HH HH AAA LL OOOOOO HH HH AA AA LL OO OO HHHHHHHH AA AA LL OO OO HHHHHHHH AAAAAAA LL OO OO HH HH AA AA LLLLLLLL OO OO HH HH AA AA LLLLLLLL OOOOOO ------------------------------------------------------------------------------------- By: Infinity63 Version: 9 ------------------------------------------------------------------------------------- Table of Contents 1 Version History 1 Version 1 2 Version 2 3 Version 3 4 Version 4 5 Version 5 6 Version 6 7 Version 7 8 Version 8 9 Version 9 10 Version 10 2 Weapons of Halo 1 Introduction to Weapons 2 M6D Pistol 3 MA5B Assault Rifle 4 S2 AM Sniper Rifle 5 M19 SSM Rocket Launcher 6 M90 Shotgun 7 M9 HE-DP Grenade (Frag) 8 Plasma Pistol 9 Plasma Rifle 10 Needler 11 Fuel Rod Gun 12 Energy Sword 13 Shade 14 Plasma Grenade 3 The Warriors of Halo 1 Introduction to Warriors 2 Master Chief 3 Crew 4 Marines 5 Grunts 6 Jackals 7 Elites 8 Hunters 9 Flood (Infection) 10 Flood (Combat) 11 Flood (Carrier) 12 Sentinels (Non-Shielded) 13 Sentinels (Shielded) 14 343 Guilty Spark 4 Vehicles 1 Introduction to Vehicles 2 M12 LRV 3 M808B Scorpion MBT 4 Pelican 5 Ghost 6 Banshee 7 Wraith 8 Covenant Dropship 5 Walkthrough 1 Introduction to My Walkthrough 2 Level 1-Pillar of Autumn 3 Level 2-Halo 6 Stories 1 Introduction to Stories 2 Entry by Infinity63 3 Entry by gametime 2002 4 Entry by MOONdaBARGE 7 Hints 1 Introduction to Hints 2 Entry by Infinity63 8 FAQ 1 Introduction to My FAQ ------------------------------------------------------------------------------------- 1.1 Version 1 Added the Table of Contents and the human weapons. I'm working on the covenant weapons right now. 1.2 Version 2 Added the covenant weapons to the weapons section. Starting on the marines. 1.3 Version 3 I got ahead today and did the marines and covenants. I'm working on the flood and sentinels now, and I should be adding the Pillar of Autumn walkthrough soon. 1.4 Version 4 I added the flood and sentinels and I forgot something on the weapons' and warriors' introductions, fixed it. 1.5 Version 5 I've done a lot today, I've put on the vehicles, human and covenant. And again, I'll be adding the Pillar of Autumn walkthrough soon. 1.6 Version 6 I created the stories section and made an entry. 1.7 Version 7 I put in the Pillar of Autumn walkthrough and I'll start work on the Halo walkthrough. 1.8 Version 8 I added the first entry to the stories' section (besides mine), nothing else though. I need to stop being lazy and add the Halo walkthrough... 1.9 Version 9 I finally added the walkthrough for the level Halo, and I added another entry to the stories' section. I also fixed a few errors all over the FAQ, not easily noticeable, but I saw 'em. 1.10 Version 10 More errors, lots of 'em. ------------------------------------------------------------------------------------- 2.1 Introduction to Weapons Weapons in Halo are what keep you alive and what keep the covenant and flood (hopefully) dead. Power, accuracy, rate of fire, reload time, and effectiveness are rated on a scale of 1 to 10, and overall is an average of the five. 2.2 M6D Pistol This is a small and very accurate weapon, itís good against many enemies. It has two levels of zoom and is capable of automatic fire (hold the right trigger). It can hold 12 shots and you can carry 120 extra rounds. This is one of my favorite weapons and for good reasons. I recommend using it against grunts, the flood, and hunters (yes, hunters). Power-5 Accuracy-9 Rate of Fire-8 Reload Time-6 Effectiveness-9 Overall-7.4 2.3 MA5B Assault Rifle A very inaccurate weapon capable of rapid automatic fire. It can hold 60 rounds and you can carry 600. This is overall a horrible weapon and I donít recommend using it against the covenant; although, it is good against the flood and sentinels if you use it correctly. By the way, in my opinion (not necessarily yours) this is the worst weapon in the game. Although the AR sucks, it can be useful to find your way: on the screen that displays your ammo, you should see three circles, think of those as an arrow, it always points toward the gas giant, thatís North. Power-2 Accuracy-2 Rate of Fire-10 Reload Time-6 Effectiveness-4 Overall-4.8 2.4 S2 AM Sniper Rifle This weapon is extremely accurate and used for long-distance sniping. It has three levels of zoom and is capable of night vision; to turn on night vision, press the white button when zoomed in. This contains 4 rounds of anti-materiel munition and you can hold 24 rounds of extra ammo. The sniper rifleís anti-materiel munition can easily pierce most armor, so make sure you know whatís behind your target before you shoot that too. Power-9 Accuracy-10 Rate of Fire-2 Reload Time-5 Effectiveness-9 Overall-7 2.5 M19 SSM Rocket Launcher The rocket launcherís shots are highly explosive and very slow moving. Even though the rocket launcher has two levels of zoom, I donít suggest using it to destroy far- away targets, theyíll move before the rocket gets there. You can carry 8 rockets and the rocket launcher can be loaded with 2. Power-10 Accuracy-1 Rate of Fire-2 Reload Time-2 Effectiveness-9 Overall-4.8 2.6 M90 Shotgun This is a powerful weapon that is useful fighting covenant, flood, and sentinels. Usually a point-blank shots will kill most enemies but it takes a long time to reload. Its scatter-shot allows you to take on many enemies at once. The shotgun can hold 12 shots and you can reload it with ammo from your extra 60 rounds. This is another of my favorite weapons, its powerful, its accurate because of its scatter- shot, and its effective against everything. Power-9 Accuracy-8 Rate of Fire-4 Reload Time-1 Effectiveness-10 Overall-6.4 2.7 M9 HE-DP Grenade Also called the frag, this is a highly explosive grenade that goes off about 3 seconds after it is thrown. By the way, make sure youíre nowhere near this when it goes off, it has a large blast radius. You can hold four of these. Power-10 Accuracy-N/A Rate of Fire-N/A Reload Time-N/A Effectiveness-7 Overall-8.5 2.8 Plasma Pistol The plasma pistol is an exceedingly weak weapon if used incorrectly, but in the hands of a master (me) it can be very powerful. A fully charged plasma pistol shot (hold the right trigger and release to fire) can destroy almost any shield and can destroy a sentinel in one hit. The plasma pistol has a charge of 100 and if used too often it will overheat, if this happens you will have to wait for it to cool down, I suggest using a melee attack or throwing a grenade during this time. Each normal shot costs 1/5 of a charge and each charged shot costs about 11 charges. By the way, shots from this are homing, use them well. Power-5 Accuracy-10 Rate of Fire-7 Reload Time-N/A Effectiveness-7 Overall-7.3 2.9 Plasma Rifle This is much like the assault rifle, but its more accurate and you donít have to reload it. This can also be a very formidable weapon if you know how to use it. Also keep in mind that, like the plasma pistol, this can overheat; also like the plasma pistol, this has a charge of 100, also, each shot takes half a charge. Power-5 Accuracy-6 Rate of Fire-10 Reload Time-N/A Effectiveness-7 Overall-7 2.10 Needler Shots from this have large homing abilities and if enough are unloaded onto a target it will generate a blast with the force of a grenade. Keep in mind that when using the needlerís melee attack the more rounds loaded into it, the more powerful it is, for obvious reasons. 20 needles can be loaded into this and you can carry 80. Power-9 Accuracy-10 Rate of Fire-10 Reload Time-6 Effectiveness-7 Overall-8.4 2.11 Fuel Rod Gun A very powerful weapon that seems to have an unlimited charge. This weapon is unavailable to you but I feel you should be warned about it. It is capable of massive damage but it has a slow firing rate; it seems to be the covenants rocket launcher. This is used by hunters and special opps grunts; the banshee also has duel- mounted fuel rod guns. Power-10 Accuracy-7 Rate of Fire-3 Reload Time-N/A Effectiveness-6 Overall-6.5 2.12 Energy Sword Another weapon you canít use, this is a combat sword used by elites for close-combat and is very powerful. As it usually deals one-hit kills, I suggest killing elites who carry it fast. Power-10 Accuracy-N/A Rate of Fire-N/A Reload Time-N/A Effectiveness-10 Overall-10 2.13 Shade A stationary turret used by the covenant (and you) for anti-infantry purposes. These are useful when fighting many enemies, but I donít suggest staying in them for too long, theyíre a good target for explosives and snipers. Power-7 Accuracy-6 Rate of Fire-10 Reload Time-N/A Effectiveness-9 Overall-8 2.14 Plasma Grenade A grenade that can be attached to a target; it doesnít bounce or roll like the frag does but its just as deadly. If you get one of these stuck on you, you might as well just run at your enemies and take them with you. Power-10 Accuracy-N/A Rate of Fire-N/A Reload Time-N/A Effectiveness-8 Overall-9 ------------------------------------------------------------------------------------- 3.1 Introduction to Warriors This is where I tell you about the allies and enemies of Halo, their weaknesses, strengths, and how to kill them. Power, resilience, agility, tact, and bravery are rated on a scale of 1 to 10, and overall is an average of the five. 3.2 Master Chief The last of the Spartan IIís, the master chief uses a MJOLNIR battle suit and any weapon he can get his hands on. He is aided in his battles on Halo by Cortana, a shipboard AI who was forced to abandon the Pillar of Autumn with him. His skills have been honed to superhuman levels and he is controlled by you; heís virtually ivincible. Power-8 Resilience-8 Agility-6 Tact-N/A Bravery-N/A Overall-7.3 3.3 Crew The crew members arenít trained for fighting, they have no tact and always hide behind marines. They mostly use pistols, actually, you canít say they use them, they never fire. Crew members appear in levels 1 and 2. Power-3 Resilience-3 Agility-4 Tact-1 Bravery-1 Overall-2.4 3.4 Marines Marines use all kinds of weapons, follow Cortanaís orders, and have a decent amount of tact. Marines are your support, protect them; sometimes your objectives include protecting them. If the difficulty settings are too high, you wonít be able to look at them before theyíre slaughtered, they donít stand a chance. By the way, if you kill two marines in the same area, theyíre not on your team anymore. Marines appear in levels 1 ,2 ,3, 4, 5, and 6. Power-5 Resilience-3 Agility-4 Tact-4 Bravery-4 Overall-4 3.5 Grunts First of all, there are three kinds of grunts, orange, red, and special opps; their rank is in that order. Orange and red grunts usually use plasma pistols, needlers, and plasma grenades, but special opps grunts use fuel rod guns, take cover. Grunts are cowards, they hide behind their stronger allies, usually elites. If you kill an elite, they scatter, making them even easier to kill. To kill grunts, I prefer to use the pistol and aim for the head, a grunt for each shot. Grunts appear in every level except level 7. Have fun, grunts are easy kills. Power-3 Resilience-2 Agility-7 Tact-3 Bravery-1 Overall-3.6 3.6 Jackals Carrying portable energy shields, jackals can hold their own against several enemies, unless of course, the enemy has a plasma pistol. Its ironic that jackals also use plasma pistols, and if you find a jackal, notice that they need the notches in the sides of their shields to shoot from, shoot right back through them. There are also three kinds of jackals, blue, yellow, and the rare red. If in a warthog fighting jackals, let the gunner keep them pinned down and the driver can run them over. Jackals are found on levels, 2, 3, 4, 5, 6, 8, and 9. Power-4 Resilience-9 Agility-7 Tact-5 Bravery-7 Overall-6.4 3.7 Elites Elites, in my opinion are the strongest of the covenants, yes, including hunters. There are four kinds of elites, blue, red, gold, and special opps. Elites mostly use plasma rifles, but occasionally they use plasma grenades, energy swords, and needlers. Elites also have a battle suit very similar to your MJOLNIR battle suit, only you can take from their health even when the sheild is still up; use plasma pistols to take down their shields, then switch to a stronger weapon. Elites also command their weaker allies, in other words, they control grunts. You find elites on levels 1, 2, 3, 4, 5, 6, 8, 9, and 10. Power-8 Resilience-8 Agility-7 Tact-8 Bravery-9 Overall-8 3.8 Hunters These are powerful covenants, but if you know how to go about killing them, theyíre easy. Some people think that to kill a hunter you need grenades or a rocket launcher, they are completely wrong. Hunters are almost completely armor, but there are some unarmored places, like the neck and back. You can hit a hunter in the neck when they arenít in their combat state, it is possible to hit them there in the combat state, but it is near impossible. The other place I suggest hitting them is the back, get them to charge you and when their back is turned hit them with a single shot from a pistol. These are found on levels 3, 4, 5, 8, 9, and 10. Power-10 Resilience (Armor)-10 Resilience (Flesh)-1 Agility-2 Tact-2 Bravery-7 Overall-5.3 3.9 Flood (Infection) The infection flood are the real problem, they actually crawl inside both dead and living bodies and take control over them, creepy. One hit with anything will take out these weaklings, but they can be dangerous if your shields are out. These usually come in swarms and will sometimes be carried by carrier flood. You can find these on levels 6-10. Power-1 Resilience-1 Agility-4 Tact-1 Bravery-7 Overall-2.8 3.10 Flood (Combat) A very powerful enemy, these are former humans and elites. In their right hands they carry weapons, speaking of which, they use any weapon they can get their hands on, assault rifles, plasma rifles, shotguns, anything. Their left hands are their melee weapons, donít get near them. And also, if you blow off both their arms, theyíre helpless, they just follow you around until you blow their face off. By the way, these guys are unaffected by sniper rifles. You can find these psychos on levels 6, 7, 8, 9, and 10. Power-9 Resilience-8 Agility-8 Tact-1 Bravery-10 Overall-7.2 3.11 Flood (Carrier) Carrier flood are walking grenades, they sacrifice themselves to blow you up. Also, when they blow they release 4 or 5 infection flood. You can find them on levels 7, 8, 9, and 10. Power-8 Resilience-1 Agility-3 Tact-1 Bravery-10 Overall-4.6 3.12 Sentinels (Non-Shielded) These are the minions of the monitor, they go down with one charged plasma pistol shot. Their weapon is a heat ray that comes out of their front, this isnít very powerful alone, but sentinels stay in groups of 4 or more, watch out, they can be formidable opponents. You can find these robots in the 6th, 7th, 8th, and 10th levels. Power-3 Resilience-2 Agility-7 Tact-1 Bravery-10 Overall-4.6 3.13 Sentinels (Shielded) These sentinels are just like non-shielded sentinels only they have energy shields all around them. These take two charged shots from a plasma pistol, one for the shield, and one for the sentinel. You can only find these in two betrayals and the maw. Power-3 Resilience-7 Agility-7 Tact-1 Bravery-10 Overall-5.6 3.14 343 Guilty Spark Donít waste ammo on the monitor of Halo if you see him, heís completely invincible, if you watch the cut-scene after the credits youíll see what Iím talking about; he never attacks anyway, he has no weapons aside from his sentinels. Spark controls the sentinels and what he is programed to do is destroy the flood at any cost. He appears in levels 6 and 7 as an ally, but betrays you after level 8, and appears again in level 10 as an enemy. ------------------------------------------------------------------------------------- 4.1 Introduction to Vehicles Here, I list the vehicles you can and can't use in the duration of the game. Power, speed, defenses, and effectiveness are rated on a scale of 1 to 10 and overall is an average of the four. 4.2 M12 LRV (Warthog) This is the standard UNSC (United Nations Space Command) armed forces vehicle. It can seat 3: a driver, a passenger, and a gunner. The driver, well, drives; he receives cover mostly from the gunner, but also from the passenger. Since the driverís only weapon is running things over, there should always be at least a gunner to support him. The passenger uses the weapon of his choice to defend the warthog on the right side; but don't try to reload while in the warthog, pressing X will throw you out of the warthog and possibly into the tires, so, just wait for the automatic reload. The gunner is in charge of the M41 LAAG, mounted on the back of the warthog. The M41 has unlimited ammo, but is very inaccurate over long distances. Power-6 Speed-8 Defenses-7 Effectiveness-9 Overall-7.5 4.3 M808B Scorpion MBT The scorpion is a tank used by the UNSC armed forces. Its main cannon has a devastating effect, but after each shot it takes about 5 seconds to reload. Its secondary weapon is a machine gun to use between shots. There are 5 seats on the scorpion: the driver, who also controls the main cannon and machine gun, and 4 passenger seats on the track pods. Like the warthogís passenger, the scorpionís passengers may use the weapon of their choice; and also like the warthog, don't try to reload unless you feel like running after the tank. Power-10 Speed-2 Defenses-9 Effectiveness-8 Overall-7.3 4.4 Pelican This is the dropship of the UNSC armed forces. It is used for dropping off marines and evac, it can seat 12: two pilots and 10 marines and/or crew. You canít pilot one of these, but I thought Iíd put it in anyway. And, yes, the pelican does have weapons, but if you read the book you'd know that the pilots don't use them because they have to conserve ammo. Power-1 Speed-10 Defenses-9 Effectiveness-2 Overall-5.5 4.5 Ghost A very fast covenant vehicle that hovers about 3 feet above the ground; so, if a ghost is about to clip you, you can just duck under it (press down on the left control stick) . But ducking doesnít help you against its twin plasma cannons mounted on the front, these plasma cannons have unlimited ammo. It seats one person and it is destructible. Power-4 Speed-10 Defenses-5 Effectiveness-6 Overall-6.3 4.6 Banshee This is much like the ghost, only, instead of hovering, it flies. Although flying is much different than hovering 3 feet above the ground, their controls are also similar. The banshee also has two plasma cannons, but it has the addition of two fuel rod cannons, like the scorpionís main cannon, this takes 5 seconds to recharge. This seats one pilot and after he gets in a sheet of armor slides down to protect him. Even with this protection, it is possible to hit the pilot without destroying the banshee, but you have to have perfect aim. Power-8 Speed-10 Defenses-9 Effectiveness-9 Overall-9 4.7 Wraith A covenant battle tank; although it is a tank, it is not at all like the scorpion. Like the ghost, however, this hovers about 3 feet above the ground, but I donít suggest ducking under this one, not that youíll be able to get close enough. The mortars lobbed off by this are made up of (what else?) plasma. The pilots of these tanks, for some reason, like to stay over ice if thereís any around, try to use that to your advantage if you can. Since the tankís only weapon is fired in a high arc, its best to stay under something, not behind something; if you do stand behind something, youíre gonna get tagged in the head. You can also ram these with warthogs to flip them, then itís like, Ďyeah, youíre screwed now,í thanks to MOONdaBARGE for reminding me. This vehicle has one pilot, is destructible, and isnít available to you. Power-10 Speed-6 Defenses-8 Effectiveness-9 Overall-8.3 4.8 Covenant Dropship This is the covenantsí dropship, used for transporting covenants. It needs one pilot and can carry 8 passengers. These are sometimes escorted by banshees, but the triple plasma cannon mounted on the underside allows it to take care of itself if necessary. Donít bother shooting at these, theyíre impervious to any fire. By the way, you canít pilot one of these, but Keyes can. Power-7 Speed-10 Defenses-8 Effectiveness-8 Overall-8.3 ------------------------------------------------------------------------------------- 5.1 Introduction to My Walkthrough This is where I tell you how I play the game. I'm not telling you to do it this way, but this is the way I find easiest. I try to be as specific as possible without giving you an hour's worth of reading. If you choose to play the game my way, great, if you don't, whatever. 5.2 Level 1-Pillar of Autumn >>Reveille After you wake up, if youíre playing solo on normal or easy, you will be asked to do some tests. First look around the room with the right control stick. Second, get out of the cryotube by pressing the X button. Now move into the red square on the floor, look at all five lights to pass; if you have the y-axis normal, he will ask you to do it inverted as well. Fourth, move into the yellow square and look at the nice man to receive your shields. Now that your tests have been completed, itís time to get the hell out of here, follow the crew member to the door and turn to your right. Look for pipes on your left side and jump over them. Turn to your right and go through both the doors; ignore the explosions. Turn to your left and duck under the blast door (press down on the left control stick). Ignore the battle going on and turn right, now almost immediately turn left and go through the door. Ignore the elite if he pops up and make a left as soon as you can. Go through the corridor to come to another battle, the marine says the captain needs you on the bridge, follow him to get there. >>AI Constructs and Cyborgs First! Now that you have a weapon, itís time to kill some covenants, start with the 3 grunts. Youíre in the mess hall now, time to make a mess (no pun intended). There are several marines and grunts here and 2 elites. In the corridor get ready for some grunts and an elite, there are more marines to help you too. Next to the lifeboat there are 2 marines, not for long; theyíre killed by a plasma grenade from some elites and grunts. Follow the hallway, but not before getting an overshield. Go through the door to find a red grunt, kill him and follow the hallway. Thereís a battle going on ahead between a few marines and several covenants; to flank the covenants, turn right when you see the marines. After youíre done with the battle, there will be 3 grunts in a corridor up ahead, not even a red, easy. Follow the corridor to find yourself at another battle, there are 2 marines, 4 grunts, 2 elites, and you. Now you should come to another lifeboat dock with some grunts and 2 elites; if you need another overshield, hereís your chance. Now youíll find a darkened room thatís on fire, duck under the blast door. Get ready for the grunts and elites attacking the unarmed crew members. Look for the door with the medic kit next to it, go through it. Now youíll have two floors, complete with 5 marines, some grunts, and 2 more elites. Go to the second floor to find a hallway with lots of grunts and the usual 2 elites. Now, if you want, look out the second set of windows to watch the fireworks. Now you should come up to a bunch of lifeboat docks, donít worry, thereís only 3 grunts in here. Follow the little orange arrow through the door. Youíll find yourself in a very dark hallway, turn on your flashlight and make an immediate left. Thereís 2 elites and 5 grunts after you get out. Now you should be in the room above the cryochamber, donít shoot at the elites down there, the glass is unbreakable. Past the charred hallway thereís an elite, kill him, the blast didnít, but it shouldíve. Thereís also 4 grunts ahead, donít worry about it. In the next dark corridor, thereís 2 grunts, they have nowhere to run; donít forget to turn on your flashlight. Thereís 3 marines fighting grunts up ahead, help Ďem out. Get ready for 7 grunts and 2 elites, and, of course, frags. Thereís some grunts and elites up ahead, frag Ďem and get in the lifeboat. 5.3 Level 2-Halo >>Flawless Cowboy After you collect ammo, go into the waterfall area, from here, you can ambush the covenants the dropship sends out. When you start to advance over the bridge, you should notice two banshees, destroy one of them, and the other will retreat, coward! Even further ahead, youíll find another group of covenants, kill Ďem and head down the hill. Once down to the structure, youíll see a covenant dropship dropping off some covenants, you can wipe out the covenant here in many ways, but my favorite way is to pick them off from a distance, since theyíre so busy fighting the marines, they donít even notice you. After youíre done disposing of the covenants in your way of choice, I suggest moving onto the structure to gather ammo and make your stand. Now youíve got a covenant dropship in the north (if you donít know which direction that is, see my description of the assault rifle), but after youíre done with them, youíve got another one coming from the north, you didnít expect a break, did you? After that, another one is going to try and sneak attack you from the south, and donít forget, thereís medic kits on the structure. Now youíve got two more coming from the north, does it ever end? Finally, Pelican Echo 419 is coming to evac the survivors and drop off some transportation for you. Get a couple of marines in your new warthog and head north through the tunnel to help evac the rest of the survivors. Once you go into the tunnel, youíll need to go through a right turn, a left turn, another left, a jump, a right hairpin turn, and a left. Now youíll be in a large room occupied by covenant, there are two sides of this room separated by a large chasm. After you enter the room, thereíll be three grunts to your left and everything but hunters on the right. To cross to the other side of the room youíll need to activate the bridge, and to do that you need to locate the control panel. The control panel is located through a passage to your right, but once you turn the corner youíll be face to face with a few elites, throw a grenade at them and run back the way you came. After you hear the blast, go through the tunnel and activate the bridge. Now go get your warthog and go across the bridge, and donít worry, there arenít any enemies on the other side of the room. Follow the rest of the tunnel to see daylight again. >>Reunion Tour Now that youíre outside again, cross the river to the north, turn west, and go through the gap in the cliffs. Now you get to kill all of the grunts, jackals, and elites in the area, theyíre all over the place, so be careful. After Cortana calls for evac, the marines will come up from underground the facility, stay with them in case you missed anything. After they board Echo 419, itís time to get to the next lifeboat, leave through the gap in the cliffs that you didnít come through and the canyon leading to it will be conveniently placed across the river. Before you go into the canyon youíll be attacked by two banshees, if you donít destroy them before going in, they may follow you. After youíre in the area of the next lifeboat, head up to the top of the hill, the marines are there. Thereís also a marine lying dead near a rock, take his sniper rifle, it comes in handy. Stay up on the hill and snipe all the covenants from there, and donít think youíre done after youíve cleared Ďem out, a dropship is coming in with a few more to the east. Now that youíve beaten all the covenants to death and Foehammer has flown in to evac the marines, itís time to go. Now, again, leave through the gap you didnít come through, and, again, the cave to the next and final lifeboat is across the river. Make your way up to the plateaus above the marines, this is a great place to stake out, itís the best sniper post in the area and thereís only one way up, so itís easy to tell where enemies are gonna come from. Once all the covenants are cleared out, a dropship brings in more to the east, not long after that, another comes from the north. After youíre done with them, another comes from the east again, then another from the north, and another from the north, wait, nevermind, that last one is Foehammer. Climb aboard along with the marines, and youíre done. ------------------------------------------------------------------------------------- 6.1 Introduction to Stories This is where I write stories of skillful happenings of Halo, if you have an entry you would like to make, e-mail me via web form. I will not accept something that marines, covenants, flood, or sentinels did. If I don't accept your entry, please don't send it again. 6.2 Entry by Infinity63 Once when I was playing co-op with my friend, I took a sniper rifle and fired at a grunt. The shot went through the grunt, then hit a jackal, bounced of the jackal's shield before it went out, and went through an elite's head. My friend said it was the best kill he had ever seen and when we told my brother about it, he suggested I make this section. 6.3 Entry by gametime 2002 When I was playing with my friend in co-op, an elite was charging me in a ghost so I stuck a plasma grenade on him and ran. I turned just in time to see the ghost go boom, fly backwards onto another elite who was going to hit me with a plasma grenade, but it got stuck on the ghost which flew up in the air and intercepted the fire from a shade turret which in turn, sent the ghost flying right over my head and crushing an invisible sword elite that had snuck up behind me. 6.4 Entry by MOONdaBARGE Me and my friend were playing the level Assault on the Control Room through co-op. We were at the part where there is a covenant tank on ice and then a hill going down where 2 hunters come up. I headed straight for the tank in my Warthog and flipped it upside down. It then shot one of it's blue orb things and blew itself up. After that I tried to turn but since I was on ice I just faced a different direction. My friend went full speed toward me in his ghost, my Warthog acted as a ramp and sent him in the air. There was a Banshee swooping in on me and when my friend was in the air he shot it and destroyed it. The destroyed Banshee fell to the ground and killed a Hunter about to attack. My friend landed on a grunt and I continued to slip on the ice and ran over a Jackal. ------------------------------------------------------------------------------------- 7.1 Introduction to Hints This is where I post hints that I and other people might have for readers. If you want me to post your hint, e-mail me via web form. If I don't post it, don't send it again, but I probably will. 7.2 Entry by Infinity63 This is a useful hint when playing on legendary but doesn't work in the library because there aren't many places to hide and flood are constantly using a pincer tactic. If you're going to play single player, instead go to multiplayer co-op. Use the player you aren't using as a spawn point, that way you have a place to go after enemies dominate you. Note: You have to have two controllers to do this. ------------------------------------------------------------------------------------- 8.1 Introduction to My FAQ Now is when you ask me your questions about Halo, my FAQ, or my walkthrough. So ask me via web form and I'll answer 'em.