword interceptor.
    
    
          Congrats! Youíve just beat Halo, one of the hardest games Iíve ever
     come across. If this is the first time youíve passed Halo at all, enjoy the
     cut scene. If this is the first time youíve passed Legendary, enjoy it too
     (I wonít spoil it for you). Anyway, enjoy!
    
    
    
    
    ______________________________[ 11. Secrets]______________________________
    
    
          This is not necessarily Easter Eggs and intended secrets, but every
     cool and sometimes slightly cheat-related thing I could find.
    
    
    -New ending
    
          After literally weeks of hard toil, trouble, and suffering in
     Legendary I get this: a new ending. Itís not actually a new ending, but the
     cut scene that served as the ending to every other difficulty, only
     slightly lengthened to fit a rather humorous segment out of Sargeís life on
     Halo. Donít believe me? See for yourself.
    
    
    -Is it a bird? Is it a plane? Is it a Ghost?
    
          Thereís a cool trick you can do in a Ghost. All you need is a wall and
     a Ghost. As Master Chief gets out of the right side of the Ghost when X is
     pressed, turn your right side to the wall and drive the side of the Ghost
     straight into said wall. Just as youíre about to hit the wall, press X and
     if timed right, the Ghost will push the Chief through the wall. Iíve never
     tried it with anything other than a door, but I suppose itíll work with any
     wall. The best of this particular secret is hidden on the Assault on the
     Control Room level, where you have to climb the pyramid. Take one of the
     Ghosts from the ground and ride up the pyramid all the way to the door
     leading to the Covenant ambush. Use this trick to go through the door...
     and the Covenant will be frozen. In other words, they'll be acting as
     though you're wearing an Active Camo- they won't notice you whatever you
     do.
    
    
    -Stay in the Pelican
    
          Some missions begin with a Pelican flying to some place, dump you
     there, and fly away. Wouldnít it be nice if you could stay in it when it
     takes off? In two of the levels, you can. The first is Assault on the
     Control Room. When you can move, turn around so that youíre facing the
     interior of the dropship. Just when you jump out of the Pelican, youíll see
     the notice saying something like ďPress X to get into the side seat of
     PelicanĒ. Or something like that. Just when it appears, press X... and
     youíre inside. The short flight will end in your inevitable death, seeing
     that the Pelican will be going for too fast for you to survive. The second
     place where you can stay in the Pelican is the next level, 343 Guilty
     Spark. Just as youíre able to move, start pressing the left trigger. It
     doesnít matter if you run out of grenades, just keep pressing it and youíll
     stay in the Pelican. When the dropship crashes, youíll be able to have some
     fun around the props at the top of the level. Somewhere in that general
     area will be a weird marine who wonít move or react unless you shoot him.
     But otherwise, itís boring.
    
    
    -Homemade fireworks
    
          As you probably noticed before, a Plasma Grenade can be moved by
     another Plasma Grenade detonating near it. If you throw a Plasma Grenade
     and then, without moving, throw another one at exactly the same spot, the
     first grenade will explode and send the other one high in the air. If you
     threw the second grenade as soon as possible, it will detonate at the
     highest point of the flight. Cool.
    
    
    -Up, up, and away!
    
          For this you need a Rocket Launcher, a Frag Grenade, some more
     grenades in your pocket, and some flat ground outside. Throw the Frag
     Grenade directly at you feet and fire the Rocket Launcher at it. If done
     right, the rocket will kill you and the grenade will detonate all the other
     grenades that fell out of the Chief. That launch will be as high as youíll
     ever go without a Banshee.
    
    
    -Get into chasms
    
          Ever wanted to go down to the floor of the Control Room or another
     chasm? Now you can. Thereís the everyday way of jumping down there and
     watching Master Chief flying down, but thereís a method that doesnít
     involve dying. There are two places where you can do this: the Control Room
     in Two Betrayals and the chasm you pass just before hitting the Final Run
     checkpoint (on the same level). Itís simple, really, just grab a Banshee
     and fly there. Itís just that there are only two places where thereís a
     pilotable Banshee and a chasm. You get the Banshee necessary to get to the
     Control Room floor just after you get off the pyramid. When you pass that
     Final Run checkpoint, fight your way through until you reach the Banshees
     youíre supposed to use to fly up to the third and final generator. Thatís
     the ones you should use to fly back to the chasm.
    
    
    -Magic door
    
          Two Betrayals. When you enter the cavern with the chasm in it (the one
     I talked about in the previous entry) and fight through to the other side,
     youíll be expected to go through the next door. Do so and walk to the holo
     panel outside the door. Youíll be able to use that panel to open and close
     the door, as well as the one on the other side of the door. If that wasnít
     enough, that particular door closes automatically once you walk into the
     cavern through it and not the other way.
    
    
    -Three guns on the Pillar of Autumn
    
          This is the only place where you can really have three guns at a time.
     When you finish talking to Keyes on the first level, turn around and run
     out of the Bridge as fast as possible. If you sprinted fast enough, you
     wonít take the Pistol ammo. Go through to the mess hall, pick up the
     Assault Rifle, kill the enemies there to get another gun, and return for
     the Pistol. Youíll take it and have three guns you can swap and pick up
     ammo for them as usual. This effect lasts only on this level, though.
    
    
    -Immortal computer operator on the Pillar of Autumn
    
           When you enter the Bridge, turn right and look at the computer
     operator guy there. Shoot him, punch him, and grenade him as much as you
     want, he wonít react. And Cortana wonít raise the alarm. Strange- there was
     a lot of blood around the guy last time I tried this.
    
    
    -Immortal marines on the Pillar of Autumn
    
          Kill someone on the Bridge and Cortana will raise an alarm. Some
     marines will arrive, and as youíll probably see, theyíre immortal.
    
    
    -Carry two and a half guns
    
          Sometimes itís very inconvenient to go back half a level just to get
     more guns. So Iíve devised a solution. First I noticed that when the Chief
     picks up a gun, he throws the other one forward. So you can run at a gun,
     pressing the X button every half second or so, and youíll repeatedly swap
     the guns while moving. Very effective way to move weapons.
    
    
    -Active Camo glitch
    
          I donít know if this is possible to do only on my Xbox, but I guess
     itís possible to do every else. And itís probably possible to do everywhere
     you have a Active Camo, but Iíve done it during the Assault on the Control
     Room level, so this is where Iíll describe it. When you start the Rolling
     Thunder section, youíll have to go up through the tunnel and into a valley.
     Proceed as normal until you have unrestricted access into the tower in the
     middle of the valley. Go inside. There will be some Invisible Elites there,
     so kill them. Now go around the pillar in the room and take the Active
     Camouflage. Before it completely activates, run straight into a wall. I
     think you should be able to kind of go about a foot into the wall. After
     that, youíll be able to go into walls the same way once you take an Active
     Camo, but you will also reflect everything around you. this is permanent
     and I wouldnít recommend trying it unless you really want to do this.
     
    
    
    
    ______________________________[ 12. How to contact me]_____________________
    
    
          Send me a message to anton_bovin@yahoo.com. Iíd prefer no hate mail
     about how bad this guide is, how you wish you never read it, etc.
    
    
    
    
    ______________________________[ 13. Legal]_______________________________
    
    
          Some FYIís about how I donít like plagiarism for those who have never
     read a game guide before:
    
    
          This guide may not be reproduced in any shape or form, whether
     physical (magazine, book, printed on a printer) or electronic (website,
     some other way of electronically storing data) without my consent. To get
     my consent, send me an e-mail to anton_bovin@yahoo.com. If you get it, you
     may publish this guide on a website (which should be stated in the e-mail),
     but with full credit given to me. Exceptions to these guidelines are the
     following websites, where you may publish the guide without my consent, but
     with full credit given to me:
    
    
    GameFAQs-   www.gamefaqs.com 
    Gamefly-   www.gamefly.com
    
    
    
    ______________________________[ 14. Final word]___________________________
    
    
          Well, I hope you enjoy Halo. Iíll be writing a guide for Halo 2, so
     hope you read that too. Have fun!
    
    
    
    
    Copyright 2006 Anton Bovin