PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

157
primagames.com ® PRIMA’S OFFICIAL STRATEGY GUIDE This game has received the following rating from the ESRB

Transcript of PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Page 1: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

primagames.com®

PRIMA’S OFFICIAL STRATEGY GUIDE

This game has received thefollowing rating from the ESRB

Page 2: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[01]

The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries.Primagames.com is a registered trademark of Random House, Inc., registered in the United States.

© 2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by anymeans, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without writtenpermission from Prima Games. Prima Games is a division of Random House, Inc.

Senior Product Manager: Jennifer CrotteauProject Editors: David Mathews and Michelle Pritchard

© 2004 Microsoft Corporation. All rights reserved. Microsoft, Bungie, Halo, Xbox, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions.

All products and characters mentioned in this book are trademarks of their respective companies.

Please be advised that the ESRB rating icons, "EC", "K-A", “E”, "T", "M", "AO" and “RP” are copyrighted works and certification marks owned by the EntertainmentSoftware Association and the Entertainment Software Rating Board and may only be used with their permission and authority. Under no circumstances may the rat-ing icons be self-applied or used in connection with any product that has not been rated by the ESRB. For information regarding whether a product has been ratedby the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing issues, please call the ESA at (212) 223-8936. Pleasenote that ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book.

Important:Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, eitherexpressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, eitherincidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints andstrategies, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in theirdocumentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.

ISBN: 0-7615-3744-9Library of Congress Catalog Card Number: 2001096806

Table of ContentsWelcome to Halo...................................................................

The Beginning..........................................................The Characters.........................................................

Controls..................................................................................Basic Handling.........................................................Combat Controls......................................................

Weapons and Items..............................................................Weapons..................................................................Items.......................................................................

Vehicles..................................................................................Vehicle Types............................................................Human Vehicles..............................................................Covenant Vehicles....................................................

Enemies..................................................................................Covenant..................................................................Flood........................................................................Forerunner...............................................................

Tactics and Tricks..................................................................Survival 101..............................................................

How to Use This Walkthrough..............................................Mission Briefing........................................................

Pillar of Autumn: Reveille.....................................................Pillar of Autumn: AI Constructs and Cyborgs First!............Halo: Arrival...........................................................................Halo: Reunion Tour.................................................................Truth and Reconciliation: The Truth and Reconciliation.....

Truth and Reconciliation: Into the Belly of the Beast................Truth and Reconciliation: Shut Up and Get Behind Me...Sir.......The Silent Cartographer: The Silent Cartographer.......................The Silent Cartographer: That Was Easy!.....................................The Silent Cartographer: Shafted..................................................Assault on the Control Room: Fortress World.............................Assault on the Control Room: Rolling Thunder...........................Assault on the Control Room: The Control Room........................343 Guilty Spark: The Lost Away Team.........................................343 Guilty Spark: The Flood..........................................................The Library: New Friends...............................................................The Library: Wait, It Gets Worse!.................................................The Library: But I Don’t Want to Ride the Elevator!...................The Library: Fourth Floor: Tools, Guns, Keys to Super WeaponsTwo Betrayals: The Gun Pointed at the Head of the Universe...Two Betrayals: Breaking Stuff to Look Tough..............................Two Betrayals: The Tunnels Below................................................Two Betrayals: Final Run...............................................................Keyes: The Maw..............................................................................Keyes: In No Mood.........................................................................Keyes: The Captain........................................................................The Maw: ...And the Horse You Rode in on..................................The Maw: Light Fuse, Run Away....................................................The Maw: Warning: Hitchhikers May Be Escaping Convicts........Multiplayer......................................................................................

Mario De Govia • Brandon Smith • Damien Waples

Prima's Official Strategy Guide

Prima GamesA Division of Random House, Inc.

3000 Lava Ridge CourtRoseville, CA 95661800-733-3000www.primagames.com

0202020303040505101111111315151922232326262830353842

444951555762667376818789929497100105107110113116119124127129

Page 3: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[02]

Welcome to Halo

The BeginningWelcome to Halo, a game of combat that plunges you into the middle of interstellar war. The year is 2552, andhumanity is in trouble.

Faster-than-light travel has allowed the human race to colonize hundreds of other planets, spreading across thegalaxy in search of new worlds, new lands to populate and explore. Our exploration has not come without cost,however. Factions sprang up and wars were fought. That time has passed, though, and under the leadership of theUnited Nations Space Command, colonization has increased. The wars taught the UNSC to be prepared for hostility.Military ships and soldiers, based on the planet Reach, patrol the space-ways, keeping order and helping the citi-zens on the many worlds they inhabit.

Over three decades before the event you're about to experience, the colony Harvest, at the outer reaches ofhumanity's spread, went silent. UNSC battleships were sent to investigate. Only one ship returned, badly damaged.It brought chilling news of a vastly superior alien ship that obliterated the humans.

The Covenant had arrived.

Several alien species, banded together underneath the blanket of a common religion and calling themselves theCovenant, had declared war on the human race. Their religious leaders insisted that the earthlings must be wipedout in a holy war.

It became obvious that the Covenant could succeed with their superior technology and numbers. The UNSC wasn'tgoing to go quietly, however, and poured all their knowledge and resources into checking the Covenant's bloodymarch across human space. Keeping the location of Earth from the Covenant was deemed of the utmost impor-tance. Admiral Preston Cole set up the Cole Protocol – for damaged ships self-destruction instead of capture, forretreating ships random FTL jumps instead of heading to earth.

A program to enhance soldiers with cybernetic implants, called SPARTAN-II, was revitalized after having been dor-mant since the human vs. human wars. The newly created super-soldiers began to prove their worth, makingimpressive gains in ground combat against the Covenant. But the SPARTAN-II soldiers were too few, and theCovenant ships too powerful, for the war to shift in humanity's favor.

Now the SPARTAN-IIs have been recalled to Reach for more augmentation. They will be equipped with MJOLNIRarmor, increasing their strength and resistance, then sent in search of the Covenant's home world.

Two days before the mission, Reach is attacked by the Covenant. Only one ship, the Pillar of Autumn, escapes withmerely one of the SPARTAN-II soldiers, an enigmatic figure known as Master Chief. The Captain of the vessel makesa blind FTL jump to try and escape the alien aggressors. Where they'll end up is anybody's guess.…

The Characters

CortanaCortana is an AI, the military-grade computer construct thatruns the Pillar of Autumn's systems and helps the crew inany way she can. She can hackalien computer systems andmonitor the Covenant's battle-net, their communication band,to help coordinate attacks anddefenses. She's playful and isknown to make a witty remarkor wry comment, even in direcircumstances. Despite thistendency, she does care for thehumans of her ship. She canbe uploaded to Master Chief'sMJOLNIR armor for safekeep-ing and to support his efforts.

Captain Jacob KeyesCaptain Keyes has served UNSCfor over a quarter century. Hisaccomplishments have beenmany, winning a few victories andsaving several ships from disaster.He has not been in the limelightoften, but his superiors know himto be a very capable and trust-worthy officer. For these reasonsthe Captain was chosen to leadPillar of Autumn with its load ofSPARTAN-IIs on their way to theCovenant home world. Whenthings went bad on Reach, hedutifully enacted the ColeProtocol, making a blind jump totry and lead the aliens away fromEarth. Now he's far from homeand faced with a new challenge.…

Page 4: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Controls

[03]

Master ChiefThe last of the SPARTAN-II soldiers, Master Chief has been fully augmented with thelatest in UNSC technology. He is therefore the very pinnacle of military hardware. Aveteran of many battles against the Covenant, Master Chief is a tireless warrior, fight-ing as hard as he can to keep the aliens at bay. Trained to be the best and givencybernetic enhancements to boost his abilities, he is resourceful and fully conversantwith all forms of combat and weaponry. While he seldom wastes words, Master Chief'sactions speak louder than a full platoon of regular Marines. It's your job to use all ofMaster Chief's formidable skills to bring him through the strange world of Halo.

Basic HandlingThe controls for Halo utilize 12 buttons and sticks on the controller (counting the Thumbsticks and theThumbstick buttons separately). So the learning curve can be steep. Once you're used to it, however, you'll beable to handle Master Chief like a dream. Here's what you need to know to get the cyborg from one point tothe next.

g: Linear Movement

t: Straight Forward

b: Straight Back

h: Strafe Right

f: Strafe Left

Press g: Crouch

The Left Thumbstick, g, controlslinear movement. You can use it tomove straight forward, straightback, or strafe left and right. Youcan't turn your view with g. If youpress straight down on g, MasterChief will crouch. If you move gslightly, he'll move while crouching.

NOTENOTE

You can use the direc-tion pad, s, instead ofg for linear movement,but you can't use it tocrouch. We suggeststicking with g.

k: Perspective/Aiming/Turning

i: Look Up

,: Look Down

l: Turn/Look Right

j: Turn/Look Left

Press k: Weapon Scope/Zoom

The Right Thumbstick, k, controls Master Chief's view.Imagine that it controls his head, swinging the view in alldirections so that you can make turns, aim your weapons,and look at different heights. Pressing straight down on kbrings up the weapon scope when you are armed with thePistol, Sniper Rifle, or Rocket Launcher.

Using g and k together allows you to move Master Chiefthrough the adventure of Halo. It takes some time to getfully comfortable with the system, but you'll learn to love it.

1:Jump

This is well within reach; just hopon up.

Pressing 1 makesMaster Chief jump. Dueto his enhancedstrength and specialarmor, your boy can leaphigher than a normalhuman. Don't be afraidto try for jumps thatlook a bit out of reach.Chances are you canmake them.

5:Flashlight

Dark places are scary. Light themup to see what's hiding in thecorners. Note the flashlight gaugein the upper right, under yourhealth monitor.

Press 5 to switch on theflashlight. It is usuallymounted under whateverweapon you're holding.So, if you use your meleeattack or reload, thebeam will sweep around.Also, the charge on thelight runs out, albeitslowly. Keep an eye onthe gauge on your HUD.Switching it off allows itto recharge.

Controls

Page 5: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[04]

PRIMA’S OFFICIAL STRATEGY GUIDE

3:Action

Control panels like this one areactivated with 3. It's a very useful button.

There are several thingsthat 3 can do. It allowsyou to pick up weaponsthat you find on theground, reload weapons,and activate buttons andcontrol panels. It's amultipurpose tool, andwe'll talk about itsweapon uses a little later.

Combat ControlsMaster Chief is in a tough business – battling alien forces with superior firepower and technology. Being acyborg soldier with state-of-the-art hardware and modifications implanted in his body makes him very good atwhat he does. In order to utilize his capabilities to their fullest, you must know the controls like you wereborn with them.

8:Fire Weapon

There's a lot of firepower in Halo.Master Chief is familiar with everytype of weapon you come across.

When you're armed andready, pulling back onthe 8 trigger will fireyour weapon. Someweapons have automaticfire, so if you hold 8they'll fire continuously.That will be covered inthe "Weapons andItems" section.

3:Reload Weapon

Reloading takes a bit of time; youcan watch the whole maneuveron screen.

Pressing 3 makes MasterChief reload the weapon he'scarrying, if he can. You canreload whenever you feel theneed, even if you've onlyfired two bullets. Make sureyou just tap 3 when youwant to reload.

3:Pick up Weapon

This scattering of weapons is likea shopping mall; pick and choosewhat you want.

If you stand close to aweapon on the ground,the game will promptyou. You'll see texttelling you to press 3to pick up the weapon.Hold 3 to grab theordnance.

4:Switch Weapon

Pistol or Assault Rifle? It can beso hard to choose.

You can carry two weapons,max. To switch betweenthem, press 4. This bringsup your second weapon,stowing the first somewhereon your person and out ofsight. The switch is quickerthan reloading, which can beuseful knowledge. More onthat later.

NOTENOTE

You'll learn more abouthow many weapons youcan carry and what thebest choices are in alater section.

2:Melee Attack

A solid knock to the head willruin an enemy's day.

Just press 2 and MasterChief will strike a blow withwhatever weapon he hashandy. You have to be closeenough to your enemy forthis to work. If you sneakup behind your foe, a MeleeAttack will kill theminstantly. Also, a MeleeAttack can be used to bustopen stuck doors.

Page 6: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

7:Throw Grenade

Grenades are a useful addition toyour arsenal.

When you've picked upa batch of Grenades,you throw them bypulling the 7 trigger.It doesn't matter howhard or soft you pullthe trigger; theGrenade will travel thesame distance.

6:Switch Grenades

Here's the symbol forFragmentation Grenades.

When you've collected both thehuman Fragmentation Grenadesand the Covenant PlasmaGrenades, you can switch fromone to the other by pressing6. You can tell what you've gotby glancing at the gauge in theupper left of your HUD, next toyour ammo counter.

And here's the symbol forPlasma Grenades.

9:Pause/Menu

This menu comes up whenever youhit 9. Be sure you don't hit"Restart Level" when you mean"Resume Game."

Pausing the game isgreat when you need toget a bite to eat, restyour eyes, or remindloved ones that you'restill alive. You canchoose to go back to thelast checkpoint if youwant to try to clear asection more efficiently.You can also restart thelevel if you've messed upcompletely, or save andquit so you can go to bed.

NOTENOTE

The game automatically saves yourprogress at certain checkpoints. These areactivated by either reaching a location orby clearing an area of foes. You see theword "checkpoint" flash on your screenwhen you hit one.

WeaponsThe galaxy where Halo is set is at war. Make no mistake, Master Chief is a soldier, perhaps the very best soldier onhumanity's side. As such, he's conversant with most forms of military technology and hardware. He can use whateverhe gets his hands on, but you make the choices about what he uses and when. It's up to you to learn the details ofthe weapons you'll encounter. That way you'll make educated choices, the kind that get you through hostile territory inone piece. Each of the entries below tells you the strengths and weaknesses of each piece. Plus, you'll see the clip size(how many shots can be in the gun at one time) and ammo count (how much extra ammo you can carry) for the guns.

Something to note is that despite being an amped-up, fully-loaded, cybernetically-enhanced super-soldier, Master Chiefcan only carry two guns at any given time. This isn't a matter of being strong enough; it's about ease of use. More thantwo rifles slung on the Chief's shoulders will just tangle him up and get him killed. So you only get two guns (and theirammo) at a time, plus eight Grenades – four Fragmentation, four Plasma. Choose wisely.

Human WeaponryBased on cartridges and pro-pellants, the basic workings ofhuman weapons in Haloshould be familiar to you.While more efficient and pow-erful, the UNSC forces stilluse bullets, explosives, andscopes. While the generalaspects are recognizable, youstill need to know the detailsto make good use of yourtools. So take the time tostudy up. Master Chief's life,and possibly the future ofhumanity, depends on it.

Description: The M9 high-explosive, dual-purpose Grenade is a thrown frag-mentation device. Use it to suppress ordisable vehicles (except tanks). It can bethrown, rolled, bounced, or ricocheted

into places that direct fire weapons can't reach.Increase the angle of the throw to toss it farther or toget it over obstacles.

Strengths: The ability to damage all enemies within a wide radius is the reasonGrenades are a must for any effective military force.

Weaknesses: Drop one too close to your position and find out.

M9 HE-DP Grenade

Weapons and Items

Weapons and Items

[05]

Page 7: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[06]

Description: This Pistol is a recoil-operated, magazine-fedhandgun. It is issued with a smart-linked scope capable of 2xmagnification (push k. It fires 12.7mm semi-armor-piercing,high-explosive rounds. It can shoot either semiautomatic or

automatic fire (hold 8 for automatic fire).

Clip Size: 12Ammo Count: 120

Strengths: The Pistol's powerful bullets, coupled with its 2x scope, make fora very efficient and deadly weapon. In fact, aside from the Sniper Rifle, theM6D Pistol is the only other weapon capable of killing a Covenant alien from adistance with a single head shot.

Weaknesses: Even utilizing the automatic firing capability of the Pistol, it stillhas a very low rate of fire. Therefore, be careful when using it against largegroups of attacking creatures, especially in the numbers that the Floodthrows at you.

M6D Pistol

Shot placement is veryimportant. The onlyshot that guaranteesimmediate death is onecentered in the head,above the horizontalline passing through theear opening and belowthe crown of the skull.

NOTENOTE

.45 caliber brain surgery

Description: The Assault Rifle is gas operated and magazinefed. It fires 7.62mm armor-piercing rounds. Rate of fire is limitedby a soldier's ability to aim, fire, and change magazines. Short,controlled bursts are more accurate than automatic fire.

The MA5B's integrated computer displays rounds left in the magazine and therelative direction of the gas giant Threshold, for point of reference. This featureis particularly useful for orienting you in areas where it's easy to get turnedaround and lose your sense of direction.

Clip Size: 60Ammo Count: 600

Strengths: The high rate of fire and large magazine make this a very effectiveweapon against single or multiple enemies. Furthermore, ammunition is fairlyeasy to find, making this a good weapon to rely on throughout the game.

Weaknesses: It doesn't pack the stopping power other weapons in the gameboast, meaning you will go through ammo very quickly.

MA5B Assault Rifle

Would you please die?

Description: The Shotgun is a pump-action, magazine-fed (dual tubular nondetachable type) weapon. It fires eight gauge magnum(3.5") rounds.

Clip Size: 12Ammo Count: 60

Strengths: It's extremely powerful at close range and able to damage multiple enemies at longer ranges. Once you obtain it, the Shotgun should always be in yourinventory.

Weaknesses: It's fairly ineffective at long range, but that's why you carry two weapons.

M90 Shotgun

Did you have to shoot him rightin the face Master Chief?

Page 8: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Description: The Sniper Rifle is a gas-operated, magazine-fed weapon. It is issued with a smart-linked scope with two levels of magnification(press k once for 2x, twice for 10x, and once more to deactivate). Also,press 5 while in zoom mode to activate light amplification. It fires

14.5mm armor-piercing, fin-stabilized, discarding-sabot rounds.

Clip Size: 4Ammo Count: 64

Strengths: It's devastatingly powerful and capable of passing through multiple enemies.The two zoom modes make it an ideal weapon for taking out enemies from medium andlong range.

Weaknesses: Small clip size makes it ineffective in close-quarters combat. Itis also very ineffective against the Flood, even at a distance.

S2 AM Sniper Rifle

Line 'em up; I'll put 'em down.

Description: The M19 SSM is a man-portable and shoulder-fired Rocket Launcher. It has two major components, the launcher and the magazine. The magazine (the expendable part of the system) contains

two 102mm shaped-charge, high-explosive rockets. It is designed forfast, easy detachment from the launcher. The launcher contains thesighting (press k for 2x zoom) and fire control systems.

Clip Size: 2Ammo Count: 8

Strengths: It's capable of deliveringmass destruction against all enemyunits, including vehicles. The zoomfeature simplifies the wholesaleslaughter of entire battalions.

Weaknesses: It isn't versatileenough to take up a prolongedplace in your limited inventory. It isreally only effective at a distanceand in open areas where you won'thurt yourself in the process of hurt-ing your enemies.

M19 SSM Rocket Launcher

Weapons and Items

[07]

Check out the vulnerabilitytables in the "Enemies" section to learn how tomake the most effective useof the Sniper Rifle.

When you absolutely must killevery creature in the room….

NOTENOTE

Use the Rocket Launcher primarilyto destroy Covenant vehicles andHunters. Then exchange it for amore versatile weapon.

Description: The Warthog's M41 lightantiaircraft gun is a three-barreled, elec-tric-powered, linkless, drum-fed weapon.It fires 450 to 550-12.7x99mm armor-

penetrating rounds per minute. Turret traverse rate is100 degrees per second, and weapon elevation rate is60 degrees per second.

Clip Size: n/aAmmo Count: Infinite

Strengths: It is extremely powerful and capable of rip-ping multiple enemies to shreds in seconds.

Weaknesses: No matter how bad you wanna be Jesse "I ain't got time to bleed" Ventura, you can't take it with you.Plus, you can't drive and shoot at the same time. You need a Marine to man the guns as you steer.

Wanting to be the one doing theshooting, Master Chief wonderswhy he's the only Marine with adriver's license.

At long range,short bursts aremore accurate thansustained fire.

M41 LAAG

Page 9: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[08]

PRIMA’S OFFICIAL STRATEGY GUIDE

Description: A rugged and diverse assortment of soldiers, the Marines on the Pillar ofAutumn are fighting a losing battle against the Covenant's superior weaponry and num-bers. Under the leadership of Captain Keyes, they continue to wage a furious struggleagainst the Covenant, even as their numbers dwindle. They're the best of the best – butthey're only human.

Strengths: While not technically weaponry, the Marines bear mentioning here. When youhave them as backup, you can be a bit more bold in attacking groups of enemies. TheMarines can take down the smaller foes rather quickly. They'll also man the guns on aWarthog and ride shotgun on the Scorpion tank. When they're around, you can makefaster progress.

Weaknesses: The Marines are not nearly as tough as Master Chief. They fall quickly when faced with strong enemies.You need to take out the fiercer threats before your soldiers get slaughtered. It's a bit like combat babysitting at times.Also, they tend to get underfoot when you're driving and will fire at Covenant aliens no matter what – even if you'rebetween them.

UNSC Marines

Outside of being able to be used by creatures with hands, Covenant armaments bear little resemblance to humanweaponry. The aliens' guns and arms tend to be based on plasma technology, which seems to use a type of battery. It's asystem that is still baffling to the UNSC. The result is that Master Chief can use the Covenant guns, but he can't reloadthem. Only the Needler can be reloaded; all others must be discarded when their charge is run out. Don't worry, therewill be plenty of guns lying around when you're through with a group of Covenant goons.

Note that the ammo count doesn't apply to most of these weapons. You can't carry extra ammo since you can't reload.When you pick up a Covenant weapon, you'll be stuck with whatever load is in the gun. It varies from gun to gun,depending on how much the previous owner used it. The clip size just denotes the highest charge that can be found inone of the guns.

Covenant Weaponry

Description: This is a directed energy weapon. It is capable of eithersemiautomatic or automatic fire (press and hold 8 for automatic fire).Rapid fire for a prolonged period will overheat the weapon. Also, simpleuse will deplete the weapon's energy source, so it is wise to replace this

weapon as often as possible.

Percentage of Charge: 100%

Strengths: With short, controlled bursts to avoid overheating, this weapon can fire uninterrupted for a long time (unlike cartridge-based weapons, which you must reload).

Weaknesses: The energy source does not last long, so you must replace the weaponconstantly (low battery levels also result in sporadic fire). In addition, it is far too easy tooverheat the weapon in battles against multiple enemies, which leaves you defenselessfor a prolonged period of time.

Plasma Rifle

It burns!

Page 10: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Weapons and Items

[09]

Description: This weapon is a semiautomatic directed energy weapon. Ifyou pull and hold 8, the weapon will overcharge, and releasing 8 willfire the overcharged bolt. After the overcharged bolt is launched, theweapon temporarily stops functioning as it dumps waste heat. Use of this

ability depletes the weapon's power core more rapidly than simple use.

Percentage of Charge: 100%

Strengths: Overcharged shots are very powerful against any Covenant infantry, especiallythose with energy shields (Jackals, Elites). Overcharged shots also have limited homingability (as long as you are locked on when you fire).

Weaknesses: Slow rate of fire and the weakness of the primary pulse are the weapon'smajor downfalls. It is also very draining to the weapon's energy core to continually usethe overcharge feature.

Plasma Pistol

Aww, did the little Jackal losehis shield?

Description: The Needler is a magazine-fed weapon capable of automaticfire. Its projectiles penetrate soft targets no matter what the angle ofimpact. They ricochet off hard surfaces at oblique angles, however, and arealways deflected by energy shields (with the exception of the Master Chief's

battle suit and the Elite's combat armor).

Clip Size: 20Ammo Count: 80

Strengths: The needles fired by this weapon will home in to a locked-on target andexplode on impact. This is also the only Covenant weapon you can reload.

Weaknesses: The precious seconds you must wait for the needles to find their target anddetonate leave you vulnerable for far too long. It is not suggested that you rely on thisweapon when facing multiple enemies. Its inability to penetrate a Jackal's shield and aHunter's armor further discounts this as a viable weapon.

Needler

That didn't work out as wellas I planned.

Description: This weapon is similar to your own Grenade in that it is athrown anti-infantry and anti-vehicle weapon. It has a kind of internalmechanism that allows it to differentiate between a soldier or vehicle andbackground like trees or walls (it will stick to the former, but not to the latter).

Strengths: The ability of the Plasma Grenade to stick to its target is extremely usefulwhen encountering moving targets that can easily evade a Fragmentation Grenade.

Weaknesses: It has a three-second fuse that the Fragmentation Grenade lacks. Therefore,if you don't stick it to the target, the target will have ample time to evade the explosion.

Plasma Grenade

A sticky Grenade, now that'sjust low.

C a u t i o n

Sticking the Plasma Grenade to infantry units is always a gamble. After all, they havethree seconds to chase you down and take you with them.

Page 11: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

Description: Although the Shadeappears to be a light anti-vehicleweapon, the Covenant uses it almostexclusively in the anti-infantry role. The

operator sits directly behind the gun and an armoredcontrol suite, but he relies entirely on infantry supportfor protection from the sides and rear.

Clip Size: n/aAmmo Count: Infinite

Strengths: It has a high rate of fire and inexhaustibleammo supply.

Weaknesses: It doesn't pack too mean a punch, and you are very vulnerable while in the operator's chair. Also, the plas-ma rounds do not travel as fast as the Assault Rifle's rounds, so you must lead moving targets (particularly Covenantvehicles) in order to score a hit.

Stationary Gun (Shade)

If it only had a drink holder.

When up against aShade, aim for theoperator ratherthan the unit itself.

ItemsOutside of weapons, there aren't many things to pick up in Halo. These items are found throughout the game – some-times right in your path, sometimes tucked away in less obvious nooks and crannies. Keep your eyes open for theseitems, or simply refer to the maps in this guide to find their locations.

The Health Pack com-pletely restores MasterChief's health meter, butit won't instantly rechargehis shields if they are

depleted. The packs can be found nearwrecked dropships, by the bodies ofdead Marines, on walls of human ships,or simply lying around. Health Packs areused immediately and cannot be storedin your inventory for later use.

Health PackThe Over Shield triplesthe damage your shieldcan take before you startlosing health. OverShields are found tucked

away and usually off a bit from thebeaten path. Keep your eyes out, asthey come in very handy.

Over ShieldNOTENOTE

In a multiplayergame, the OverShield slowlydepletes even ifno damage istaken.

Active Camouflage rendersyou nearly invisible for a shortperiod of time. However, if youfire, the muzzle flash canalert enemies to your position.

Like the Over Shield, Active Camouflage isusually found in less-traveled areas.

[10]

While camouflaged, score aninstant kill by sneaking upbehind enemies and pressing2 to strike them with thebutt of your gun.

Active Camouflage

Page 12: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Vehicles

[11]

Ammo for most weapons can be found on dead infantry or near wreckeddropships. The only exceptions are the Plasma Pistol and the Plasma Rifle.These weapons require the Master Chief to pick up a new weapon whenthe energy cell of the one he is using is depleted.

Ammo

If you walk over a dropped weapon that you also have in yourinventory, the ammo is automatically stripped from it andplaced in the pertinent weapon's clip.

NOTENOTE

Vehicles

Vehicle TypesHalo is vast, and you must cover a lot of ground quickly, so vehicles are a great luxury when you encounter them.Many of the vehicles also have offensive capabilities, allowing you to move quickly and mow down foes all at once.Remember that the transport itself is a huge, heavy machine moving at a fast rate. Anything that gets hit by it willbe killed.

For the most part, vehicles are impervious to damage. A big hit merely tumbles them and knocks you out of thedriver's seat (and does damage to you). The strength provided by your MJOLNIR armor, however, allows you to rightoverturned vehicles by standing next to them and pressing 3.

Here are the details of the vehicles you'll find in Halo. You can't control all of them, but you should know whatthey do and how to deal with them all.

Human Vehicles

Description: The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle of the UEGarmed forces. It is fast and maneuverable but prone to rollovers during hard cornering. A three-barreled machine gun is mounted in the rear of the vehicle. Armed passengers significantlyincrease the unit's anti-infantry capacity.

M12 LRV

When driving the Warthog,a blue arrow appears onthe screen. Whicheverdirection that arrow pointsis the direction the vehicletravels when you acceler-ate. Point the arrow in anydirection by moving k.

Strengths: It's very fastand agile. If you stop nearfriendly troops, one Marinewill man the rear-mountedgun, and another will ride shotgun, providing additional firefrom his Assault Rifle. The Marines may take a few secondsto think before joining you. You may also need to drive upnext to them if they aren't already next to your vehicle.

Weaknesses: The Warthog is very easy to roll and doesn'tprovide the greatest amount of protection.

Controls:

t: Accelerate forward

b: Reverse

k: Steering

8: Fires rear-mounted gun if in the gunner seat

k: Aims rear-mounted gun if in the gunner seat

The best protection is in the front ofthe Warthog. Face your enemies to getthe most cover from the vehicle.

Page 13: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[12]

Description: The Scorpion main battle tank is primarily an anti-vehicle weapons platform, but italso has very high anti-infantry capabilities. Its ceramic-titanium armor makes it nearly invulnerableto small arms fire. But its deep dead-zone, or the area within which fire from the tank's guns cannot hit targets, puts it at risk from enemy antitank infantry. Up to four soldiers may ride on(and fire from) the Scorpion's track pods.

M808B Scorpion MBT

When driving the Scorpion, ablue targeting display appearson the screen. Wherever thedisplay points is the directionthe vehicle travels when youaccelerate. Point the arrow inany direction by moving k.

Strengths: The Scorpion hastwo fire modes. Press 7 tofire the machine gun, andpress 8 to fire the cannon.Both have infinite ammo, butthe turret cannon needs time to charge between shots. TheScorpion also has the capability of hauling up to four Marines,who will each lend their firepower to the battle. Altogether, youhave an almost unstoppable juggernaut with the firepower totake on anything the Covenant throws at you.

Weaknesses: It's extremely slow moving and a very large target, so get them before they get you. Destroy enemies inorder of strength. Blast the strongest first – such as Covenant vehicles, Shade guns, and Hunters – then move on to the smaller threats.

Controls:

t: Accelerate

b: Reverse

k: Steer

7: Machine Gun

8: Turret Cannon

NOTENOTE

While the Scorpion does have a largedead-zone (the area right next to thetank where its guns can't reach) ifany aliens get into the zone, you cansimply run over them.

D77-TC "Pelican" Troop Carrier (Dropship)Description: The Pelican is the standard method of deploying up to 30

people from orbit to ground. It is capable of vertical takeoffand landing and is equipped with heavy armor, a 70mm "chingun," and electronic systems hardened against EMP.

NOTENOTE

Although you cannot fly a Pelican,you will encounter crashed drop-ships from time to time. Explore thearea around any crash sites to findmuch-needed supplies.

Page 14: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Vehicles

[13]

Covenant VehiclesBecause you must both destroy and pilot Covenant vehicles, the "Tactics" section listed under each vehicle typegives you pointers on how to neutralize them while the "Strengths" and "Weaknesses" sections outline the pros andcons of piloting them. If there are no "Strengths" or "Weaknesses" sections for a particular vehicle, you cannotpilot it.

Description: The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle. It isequipped with two of what is now accepted as the standard light vehicle mounted weapons: adirected energy weapon capable of projecting a bolt of super-heated plasma in the 100-250kW range.

Ghost

Tactics: Ghosts are lightly armored, so even small armsfire can destroy them. Just keep moving while hittingthem with your weapon of choice (Plasma Grenades work

well), and they will go down in no time. You can speed things up by blasting theexposed pilot. It can be hard to get a good angle, so circle strafe to get aroundand take shots at the Covenant goon at the controls.

When driving the Ghost, a blue targeting display appears on the screen.Wherever the display points is the direction the vehicle travels when you acceler-ate. Point the arrow in any direction by moving k. Unlike other vehicles, theGhost can strafe. This lets you track moving targets while firing.

Strengths: The quickness and maneuverability of the Ghost make fast, blitzkrieg-like straf-ing attacks possible. Also, the guns swivel well, allowing clear shots at enemies before thenose of the Ghost has turned toward them.

Weaknesses: The Ghost offers almost no protection for the operator, and it has a high"drift" factor. You can ask it to turn, but it may take a moment before it responds.

Controls:

t: Accelerate

b: Reverse

f: Strafe left

h: Strafe right

k: Steer

8: Fire

Description: The Banshee is the Covenant's standard ground assault aircraft. It has two weaponpods mounted to either side of the fuselage. Both of these pods contain a light plasma cannon anda fuel rod cannon. Though small arms firemay disrupt or disable the pilot, only heavyweapons are capable of inflicting damage ordestroying the vehicle.

Banshee

Tactics: You may be tempted to use plasma-based weapons againstthe relatively slow-moving Banshees (including the Stationary Gun).However, plasma weaponry has a slow rate of fire, so it takes far toolong, even for a skilled marksman, to disable Banshees. Instead,stick to the Assault Rifle or Rocket Launcher to obliterate them withhaste. Remember to lead your shots if you use the Rocket Launcher.

When driving the Banshee, a blue targeting display appears on the screen. Wherever thedisplay points is the direction the vehicle travels when you accelerate. Point the arrow inany direction by moving k.

Strengths: It's the only flying vehicle at your disposal. It also has two fire modes. Press8 to fire the plasma cannon and 7 to fire the destructive fuel rod cannon (devastatingagainst artillery and enemy vehicles).

Weaknesses: Be prepared to take some damage if you fly the Banshee into heavy com-bat. The Banshee is a bit sluggish and has trouble avoiding fire.

Controls:

t: Accelerate

b: Reverse

k: Steer

7: Fires the Fuel Rod Cannon

8: Fires the Plasma Cannon

Page 15: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[14]

Description: The "Wraith" mortar tank is the primary armored vehicle usedby the Covenant. Equipped with an energy mortar, the Wraith is bulbous,

thickly armored, and somewhat slow. The humans' more-nimble Warthogeasily outruns it.

The Wraith

Tactics: The Wraith's mortar is extremelypowerful and will severely damage anyperson or vehicle it hits. However, it is slowto reload, so you do have time between shots to scoresome big hits of your own. Because of the Wraith’s thick armor, the Rocket Launcher isan ideal weapon against the massive tank. If you don't have a Rocket Launcher, jump in aCovenant Banshee or Ghost and fire away. Of course, a real warrior can destroy a Wraithwith a few well-thrown Plasma Grenades. Keep some distance as well; the mortar shotsare easier to avoid when they're lobbed at far-away targets.

Description: The Covenant dropship is capable of deployingeight units without ever touching the ground. Dual laser can-

nons similar to that of the Stationary Gun further aid this quick-deployment capability. The energy shielding that protects thedropship is so strong that even multiple shots from theScorpion's massive cannon cannot penetrate it. Don't wastetime or ammo firing at the ship itself.

Covenant Dropship

The dropship's doors open prior torelease of the enemy forces. Use thesefew seconds to pick off the unfortunatesitting ducks.

Page 16: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Enemies

[15]

EnemiesThe variety of enemies in Halo is not great, but each foe calls for a certain strategy when faced by Master Chief.Leave it to us to point out their strengths and weaknesses, and we'll leave it to you to exploit them.

CovenantThe Covenant is a coalition of several alien species. They are fanatics bent on eradi-cating the human race from the universe.

So far, they're winning.

You will encounter the Covenant in groups of various sizes. Therefore, weapon strategyis very important to your survival. For instance, you may choose to pick off CovenantHunters and Elites from a distance using the Sniper Rifle, or go commando and simplyrush in with bullets and Grenades flying. Regardless of how you choose to play, payclose attention to the following vulnerability tables to maximize your efficiency andminimize your losses.

A mixed group of Covenant forces

You'll notice as you square offagainst the Covenant that manywithin the same class wear differentcolored armor (or in the Jackal'scase, different colored shields). Thisdenotes a rank within the Covenanthierarchy. The higher ranks are a bitharder to kill than the others.Sometimes a higher rank also indi-cates access to weapons or armorthat lower-ranked class members do not have. In these cases, we note the differencein the "Tactics" section under the appropriate class.

NOTENOTE

A Minor JackalA Major Jackal

Elite

Description: There are a few varieties of the Elite. But all are roughly 8'6" tall and incrediblystrong. Their strength allows them to rely on brute force when necessary, but they are quitecapable of brilliant battlefield tactics as well. Their natural resilience is augmented with full-body energy shielding that recharges when depleted.

Weapons: Aside from Plasma Pistols, they use whatever Covenant weaponry is handy.

Melee Attacks: All Elites resort to hand-to-hand combat inclose quarters, swiping with their weapons for damaginghits. If near death or hit with a Plasma Grenade, Elites goaggro and rush Master Chief in a final, desperate attemptto take him out. Fortunately, they telegraph this by growl-ing and shaking their fists, so you know they're coming.

The stealth type, near invisible with light-bending camou-flage, relies on both Covenant weaponry and devastating

melee damage to destroy adversaries. The most lethal of these camouflaged killers arethe ones wielding a Plasma Sword, capable of causing instant death with each swing.The sword, however, is visible even when the Elite is camouflaged. Commander Elitesalso favor the Plasma Sword. Any Elite with such a weapon should be your first target.

Tactics: Unless you catch Elites unaware, their quick, cat-like movements make bothFragmentation and Plasma Grenades highly ineffective. Further, their energy shielding ishighly resistant to human weaponry; it takes almost a full clip from the Assault Rifle to take one down. Rather, rely onplasma weapons (pistol, rifle, Needler) to cut through their shields and take them down quickly. Use caution when usingthe Needler against the camouflaged Elites, however, as it is unable to lock on to the creatures.

When Elites charge after being wounded, a melee attack can finish them off with a single blow.

A very angry Elite

Page 17: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[16]

C a u t i o n

Be careful when using Plasma Grenades against Elites. If hit,they will run straight at you, thus becoming a homing missilewith you and your team as a target.

Vulnerability TableWEAPON NOTES

M6D Pistol Slow rate of fire and small clip size make this weapon ineffective against the fast-

moving Elites.

MA5B Assault Rifle At minimum, prepare to expend an entire clip to bring one down (more, if your aim

isn't sure).

S2 AM Sniper Rifle If you've got it, use it. It will tear right through the Elites' shielding. A head shot will

take them down instantly.

M90 Shotgun The closer you are, the faster they fall.

Fragmentation/Plasma Grenades They will dodge most Grenades thrown at them. Use Grenades only if they are cornered.

M19SSM Rocket Launcher A waste of a Rocket. Use smaller arms.

Plasma Pistol Resist the urge to fire a power shot; an Elite will most likely dodge it. Instead, fire

continuous bursts to bring them down more quickly than with the Pistol or

Assault Rifle.

Plasma Rifle Very effective if your aim is true. If not, the overheat can leave you vulnerable to a

charging and angry Elite.

Needler Highly Effective. Empty a clip at the Elite, and the needles will home in on it, piercing its

shield and quickly dispatching it.

Haven't I seen this in a movie?

RANK ARMOR COLOR

Commander Gold

Spec Ops Black

Stealth (Active Camouflage) Gray

Major Red

Minor Blue

Grunt

Description: Approximately 5' tall and relatively weak, Grunts tend to travel in packs and stickclose to more powerful allies. Individually they are easy to defeat, but in groups they can over-whelm careless Marines. Their armor seems to house some sort of life-support mechanism.

Weapons: Grunts use Covenant small arms and Plasma Grenades.

Melee Attacks: None

Tactics: Because Grunts usually attack in large numbers, an Assault Rifle or Plasma Rifle is highlyeffective. If you catch them resting, or can chase them down while they are running, simply hitthem with a melee attack to kill them. Also, try sticking a Plasma Grenade to one of them andwatch it flee into its own ranks, causing much collateral damage.

The gray-armored Spec Ops Grunts sometimes carry a massive weapon similar to the Fuel RodGun the Hunters use. It is extremely powerful, but its slow rate of fire minimizes its threat level.

Page 18: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Enemies

[17]

When you kill the Grunt, the weapon willself-destruct after a few seconds, damaginganyone in the vicinity, even you.

A melee attack can instantly kill a MinorGrunt, two hits for a Major Grunt. If youencounter a group made up of Grunts only,you can rush in and bash away, saving ammo.

Sleeping on the job will getyou killed.

Killing one Grunt or a Gruntally can cause the otherGrunts to run around in apanic for a short time. Usethis brief respite to reload ortake on bigger foes.

Vulnerability TableWEAPON NOTES

M6D Pistol One or two shots should put a Grunt to rest.

MA5B Assault Rifle Highly effective against one or many.

S2 AM Sniper Rifle Obviously effective, but use it on bigger threats before Grunts.

M90 Shotgun Can take down multiple Grunts with a single shot.

Fragmentation/Plasma Grenades Grunts are slow to respond to a Grenade, so more than one can be taken out

per throw.

M19SSM Rocket Launcher Akin to using an axe to cut butter. It'll work, but what a mess.

Plasma Pistol Charge it up and take them out. If you wish to rely on single shots, the M6D Pistol is

more lethal.

Plasma Rifle If you use short bursts to avoid overheating, this is the weapon of choice against

the Grunts.

Needler Great from a distance. Up close, however, you will take a lot of damage as you wait for

the needles to find their target and detonate. Stick to either rifle instead.

A brave bunch, aren't they?

RANK ARMOR COLOR

Spec Ops Black

Major Red

Minor Orange

Hunter

Description: Hunters stand 12' tall, though in their combat state they contract to approximate-ly eight feet. Hunters fight with a Fuel Rod Gun integrated directly into their armor. They carryan enormous and nearly impervious metal shield made of an unknown alloy, which they some-times use as a melee weapon.

Weapons: Fuel Rod Gun

Melee Attacks: Hunters charge and then bash Master Chief with their large shields. One hitwill remove your shields entirely; the second will kill you.

Tactics: Hunters have armor that cannot be pierced by either human or Covenant weaponry.Plus, they tend to travel in pairs. Fortunately, there are places that the armor doesn't cover. Ifyou have a Sniper Rifle, aim at the orange flesh of their neck or back. If not, get close enoughto them so they charge you. Then sidestep quickly, so they stomp past you, and unload yourweapon at the orange flesh of their exposed back. This is the quickest way to take a Hunterdown without a Rocket Launcher. In fact, if you get a clean shot at a Hunter's orange back youcan put it down with a single Pistol shot.

Page 19: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[18]

If you encounter Hunters in groups of other enemies, try and lure the smaller foes awayand deal with the Hunters last, or vice versa. The point is not to have a Hunter to dealwith, as well as a bunch of little aliens howling for your blood.

The Hunter killer

C a u t i o n

Be careful not to stay stationary for too long, as their Fuel RodGun is highly destructive.

Vulnerability TableWEAPON NOTES

M6D Pistol Utilize its scope for effective long-range attacks (aim for its neck or back). Also, it is

very good for use with the charge-and-dodge tactic.

MA5B Assault Rifle Really only effective if you shoot them in the back.

S2 AM Sniper Rifle Aim for the neck or back.

M90 Shotgun Like the Pistol, one Shotgun round to the back will kill them.

Fragmentation/Plasma Grenade Will only aggravate them, unless it detonates behind them.

M19SSM Rocket Launcher They should nickname the Rocket Launcher "Hunter killer."

Plasma Pistol Ineffective. Don't bother unless you want this pop-gun fed to you with a Fuel

Rod chaser.

Plasma Rifle Go for the orange flesh, but human weapons seem more effective.

Needler The needles will bounce harmlessly off their exoskeleton armor.

Toro!

One shot at the Hunter's back with the M6D Pistol will kill it.

Jackal

Description: With superior senses of sight, hearing, and smell, Jackals serve as scouts and assassins for the Covenant forces. They use Plasma Pistols and carry strong energy shields to compensate for their physical weakness. However, a well-positioned Jackal can hold its ownagainst several Marines. Jackals stand approximately 5'8" tall.

Weapons: Plasma Pistol

Melee Attacks: None

Tactics: Jackals hide behind large energy shields and shoot through small niches around theouter edge of the shields. Without their shields, they are utterly defenseless. You must aim yourshots so they pass through the niches in their shields. If that doesn't kill them instantly, it willcause the creatures to stand, leaving them open and vulnerable. A melee attack can stagger aJackal, leaving it open for slaughter.

In a big group, the Jackals can be a pain. Their shields make it so that you have to pay specificattention to them, rather then just point and shoot. They also have a tendency to charge up their Plasma Pistols, which causes massive damage. Keep moving to avoid their shots as you deal with their compatriots. Then take your time to mash them down.

Page 20: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Enemies

[19]

The Achilles heel

Vulnerability TableWEAPON NOTES

M6D Pistol Will not damage the shield. Instead, use the scope and fire a shot at the hole in

the shield.

MA5B Assault Rifle Aim for the hole and unload.

S2 AM Sniper Rifle Aim for the hole and it's over.

M90 Shotgun If you are close enough, one shell will push the Jackal back, and the next will kill it.

Fragmentation/Plasma Grenade These work wonderfully. The Jackals usually ignore them, so throw 'em if you've

got 'em.

M19SSM Rocket Launcher This will do the trick.

Plasma Pistol A single powered-up shot will destroy the shield. One more will destroy the Jackal.

Plasma Rifle Will knock the shield away, leaving the Jackal's body exposed.

Needler Ineffective. The needles will not penetrate the shield.

Both Fragmentation and Plasma Grenades bounce off theJackal's shield. Try to land your throw near the Jackal, withouthitting its shield.

"Ha, my shield will protect me!"are a Jackal's last words.

RANK ARMOR COLOR

Major Orange

Minor Blue

FloodThe Flood is the sinister secret hidden on Halo. Flood creatures are parasitic, virulent life forms. The Forerunners recognized the Flood as the deadliest threat to life in the galaxy and built Halo to combat it.

Unlike the Covenant, Flood mutants attack in continuous, almost non-stop waves(hence their name). For this reason, a weapon that can kill a single Flood creaturemight be wholly inadequate for dealing with the large crowds that swarm you. Infact, that is indeed the case for most of the human and Covenant weaponry. So,when you read the following vulnerability tables, realize that although a Pistol cantake down any form with just a few shots, it is all but impossible to survive using itas your primary weapon. Our suggestion, then, is to make exclusive use of theShotgun (once it becomes available), the Assault Rifle (or the Plasma Rifle), and Grenades.

The Shotgun's wide cone of fire and its devastating punch make it the weapon of choiceagainst all Flood types.

That can’t be good.

Page 21: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

Infection Form

Description: These multiple-legged, scuttling creatures attempt to infect potential hosts by attaching themselves to their vic-tims' bodies. They have no natural defenses but instead rely on sheer numbers to accomplish their goal.

Weapons: None

Melee Attacks: The Infection Forms of the Flood attempt to crash into their enemies, thus infecting them and using them ashosts to propagate the species.

Tactics: They attack in large waves in an attempt to destroy their enemies through attrition. A well-placed Grenade orAssault Rifle shot will eliminate them effortlessly. The Infection Forms pop when they die. This can cause a chain reaction ifothers are nearby. Shoot one in a crowd of Infection Forms and watch the rest explode.

I'm gonna need a fewmore bullets.

As each hit you sustain from the Infection Forms only takes avery small portion of your shield away, you may choose to ignoretheir attacks to conserve precious ammo. Be wary of hugeswarms of them, though, since they can drain your shield andleave you vulnerable to other attacks.

Vulnerability TableWEAPON NOTES

M6D Pistol Fire rate is too slow for the hordes that will rush you.

MA5B Assault Rifle Very effective in pushing back the rushing Flood.

S2 AM Sniper Rifle No chance at picking them off from afar as they close the distance quickly.

M90 Shotgun Only if there are many coming at you. One Shotgun shell per Infection Form is not a

good use of ammo.

Fragmentation/Plasma Grenades A good choice, as this form of the Flood travels in tight packs.

M19SSM Rocket Launcher Overkill unless there are more deadly foes within their ranks.

Plasma Pistol Many will reach you due to the semi-automatic mode of this weapon.

Plasma Rifle Better than the Pistol, but not as effective as the Assault Rifle with its high rate of fire.

Needler If you are not constantly moving your sights, the needles will home in on just a few

creatures, leaving the rest to reach and hurt you.

Combat Form

Description: The Combat Forms of the Flood are infected hosts whose entire bodies are converted into undifferentiated Flood"supercells." Because of this, the Combat Forms can have entire limbs removed, including their heads, and still maintain com-bat effectiveness.

Weapons: They use anything that they can get their appendages on.

Melee Attacks: Combat Forms are capable of covering long distances with a single jump and inflicting large amounts ofdamage with a tentacle-like slash.

Tactics: Shoot, shoot, shoot! Use the Shotgun as your primary weapon and the Assault Rifle or Plasma Rifle as your second-ary. There are no secrets here. They are called the Flood because they just keep coming. Put them down with Grenades and aheck of a lot of cartridges. Throw Grenades carefully; the Combat Forms move fast and can pass your Grenade before it goesoff. Throw short for the best effect.

Also, you can knock down a Combat Form and have it rise again. Be wary of them; paranoia is a survival trait. Move slowlywhen you're in an infested area and make sure that those in front of you are dead for good before moving on.Getting surrounded will be the death of you.

[20]

Page 22: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Enemies

[21]

Say hello to my little friend.

Vulnerability TableWEAPON NOTES

M6D Pistol Powerful and deadly if there are one or two, but you'll need something bigger for

multiple enemies.

MA5B Assault Rifle Second to the Shotgun in effectiveness against the Flood. However, you will probably

take some damage while reloading.

S2 AM Sniper Rifle Not effective. The bullets pass right through them without causing damage.

M90 Shotgun Use it; one shot can knock 'em on their butt. The weapon of choice.

Fragmentation/Plasma Grenades Coupled with the Shotgun, Grenades are the second part of a devastating

one-two combo.

M19SSM Rocket Launcher Pick it up, fire a couple rockets, then drop it. Use your two slots for more

effective weapons.

Plasma Pistol You won't have a chance. Far too slow and not as powerful as the M6D Pistol.

Plasma Rifle Aside from the Shotgun and the Assault Rifle, this is the only other weapon of any

use against the Flood. Just be careful you don't overheat at critical moments.

Needler Hope you don't have to rely on this weapon.

And stay down.

If you come across a Rocket Launcher, use it up quickly and thenswap it for another weapon. It's not a long-term weapon sincethe Flood creatures move so fast – you'll miss too often.

Carrier Form

Description: These fat, bloated creatures have con-verted their internal biomass into Infection Forms inorder to propagate the species. They explode whenkilled and throw debris everywhere. This debris ismade up of the Infection Forms, which continue theassault upon Master Chief.

Weapons: None

Melee Attacks: Think of them as walking bombs. Ifyou shoot them, they explode. If they get close toMaster Chief, they self-destruct. The explosions hurtyou and release multiple Infection Forms.

Tactics: They are relatively easy to destroy, but remember, once they are detonated, youwill face multiple Infection Forms. Their explosions are very powerful and can hurt you.Keep some distance.

Destroy the CarrierForms when they arenear other enemies. Theresulting explosion willkill anything nearby.

I didn't hit it that hard.

Page 23: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[22]

PRIMA’S OFFICIAL STRATEGY GUIDE

Vulnerability TableWEAPON NOTES

M6D Pistol As always, a powerful but slow-firing weapon.

MA5B Assault Rifle It'll take a third of your clip, but it will do the job.

S2 AM Sniper Rifle No use against the Flood.

M90 Shotgun Without a doubt, this is the best weapon for use against the Flood.

Fragmentation/Plasma Grenades Save your Grenades. The explosion caused by killing Carriers is comparable to that

of a Grenade.

M19SSM Rocket Launcher Fire it and forget it.

Plasma Pistol It'll kill them, but find something better.

Plasma Rifle Fire at will but watch the overheat.

Needler Find something else; the Needler is far too unreliable.

ForerunnerThe Forerunners built Halo as both a research facility and a weapon to find the Flood's weakness and destroy it. TheMonitor is the only sentient Forerunner life form that Master Chief encounters, and although it has no offensivecapabilities, the Sentinels it controls do.

Sentinel

Description: These machines were created to protect theHalo subsystems from the Flood.

Weapons: The Sentinel emits a continuous laser beam thatsweeps toward its target.

Melee Attacks: None

Tactics: Sentinels are problematic since they usually attackin groups. However, their lasers are not that powerful.Concentrate on one at a time and hit them with whateverweapon you have at your disposal.

Vulnerability TableWEAPON NOTES

M6D Pistol Sentinels are moving targets, so you will take damage, but the Pistol is strong. If your

aim is good, go for it.

MA5B Assault Rifle Effective against the slow-moving targets, but it will take more shots than

plasma-based weaponry.

S2 AM Sniper Rifle This will make short work of them.

M90 Shotgun Devastating if you can get close enough.

Fragmentation/Plasma Grenade If the Sentinels are close to the ground, lob a Grenade in their midst.

M19SSM Rocket Launcher If your aim is true, they don't have a chance. However, they can skate out of the way.

Plasma Pistol Plasma is very effective against the Sentinels. One powered-up shot or a few

regular shots will reduce them to scrap.

Plasma Rifle Very effective. It takes just a few shots to knock them out of the air.

Needler Due to its homing capabilities, this is one of the few times a Needler is ideal.

Nice light show. Dodge this.

Page 24: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Tactics and Tricks

[23]

Tactics and Tricks

Survival 101Since the Covenant landed, Halo is not a peaceful place. You have to fight through acres of real estate toreach your goals. Since the foes you face are very hostile and trying hard to keep you from those goals,they'll need to be smacked around. However, there are many, many more of them than there are of you. Soyou must use strategy, tactics, and underhanded tricks to survive. Here's a primer on what to do to stay alive.

Weapon Choice

Almost paramount to your success is choice of weapons.The "Weapons" and "Enemies" sections of this guide givedetailed information on what weapons are good against what enemies.

The keys to choosing the best weapons are versatility andpersonal choice. Versatility means you need a weaponthat will serve you well over the long haul. A RocketLauncher may be great for groups that stand far away,but it won't help in close quarters with a mob after you.So, if you're in a mission that is one cramped room afteranother, an Assault Rifle may be a better choice.

Personal choice also plays a big part. You want to becomfortable with the weapon you have. Some players mayfind that they overheat the Plasma Rifle every time theyfire it. Others may find it easy to squeeze off short burstswith it, giving them a nearly continuous stream of dam-age. If you find a gun that you love, stick with it.

The Rocket Launcher is greatagainst Hunters, but it's a bitmuch when faced with FloodInfection Forms.

Our favorite is the Shotgun. Wewon't let Master Chief leave thehouse without one. It's simple; youshoot something, and it falls down.

Weapon Swapping

Halo has an interesting feature; you can only carry two weapons at any time (not includingGrenades). This makes much more sense than other games that allow you to carry a battle-ship worth of guns in a backpack. However, this limitation can lead to you feeling like you'reunderequipped for the larger battles you must face. Often, a weapon cache is near the siteof the battle. If you want to start off with a Rocket Launcher and mop up with a Shotgunand Assault Rifle, you can pick up the Rocket Launcher and fire until it's empty. Then runback to a cache and drop it for a smaller weapon. This can take a bit of time, but think ofhow much you'll save in Band-Aids.

This cache has a few goodies init. If you can't decide what totake, grab two and come backlater for more.

Extended Firepower

Reloading can take a long time. Time you don't have when a platoon of Covenant aliensand Flood Combat Forms are charging at you. A tactic to keep you alive and give you somebreathing room is switching weapons instead of reloading. Empty your first weapon, thenquickly press 4 to switch to your second weapon. Presto! You've got a loaded weapon.

Uh oh, the Assault Rifle is empty. Luckily, the Shotgun isn't.

Take any quiet moment to reload allyour weapons, even if you're only downby a few bullets. That way, you'll getthe maximum firing time when you getinto a fight.

Page 25: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[24]

PRIMA’S OFFICIAL STRATEGY GUIDE

Charging

This isn't recommended often, but simply charging in, gunsblazing, can clear a room or area quickly. If enemies aredug in tight, tucked behind solid cover, you can flush themout with a mad dash into their midst. Try to soften them upwith a Grenade first, then sweep in. Also, a quick dashthrough a room and out the other side – without fighting atall – can get you through unscathed and without expendingany ammo.

Against a few enemies, charging can lead to melee attacks,which are effective and save ammo. Your shield can soak upa lot of damage from the weaker weapons. When you'refaced with a group of Grunts or Jackals, a charge followedby clubbing a lot of heads with the butt of your gun canleave you standing, safe, in a pile of dead aliens.

Just book straight across thisroom from one door to the otherand you'll get through without ascratch or a shot fired.

The melee attack isso much moreeffective than youmay think. And it'ssatisfying.

Concentrated Fire

When presented with several targets, you may feel the need to just unleash with theAssault Rifle, sweeping it this way and that. Resist that urge. Instead, pick a single targetand concentrate your attack on it until it goes down. Then move to the next. Four healthyenemies and one dead one are easier to deal with than five slightly wounded enemies.

As to who you should target first, if you're alone go after the Grunts first, since they fall soeasily. That will whittle down the amount of guns firing at you. If you have support from afew Marines, concentrate on Elites or Jackals. The Marines can deal with Grunts easily.

When storming this beach, goafter the Elites and leave thesmaller foe to your Marines.They'll thank you later.

Take It Slow

Now this is the best advice of all. You'll encounter it oftenin the walkthrough. Pushing forward without pause can getyou neck-deep in enemies and surrounded, which is a fatalcombination. You'll do much better against one or two ene-mies than against five or six. So move forward slowly whenyou see a large group of foes. Pick off the closest beforethe others notice.

This bridge is the perfect place totake it slow. Methodically wipingit clean is much safer than rush-ing headlong into a fray.

Retreat

You're not here to win medals. Judicious backpedaling isn'tcowardice; it's healthy. Like taking it slow, retreating letsyou deal with enemies one at a time instead of in clusters.You can string foes out in a line so that they can onlyattack singly or in pairs, instead of bunching up and bring-ing a ton of guns to bear on you. Be careful, though, ofobstacles behind you. If you bump into a wall or corner,you can get hung up and become a sitting duck.

Whoops, too many aliens. Fire asyou retreat and remember thatno foe is a match for you in aone-on-one fight.

Page 26: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Tactics and Tricks

[25]

Take Cover

It's easy to forget that you can crouch. Press g straight down, and Master Chief will duck.You can then use low walls and rocks to protect yourself from enemy fire. There are alsocopious amounts of barrels, Covenant shields, walls, and corners that you can simply standbehind to be out of harm's way.

Take cover to let an enemy's withering broadside play itself out before you pop up torespond. You can also use the time to reload. Just don't forget that you can use the environ-ment to keep yourself safe.

If you can't see them, chancesare they can't hurt you.

Sneak Attack

One of the surprises in Halo is the melee attack. As mentioned earlier, it's very effective,especially if you sneak up behind a Covenant alien. Elites, Grunts, and Jackals all fall withone press of 2 if you sneak up behind them or find them asleep.

Do not fire at a sleeping alien. Use a melee attack instead and search for more sitting ducks.

If you find a Grunt asleep, itmeans he thinks he's safe. Thereare probably more slumbering orunaware aliens around. Let thehead bonkings commence.

The melee attack is nearly useless against the Flood.

The Enemy of My Enemy…

Once the Flood is unleashed, you have to deal with two enemies. Once you cross the Monitorand its Sentinels, you have three enemies. Luckily, they all hate each other. So, when youfind groups of them fighting amongst themselves, let them. Stand back and try not to benoticed as they blast away, killing and wounding and making each other much softer targetswhen you come in to clean up.

This area is a good example ofyour foes unwittingly helping you.Let them paste each other beforeyou wander in and take charge.

Hoarding

Similar to the weapon swapping technique, hoardinginvolves backtracking to caches of weapons and suppliesto give yourself an edge. If you pass supplies – ammo,weapons, Health Packs – but don't need them, keep inmind where they are. Move forward, clearing away anyresistance. If you take damage or just need to refill, runback to the cache and load up. It can take time, but itcan keep you alive and healthy. This overturned Warthog has a bunch

of stuff strewn around it. You cancome back here if you need a quicktopping off of bullets or Grenades.

Page 27: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[26]

PRIMA’S OFFICIAL STRATEGY GUIDE

How to Use This Walkthrough

Mission BriefingBefore sending you into the ring world of hostile aliens, let's take a minute to familiarize you with this guide'swalkthrough section. The first thing you need to know is that the guide is written for the Normal difficultysetting. The four levels – Easy, Normal, Heroic, Legendary – differ in the number and strength of the enemiesyou encounter. If you play in a different difficulty level, the objectives and goals are the same. You'll justmeet stiffer resistance when trying to reach them.

Maps

First off, there are 10 levels in Halo. Within each level are several missions, each with its own name. We break up thewalkthrough by these missions. Each mission has map pieces that show the areas relevant to the mission. You may beable to backtrack into areas not shown on the map pieces, but it's not necessary to complete the mission.

Secondly, you'll find that there are numbers andletters on the map pieces. The numbers referyou to the screenshots and captions that willguide you through the mission. The letters tellyou how the map pieces connect. For example, ifa stairway on one piece has an "A" on it, look forthe "A" on the next piece to find out where thatstairway leads.

The mission are indicated when the screen goesletterbox and you can see the mission name inwhite at the bottom right of your screen.

Page 28: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

How to Use This Walkthrough

[27]

Now wander around the hold, using kto move your feet and g to controlyour direction. When you've got thehang of it, step over to the red squarefor the next test.

1

1

Finally, maps have icons denotingpoints of interest on your travels.You'll encounter enemies in groups,caches of weapons and ammo,Health Packs, and other useful sup-plies. Here's a guide to what thoseicons mean.

And here we see how thestairs from the first floor leadto the second floor.

Here we see a number on a map and the screen the number refers to. The screenshotwill tell you important information about that area and clue you in to where you need togo and what you might need to do.

Map Icons

A Health Pack

Active Camouflage

Over Shield

Ammo Cache

A Group of Enemies

Vehicle

The ammo, enemy, and vehicle iconsare generic. For instance, a spotwith an enemy icon on it indicatesyou'll meet resistance, but it doesn'tspecify what types of foes you'llencounter.

Info Boxes

Each mission phase has a box of information at the beginning. It will give you a rundown of what you can find in the mission. Items, enemies, and new weapons (which don't come up often) are covered in this box.

Lock and Load

All right, soldier. You've got the specs on your hardware. You've got reports on all yourenemies, and you've been trained to move by the finest drill sergeants in the corps.You're not fighting for yourself, for your momma, or for a planet. You're fighting for thefate of humanity. So get to it!

A

A

Page 29: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Pillar of Autumn

Reveille

[28]

The Marines make ready with all theirfancy toys. It looks like it's gonna hitthe fan. Just another day in the corps.

Captain Keyes ponders the situationhe's in – far from home, in unchartedspace, and heavily outnumbered.That's military life. He orders everyoneto battle stations.

Meanwhile, Master Chief is pulled fromcryosleep. It's time for you to take atest drive.

MISSION OBJECTIVES: *Find Captain Keyes On the Bridge

7

6

5

4

3

1

2

START

PRIMA’S OFFICIAL STRATEGY GUIDE

Page 30: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Pillar of Autumn: Reveille

You can change itback later, but get afeel for the two typesof directional controland make a choice forthe moment.

[29]

First, use k to look around. Circle theThumbstick, and the technician willgive you an OK. After your healthmeter is brought on line, press 3 toexit the tube.

Now wander around the hold, using gto move your feet and k to controlyour direction. When you've got thehang of it, step over to the red squarefor the next test.

Use k to aim the blue crosshair at thefive lights. When they go green, you'vehit them. Change them all to green toget a chance to try the targeting withinverted controls. You get to decidewhich you like better.

Now move over here and stand in theyellow and black square to get yourshields charged up. Press 1 whenyou're ready.

Captain Keyes is anxious to have MasterChief on the bridge. The technicianshows you out after you witness Sam'sdemise. Things are getting hairy.

OK, so the technician didn't make iteither. Now you have to find an alter-nate route. Jump over these pipes tothe hallway beyond.

Press g to get under the stuck blastdoor. Head for the green light on thesmall door. Stay covered when theshooting starts to save your health.

1

3

Notice the color-codedarrows that show up onthe hallway floor. They'llhelp guide you as yourun around the ship.

NOTENOTE

When a door light isred, you can't accessit. A green light meansit's unlocked.

After a couple of closecalls, duck under astuck blast door, thengo through this doorwith a green light.Note the bluearrow marked"Bridge" on thefloor pointingtoward it.

2

4

5

Page 31: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

You have no weapons, so step lively.Don't worry about the alien that youmeet; the Marines will keep it occupied.When you get to this Marine, he actsas your guide to the Captain. Followhim closely.

Pillar of Autumn

AI Constructs and Cyborgs First!

ITEMS: Health Pack x6, Over Shield x4

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor

NEW WEAPONS: Pistol, Assault Rifle, Plasma Rifle, Plasma Pistol, Fragmentation Grenade

Here's your chance to dish out a little payback to the Covenant. You're armed and ready to fight. You mustget Cortana off the ship so the aliens don't get hold of a human AI.

The Master Chief meets up with CaptainKeyes and Cortana, the ship's AI. Theytrade barbs before a boarding party ofCovenant aliens smashes its way ontothe Pillar of Autumn.

Captain Keyes tells them that he'll tryto land the ship on the ring-like worldof Halo. He orders Master Chief to takeCortana down to Halo in a lifeboat. Theadventure begins.

[30]

NOTENOTE

Before you step onto thebridge, take a minute toread the bulletin board.It's not important, but itis funny.

6

7

PRIMA’S OFFICIAL STRATEGY GUIDE

Page 32: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Pillar of Autumn: AI Constructs and Cyborgs First!

[31]

1START

x2 x2

A

A

B

2

3

4

5

6

7

8

9

10

Page 33: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[32]

MISSION OBJECTIVES: *Get off the Pillar of Autumn

Exit the bridgeand you can usethe M6D Pistolthat Keyes gaveyou. It's notmuch, but it'senough to takecare of the firstfew Grunts andget you to thispoint, where youpick up anAssault Rifle.Rock and roll.

1

This cafeteria isthe sight of avicious battle.Help the Marinesfend off the nastyaliens. Afterthings settledown, you maywant to grab aPlasma Rifle. Tryone out and see ifyou like it.

2

B

11

12

13

PRIMA’S OFFICIAL STRATEGY GUIDE

Page 34: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Pillar of Autumn: AI Constructs and Cyborgs First!

[33]

Flank the next group of enemies byducking down the corridor that putsyou here, to the aliens' left. TheMarines are firing to the enemies'front, so you can cut them down in aright-angle cross fire.

Flank this group as well. A pair ofMarines will help you crush theCovenant boarders.

5

At the next airlock you find anotherset of enemies. Watch out for yourbackups' fire; don't cross into it bymistake. After the fight, duck into theCovenant boarding launch to findanother pair of Over Shields.

7

Duck under a blast doorand work your way tothis central stairwellroom. A pitched battle isbeing fought. To saveyour Marine buddies, runup the stairs and attackthe Covenant on evenground. You can wipethem out while they'redistracted by your troops.

Fight your way throughthe corridors to thisbank of lifepod airlocks.Pass them by anddestroy the Grunts atthe end of the hall.Cortana will guide youwith a Nav Beacon to adark Maintenance hall.Turn on your flashlightand step inside.

A couple of Elites are in this corridor,but you should have some Marinebackup to deal with them. Fire downthe hall and duck away to reload.

4

When you reach this airlock, itexplodes, killing a couple of Marines.Covenant troops come pouring in. Awell-placed Grenade (if you have one)can help stem the tide. Blast the sur-vivors and duck into the airlock to finda pair of Over Shields. Grab one andbe on your way.

3

Check your fire. Marines areall over the place. Make surethey aren't in your line offire, or you'll blow awayfriends, which is not nice anda waste of ammo.

NOTENOTE

The Pillar of Autumn islittered with ammuni-tion. There are ammopacks and dead Marineswith their rifles layingnearby. So don't feel shyabout burningcartridges as you fight.

6

8 9

Page 35: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[34]

You have three exit choices from theaccess hall. Come out here, near a trioof Marines, and fight your way back.It's the farthest exit from your goal,but fighting up ensures you won't beflanked and surrounded.

This next row of airlocks has a barricadebetween you and your enemies, as wellas a scattered bunch of FragmentationGrenades. Pick them up and toss themover the roadblock to fling the aliensaround in an explosive dance.

The access tunnel lets you out here,but a busted door blocks your way.Stand next to it and press 2 to bash itopen with your melee attack. You canalso use that attack to quickly andsilently kill the Grunt beyond. Then it'sa gun fight to get farther on.

Go through the cryo-chamber observationdeck – where poor Sam met his fate –and fight your way into this burned-outsection of the ship. An explosion or twowill go off, so hang back at first. Onceit's clear, get to the access hall door yousee in this screen and enter it.

NOTENOTE

In the Maintenance halls,Cortana turns on aMotion Detector. Itshows up in the lower-left corner of your HUDand will stay with you forthe rest of the game. Getused to checking it soyou won't get surprisedby enemies.

10 11

12 13

Jump the barricade and head towardthe airlock. A cut scene will start.Master Chief tosses a Marine into thelifeboat, and they launch.

The boat approaches Halo, animpressive ring structure inspace. The Pillar of Autumn is onits way down as well.

The approach is a bumpy one.Happy landings.

PRIMA’S OFFICIAL STRATEGY GUIDE

Page 36: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Halo: Arrival

[35]

Halo

Arrival

ITEMS: Health Pack x4

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Jackal-Major, Jackal-Minor

NEW WEAPONS: Plasma Grenade, Needler

You made it to the surface of this odd, ring-shaped world. The price was high and the humans are scattered.You'll have to cover a lot of ground to try and reunite your forces.

MISSION OBJECTIVES: *Evade the Covenant patrols searching for you

*Head for higher ground

*Search for other lifeboats

1

5

6

4

2

START

3

x2

A

Page 37: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[36]

The crash has killed all aboard exceptfor Master Chief. Cortana, safe insidethe Chief, warns you that Covenantdropships are approaching. You mustget away from the lifeboat. Collectammo from around the crash sight andhead for this bridge. Get across quick-ly, then hug the cliff wall.

A couple of Covenant Banshees – sin-gle occupant airships – are patrollingthe sky. Run along the cliff wall asfast as you can; they'll stop botheringyou when you run into the alienground troops here. Eliminate thealiens and gather some PlasmaGrenades. They're fun toys, but usethem wisely.

1

Don't waste time orammo trying to bringthe Banshees down.Run for cover behindtrees or rocks as theyfire and you won't bebadly harmed, so saveyour bullets.

As you head farther intothe hills, Cortana picksup a lifeboat beacon. Youturn the corner to see afantastic structure, aswell as a Covenant drop-ship unloading troops.Attack them beforethey destroy thehumans nearby. Assoon as you blastthe aliens, yourobjectives change.

10 9

8

7

2

3

A

PRIMA’S OFFICIAL STRATEGY GUIDE

Page 38: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[37]

MISSION OBJECTIVES: *Stay with the survivors*Protect the human survivors*Wait for an evac dropship to arrive

Now you must wait with the survivorsto help them fight off the Covenantforces. The next enemy dropship landshere. It disgorges Grunts and Elites, aswell as Jackals. Stay sharp.

4C a u t i o n

The dropship fires atyou as it leaves. Stay inmotion to avoid itsshots as much as possi-ble. Do not attempt todestroy it. That wouldbe futile – and fatal.

The next dropship lands here. You canpick up ammo and a Health Pack atthe human lifeboat. Pick your shots;there's still more fighting to be done.

5

Halo: Arrival

Cortana sees more lifeboats crashingto Halo's surface. She asks for thehuman evac dropship to disengage aWarthog for your use. This'll be fun.Climb aboard and familiarize yourselfwith the controls before heading tothis tunnel entrance.

6

Two more troop carriers show upalmost simultaneously, in spots thathave already hosted alien infestations.You know what to do.

5

Another Covenant troop carrier spitsout cargo here, where you first cameinto this clearing. Lock and load.

6

You automaticallyget one gunner withthis Warthog.However, if you hangout for a moment, asecond Marine willclimb in and rideshotgun – literally.

MISSION OBJECTIVES: *Search for the three additional groups of human survivors*Protect the human survivors*Wait for an evac dropship

You must clear this gap to continue. Line up at thebottom of the short ramp, then gun it. You shouldpick up enough speed to get the lumbering Warthogover to the other side.

Follow the underground tunnel to this platform.Covenant goons are waiting for you. Drive back and

forth a bit to let the Marines have some shots atthe beasties, then park the Warthog in a safe area

and hop out.

7

8

Page 39: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[38]

Clear the area of aliens, then start upthe ramp off to one side. You mustbattle a few Elites to get up the nar-row ramp, but you should end up here,at the control panel for the lightbridge. Face the panel and press 3 toactivate it.

Get back to the Warthogand tool across thebridge. Follow the tun-nel on the other sideout into the open tobegin the next phase ofthis mission.

Halo

Reunion Tour

ITEMS: Health Pack x4

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Jackal-Major, Jackal-Minor

NEW WEAPONS: Sniper Rifle

You've gotten one group of survivors to safety, but there are more. Take a trip around the area and shepherdthe remaining humans to their evac ships.

9 10

PRIMA’S OFFICIAL STRATEGY GUIDE

Page 40: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[39]

Halo: Reunion Tour

MISSION OBJECTIVES: *Search for the three additional groups of human survivors

*Protect the human survivors

*Wait for an evac dropship

A

2

4

5

7

8

6

x2

START

1

b

Page 41: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[40]

Head to the main room, taking outany resistance on the way, to find thesurvivors here. Help them destroy thelast of the Covenant forces in thearea, and an evac dropship will comeby to pick them up. Only two moreloads to go.

3

The structure is crawling withCovenant troops. Bring the Warthog into help clear them out. Then go in onfoot to mop up. Cortana suggests yousearch inside the structure. Find one ofthe smaller buildings and enter theopening like this one here.

2

Ford the stream and head to thisarea, taking out the Jackals thatguard the pass. Pound over the crestto see another large structure similarto the one you just defended in thelast section.

1

3

b

A

PRIMA’S OFFICIAL STRATEGY GUIDE

Page 42: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[41]

Halo: Reunion Tour

A dropship unleashes another wave ofaliens. Paste the forest with them, andthe second batch of survivors will bepicked up. Mount the Warthog againand be on your way.

5

Climb back into the Warthog and driveto this tunnel. A couple of Bansheesmay drop in, but if you still have agunner, he'll make short work of them.On the other side of the tunnel is yetanother structure under siege by badaliens. Wipe 'em out.

4

Cortana reveals that she's foundwhere Captain Keyes is being kept.He's prisoner on a damaged Covenantspaceship, the Truth andReconciliation. Follow the Nav Pointand jump into the back of the evacdropship, and the mission ends.

8

When you make contact with the sur-vivors, the enemy dropships start arriv-ing. Position yourself here at first and dosome long-range damage with the SniperRifle. You must fight three waves beforethe mission ends.

7

Tool over to this canyon and, afteryou've cleared away the alien trash,skate in to find a rocky area. The sur-vivors are on the top of the pile ofscreen. First, though, check out thecrashed lifeboat and secure a SniperRifle. Then head up the rocks on foot,clearing Covenant as you go.

6

NOTENOTE

It's possible that thesurvivors will maketheir way to the surfaceon their own. If theydo, no worries, justdestroy aliens until thedropship arrives.

Page 43: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[42]

Truth and Reconciliation

The Truth and Reconciliation

ITEMS: Health Pack x1

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Jackals-Major, Jackals-Minor, Hunters

NEW WEAPONS: Stationary Gun (Shade)

It's a night operation to sneak onto the Covenant ship. You must sneak (sort of) around the canyon area andget to the gravity lift. It won't be too hard since you've got your trusty Sniper Rifle.

MISSION OBJECTIVES: *Board the Covenant Battle Cruiser

START

2

1

3

4

5

Page 44: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Truth and Reconciliation: Truth and Reconciliation

[43]

The Marines get a little feisty, but themore kills you make, the safer theyare for the big battles. This little areais awash with Covenant troops. Getthere first and take out the StandingGun at once (if there's an alien man-ning it), then pick away at the others.

2

You get to practice your sharpshootingskills on this mission. Work your wayalong this ledge, starting at thecanyon mouth where you were droppedoff, and snipe aliens as you go. Bepatient; there's no time limit. Clockthe enemies' pattern and hit themwhen they pause to look around.

1

Pressing 5 whileusing the sniperscope will turn on thenight vision. Trust us,it helps a lot.

After you've swept that area clear,Cortana tells the Marines to hang backso you can sneak around and flank thenext group of aliens. Head to thispoint, sniping as you go. As soon asyou hear Cortana tell the human troopsto move out, break cover and blast theStanding Guns. Once again, as soon asit gets too hairy, switch to the AssaultRifle and join in the mayhem.

3

If the Marines stir thingsup too much you shouldswitch to the AssaultRifle. The good guysoften get into your lineof fire as you try to getoff a good sniper shot.

A dropship brings in afew Covenant reinforce-ments. Don't worry, it'snothing too heavy. Justbe sure you get to thembefore they monkey withthe Standing Gun.

Step into this Stationary Gun and blastat the waves of Covenant troops thatcome down from the ship. If you haveMarines left, you won't even have toleave the Shade. If you're alone, jumpout when the aliens get too close, anddeal with them face to face.

5

Head up the small canyon and take aposition behind this rock. You can takeout one of the Standing Guns and afew aliens before the Marines swarmin. Push forward so you see the gravitylift, and target the other StandingGuns. If you're feeling frisky, jump intoone of the Shades and use it againstthe Covenant troops that come downthe gravity lift and from the dropship.

4

NOTENOTE

Your soldiers may hangback and let you work.If they do, sneak in andsnipe as many of thebeasties as you canbefore they notice you.

Page 45: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[44]

Once the music changes you'll see twolarge shapes float down the gravitylift. These are Hunters. Get out of theStationery Gun immediately. Theirshots can kill you or knock you off acliff. Use the tactics described in the"Enemies" section to deal with them.Try to keep from getting flanked bythem as well. If you have to split yourattention, you're going to get hurt.

6

NOTENOTE

Marines are a big helpagainst these guys.They'll keep them busyso you can circlearound and tag theHunters in the weakspot on their backs.

Stand on the gravity lift, and it will bring you intothe Truth and Reconciliation, starting the next phaseof this mission.

Truth and Reconciliation

Into the Belly of the Beast

ITEMS: Health Pack x5, Active Camouflage x2, Over Shield

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Commander, Elites-Stealth, Elites-Major, Elites-Minor,

Jackals-Major, Jackals-Minor, Hunters

NEW WEAPONS: None

Now you're in the thick of things. Being on a Covenant ship isn't healthy, seeing as everyone there wants tokill you. Find the Captain quickly and get to safety.

MISSION OBJECTIVES: *Find the ship's brig and rescue Captain Keyes

Page 46: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Truth and Reconciliation: Into the Belly of the Beast

[45]

1

START (in waves from small doors)

2 B

A

3

4

(FROM doors)

AB

5

6

(IN WAVES)

C

(IN WAVES)

Page 47: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[46]

A large door opens in a wall, and twoJackals appear. Gun them down and goto the end of the hallway they camefrom. The Marines will stay here as youmake your way through the smallerhalls. Head back to the room whereyou arrived and go through one of theunlocked smaller doors.

2

It's on now. You've successfully pene-trated the alien spaceship. But canyou survive? Covenant troops show upquickly to repel the boarders. Grab theActive Camouflage to give your sidean edge.

1 C a u t i o n

A Stealth Elite with aPlasma Sword may takea toll on your Marines.Concentrate on destroy-ing that enemy first. APlasma Grenade can dothe job quickly.

NOTENOTE

On the Covenant shiplocked doors are linedwith a red glow, andunlocked doors have awhite glow.

3

Move through the halls, fightingyour way here to the first hangar.Clear the upper area of Covenanttroops. Cortana tells you that thelocked door, with the Marinesbehind it, is down below. You cansimply jump, but shoot the aliensdown there first.

7

D C

Page 48: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Truth and Reconciliation: Into the Belly of the Beast

[47]

Fight your way through the halls tothis, the next hangar. As usual, it'sinfested with aliens. Clear them outwith the help of your trusty soldiers.This battle takes a long time. Thealiens on the upper deck make lifehard; a Grenade or two may discourage them.

5

Once you get to the hangar door, acti-vate it with this control panel. Itreleases the Marines to help you fightoff the beasties. Once you're done, fol-low the Nav Point through anotherdoor down there.

4NOTENOTE

You can also follow thehalls to the hangar floor.However, you must fightsmall clutches ofCovenant goons as yougo, which may be easierthan fighting them enmasse in the hangar.

8

9

11

10D

Page 49: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[48]

Another fighting trip through the hallsand you come out here, on the third tierabove the hangar floor where you foughtthe Hunters. Another wave of Covenantaliens comes out to play. Play hard andmove to the next unlocked door – whichhas yet another group of attackers guard-ing it. More come up behind you as well,so stay sharp.

8

Climb through the halls, and Cortanasuggests reinforcements. Exit onto theupper deck of the hangar you just leftand fight your way to the Nav Point. Itmarks a control panel that allows adropship to bring in more Marines.Activate it and wait for your backup.Proceed as soon as they touch down.

7

Cortana mentions that she can unlock adoor. Unfortunately, the first one shetries lets loose another swarm of aliens.The second one releases a pair ofHunters. Use your dodge tactics to hittheir weak spot and topple them. Thenfollow the Nav Point to the door out ofthis hole.

6

Use your melee attack to whack the twoJackals in front of the main brig. Thenstroll in undetected thanks to your ActiveCamouflage. Use your melee attack onthe two Stealth Elites, then place aPlasma Grenade right on the CommanderElite and run. When he goes off like afirecracker, use the control panel to openthe cells.

11

If any of your soldiers are left, theyseem content to stay in the last room,so follow the Nav Point out the door andinto the halls. Go into the first brig areahere and deactivate the cells at the con-trol panel. Grab the Health Pack if youneed it, then snap up the ActiveCamouflage. Time for fun.

10

This next room is another battlefieldwaiting to happen. Charge in and rack upa body count. Watch out for theCommander Elite with the Plasma Sword.He should be your first target since hisattacks can take out a Marine – or yourshields – in one stroke.

9

Remember, you have tohit the Stealth Elites frombehind to make them keelover in one hit. This is alittle challenging sincethey're cloaked.

C a u t i o n

While it is stylish, theGrenade trick may back-fire. The Commandermight run right at youand take you with him towherever the aliens goafter they die. You maywant to give yourselfsome distance and pitchthe Grenade at him.

The Captain scolds Master Chief and Cortana forcoming after him, but he's probably pleased. He'sheard that the aliens call this ring-like world Halo.

Page 50: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[49]

Keyes tells Master Chief that heand Cortana must find the con-trol room before the aliens do.First, though, they've got to getoff the Truth and Reconciliation.

Truth and Reconciliation: Shut Up andGet Behind Me…Sir

Truth and Reconciliation

Shut Up and Get Behind Me…Sir

ITEMS: Health Pack

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Stealth, Elites-Major, Elites-Minor, Jackals-Major, Jackals-Minor

NEW WEAPONS: None

The Captain is a tough guy, and he'll help out all the way to the escape point. You, however, are the bruiserand need to take point. Escort the old man to the hangar.

MISSION OBJECTIVES: *Return to Shuttle Bay for extraction

4

3 21

Cortana adds that the Covenantthinks that Halo is a powerfulweapon that can wipe out thehumans. They're looking for theworld's control room.

D

Page 51: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[50]

The room where you left the otherMarines has been retaken by Covenantforces. Two Stealth Elites with PlasmaSwords are waiting inside. Stay here bythe door to get the drop on the firstone. Defeat the second one, andCortana calls for extraction. They can'tcome for you, however, so the Captainsays he'll fly a dropship out of there.Follow the Nav Point out.

3

It may get confusing in the halls.Here's the halfway point between thebrig and the next room. Note thatyou'll take hits from your own guyssince they're shooting past you andaren't too bright. Let it go and giveyour shields time to recharge aftereach engagement.

2

Your job is to protect the Captain andget back to the hangar. Right off thebat you're attacked by a pair ofStealth Elites. Fortunately, the Captainis a good shot, and the Marines youfreed have Grenades. It's a runningfight from here on. Stay at point totake the brunt of the attacks. If Keyesdies, the mission is a failure.

1

Back in the shuttle bay you found a con-trol panel and more alien goons. Blastone and use 3 to activate the panel.

4

The Captain pilots the Covenantdropship out of the hangar –but not before leaving acalling card of twosmashed Hunters.

Page 52: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Silent Cartographer: The Silent Cartographer

[51]

The Silent Cartographer

ITEMS: Health Pack x4, Over Shield x6

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Jackals-Major, Jackals-Minor, Hunters

NEW WEAPONS: None

Ready for some beach buggy action? The Warthog is once again at your disposal. You must go around and inthis island to get to your goal.

MISSION OBJECTIVES: *Clear the landing beach of hostiles

The Silent Cartographer

1

START

2

7

A

3

B

x3

5

x2x2

x2

6

Page 53: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[52]

4

A

9

8

B

Page 54: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Silent Cartographer: The Silent Cartographer

[53]

The dropship unloads you and a contingent of Marines onto a hot LZ.Covenant aliens are all over thebeach, and they're gunning for you.Take out the two Grunts tuckedagainst the cliff wall here to your left,then run up to join the main fight.Concentrate on the Elites since they'retoughest. The human troops can takecare of the little Grunts.

1

Hang onto your Pistol.You'll need it later.

After the battle, a Warthog isdropped off, fully staffed with a gun-ner and passenger. Jump in and takeoff down the beach. If you lose eitherguy to enemy fire, come back hereand pick up a couple more Marines toman the guns.

2

MISSION OBJECTIVES: *Find the entrance to the map room

After a short trip you end up here, facinga half dozen Covenant goons withCortana squawking about getting throughthe door before they lock it. You can fightfast and hard, but you won't make it intime. Cortana reports the setback, andKeyes orders you to get in there by anymeans necessary. That means finding thedoor's security override.

4

A short ride brings you to a dirt rampwith a few alien troops guarding it. Letyour passengers take care of them,and continue up the slope. You end uphere, at the entrance to a structurebuilt into the side of the island. Morealiens await.

3

Let the Warthog crew take care of the baddies outside – thereare a few more belowthe structure's plat-form – as you drivearound. Then jump outand go into the structure alone.

MISSION OBJECTIVES: *Find the main facility security override

Good thing you do, because after you'redone with the Hunters, you need to dealwith more aliens over this hill. Blast theJackals that come at you, then perch onthis rise and snipe the beasties below. Whenit's safe, head down and into the structurebelow after grabbing an Over Shield.

7

After some casual resistance, you findyourself facing two Hunters. If you stayon this ledge, they probably won'tcharge you. The rocks and trees provideexcellent cover from their Fuel Rod Gunblasts. So take your Pistol, scope in onthem, and unload at their weak spots,dodging when necessary. You do have aPistol, don't you?

6

Head back to the Warthog and drivedown the beach in your original direc-tion, away from the landing site. Youfind this overturned Warthog – withsupplies if you need them – and a pathleading to the interior of the island. Oh,and there are some aliens thirsting foryour blood. Fight them off and proceedon foot.

5

Page 55: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[54]

This impressive hologram is your goal.Stand next to the control panel andpress 3 to shut down the security sys-tem. You see a short cut scene thatshows the door you were at earlieropening up. Now get back there.

9

Once inside you descend a steepramp. It leads to this cluttered roomwith another pair of Hunters. There'sa lot of cover, and you have a Pistol,so don't get too close. The boxes canget in your way, hampering your abilityto dodge.

8

Go into the room untilyou see the Hunterscoming out of the doorson the far side, thenbackpedal. With luckone will stop with itsback to you, and you'llbe able to kill it with asingle Pistol shot.

Page 56: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Silent Cartographer: That Was Easy!

[55]

That Was Easy!

ITEMS: HealthPack x2

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Jackals-Major, Jackals-Minor, Hunters

NEW WEAPONS: Rocket Launcher

This short phase of the mission is an introduction to a new friend, the Rocket Launcher. You'll complete thetour of the outside of the island and start into its hidden depths.

MISSION OBJECTIVES: *Find the Silent Cartographer

The Silent Cartographer

3

1 START

2

x2

A

Page 57: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[56]

Clear the area of Covenant forces, then flipthe Warthog and go for a drive. Keep thewater to your right and you'll get back tothe beach you landed on.

2

Back in the room where you fought theHunters, a couple of Stealth Elites wait.You also get a distress call from a drop-ship. Fight your way out of the room,and Cortana tells you that the dropshipwas bringing heavy weapons. Slide downthe cliff to the beach (carefully), andpick up the loot.

1

Slide down the sidewhere the Over Shieldsare kept. And don'twaste those rockets.Save them to useagainst the Hunters.

A 4

Page 58: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Silent Cartographer: Shafted

[57]

When you reach this door, you see it'swide open. Waltz through and youseamlessly enter the next phase ofthe mission.

4

Keep driving and get back up the slopethat lead to the first structure youinvestigated. Past the Jackals you seetwo more Hunters here. This time,you're heavily armed. Test out yournew Rocket Launcher on them.

3

Shafted

ITEMS: Health Pack x2, Active Camouflage, Over ShieldENEMIES: Grunts-Major, Grunts-Minor, Elites-Commander, Elites-Major, Elites-Minor, Jackals-Major,

Jackals-Minor, Hunters

NEW WEAPONS: None

Deep inside the island, you must fight your way to the Silent Cartographer. It's a battle to reach it, and it's abattle to get back out.

MISSION OBJECTIVES: *Find the Silent Cartographer

STARTA

11 (ON the way back)

The Silent Cartographer

Page 59: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[58]

3

2

D

E

a

4

10

1

D

F

E

(ON the way back)

x2

5

Page 60: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Silent Cartographer: Shafted

[59]

G

F

H

(ON the way back)

(ON the way back)

(ON the way back)

6

7

(ON the way back)

H

G

j

Page 61: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[60]

Clear the rest of the room and headthrough the door here that opens ontoa ramp leading down. Careful, a pair ofJackals may be waiting for you.

3

You can sneak up on the Elite at theentrance to this room and get a quickkill with a melee attack. Go up theramp to the right of the entry and,with luck, you'll find a couple of snooz-ing Grunts to smack.

2

Step out on this platform and watchthe Master Chief demonstrate gravitywith a small rock. Don't fall off.Backtrack and find the other hall.

1

8

9

I

J

Page 62: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

You hear some chatter about reinforce-ments and troubled Marines, butyou've got to stay focused on findingthe Silent Cartographer. This room isempty of aliens (for now) and has twoexits. Find this one and follow theramp down.

6

Several Jackals patrol this room. Takethem out while keeping watch for thetwo Hunters lumbering around. Useyour trusty Rocket Launcher to destroythe big beasts, then walk down theramp to the next level.

5

NOTENOTE

There's a corner, tuckedaway, with a shaft thatdrops into the nextroom. You can jumpdown it and survive ifyou want to get a differ-ent angle, but it's a biteasier to just go downthe ramp.

When you're done, get to the controlpanel here and activate it to bring upthe map. Cortana finds the controlcenter's location and tries to raiseCaptain Keyes. He's out of contact, buta dropship can come by for extraction.

8

Jump off this platform after you getthe Active Camouflage. Then follow theramp down and wreak invisible havocon the Covenant aliens.

7 MISSION OBJECTIVES: *Return to thesurface for extraction

This is more familiar ground. Hoof it upthe ramps to the hallway here, with adropship staring at you from outside.There are several Stealth Elites waiting,so deal with them harshly.

11

The next room is awash in aliens. Blastaway. A well-placed rocket can makethings easier. Get to this area (where youcame in and whacked that Elite frombehind) but be very careful. A CommanderElite with a Plasma Sword is waiting, andthe hallway is close quarters.

10

The way out is up this short ramp tothe flyway. Follow it to the next room,but be careful. The Covenant has sentin reinforcements to impede yourprogress. In the next room you mustfind the way up the elevated area andfight your way around.

9

Jump into the dropship, and it willtake off for a new mission.

It flies into an underground chamber, bring-ing Master Chief to his new destination andnext battle.

The Silent Cartographer: Shafted

[61]

4

Page 63: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[62]

PRIMA’S OFFICIAL STRATEGY GUIDE

Assault on the Control RoomFortress World

A few messy battles await you in this section. It's all worth it, though, when you find the Scorpion tank. It'sthe ultimate piece of hardware and makes the dirtiest fighting a cake walk.

MISSION OBJECTIVES: *Reach the transition to the second chasm

ITEMS: Health Pack x3ENEMIES: Grunts-Major, Grunts-Minor, Elites-

Commander, Elites-Stealth, Elites-Major, Elites-Minor, Jackals-Major, Jackals-Minor, Hunters

NEW WEAPONS: Banshee, Ghost, Scorpion

5

4

3

1

START

2

6A

Page 64: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Assault on the Control Room: Fortress World

[63]

B

A

10

9

8

7

Page 65: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[64]

PRIMA’S OFFICIAL STRATEGY GUIDE

Cover the door immediately and stopthe Elite from getting to the Banshee;it'll make your life easier. You can usethe Shade if need be. Then make yourway through the door and past a fewGrunts to the next room.

1NOTENOTE

If you want to take aspin in the Bansheego right ahead. Youcan't take it into thehallways, but it's achance to get usedto the controls.

12

B

C

Dropship Foehammer bringsyou in to a ledge with a fewvery surprised Grunts on it.You get dumped off to doyour thing.

11

Page 66: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Assault on the Control Room: Fortress World

[65]

On this snowy two-level bridge you see aBanshee chasing a dropship, as well asseveral Stationary Guns. Blast the aliensnearby on the bridge, then hop into aShade and tag the Banshee (you have tolead your shots a lot) to make it easierto cross the bridge. Take your time.

3

Take it slow through this first room.It's got a lot of Covenant troopstucked into corners and behind walls.When you wipe them out, Cortana tellsyou that there's going to be moreresistance than she thought. They'vegot the whole area contained.

2

You can get turnedaround in theserooms. Look for the litarrows on the floor bythe doors. If you go inthe direction theypoint, you're going theright way.

The bridge has two levels. Methodicallyclear it of aliens, top and bottom. If yourush, you'll get swarmed and draggeddown. A Commander Elite with a PlasmaSword waits here on the other side, andit's best if you face him without any ofhis cronies around. A well-placed PlasmaGrenade can help, but if you're tooclose, you'll get flung off the edge.

4

If you're lucky, andquiet, you may find abunch of Gruntsasleep on the lowerlevel. Use your meleeattack to get rid ofthem with no fuss.

The next room has a Stealth Elite and apair of Hunters wandering around, sostep carefully. You've also got a lot ofGrunts on the walkways. A dead Marinehas some supplies if you need them.Once you've wrecked shop, get to thisramp and go down it.

5

A tight hallway leads to a lift. Activatethe control panel with 3 to go deep intothe bowels of Halo. Follow more halls toget to a large, convoluted room. Withluck, you'll find a lot of the Gruntsasleep, ripe for your melee attack. Afterclearing the room, follow the lit arrowsto this door for your exit.

6

In such close quarters,and without heavyartillery, you need tododge the Hunters'ramming attack andshoot at their weakspot in the back.

You find yourself in open ground witha battle raging. The Marines are get-ting hammered by Stationary Guns, aCovenant Wraith tank, and a Ghostvehicle, as well as ground troops. Eventhe odds by blasting the gunner in theShade to the left of the door youcame through.

7

Page 67: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[66]

Several Stationary Guns, a pair ofWraith tanks, a few Ghosts, andground troops all await you in thisarea. Go slowly, using the tank'smachine gun constantly, and blastingwith the turret gun as it charges.

10

Make your way to this area and hop inthe Scorpion tank. This is the ultimateUNSC vehicle. Load up with Marinesand be on your way. Take the path tothe left, not the tunnel, since you canthen keep your flanks and rear secureas you fight through the next area.

9

If you have a Pistol, scope the othergunner on the hill and blast him. Thenrun for the unmanned Ghost next tothe hill here. Once you have the Ghost,mop up the ground troops and theother Ghost. Then concentrate on theWraith tank, moving constantly to avoidits fire. Careful, though, more groundtroops arrive.

8

On this bridge area, use the tank toshell the Shades and various groundtroops. Feel free to drive right acrossto the other side. It's always good tokeep a tank with you. Jump out brieflyto use the control panel and open theblast doors on the other side, thenkeep rolling.

12

At the tunnel entrance, destroy theHunters, then jump out here to usethe control panel. The blast doorsopen. Get back into the Scorpion anddrive out to the bridge area.

11

It's almost impossibleto get a clean shot onthe Wraith tank abovethe tunnel entrance.You can just ignore itand keep going.

Assault on the Control Room

Rolling ThunderITEMS: Health Pack x3, Active Camouflage x2ENEMIES: Grunts-Major, Grunts-Minor, Elites-Commander, Elites-Stealth, Elites-Major, Elites-

Minor, Jackals-Major, Jackals-Minor, Hunters

NEW WEAPONS: None

Page 68: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Assault on the Control Room: Rolling Thunder

[67]

MISSION OBJECTIVES: *Reach the transition to the second chasm

1

START

C

Page 69: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[68]

PRIMA’S OFFICIAL STRATEGY GUIDE

x2

5

4

3

C

2

6

D

Page 70: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Assault on the Control Room: Rolling Thunder

[69]

7

D

E

Page 71: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[70]

PRIMA’S OFFICIAL STRATEGY GUIDE

11

10

9

12

13

14

15

E

F

Page 72: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Assault on the Control Room: Rolling Thunder

[71]

There are a lot of ground troops hereto eradicate, so be methodical andpound them with the Scorpion. ThisWraith tank is a pain; try to deal withit from a good range. A Bansheestrafes, and Hunters await. All can bedealt with from the tank. Also, watchfor the Stationary Guns as you go. Abomb from the turret gun will flip one,rendering it harmless.

2

Keep rolling through the hall and upthe dirt slope, killing Covenant troopsas you go. An enemy dropship lands asyou ascend, but you've got a tank, sono worries.

1

MISSION OBJECTIVES: *Reach the transition to the third chasm

Pick up the Active Camouflage beforeyou go through the tunnel. Take out theStealth Elite in the tunnel, then wreckshop on the group out here. Run abouthalfway up the path, then turn and usea rocket to take out the Stationary Gunabove the tunnel you just exited.

4

Drive down this twisty ramp, but makesure you blast the Shade across the val-ley. You find more Marines willing tofight. A Covenant dropship comes inbehind you, and a couple of Hunters arein front. Use the turret gun of theScorpion to clear a path, then dismount.You have to leave the tank behind.

3

Grab the RocketLauncher while you'reat it. Hang onto theheavy-duty weaponthroughout this mis-sion; you'll need it.

This snow plain is a tough nut tocrack. You have a lot of StationaryGuns, Ghosts, ground troops, and aBanshee to deal with. Take out theGrunts in the first Shade here. That'llmake it a bit easier to proceed.

5

You don't have to godown the ramp; theonly way to makeprogress is throughthe door.

Use a Rocket Launcher on at least oneof the Ghosts and the Shade on theother. Knock the Banshee out of the skywith the Shade or rockets. Then just goto the door here and clear out the gun-ners to either side of it. Simple, right?

6

Page 73: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[72]

PRIMA’S OFFICIAL STRATEGY GUIDE

After a ride up on a lift, you go throughanother tight hallway – with a Jackalinside – and into this small room withsupplies and a pair of Jackals. Stock upand tackle the next large room.

8

This large room is filled with Grunts anda Commander Elite. You can take care ofthe Commander through a window, sav-ing you from some damage, then makeyour way to the heavily guarded doorhere. Clean house and go through.

9

You can make some progress in thisroom with just the melee attack, bonk-ing sleeping Grunts. There are a ton ofaliens in here, so be cautious as youhead around to this doorway. Onceagain, the glowing arrows on the floortell you which way to go.

7

Very few enemies are in the room pastthe bridge, but you can collect a HealthPack and ammo before moving on tothis hall, which harbors a few aliens thatneed your attention.

11

Farther on is this large room with multi-ple enemies. Take your time to clear theperimeter, then leave or go after thealiens in the raised central area. Theyusually won't bother you if you don'tbother them.

12

Another bridge awaits. Start sneaky,using your weapon as a club to bash asmany sleeping Grunts as you can beforebeing spotted. Enemies on an adjacentbridge are also attacking you, so try tokeep cover between you and them. Apair of Elite Majors wait in the middle,and a Stealth Elite is at the end. Take iteasy and you'll be fine.

10

After the bridge you go through yetanother room. This one is populated byGrunts and Jackals. Wipe them out andkeep going to here, another wide hall-way with Stealth Elites guarding it.

14

Proceed to the next room. It houses twoHunters. Use the Rocket Launcher todeal with them – from a safe distance –and move on. Once again, if you don'thave a Rocket Launcher, use the dodgetechnique, letting them charge, dodging,then shooting the exposed weak spot ontheir backs. Continue through a Grunt-and Jackal-choked hall to end this phase.

15

Back to the bridges. The one next to theone you're on now has a pair of Hunterswho take pot shots at you. Kill the near-est enemies, then use the RocketLauncher on the Hunters across the way(if you have one). That will give yousome breathing room for making it tothe other side. Without rockets, makesure to keep moving from cover to coveras you cross.

13

Page 74: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Assault on the Control Room: The Control Room

[73]

Assault on the Control Room

The Control Room

ITEMS: Health Pack x1ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Jackals-Major,

Jackals-Minor, Hunters

NEW WEAPONS: None

Brutal fighting typifies this phase of the mission. It's a struggle for almost every inch of progress. And when youget into the open areas, it gets worse. You'll be up against several pairs of Hunters and Covenant vehicles. Thisis a crucible that will test your skills to the utmost.

MISSION OBJECTIVES: *Reach the transition to the third chasm

87

2

5

31START

6

F

I

G

Page 75: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[74]

PRIMA’S OFFICIAL STRATEGY GUIDE

As soon as you see the title "TheControl Room" flash on screen, run outthe door to the snowy rock bridge.Charge the aliens and get to theBanshee parked on the bridge. Don'tstop to finish an enemy off; just get tothe ship. This Major Elite is going to gofor it as well – hope you beat him to it.

1

Spend a little time blasting your enemieswith the airship. Clear away the Wraithtank below and the other beasties hangingaround. Then land up here, at the top ofthe pyramid-like structure.

2 NOTENOTE

The beginning of thismission is much easier ifyou get a Banshee andcan simply fly to the topof the control room.However, you can makeit through without theflying machine. The following three screensof strategy are only relevant if you missedgetting a Banshee. Wereally, really suggest youget the Banshee.

H

G

Page 76: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Assault on the Control Room: The Control Room

[75]

You end up here, on the canyon floor.Immediately head to your left andcommandeer the Ghost you find there.Use it to blast the Wraith tank andany ground troops you find.

5

Fighting through the rooms is easycompared to the bridge. The first roomis Grunts and Jackals. This room – atthe bottom of the lift – has a StealthElite and a bunch of supplies in theraised area at the center. Get whatyou need and move on.

4

Without a Banshee you need to fightlike crazy to get to the control room.First clear the bridge. Use the RocketLauncher to blast the Banshees fromthe sky. Let them get in real closebefore you fire so you don't waste rock-ets. At the other end of the bridge, blastthe Hunters and go through the door.

3

4

I

H

Page 77: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[76]

PRIMA’S OFFICIAL STRATEGY GUIDE

After a big fight at the top of the pyra-mid, open the blast door and get readyfor another big fight. Once you clearthe large hallway, open the other endand keep going.

7

Now you must fight up the path of thepyramid. Two Hunters are at the bottomhere. If you have rockets, use 'em. Youhave to claw up every inch to get to thetop, the area you could've just flown toif you'd gotten a Banshee. And you findHunters up there too.

6

When you open the third blast door, Cortanaannounces that you've made it to Halo's control room.

343 Guilty Spark

The Lost Away Team

ITEMS: Health Pack x6, Active Camouflage x1

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Jackals-Major, Jackals-Minor

NEW WEAPONS: None

Something isn't right. Cortana is freaking out, Keyes is missing, and the Covenant is apparently runningscared. It's up to you to find out what's going on. You may not like the answer.

MISSION OBJECTIVES: *Locate Captain Keyes

Cortana asks Master Chief to plug herin. She gets a bit giddy with theamount of information pouring in butfinds out that a race called the"Forerunners" built Halo.

She discovers that the Covenant foundsomething horrible and the Captain isin danger. She demands that MasterChief finds Keyes, immediately.

Page 78: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

343 Guilty Spark: The Lost Away Team

[77]

START

1

x3

2

3

A

Page 79: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[78]

PRIMA’S OFFICIAL STRATEGY GUIDE

B

B

8

C

4

A

5

6

7

C

Page 80: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

343 Guilty Spark: The Lost Away Team

[79]

A fierce battle ensues. Ferret out thealiens, then enter the tunnel. You'll haveto spend a bit of time underground.

3

Past the alien dropship, a pair ofJackals are on this large tree root.Fight them, then get on the root.Follow it to a hotbed of action.

2

You get dropped off in a swamp. It'sdark and foggy; you may get lost. Firstfind this crashed human dropship, withHealth Packs and Shotgun ammo –which you can't use yet – strewnaround it. Load up and get to thedowned Covenant dropship, with ene-mies to fight. There is a shotgun there.

1

NOTENOTE

As before, doors thatare unlocked have greenlights on them. Lockeddoors have red lights.

Step onto the lift that arrives justinside the tunnel entrance, and acti-vate the control panel to ride it down.Paste the walls with the aliens youfind and move to here, a two-levelroom crawling with aliens. Drop downand go through the door with greenlights after dealing with your foes.

4

B

x2 9

B

Page 81: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[80]

PRIMA’S OFFICIAL STRATEGY GUIDE

This Marine is in a bad way. He's bab-bling and dangerous, firing off shotsrandomly. What is he so scared of?

6

Move through the next room (whichhouses a few Jackals), exiting throughthe only unlocked door, and you'll end uphere. This room has a pair of StationaryGuns on either side of this short plat-form. Jump to the platform and gothrough the door at the end of it.

5

So far nothing new. The Marines, alongwith Captain Keyes, made it into thestructure and found the room MasterChief is standing in.

Then the trouble starts. They're gettingreadings from everywhere. But what isit? The answer to that question comesonly too soon….

Activate the energy bridge in this roomand walk across to the busted door.No one is challenging your progress,which is odd considering how manyaliens there were before.

8

Move to the corner with the fire ragingunder a broken catwalk. Use the bro-ken slabs as stepping stones and jumponto the walk. Then go up to theunlocked door.

7

Master Chief is a bit on edge. It's tooquiet. He checks several times beforeopening that door.

After finding the dead Marine, MasterChief plucks a recording device fromPvt. Jenkins's helmet. Now weshould get a little background.

Things appear all right at first. They gotinto the swamp without any trouble.Seems like a cake walk.

Stay on the second tierand fire at the aliens onthe floor. It's safer.Drop to the floor afteryou've made a dent intheir numbers.

Go down the ramp to get to the dooryou need to open. Approach it, and acut scene starts.

9

9

Page 82: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

343 Guilty Spark: The Flood

[81]

343 Guilty Spark

The Flood

ITEMS: Health Pack x8, Active Camouflage x2, Over Shield x1

ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Jackals-Major, Jackals-Minor,

Flood Infection Form, Flood Combat Form

NEW WEAPONS: Shotgun

The Covenant has released the Flood. Now you have two enemies to deal with. It's a nasty little triangle, butfor now, you just have to get the heck out of there in one piece. A new weapon will help you do just that.

MISSION OBJECTIVES: *Locate Captain Keyes

1

A x2

(unless used earlier)

START

A

Page 83: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[82]

PRIMA’S OFFICIAL STRATEGY GUIDE

B

5

x2

A

A

2

(BELOW)

(BELOW)

43

(AND BELOW)

C

D

10

E

F

7

8

Page 84: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

343 Guilty Spark: The Flood

[83]

B

C

F

D

E

G

6

x2

9

11

Page 85: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[84]

PRIMA’S OFFICIAL STRATEGY GUIDE

The next big room has a ton of FloodCombat Forms and Covenant aliens onthe ground floor. You're not safe uphere; they can leap at you. Drop aGrenade or two, then go through theunlocked door.

2

The Flood begins. The creatures thatgot the Marines begin pouring out ofthe rooms. Run and shoot to keepthem off you. After a few waves,Combat Forms show up to fight. Putthem down, then read your newinstructions.

1

NOTENOTE

You'll be backtrackingover some of thesame area. So the"Items" section refersonly to things you did-n't have access to inthe last phase.

MISSION OBJECTIVES: *Escape!

12

G

x2

13

Page 86: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

343 Guilty Spark: The Flood

[85]

Be careful not to fall off the upperwalkway in this room. Head to theunlocked door and out before theFlood Infection Forms overwhelm you.

3

Remember, you don'thave to methodicallyclear every room ofmonsters – unless youwant to, of course.Concentrate on escaperather than eradication.

NOTENOTE

If you do fall, you canstill get through thearea. Go into the nextroom and use the over-turned boxes like stairsto get to the upper deck.

Luckily, you can pick up the Shotgunhere. Grab it and arm it immediately.It's the most effective weapon againstthe Flood. Then run out the nextunlocked door.

5

This next room has both Flood andCovenant forces in it. Fire at an enemyto get things started, then duck backthe way you came. Wait for a bit, lettingthem damage each other, then go in tomop up and slide through the closestunlocked door on the upper deck.

4

NOTENOTE

The unlocked door acrossthe energy bridge leadsto a room with a bustedlift. Might as well skip itand take the route thatgets you out.

You need to jump up this debris to theupper walkway. Be quick so you canget up there while you're still invisible.Head across to the unlocked door andout. You end up on the other side ofthe busted bridge. Slide out the dooracross the way.

8

The next room has a malfunctioningenergy bridge, so pick up an ActiveCamouflage and drop to the floor.Head out this door and into the nextFlood-infested area.

7

After walking down a long, empty hall-way, you end up in a lift room. Fightoff the Flood you find there, then ridethe lift down. You end up here. Blast afew more of the creepy creatures andpick up the Over Shield (on a stack ofboxes) before moving on.

6

Page 87: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[86]

Clear the Flood from this room, thentake a look at the fallen pillar withCovenant and human bodies on it. Takea running jump at a side with a slopeon it to get up. You find loot and aHealth Pack here. Stock up and jump tothe upper deck from there. Find thegreen door and continue.

10

Drop off the upper deck and outthrough the open door in this room. Tomake it easier on yourself, pick off asmany Combat Forms as you can fromthe raised catwalk. Once out the door,run straight across the next room tothe open door on the opposite wall.

9

It looks like you won'tmake it, but MasterChief can jump. Look forthe lowest portion ofdeck next to the fallenpillar and take a leap.Once on the upper deck,there's a Health Pack onone of the short pillarsthat has a Marine's bodyon it.

When you reach a tower in the swamp,another wave of Flood creatures attacks,but you get some unexpected help. Therobots use lasers to burn the Flood.They still need help, so don't relax.

13

You meet a complement of Marineswho need to get to the evac point withyou. You can follow them for a bit, giv-ing support as the Flood attacks. Youmeet the first serious wave here, sostay sharp.

12

The next room has a working energybridge. Face the control panel and turnit on, pausing only to get the Flood offyour back. The door leads to a lift, soget on and ride it up.

11

Suddenly, you're teleported to the top of the tower.A little blue floating robot introduces itself as theMonitor. It's here to help and takes you away.

NOTENOTE

Page 88: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Library: New Friends

[87]

The Library

New Friends

ITEMS: Health Pack x1, Over Shield x1

ENEMIES: Flood Infection Form, Flood Combat Form, Flood Carrier Form

NEW WEAPONS: None

The mysterious blue robot, the Monitor, has brought you to the Library to fetch the Index. Apparently, theIndex is a crucial part of Halo's defenses against the Flood. It's one long fight to get to where you need tobe, so buckle down.

MISSION OBJECTIVES: *Follow the Monitor to the Index

Go through a short hall and you get alook at where you'll end up.Unfortunately, you have to fightthrough level after level of this area toget to the lift that takes you to theIndex. Look for the Monitor's brightblue light to keep you on the rightpath. He's floating above the othershort hall.

2

You get a quick glance at the Index.However, you have to take the long wayaround to get it. Follow the Monitor andtake it slow. This is the first area wherethe Flood starts to put up a fight. Get aShotgun as soon as you can and try toclear out each area as you go. Our favoritecombo is the Assault Rifle for range andthe Shotgun for infighting.

1

Being patient is the keyto surviving. The FloodCombat Forms areloaded with weapons, soammo shouldn't bemuch of an issue.Methodically push yourway forward, retreatingto keep the targets infront of you. The fastestway to die is to let your-self get surrounded.

3

2

1

START

4 5

6

A7

Page 89: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[88]

This area has some glass sections alongthe floor. They get blown out easily, somake sure you don't plummet to yourdeath down one of them.

4

After blasting a legion of Flood crea-tures, you find the Monitor at thissecurity door. The blue guy has to gooverride the codes. He returns, andyour journey continues to the right.

3

There are abutmentsalong the halls, whichyou can jump onto.They give you a bit ofhigh ground to fightfrom if you need it.

At this point you're introduced to theSentinels. They're the Monitor's flyingcombat robots. They take some of thepressure off, but you still have to pitchin. Target the Flood creatures that shootat the Sentinels. It's a good plan tokeep those allies healthy.

6

Wave after wave of Flood creaturescome after you. Remember to retreatwhen necessary to keep them in frontof you. The Monitor is no help at allfor now. Pick up the Over Shield downhere. Keep following the blue light andkilling mutant beasts.

5

Keep an eye on yourMotion Detector tosee if the nasty thingshave gotten behindyou. Clear them outbefore moving on.

Just beyond the appearance of theSentinels, you find this massive lift.Jump aboard for a ride to the nextlevel. You've got a long way to go.

7

Page 90: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Library: Wait, It Gets Worse!

[89]

The Library

Wait, It Gets Worse!

ITEMS: Health Pack x4

ENEMIES: Flood Infection Form, Flood Combat Form, Flood Carrier Form

NEW WEAPONS: None

The journey for the Index continues. You must clear out another level of the Library to reach the next lift. TheMonitor and the Sentinels are a little bit of help, but you'll be doing a lot of the heavy lifting.

MISSION OBJECTIVES: *Follow the Monitor to the Index

A

START

1

x2

2

3

B

Page 91: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[90]

B C

5

C

4

6

CC

Page 92: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Library: Wait, It Gets Worse!

[91]

Follow the Monitor to the right whenthe door opens. More waves of Floodsweep in, but with the Sentinels youshould be all right. When you get tothis door, the Monitor has anotherproblem and makes you wait.

2

Blast the Carriers that show up whenyou step off the lift. Then walk downthe hall to where the Monitor waitshere. It has to attend to a problemand asks you to wait. Stick tight withthe Sentinels and blast the Flood crea-tures that come around. It can getpretty hairy; remember that there area couple of Health Packs in the ramparea near you.

1

NOTENOTE

Your Mission Objectiveschange every time theMonitor leaves. Wewon't note it becauseit happens so often.

Lob a Grenade at the cluster of Floodmutants in this corner. Be wary becausethey're armed with Rocket Launchers.Move up to their position when they'vebeen popped and grab a Launcher. Movea bit forward, then backpedal when thenext wave appears. Rocket them topieces and repeat. Swap back to yourdropped weapon when the Launcher isout of ammo.

5

Just outside of the tunnel's end is thisjunction between hallways. Flood crea-tures keep falling out of the pipes asyou try to push forward. Retreat to thejunction and mow them down. Thenstep forward again until another set ofenemies shows up. Retreat and shoot,as before. Repeat the pattern until nomore Flood beasts show up.

4

Go down the ramp here and follow thetunnel. At the other end, Flood crea-tures start attacking. Backpedal intothe tunnel and let them come at you.You've got a straight field of fire andcan easily deal with them.

3

Run through the last bit of hallwayand get to the lift here. You can fightthe Flood that appear, but you shouldbe able to just skate past them andescape to the next level, which con-serves ammo.

6

Page 93: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[92]

PRIMA’S OFFICIAL STRATEGY GUIDE

The Library:

But I Don't Want to Ride the Elevator!

ITEMS: Health Pack x4

ENEMIES: Flood Infection Form, Flood Combat Form, Flood Carrier Form

NEW WEAPONS: None

Another level of the Library awaits you. The Flood mutants try to get you, and the Monitor sings to itself. Justanother day on Halo.

MISSION OBJECTIVES: *Follow the Monitor to the Index

D

1

CC

START

Page 94: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Library: But I Don't Want to Ride the Elevator!

[93]

D

E

2

3

4

F

65

E

Page 95: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[94]

PRIMA’S OFFICIAL STRATEGY GUIDE

This length of corridor is another battle-field. Watch out for the RocketLauncher-toting Flood Combat Formthat's waiting after you get through thedoor. Once again, take the Launcher anduse it until it's empty, then go back andpick up the weapon you swapped for it.

3

The Monitor and the Sentinels aban-don you. Get to this blast door andfend off several attacks by the Flood.You have to hold out until the Monitorgets the door open. It doesn't taketoo long.

2

The Sentinels reappear after you stepoff the lift, and clear the way for youto jump into a tunnel. Run along thelength of it, killing those who get inyour way. At the other end theSentinels fry the next wave of Floodcreatures. Let the robots do the heavywork, supporting them when a beast isfiring at them.

1

Once again, you can run ahead andjust jump onto the lift to the nextlevel, or you can fight all the CarrierForms that come at you. Let theSentinels deal with the Flood while youride up.

6

Guard yourself for this fight. TheMonitor locks you into a small areaand leaves to open the way forward.Meanwhile, the Flood chooses thatmoment to pour in and attack. Youcan get up on one of the inclinedareas to fire down and drop Grenadeson your enemies, but move when theInfection Forms swarm. The Shotgun isa close friend, so use it. When thedoors open the Sentinels lend a hand,and you're on your way again.

5

The Monitor seems to think you're aForerunner. That doesn't make him anymore willing to help you blast the Floodcreatures that keep swarming in at thisjunction. Use the retreat method of deal-ing with them, and push on after you'vecleared every wave.

4

The Library

Fourth Floor: Tools, Guns, Keys to Super Weapons

ITEMS: Health Pack x4

ENEMIES: Flood Infection Form, Flood Combat Form, Flood Carrier Form

NEW WEAPONS: None

This is the last level of the Library. You'll face Flood all through it, as usual. The Index, however, is supposedto wipe out the sickening creatures, so it's worth the trouble.

MISSION OBJECTIVES: *Follow the Monitor to the Index

Page 96: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Library: Fourth Floor: Tools, Guns,Keys to Super Weapons

[95]

G

START

F

1

H

G

Page 97: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[96]

PRIMA’S OFFICIAL STRATEGY GUIDE

The pipes dump a load of CarrierForms on you, but that's not toofrightening. Clear them before movingto this junction, where Combat Formscome after you.

3

Lope through a tunnel – blastingCarrier Forms as they show up – andpop up here, trapped between twodoors. You have to fight for a whilebefore the Monitor gets the door open.It's not too grueling, though.

2

The Sentinels are back again, but avicious swarm of Flood CombatForms will probably take down a lotof them at this junction. Be vigorousin your offense.

1

This door opens, and the Floodbreaks loose. Retreat and take theenemy out with Grenades and gun-

fire. Don't go through the door untilyou've blasted a ton of the crea-tures. Then push forward and rile

things up, getting the Flood goonsto chase you, and retreat again tothe door. That way you won't have

to worry about your rear.

4

H 2

3

4

5

Page 98: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Two Betrayals: The Gun Pointed at theHead of the Universe

[97]

MISSION OBJECTIVES: *Recover the Index

When you're ready, get onto the mainlift. It starts down toward the Index.

5

You can rush forwardand get onto the mainlift right away, avoidinga lot of the fighting.

You ride down to the Index, and the Monitorentreats you to pick it up. The little blue robottakes possession right away and transports youback to the Control Room.

Two Betrayals

The Gun Pointed at the Head of the Universe

ITEMS: Health Pack x1

ENEMIES: Sentinels, Grunts-Minor, Grunts-Major, Jackals-Minor, Jackals-Major, Elites-Minor,

Elites-Major, Hunters

NEW WEAPONS: None

You find out Halo's true purpose, and it's not a nice one. At least you don't have to fight the Flood this time.Unfortunately, you do make another enemy, bringing the score to three groups that want you dead. Try todisappoint them.

1

START

2

3

4

7

a

5

6

B

Page 99: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

The Monitor shows no surprise. Itassumed that you knew what you weredoing. It also alludes to other Halostructures in the galaxy. The Monitor

insists that you proceed withthe containment protocol.

Cortana slips back into MasterChief's suit and yells at him to getout. The Monitor is getting threaten-ing. Whatever will you do? Obviously,you fight.

The Monitor shows you where to plug inthe Index. Master Chief slots it in, andnothing happens.

Cortana shows up to berate MasterChief for what he almost did. Aftermuch bickering, she finally explains thatthe Halo structure is a defense againstthe Flood. It wipes the area clean ofhost bodies – that is to say, all life inthe whole galaxy.

The Sentinels turn on you as the Monitor dis-appears. Keep moving around the circularplatform of the Control Room. Backpedal soyou can fire at the Sentinels. The Pistolworks well; scope it in and focus on oneSentinel at a time. Whittle their numbersdown to make it easier on yourself.

1

[98]

(on way out)

8

9

(on way out)

a

1

Page 100: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Two Betrayals: The Gun Pointed at theHead of the Universe

[99]

Open a couple more doors and come outonto the top of the pyramid structure,which you should remember from earlier.Clear it of Covenant forces, and Cortanaexplains your next mission. You mustdestroy three Pulse Generators to buytime for your scheme to destroy Halo.

3

Cortana decides that you must destroyHalo by setting off the Pillar of Autumn'sfusion reactors. Open the blast doorswith the control panel and you'll seeCovenant forces battling Sentinels. Snipewith the Pistol, but let them damageeach other before wading in.

2 MISSION OBJECTIVES: *Locate anddestroy Pulse Generator #1

This can be a grinding fight. Stay here atfirst, on the side where you found theLauncher, so the Wraith tank won't blastyou. You need to clear out some troopsbefore going after the tank. Use theRocket Launcher on the Elites but makesure you save at least three rockets forthe Wraith.

5

You can now either fight your way downthe pyramid path or slide down a slopelike this one – which saves some wearand tear. End up on the path near theRocket Launcher and grab it.

4

Don't just run onto thefield and start firing. Stayclose to the ramps of thepyramid so you can escapeto cover if you need to letyour shields recharge.

This shaft of light is your goal. All youhave to do is walk into it. The blast willdrain your shields and alert Sentinels.Either find cover and fight it out, or headto the door and run.

8

Once the area is secure, jump into theBanshee and fly up to the Nav Point. Usethe Banshee's cannons to clear the land-ing pad, then touch down. Jump out andgo through the hall.

7

Once you've got one side cleared, moveto this side. Pop the tank with a coupleof rockets and blast the loose Covenanttroops.

6

Our suggestion? Fire a rocket at thedoor when it opens to take out a coupleSentinels and cause confusion. Thenhightail it out of there.

9

Page 101: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[100]

START1

Two Betrayals

Breaking Stuff to Look Tough

ITEMS: Health Pack x7ENEMIES: Grunts-Major, Grunts-Minor, Elites-Commander, Elites-Major, Elites-Minor, Jackals-

Major, Jackals-Minor, Hunters, Flood Combat Forms, Flood Carrier Forms, Flood Infection Forms

NEW WEAPONS: None

You're in for a long haul in search of the second Pulse Generator. You have to make your way to the canyonfloor and then fight back along a familiar snowy path to reach more Banshees. Get set.

MISSION OBJECTIVES: *Find and enter lower entrance to Canyon B

A

B

b

Page 102: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Two Betrayals: Breaking Stuff to Look Tough

5

4

x2

32

b

c8

7

6

c

d

[101]

Page 103: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[102]

PRIMA’S OFFICIAL STRATEGY GUIDE

15

e

12

14

(inside Tower) 13

11

10

x2

e

f

d

9

Page 104: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Two Betrayals: Breaking Stuff to Look Tough

[103]

Clear the room of resistance and headdown this ramp in the back. It leads toa wide hall with more Covenant goons.Sweep them up and move on.

2

Jump back into the Banshee and headfor the next Nav Point, which is on thebridge. Hover for a bit and clear awaythe troops before you land.

1

NOTENOTE

There are still litarrows on the floor,but now you must go inthe direction oppositethe way they point.

The next room is fully infested withFlood creatures. If you rush the rampin the center of the room and clearthe viewing platform, you can pick offthe Combat Forms as they leap up toyou. Stem the tide and move on.

5

Move on and you'll come to this set ofparallel bridges. The Flood is on one,the Covenant on the other. Step out toget things started, then retreat behindcover to let the two sides beat eachother up. Move forward slowly andwatch out for the Commander Elitewith the Plasma Sword.

4

The Flood are in the next room, fight-ing with Covenant forces. Sit back fora bit and let them duke it out. Whenthe fighting dies down, rush in andmop up. The Flood Combat Forms carryAssault Rifles if you're in need of one.

3

You end up on another bridge, with aFlood vs. Banshees fight. Let themtear at each other before you chargein. If you're lucky, the Flood will blastthe Banshees. But don't bet on it. Letthe flyers clean the bridge of someFlood creatures. Then dodge andweave along the bridge to reach theother side.

7

Watch out for a Rocket Launcher-wielding Combat Form in the wide hall,and carve through the next room's col-lection of Flood beasts, including ahuge swarm of Infection Forms.

6

A few Combat Formsat the other end haveRocket Launchers. Bewary; they don't careif they kill themselvesso long as they getyou. Shoot them downfrom afar.

8 Another room full ofFlood beasts waitsfor you after thebridge. Blast awayand move into thefar hall. Then get tothe lift and ride itdown. Tons ofInfection Forms fallin the lift shaft. Youshould be fine; justleave the lift quicklywhen it stops.

9 Keep to the perime-ter of the next roomto find the exit.Travel through thehall beyond andyou'll end up outsideagain. AnotherCovenant/Flood bat-tle rages out here.An overturned Ghostwaits right in frontof the door. Flip itand mount up.

Page 105: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[104]

PRIMA’S OFFICIAL STRATEGY GUIDE

Past the flipped Warthog – which youcan use if you want to – go up thesnowy path. Blast any resistance youmeet and keep trucking.

11

Use the Ghost to reap the troops in thearea. You can also take it against theWraith tank, or you can duck into thegully and grab the Rocket Launcher todeal with it. Once the area is secure,ride or run down the path here andmake your way into the tunnel.

10

MISSION OBJECTIVES: *Locate and destroy Pulse Generator #2

The Nav Point is a fewcanyons away, so youhave a bit more travelingto do. Take the RocketLauncher in the gully withyou; there are Hunters alittle later on. You canalso maneuver the Ghostout of the tunnel, so tryhanging onto it.

Keep moving to the back of the areaand blast the Wraith tank. Then keepcircling the tower to find the emptyBanshees next to this hill. Jump intoone and fire it up.

13

Back at this tower, take care of thetwo Hunters first. You can use theGhost (if you kept it) or the RocketLauncher to deal with them.

12

You can race right forthe Banshee and use itto strafe the groundtroops and dogfightthe other Banshees.It's hard to deal withso many enemies whileflying, however.

Sentinels and Flood beasts trade firein this Pulse Generator room. Let themplay a while before breaking it up.Once it's clear, step into the shaft oflight to disable the second PulseGenerator. Be careful; as soon as itgoes offline, a new swarm of Floodcreatures attacks.

15

Fly straight up. The top of the tower isa landing pad with a couple ofStationary Guns and idle Banshees.Strafe the tower top until it's clean.Use the Banshee's cannons to takeout the Covenant forces on the plat-form where the Nav Point leads you.Then land and go in the door.

14

Orient yourself so thatyou can run directly tothe door after hitting thePulse Generator. Throw aGrenade just as the dooropens to clear a path.Shotgun your way intothe hall and you're free.

Page 106: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Two Betrayals: The Tunnels Below

[105]

Two Betrayals

The Tunnels Below

ITEMS: Health Pack x2ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Flood Combat Forms, Flood

Carrier Forms, Flood Infection Forms

NEW WEAPONS: None

This is another short, but possibly fatal, phase of a mission. In other words, you'll be fending off hordes ofcreatures that want you dead.

MISSION OBJECTIVES: *Locate and destroy Pulse Generator #2

H

G

START

1

Page 107: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[106]

PRIMA’S OFFICIAL STRATEGY GUIDE

C a u t i o n

Some of the Floodforces have RocketLaunchers. Needless tosay, they'll knock youright out of the sky. Sobe careful.

After scouring the tunnel, go to theblast door and use the control panelto open it. You can't take a Bansheeinside, so proceed on foot. You end uphere, near a bridge over a vast chasm.Destroy the few Flood creatures youfind, and hoof it across.

2

The other side is swarming with Floodbeasts. Don't go wading in. Let themcome to you, and keep moving to avoidany rockets that might get hurled atyou. Pick up a Health Pack if you needit, then go through the blast door.

3

You must open one more blast door,then the tunnel leads out to thesnowy areas once again. You've fin-ished this phase, now on to the finalrun of the mission.

4

Back on the platform a Banshee waitsto ferry you down. Follow the NavPoint to this tunnel and use the can-nons to strafe the Covenant and Floodforces that battle below. Keep an eyeon the Banshee's gauge, though, soyou can bail out if it gets critical.

1

H

2

3

x2

4

I

Page 108: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Two Betrayals: Final Run

[107]

Two Betrayals

Final RunYou get a Nav Point almost immediately, but you need to have a Banshee to reach it. So finding a Banshee isthe first priority, and that will take time. You have to get through a few huge battles in open terrain. Take itslow and steady to survive.

ITEMS: Health Pack x3ENEMIES: Grunts-Major, Grunts-Minor, Elites-Commander, Elites-Stealth, Elites-Major, Elites-

Minor, Jackals-Major, Jackals-Minor, Hunters, Flood Combat Forms, Sentinels

NEW WEAPONS: None

MISSION OBJECTIVES: *Locate and destroy Pulse Generator #3

START

1

6

(all on ledge)

x2

5 4

3

2

I

J

Page 109: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[108]

Once again groups of your two ene-mies are fighting. Since you're on theGhost, you can just wade right in anddestroy them all. A couple of FloodCombat Forms have Rocket Launchers,so strafe as you approach and keepfiring. Jump off and load up on ord-nance before moving on.

3

Get to this collection of Covenanthardware and jump on a Ghost. Headto the lighted path toward the back ofthis area. The tunnel is blocked, sodon't bother.

2

This expanse of white tundra is thesight of a vicious fight betweenCovenant and Flood troops. Head tothe right as soon as you get out of thetunnel and destroy a small knot ofFlood beasts, then let the battle ragefor a while before stepping over tomop up. You need to fly to get to theNav Point, but that will take somedoing. Move on.

1

May we suggest the Sniper Rifle? It comes in handy a littlelater. In fact, take the Sniper Rifle and the Rocket Launcherinto the next area. You can come back later to pick up whatyou drop.

7

J

Page 110: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Two Betrayals: Final Run

[109]

Snipe at the most troublesome aliens,Elites and Jackals. Hunters are tootough, so don't waste bullets on them.Empty the Sniper Rifle, then retreat towhere you picked it up.

4

Move into this area just enough to getthe fight started between the Floodand the Covenant. Let this one go fora while since the forces are formidableand you want them weakened. Take itslow. Sneak around the right side untilyou can see one of the Wraith tanks.Blast it with the Rocket Launcher, thenuse the Sniper Rifle on the troops.

4

More Sentinels wait inside, protectingthe third Pulse Generator. Use yourarsenal to bring them down. Then doyour bit to disable the Pulse Generator.

7

Once that grueling chore is over andall the aliens lie dead at your feet,climb into a Banshee and fly back tothis Nav Point, high up on a cliff facenear where you started this phase.Sentinels lie in wait, so use theBanshee's cannons to take them down,then land and enter the door.

6

Swap out the empty Sniper Rifle forwhatever weapon you dropped andreturn to the battlefield. Rocket theother Wraith tank and take care of therest of the aliens. Careful, there arereserves behind a boulder.

5

C a u t i o n

Stealth Elites are wan-dering around. They canattack as you retreat toswap the Sniper Rifle,so step lively.

Cortana has learned how to teleport like theMonitor does. You can now get to the next areaquickly. She powers up, and you're off to the next mission.

Page 111: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

[110]

START

Keyes

The Maw

ITEMS: Health Pack x4, Active Camouflage x1, Over Shield x1ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Hunters, Flood Combat

Forms, Flood Carrier Forms, Flood Infection Forms

NEW WEAPONS: None

You need codes from Captain Keyes – or his cranial implants – to use the Pillar of Autumn as a bomb. Itseems like an easy enough mission, but things go awry, and you need to take the long way around.

MISSION OBJECTIVES: *Find a way into the Control Room

1

2A

Page 112: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Keyes: The Maw

[111]

Pick up the Active Camouflage andsneak up on a small knot of Covenantand Flood creatures fighting. Drop a dis-creet Grenade, then get to this point,where a hole has been blasted into thehull floor. Cortana suggests that youcontinue searching elsewhere, but she'swrong. Drop through the hole.

2

A few steps forward and you can see abit of the Control Room through a grid.Keyes gives a short message, tellingyou to leave him. That's not an option.Press on.

1

Once again, doors out-lined with a white lightare unlocked. Thoseoutlined with a red lightare locked.

Cortana has figured out that the Covenantship Truth and Reconciliation is under siegeby the Flood. The Covenant is afraid thebeasts will repair the ship and leave Halo.

The good news is that CaptainKeyes is still alive and has theimplants you need to destroy thePillar of Autumn.

Cortana gets you inside, even ifher coordinates are a little off.

7 65

3

4

8

A

Page 113: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[112]

PRIMA’S OFFICIAL STRATEGY GUIDE

You end up in a pool of coolant.Clamber out and let the fighting diedown before you expose yourself tothe battling forces. You might even beable to pick up a Shotgun.

3

MISSION OBJECTIVES: *Find another way into the ship

NOTENOTE

You can try to findanother route, butthere isn't one. All youget is an increasingnumber of Flood crea-tures swarming at you.Cortana eventuallytells you to just jump.

Remember your flashlight?Press 5 to activate it.

A Stationary Gun and some Covenantforces wait in the next area. Get closeand throw a Grenade past them down thepath a bit. It riles up the Flood mutantsthere, and they attack the gunners. Fightto this corner – where you should haveaimed your Grenade – and blast theFlood creatures as they come around.

6

Wind your way up a narrow gorgechoked with Flood mutants – pickingup a Sniper Rifle as you go – and yousee the next open area. Use the SniperRifle to put down the Hunters. Jumpdown when things are calmer andwade through the coolant to land.

5

The next large area hosts anotherfight between Flood and Covenant.There are Combat Forms on theledges. Let them blast each other topieces before waltzing in.

4

A pitched battle rages for control of thehilltop. Let it die down before you pushforward and ride up the gravity lift. Ifyou're feeling bold, grab the Over Shieldand rush the lift as soon as you see it, fir-ing as you run. You may take some hits,but you'll be pulled up pretty quickly.

8

Drop down a steep edge and keep fol-lowing the narrow path to anothermelee between aliens. Be wary of Floodbeasts on the ledges as you pass. Youfind the gravity lift just beyond.

7

MISSION OBJECTIVES: *Hold your position under the lift until it reactivates

Page 114: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Keyes: In No Mood…

[113]

Keyes

In No Mood…You're back on the Truth and Reconciliation. It's crawling with Flood and Covenant forces. Lucky you. Fightthrough the corridors and rooms in search of Captain Keyes.

ITEMS: Health Pack x3, Over Shield x1ENEMIES: Grunts-Major, Grunts-Minor, Elites-Major, Elites-Minor, Hunters, Flood Combat

Forms, Flood Carrier Forms, Flood Infection Forms

NEW WEAPONS: None

MISSION OBJECTIVES: *Follow Cortana's directions back to the Control Room

START

1

3

2

A

Page 115: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[114]

PRIMA’S OFFICIAL STRATEGY GUIDE

DROPTHROUGHHOLE

B

x2

A

C

D

b

45

Page 116: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Keyes: In No Mood…

[115]

The hangar you're overlooking is full ofFlood creatures, gathering bodies to con-vert into their Combat Forms. You'll visitthem in a second. Keep moving acrossthe catwalk and into the door beyond.

2

You're back in the ship. Head into thishallway, and Cortana gives you a NavPoint. Follow it. She says that theCovenant is in disarray.

1NOTENOTE

You can drop into theopen area and cut out atrip down the hallways,but why not fight toothand nail for every inch?

3The hall here is a Floodmonster machine. Theykeep dropping down.Stay steady and pluckaway at them, retreat-ing when you have to.When the swarm stops,move into the hangaryou overlooked earlierand clear it out aswell. Then go throughthe open door anddown another hall.

4A hole in the floor isthe only way to proceed.Drop a Grenade downthere first, then jump in.You land in a lower hall.Turn the corner here,and a cluster of Floodmutants are battlingCovenant aliens out ofsight. Let them. Thenmop up and move on.More Covenant goonsawait, but a Grenadecan help you out.

6

C

Page 117: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[116]

PRIMA’S OFFICIAL STRATEGY GUIDE

Fight up the hall and you end up onthe third tier of the Shuttle Bay, here.Another group of Flood mutants comesout to greet you. Respond appropriate-ly with Grenades and bullets. Followthe Nav Point out of there. You travelup a hall and start the next phase ofthe mission.

6

The Nav Point leads to another ShuttleBay with another battle being fought.You must head to the third level. Letthe fight die down, then run across thecatwalk to the other side of theShuttle Bay. Go through the door andup the ramp.

5

Keyes

The Captain

ITEMS: Health Pack x1

ENEMIES: Grunts-Spec Ops, Grunts-Major, Grunts-Minor, Elites-Spec Ops, Elites-Major, Elites-

Minor, Flood Combat Forms, Flood Carrier Forms, Flood Infection Forms

NEW WEAPONS: None

Your goal is near. You've almost reached the Captain – for the second time – on the grounded Covenant star-ship. You may not like what you find, though.

MISSION OBJECTIVES: *Recover Captain Keyes

3

2

1

4

START

6

C

5

Page 118: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Keyes: The Captain

[117]

D

C

B

7

D

8

Page 119: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[118]

PRIMA’S OFFICIAL STRATEGY GUIDE

Once inside the control room, you seea platform with a grotesque pod inthe center. This is Captain Keyes.Approach him.

2

Captain Keyes is not having a goodtime. Cortana urges you to speedthings up, but don't listen to her.There are tons of enemies in thiscramped space. Toss Grenades andhang back for a bit. Let them come toyou, and only proceed when you won'tbe swamped.

1

You may have to moveforward and then retreatas another wave of ene-mies comes at you. Noworries. Stay safe andannihilate your foesmethodically.

Cortana can't discern any humanlife forms nearby. Captain Keyeshas been transformed into one ofthe Flood.

You need those implants, however,and you can't leave the Captainlike this. So…

Master Chief plugs in theimplants, and Cortana gets thecodes she needs. Now it's time toget out of there.

2

In the next hallway, go through thedoor pictured here, back the way youcame. It's calm after the battle in theother room.

4

The other choice is to immediatelyjump from the platform and go to thedoor on the left. Get close enough sothat it starts to open and – before itdoes open – run to this alcove andhide. The Flood and Covenant crea-tures start brawling, and you can staysafe until the fight dies down.

3

Here you have two choices. One is tostay on the platform and defend itfrom the Flood. Then go to the door tothe left and deal with the Covenantgoons behind it.

2

MISSION OBJECTIVES: *Escape via the Shuttle Bay

Page 120: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Maw: ...And the Horse You Rode in on

[119]

Cortana points out that you can useone of the Banshees to escape. Headto the other open door on the tier andfollow the hall down. You encountermore Spec Ops Covenant troops, sostay frosty.

6

The third tier of catwalk in the ShuttleBay has some aliens panicking on it.They're mostly Spec Ops Covenanttroops, which means they're a bittougher and the Grunts have nastyweapons. Be careful.

6

If you have full shieldenergy, you can take ashortcut. Jump fromthe third tier to thedocking platform thendrop again to the floorof the shuttle bay andrun to the Banshee.You'll take hits, butyou can make it.

Either blast the aliens or just run tothe Banshee and get in – whateveryou prefer.

6

On the second tier you find a fewCovenant troops. Now you have tojump. Get on this side of the dockingplatform and step off.

6

With a thundering roar you blast out of the Truthand Reconciliation and fly into the night sky.

The Maw

...And the Horse You Rode in on

ITEMS: Health Pack x 7, Over Shield x1ENEMIES: Flood Combat Forms, Flood Carrier Forms, Flood Infection Forms, Grunts-Spec Ops,

Grunts-Major, Elites-Spec Ops, Hunters, Sentinels

NEW WEAPONS: None

These halls should be familiar to you, if a bit more scorched than before. You have to get to the bridge, atfirst, to try and set off the self-destruct sequence and destroy Halo.

MISSION OBJECTIVES: *Make your way to the bridge

Page 121: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[120]

PRIMA’S OFFICIAL STRATEGY GUIDE

A

2

1

START

B(after you visit

the bridge)

4

A

3

6

5

x2

Page 122: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Maw: ...And the Horse You Rode in on

[121]

b

7

8

C

11

9

c

12

10

d d

13

Page 123: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[122]

PRIMA’S OFFICIAL STRATEGY GUIDE

You get a view of the wreck of thePillar of Autumn – a sad fate forthe vessel.

Master Chief's Banshee flies in.Cortana's not too confident abouthis piloting. She starts yelling.

No worries, it's all well in hand.Now get to the bridge to set offthe ship's self-destruct sequence.

You must deal with a few Sentinels anda group of Combat Forms. Press on tothis door, which bursts open to revealanother bunch of Flood mutants.

3

You find a ladder leading down. A fewInfection Forms erupt out of the hole.Drop a Grenade and wait. You see aSentinel firing lasers at a couple ofCarrier Forms.

2

You're in one of the old lifeboat docks.Move to your left and find the openmaintenance door here. It's empty ofenemies – for now.

1

After a few more clustersof Covenant goons, you'reat the bridge. Toss aGrenade at this unsuspect-ing Elite, then nail theGrunts on the bridge itself.Head for the main consoleat the front of the room.

5A couple of Hunters arebeing attacked by theFlood in this corridor.Let the two sides fight.The Covenant shouldwin and then move intothe cafeteria. You cansneak up on a Hunterand take him out withone shot. The rest is upto you. It's crawlingwith Spec Ops aliens,so use Grenades andmake quick strikes towhittle them down.

4

Master Chief reloads Cortana intothe ship's computer, and shestarts the self-destruct sequence.

Unfortunately, the Monitor showsup to ruin everything. It is againstblowing up the ship mainlybecause it wants to categorizehuman history.

Cortana is puzzled. She's afraidthat the Monitor has won. MasterChief has a different idea. AGrenade or explosion can set offthe ship's engines. Once again,you have to get your hands dirty.

Page 124: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Get through the armory area (whichdoesn't yield as much ammo as youmight hope) and into this hall. TwoHunters wait for you. Dodge aroundthem to take shots at their weak spots.

7

Sentinels show up to ruin your party.Blast them out of the sky. Cortana sug-gests that you can make it to engineer-ing through the cryo area.

6

The Maw: ...And the Horse You Rode in on

[123]

MISSION OBJECTIVES: *Get to engineering by way of the cryo storage facility

NOTENOTE

Guess what? You canrun right across thehall and avoid dealingwith the Hunters. Justa thought.

Ignore the Rocket Launcher in the hallleading away from the cryo controlroom – it's too dangerous in such closequarters – and move to this mainte-nance hall door. It doesn't have a greenlight, but it opens as you get near it.

10

This cryo area is full of more Sentinelsand Flood creatures. When they'redone in – by each other or by you –climb the ladder in the back and fol-low the catwalk to the control roomhere. A wave of enemies sweeps in,but if you stay by this door, they haveto come at you one at a time.

9

This area has Flood and Sentinels inside.Let them work on each other a bitbefore running in and polishing off thesurvivors. Duck under the half-openblast door and deal with more Sentinels.

8

Run through this door and into the hallwaybeyond to end this phase of the mission.

13

It can be a hard fight in the hallway.Ignore the arrows on the floor that say"Engineering" and get to this point,where the arrows on the floor say"Armory." Inside, grab a Rocket Launcherand fill up on ammo. We suggest havingthe Rocket Launcher and the Shotgun.Then move back to Engineering.

12

As in the first mission, you now havethree choices of exit from the mainte-nance halls. Choose the one near here,but let the Sentinels, Flood beasts, andCovenant troops finish fighting first.

11

Page 125: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[124]

PRIMA’S OFFICIAL STRATEGY GUIDE

The Maw

Light Fuse, Run AwayThis is the big one. You need to turn the Pillar of Autumn into a bomb. It seems that everyone else on thisplanet doesn't want that to happen, so you meet some resistance to your plans.

ITEMS: Health Packs x8ENEMIES: Flood Combat Forms, Flood Carrier Forms, Flood Infection Forms, Grunts-Spec Ops,

Grunts-Major, Elites-Spec Ops, Hunters, Sentinels

NEW WEAPONS: None

MISSION OBJECTIVES: *Use the controls on the third floor to retract an exhaust manifold

D1

START

D

Page 126: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Maw: Light Fuse, Run Away

[125]

E

x2

x2

x2

F

H

F

4

G

3

5

E

Page 127: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[126]

PRIMA’S OFFICIAL STRATEGY GUIDE

Use the ramps and doors to get up tothe third level here. Activate the con-trol panel, and a manifold will pullback. This also activates a lot of staticfrom the Sentinels.

2

Take either hall and you'll end up in a bigroom. Cortana tells you that you need toget access to the exhaust manifold andshoot a rocket, or toss a Grenade, into it.She sets up four Nav Points, pointing outthe four control panels.

1

NOTENOTE

It doesn't matter inwhat order you blastthe manifolds. Startwith whatever is clos-est and work your waythrough all four.

Jump onto the manifoldthat is retracting, and runto the other side. There's aledge here that you canstand on. Turn and face thevent. When the gray flapsrise, revealing a brightlight, fire your Rocket intothe light. That will destroya core. Three more to go.

3Each manifold and ventis the same. Follow thesame pattern as youused for the first oneand you'll be destroyingthis ring-like world inno time. The worst partis staying on the ledgesas you fire. When themanifold is open, ignoreyour enemies and con-centrate on hitting thevent correctly. You canwithstand their attacksas you aim.

4

MISSION OBJECTIVES: *Destroy the open vent core with a Grenade or rocket

H6

7

G

2

Page 128: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

The Maw: Warning: Hitchhikers May BeEscaping Convicts

[127]

This area on the second floor isblocked. You can use the fallen con-tainers to jump up to the manifold andfrom there get to the third floor, butyou may want to take an easier routeto avoid getting shot at.

5

You can get to all thecontrol panels fromeither side of the room.The third floor has awalkway connectingthe two pairs of panels.So take whichever pathis closest.

If you run out of rock-ets or Grenades youcan backtrack to theArmory and fill up.

Follow the halls to this area, where alift descends with several Spec OpsCovenant aliens on board. Blast them,then step on the platform to bebrought up. Cortana contacts the drop-ship Foehammer, telling it to meet youat a pickup point. All that remains isgetting there.

7

Once you've shoved explosives into thefour vents, Cortana sets up a NavPoint that leads to an escape elevator.Go up to the third floor, next to thesecontrol panels, and out the door withthe green light.

6

MISSION OBJECTIVES: *Get to the elevator on the third floor

The Maw

Warning: Hitchhikers May Be Escaping ConvictsITEMS: Health Pack x2ENEMIES: Grunts-Major, Grunts-Minor, Elites-Commander, Elites-Stealth, Elites-Major, Elites-

Minor, Jackals-Major, Jackals-Minor, Hunters, Flood Combat Forms, Sentinels

NEW WEAPONS: None

MISSION OBJECTIVES: *Escape from the Pillar of Autumn before it's too late

The Pillar of Autumn is onits way to being blastedinto its component atoms.Pick a Warthog from thisrack of vehicles and get in.You're now in a raceagainst time. Don't stop,don't get out, and don'tworry about enemies. Yourjob is to just go, go, go.

Exit the motor pool andturn left. From here on out,just follow the Nav Point.There's no way to get lost,but you do have to getaround one obstacle afteranother.

Page 129: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[128]

PRIMA’S OFFICIAL STRATEGY GUIDE

When you reach this outside platform,Cortana calls Foehammer for extrac-tion. The pilot is under heavy fire. Youcan stay and watch as she gets shotout of the air. As soon as she's out ofsight, though, gun the engine andkeep moving.

These ramps are tricky. If you hit oneof the raised sides at the top, theWarthog will flip. Right it quickly andjump back in.

Several rooms have upperand lower areas. If you'reon the upper ramps, you'llneed to be at full speedat all times to jump allthe gaps. It's tough, andyou'll most likely fall.That means you'll have tododge pillars below. Try tomake it smooth, maneu-vering around them as youpelt down the tarmac.

This roadblock is impassable. Jump outof the Warthog and run for the escapeship. Ignore the enemies around youunless they jump right in front of you.

Cortana warns you of a gap coming up.As soon as she does, keep theWarthog centered in the road. Youdrop once, then the gap shows up.Gun it.

NOTENOTE

You can simply keepgoing and not stop atall on the platform.

Master Chief hoofs it across thelanding platform, pursued by alarge group of the Flood creatures.

Master Chief and Cortana punchout of the Pillar of Autumn andmake it safely into the skies.

The starship's engines explode, shat-tering Halo. The two companionswatch it burst and destroy itself.

No one else madeit out. Cortanajustifies their sac-rifices and figuresthat it's over.Master Chief isn'tso sure….

Page 130: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[129]

Multiplayer

Halo has an extensive and impressive collection of multiplayer options. You can play the main game with anotherfriend – Cooperative mode. You can play various multiplayer games – 26 preset games and customizing options formaking more – with four people on one machine. And you can also link up to four Xboxes (connected to four sepa-rate TVs) through a hub, and play games with up to 16 players. The opportunities for great gameplay are stagger-ing. Here are some details on what awaits you.

Cooperative ModeCompleting Halo's single-player game is only the beginning of your adventure. There are two additional difficulty lev-els for you to take on with a friend in Cooperative mode. There are also 13 maps and 26 multiplayer games for you topractice and master.

Of the four difficulty settings in Halo, this guide was designed to get youthrough the Normal setting. And while you can play with a friend on this set-ting, Cooperative mode is great for the two harder difficulty settings.

Before taking on these harder settings, it really helps to have played throughthe single-player game. This is because the bar is significantly raised whenyou up the difficulty setting. Not only are the enemies much harder to kill,but their shots do more damage. If you don't believe us, try taking on a fewGrunts in Legendary mode. The creators of the game are not lying when theycall Legendary mode "suicide."

So, you've read our warnings and like atrue soldier, you've chosen to ignorethem. That is admirable, but most likely you won't live to tell the tale.

Unless of course you follow this simple tip: If you want to stand any chanceagainst the harder-hitting enemies, you must work as a team. Cover oneanother and make sure you communicate your intentions at all times. While itmay be a great idea to lob a Grenade at the multiple enemies that lie ahead,your teammate may disagree if he has rushed in among them to take themout commando style (especially after he has to use his severed leg as a crutchbecause of your errant toss). The point is that communication is the key tosurvival.

We also suggest that you and your teammate choose different specializa-tions. For example, one of you should carry weapons that are good in closequarters combat (Assault Rifle, Shotgun) while the other carries long-rangeweapons (Rocket Launcher, Sniper Rifle). So when your friend is knee deep inbodies, emptying clip after clip into thesurrounding hordes, you are picking offElites and Jackals from 50 yards.

Aside from that, remember that theobjectives remain the same throughany difficulty level. Only the number ofcreatures varies, as do their power andtoughness. That means that the walk-through in this guide will still be ofgreat use to you. After all, you will def-initely need to know where all thoseOver Shields and Health Packs are.

Rush or not? Make sure you know whatthe other guy is doing.

Multiplayer GamesBecause your pride is our reason for being, we exist solely to teach you how to completely dominate your friends atevery game Halo has to offer. Below is a comprehensive list of all 26 games, their rules, and tips and tactics illustrating how you can kick butt at all of them. Happy hunting!

Page 131: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

Slayer

Description: Classic deathmatch. 15 kills to win.

Tips and Tactics: The objective here is simple – rack up 15kills before your opponents do. To be consistently successful at quickly dispatching your opponents, you mustfocus on three key areas of development.

First, you must be familiar with the map. Know where theweapons and power-ups are located, and more importantly, what areas are high traffic.After all, a good weapon in hand does nothing for you if there is no one to use it on.Remember, it is a race, so keep in the action at all times.

The second thing you must master is accuracy. Every weapon, even the RocketLauncher, requires some degree of accuracy if you want to be a contender in a death-match setting. You must be lethal from all distances and with every weapon. So get to know the weapons and their particular strengths and weaknesses. For example, a Pistol is powerful, but up againsta Shotgun at close range, you must be deadly accurate to stand a chance. In this case,a headshot is most desirable.

The third, and most crucial, discipline is the mastery of movement. It goes without say-ing that almost anyone can score a hit on a stationary opponent. However, throw constant and erratic movement into the mix, and your job becomes exponentially moredifficult. You must be constantly moving to win at this game, be it running, jumping,strafing, or ideally all three. So get comfortable with the controls (it helps to play thesingle-player game through first), then learn to nail your shots while on the go.

If we had to give you just one tip to get you through every multiplayer deathmatchgame out there, including Halo, it would be to practice. The more you play, the betteryou will become. And don't get discouraged if you are constantly getting pummeled bya friend; the challenge will help you grow as a player. Also, there are elements ofdeathmatch in every other game listed later, so developing your skills here is crucial.

Slayer Pro

Description: Classic deathmatch. 25 kills to win. Startwith Pistol, Assault Rifle, and Grenades.

Tips and Tactics: The same as Slayer, but you have toscore more kills.

Elimination

Description: Each player has only one life. The winner is the last cyborg standing.

Tips and Tactics: In Slayer, the object is to stay in thefray and kill, kill, kill. Not so in Elimination. Because youonly have one life, strategy is crucial. It is very importantthat you know the map and choose the correct weapon.

The correct weapon for the job relies on two factors: Thetype of map and your personal preference. If you find yourself in cramped quarters,grab the Shotgun and steer clear of explosives since they can easily harm you in smallareas. If you are fighting at a distance, drop the Shotgun and pick up a Sniper Rifle.Most of the time, however, the map will consist of a mixture of areas, and your choicecan be based on what you prefer. You may choose the relatively weak Assault Riflebecause of its high rate of fire, thus relying less on your accuracy and more on sheeroutput. Or you may go the opposite route and choose the high-powered Pistol. With it,

you must rely solely on your marksmanship to score a kill. It really dependson which weapon you are most comfortable with.

[130]

Page 132: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[131]

So you have chosen your weapon, or settled on the first one you picked up. Now you must find a place that is easily defend-able (a corner is great because there is no chance of being attacked from behind). Then, wait for any poor soul who wandersinto your area, and let him have it. After you come out of the confrontation alive, ask the recently deceased to get you adrink from the fridge while you finish off the rest of the combatants.

Phantoms

Description: All players are invisible. To win, follow the NavPoints and kill your targets in order.

Tips and Tactics: In this game, holing up in a corner is notthe best idea because the navigation display shows yourdistance to the enemy. If your opponent is waiting for youin the next room and you pause for a moment, the distancereading will not fluctuate because he is stationary. Simply

throw a Grenade in and watch his body go flying.

In Phantoms, it is important to continually be on the run in order to throw your oppo-nents off the track. Also, stay out of open areas and move between floors as often aspossible. The navigation display won't let your opponents know if you are on the otherside of a wall; it just lets them know your distance and direction.

Endurance

Description: Each player has five lives. Respawn Delay Growth and Odd Man Out rules apply. 10kills or the last man standing wins.

Tips and Tactics: Lastman standing means twothings. First, you will win ifeveryone has gone through

his or her five lives before you. Second, you will win ifyou're the only player actively playing (not waiting torespawn) at any given time. Because of the latterrule, it is not recommended that you play this gamewith only two players, as it becomes Elimination (thefirst person to kill wins).

NOTENOTE

The Respawn Delay Growth rule states thatevery time you die, your respawn time willincrease by five seconds. Likewise, every timeyou kill someone, your respawn time willdecrease by five seconds.

The Odd Man Out rule states that when he dies,the Odd Man Out cannot respawn until someoneelse assumes the shameful burden of Odd ManOut by dying.

You can edit these settings by choosing a multi-player game and selecting "Edit Gametypes."

Rockets

Description: Everybody has Rocket Launchers, and nobodyhas a Motion Tracker. 25 kills to win.

Tips and Tactics: There are a few things worth pointing outwhen you must use the Rocket Launcher. Basically, let themap dictate its usage. This means if you find yourself inclose quarters, be careful, as you may inadvertently destroyyourself. If you are firing from a distance at a moving

enemy, utilize the scope and lead your target. That means fire where you think he willbe, not where he is when you line him up (unless of course he is staying still).

If you find that you are not connecting with your rockets, fire at the person's feet, orat a nearby wall. The resulting explosion will do immense damage without the risk ofyour enemy evading the shell.

Page 133: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[132]

PRIMA’S OFFICIAL STRATEGY GUIDE

Snipers

Description: Everybody has sniper weapons, and theRespawn Delay Growth rule is on. Watch out. 15 kills to win.

Tips and Tactics: Getting into close combat with a SniperRifle is ill advised. First, it is a long-range weapon.Second, you only have four bullets before you mustreload. Therefore, find a nice position that allows you to

see the most traveled areas of the map, then pick the poor souls off one at a time.

Also, look for the vapor trails of the sniper bullets; they can tell you exactly whereyour opponents are. Be aware that the same tactic can be used against you.

Oddball

Description: Hold the skull for two minutes to win.

Tips and Tactics: At the outset of the game, follow thenav display to the skull. The first person to reach theskull picks it up and becomes the Oddball. The object isto hold on to the skull for two minutes. Sound easy? Well,if you have the skull, you cannot shoot (shooting dropsthe skull). Further, everyone will be gunning for you.

Once you get the skull, there are two ways you can proceed. You can find and plantyourself near a teleport. When your opponents close in, simply run through the tele-port out of harm's way. If they follow you, and it is a two-way teleport, just jumpback through. You'll amass your required time quickly and easily. Realize, however,certain opponents may consider this strategy cheap, therefore diminishing the game.If so, you will be forced to run around, making sure you are continually moving to make yourself a harder target to hit.

If forced to just run amok, then consider this tip. Firing will only cause the skull to fall to the ground, it won't send it back toits resting location. Therefore, it may be advantageous to confront your opponents, dispatch them, and simply recover theskull. Remember, you don't need to hold onto the skull for two uninterrupted minutes. If you lose the skull after thirty sec-onds, you only need to grab it for another minute and a half.

Reverse Tag

Description: When you're "it" you run slowly but youscore time. Accumulate two minutes to win

Tips and Tactics: It's Oddball without the skull. If youare "it," simply stay alive for two minutes to win using allweapons at your disposal. Oh, and there are no motiondetectors for any player.

Accumulate

Description: Score five minutes to win. Kills speed upyour timer, but you lose your time bonus if you die.

Tips and Tactics: This is a longer version of Reverse Tag(without the speed penalty). The more players you killwhile "it," the faster your time accumulates. If you diewhile "it" and later become "it" again, your time will moveat regular pace. Again, there are no motion detectors tohelp you out.

Page 134: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

Juggernaut

Description: The Juggernaut does extra damage. Kill theJuggernaut to steal his powers. Score 10 kills to win the game.

Tips and Tactics: The Juggernaut's power is tremendous,even with small arms. However, to fully utilize yourincreased power, pick a weapon with a high rate of fire to

mow down multiple enemies. The Plasma Rifle and Assault Rifle work very well. Also,you can get your kills from any player; killing the Juggernaut simply bestows hispower to you.

In addition to motion detectors, those who are not the Juggernaut get the aid of anav display to help track the Juggernaut.

Stalker

Description: One sneaky player is invisible. Find him andkill him to gain his powers. Score 10 kills to win the game.

Tips and Tactics: The invisible player appears as a whiteblip on your motion detector. Seek and destroy him tobecome invisible yourself. Once invisible, however, no ene-mies appear on your motion tracker. Remember, the 10

kills can be any other players, not just the invisible one.

King

Description: Control the hill for a total of two minutes towin the match.

Tips and Tactics: Follow the nav reading to the highlighted area of the map. Stay within the boundariesfor two minutes to win the game. You must destroy anyother enemies within the area before you can accumulate

time. As in Oddball, the two minutes do not have to be all at once. Also, when you'reattacking the hill, remember that the defender will only want to move in a limitedarea. Grenades and rockets can be good tools.

King Pro

Description: Control the hill for two minutes to win thematch. Start with Grenades, Pistol, and Assault Rifle.

Tips and Tactics: The fight begins right away, as everyplayer has a pretty big arsenal at his or her disposal.

[133]

Page 135: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[134]

PRIMA’S OFFICIAL STRATEGY GUIDE

Crazy King

Description: Control the hill for a total of two minutes towin the match, but watch out – it moves from place to place.

Tips and Tactics: The "hill" moves approximately every 50seconds, adding more excitement to the game.

Race

Description: The first player to complete three laps bytouching all the flag points wins the race.

Tips and Tactics: If you are playing with only two people,this game can quickly become frustrating. The reason isthat once you fall behind, it is almost impossible to catchup. Killing your enemy doesn't accomplish much, as he

respawns almost immediately and is quickly back to where he left off. The player whoknows the map best will prevail at this game.

To make Race more exciting, play a map that supports vehicles. The maps are larger,so killing an opponent seriously impairs his progress, making a comeback possible.

Rally

Description: The first player to collect 15 flag points wins.

Tips and Tactics: This is a much more exciting two-playergame than Race. Rally differs from Race in one importantway. The flag moves each time someone picks it up.Knowing this, if you realize your opponent is going to beat

you to the flag, let him have it and get a jump on the next one. Of course, never passup a chance to kill your enemy and run over his corpse to grab the flag. Once again,vehicles are a blast in this game.

Page 136: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[135]

CTF

Description: The first team to capture the enemy's flagand return it to its own base three times wins the game.

Tips and Tactics: Get into the enemy base, grab the flag,and hightail it back to your base to score. Of course, youropponent will be doing the same thing.

If you are used to playing CTF in other games, there are two major changes to Halo’sversion. First, your flag need not be in your base to score (CTF Pro reverts to the tra-ditional rule). Second, the flag carrier cannot shoot without dropping the flag.

Due to the two changes, playing one-on-one CTF becomes more of a race than astrategic contest. There is little strategy involved with two playersalthough you may consider dropping the flag to take out your opponent.The risk is that your opponent may touch the dropped flag and return itto his base, starting you over. Remember, just killing an opponent willnot return your flag. You must either touch your flag, or, if the flagremains untouched by either team, it will return automatically after afew seconds.

CTF is really a team game, played by at least four players. Strategycomes into play with the more players you add. For instance, you may gofor an all-out offensive, or keep a man or two back to defend the flag.Communication is the key in team play; make sure all your teammatesknow their roles.

Invasion

Description: Carry the enemy flag into the enemy baseand plant it at its flag station. Three successful assaultswins, but you only get five lives.

Tips and Tactics: You'll begin near the enemy flag. Justpick it up, infiltrate the enemy base, and return the flagto the flag stand. Doing this will give you a point and will

reset the flag. Run back to your base, grab the enemy's flag again, and repeat.Blasting your enemies can help immensely; if you kill an opponent five times he's out,which makes your life easier.

If you only have two players, tryCTF Pro instead of CTF. Scoringonly when your flag is at yourbase makes two-player CTF morelike a battle, and less like a race.

If you kill the enemy while he is carrying your flag (causinghim to drop it), don't return the flag. If you do, the flagwill return next to his spawn point, and he will lose notime. It is much better for you if he has to search for thedropped flag, or worse, wait for it to return on its own,thus losing valuable time.

Iron CTF

Description: All players start with health at 200 percent,and both teams have Scorpion tanks. Three flag captureswins the game.

Tips and Tactics: You only have two map choices if youwant to use the Scorpion tanks: Sidewinder and BloodGulch. Both maps are large enough that simply killing the

other player will not guarantee victory. You must balance your play between tankcombat and man-to-man combat. There will be times when you are forced to take ona tank without your own tank. If this happens, grab a Sniper Rifle, Rocket Launcher,or some Grenades, and hope that you are cool under fire.

Page 137: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY GUIDE

CTF PRO

Description: Three flag captures wins the game, but yourflag must be at home to score. Start with Grenades,Pistol, and Assault Rifle.

Tips and Tactics: Unlike CTF, CTF Pro requires your flagbe safe at your base to score. However, the flag carrierstill cannot shoot without dropping the flag. If you have

more than one-man teams you most definitely need a teammate to guard your base,and probably one to cover you as you run with the flag. CTF Pro is recommended forone-man teams (only one person on each team). It ups the difficulty since you notonly have to steal your opponent's flag but your flag must be safe at your base toscore. It complicates things mightily and makes CTF a game of skill and strategyrather than a foot race.

Team Race

Description: The first team to have all of its playerstouch all of the flag points in order three times wins the race.

Tips and Tactics: It's called Race for a reason. Don'twaste time engaging the enemy. All of your teammatesmust complete three laps for you to win, so you are only

as strong as your slowest teammate. If you complete your laps far ahead, startharassing the other team, trying to slow them down.

Team Rally

Description: The first team to have all of its players collect five flag points wins.

Tips and Tactics: Each player on your team needs to getfive flags to win. Once a player reaches his limit of five,he loses his nav display and can no longer locate a flag. Itis now up to his teammates to get their quota of flags.

Knowing the map really comes into play in Team Rally. The places that the flagspawns are set (the pattern is random), and knowing them will give you the edge in aclose match. If you have large enough teams, you may consider playing a zonedefense. Set each teammate in a different part of the map. That way, someone willalways be near the flag when it appears. Of course, any player who reaches the goalof five flags should either protect those on his team who haven't, or seek out and killmembers of the opposing team to stop them from grabbing flags.

If you play a map that supports Warthogs, each player has access to his own vehicle. You can each jump in one and go forflags individually, or split into pairs and have one fire the gun while the other drives. If you choose the latter, any flag youpick up will be credited to the driver, so after five switch positions.

Team Ball

Description: The first team to hold the skull for two minutes wins. 10-second respawn delay.

Tips and Tactics: Having a teammate to protect youwhen you have the skull is ideal. Back yourself into aroom with only one entrance and have your teammateguard the doorway. If they get past him, drop the skull by

bringing up your gun and hold them off for 10 seconds, the time it takes for yourteammate to respawn. Whoever has the least amount of health should carry theskull, leaving those with full health to mount an effective defense.

If there are no safe areas and you are forced to run around in the open, pass theskull off when you get low on health. In this case, you want the player withthe most health to carry the skull.

[136]

Page 138: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[137]

Team King

Description: The first team to control the hill for a totalof two minutes wins. 10-second respawn delay.

Tips and Tactics: In Team King, the "hill" will changelocations every minute or so. You get no bonus for havingall your teammates in the area, so have them concentrateon defending the perimeter while you accrue time within

the zone. Remember, no one scores time when the hill is in contention, that is, whenmembers of each team are within the boundaries at the same time. The hill must beclear of all enemies for you to score time.

Team Slayer

Description: The first team to amass 50 kills wins thisfragfest. Kills make you slower, but dying makes you faster.

Tips and Tactics: Not much to say here – hopefully youhave a stronger team then they do. There is a built-inhandicap, however. The more you kill, the slower you

become. Likewise, the more you die, the faster you become. The only caution is towatch your friendly fire; accidentally killing a teammate never helps.

Editing GametypesSo now that you are familiar with all of the multiplayer games that Halo hasto offer, as well as the rules that govern them, you are ready to tweak themto fit your personal preferences.

You can customize any of the multiplayer games by selecting "Multiplayer"from the main menu and then selecting "Edit Gametypes." Then pick the gameyou would like to change and go through the options, making any changes youprefer. For example, choose Rally, select "Item Options," and change "VehicleSet" from "Warthog" to "All." This will give you access to the Ghost and theScorpion Tank in the Rally game. Now just select "Save Changes" and renameyour game. Presto, you are set to play a game of your own design.

This handy editing tool will keep you playing Halo until Grunts can fly.

Explore the different options you can tweak. You may simply want to changethe time limit or the score limit of a specific game. Or you can switch things sodrastically that your game is unrecognizable from any of the preset games.

When the game rules are set, you can move on to the Player Options screenand make more adjustments. Suppose you want everyone to be invisible, oryou want to change the time between respawns. All that can be accomplishedin the Player Options screen.

The Item Options screen controls theweapons and vehicles in a game. Youcan change the weapon sets so thatonly a certain type of weapon showsup on a map. The points at whichweapons appear are always the same;just the type of weapon can bechanged.

This is the Edit Multiplayer Gametypescreen. The big changes can be made inthe "Game Options" area.

This is the Player Options screen. Hereyou can futz with the player attributes.

On the Item Options screen, shown here,you can choose what items and objectsyou'll encounter in your game.

Page 139: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

PRIMA’S OFFICIAL STRATEGY

[138]

The Indicator Options screen is the laststop in game customization.

Finally, you can choose what indicators are usedin your game. Removing all indicators – radar, NavPoints, etc. – can make the game much harder.You'll have to cast about with no idea wherethings are or who you might run into.

The Multiplayer MapsThere are 13 maps for use in multiplayer Halo games. They can be huge outdoor areas or a maze of tight corridors. Theirshape and nature usually lend themselves to some multiplayer games and not to others. Here, we give you a bit of infor-mation on each, offering some pointers on what games work well and pointing out a few of each map's aspects.

The best advice for any multiplayer game is to know the map like the back of your hand. With a command of the geogra-phy you can cut off your enemies, beat them to the items, flank their positions, and generally frustrate and confuse them.Study hard and you'll have a distinct edge.

Also, the following maps point out the areas where items appear. Since you can change the types of weapons that appearon each map, we simply marked the points where they are and didn't specify any type of weapon. Knowing these points isimportant to your multiplayer success. Being better armed is a sure way to rack up the frags.

The following information includes the map itself, some tips and tricks unique to each map, and a list of what weapons youstart with and what weapons you can find lying around. The weapons listed are those in the preset maps, you can cus-tomize what weapon types appear on each map.

Chiron TL34

Recommended Numberof Players: 2-6

Vehicles Supported: No

Weapons: (Start: Pistol,Fragmentation Grenades)Shotgun, Plasma Pistol,Plasma Rifle, AssaultRifle, Plasma Grenades,Over Shield, RocketLauncher, Health Pack

Notes and Tips: Thelabyrinthine level designcan make playing a two-player game frustrating,as the large number ofsmall, intricate corridorsmakes finding your oppo-nent difficult. The closequarters make Rocketsand Snipers a chore, whilethe short corridors makeRace and Rally a long-winded speed contest(once you fall behind, it isvery hard to come back).

Stick to the King series,Slayer, and CTF (providedyou have more than two players).

g

f

A

b

A

k

e

m

c j

bh

k

d

l

on

hn

l

mc

g

e

di

j

i

f

or

or

o

Page 140: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[139]

Finding your opponent is difficult, evenwith the nav display.

The small corridors make the RocketLauncher a dubious choice.

Rat RaceRecommended Number of Players: 2-6

Vehicles Supported: No

Weapons: (Start: Assault Rifle, Pistol, Fragmentation Grenades) Health Pack, Plasma Rifle, Active Camouflage, Shotgun, Over Shield

Notes and Tips: Rat Race is a solid map that works well with all the games. It is a fairly small map, but the long, wide corridors keep itchallenging, especially when playing the Oddball series (no place to hide) and the Rockets and Sniper games.

A

cb

ae

D

Page 141: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[140]

PRIMA’S OFFICIAL STRATEGY GUIDE

Utilize this pair of energy shields to wardoff enemy attacks.

Shoot the Over Shield and ActiveCamouflage from below, and they will fallto you.

d

e

b

C

Page 142: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[141]

PrisonerRecommended Number of Players: 2-8

Vehicles Supported: No

Weapons: (Start: Plasma Pistol) Plasma Rifle, Fragmentation Grenades, Rocket Launcher, Health pack, Active Camouflage, Plasma Grenade,Assault Rifle, Sniper Rifle, Over Shield

Notes and Tips: This is one of our favorite maps. The multilevel design makes strategy a must, while the compact space keeps you in theaction at all times. We loved playing all the games on this level, but the King series was especially challenging.

A

b

Page 143: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[142]

PRIMA’S OFFICIAL STRATEGY GUIDE

c

a

b

d

Page 144: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[143]

The King is dead.

Grab a Sniper Rifle and pick people offfrom this high point.

c

d

Page 145: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[144]

PRIMA’S OFFICIAL STRATEGY GUIDE

Chill OutRecommended Number of Players: 2-8

Vehicles Supported: No

Weapons: (Start: Assault Rifle) Pistol, Plasma Rifle, Fragmentation Grenades, Health Pack,Active Camouflage, Over Shield, Shotgun, Plasma Grenades, Needler, Sniper Rifle, RocketLauncher

Notes and Tips: Make use of the multiple teleporters on this map to evade your enemies(Oddball) and to easily infiltrate your opponent's base (CTF).

Watch for enemies appearing onteleport exits.

c

a

d

a

c

b

e

b

e

d

Page 146: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[145]

WizardRecommended Number of Players: 2-8

Vehicles Supported: No

Weapons: ((Start: Plasma Pistol) Fragmentation Grenades, Health Pack, Active Camouflage,Assault Rifle, Pistol, Over Shield, Needler, Plasma Rifle

Notes and Tips: Jumping from platform to platform is both the easiest way to gain kills (Slayer)and the fastest way to get to the enemy's base (CTF). It also gives you the clearest view of theentire map.

Standing on this raised, central platformgives you a good view of the entire map.

1

b

a

1 b

a

Page 147: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[146]

PRIMA’S OFFICIAL STRATEGY GUIDE

LongestRecommended Number of Players: 2-8

Vehicles Supported: No

Weapons: (Start: Plasma Pistol) Plasma Grenades, Health Pack, Fragmentation Grenades, Plasma Rifle, Over Shield, Shotgun, Assault Rifle,Active Camouflage

Notes and Tips: This map is designed with CTF in mind. The flags are planted at either end of a double hallway, and a series of platformsoverlooks both sides of the long hallway.

These provide good cover and a clearshot at approaching enemies.

Take the high ground and rain fire onthose below.

Page 148: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[147]

Battle CreekRecommended Number of Players: 2-8

Vehicles Supported: No

Weapons: (Start: Plasma Pistol) Health Pack, Plasma Rifle, Sniper Rifle, Rocket Launcher, Active Camouflage, Over Shield, Needler, PlasmaGrenades, Assault Rifle, Fragmentation Grenades

Notes and Tips: The two bases set on either side of the creek make this map ideal for CTF. Use the two-way teleports to move from oneside of the map to the other quickly, or to easily evade competitors in the Oddball games.

BLUEBASE

REDBASE

A

B

D

C

F

E

G

D

Page 149: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[148]

PRIMA’S OFFICIAL STRATEGY GUIDE

This outcropping provides a great view,and of course, the Rocket Launcher. Gethere by climbing the ladder and jumpingonto the rock bridge.

Try getting into the bases by jumpingthrough a window or falling through the roof.

d

c

b

a

f

e d

g

h

f

g

b

i

c

h

Page 150: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[149]

DerelictRecommended Number of Players: 4-8

Vehicles Supported: No

Weapons: (Start: Plasma Pistol, Fragmentation Grenades) Pistol, Shotgun, Assault Rifle, Plasma Grenades, Health Pack, Over Shield, SniperRifle, Active Camouflage, Rocket Launcher, Needler

Notes and Tips: This two-level, circular map provides a lot of cover for intense Slayer and Oddball games. It is a bit small for CTF gamesunless you only have a few minutes to kill.

b

a

Page 151: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[150]

PRIMA’S OFFICIAL STRATEGY GUIDE

Backing yourself into a corner gives youa wide-angle view of the action.

A

b

Page 152: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[151]

DamnationRecommended Number of Players: 4-8

Vehicles Supported: No

Weapons: (Start: Plasma Pistol) Health Pack, Sniper Rifle, Fragmentation Grenades, Plasma Rifle, Over Shield, Plasma Grenades, RocketLauncher, Shotgun, Assault Rifle, Active Camouflage, Pistol

Notes and Tips: This is a fairly large map that lends itself more to large CTF games than all-out fragfests. Unlike other maps, the flags areapproachable from multiple paths, so strategy will play a key role.

b

1a

Page 153: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[152]

PRIMA’S OFFICIAL STRATEGY GUIDE

Going for the Over Shield here leavesyou very vulnerable, as there is no quick escape.

Boarding ActionRecommended Number of Players: 4-16

Vehicles Supported: No

Weapons: (Start: Pistol, Fragmentation Grenades) Needler, Sniper, Over Shield, HealthPack, Shotgun, Assault Rifle, Plasma Rifle, Active Camouflage, Rocket Launcher, PlasmaGrenades

Notes and Tips: This map is comprised of two five-level ships facing one another. Theonly way to infiltrate the other side is through teleports. Both ships are open faced, sothere is relatively no cover to be had. This map facilitates any style a player enjoys, be itsniping or close-quarters combat.

A

b

Page 154: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[153]

Shield yourselffrom enemy firewhile keeping an eyeon your flag by backing yourselfinto one of these structures.

Page 155: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[154]

PRIMA’S OFFICIAL STRATEGY GUIDE

Blood Gulch Recommended Number of Players: 4-16

Vehicles Supported: Yes

Weapons: (Start: Plasma Pistol) Shotgun, Assault Rifle, Health Pack, Fragmentation Grenades, Sniper Rifle, Pistol, Plasma Grenades, OverShield, Rocket Launcher, Active Camouflage

Notes and Tips: This map was created for multiplayer CTF or Rally using vehicles. It doesn't get more fun than this.

This area behind the red base gives youa great vantage point of the whole map.Grab a Sniper Rifle and go to town.

Watch the paintjob.

1

REDBASEBLUE

BASE

A

REDBASEBLUE

BASE

1

b

ROOF: Teleport to bTeleport to bROOF:ROOF: Teleport to ATeleport to AROOF:

Page 156: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

Multiplayer

[155]

Sidewinder Recommended Number of Players: 4-16

Vehicles Supported: Yes

Weapons: (Start: Pistol, Fragmentation Grenades) Health Pack, Assault Rifle, Plasma Rifle, Sniper Rifle, Shotgun, Plasma Grenades, OverShield, Active Camouflage, Rocket Launcher, Needler

Notes and Tips: Besides Blood Gulch, this is the only other map that supports vehicles. Unlike Blood Gulch, however, if you are stuck with-out a ride, you can make it almost all the way to the other base staying inside, beyond the range of the Scorpion's cannon.

Come to Papa.

Af

b

C d

H

i i

g

WART HOGWART HOG

A

H

b

C d

E

E

g

f

Page 157: PRIMA’S OFFICIAL STRATEGY GUIDE - ia600704.us.archive.org

[156]

PRIMA’S OFFICIAL STRATEGY GUIDE

Hang 'Em HighRecommended Number of Players: 4-16

Vehicles Supported: No

Weapons: (Start: Pistol) Shotgun, Needler, Fragmentation Grenades, Assault Rifle, Health Pack,Plasma Grenades, Plasma Rifle, Sniper Rifle

Notes and Tips: If you've got a lot of people and you don't want to use vehicles, this is themap for you. No one is particularly safe, as death can come from all sides in this multileveledarena. There is a lot of cover on the ground, but be careful of snipers, as you are highly visiblefrom the upper levels. However, sniping is not all that easy either due to the lack of adequatecover. basically, the most well-rounded team will emerge victorious here.

You better be fast on the trigger.

E

D

C

A

B

C

B

A

D

E