_     _       _            _ _ _ _ _ _ _
           | |   | |     | |          |_ _ _ _ _ _  |
           | |__ | | ____| |  ____     _ _ _ _ _ _| |
           |  __)| |/ _  | | / _  \   |  _ _ _ _ _ _|
           | |   | ( ( | | |( (_)  }  | |_ _ _ _ _ _
           |_|   |_|\_||_|_| \____/   |_ _ _ _ _ _ _|

Version 1.40
Username: Cool Z
Email: idshanks@gmail.com
Copyright 2004-2005 Iain Shanks

The following sites have permission to host this 

GameFAQs           ñ http://www.gamefaqs.com/
Gamespot           ñ http://www.gamespot.com/
Cheat Code Central ñ http://www.cheatcc.com/
Cheat Planet       ñ http://www.cheatplanet.com/
IGN                ñ http://www.ign.com/
Cheats Ahoy        ñ http://www.cheatsahoy.com/
The Gamersí Temple - http://www.gamerstemple.com/
SPOnG              - http://www.spong.com/
Halo 2 Help        - http://www.halo2help.cjb.net/
Keyes ODSTs        - URL With-held

This FAQ/Walkthrough contains many, many spoilers. If you 
use the level guide, I suggest you only do so after 
having attempted the level and seen the story up until 
that point. Once you have read the part you need help 
with, I suggest not looking any further until youíve 
played through it in game.

Author Notes: [11/09/04]
ëLo peeps.

Anything that I just feel like saying but doesn't really 
relate to the game will be posted here.

Iíve had many projects set up for GameFAQs, and many were 
put up on my own websites, but I always lost interest in 
them. This one actually looks like itíll get finished.

Wish me luck... Cool Z.

UPDATE: For the New Year [01/05/05]

Due to the slow speed of update demonstrated by most 
sites, Iíve chosen to make IGN my top priority submission 
choice. In other words, the latest version of my guide 
will be on IGN.


EMAIL NOTES [last updated 18/11/04]
Please, no more emails requesting help with a specific 
mission! I am working my ass off at this thing, trying to 
improve it. I find Legendary pretty hard. I donít have 
the time to write a walkthrough for one specific person. 
Please have patience and wait for that specific levels 
walkthrough. Either that, or find another walkthrough, if 
thatís even possible at this stage. I believe I have one 
of the first on the net just now. Iím not doing this for 
money, and it drills into my free time.

Correction Emails:
If you notice any errors in the FAQ (no spelling/grammar 
errors please, just game related things), please email me 
with the correct info, and it will be corrected as soon 
as possible, with credit given to the general senders 
under the words ìAnd all the others who submitted info to 
the guideî. Your email must stay true to the following 

[Subject:] Halo 2 ñ Correction

[Main email:]

Question Emails:
Also, if you have any questions, please email them to me. 
Your email must stay true to the following example: 

[Subject:] Halo 2 ñ Question

[Main email:]

Also, any requests for a Gmail account will be ignored, 
and your email address will be blocked. It isnít worth a 

Theory Emails:
If you have a theory you wish to submit, just email it to 
me. Your email must stay true to the following example:

[Subject:] Halo 2 ñ Theory

[Main email:]


   0. Version History
   1. Weapons

      a. Battle Rifle
      b. SMG
      c. Shotgun
      d. Magnum
      e. Sniper Rifle
      f. Rocket Launcher

      g. Plasma Pistol
      h. Plasma Rifle
      i. Brute Plasma Rifle
      j. Needler
      k. Covenant Carbine
      l. Beam Rifle
      m. Fuel Rod Cannon
      n. Brute Shot
      o. Energy Sword

      p. Sentinel Beam (Silver)
      q. Sentinel Beam (Gold)

      r. Fragmentation Grenade
      s. Plasma Grenade

   2. Vehicles

      a. Warthog
      b. Scorpion
      c. Pelican

      d. Ghost
      e. Spectre
      f. Shadow
      g. Wraith
      h. Banshee
      i. Phantom
      j. Scarab

      k. Orbital Drop Pod

   3. Allies and Enemies
      The Humans
      a. Navy Crewman
      b. Marine
      c. Orbital Drop Shock Troopers

      The Covenant
      d. Grunt
      e. Jackal
      f. Drone
      g. Hunter
      h. Brute
      i. Elite
      k. Prophet

      The Flood
      l. Infection Forms
      m. Combat Forms
      n. Carrier Forms

      The Forerunner
      o. Sentinel
      p. Enforcer

   4. Characters

   5. Level guides
      a. The Heretic [TBC]
      b. Armory
      c. Cairo Station
      d. Outskirts
      e. Metropolis
      f. The Arbiter
      g. Oracle
      h. Delta Halo
      i. Regret
      j. Sacred Icon
      k. Quarantine Zone
      l. Gravemind
      m. Uprising
      n. High Charity
      o. The Great Journey

   6. Theories

   7. FAQs

   8. Credits

Note: Copy and paste the contents title (including the 
number) into the Find box (CTRL + F), then press find 
twice to bring you straight to that section of the guide.


Version 0.0 ñ 09/11/04
This is currently just a blank page with nothing more 
than this text placed on it. 

It is here that I begin the Great Journey.

Version 1.00 ñ 11/11/04
First posted version at GameFAQs.com
When this guide is updated, the next version will be 1.1, 
1.2, and so on. Level guide section is currently in 
pieces. Iíve done up to ìThe Arbiterî level, including 
part of it. Then, I went on to the ODST Assault and then 
High Charity. Itís basically just the ones fresh in my 
mind. Iíll be updating the rest in order from here on 

Version 1.10 ñ 13/11/04
Minor updates. Just had a taste of the email madness that 
FAQ writers have to put up with everyday. Itís been up on 
GameFAQs for one day and Iíve already received about 100 
emails (good thing I recently changed to Gmail). Heh, as 
much as Iíd like to credit you all, I canít. Itís way too 
much work. Sorry to all those that donít get a mention. I 
plan on having another couple of levels done by the 

Iíve corrected some minor errors like rounds per clip and 
such. Iíve also completed the guide for the Arbiter 

Version 1.11 ñ 14/11/04
Cosmetic update. Iíve simply added a few things that I 
feel make the guide easier on the eyes. Also a few minor 
errors corrected, like shots per clip and such. The 
Outskirts guide has also been improved slightly. Iíve put 
more detail on the harder part of the mission.

Version 1.20 ñ 16/11/04
Due to popular demand, Iíve written a proper guide to 
what I considered a simple enough level. The Cairo 
Station guide is complete. Iíve also... at least I think 
Iíve finished the Outskirts guide. Minor notes have been 
added elsewhere.

Version 1.25 ñ 21/11/04
Bits and bobs added around the place. Nothing Veteran. 
Finished the Guide for the level ìOracleî. Done a little 
bit on ìDelta Haloî. Completed the guide on ìThe Great 

Version 1.30 ñ 28/11/04
Delta Halo walkthrough completed, Regret started. Some 
other walkthroughs have been improved. Smaller additions 
as usual. Iíve updated the Elite and Grunt ranks. If you 
see any more ranks that need to be added, please email 

Version 1.35 ñ 10/12/04
The guide now covers everything up to the end of 
Quarantine Zone. It wonít be long until the entire thing 
is finished. 

Version 1.37 ñ 05/01/05
Had a long break over the Christmas and New Year period. 
Hope you all had a good time. Back to work now. Iíve made 
minor changes to the guide. Gravemind has been started.

Version 1.40 ñ 06/01/05
Minor changes made. Added Vegechanís great theory to the 
file. Changing the look of contents. Some things in 
contents are in the wrong order right now. Done a bit 
more of the Gravemind level.



Battle Rifle

This is a great weapon. The bullets are fairly powerful, 
and with the three shot bursts it can be devastating. A 
great weapon for clearing out jackals, especially those 
damned snipers. 

On legendary, if an enemy sniper spots you, you will 
probably have no more than 2 seconds at the very most to 
react. If you can peek out of a corner with your scope 
set in the general direction of the Jackal, one quick 
burst should at the very least injure him, giving you the 
chance to set your sights for the kill. 

There is no single fire for the Battle Rifle. I believe 
it is to make the Carbine more useful. Otherwise, I doubt 
many people would take much notice of it.

36 rounds per clip. 2x Zoom.


In game, it is known as the SMG. For those [few] of you 
who donít know, this stands for Sub-Machine Gun. This 
weapon is, in my opinion, the best for Drones.

On legendary, I very rarely used it for anything more 
than Drone and Grunt cleanup. Every now and then, it 
served well against a single Elite. If a tricky Elite is 
hiding in a corner, and you have no available grenades, 
this weapon is just screaming for it. Peek around the 
corner with two of these and BAM! No more Elite, lots 
more purple paint. It can be a bit risky though, so I 
tend to stick with Plasmas for Elites.

60 rounds per clip. Dual Wield.


This is a weaker version of the original. Itís still a 
great Flood stopper, but Elites wonít go down as easily 
with it. It used to stun them when hit by a point blank 
shell. Now, itíll damage then, but it definitely wonít 
stun them long enough for a clean kill.

12 rounds per clip. 


Thankfully, this is definitely going to be less of a 
favourite than the old handgun. It is still useful, but 
not so much past the first level. At least this shows it 
wonít be the ìOne man armyî weapon the old one was.

Update: After trying this thing out a bit more, I like it 
a lot. It is pretty powerful. Add that with the good rate 
of fire, and you have a nice Elite stopper. I like using 
this with an SMG. Think about it: The SMG gradually eats 
the Elites shield away, and the Magnum packs a small 
punch every half second or so. The Elite will go down in 
no time.

12 rounds per clip. Dual Wield.

Sniper Rifle

Itís the same as the one in Halo. I canít really say any 
more than that. Iím not sure there is a Night-Vision 
feature anymore, but it wouldnít really be useful in Halo 
2 anyway. A couple of headshots should take out the 
average Elite. Pretty useful, nothing special.

4 rounds per clip. 5x Zoom. 10x Zoom.

Rocket Launcher

Just another Halo replica. It has a new homing feature. 
You must hold your sights on the enemy vehicle. Once it 
turns red, hold ìRî until a beeping sound plays, 
indicating a lock-on. Fire away. This feature is best 
used over a fair distance, but nothing too exaggerated.

For the melee, the Spartan/Elite swings the launcher 
round the shoulder, and hits the enemy with the butt of 
the weapon from above.

2 rockets per clip. 2x Zoom.

Plasma Pistol

Halo replica, ënuff said. The charged bolt takes 10 
charges from the gun. It used to instantly deplete an 
Elites Shield. Now, there is one that can take a blast 
and still have decent shielding. The Spec Op Elite 
(Silver) has a much more powerful shield than the rest.

If you have something like an SMG as an alternative 
weapon, a good strategy is to dual wield Plasma Pistols 
and send two charges into the Elite. Not only will it be 
stunned momentarily, it will also be vulnerable to 
bullets. Quickly switch to the SMG and fire away. 

For the melee, the Spartan/Elite thrusts his fist 
straight at the head of an enemy of equal height.

100 charges per pistol. Dual Wield.

Plasma Rifle

This thing fires weak plasma charges. This paired with an 
SMG is an amazing anti-Elite combo. The Rifle takes out 
the shield with ease, and then the bullets pierce the 
physical armour, killing the Elite in the process.

This is great against anything with a plasma shield of 
any sort.

100 charges per rifle. Dual Wield.

Brute Plasma Rifle

This is a Plasma Rifle with a faster rate of fire and 
slightly stronger bolts. It also overheats faster.

100 charges per rifle. Dual Wield.


It feels slightly different from the original one, but it 
is essentially the same thing. The needles blow slightly 
faster. This thing is an awesome Brute stopper. Dual 
wielding these is all you really need to take down those 
stubborn Brutes. If they wonít budge, itís all the better 
to pierce their skin.

30 needles per clip. Dual Wield.

Covenant Carbine

This thing is a single shot version of the Battle Rifle. 
I think this weapon is the sole reason that the Battle 
Rifle doesnít have a single shot. I havenít thought much 
about this, but I think this is my favourite weapon. It 
is a great weapon for Brutes. Two or three shots should 
remove the helmet, and the next couple should finish him. 
It is also quite useful for stationary drones and both 
types of Jackals.

18 rounds per clip. 2x Zoom.

Beam Rifle

Itís basically the Covenant sniper rifle. Two consecutive 
shots will overheat it. One hit from this on legendary 
will usually finish you. [I think] It depends on where 
you are hit, but you will die 90% of the time with a full 

100 charges per rifle. 6 charges per beam. 5x Zoom. 10x 

Fuel Rod Cannon

I never actually used this thing, but my friend did when 
we weíre player co-op. I remember him saying that itís 
more powerful that the rocket launcher. It may just be 
that the target happened to be weaker to this than to 
rockets, in the same way Plasma Shields are weaker 
against plasma than bullets. Iíve found that it takes 
approximately four rods to kill a Hunter. However, I 
never got the rods to make contact with the skin. The 
Hunter was hit head on.

5 rods per clip.

Brute Shot

Itís a grenade launcher, and a favourite of the Brutes. 
The grenades seem to explode randomly on first or second 
impact. Now, I am reaching when I say this, but I think 
the grenades explode automatically when locked on. I 
mean, you lock on and fire a grenade, but you can tell 
itís going to miss. Well, just as itís about to pass the 
target, it blows.

This is a great anti-vehicle weapon. About three or four 
grenades can take out most smaller vehicles. Add this up 
with the firing rate, and youíve got yourself a damn 
useful weapon.

This also has an under-slung blade. This blade seems 
almost as, if not just as powerful as the Plasma Sword.

4 grenades per clip.

Energy Sword

I prefer to call it the Plasma Sword, but thatís the 
official name. The Sword has charges (ammo), and these go 
down whenever you kill an enemy. It starts at 100 
(assuming the enemy you got it from didnít use it first), 
and goes down depending on the enemy killed.

Killing the Flood loses three charges. Killing anything 
else drops it by ten. The lunge attack usually kills 
lesser enemies in a single swipe. 

Elites, Brutes, and Hunters can survive it. Hunters are 
practically immune to the thing due to their mass amount 
of armour. Elites without their Shields would be insta-
killed. The Brute can take the damage directly on their 
body and live. If you hit a Brute with this thing, it 
will probably get pissed, so be sure to finish it 

Another thing to watch out for with this is the Brute 
Shot, which, as said before, has an under-slung blade for 
close combat. If you do lunge for a Brute, back off as 
soon as possible, then lunge again as soon as youíve 
locked on.

The Sword will collapse to nothing once it has run out of 
charges. The handle can still be used, but I really 
wouldnít advise it.

100 charges per Sword.

Sentinel Beam (Silver)

This shoots the old orange/yellow beam from the original 
sentinels. Itís relatively useful against Plasma shields 
and other Sentinels. This weapon is also the Holy Anti-
Son-of-a-bitch machine, as far as the Flood go. No other 
weapon compares in power.

Sentinel Beam (Gold)

This is a more powerful, blue beam, which can be 
retrieved from a Gold Sentinel.

Fragmentation Grenade

These have a shorter fuse than the one in the original. 
Itís half a second as soon as it strikes a surface. Still 
mainly useful against the lesser Covenant and he Flood.

4 frags at once.

Plasma Grenade

Itís almost the same as the original. I find it useful 
for Elites, Brutes, Heavy Sentinels, and Vehicles. The 
fuse is slightly shorter. It starts counting once it 
settles on the ground (or an enemy). Itís nowhere near as 
useful if you just get it to land near the target rather 
than on them.

4 plasmas at once.




Comes with dual Plasma Cannons, There is a boost 
function. Itís single seat only. 

Itís probably the most common Covenant vehicle. Luckily, 
they arenít that hard to destroy. In Ghost-to-Ghost 
combat, just get a few bursts in right off the bat, and 
the front of the wings will collapse. The Ghost will jump 
a bit to one side and in that time you should be able to 
finish it.

When boarded from the front, the Spartan/Elite leaps onto 
the left wing of the Ghost and jump-kicks the driver off 
the Ghost. To finish it off, he lands right on the seat.

When boarded from the rear, the Spartan/Elite grabs onto 
the back of the ghost, and punches the driver in the back 
of the head before hopping into the now empty seat. 


These come equipped with dual Plasma Cannons and a Fuel 
Rod Gun. There is a boost function too. Itís single seat 

These can be a pain in the ass. They have a pretty good 
aim. If youíre in a ëHog or Ghost, they can be safely 
ignored. If youíre in something slower, like a Wraith, I 
would suggest getting out and hiding. Wait for it to 
swoop you and give it a good go with your rifle. Either 
that, or if youíre feeling lucky, try to ëjack it.

When boarded, the Spartan/Elite grabs hold of the 
Banshee. If it is AI driven, it will most likely go 
upwards in an attempt to shake you off to your doom. The 
Spartan/Elite will pull at the driverís leg and toss him 
out of the Banshee, before taking control of it himself. 
The driver will meet a sticky end.


Best described as a Covenant take on the ëHog. It has a 
turret on the back, a driver seat (obviously), and two 
sideÖ wing thingies, which two other people can sit on. 
It is similar to the Shadow, which can be found in the 
pre-halo screenshots in Bungieís official site.

When boarded from the front, the Spartan/Elite jumps onto 
the front of it, a foot on either side of the pilot 
hatch. Then, he gives the driver a good whack and sends 
him out of the vehicle. The Spartan/Elite then jumps back 
off the vehicle to go for the kill.
When boarded from the rear, the Spartan/Elite pulls 
himself onto the edge of the turret stand, and puts his 
arm around the gunnerís stomach. He then swings the 
gunner off the vehicle. The Spartan/Elite then jumps back 
off the vehicle to go for the kill.

Note: Cannot be boarded and driven in the one action. The 
Spartan/Elite will always jump off the vehicle after 
boarding. You must then treat it just like you would any 
other empty vehicle to drive it.


This is the Covenant tank. Itís basically a mortar tank. 
When AI driven, it has two side guns, which fire when a 
target gets very near. I canít find out how to operate 
them as the player though. 

When boarded from the front, left, or right, the 
Spartan/Elite jumps on top of the Wraith and moves up to 
the left or right side of the hatch. You must then press 
ìBî to beat the hatch. After three or four hits, the 
hatch will snap off, revealing the driver. You can then 
either press ìBî again one or two times to kill the 
driver, or press L to plant your currently selected 
grenade in the Wraith, killing the driver and damaging or 
destroying, the Wraith. You must then press ìXî to jump 
off the Wraith, and ìXî again if you wish to drive it.

When boarded from behind, the Spartan/Elite grabs onto 
the back of the Wraith and breaks a hole in the back. 
Once open, a grenade can be thrown in. Getting a grenade 
in here seems much more likely to destroy the thing 


This is a Covenant War Bus. It has a gun turret on top, 
and looks like it can carry a Wraith underneath, though 
Iíve only ever seen it carry a Ghost. I think they can 
carry passengers in the sides too, but Iím unsure of this 
just now. Every time you destroy one of these, youíll be 
rewarded with a next to perfect Ghost.

Theyíre pretty tough, only because of their armor 

This vehicle cannot be driven. However, the topside gun 
can be both boarded and used by you.


This is the primary Covenant Dropship. It can be 
devastating in legendary if no cover is around when it 
makes a drop, as it has three high-powered gun turrets on 
the underside. These guns can be destroyed with small 
arms. A few bursts from the Battle Rifle should do it. 
Shooting rockets at the rear underside of the ship seems 
to have a cosmetic effect, but I canít seem to down it 
(as I expected). However, I may simply need more heavy 

This vehicle cannot be boarded or driven by the player.

Note: This ship seems to be AI driven, rather than driven 
by completely fixed paths that the Pelican and the U-Ship 
from the original went through.


This is basically a large building, with four legs 
supporting it. It also has what resembles an eye. This 
eye is a large plasma cannon, and when I say large, I 
mean you havenít seen anything in any way comparable to 
the destructive power of this thing. I found that on 
legendary, itís very rare to get your Scorpion destroyed. 
In fact, it only happened to me once. 

However, when I came across this beast, there were a few 
marines with fixed machine gun placements on the roof of 
a building and a Scorpion on a ramp right below. The 
Marines werenít really worth noticing for the Scarab. The 
Scorpion was doing itís best to down the cannon on board 
the Scarab. However, after about 5 well-placed shots 
(well, itís hard to miss something that big), the Scarab 
had itís cannon fully charged, and unleashed chaos upon 
the tank. The turret of the tank was blown clean off and 
the rest of the tank was in pieces.

IIRC, youíll only come across two of these in the entire 

This seems to be driven by fixed paths rather than the 
gameís AI.


Comes with two different turrets. 
The first version, the one with the good old chaingun, 
can be treated in just the same way the one from Halo 
was. The only difference worth mentioning is that you 
must now watch the damage you take because after a good 
beating, this thing is just gonna give in to the strain.

The second version has a Gauss Rifle on the back. I have 
completely fallen in love with that turret. On legendary, 
it should take no more than two direct hits to kill a 
Veteran Elite. A Spec Op Elite might take 3-4 shots. The 
best way, IMO, to describe a Gauss Rifle is to consider 
it a very powerful shotgun blast, point blank possibly. 
From what I can make of the word ìGaussî, this weapon 
fires a metal rod, or slug, at extreme forces using 

The passenger seat is now in 3rd person too. I personally 
think this was a bad move. I donít find it very easy to 
get used to. It could just be that Iím used to using the 
passenger seat in 1st person though. You can now reload in 
the passenger seat. Simply tap ìXî, since you now have to 
hold ìXî to get in and out of vehicles. I know that many 
of us had a problem with sitting in the passenger seat. 
Youíd get to about 20 bullets in your rifle, then hit ìXî 
to reload, and would be flung out of your Hog. Not a 
problem now.

Note: As the AI marines can now drive Warthogs, you are 
free to use their turrets or laze around in their 
passenger seat. However, the AI is definitely inferior to 
the average player as far as driving is concerned. It can 
get you killed sometimes. And no, I donít mean that every 
now and then you will happen to die, just like you would 
with a player driving. What I mean is that sometimes they 
will do the stupidest thing possible, and get themselves 
trapped between a couple of Wraiths.

When boarded, a similar scenario to that of the Spectre 
takes place.


This thing is probably the vehicle with the most 
similarities to the Halo counterpart. It just feels so 
similar. The only difference I can thing of seems more 
like a bug in the game more than anything else. When a 
player is driving the Scorpion on Coop, the other player 
cannot sit on the side of the tank, while the AI can.

When boarded, a similar scenario to that of the Wraith 
takes place.


Basically, itís the same as the Phantom. It does have a 
bit less firepower though. It has a high-powered gun on 
the underside of the nose. It also has a chain-gun just 
like the one on-board the Warthog. The gun is placed 
right at the edge of the passenger section of the ship.

Like I said with the Phantom, it seems to be AI driven.

Orbital Drop Pod

These are the pods used by the Hell-jumpers and Elites 
for quick insertion into hostile territory. Survival is 
not guaranteed whilst riding in one of these. The arrival 
of these extra troops is enough to turn the tide of the 

Not AI driven. Falls from the sky at preset points.





1. Covenant 
2. Covenant Heretics 
3. Covenant Rebels 


1. Plasma Pistol 
2. Needler 
3. Fuel Rod Cannon 
4. Plasma Turret w/ Plasma Pistol (for backup)


They are pretty much the same as in Halo. Not worth 
noticing on the two lower difficulties. They're a minor 
annoyance on the higher difficulties when in small 
numbers. In larger numbers, they can be a bit of an ass.

They are the weakest and simplest of the Covenant. 
Killing a more experienced Covenant around them can cause 
them to break formation and flee. Some of them also come 
with Active Camouflage.

If they get near an empty Ghost, they may attempt to 
drive it, but they are much easier to take down than an 
Elite driven Ghost.


Minor Grunt: Orange Armor. No challenge whatsoever.

Veteran Grunt: Red Armor. Itís barely a step up from the 
original. Occasionally (yet rarely), it comes with a Fuel 
Rod Cannon. Multiple of these Grunts can lead to a bad 

Support Grunt: Green Armor. These guys come with Plasma 
turrets. Theyíre the only ones who can set one of the 
turrets up. Can be a right bitch if you arenít careful. 
Finish them before they complete their job. They 
sometimes come with a Fuel Rod Cannon too.

Spec Op Grunt: Black Armor. Comes with the Fuel Rod 
Cannon more often.

Elite Grunt: White Armor. The top notch, as far as 
Grunting goes. They use grenades much more often than the 
other types. Usually hangs around high ranking Elites.

Heretic Grunt: Yellow Armor. These seem to be the 
equivalent of a Veteran Grunt, only on the Heretics side.



1. Covenant 
2. Covenant Loyalists 

1. Plasma Pistol w/ Plasma Shield 
2. Beam Rifle w/ Plasma Pistol (for backup)

Description: The first weapon set acts just the same as 
in Halo. The Beam Rifle weapon set takes the role of the 
Covenant snipers. In legendary, they almost never miss a 
shot. If you shoot the gun out of their hand or scare 
them a bit, they'll drop their Beam Rifle and flee, using 
a Plasma Pistol from then on. They won't have a shield 

The shield of a Jackal can be destroyed by being shot 
with heavy fire... a couple of Beams form the Beam Rifle 
or something similar should do it. They break formation 
and flee when their Plasma Shield is destroyed.


Minor Jackal: Blue Shield & Armor. Lowest Jackal.

Veteran Jackal: Orange Shield & Armor. These are slightly 
stronger shield with higher accuracy.

Sniper Jackal: No Shield & Grey Armor. Theyíre definitely 
the more dangerous of the bunch. Takes fewer bullets than 
the average minor grunt.



1. Covenant 
2. Covenant Loyalists


1. Plasma Pistol 
2. Needler


They usually come in swarms between 5 and 10, but I have 
seen slightly larger numbers. Can be a bit of a **Female 
Dog** to hit. Only difficult if surrounded by them, 
especially when they're using Needlers.

The Marines refer to them as Buggers. I think this is a 
smart assed comment, about them being bugs, and a royal 
pain in the ass.




1. Covenant
2. Covenant Rebels


1. Tweaked Fuel Rod Cannon w/ Large Metal Shield.


The Hunters are actually as fierce as their appearance is 
intimidating. They move at approximately the same speed 
as in Halo. However, their close range attacks are pulled 
off in a swifter manner, meaning less time for those 
belly shots. No longer can you beat a Hunter senseless 
whilst standing at it's back. It will pull a big leap 
around on the spot and smash you into the ground with its 
shield. Close range attacks are absolutely devastating on 
Legendary, and almost as bad on Heroic. 

Now, the Fuel Rod Cannon from Halo was embarrassing. This 
weapon can now cause absolute chaos. If Hunters didn't 
always have a Bond Brother I would still consider them a 
pushover. One Hunter could distract you whilst the other 
demolishes your ass with a well-placed Fuel Rod. It is 
now slightly modified. It handles differently from the 
average Fuel Rod Cannon ñ specially modified for the 

The Cannon fires two large blasts which travel through 
the air faster than a rocket, though not by much. The 
blasts are always fired within half a second of each 
other. The recharge time for the Cannon has been 
shortened significantly, and the Hunter can now fire it 
whilst moving.




1. Covenant 
2. Covenant Loyalists 


1.	Brute Plasma Rifle 
2.	2x Brute Plasma Rifle 
3.	Brute Shot 
4.	Covenant Carbine 
5.	Unarmed (Last resort)


Their behavior with the Brute Plasma Rifle and the dual 
Brute Plasma Rifle isn't that much different from the 
Elites. The Brute Plasma Rifle is slightly better than 
the Plasma Rifle though. Their version fires at a 
slightly faster rate, and the bolts are slightly 
stronger, but it will overheat at a faster rate too.

When armed with the Covenant Carbine, they'll stand near 
the back of the bunch and take shots at who ever they 

With the Brute Shot, they'll stand at a fair distance and 
bombard you with grenades. The grenades seem to blow up 
on the second impact, but I'm not sure of this yet. Also, 
if you get too close to a Brute with this, they'll take a 
swipe at you with the under-slung blade. The damage dealt 
by this is similar to, but not quite on par with the 
Energy Sword.

If a Brute is unarmed, you better have an Energy Sword on 
you, or else you better keep as large a distance as 
possible between you. A Brute is never initially unarmed. 
However, when it gets pissed (in a similar way to the 
Jackal getting scared), it'll toss it's weapon on the 
ground, and will charge any enemy it sees. If you are 
aware of the charge, and have access to an Energy Sword, 
you can line up your sights and slap it silly with the 
lunge attack (which is an insta-kill on most enemies on 


Minor Brute: 
These ones come with a silver helmet. Pretty basic.

Captain Brute: 
These ones come with a small, red flag on their back. 
They are always (AFAIK) armed with Brute Shots.

Honor Guard: 
These are the Holy Guards of the High Prophets. They are 
the toughest of the Brutes. Watch out for them. They wear 
a red helmet, and have lighter fur than the average 
Brute... similar to Tartarusí fur. They are also 
noticeably tougher and bulkier than the average Brute. 
Getting into close combat with these things isnít the 
best of moves.


1. Covenant 
2. Covenant Heretics
3. Covenant Rebels


1. Plasma Rifle 
2. 2x Plasma Rifle 
3. Fuel Rod Cannon 
4. Covenant Carbine 
5. Beam Rifle
6. Sentinel Beam
7. Energy Sword
8. Plasma Rifle w/ Energy Sword (for backup)


For the most part acts like it does in Halo. With the 
Carbine, it acts just like the Brute does. With two 
Rifles, it acts like it has one, except it fires two. Not 
hard to understand at all. Some Elites come equipped with 
a thruster-pack for maneuvering in space and other low-
gravity areas. All the Elites that the Chief encounters 
are in full body armor. The true appearance of an Elite 
is seen only in the intro and one later sequence. Their 
skin is black, and lizard-like. 

Also, Silver Elites (which seem to have replaced Black 
Elites), now come with a Plasma Rifle initially. However, 
piss it off too much, or get too close with a couple of 
SMGs, and it'll whip out its Energy Sword and show you 
the meaning of pain. Back off quickly enough though, and 
you have an easy hit, as it doesn't seem to use the 
Plasma Rifle again (though I haven't yet confirmed it).

If youíre ever having a specifically hard time with an 
Elite, try your luck in close quarters. Elites have a 
noticeable weakness to melee attacks. They take about a 
second or so to recover from a hit. 

However, donít attempt close combat with an Energy Sword 
toting Elite (usually Commander), and NEVER attempt to 
attack a Spec Op up close, whether itís armed with Energy 
Sword or not. If a Spec Op gets pissed at you, you know 
what happens. If youíre too near when it happens, you 
have signed your own death warrant. Also note that while 
Elites attacks are fairly basic to dodge, it isnít always 
the smartest of moves to get into a melee fight with one. 
The Spec Op Elite not only gets pissed at you for 
smacking it one in the face as stated above, but it also 
gets especially pissed if you dodge its counter-attack.


Minor Elite: 
Blue Armor. It is the lowest Elite rank. On Legendary, 
even these can be challenging. Seems to concentrate 
mainly on ground combat. It sometimes drives a Ghost. 
These guys also take the Thruster Packs into battle when 

Veteran Elite: 
Crimson Armor. Itís just a single step up from the Minor 
rank. Not a very noticeable difference, but still very 

Pilot Elite:
Red Armor. They seem to solely concentrate on piloting. I 
never noticed them before, but recently I noticed two 
shades of red Elites, so I had a look and noticed the 
difference. These guys can be found piloting the more 
dangerous vehicles, like the Scarab, and Banshees and 

Spec Op Elite: 
Silver Armor. The Silver Armored rank seems to have 
replaced the old Spec Op [Halo 1 Black Armor] rank. Get 
them pissed, and theyíll pull out an Energy Sword and ram 
it up your rear end. They also come equipped with 
improved Energy Shielding.

Black Op Elite:
Light Brown Armor. These are the Elites with Active 
Camouflage modules. Elites can now wear a weak Energy 
shield along with active camouflage.

Spec Op Commander:
White Armor. These guys lead Spec Op teams, and are in 
charge of important but small-scale operations. Like the 
Spec Op, the Commander Spec Ops also carry Energy Swords, 
and improved Energy shielding.

Warrior Elite:
Black Armor. These guys seem to be included in special 
operations, for important, heavy-duty tasks. Whenever the 
odds are against the Covenant, these guys seem to be 

Commander Elite: 
Gold Armor. This one always has an Energy Sword. These 
are the commanders of Covenant ships and fleets. If you 
see one of these, a couple of Spec Ops usually arenít far 

Heretic Elite: 
Yellow Armor. Seems easier than a Minor Elite, if you ask 
me. Well, nothing special to mention. Most commonly comes 
equipped with the Covenant Carbine.

Honor Guards: 
Fancy-assed armor. The Elite of the Elites. These are the 
High Prophetsí Holy Guards. Be very wary when faced with 
one of these. With two armor styles, they wear red armor 
similar to that of the Veteran Elite, or the silver armor 
of the Spec Op, but you can tell them apart from the 
other Elites by the red helmet they were.



1. Covenant 
2. Covenant Loyalists 


Prophet Chair 


Flies around on a chair. The Chair has two yellow circles 
on the underside. These circles are capable of firing 
destructive lasers. Prophets are capable of teleporting 
from one location to the other within the one room. 
Prophets are also impervious to all firearms available to 

The only way to kill a Prophet is to board his Chair. 
Once on, you can press B to melee him. Generally you can 
get 4 or 5 hits in before he teleports, forcing you off. 
They take quite a beating, but without support from other 
forces, they are almost harmless.


Infection Forms 


1. The Flood 




These come in large numbers and swamp their targets until 
they are completely overwhelmed. They are just about 
exactly the same as those in Halo. Infections are 
slightly more damaging, so you shouldnít let them suicide 
on you as much. The Flood, contrary to popular belief, 
arenít meant to be super-strong life forms that 
mercilessly slaughter all in their path. They are, 
however, supposed to be extremely lethal. They depend on 
numbers to swarm the enemy and infect others. Any Flood 
lost will be regained once their enemies have become 
infected. They will turn into a Combat Form of the Flood 
hours later. 


Combat Forms 


1. The Flood 


The Combat Forms can use all of the available weapons.


These are infected Humans and Elites. They donít bother 
with strategy anymore. They simply charge. They are 
capable of using all weapons, so their threat level 
varies. Their arms can be shot off to force them to drop 
their weapon. Iím not sure, but I donít think a Flood can 
dual-wield. Iíve never seen one do so. Combat Forms can 
drive vehicles ñ any vehicle in the game in fact.

Human Host:
There is generally no difference between the hosts, 
except appearance.

Elite Host:
Again, just about no difference. Ah, these guys sometimes 
have a weakened Energy Shield. Nothing much more to note.
Carrier Forms 


1. The Flood 




These are infected Humans and Elites. They donít bother 
with strategy anymore. They simply charge. They are 
capable of using all weapons, so their threat level 
varies. Their arms can be shot off to force them to drop 
their weapon. Iím not sure, but I donít think a Flood can 
dual-wield. Iíve never seen one do so. Combat Forms can 
drive vehicles ñ any vehicle in the game in fact.

Human Host:
Carrier Form: 
A badly injured Combat Form or an Infection Form, which 
has survived a long time, is thought to mutate into this 
form. Other beings, which are deemed unworthy of Combat 
status, like the Grunt or Jackal, are also thought to 
serve this purpose. They are basically a big bag on 
stumpy legs. Once they come within a few meters of a 
target, they explode, releasing a new bunch of 



1. The Forerunner 
2. Covenant Heretics 


1. Sentinel Beam 


Itís the same as in Halo. They have a new rank, which 
comes with a blue beam. These are stronger than the 
orange beam.


Basic Sentinel: Silver plating. They fire orange beams.
Enhanced Sentinel: Gold plating. They fire blue beams. 



The Forerunner 


1. Heavy Needler 
2. Rocket Launchers 

Description: First off, these things have a large, 2 part 
shield similar to that of the Jackals. The Heavy Needler 
acts just like a Needler, except on a much larger scale. 
The needles are also red. The rockets are mainly used 
against vehicles. A burst of about 10 rockets is launched 
at the vehicle and that vehicle is demolished if it 
doesn't move.

It also has the devastating ability to lift vehicles up 
and crush them instantly. 


Navy Crewman




1. Handgun 
2. Battle Rifle 
3. SMG 
4. Auto Rifle 

Description: Actually of some use in Halo 2. You won't 
see much of them, as they are only present near the start 
of the game. There isn't really much to say about them. 






They can use all weapons in the game except Energy 


You will see these throughout the whole game. The rest 
can be read above. Note: Sarge seems to be invincible 
now. He always seems to come to a set part of the level 
and leave all of a sudden. He never seems to die. 


Orbital Drop Shock Troopers 




They can use all weapons in the game except Energy 


More commonly known as ìHelljumpersî. Just think of them 
as beefed up marines. There is nothing more to say. 



4. Characters

The Master Chief

The Chief (or Spartan-117) is a genetically enhanced 
soldier equipped with state of the art ìMJOLNIRî Battle-
Armor. One of the few surviving SPARTAN-II super-
soldiers, he is set to play a huge part in the war 
against the Covenant. 

He is one of the few survivors of Halo. If not for the 
Chief, Halo could have been set off, extinguishing all 
life in the galaxy.

The Arbiter

The Arbiter is an Ex-Commander Elite. He was in charge of 
the Covenant on Halo. Having allowed Haloís destruction, 
and failing to kill the Chief afterwards, he is stripped 
of his position, tortured, and set up for execution.

However, the High Prophets of Truth and Mercy have other 
plans. They decide that, while he rightly bears the blame 
for his failure, he is no heretic. He can be put to other 
uses. He is then given the ancient armor of the Arbiter.

A Smart AI who works alongside the Chief, Cortana is 
capable of breaking into Covenant security systems, and 
all sorts of other high security computer systems.

Based off of Dr. Halsey, the head of the SPARTAN-II 
Project, she is full of smart-ass comments for anyone 
unfortunate enough to walk into them.


Sergeant A.J Johnson, more popularly known as Sarge, is a 
hard-assed Marine brought up with the pure hatred of the 
Covenant engraved into his very bones. Nothing pleases 
him more than a dead Covenant soldier... except maybe two 
dead Covenant soldiers.

He is one of the few survivors of Halo. As the Pillar Of 
Autumn was set to self-destruct, he entered a Cryo-pod, 
and shot off into space, just in time to avoid the 

343 Guilty Spark

The Monitor of Installation 04, AKA Halo, he is the 
reason Halo had to be destroyed. After leaving Cortanaís 
side, the Chief was tricked by the Monitor into fighting 
through the Library in order to retrieve the Index.

The Index is a small key, able to fit into the Chiefís 
hand, which is capable of activating Halo and destroying 
all the life in the galaxy.

Once he realized what was going on, the Chief refused to 
activate Halo. 343 Guilty Spark ordered his Sentinels to 

Since 343 Guilty Spark use the Index by himself, his only 
option was to kill the Chief, and find another to use the 
Index. The Chief and Cortana had no other choice than to 
destroy Halo.

More to come soon...



Note: The Veteranity of this guide is designed for 
Legendary, unless otherwise specified.

Cairo Station

ìAlert ñ Boarders inbound!î

Miranda and a couple of others will take the Tram to 
their ship.

Follow the Marines down the stairs and grab the weapons 
on the wall. You might want to switch to the SMG and pick 
up a second one for later.

Sarge will pick up an Automatic Rifle from the crate 
below. Follow him and the Marines through to the next 

ìHowís it going Malta?î

ìStand by... theyíre latched! Check your targets ñ watch 
the crossfire. Theyíre in standard formation: little 
bastards up front, big ones in back. Good luck Cairo.î

Out of the window you will see a large ongoing battle out 
in space. A Covenant boarding craft will close in rapidly 
before a small pod is inserted into the ship and they 

Muffled gunfire can be heard from the next couple of 

Sarge will deploy the Auto Rifle at the top of the 
stairs. The Marines will start scurrying around for 

The center of the door starts to glow orange/white, as 
the Covenant burn through it. All you can do is sit... 
and wait.
Home Field Advantage

OBJECTIVE ñ Repel the Covenant boarders.

The door burns and burns, and then suddenly explodes into 
small pieces. 
Covenant forces come swarming in, and Sarge opens up with 
the MG. He will kill the Veteranity of them. Take out any 
stragglers with your SMGs. If itís an Elite, draw him out 
in front of Sarge. Watch out for the Elites who come from 
the upper floor. Those ones have a tendency to end the 
party without you having any idea what just happened. 
They are armed with dual Plasma Pistols. They can fire 
them off at almost the rate of a Plasma Rifle.

Run through the door with the Marines and turn right. A 
small group of Covenant forces will be attacking a lone 
Marine. He will be attempting to hold them off with an 
Auto Rifle ñ unsuccessfully. Clear them out and move on.

Go up the stairs and use the Auto rifle conveniently 
placed at the window.

A bunch of Covenant forces will come rushing at the two 
Marines below. Protect them as best as you can. Remember, 
an extra Marine is a great help in Legendary: You have 
more bait for the enemies.

Careful ñ as soon as that Auto Rifle starts rattling, an 
Elite or two may come up the stairs to investigate.

Once the room seems clear enough, move to the lower 
floor. Move on to the other side of the room, with the 
Marines leading the way. Careful ñ Elites and Grunts will 
come out from both doors. I suggest concentrating on 
those on the right first. Make sure to find something 
that covers you specifically from the left side of the 
room. This could take a try or two, but youíll get there.

Once youíve cleared them out, take the left door and move 
up the stairs. Youíll come to the upper floor of a room 
similar to the one in which you met your first contacts.

ìWeíve got boarders in the fourth Pelican bay!î

In here, a boarding craft has already been latched on and 
Covenant forces are attempting to kill some resisting 
Marines. Thereís a bunch of Plasma Grenades lying around 
here. They are going to be very useful here. Finish 
everyone out in the room and then concentrate on the 
energy barrier fixed inside the craft. It shuts off every 
now and then for reinforcements to come out. Your job is 
to tag a couple with Plasmas before they make it onto the 
ship floor.

ìHey, check it out. The Maltaís already driven off its 

ìMalta: what is your status? Over.î

ìI donít believe it! Theyíre retreating. We won!î

As the Covenant ships withdraw, and the explosions die 
down, the Malta seems free in the distance.

Suddenly, a blinding white light ñ several times the size 
of the thing - erupts from the Malta. Pieces of the MAC 
gun fly off into the distance.

ìThis is bad... real bad.î

The Cairo station starts to vibrate from the extreme 
force of the distant explosion.

Drop down to the floor below and move under the Pelican. 
Covenant parties will move in from the door ahead. A 
quick Plasma grenade and a few Battle Rifle bursts should 
be sufficient force. Move on through the corridor, 
ignoring the Auto Rifle. There is another Pelican bay 
ahead. The Marines in this one are at a disadvantage... 
or a bigger disadvantage, at least.

A couple of Grunts above have the Marines pinned with 
Plasma Turrets. A couple of head bursts should do it. 
Once that has been dealt with, concentrate on the 
boarding craft ahead. Hopefully you are well stocked on 
Plasmas. Toss any you have at the Elites, and kill off 
the Grunts. Remember, many more boarders will jump out of 
the craft. I believe there are three waves in total.

The third wave includes Spec Ops. Read the Elite 
description for a hint or two on beating them.
îOh oh! Hey, theyíre leaving the Athens.î

In the same manner as the Malta, the Athens breaks into 
pieces and falls away into the distance.

ìCortana ñ assessment!î

ìThat explosion came from inside the Athens ñ same as the 
Malta. The Covenant must have brought something with 
them: A bomb.î

ìThen they sure as hell brought one here. Chief ñ find 

Repel the Covenant Boarders - COMPLETE

Priority Shift

OBJECTIVE ñ Find the Covenant bomb.

Proceed down the stairs and into the lower floor. Kill 
off the Grunts and Elites, the move to the next door. Be 
aware ñ an Elite with Active Camo waits. There is another 
Elite with Active Camo walking through the door you 
didnít pass through. Be sure not to get back-whacked.

ìCome on, now! Is that a weapon, or a flashlight?î - 

Once the door opens, move up the stairs and kill the 
Veteran Elites. Move on through the door. Run over to the 
other wall, and through the small, dark corridor. Quickly 
take the grunts out with your SMG and then beat the Elite 
to death - that is, assuming he is still in the 
concealment of the corridor, otherwise, grab a Plasma 
Pistol and charge it up. Quickly burst him then finish 
him with your Rifle. Remember to swap your weapon back.

Go out on the platform and back-melee the Support Grunt 
sitting at the Plasma Cannon.

ìHang on, Everyone!î ñ Lord Hood
Once you reach the end of this small corridor, charge 
over to the adjacent one and kill off similar forces.

Clear out the Gunners sitting up in the above room. Kill 
the Elites, with accompanying Grunts, in the final 
branching corridor. This party of Elites can vary from a 
Minor, a Spec Op, and a Veteran Elite, to three Veteran 
Elites. Move into the corridor, kill off the supporting 
Gunner, and continue up the stairs into the Gunners room.

As you move in here, a team of boarders will come 
storming through the door opposite. They are made up of a 
Spec Op, and Minor Elite, and a few Grunts (including a 
Support Grunt). Finish them and move on through the door.

Ignore the stairs and move through the next door. Help 
out Miranda and her crew, who are pinned down by 

Miranda moves on through a corridor to her ship.

Move on past the bodies and prepare for yet another group 
of boarders. Finish them and move on through the 

Authorized Personnel Only

The door behind you locks and the one ahead opens, only 
to reveal Elites with thruster packs. They have dual 
Plasma Rifles and are extremely dangerous on Legendary. A 
plasma grenade or two will finish these ones in this one-
off close quarters opportunity.

Move on out of the door and out into space. This area is 
low gravity. Watch out for the other Thruster Elites.

Once you land below, immediately turn around. This is the 
way you must head, and people are easily lost in this 
area because of that.

ìSir: Boarders have breached the fire-control center. 
They have a bomb.î

ìCan you defuse it?î

ìYes, but Iíll need the Chiefs help to make contact with 
the detonator.î

ìChief, get to the bomb ñ double time!î

ìCortana, prioritize targets and fire at will!î

Move on through the door along this part of the ship. 
Pick up the ammo from the dead Helljumper.

A couple of Marines will be stationed ahead ñ not 
fighting though. 

ìRegistering all hostile vessels in the kill zone. 
Thirteen Cruisers, two Assault Carriers. Iím going live!î
Since Cortana has just started fighting ships using the 
Cairo, youíre going to have to put up with powerful 
vibrations and moving parts of the station for a while.

Move along to the end of the room. Suddenly, a swarm of 
Drones comes rushing from the freight elevator shaft! Use 
your SMG and pump ëem full of lead.

Once theyíve been cleared out, the elevator starts to 
rise. Get ready, as there are many Grunts and Elites 
riding it. Clear them out, then jump onto the elevator. 
Hit the switch to descend.

Once you hit the bottom, go through the door, and out 
into space again. There are three Thruster Elites ahead, 
two of which are dual-wielding Plasma Rifles. The other 
is on a Plasma Cannon. The latter is more threatening at 
a distance, the former at close range. Kill them with 
your Battle Rifle and carefully move up the machinery. 
Once you reach the door at the other end, move on through 

The inside turns out to be an elevator.

ìJust so you know, there are quite a few Elites guarding 
the bomb. You may need to get creative.î

Return to Sender

Once the elevator hits the top, rush for cover behind the 
crate. Peek out slightly, and have a look around. Your 
best bet is to Plasma grenade the Elites as best you can, 
then dual-wield a Plasma Rifle with your SMG and finish 
everyone else off. The Grunt should be last on your 
priority list.


Three Pelicans fly from a Human ship towards the city. 
The Chief stands right at the edge of the passenger 
section. Underneath, four Warthogs are drive along the 

ìThe message just repeats: Regret, Regret, Regretî

ìCatchy, any idea what it means?î

ìDear Humanity, we regret being alien bastards, we regret 
coming to Earth, and we most definitely regret that the 
Corps just blew up our raggedy-ass fleet!î


ìRegret is a name, Sergeant. The name of one of the 
Covenantís religious leaders - a Prophet. Heís on that 
carrier. And heís calling for help.î

A sniper and a spotter are laying prone on a rooftop, 
scanning the area.

ìImmediate: Grid Kilo-two-three is hot. Recommend mission 

ìRoger, Recon. Itís your call Sargeî

ìWeíre going in. Get tactical, Marines!î

The Marines grab all their weapons and equipment, 
preparing for insertion.

ìMaster Chief? Get aboard that carrier. Secure the 
prophet of Regret. This is the only place on Earth the 
Covenant decided to land. That prophet is going to tell 
us why.î

ì30 seconds out, stand by to ñ whoa!î

A Scarab stumbles around the Corner and faces directly at 
the Pelican. The Energy Cannon charges, and then fires, 
just scraping the top of the Pelican.  In an attempt to 
evade, it pulls a hard left. A smaller Plasma turret 
opens up and gets a few hits into the belly of the 
Pelican as it passes over. The Pelican loses control, 
hits the roof of the nearby building, flips over, scrapes 
along, falls over the side and finally crashes in a large 
pile of rubble.
Master Chief is forced to fight through the streets, 
along with a few squads of Marines, to repel the Covenant 

Theyíll Regret That Too 

ìChief, Blink if you can hear me...î

The screen blacks out and back in, indicating the blink.

Sarge quickly takes charge of the remaining Marines.

ìShake it off, Marines. Clear the crash site. Go, go, 

From the burning wreckage of the Pelican behind you, move 
towards the doorway ahead. A Grunt will be heaving itself 
up the stairs. Give him a few shots from your SMG, and 
move on. Youíll find yourself out in a courtyard littered 
with Covenant communication equipment and weapon crates. 
A couple of Grunts and Jackals will be walking around. 
Finish the grunts with your SMGs, and then toss a quick 
frag at the Jackals.

Once they keel over, move into the large building next to 
you. An important thing to take note of is the wrecked, 
overturned truck that the Jackals were next to. This will 
be a common hideout for Elites and Grunts.

Anyway, move into the building and take care of the 
Grunts. There will most likely be two Elites here. 
Usually, One of them is a Minor, and the other is a 
random rank. Finish them and have a quick look around. 
The 2nd floor of this building is going to be your home 
for the next half-hour... if you are attempting 

ìIf they didnít know weíre here before, they do now.î 
Says Sarge calmly to the Marines.

ìYup, here they come. Up high!î

OBJECTIVE ñ Defend the Marines until help arrives.

A few Jackal snipers will hop onto the rooftops along 
with a Veteran Elite. Sarge will most likely have taken 
care of the Elite by the time youíve taken the Jackals.

Once youíve cleared the rooftops, swarms of grunts will 
come rushing down the alleys and, with every group, comes 
an Elite. Dual SMGs are very attractive at this moment in 
time. Pick one up from a dead Marine body. Spray ëní pray 
is my game here.

ìWeíve got Jackals in the courtyard.î

This is pretty self-explanatory. Run over to the Turret, 
and use it on the Jackals. The bullets will easily get 
through their shields. If you donít kill them fast 
enough, theyíll gang up on you from several sides. In 
this case, get off the turret and use your SMG. Watch out 
for the Elite leader of the group. Finish them off 

Suddenly, a swarm of drones comes in from over the 
rooftops next to your Pelican. SMGs are my personal 
favourite for these gits. I see people using their Battle 
Rifle on them, but I personally consider this a waist. 
Those bullets feel a lot stronger, so I just get a sense 
of loss after downing one with it.

Once theyíve been downed, another bunch of Jackals (with 
the customary Elite escort) come storming through the 
building that the last came through.

After these ones, more Grunts and Elites swarm out of the 
alleyways. Watch for reinforcing Snipers on the rooftops.

ìEyes up ñ the Phantom is back.î

Upon hearing this message, hide in the building, and make 
sure you have a roof over your head (glass windows donít 
count). Itíll drop out a few Grunts and Elites. Ah, and 
the drop includes a Commander and a Spec Op Elite, as 
well as one other. As soon as it clears off, make a run 
for the truck I told you to take note of earlier. A few 
grenades at the side of it should take them all out. 
Finish them off with the SMGs. More Jackals and Elites 
will come running from the Pelican. Finish them off.

Defend the Marines until help arrives - COMPLETE

A Pelican pilot informs Sarge that the courtyard is too 
small to make a drop in, and heíll make a drop one 
building along. Sarge orders someone to set a satchel on 
the large gate.

OBJECTIVE ñ Rendezvous with the Pelican.

Suddenly, the gates will start vibrating violently.  
After ten good seconds, theyíll suddenly stop. All of a 
sudden, the doors come flying off, and two Hunters walk 
out, tall and proud. The Hunters are seriously beefed up 
now. They are slightly more agile, recovering faster from 
shield swipes. 

They are also MUCH more accurate with their Fuel Rod 
Cannons. The Cannons can still fire two rods between 
recharges. They always fire two rods, one a Ω second 
after the other. If you attempt to take them from close 
range, youíre in for a shock. 

The Bond-Brothers work together a lot more now. If you 
tease one with close range pot-shots, youíll quickly find 
the other has crushed your bones between his shield and 
his friends back. Luckily for you, this time at least, 
Sarge will make short work of them with his Sniper Rifle.

If, however, Sarge happens to have difficulty with them, 
take them in the rubble out the front of the building. If 
you hide in the building, theyíll probably get you in a 
Fuel Rod crossfire. On the 2nd floor, Iím sure youíve 
noticed the crumbling wall around the edge of the 
building. If you attempt to hide behind that, the rods 
will pound through it with ease, taking you out in the 

If you do manage to get onto the Turret safely, fire away 
and the Hunters will be too busy trying to stand still to 
fire at you. After a few seconds, theyíll keel over.

Move on through this building. The Pelican will make a 
drop in a clearing through here. Jackals are on the 
opposite end of the clearing. Take them with your Battle 
Rifle. Sarge will leave at this point.

Rendezvous with the Pelican - COMPLETE

OBJECTIVE ñ Find the Marines from the second downed 

After a while, youíll come across a building full of 
Marines, attempting, in vain of course, to hold off some 
Elites. You happen to be behind the Elites, so charge 
them from behind and melee them to death, but be careful, 
as the Marines are using a fixed machine gun placement 
against the Elites. You donít want to be the receiver of 

Find the Marines from the second downed Pelican - 

Once you go through this building, a Phantom should be 
dropping a Covenant raid party. There are a lot of them 
here. Hide out in the rubble to the left of the exit of 
the building. Finish them and make for the Warthog under 
the bridge. Since this is your first encounter with an AI 
driven warthog, I recommend going into the passenger seat 
and testing out the AI. If things get sticky, swap seats, 
or get a Ghost from the nearby Pelican wreck.

Watch out for the Ghost which attacks the ëHog from 

A Day At The Beach

OBJECTIVE ñ Destroy the Covenant on the shoreline.

ìThe highest concentration of Covenant troops is directly 
below the carrier. I donít think they want you to get on 

ìThat bridge is the most direct route to the city 

[NOTE: This part of the guide assumes that you are 
driving, as being the Gunner or Passenger is basically a 
rail shooter experience, you need not know where to go 

Drive down the road and onto the Beach. Note the downed 
Pelican to the right. There is a Ghost parked next to it, 
which you can use in place of the ëHog, if youíd prefer. 
I personally think the ëHog is much more effective at 
this part of the level.

ìOh man I just love the beach.î - Passenger

ìI hope you packed a suit mate.î - Gunner

ìCut the chatter ñ we got trouble!î - Cortana

Drive along and over the bump. There is a large Plasma 
Gun here. Its just part of the scenery, but the area is 
very well defended. 

There are a couple of Elites hiding out around the gun, 
behind some crates. There is a Covenant Sniper tower. 
Thereís also a Ghost, a few Elites and Grunts at the 
small tunnel ahead, and A Support Grunt, which is setting 
up a Plasma Cannon.

Drive around in circles a bit, letting the Gunner mow 
them down. Once theyíre down, move on through the small 
tunnel to the next beach section.

Here there is yet another Ghost, a few Elites and Grunts, 
and an Elite hiding out in the small human tower. I 
personally recommend finishing the Ghost and Elites 
quickly, then heading off over the small bump to the 
third beach section, before the Phantom has a chance to 
drop reinforcing Ghosts.

Once over, I then recommend you drive straight through 
the Covenant camp-out, and straight into the tunnel. Once 
in here, drive along, and simply follow the road.

Destroy the Covenant on the Shoreline - COMPLETE

Speed Zone Ahead

OBJECTIVE ñ Take the highway tunnel to the bridge.

Drive along to the first Covenant post. Force the ëHog up 
onto the side of the road and run over the Elite.

Another ëHog will come from behind you and help out.

Clear the whole post, for the ëHog, then follow behind 

Follow along, and down the fairly steep hill.

There is a second post here. This one has roughly the 
same defences: Elites and Grunts. However, there is also 
a Plasma Turret here. Your first priority should be the 
Elites on the road, run them down quick to stop them from 
getting in the Ghost. Next is the Plasma Turret. Small 
burst of Plasma should destroy it. Then there is the 
Elite up on the side of the road. Finally, there are the 

After this, wait for the second jeep to make its way onto 
the side, so it can get past the damaged road.

Follow him past the wrecked road.
Youíll now encounter the third post. However, if youíre 
in a vehicle like you should be, this can be one of the 
most dangerous. There is a small swarm of Drones hiding 
out right under the broken road, waiting to ambush. The 
main problem is that Drones can ìboardî vehicles. They 
canít steal and drive them, but they can sit on top and 
melee the driver (similar to the scenario when faced with 
a Wraith or Scorpion). They should be one of the, if not 
the top priority. Luckily, as I previously stated, the 
swarm is small. There are less of all the usual defences, 
which balanced it out.

Moving on, we come to the fourth post. This one is 
similar to the first one, but a bit weaker.

Follow the second ëHog up the hill. Now youíll find 
yourself in a large square room, with a huge pile of 
rubble in the center. Follow the ëHog through to the next 
road. As you get close to the rubble, a huge plasma beam 
fires through a hole in the roof and blows up another 
ëHog which was sitting there. The Scarab can then be seen 
walking past overhead.

Continue on. Two Ghosts come out from behind a large 
crate just as youíre about to hit the next road. You take 
one, the other ëHog gets the other Ghost. Youíll have 
some extra support from a Marine on an Auto Rifle and 
another Battle Rifle Marine, both sitting up on the side. 
You may like to pick one up. Anyway, moving on.

Follow the road round the bend and into the large room. 
Youíll see a Plasma Turret and a Shadow up ahead. The 
Shadow has a Plasma Turret on top of it. This Shadow has 
no driver, but there is a Gunner. Take out the Turrets, 
and Elites. Youíll be getting reinforcements about now, 
in the form of a third ëHog. 

Now, follow the Hogs through to the next road and along a 
bit. Youíll see Shadows in the distance... three to be 
precise. An even match. Hurry on up to them and go up the 
ramp at the side of the road. This will give your Gunner 
even height with the Shadows Gunner. By the time the 
third Shadow (being the last in line, the first one 
youíll reach) is down, your ëHogs will have caught up for 
a full slaughter of the second and first Shadows.

Soon, youíll come to another large room similar to the 
one with the Scarab encounter. There are a few Ghosts, 
two parked Shadows, a Support Grunt w/ Plasma Cannon, and 
some foot soldiers. Once you clear this room, the exit to 
the tunnel is straight ahead.

Take the highway tunnel to the bridge - COMPLETE


Ladies Like Armor-Plating

OBJECTIVE ñ Crush Covenant resistance on the bridge.

Again, set in the New Mombassa East African Protectorate.

The Chief meets up with a pair of struggling Marines, a 
Male and Female. They claim to have attempted attacking 
the Scarab with rockets, in vain.

If this is single player, you have a Scorpion available. 
This is the tougher option, as youíre about to go across 
a HUGE bridge (by game standards) at such a slow speed, 
under attack from many Ghosts, Banshees, a Wraith, and 
two Phantoms. You have those two marines though. The Male 
has a Rocket Launcher, and the Female a Battle Rifle. 

If this is Co-op, you have the much easier (but less 
tempting) option of a Warthog. You can simply zoom past 
the Majority of the Covenant, with the gunner taking most 
Ghosts out. However, youíll be forced to leave behind one 
marine (which I wouldnít recommend considering an 
upcoming battle), or have one player take the Scorpion. 
If someone does take the Scorpion, I recommend the other 
player DRIVES the ëHog, and waits behind the Scorpion. 
The Scorpion can take the Majority of the Ghosts with one 
or two hits, and the Wraith with three or four. The 
Banshees will be a bit tougher for the Scorpion to take, 
so the ëHog can deal with them.

[NOTE: Iíve had quite a few emails sent in informing me 
of a Warthog with Chaingun sitting near the start of the 
mission. I had a look around, and sure enough, itís 
there. It is already damaged though. Take it if you wish. 
Just look to your right at the start of the mission and 
youíll see the front peeking out of the barrier.]

Back to SP:
Halfway along the Bridge, youíll have passed the Wraith. 
Most likely youíll have taken hits, and possibly lost a 
Marine or two. There should be a couple more Marines 
running along the bridge wall. Stop and pick them up.

After the Bridge, youíll have to go through a few more 
Wraiths, which can be pretty tricky in a Scorpion, *hint, 
hint*. Get out of your Scorpion at a safe distance, and 
sneak up to one of the Wraiths. Board it from behind 
(tricky because of itís fast turning speed, which is why 
you need to sneak), and press ìBî to melee the weak plate 
at the back. This will break into the engine. Now, make 
sure you have Plasma Grenades selected, if you have any. 
Press L once or twice to toss a couple of grenades in. 
This should blow it outright. If you boarded it from the 
front, it takes more grenades, so donít bother. Instead, 
press ìBî a couple more times to beat the Elites head. 
Once the Elite dies, press ìXî to jump off, then again to 
drive it. Itíll be damage a little, but you can use it to 
take the other Wraith.

Go back to your Scorpion and travel through the tunnel. 
Youíll meet up with another Warthog, and three marines 
riding it. The tunnel ahead is partially closed, so 
theyíre forced to get out and go ahead on foot. 

ìItís tight quarters on the other side, Sir. Use this.î

The female Marine from the other ëHog offers you her 
Shotgun. Take it, as itíll be much more useful against 
Elites in here than the SMG. Be sure to keep your Battle 

There will be a large firefight in here. There are a lot 
of Human vehicles in here. Civilian cars, trucks, an 
overturned school bus; it makes for plenty of cover. 

This Town Ainít Big Enough for Both of Us

Once you emerge from the tunnel, youíll see the Scarab 
firing in the distance. It isnít a threat at the moment. 
However, there are marines in trouble over the ledge. The 
first thing you should notice, aside from the overly 
obvious Scarab, is the Sniper Jackal aiming at the Gauss 
ëHog below. Melee him from behind, and jump down. Any 
surviving marines from the tunnel will take the structure 
in the middle. The ëHog will be wheeling ëround to you 
now. When it stops, get on the Gauss Rifle. This thing 
fires metal rods at an extreme force using magnetism. Try 
it out on the Covenant weapon caches sitting on the 
central structure. Now the driver will start circling the 
structure. Your job is to take out as many Elites as you 
can, ASAP, for the Marines above to take the structure by 
surprise. There are a few Plasma turrets, which you 
should make 2nd priority to Elites.

After this area, the driver will wheel back and make for 
the small opening in the wall. Youíll quickly find 
yourself facing two Ghosts and a Wraith. The Wraith, 
whilst more distant, is the larger threat. Take it as 
soon as you can. Once itís down, concentrate on the 
Ghosts. Whilst you can only see two at first, thereíre 
about 6 in total. After this, the ëHog will make for 
another wall opening. Once you go through a small 
corridor, youíll see a Chain ëHog taking on some Ghosts. 
Help them out; it should take two hits per Ghost from 
your Rifle.

After this road has been cleared, the ëHogs will move up 
the road and turn a corner to meet two Wraiths. The Gauss 
Rifle is the best you have for these things, so I hope 
you do still have it. Once youíve taken these things, the 
ëHogs will roll up next to a building. This is your queue 
to get out and run into the building. A Corporal Perez 
will brief you in a hurried manner, before running to the 
2nd floor of the building. 

Field Expedient

Follow him out, onto the balcony, and youíll find 
yourself staring at a large, blue plasma beam, emerging 
from the road that your ëHogs came round minutes before. 
Youíll find yourself face-to-face with the Scarabís main 
cannon. However, you donít have to worry. There are a few 
other marines on the balcony, one manning the fixed 
machine gun. The MG Marine will be attempting to take the 
cannon out, but when rockets failed, he has little 
success. However, looking over the edge, youíll notice a 
Scorpion sitting on a ramp down below. It holds position, 
firing at the cannon. The Scarab is closing in, slowly 
but surely. The cannon is glowing light blue. After about 
5 or 6 shells, the tank begins to reverse down the ramp, 
but in a blinding blue light, the turret flies off and 
hits the building. The bodywork of the tank is in flames. 
The Scarab simply walks over the wreck, ignoring you and 
the Marines, and walks ONTO the balcony, climbing up onto 
the roof of the building, and over the side of a small 
tower. Follow Cpl. Perez into the tower and up the 
stairs. Youíll see the Scarab walking by outside a huge 
building. Proceed up the next flight of stairs.

Walk out of the door at the top, and youíll find yourself 
on the ledge of the tower, overlooking a river. There are 
several connecting bridges to the next tower. Along the 
ledge and on some of the bridges, youíll see crates with 
Human weapons on them. Rocket Launchers, Sniper Rifles, 
SMGs, and many more. Choose whatever you want and be 
prepared for a big battle. Once youíve got close and 
personal, there is no returning for ammo.

The Scarab will be walking IN the river below. I suggest 
grabbing a rocket Launcher for now, whether you plan on 
taking it close or not. Now, take a few pot shots at the 
Elites on board. However, you must remember that with 
every stride the Scarab takes, it moves aboutÖ 50 meters 
or something. Once youíve expended your ammo, grab a 
Sniper Rifle or Beam Rifle if you have one. Now, take as 
many as you can. After this, run to the end of the ledge, 
before taking the final bridge across to the next tower. 
Run to the end of the ledge and pick up at much ammo as 
you can. Corporal Perez and a few other Marines will take 
the remaining Elites, or as many as they can manage in 
the 10 seconds that it takes for the Scarab to clear the 

Make sure you have the nearby Battle Rifle. The Scarab 
will have turned the corner by the time youíve reached 
the end of this ledge. Kill as many minor enemies as you 
can with it, then focus on the Elites. Now, take the 
Elites. Once it gets within a few hundred meters, get on 
the nearby Machine Gun placement. Take all remaining 
Elites. The Scarab will come to a halt. Now, itís time to 
get personal.
Grab the SMGs, (C) and a Rocket Launcher as reserve. Jump 
on board. More Elites will come to investigate from the 
inside. Switch to the Launcher, and kill any that emerge. 
Now, switch back to your SMG, and pick up the one you 
dropped. Run in and clear out any Elites that survived, 
most likely with damaged shields. Once youíve finished 
everyone, turn the corner and you should see one final 
Veteran Elite. If you are like me, youíll want to finish 
him off in a way that says ìGet the hell off my 

Drop your off-hand SMG, (O) and run up to him, fire a 
single shot from your other SMG. Heíll get pissed and 
turn on you. If youíre as near as you should be, heíll 
attempt to smack you in the head. Unlike in the original, 
this can be fatal, no matter your shield. Quickly dodge 
to the left. Now, circle round to his back and give him a 
whack. Youíve just owned a Scarab.

MC emerges on the Head of a wrecked Scarab, and, through 
the smoke, sees a Pelican. (O) Sarge is in the cockpit, 
and goes on his usual ranting about how the Covenant were 
dumbasses to try and take on the Human race and such.

The nearby Covenant Cruiser, (L) which is currently in 
the city, starts charging a Slip-Space jump. For those of 
you who havenít read the books, Slipstream space is a 
sort of alternate space, which can be used to travel 
light-years in seconds. Itís similar to the border world 
in Half-Life.

Transferring to Slipstream Space takes up so much energy 
that making the jump will result in a large explosion, 
(Z) enough to lose the city. In their small cruiser 
(small as in a fly compared to the Covenant one), Miranda 
has the pilot charge after the ship, so that they are 
within the jump zone. It makes it, and is pulled across 
the galaxy. New Mombassa is no more. The huge explosion 
absorbs the entire city.

Later, after the jump, the cruiser floats silently in 
space. Everyone stares at a foreign object in the 

ìCortana, what is it that weíre looking at.î

ìThatÖ is another Halo.î

The Arbiter

The Elite seen in the intro is being dragged by a couple 
of Brutes to the Chamber of the Arbiter, where the High 
Prophet of Truth is waiting. Disgraced, he expects 
execution. However, what greets him is one of the 
greatest honors an Elite can wish for. A position in 
which they can go on suicide missions, fight to the last 
man, and die close and personal for what they believe in.

This Elite is named ìThe Arbiterî.

He is informed of a rebel group that claims the Prophets 
are false, and are using Brutes, Elites, and lesser races 
for their own purposes. The Arbiters mission is to land 
with a team of Special Operative Grunts and Elites at the 
Rebel hideout, fight through the Elites and Grunts, and 
take out the Rebel leader.

However, there is another surprise in store. The hideout 
is none other, than part of the wreckage of Installation 
04, AKAÖ Halo.

Aboard one of the Phantoms, the Arbiter, and his Spec Op 
2nd in command, prep the large team of Elites and Grunts. 
They have an argument over the importance of each other 
and their lessers.

Upon landing, the Arbiter draws his Energy Sword.

The Spec Op gives you a little info over the radio:

ìWe are the arm of the Prophets, Arbiter. And you are the 
blade. Be silent and swift, and we shall quell this 
heresy without incident.î

In the middle of a huge storm, which Halo is rapidly 
being sucked into, the Raid party charges for the 
Forerunner structure. The Phantoms move away, and a sense 
of isolation takes their place.

ìThe storm has masked our approach, and it should have 
their local battle net in disarray. We have the element 
of surprise... for nowî

Once in the entrance, a Minor Elite fellow orders 
everyone to turn the Active Camouflage module on (White 

ìEngage Active Camouflage. Reveal yourselves only after 
the Arbiter has joined battle with the enemy.î

The strike team then melts into the background.

ìYou may wish to do the same, Arbiter, but take heed: 
your armor system is not as... new as ours. Your 
camouflage will not last forever.î

Your active camo is limited. It lasts for about 20 
seconds, but it recharges. However, it also deactivates 
if you attempt to do anything threateningÖ melee attack, 
fire a single shot, whatever.

Now, instead of activating it immediately, wait until the 
lead Grunt opens the door. Exactly as the doors part, 
race for that button, and charge the first Elite you see. 
Swirl round to his rear and melee him. Now hide under the 
ramp for a few seconds while your camo recharges.

Take out the sleeping Grunts below. Now, move up the ramp 
on the right side of the room. Once youíre near the top, 
hit your camo and run up, and to the right. An Elite will 
be sitting by the door. Melee his back. Remember that 
your team will not start fighting until the enemies are 
aware of your presence.

Jump over the edge and onto the energy conveyor belt. 
Activate your camo again once itís available. Take out 
the Elites and Grunts. Most likely youíre going to have 
to engage in active combat for this area. Now, follow the 
belt down to the edge, and then go along the walkway to 
the lower floor. Wait until your camo is ready again, hit 
it, and then run round to the front of the elevator and 
wait for it to come up. Immediately plasma the Elite and 
take out the Grunts as soon as possible.

Once youíve cleared the area, wait a minute or two for 
your team to get on the elevator. 

If youíve managed to do it stealthily so far:

ìA job well done, Arbiter.î

Push the button to start the thing.

ìSentinels, The holy warriors of the Sacred Ring, but... 
why have they sided with these Heretics?î

As soon as the glass window ends, hit your camo and jump 
off the elevator. Kill the nearest Elite and run for 
cover. I personally always end up fighting my way to the 

A Phantom pilot tells you to open the hangar door so that 
he can bring reinforcements.

The switch is to the left of the huge glass door.

Hit it, and then keep the Heretics at bay.

If everything has went smoothly so far, you should have 
four Elites and... four Grunts? A couple of my Grunts 
usually die, so I never get a good count.

A couple of Heretic Grunts armed with Plasma turrets will 
run out of the door opposite the hangar door. Take them 
out before they set them up, as theyíll mop up your team 
in seconds.  Clear the area of any remaining Heretics and 

Run through the door the Turret Grunts came through, take 
a left, and hit your camo. Have a quick glance for the 
Elite, then jump over him and hit his back. Quickly wheel 
round and finish the Grunts. Two or three more Elites 
will run round the Corner. Finish them and move on.

Hide next to the door, and allow your team to move 
through with camo on. Once they are five seconds clear of 
the door, hit your camo and run straight up the ramp, and 
round to the right side. Hide next to the stray Plasma 
Rifle. Once your camo is up again, run over to the end of 
the ledge and leap off behind the unsuspecting Heretic 
Elite. Finish him. 

Immediately backpedal to your teammates and help them out 
in the firefight, which will have inevitably broken out. 
Clear the Heretics out from your side, and then join the 
fight in the center of the room. The opposing forces will 
be divided by a couple of energy belts. Clear out the 
Heretics and move on up to the door. A few more will come 
out. Pick them off, one by one, as they come out.

Run through the door and next to the pillar. Hit your 
camo, run round the pillar, behind the Elite, and whack 
him in the back. Let your camo recharge, but donít use 
it. Move along the corridor, and whack the two sleeping 

Move around the next corner. Now, hit your camo and run 
down the slope. Take the corner to the left and hit the 
Elite who should have his back to you already. Run along 
the corridor and camo at the next corner, before turning 
and taking the Grunt. Be aware though, a Heretic Elite 
will come from your rear.

Kill him, and then take the previously sleeping Grunts. 
Another couple of Heretics should come from ahead to take 
you on. Finish them. Move to the end of the corridor and 
checkpoint in front of the door.

Immediately through the door will be two sleeping Grunts. 
Eliminate them. However, stealth isnít going to be an 
option in here. Youíll have to take on Heretics on two 
floors: your floor and the upper floor, and then 
Sentinels in the air.

Basically, circle the room around from right to left. 
Through the door at the end there will be a few Elites 
and Grunts. There are plenty of pillars in the middle. 
Clear the area, and then move on through the next door.

Walk up to the window straight ahead. Youíll see a few 

ìDeal with him, my brothers. I will defend the Oracle.î

The Heretic Leader jumps into a Banshee and flies off. 
Many Heretic Elites and Grunts jump into the room from 
both sides. Go to the top floor and pick them off as they 
come out, then concentrate on anyone left on the bottom. 
Sentinels will come in from vents after the ground forces 
are down. Destroy them before moving out.

ìThe Heretics are mobilizing their air forces, Arbiter. 
Get back with their leader, but watch your back! Iím 
sending one of our Phantoms to support you.î

Jump in one of the Banshees and follow the Phantom. 
Heretic Banshees will come in pairs to attack you and the 
Phantom. The Phantom will remain virtually unhurt, but 
you will take a lot of pain. However, you will have to do 
most of the work, as the Phantom is rubbish at Air-to-Air 

Itís hard to provide a step-by-step guide for this part, 
so Iíll just give a couple of pointers.

First off, watch for the Phantoms red plasma. Most 
likely, youíll see a Banshee on the other end of it.

Secondly, Watch for Plasma turrets on the ledges of the 
structure. One Banshee Bomb will finish them easily.

At the halfway point of the flight, there are a couple of 
fresh Banshees. Be sure to pick one up.

Also, watch for those Fuel Rod Cannon toting Grunts. 
Eventually youíll come to a platform with an unlocked 
door on it. Land here and clear the area of Heretics. The 
Phantom will then drop Elites and Grunts.

Walk up to the door to complete the mission.



A door opens to a couple of Spec Op Elites. They aim 
around the room with their weapons raised. Then, two Spec 
Op Grunts trot into the room ahead of them. The Elites 
move cautiously behind them. The Spec Op Commander moves 
in after them, followed by the Arbiter.

ìWhat is it?î - Arbiter

ìThat Stench. Iíve smelled it before...î ñ Spec Op 


Move up to your strike team. If youíre a Halo veteran, 
your heart will race at the site of... blood? Ah, but not 
just blood ñ the sickly green kind.

Move on over to the other side of the room. Your team 
will follow.

Go through the door. Youíll immediately hear gunfire... 
Covenant Carbines.

Yet again... Halo veterans are going to recognize the all 
too familiar sounds... the ìsquidgyî sounds. Youíll 
notice red blobs on your motion tracker... but the room 
is empty.

Move in, and then look around. There isnít anything 
there... until you look down. You can faintly see through 
the dark glass... shadowed figures fighting each other. 
Melee combat being the favourite.

Move on to the next room. Jump down off the ledge. There 
are bodies... rotten bodies... Flood bodies! It seems the 
Heretics have released the Flood.

ìWhat happened here!?î ñ Spec Op Commander

ìMe have bad feeling about this!î ñ Grunt A

ìYou always have bad feeling. You had bad feeling about 
morning Food Nipple.î ñ Grunt B

A strange buzzing sound grows louder and louder.

A ball can be seen floating down to the center of the 
room. Suddenly, the Heretic leader appears.

ìSee! Heretic!î yells one of the Grunts as he fires at 
the Heretic.

ìHold your fire. Hold your fire!î ñ Spec Op Commander

ìI wandered who the Prophets would send to silence me... 
an Arbiter ñ Iím flattered.î ñ Heretic

ìHeís using a hologram. He must be close. Come out so we 
may kill you.î ñ Spec Op Commander

ìHa ha ha... get in line.î

And with that, he flashes into nothingness and the ball 
drops to the ground.

ìLeader, stand firm. The Flood is approaching.î

Quickly run around with your Energy Sword and destroy all 
the Flood bodies. The infections can reanimate the dead. 
You only lose three charges per Flood, as opposed to the 
regular ten charges.

When the infections reach the floor, switch to your 
Plasma Rifle and fire away. Keep your attention focused 
on the Grunts, as a single infection is enough to kill a 

ìGo Arbiter. Iíll follow when our reinforcements arrive.î

Follow your orders and leave the Spec Op Commander to 
hold the Flood at bay. The others will follow you. 

Move on through the next corridor, and into the large 
elevator at the other side.

Sentinels will be trying to control the Flood in here.

Leave them to it for now. Once it seems clear enough, 
move in and take out anything thatís lurking around.

Once youíre on the elevator, it will start moving, and 
youíll be trapped in the middle of a fight between the 
Sentinels and the Flood.

Remember, Energy Sword for the Flood, Plasma Rifle for 
the Sentinels. Be sure to care for your teammates, 
because they can be a great help in Legendary.

The ride is quite long, and can be a real test of 
endurance at times.

Once you make it to the end, watch the door for more of 
the Flood and move cautiously through. 

ìWe should have brought weapons to bury these bodies. 
Every one is a vessel to the Flood.î

Move along the corridor, replacing your Plasma Rifle on 
the way, for a fully charged one.

Move through the door and youíll find yourself faced with 
a long row of windows. Watch as the Heretics attempt to 
fend off the Flood. Once theyíre dead, smash a window and 
kill off all the Carriers. Focus on the Infections next. 
As long as there are Infections and Carriers, the Combats 
can come back to life. Drop down once the area seems 

ìHeretics! Above!î

Quickly kill them off, then watch as the Flood swarm in 
from above and kill off any remaining Heretics. Quickly 
run to the far end of the room and hop on a Plasma 
Turret. The Flood will come racing in. Kill them off.

A lot of carriers and such will drop in, so make sure you 
destroy the Combat bodies before they are reanimated. 
Once clear, have a last look at your paint job, then move 

Once youíre in the next room, wait until the door opens 
and move on through.

A Phantom pilot breaks the silence with a warning:

ìLeader, the storm is about to hit! We cannot maintain 
our position!î

ìBring the Phantoms close to the mine. We are not leaving 
until the leader of these Heretics is dead.î ñ Spec Op 

Youíll see some Flood chasing Heretic Grunts ahead of 
you. The Grunts cannot match the speed of the Flood, and 
meet their maker. The Phantoms will move in and kill off 
the Majority of the Flood. Help them out.

ìArbiter, the Flood have spread throughout the station. 
We donít have enough troops to manage such a large 
infestation. Find the leader of these Heretics! Kill him 

Follow the ledge anti-clockwise, and clear out the 
Heretics as you go. Head up the slope, and around the 
corner. A couple of Heretics will be hiding out here, so 
be careful. Sentinels will rise up and attack. Blow ëem 
up then continue on.

More Heretics will come out of the door into the 
installation. Finish them with a Plasma grenade or two, 
then move on in.

ìHeretic boss! You see? You see!?î - Grunt

The Heretic charges across the room, and away from you. 
Kill off the Sentinels in the room. Move over to the door 
he went through.

The Heretic leader is behind an impenetrable Energy 

ìThis will save me from the storm, but you will be 

The Spec Op Commander catches up with you at this point.

ìArbiter, where is he?î ñ Spec Op Commander


ìStinking flood-bait boxed himself in tight.î ñ Spec Op 

ìWe shall force him out.î - Arbiter

ìHow?î ñ Spec Op Commander

ìThe cable, Iím going to cut it.î ñ Arbiter

Run up the ramp, to the top floor. I personally like to 
jump past the Flood here, as there are too many swarming 
in too quickly. Once at the top, hit the elevator switch.

He elevator heads up a long, dark shaft.

Hey, Watch This!

Once it hits the top, allow the Flood and the Sentinels 
to take each other on. Run up to the large support 

ìAll my Phantoms are in the air Arbiter. Go ahead, cut 
the cable.î

Choose one, and beat it with your Plasma Sword. Watch for 
incoming Flood. Once the first one is down, the whole 
facility will tilt to one side.

ìThatís one. By the Prophets! Look at the station lift!î

The second can make things a little tricky. Avoid 
jumping, or (whether by glitch or on purpose on Bungieís 
part) you could find yourself falling unexpectedly.

ìOne final cable, Arbiter!î

Hit the last one, and then make a dash for the central 
elevator. Hit the switch, and wait. Once you hit the 
bottom, drop off the top floor all the way to the bottom. 
Move on through the door the Heretic went through.

ìThe Heretic leader is on the move! Do not let him 
escape! Weíll stay with you as long as we can!î

There are some Heretics here. Kill them off. Call the 
elevator, then move on and hit the switch for descent. 
îAre you still alive Arbiter? Weíre keeping pace as fast 
as we can!î

Move through the door, and choose a side to go down this 
room. Watch for Sentinels, Flood, and Heretics on the 
way. Move through the door.

The Heretic jumps into a Banshee, then backs around and 
fires in at the Arbiter. The Arbiter rushes for a Banshee 
and follows after him.

ìWhat lunacy! Heíll never escape this maelstrom in a 
Banshee. Wait! The hangar! There was a seraph fighter 
inside. Arbiter, you know what to do!î

Kill off the pursuing Banshees and then move into the 
structure he went into. 
The Banshee will smash into the ledge, and the Arbiter, 
will grab onto the ledge, then hop up.

Dead or Alive... Actually, Just Dead

Head up the exploding structure, and move on through the 
door. There are Flood in here, along with Sentinels. 
Ignore them and move on through. You should recognize the 
area. You are heading backwards through one of the parts 
of the last level. Move through the corridors, fighting 
as you go. Head all the way back to the Hangar, where you 
had to open the door for the Phantom. None of the rooms 
on the way are especially difficult.

The Arbiter confronts the Heretic. They talk for a while

ìTurn, Heretic!î

The Heretic turns slowly, dual Plasma Rifles aimed 
directly at the Arbiter.

ìArbiter... I would rather die by your hand than let the 
Prophets lead me to slaughter!î - The Heretic Leader

ìWho has taught you these lies?î

Then, ìthe Oracleî descends.

ìThe Oracle?î
îHello. I am 3-4-3 Guilty Spark. I am the Monitor of 
Installation 04.î

ìAsk the Oracle about Halo, how they would sacrifice us 
all for nothing.î ñ The Heretic Leader

ìMore questions? Splendid. I would be happy to assist 

The Heretic fires a burst of Plasma at the Arbiter, 
forcing him to back off for cover. The Heretic then jumps 
on top of the Seraph fighter, and throws two Hologram 
balls out. They form to replica Heretics.

ìThe Elites are blind, Arbiter! But I will make them 
see.î ñ The Heretic Leader

You must eliminate him. However, there is a minor 
complication: The holograms. 

ìThis minor facility predates Installation Alpha by 
several hundred years.î ñ 343 Guilty Spark

ìIt was retrofitted to research the possible offensive 
and defensive measures against the Flood.î ñ 343 Guilty 

ìIndeed, I designed and oversaw the construction of this 
facilityís various outbreak management systems.î ñ 343 
Guilty Spark

Simply kill any Heretic leader you see. Two of them, 
being holograms, will simply flash into nothingness. This 
isnít really anything especially difficult. If you can do 
it right as the battle starts, itíll be easier. 

Simply jump up past the holograms and go for the out of 
the way leader. He will be the real one. End it there and 
itís easy. Best thing to do is just go all out on the 
real one with the Plasma Sword.

The Arbiter drags the Heretics body out of the Hangar 

ìUnfortunate, his edification was most enjoyable.î ñ 343 
Guilty Spark

ìI had no choice Holy Oracle. This Heretic imperiled the 
Great Journey.î ñ The Arbiter

ìOracle? Great Journey? Why do u meddlers insist on using 
such inaccurate verbiage?î ñ 343 Guilty Spark

Suddenly, the Oracle gets pulled out of the hangar, by a 
Brute... Tartarus.

ìOh my-y!î

ìThat... is the Oracle!î

ìSo it is.î

ìCome, we are leaving this system.î


Delta Halo

The In Amber Clad exits Slipstream Space, along with 
stray buildings and rubble from Earth. Miranda is flung 
forward due to the force of the jump.

ìUgh! Report!î - Miranda

ìBoth Engine Cores have spun to zero. Weíre drifting.î - 

ìArcher pods are cold. Iíll need to re-key the system.î - 

ìDo it ñ and find out where we are.î - Miranda

Back in the Orbital Drop station, Sarge gets out a cigar 
and starts smoking.

ìSorry for the quick jump, Sergeant. You in one piece?î - 

ìIím good... ergh... Chief?î - Sarge

ìWeíre fine.î - Cortana

ìMaíam, thereís an object ñ coming into view now.î - 

ìCortana, what exactly am I looking at.î - Miranda

ìThat ñ is another Halo.î - Cortana

Sarge chokes on his cigar due to the surprise.

ìSay what!?î - Sarge

ìSo this is what my father found... I though Halo was 
some sort of super-weapon?î - Miranda

ìIt is. If activated, this ring will cause destruction on 
a Galactic scale.î - Cortana

ìI want all the information youíve got on the first Halo. 
Schematics, topography, whatever... I donít care if I 
have the clearance or not.î ñ Miranda

ìYes maíam!î - Cortana

ìWhereís our target?î ñ Miranda

ìThe enemy ship has stopped above the ring maíam, weíre 
going to pass right over it.î

ìPerfect. Given what we know about this ring, its even 
more important we capture the Prophet of Regret. Find out 
why he came to Earth, why he came here.î - Miranda

ìChief, take first platoon - hard drop. Secure a landing 
zone.î - Miranda

ìSergeant, load up two flights of Pelicans and follow 
them in.î - Miranda

ìAye aye, maíam.î - Sarge

ìUntil I can move and fight, Iím going to make a low 
profile. Once you leave the ship, youíre on your own.î - 

Sarge knocks the Chiefs pod, indicating launch time.

ìUnderstood.î  - The Chief

ìHang onto your helmet!î - Cortana

And with that, and an accompanying jolt, the pods fire 
off into space. The pods shoot away, into the atmosphere 
of Halo. Through the clouds, ten to fifteen pods fly at 
bone-crushing speeds. A small cross fires out of the pod, 
attached by a rope. It forces the pod to slow down.

ìMind the bump.î - Cortana

The cross releases, and the pod sways slightly.

Down on Halo, a Grunt and a Jackal are sitting, talking, 
and just generally fooling about. The Jackal, with his 
sharper sight, catches the pods in the distance. He 
screeches, and hits his shield button, quickly grabbing 
his Plasma Pistol in the process. The grunt stumbles 
towards the nearby Plasma Turret and fires into the sky. 
The rest of the area is warned by this, and moves into 
defensive position.

Suddenly, the sky is alight with red plasma balls. With 
Grunts racing around the camp, Jackals darting from tree 
to tree, and Elites trying to control the mass confusion, 
itís looking good for the Humans. 

The pods continue the decent, and pull their chutes in 
order to slow down. With pods being hit all around him, a 
tough landing is in store for the Chief. The pods slam 
into the ground, making craters in the process.  

The Chief kicks the door down and runs out, pulling his 
SMG out, and scanning for targets.
îCould we possibly make any more noise?î questions 

The Chief whips a rocket launcher round his left 

ìI guess soÖî


ìSir! We gotta neutralize those turrets!î - ODST

Right from the start, find the ODST with the Battle 
Rifle. Give him your rocket launcher and allow him to 
take the Plasma Turrets. Run around the cliff-side, 
rallying the Helljumpers. You must clear a path up to the 
ridge in front of the ruins. If you can do that, your 
Jumpers will have sufficient cover. Youíll encounter 
about four Grunts and two Jackals on the way.

ìClear this LZ! The Pelicans are right behind us!î - ODST

Once youíre up there, run around the ruins to the left 
and melee Elites one by one. Hit one, retreat, repeat. 
Once it gets too tricky, or there is no more left to 
kill, run in and gun the rest down.

ìArtillery disabled, Sergeant! Landing zone secure... for 
the momentî - Cortana

ìI hear ya. Starting our approach! Hang tight.î - Sarge

ìEasier said than done. Inbound Phantoms, Chief.î - 

If you still have that rocket ëJumper, heíll take the 
guns out. Watch for the new foot soldiers though. There 
will be a Spec Op included in the three Grunts, two 
Jackals, and two Elites that are dropped.

ìAnother Phantom ñ on approach!î - Cortana

This one drops two Veteran Jackals, two Veteran Elites, 
one with needler, one with an Energy Sword, and a few 
Grunts. Draw the Sword Elite out and Plasma his ass. Now, 
pick off the minor guys, then sneak up to the Veteran 
Elite and stick your newly gained Energy Sword up where 
the sun donít shine.

Now, yet another Phantom approaches. Iím always on my own 
by this point. It drops three Black Ops. As you know, any 
Elite using Active Camo has a weakened shield. These ones 
arenít particularly tough. The only problem is spotting 
them. If you go all out right as they drop out the 
Phantom, you could very well kill them before they touch 
the ground. One of them has an Energy Sword, so while it 
is easier to spot, you better watch out.

ìHold here until the Pelican arrives, Chief.î - Cortana

And with that, you have the right to rest. Two Pelicans 
approach from the distance. 
îI got a good view coming in. Thereís a big building in 
the middle of this islands lake.î ñ Sarge

ìI saw it too, it looked like a temple. If I were a 
megalomaniac, as Iím not, thatís where Iíd be.î - Cortana

One Pelican drops a Warthog with a Chaingun mounted on 
the back, and two Marines. The first Marine has an SMG, 
the second, a Sniper Rifle.

The Pelicans then fly off.

Jump in the driver seat, if you know whatís good for you. 
If the Sniper doesnít get into the side seat, fiddle 
around until she does. Once in, drive on.

ìWow... itís like a postcard... Dear Sarge: Kicking ass 
in outer space. Wish you were here!î ñ Marine/ODST

ìI heard that ñ Jackass!î - Sarge

Drive over the hill, past the Jackals, down past the 
building, and start circling it. Let your gunner take out 
all the Turrets and Elites.

ìWatch out, Chief! Wraiths on the far side!î ñ 

Once you feel youíve done as much as you can, go round 
the back and jump out of the ëHog. This is effectively 
killing the ëHog, so be warned (you can kill off all the 
outsiders and park the hog in a safe place if you want to 
keep it, but I usually donít last that long). Anyway, up 
the ramp and inside, youíll find a bunch of Grunts and an 
Elite. Finish them then hit the switch. The bridge will 
start to drop. 

ìGood, the bridge is down. Now, about those Wraiths.î - 

ìRoger that, Armor on the way.î ñ Pelican Pilot

Once the Pelican drops the Scorpion, get in. Fire across 
the bridge at the Wraiths. Once theyíre dead, be sure to 
watch for the four incoming Banshees. Two shots per 
Banshee should do. Get out of the Scorpion and take the 
Ghost sitting near the cliff edge.

Move across the bridge and kill off the Ghosts.

ìYou donít want the tank? Ok... I guess weíll just leave 
it for the others.î - Cortana

Move on through the ruins, up the slope and down the 
other side. There is a small hole in the wall with Grunts 
standing around to your left. Kill them, then back off, 
watching for the incoming and pursuing Ghosts. Kill off 
any Ghosts that confront you, and then proceed out of the 
ruins and around the corner. Be aware, There is a Spec Op 
riding one of the Ghosts, making it an extremely tough 
one to take out.

There are two Support Grunts with Plasma Turrets ahead. 
Kill them off then boost up to them.

You Break It, You Buy It

Move through the tunnel, and out the other side. Youíll 
find yourself in a large, circular area. There are 
several Plasma Turrets and Ghosts sitting around. 
Immediately destroy any vehicles coming towards you. 
There are four or so active Ghosts. Once the area is 
clear, move down into the center and open up on those 
inside the ruins.

Another two Ghosts will come out of the ruins, one of 
which is driven by a Spec Op. Spec Op driven Ghosts are 
best isolated, and the jacked. Basically, take his own 
Ghost and kill him with it.

Continue on through the ruins, and down the slope. The 
next room appears to be empty, but when heading through, 
a team of Grunts will jump you. Now, most people will 
consider this a stupid move on their part, nut 
considering the fact that they set up their Plasma 
Cannons within seconds of jumping you, itís a pretty 
tough trap. However, since you now know whatís going to 
happen, you should easily overwhelm them.

Back out, ASAP. Now, peek round the corner and destroy 
the turret. Once down, you can move in and slaughter the 
rest. However, that only gets you further into their 
trap, as four Ghosts jump up the next slope and attack 
you. Theyíll surround you quickly. Two of them have more 
Spec Ops on board.

Itíll be pretty challenging, but tryín lure them out one 
by one, then slaughter them. Move on down to two slopes 
and out of the ruins, watching for the oncoming Ghosts as 
you go (more Spec Ops, of course).

ìThere are Covenant holed up in the middle of this 
structure. We need to clear them out.î

Go round the right side of the ruins, destroying the 
Ghosts you encounter on the way. Go up the slope, and 
kill off the Elites. There is a long wall of shields 
here, move through them and kill off the Elites.

ìTheyíre all pouring out of the middle ñ letís get in 

Waves of Covenant will come out of the small opening 
ahead, into the ruins. Theyíll walk straight into your 
sights, so donít worry too much.

By now, reinforcements will appear from behind you. They 
were dropped a little back by a Pelican, along with some 
ammo crates. You might want to get off your Ghost and go 
get some new weapons and ammo. Once youíre ready, move 
into the ruins.

There is a ton of Elites in here. Youíre going to have to 
rely on Plasmas. Headshot any Grunts and Jackals. Once 
the ground floor is clear, move up and kill off the 
Elites... they are armed with Carbines.

Move on through to the cliffs. Youíll find four or so 
Grunts, and three Jackals here. Kill ëem off quickly and 
move through the small cave.

Off the Rock, Through the Bush, Nothing But Jackal

[NOTE: This area is hard to explain, so Iím going to be a 
bit brief, and avoid going into detail. Sorry about this, 
but there isnít much more I can do, except give bad 
descriptions and confuse you]

Youíll find yourself in a small stream. Follow it along 
and melee the Sniper Jackal walking around ahead. This 
place is a sniper haven; so get ready for total PWNAGE.

ìYou always bring me to such nice places.î - Cortana

Snipe any Jackals you see, then take on the Minor Elite. 
Once dead, move down to the bottom of the river, killing 
as you go. Work your way across the river, watching for 
the swarm of Drones. Find your way up the hill, and kill 
the Elites as you go.

When you find some Covenant communication equipment, you 
know youíre on the right track. Head into the cave behind 
the crate with the Beam Rifles.

Follow the path out to the large clearing.

ìGood. Still no word about In Amber Clad on the Covenant 
battle net. Itís odd, the Covenant know we made land 
falls, but they donít seem to consider us a very serious 
threat. Boy, are they in for a big surprise.î - Cortana

Head down into the large structure. Once youíre in, 
youíll find yourself face to face with a Hologram of 
Regret, and two Honor Guards. Lure the Guards into the 
hall, and beat them to death. One of them is dual 
wielding Plasma Rifles, so be careful, the other has a 
Plasma Sword.

Two more will come from the top floor. Once dead, you are 
face-to-face with a Hologram of Regret.



The Chief heads starts to move up the ramp.

ìWait, go back... Thatís what I thought he said
The Prophet of Regret is trying to activate haloî

Are you sure?

Cortana clicks, and the hologram comes to life.

ìI shall light this holy ring, release its cleansing 
flame, and burn a path into the divine beyond.î ñ The 
Prophet of Regret

Once again, she clicks, and it freezes on the spot.

ìPretty much.î - Cortana

ìCommander? Weíve got a problem.î ñ The Chief

Miranda, sitting in her chair, is looking through the 
information on Halo, and a hologram of the Index.

ìSo I hear. But from what I understand, the Prophet will 
need an object ñ the Index ñ to activate the ring. Iíve 
located a Library similar to the one you found on the 
first Halo.î ñ Miranda

ìIf the rings work the same way, the index should be 
inside.î - Miranda

ìI bet the Covenant are thinking the exact same thing.î - 

ìThen we better beat them to it sergeant. Extract your 
men and meet me at the library.î

ìYes maíam.î

ìIíll secure the Index, Chief. You take out the Prophet. 
Heís given us all the Intel we need.


Youíll start of facing Regretís Hologram. Two Marines 
will back you up for now. Get ready to fight, as a swarm 
of Drones charges in right away, followed by four Elites. 
Simply hide on the lower floor and take the Drones out 
with your SMG. Once theyíre down, Beam Rifle the Elites. 
The Marines usually kill a couple of Elites, but they 
usually die before the end of the fight.

Head up the ramp and out the door to the right. Kill any 
Snipers you see, and watch for the oncoming Elite. There 
are lots of Veteran Elites here. Kick their ass, and move 
on. Watch for the Grunts, and always keep an eye on the 
other structures in case Snipers appear.

Head over to the next structure along, and kill off the 
Minor Elite on the way. There is a Sniper there, simply 
beat him to death (If youíre too close, heíll drop his 
Rifle and run, so you have no need to worry). Kill the 
oncoming Grunts, then the Veteran Elite ahead.  Continue 
around the structure, and move inside.

Thereís a lot of Grunts in here, and two Veteran Jackals. 
Kill them all and move on. As you head for the exit, 
another two Jackals attack. Two headshots should do. 

ìI wish I had time to decipher these inscriptions... The 
Forerunners revered this place. That much is clear. But 
was it a temple? A university? I canít say.î - Cortana

Once you make it out, youíll see a tram... of sorts. It 
heads off just before you reach it. Beam any Snipers you 
see, and the Veteran Elite.

Move over to where the tram was, and wait for it.

As you wait, a Phantom approaches from the distance. Hide 
under the central structure. Once it makes itís drop and 
leaves, come out to find yourself faced with a Hunter 

With your Beam Rifle, unload into their flesh. It 
shouldnít take more than a couple of hits to finish it.

ìCortana? The Covenants getting nervy. I donít want to 
give away my position, so Iím rerouting a few stragglers 
back to you. I apologise, these Pelicans are all the 
support youíre gonna get.î ñ Miranda

ìUnderstood maíam.î - Cortana

Once theyíre down, wait a little longer, and a Pelican 
will arrive. It drops six weapon crates, and two Marines.

ìThe gondolas launching from the far towers. Big 
surprise, itís full of Covenant reinforcements.î

Get a Beam rifle aimed at the gondola, in preparation for 
the Elite that shall emerge. Once the Elite(s) is down, 
clear out the Grunts and Jackals, then move in.

Hit the switch to start the gondola.

One-Way Ticket

As soon as the gondola starts, watch your 6 for incoming 

A gondola approaches from the opposite side. Get ready 
for a swarm of Drones and accompanying Elites.

Hide on the underside of the gondola and kill of the 
Drones, then kill off the Elites, either close and 
personal, or peak out, fire, and back under cover.

The gondola continues on. As it approaches the next 
structure, watch for the four Snipers, and two Plasma 
turrets. Snipers first, Grunts second.

Once itís clear, and the gondola reaches the end, kill 
the two Jackals and move in. There is a room full of 
jackals here. Dual Plasma Pistols are my personal 
favourite here. Move in and kill off the Jackals on this 
side of the room, then move round to the other side. Once 
theyíre dead, drones move in. PPs are still my weapons of 
choice. Kill them off.

ìAh, now I see. Thereís a submerged section that connects 
these towers to the outlying structures. Looks like weíre 
going down... unless youíd prefer to swim.î - Cortana

You need to wait for the elevator to rise up the hole in 
the center. Once itís up, kill the Jackals within. A 
Pelican while drop some Marines down outside. Wait for 
them to catch up with you.

ìAlright. Letís see where this elevator goes.î - Cortana

Move in and hit the switch, once the Marines are inside. 

The elevator moves down the shaft and suddenly comes to a 
halt. It then starts up again and plummets into the 
underlying pool of water. It turns out youíre in the lake 
that was outside the structures.

ìIíve intercepted a secure transmission from Regretís 
Carrier, something called... High Charity. It seems to be 
a formal apology to the Prophets of Truth and Mercy. 
Apparently, Regret jumped the gun when he attacked Earth. 
Heís asking the other Prophets to ëforgive his premature 
arrivalí, arguing that ëno human presence was foretold.í 
That explains why there were so few ships in his fleet. 
But itís odd a Prophet would have such bad intel about 
his enemyís Home-World.î ñ Cortana

Youíll find yourself coming under the next structure just 
as Cortana finishes. The Elevator stops for a moment, and 
then speeds upwards, out of the water and into the 
structure itself. The door opens and the Marines jump 
out. Follow them along and head up the ramp. Youíre going 
to want to stealth kill these Grunts. This is tricky as 
the pattern seems to change slightly every now and then, 
making it impossible at times. Just kill the patrolling 
Grunts, and once the Marines charge in theyíll slaughter 
the rest. Move through to the next room.

Head up the ramp and into the next large room. Kill off 
the Jackal Sniper wandering behind the Honor Guard, then 
back off to the ramp and kill the Drones that swarm you 
from in here. When the Honor Guard approaches kill him 
quick. He has an Energy Sword. Once theyíve all been 
taken care of, take out the remaining Jackals on the far 
side of the room. Move slowly through the room, clearing 
it out as you go. Watch for the next swarm of Drones. 
Also, at one point, three Honor Guards will come from one 
door, and a Hunter Bond from another. Thereís a lot of 
Beam Rifles sitting around the room. Lure the Hunter into 
swiping you, then stick a Beam Rifle in its back and fire 
twice. It dies.

Head through the next room, and around the other side of 
the wall to the next room. There are three Black Op 
Elites here, and accompanying Grunts. Kill them off (they 
have weakened shields), and move through to the next 
room. A Sword Elite comes rushing down the ramp to 
attack. Finish him and move on.

Go down the ramp and into the elevator. Hit the switch. 
This elevator heads into the water, just like the last 

ìRegrets Carrier just received a response from High 
Charity. A very well encrypted message from the Prophet 
of Truth. Listen to this: ëYour haste has jeopardized the 
fulfillment of the Covenant, threatened our Grand Design. 
That you shall be spared a public display of our contempt 
is thanks only to Mercy and his wise council.í Truth, 
Mercy, Regret. Three Prophet Hierarchs. Killing Regret 
should shake up the Covenant leadership, but frankly, it 
sounds like you might be doing Truth a favor. î

The elevator heads out of the water and into the next 
structure. When the ëvator hits top, move out and back 
smack the Honor Guard. Move along and beat the next Honor 
Guard to death. Kill off the Grunts and move on.

ìEvery member of the Covenant shall walk the path. None 
will be left behind when our Great Journey begins. That 
is the Prophets age-old promise, and it shall be 
fulfilled!î - Regret

ìGreat Journey! Doesnít he know what these rings do!?î - 

Continue out to the exit and kill off the Drones before 
leaving the building. Once dead, head up the hill, behind 
the Elites and smack them in the back.

ìThis is my last run, Chief. Iím nearly out of fuel! 
Weíve secured the first tower cluster, so Iíll set down 
there.î ñ Pelican Pilot

Kill the Jackals, and wait for the Pelican to land. The 
Pelican also drops ammo canisters. Head on through the 
rocks to the next area. Two Snipers, a Carbine Elite, and 
a Grunt are ahead. Kill off the Snipers quickly, then 
take the Grunts. The Marines will have eaten away at the 
Elite then, so you simply finish it off. Kill the next 
Elite to the left, then another Grunt hiding behind the 
ruins. Move quickly through the wreck now ñ a Phantom is 
in hot pursuit. A Jackal is sitting between you and your 
destination: A Sniper Jackal. Kill it. There are more 
canisters here. Choose your weapons and kill off the 
Covenant on the gondola. Let your Marines get on the 
gondola, and hit that switch. 

ìHowís it going, you two?î - Miranda

ìSo far, so good. Weíre approaching the main temple now.î 
- Cortana

ìRoger that. Iím as close to the Library as I can get. 
Thereís some sort of barrier... weíre trying to find a 
way around it. Iíll keep you posted.î - Miranda

As the gondola leaves, two Banshees pursue.  In this 
condition, theyíll be tough. Use the Rocket launcher 
which is sitting atop the gondola. It has four convenient 
rockets, enough to kick their asses. A second Gondola 
meets you half-way, and two Thruster Elites board your 
gondola. Theyíll be very tough. Not only that, but there 
are supporting Grunts, namely a Fuel Rod Grunt. Use the 
Sniper Rifle also conveniently nearby. Two shots from 
that, then a head burst with the Battle Rifle per Elite. 
Finish the Grunts, then move on... or let the gondola 
move on.

Once you get near the main temple, Covenant will swarm 
out from within. Kill off the Grunts (on Plasma Turrets), 
then Jackals.

A huge Covenant fleet appears overhead, just exiting 
Slipstream Space.

ìThatís the largest Covenant fleet Iíve ever seen... the 
largest anyoneís ever seen! Get inside the temple and 
kill Regret before it can stop us.î - Cortana

Sorry, Were You in the Middle of Something?

Kill the two Grunts on the Plasma Cannons up ahead, then 
the Elites that come out of the main temple. Jackals will 
dart out in the rear. Headshots... Plasma Bolt the Elites 
shields then head burst them.

Move in...

ìThe Covenant fleet has launched multiple waves of 
Phantoms! Too many for me to track ñ We donít have much 

As you enter, two Veteran Elites will come at you from 
one door. Bolt Burst them. Grab the Energy Sword from 
underneath the ramp.

Move up the ramp, and look ahead to see... none other 
than the Prophet of Regret himself.

ìThere are Honor Guards all over this place! Watch your 

Two Honor Guards will make a charge for you. Dodge each 
of them and back-lunge them. Now charge for Regret!

ìThereís the target! Take him out!î - Cortana

ìYou dare to interrupt my sermon!? Warriors ñ Attack! The 
Demon must Die!î ñ The Prophet of Regret 

Move up to him as fast as you can, avoiding any Elites 
and such in the process. As soon as you are in range, 
hold ìXî to board his Chair. Once aboard, hit B to beat 
the shit out of him. You can usually get about six hits 
in before he teleports.

ìIncompetence! Iíll kill it myself!î ñ The Prophet of 

As soon as you can, Lunge him with your Sword, followed 
by a boarded beating.
After about 15-20 Lunges and punches, heíll release a 
piercing scream, and die. With no life left to control 
his chair, it plummets to the ground, the chair starts to 
vibrate violently, and then it explodes.

ìBad news! The Phantoms are turning around, the fleets 
preparing to fire on our position!!î - Cortana

The Chief walks outside and looks up to see a carrier 
preparing to glass the entire structure! The Chief looks 
to the left and sprints out, to the end of the structure. 
He reaches the wall, leaps over, and lands on the path 
below. He darts for the end of the structure, jumps as 
far as he can, spinning around in the process, and lands 
in the water as the structure collapses around him.

He sinks into the lake...

ìThis is not your grave... ughh... But you are welcome in 
it!î ñ Voice 

A vine floats around in the lake ñ apparently at random, 
until it suddenly straightens, then darts for the Chief 
and wraps around him, pulling him deeper into the lake.

Sacred Icon

                       COVENANT HOLY CITY, HIGH CHARITY
                               SANCTUM OF THE HIERARCHS

The Arbiter walks along a corridor, Elites and Brutes on 
either side. The Elite Honor Guards walk along, without 
their helmets. The Brutes are placing Honor Guard 
equipment on themselves. One Brute attempts to take an 
Elites staff from him. The Elite holds, but the Brute 
gives him a cold stare. The Elite submits. Two Brutes are 
fighting over a helmet. 

The Arbiter continues through a large door, and between 
two Brute Honor Guards. He comes across three Elites 
speaking with the High Prophets. 

ìThis is unprecedented. Unacceptable.î ñ Spec Op 

ìA Hierarch is dead, Commander.î ñ The High Prophet of 

ìHis murderer was within our grasp. If you had not 
withdrawn our Phantoms-î ñ Spec Op Commander

ìAre you questioning my decision?î ñ The High Prophet of 

ìNo, Holy One. I only wish to express my concern that the 
Brutes-î ñ Spec Op Commander

ìRecommissioning the Guard was a radical step, but recent 
events have made it abundantly clear that the Elites can 
no longer guarantee our safety.î ñ The High Prophet of 

ìI shall relay your... decision... to the council.î ñ 
Spec Op Commander

The Commander passes the Arbiter. They exchange nods, 
then move on.

ìPolitics, how tiresome.î ñ The High Prophet of Truth

ìDo you know, Arbiter, the Elites have threatened to 
resign? To quit the High Council? Because of this... 
exchange of hats?î ñ The High Prophet of Truth

ìWe have always been your protectors.î ñ The Arbiter

ìThese are trying times - for all of us.î ñ The High 
Prophet of Truth

ìEven as the Humansí annihilation filled us all with 
satisfaction, the loss of one of the Sacred Rings wracked 
our hearts with grief!î

ìPutting aside our sorrow, we renewed our faith in the 
prophecy that other rings would be found. And see how our 
faith has been rewarded!î

Truth moves to the left, and Mercy turns his back to the 
Arbiter, revealing another Halo on the view screen.

ìHalo... its Divine Wind will rush through the stars, 
propelling all who are worthy along the path to 

ìBut how to start this process? For ages we searched for 
one who might unlock the secrets of the ring - An Oracle 
ñ and, with your help, we found it.î

The Prophets lead the Arbiter to the trapped Oracle.

ìWith appropriate humility we plied the oracle with 
questions, and it, with clarity and grace, has shown us 
the key.î 

They press a button, and up comes the Sacred Icon.

ìYou will journey to the surface of the ring and retrieve 
this Sacred Icon. With it, we shall fulfill our promise.î

ìSalvation for all!î

ìAnd begin the Great Journey!î 

A Phantom speeds along towards Halo. Aboard the Phantom, 
sits Tartarus, standing behind a Brute ñ piloting the 

ìOnce the shield is down, we will head straight to the 
Library, I do not wish to keep the Hierarchs waiting.î - 

The Arbiter is standing next to two Brutes in the 
passenger section of the Phantom.

ìThe Human that killed the Prophet of Regret... Who was 
it?î ñ The Arbiter

ìWho do you think?î - Tartarus

ìThe Demon is here!?î ñ The Arbiter

Tartarus growls in confirmation.

ìWhy? Looking for a little payback?î - Tartarus

ìRetrieving the Icon is my only concern.î ñ The Arbiter

Tartarus laughs at the thought.
îOf course!î - Tartarus

The Phantom moves down to the large structure, and drops 
the Arbiter. The Arbiter looks around, hearing a sound. 
Suddenly, an Enforcer rises up behind him. He fires off a 
few shots, attempting to ground it, but it fails. The 
Phantom returns and blows one arm off it. It gives chase.

ìLower the shield, Arbiter! Iíll pick you up when youíve 
finished!î - Tartarus 

Uncomfortable Silence

Immediately turn round and head up to the Veteran Grunt. 
Shoot at the symbols on the structure. Theyíll glow dark 
blue. Keep firing until the pillar moves out of the 
ground, then drop down. After you come out of the drop, 
shoot the next pillar to lower it, then drop down.

Once you reach the bottom, move along the corridor, 
killing the sentinels in the process. Be sure to destroy 
any panels on the wall (white ones with blue lights 
underneath). They release more Sentinels.

Once you reach the end of the corridor, shoot the pillar 
and move down. Youíll meet two Jackals and a Grunt 
attempting to hold off Sentinels. Help them out, and be 
sure to destroy the wall panels. Once its clear, move 
along the bridge and the end of the room.

ìYouíre getting close to one of the shield generators. 
Many of my Brutes have fallen, attempting to take it 
down. Letís see if you fair better.î - Tartarus

At the other side of the bridge, itís the same deal as 
the last side. Simply take the panels off the wall, and 
deal with any Sentinels that attack. Once youíve done 
that, find the next pillar and shoot it. Move down, your 
Jackals and the Grunt should follow. Another Grunt will 
meet you down here, fleeing from Sentinels.

Another corridor with Sentinels and Panels. Clear out, 
shoot the pillar, drop down. 
îYouíve reached the shields power source, Arbiter. 
Overload the locks holding it in place.î 

Youíll encounter an Enforcer along with many Sentinels in 
this large room. Drop down onto the platform below, and 
hide out on the underside. Shoot out all open wall 
panels, then eliminate the Sentinels. Once the Sentinels 
are out of the way, concentrate on the Enforcer. Take the 
arms out first, then concentrate on the main body.

When all seems clear, activate the gondola by shooting at 
the panels at the corners of the platform.

ìYouíve released the power source. Now, find a way to 
remove it from its cradle.î ñ Tartarus

Hit the switch to power down the Containment-Shield.

Suddenly ñ explosions. Not that you can see, but that you 
can hear. The huge doors in front of the gondola open, 
and it starts moving.

Buyerís Remorse

As the lift moves out into the snow, a Phantom passes by 
in front of you, then turns back to support.
îIíll come after the Library is clear, Iíll pick you up 
on the ledge ahead.î

The next door along slides out of the way, and an 
Enforcer bombards the Phantom.
îArgh! Blasted machines!!î 

Once the gondola stops, youíll be surrounded by Sentinels 
and Flood... oh, and who can ignore the Enforcer. Watch 
for the Advanced Sentinels, they use more powerful blue 
Sentinel Beams. They also come with energy shields 

Use Sentinel beams to kill the Flood, and a Carbine for 
the wall Panels and Sentinels. The Enforcer can be safely 
ignored as long as youíre on the underside. When the 
battle dies down, eliminate the Enforcer with an Advanced 
Sentinel Beam.

When the small door (in comparison to the previous two) 
opens, move on through and recover from the fight.

Some minor Flood Combat Forms (Human) will charge you. 
Cut them down to size before moving on. Eventually, the 
corridor will start to flood with... Flood... erm... yes, 
and Sentinels. Try to make them fight each other, then 
move on whilst they are distracted. At the end of the 
corridor shoot the pillar, then drop down.
Head along the corridor, jumping over the obstacles. When 
the Flood leap over on their way to you hit your camo and 
continue on. Take a right and shoot the next pillar. Drop 
down. Move on, stopping to take ammo from the dead 

ìProceed to the objective! Weíll hold out as long as we 
can - Urgh ñ Argh ñ Get if off ME!!î ñ Marine [RADIO]

ìSuppressing fire! Suppressing fire!!î ñ Marine [RADIO]

When you come across more Flood, hit your camo and leg 
it! Once your camo runs out, keep on going. Pass in 
between the two Carriers, and then the next two, and then 
shoot the pillar. Drop down.

Down here there are Enforcers taking on hordes of Flood. 
This is the perfect situation... when Flood are involved, 
that is. Move out of the little cubby, and jump up, into 
the next. Go along, and out again, and into the next. Up 
into the last one, shoot the pillar, then drop down.

This place is almost pitch-black. It is swamped by Flood 
gas (the kind released when Flood are injured). Follow 
the corridor out, past the crates and into the large open 
area like the one you met the Grunts and Jackals in. Leg 
it past/over all Flood down to the bridge, then along to 
the other side.

At the other side, dart past the Flood, and over the next 

ìNegative, Maíam. They are NOT Covenant. Cover that 
doorway!î ñ Marine

Head through this room, find the pillar, shoot it, and 
jump down. Shoot the next pillar in this extremely dark 
room, and drop down again. Youíll be out in an area like 
the one you started in. Pick up any ammo you fancy (That 
Energy Sword is a particularly good Flood stopper), shoot 
the next pillar, and drop down. This drop is similar to 
your first one.

Youíll see a Phantom cutting down Flood contacts. While 
it keeps them busy, you have a small window to shoot the 
pillar, and drop down Flood free. Get on it.

This is a long drop. Once you hit the  flat ground, move 
out of the tunnel.

100,000 Yearís War

Run out and cut down the Flood nearby. Watch out for the 
Rocket Flood. Orbital Drop Pods will fall from the sky, 
and from within, emerge the Elites. Help them secure the 
area over the bridge. Beware, Some Flood carry Shotguns 
and Energy Swords. Work your way up to the Plasma Turret, 
and hop on when the Flood are held off at a good few 
meters. Mow them down with that. All the Elites will hold 
up behind you.

Youíll have to watch for Flood coming from directly 
behind the gun, mainly an annoying Shotgun Flood or two.

ìForerunners be praised! The Arbiter! This Quarantine 
Zone has been compromised. We must do what we can against 
the Flood. Our Commander has landed further in. Let us 
join him.î - 

Once you hear that, the area should be completely clear 
of Flood. Head through the small cave along the snow wall 
to the left of the bridge. As you approach, Flood 
contacts will leap from atop the wall. Quick reaction 
time is key here, or else theyíll surround you and beat 
you to death.

Once you eliminate them, move through the cave. Walk up 
to the back of the Flood Combat ahead, and eliminate it. 
Move up to the center of this area. Youíll see three or 
four Elites, attempting to hold off hordes of Flood. One 
of these Elites is the Spec Op Commander.
Circle around the area and eliminate all contacts. Watch 
for the Rocket Flood to the right of the Elite encampent.

ìArbiter! What are you doing here?î ñ Spec Op Commander

Flood growls suddenly erupt from all around the area.

ìWe must hold this camp until reinforcements come.î ñ 
Spec Op Commander

Watch for the rushing hordes of Flood. Get out your 
trusty Energy Sword, if available, and finish them 
alongside the Commander, in true style.

ìThey were fools to stand against us!î ñ Spec Op 

More hordes attack. Keep them at bay until the Phantom 
arrives with reinforcements.

Quarantine Zone

A Phantom flies hovers overhead, dropping replacements 
for your dead Elites.

ìIn the center of this zone is a Sacred Icon critical to 
the great journey. I must find it!î ñ The Arbiter

ìWe shall cut into the heart of this infestation, 
retrieve the Icon, and burn any Flood that stand in our 
way.î ñ Spec Op Commander

A loud roar of approval comes from the reinforcing 

ìThe parasite is not to be trifled with, I hope you know 
what youíre doing!î ñ Spec Op Commander

The Commander walks away.

Objects in Mirror are Larger Than They Appear

ìForward Warriors! And fear not pain nor death! Go 
Arbiter, Iíll follow when our reinforcements arrive.î

The Phantom dropped four Warrior Elites, two Ghosts, and 
a Spectre. I suggest taking the Spectre, and fitting on 
three of the four Elites... if they are willing to join 

Get ready ASAP, as an Enforcer and Sentinels are 
approaching. Clear ëem out, then move up the hill and 
through the tunnel. Wait for the Ghost, then move through 
the next door.

ìWhat! The Parasite controls our vehicles? No matter... 
it will die all the same.î ñ Warrior Elite

Youíll find yourself in a large open room. Two Advanced 
Sentinels come straight at you, with an Enforcer not far 
behind. Dodge their attacks to the best of your ability, 
giving your Elites time to shoot them down.

Youíll notice random Ghosts lying around, unmanned yet 
damaged. Donít bother taking anything, keep your Elites 
as close as possible (AKA, most on Spectre, one on 

After clearing out the first few Forerunners, move around 
the big dividing block, and be prepared for incoming 
Enforcers in the masses.

ìCommander, weíve found a human vehicle!î ñ Warrior Elite

ìKeep moving, Iím on my way.î ñ Spec Op Commander

Youíll notice an empty Warthog up against a pillar behind 
some boxes, with accompanying dead Marines.
Hold back and strafe the Enforcers for your Elites. Move 
along the path slowly.

Move down the slope, and take cover immediately. A 
Scorpion is just ahead. Your top priority ñ Jack the 
Scorpion. Get off your vehicle, get as close as you can, 
then cloak yourself. Jump on the back, hit it a few 
times, throw two Plasma Grenades in, then jump off. You 
should now have a damaged, yet empty and usable Scorpion.

Get in, then wipe out the remaining Flood Ghosts. Move 
through the tunnel, and out the other side. 
Healthy Competition

Move forward. Three Human Flood will drop down from above 
the tunnel. An Enforcer hovers over from the left, past 
your LoF, taking no notice of you. Move ahead and simply 
run over the Flood. A Human controlled Pelican flies 
overhead, firing the rear-mounted Chaingun down on Flood 
contacts, and carrying a Scorpion at the rear.

Move around, down the slope, rolling over the Flood in 
the process, and in through the small door.

ìIím sending you a squad of my most experienced Warriors, 
Arbiter. Do not squander their talents!î ñ Spec Op 

Straight ahead, youíll find a Wraith firing Plasma 
Mortars at an Enforcer. Hit the Enforcer from the rear 
with your turret shells, then attempt to jack the Wraith. 
Youíll need the speed boost.

A Phantom will land in this area, so donít move too far. 
It drops three Veteran Elites, and two Ghosts.

ìAn Arbiter! Just what are we going up against?î - Elite

Once your team is ready, move along the tunnel, and over 
the makeshift bridge. Watch for the Rocket Flood atop the 
hill ahead of the bridge. Kill off the Flood Ghost, then 
move over the next bridge. There is another Rocket Flood 
straight ahead, under the rubble. Turn left and target 
the Wraiths. Follow the path along, over the natural 
bridge. Watch for the Flood Wraith in front of the cave.

A large group of advanced Sentinels and an Enforcer or 
two suddenly ambush your team. At these numbers, 
Sentinels can be devastating. I suggest going straight 
into the tunnel. Watch for the incoming Ghosts.

After youíve cleared this area, move through the cave, 
and leave your Wraith. A Flood-controlled Scorpion and 
Wraith lie straight ahead, in battle with Enforcers and 

Move up to the Scorpion and board it. Beat it then 
grenade it. If youíre lucky, an Elite may have taken your 
Wraith. With your supporting team (assuming you managed 
to keep them alive), youíll be all set for the battle.

Most of the time there are just too many Sentinels and 
Enforcers though, so you will very probably be forced to 
flee through the rubble. Once youíre through, move along 
the cave. Youíll come to some windows, through which 
Sentinels are cutting down the Flood.

Drop down into the room below, and fight your way through 
to the other side. Carefully move past the Flood, 
avoiding contact when the contacts are fighting each 

Move through the exit cave. As you go out into the open, 
an Enforcer wreck lands inches from your face. Move 
quietly around the side of the hills, and through the 
cave at the other side of the pit.

As you enter the cave, hordes of Flood rush straight at 
you. Immediately cloak and leap over them, and they 
should head straight under you and into the pit battle.

Follow the tunnel along, into a room similar to the one 
you were in just before. Move to the other side, up the 
ramp and out into the open again (past some Flood on the 
way). You know youíre going the right way when you pass 
dead Marines.

Head down the left, and grab the empty Ghost. Move past 
the enemy Ghosts and Wraiths, across the bridge, and hold 
position. Watch it, there is a Flood controlled Gauss 
ëHog. There is also a Chaingun ëHog, and many a Ghost, 
with a Wraith or two.

Whatever you do, donít stray too far. A Phantom is on the 
way. When it arrives, it drops a Spectre, the Spec Op 
Commander, and a Warrior Elite.

Get on the Spectre and move up the hill. As you move 
along, watch for the Enforcers, which most likely 
dominated the ongoing battle.

Donít draw too much attention to your team, as a couple 
of Wraiths usually sit far to the left, far enough to 
last the battle.

Once you have cleared the entire area out, move along 
over the hill, drop off to the ground below, through the 
mini-cave, and into battle with Enforcers, Ghosts, a 
Wraith and a Scorpion.

ìA Human Heavy-assault vehicle!î ñ Elite

Leave the Flood and the Forerunners to battle it out, and 
move on to the right of the clearing, under the huge 
structure overlooking the Quarantine Zone.

In here, there are hordes of Flood all gathered up, with 
a couple of Flood manning Human Turrets.

I suggest getting off the Spectre, making sure your 
teammates get off too, and moving in on foot.

Grenades are your best friend here. Toss them in, fire 
off at the turrets, and clear out any remaining Flood. 
The Commander will do most of the tougher groups for you, 
as long as you support.

Once all is clear, move through the door at the center of 
the structure wall. Head along one of the corridors, 

ìWarriors... well done!î ñ Spec Op Commander

The Arbiter and the Commander head up a ramp and towards 
a computer. The Arbiter activates the Gondola, calling it 
to him. Just then, the next gondola along starts moving 
to the next structure.

ìMore Humans? They must be after the icon!î ñ Spec Op 

Growls and screeches come from back down the ramp. The 
Commander turns and draws his Sword.

ìOn your way, Arbiter. Iíll deal with these creatures!î ñ 
Spec Op Commander

As the Commander leaves the gondola, it starts moving 
along. A Phantom flies down next to the gondola.

ìI see that coward didnít join you. Iíll do what I can to 
keep the Flood off your back.î ñ Tartarus

Shooting Gallery

ìWe cannot let the Humans capture the Icon! The Hierarchs 
will not suffice to your failure.î - Tartarus

Youíll find yourself surrounded by teammates.

They are all Minor Elites.

ìLook! Up ahead ñ the parasite gathers for an attack.î ñ 
Minor Elite

The Elites will gather at the front of the gondola and 
exchange fire with the Flood. They are position on a 
small platform to the left of the gondolaís path. Take 
out as many as you can. If any are left when the gondola 
passes, theyíll jump on. Chances are most jumpers will 
miss. Kill them all off.

As soon as youíve cleared that, watch the bottom floor, 
but stay on the top side. When the Flood come through 
gaps near the bottom of the gondola, rush down with and 
keep them as low as possible. As soon as they start to 
rise, you start to lose.

Once that set has been cleared, more Flood jump on above 
from another platform, and these ones rarely miss.

More come out the bottom after that. Now you have to 
worry about one or two at a time, which can be worse, 
because they have a tendency to keep quiet when you donít 
know theyíre there.

After a couple of singles, a huge horde enters from the 
bottom. Watch for those with shotguns. Grenades, and 
shotguns I might add, are your friends.

ìThe Humans are already inside, Arbiter! After them! Iíll 
watch the perimeter!î - Tartarus

Eventually, a large circular door will open, and the 
gondola stops next to a small ramp.

That Old, Familiar Feeling

ìGo Arbiter! Get the icon!î ñ Tartarus.

Run down the walkway, and across the familiar layout of 
the Library. Some Combat forms run after something, 
taking no notice of you at all. When you get to where 
they were, a couple of infections leap out of the ducts, 
but still taking no notice. They follow after the 
Combats, ignoring the dead Flood bodies, which they could 
have revived.

Dotted around among the Flood bodies, are the bodies of a 
few Marines. Follow them along the path. Head through the 
little passage-way on the left.
The wreck of an Enforcer lies straight ahead.

Miranda ñ searching for the index ñ comes across it 
floating over a large drop. She canít reach it as it 
floats over a large drop.

She grabs a nearby vine, then leans out, and grabs the 
îGotcha!î ñ Miranda

Just then, the vine slips, and Miranda begins to slide 
over the edge. Suddenly, the vine stops, holding Miranda 
in place.

ìYou know, your father never asked me for help either.î ñ 

Sarge pulls Miranda up.

ìThe index is secure.î - Miranda

ìMcKenzie, Perez! Howís our exit? You hear me Marines!? 
We got trouble!î

Sarge scans the area with his Battle Rifle. Sarge notices 
a distortion in the air. Knowing this is a sign of active 
camouflage, he opens fire on it, yet missing. The 
distortion leaps over the wrecked Enforcer.

ìDamn!î - Sarge

Sarge tries to hit it with his rifle... twice, but both 
times the distortion counters. It grabs Sarge. The 
camouflage wears off, and the Arbiter appears underneath.

ìHow ya doiní?î ñ Sarge

The Arbiter head-butts Sarge, knocking him on the floor.

ìSergeant, stay down!î - Miranda 

Miranda raises here dual-wielded SMGs and fires at the 
Arbiter, knocking his shielding offline. The Arbiter 
leaps back behind the Enforcer, and rushes round the 
right of the room to cover.

Miranda turns to the Sergeant.

ìJohnson, you all right? Johnson!?î - Miranda 

The Arbiter takes his chance, and leaps out to Miranda. 
Miranda looks back slowly, understanding her mistake. The 
Arbiter knocks her guns away, then she is pulled by 
Tartarusí Hammer.

ìExcellent work, Arbiter. The Hierarchs will be pleased.î 
- Tartarus

Tartarus has Miranda in his right arm, with the index on 
her waist.
îThe Icon... is my responsibility.î - Arbiter

ìWas your responsibility, now it is mine.î - Tartarus 

The Brutes surround the Arbiter. One of the Brute takes 
Sarge, another takes Miranda from Tartarus.

ìA bloody fate awaits you and the rest of your 
incompetent race, and I, Tartarus - Chieftain of the 
Brutes, will send it to you.î - Tartarus

Tartarus raises his hammer, and aims at the Arbiter, 
ready to fire his energy sphere.

ìWhen the Prophets learn of this, they will take your 
head.î - Arbiter

ìWhen they learn? Ha ha. Fool. They ordered me to do it.î 
- Tartarus

Tartarus fires, pushing the Arbiter over the edge, and 
down a huge drop.



Intro: Scene One
Intro: Scene Two