Million Hooters
Million Pixels - Million Hooters
Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter H » Halo - Strategy Guide (Page 03)

Halo - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Halo - Strategy Guide (Page 03).

+-------------
- CHECKPOINT -
-------------+

Walk forward until the door opens, then stop.  Here starts my favorite music in
the game!  Also, if you had any surviving Marines from before, they should meet
up with you here.  Anyways, you'll see a Covenant Dropship take off, and to the
left, a pair of Grunts.  Move a little bit forward until you can see the top of
a high platform directly in front of you, with a patrolling Major Elite.  Take
out the Grunts with your S2 AM (note that if you fire early enough, before the
Dropship leaves, it may be a single Grunt and a Jackal to the left), and then
the Elite above with two headshots.  A second Grunt (if you killed the Jackal
instead of him earlier) should come running around the left side, so kill him
quickly as well.

Move a little bit further into your room, and a second wave of Covenant should
come pouring in, from the right.  Most likely, your Marines will die here, so
to avoid being overwhelmed, duck back into the passageway you came out of.  Pop
back out and use your S2 AM to one by one take out the Covenant.  Once the
first wave has been destroyed, another will come out.  This second wave will
have Jackals up above, so be careful.  If you run low on rounds for your sniper
rifle, there is some at the base of the platform that the Elite was walking on
earlier.  Once the area has been cleared, make your way further into the bay.

+-------------
- CHECKPOINT -
-------------+

More Covenant should quickly appear, so run back as fast as possible to the
same door/passageway.  Once again, kill them all with your S2 AM, since there
is plenty of ammunition around.  Once they're all dead, run further in to the
bay, and then all the way back to the door.  If you went far enough, you should
have triggered another wave of Covenant, with some of them coming out the door
we've been hiding behind.  Quickly kill the Grunts and Jackal coming out of it,
then repeat with the others that emerged from a different door.

After you have cleared the area, move to the far side of the bay and approach
the door.  Once you get close enough, Cortana will say that she's going to try
and override the door - run back to, you guessed it, the original door.  A few
Grunts should be coming out, so use a grenade to quickly kill them.  Also kill
an Elite that should be lurking around, and after they're all dead, the music
will change tone.  You've heard it a few times before, usually when Hunters
appear.  Well, guess what?  Trade whatever plasma weapon you're using for one
of the Marines' MA5B rifles, then charge in to close range, so that they don't
fire their Fuel Rod Cannons.  Once again, sidestep and unload, sidestep and
unload.  Of course, you can try to back far away and use your S2 AM as well.

As soon as they're dead, Cortana will open the door.  Before moving through,
make sure to pick up the Overshield near the newly-opened door and the Med Kit
near the S2 AM ammunition, if you need it.  Once you're all stocked up, go
through the door.

+-------------
- CHECKPOINT -
-------------+

As soon as your turn right, you'll see a Grunt that is easily taken care of.
Keep on your toes, however, as up ahead are more Grunts and a Major Elite.  Use
grenades to kill these quickly, as they are so effective in narrow corridors
like this one.  Up ahead are more Grunts and two Stealth Elites - and this
time, they're not armed with Plasma Swords that totally defeat the purpose of
being invisible.  You may be able to use your S2 AM to try and take them out,
because the light-amplification makes them slightly visible.  However, I prefer
to simply throw grenades and rush in with my Plasma Rifle.  They're not very
well shielded, so are pretty easy to kill.  Continue on, keeping an eye out
for several Jackals as well.

+-------------
- CHECKPOINT -
-------------+

Sometimes, the Jackals will be going in the same direction as you, and walk
through the door that you're headed towards.  Try to take them out before they
get there, as it makes things slightly easier.  Go through the door, and use a
few grenades to take out several more Jackals, as well as a Major Elite.  For
the latter, it may be easier to run back down and grab a Needler, then switch
back to whatever you were using once he's dead.

Now, run straight ahead about halfway down the landing you're on, then turn
around and run back to the door.  From the left (when looking out the door),
several Covenant, including about two Elites, should run in.  Use the Needler
again if you wish, as the exploding needles may even take out several enemies
at once.  After they're all dead, continue down the left side, but walk down
that way BACKWARDS (facing the door we've been hiding behind).  After just a
little ways, you should see the door flash and hear it opening.  Quickly throw
a few grenades and supplement that with weapons fire to kill the Covenant that
come out.

Walk all the way down the left side now, then slowly approach the door to the
left.  If you're lucky, the Major Elite on the other side will be facing away
from you, making for an easy kill.  Kill the Grunts in the corridor as well,
then go through.

+-------------
- CHECKPOINT -
-------------+

Turn right at the pillar, and there may be several more Grunts, if they didn't
come out earlier.  Further in the distance are a pair of Major Jackals as well,
so use your S2 AM to take them out easily.  Pick up a Needler from one of the
Grunts you killed, then move up to where the two Jackals were.  Turn right,
then immediately unload a full clip of needles into the Elite to quickly kill
him.  Go ahead and switch back to a different weapon if you wish, and if you
are running low on S2 AM ammunition, you can still run all the way back down
to the bottom floor (where you fought the Hunters) for more.

Continue on the path where the Elite was, and the ramp will start to descend
slightly.  Turn the corner and take out a couple of Grunts, then move on, as
the corridor starts to climb again.  At the top, turn right, and you'll see
the door leading to the third floor.

+-------------
- CHECKPOINT -
-------------+

As soon as you go through the door, immediately turn right.  In the distance,
near an opened door, you'll see a Major Elite and two Grunts.  Use your S2 AM
to quickly take out the Elite, then kill the Grunts however you choose.  Walk
down to where they originally were, then turn left.  Now, proceed very, very
cautiously.  Once you get far enough, a group of Covenant will appear to your
front, another from the door that you entered this room from.

You have several options to make this battle easier.  One, you could drop down
to the lower level, then walk all the way back up, so that none are behind you.
Or, what I prefer to do, being too lazy to walk that far, is simply run as fast
as you can back to where you came in.  Throw a few grenades and use your Plasma
weapon to quickly destroy the Grunts and Jackals.  That wasn't so bad, was it?
As soon as they're taken care of, go ahead and take care of the far ones.  Once
again, it's only Grunts and Jackals, so you shouldn't have too much trouble.

Again, walk all the way down to the other end of the landing, and you'll then
reach a door to the right.  You should be expecting this by now: two groups of
Covenant appear, one from behind and one from the door.  I prefer to just use
grenades to clear the Covenant exiting the door, but of course, you can always
jump down to the next level and work your way back up if this is easier for
you.  This wave of Covenant is slightly tougher, as there is a Minor Elite from
behind the door you're trying to go through.  After all the Covenant lay dead,
continue on through the door, turning left at the pillar.

+-------------
- CHECKPOINT -
-------------+

Once you get to the next pillar, turn right - by this point, you should see
quite a few red contacts on your motion tracker.  Ahead of you, you will see
a four-way intersection.  To the left is a dead-end with a Med Kit and S2 AM
ammunition, while straight ahead is a door into the control room.  Taking the
right path and going through the door leads to another passageway, with another
two entrances to the control room.  Stock up on ammunition if necessary, then
enter the control room from the door straight ahead.

You should see several Grunts laying asleep, but I wouldn't recommend trying to
go in to club them.  There is a few Major Elites patrolling on the lower level,
and a Commander Elite (armed with a Plasma Sword) on the raised platform.  If
you entered from the door I told you to, one of the Major Elites, as well as
the Commander, should both be in plain view.  Use two S2 AM rounds to kill the
Major Elite first - the Commander Elite should then charge you.  Quickly reload
your rifle while backing up into the hallway, then pump him full of three S2 AM
rounds to the chest.  From the relative safety of the hallway, try to take out
a Jackal, the other Major Elite, and the Grunts, backing all the way up to the
pillar to make sniping easier.  Several Grunts from another room will also rush
in to help, but are more of a nuisance than anything else.

+-------------
- CHECKPOINT -
-------------+

After all the enemies are dead, restock on ammunition and health if you need
to.  Cortana will tell you that Captain Keyes' signal is strong, so must be
pretty close.  Head towards the door indicated by the navigation marker on your
HUD, go through, then turn left.  As you reach the next left turn, a pair of
Grunts will be right around the corner, so quickly kill him and approach the
right turn.

Peek around the corner, and take out a pair each of Jackals and Grunts.  Move
on once they're dead, turning left at the pillar.  Carefully take the next
right, as a pair of Jackals are patrolling the small intersection ahead.  They
probably won't be able to see you right away, so simply throw a grenade to take
out both of them.  Move past their bodies and turn left, then right at the next
intersection.  Up ahead, you'll see a locked door, while an unlocked one is to
the left.  First go down the right path, however, which descends slightly.

+-------------
- CHECKPOINT -
-------------+

Look around the left corner, and you should see two Jackals walking one behind
the other.  Quickly take them out with your S2 AM, then head down to where they
were.  To the right is an opened door, in which you should be able to see a
Commander Elite wielding a Plasma Sword, as well as more sleeping Grunts.
Don't be fooled, however - there are also a pair of Stealth Elites in there as
well.  Head back where you came from, all the way to that unlocked door I told
you to ignore earlier.

Go through, and you'll see that it's empty.  Move to the control panel and hit
(X) to open the prison doors.  In the far right cell (looking from the panel)
is a Med Kit and S2 AM ammunition, while behind the platform that the console
is on is an Active Camouflage.  Now, before you pick it up, do you remember the
way back to the room with the Commander Elite and Stealth Elites I told you
about?  Okay, pick up the Active Camouflage and haul ass all the way back to
that room.

Before your Active Camouflage wears off, melee attack everyone you can, or
stick a Plasma Grenade on them.  The Stealth Elites can be pretty difficult to
see, but do your best.  Hopefully, you'll be able to take everyone out before
they even know what hit them.  Stock up on grenades and fresh Plasma weapon,
the go up to the console and hit (X) to open the prison doors.

   __________
-=| Cutscene |=-
   ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
     | Captain Keyes admonishes you for coming to rescue him - but despite   |
     | appearances, he is nonetheless very thankful that you did so.  He and |
     | the Marines grab some weapons, and Cortana informs you that she has   |
     | learned that the Covenant seem to think that Halo is a weapon, and    |
     | are trying to figure out how it works.  Of course, we have to stop    |
     | them from doing so, but first we need to get out of here...           |
     |_______________________________________________________________________|


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= Shut Up and Get Behind Me...Sir =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
           _________________________________________________________
       +--| MISSION OBJECTIVE: Return to Shuttle Bay for Extraction |--+
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+-------------
- CHECKPOINT -
-------------+

Immediately after regaining control of the Master Chief, run towards the door
to the prison.  Throw a grenade as the door opens, and firing as well.  Two
Stealth Elites are entering, and even if you don't destroy them, hitting them
reveals where they are, for your Marines to help finish off.  Go through the
door and kill a pair of Jackals as well.

Now, I've already mentioned in this walkthrough that I really like to keep my
Marines alive as long as possible.  Many others simply don't care, and consider
them useless.  Whatever your stance on their effectiveness, it is absolutely
imperative that you don't let your fellow soldiers (in particular, only Keyes,
really) die.  This means that you should always be at the front of every melee,
taking damage to save them from taking it.  Yeah, it sucks, but what're you
gonna do - it's your job.

Turn left after exiting the prison, then quickly take out the Elite with your
S2 AM.  Finish off the Grunts as well, then continue down the corridor.  Turn
right, then left, and take out another Major Elite.  This one is too close to
snipe, so use your Plasma weapon or a grenade.  Continue through the corridor,
taking out several more Grunts and Jackals, then press on towards the control
room from before.

+-------------
- CHECKPOINT -
-------------+

Turn right and move slowly up the ramp to open the door to the control room,
and you will see a pair of Stealth Elites (wielding Plasma Swords) on the lower
level.  Use two S2 AM rounds each, firing where you think their bodies are.
Keep in mind that they hold their swords in their right arms, and that the S2
AM's light-amplification makes them easier to see.  There is a third Stealth
Elite on the lower level as well, but he's usually on the far end of the room,
obscured by a pillar.  When you finally spot him, repeat as you did with the
other two, then immediately run far enough back into the corridor that the
Marines and Keyes are not in the control room.

Cortana will request Foehammer come in for an extraction, but the Covenant are
keeping her from doing so.  We'll have to find our own ride - Captain Keyes
will ask Cortana to locate a ride, and she'll find a Covenant Dropship that is
still docked.  Now, slowly approach the control room, trying to keep the
Marines from rushing ahead of you.

A large swarm of Grunts will have entered the control room, and would have made
short work of your soldiers if you hadn't backed out.  Try to take out as many
of them as you can, before the Marines rush in.  Don't they ever learn that
they should leave the hard work to you?  Anyways, shoot the Grunts before they
can throw any grenades, and your group shouldn't have any casualties.

+-------------
- CHECKPOINT -
-------------+

If you have any Med Kits and ammunition stockpiles you didn't pick up earlier,
go ahead and run all the way back to pick them up, then return to the control
room.  Now, make your way back to the hangar from before, using the navigation
marker on your HUD as a guide.  Go through the door into the hangar, and as
soon as you do so, throw a few grenades, preferably at the nearby Major Elite.
This is the last battle of the level, so there's no longer any need to conserve
your weapons.  Again, don't let the Covenant throw any grenades, as these can
easily take out all of your troops.  Once they're all dead, move to the nearby
console and hit (X) to release the Dropship clamps.

   __________
-=| Cutscene |=-
   ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
     | The Master Chief, Marines, and Keyes board.  Rather then wait for     |
     | Cortana to interface with the controls, Keyes decides to pilot the    |
     | Covenant Dropship himself, quickly pancaking two Hunters that rush in |
     | to attack.  The getaway is then made - now, on to finding Halo's      |
     | control room.                                                         |
     |_______________________________________________________________________|



===============================================================================
= B) Level 4: The Silent Cartographer                                    kw-tsc
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=
= The Silent Cartographer =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+
           _________________________________________________________
       +--| MISSION OBJECTIVE:  Clear the landing beach of hostiles |--+
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

As soon as you regain control of the Master Chief, run straight ahead and throw
a fragmentation grenade at the Grunts in front of you.  As soon as you throw
it, turn left towards some boulders near the rock wall.  Use your MA5B or M6D
to take out the two Grunts taking cover there, then quickly switch your MA5B
for the Needler.  Head in the original direction you were going, unloading a
full clip of needles into the Elite, then on any other Grunts nearby.  Taking
cover behind the next set of barricades (past the stationary energy shield) is
another Major Elite, so use another clip of needles on him.  Your Needler
should be just about out of ammunition, so switch it for the Elite's Plasma
Rifle.

Continue on as fast as you can, trying to stay ahead of the Marines.  As you
pass the large structure to the right, into a darkened area, use a few grenades
to clear out several Jackals, and the finish off two more Major Elites.  Make
sure to focus on one at a time, as they will try to hide behind the boulders
when their shields are down.  With the combined firepower of the Marines behind
you, you shouldn't have much trouble.

+-------------
- CHECKPOINT -
-------------+
            _______________________________________________________
        +--| MISSION OBJECTIVE:  Find the entrance to the map room |--+
            ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Foehammer should then fly in, dropping off a M12 LRV Warthog.  Note that if one
of the Marines in your Warthog is pretty hurt, you can walk over to his spot
hit (X) to make him exit the vehicle.  Then, get in the driver's seat and head
over to where the other Marines are, and another one (hopefully in better
shape) will get in.  Just be careful not to run them over.  Once you're happy
with your crew, head down the beach in the same direction as you were running,
keeping the water to your right, then round the big left curve.

+-------------
- CHECKPOINT -
-------------+

As soon as you've rounded the corner, you should see some Jackals far ahead -
some on the beach, some on a large rock slightly to the left.  I like to aim
for the Jackals on the beach and gun it, trying to run them over while the
passengers support you with weapons fire.  You should be able to get the
Jackals on the beach with one run, although the ones on the rock are harder to
hit, because of the angle.  Also note that there are several Grunts and a pair
of Elites near the steep path as well, although they like to take cover among
the trees.  Simply drive back and forth, letting your Marines do the work.
If the Covenant on the rock are giving you too much trouble and you can't seem
to finish them off, feel free to dismount and go take care of them on foot.
After all the Covenant are dead, make your way up the climbing path that the
two Elites and Grunts were near.

+-------------
- CHECKPOINT -
-------------+

At the top of the hill, you should see some Jackals below you to the front, and
a large structure to the left.  Be warned that the structure is very well
guarded, with at least five Major Elites and one Minor Elite, as well as a
large number of Grunts.  I like to drive straight for the three Elites outside,
on the far side of the structure, then turn just before I get to them.  Time it
right, and your slide should take out all three of them.  As soon as you come
out of the turn (you should be facing where you came from), gun it to get out
of there.  Go just far enough so that your gunner can cover the exits of the
structure, then get out and finish the rest of them with Needlers or Plasma
Grenades.

Once again, feel free to try other strategies, such as sniping from afar with
your M6D pistol.  I just like the more direct approach, because you can catch
the three Elites outside unaware, running them over faster than they can react.
Also, go ahead and take out the Jackals down on the beach if you wish, as there
is an overshield near the barrels down there.  Hopefully, your Marines will not
have taken much damage, if any at all.  Park your Warthog and make your way
into the structure, and Cortana will contact you.

+-------------
- CHECKPOINT -
-------------+
               _________________________________________________
           +--| MISSION OBJECTIVE: Find the Silent Cartographer |--+
               ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Go down the steep ramp to the right, turn left through the door and go down
another steep ramp, then carefully poke your head around the left corner at
the bottom.  Throw a grenade or two down there to take out the Major Elite and
four Grunts.  You may have noticed a Plasma Sword wielding Elite on the other
side of the door down there, which Cortana will tell you to not let them lock.
Unfortunately, it does get locked, so Cortana will contact Captain Keyes, who
is on his own mission.  He requests that you find some way into Halo's control
room, so we'll need to find a way to get this door open.

         _____________________________________________________________
     +--| MISSION OBJECTIVE: Find the main facility security override |--+
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+-------------
- CHECKPOINT -
-------------+

Make your way back up to your Warthog and climb in, then drive down to the
beach.  Continue in the same direction as before, keeping the water to your
right, and passing underneath a small overpass.

+-------------
- CHECKPOINT -
-------------+

After going beneath the underpass and making a slight left, you'll see a small
hill in front of you.  Park at the base of it, then get out and walk up the
hill - at this point, Cortana should inform you that there is a path into the
interior of the island.  Climb up until you can just barely see over the edge,
and you'll spot a Major Elite, about seven Jackals, and some Grunts.  It's a
long distance throw, but you should be pretty good at aiming grenades by now.
First hit the Elite with a Plasma Grenade, then use a few more to take out most
of the Jackals.

There will most likely be a few stragglers, so head back to your Warthog and
start driving back and forth in front of where they were (near another crashed
Warthog), until your Gunner takes care of the rest.

+-------------
- CHECKPOINT -
-------------+

Climb out and pick up any supplies you need from the crashed Warthog, as well
as from the dead Covenant, then head towards the narrow path.  If you'd like,
you CAN drive your Warthog through, by squeezing to the left of the tree in the
middle of the path, with your left wheels on the rock.  To get through, you
have to be driving pretty fast, then turn right just as you get to the gap.
It's not necessary, of course, but either way, be prepared for another Elite
and several Grunts.  The Grunts will be moving from left to right at the top of
the hill, with the Elite following soon after.

After the first group, another group of Grunts and an Elite will be further
ahead, behind some boulders to the left.  Grab a Needler from one of the Grunts
you killed earlier to make getting them much easier.  Once the area is clear,
climb up the hill that the last group of Covenant were on.

+-------------
- CHECKPOINT -
-------------+

At the top of the hill, you'll notice some large red blips on your motion
tracker.  To your right is a large structure, as well as a pair of Hunters.
They should be absolutely no problem at all, however, with your M6D.  Snipe
them if they haven't noticed you, or rush in and sidestep their charge.  As
soon as the Hunters are dead, a group of about five Jackals will come down the
hill opposite of where you entered this area, so use a grenade or two to help
whittle them down, before taking care of the rest.

+-------------
- CHECKPOINT -
-------------+

Littered around where the Hunters were are several crates, and two overshields
right near them.  Also, there is a Med Kit and some ammunition on the grassy
area, near where you came in.  Once you're all stocked up, head on up the hill
that the Jackals came from.  It descends into another area, with an Elite and
a about five Grunts straight ahead in the open, and about three Jackals to the
right.

If you were able to get the Warthog through, this part should be a piece of
cake.  Park at the top of the hill, climb into the Gunner's seat, and use the
M41 LAAG to take out the Grunts in the open, as well as the Jackals that very
stupidly move into view.  Then, drive back down and let your Marines take care
of the Elite.  If you don't have the Warthog, however, use your M6D to take
care of the Grunts first.  Pick up a Plasma Pistol, and use overcharged shots
in combination with your M6D to take care of the Jackals, and then finally,
the Elite.

+-------------
- CHECKPOINT -
-------------+

Continue on the narrow path to the left of the large structure.  As soon as you
turn the corner, you should encounter a large number of Grunts, which you can
take out whatever way you wish.  Make your way around the structure, keeping it
to your right, and you'll see a total of three overshields on the ground!  Go
ahead and pick one up (or, run back to get one of the ones near where the
Hunters were, to keep these ones closer at hand), then enter the structure.

+-------------
- CHECKPOINT -
-------------+

Go down the large ramp, then turn left into the room with all of the crates.
Quickly run to the left into one of the lighted nooks, then use the scope of
the M6D to locate the pair of Hunters in the far end of the room.  You may only
be able to see one at first, but that's ok - if you ran here quickly enough,
you should be able to snipe him without him even knowing you're there.  Repeat
with a single shot to the next Hunter.

+-------------
- CHECKPOINT -
-------------+

Check your overshield - is it still at full strength?  Good, let's move on,
then.   Continue on through the door behind where the Hunters appeared, all
the way to the end.  Cortana says to use the console to shut down the security
system, so hit (X) to do so.  You'll see a short scene of the locked door
opening, with the Plasma Sword-wielding Commander Elite waiting.


=-=-=-=-=-=-=-=-=
= It's Quiet... =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=
               _________________________________________________
           +--| MISSION OBJECTIVE: Find the Silent Cartographer |--+
               ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

The name of the sub-mission says it all; it's TOO quiet, in fact.  Head back
towards the room where you killed the Hunters, and you should hear a distress
signal from a Pelican Dropship, that is losing altitude.

+-------------
- CHECKPOINT -
-------------+

Continue heading back towards the room with the Hunters, but don't enter quite
yet.  I should probably warn you that there are five, count 'em, five Stealth
Elites now present.  It's probably not a good idea to stay in an open room and
take on five Elites of any type, let alone ones you can't see.  So run as fast
as you can through the room and up the ramp; hopefully, the overshield I told
you to pick up before should prevent you from taking too much damage.  You can
also use M9 HP-DE grenades as you run through, to hopefully clear a path.

+-------------
- CHECKPOINT -
-------------+

Once you're outside, go ahead and pick up another overshield.  Cortana will
inform you that Bravo 22, the Pelican we heard earlier, was bringing us heavy
weapons.  Crashed near the cliff across the way, you'll be able to see the
Pelican, and it doesn't look like there's any survivors, unfortunately.  Now,
there are two ways to get down there: you can simply drop down, or you can go
all the way back to the beach and drive around the island to get back to this
point (keep in mind that there are new enemies on the way back, however).

Dropping down is a lot quicker, but whatever you decide, try to take out the
Grunts on the far away cliff first.  Then, once you drop down or drive around
to the Pelican, take out two groups of Jackals, one at each end of the cliff.
You shouldn't have much trouble running them over and letting your Marines
finish off the rest.  Once they're all dead, drive over to the Pelican and
dismount.

There's four Med Kits if you need one, as well as an M19 SSM Rocket Launcher!
Personally, I would recommend keeping your M6D Pistol and trading whatever else
you're using for the rockets.  Once you're done picking up the goodies, get
back in the Warthog and drive down the beach, in either direction, back towards
the structure with the locked door that we just opened.

+-------------
- CHECKPOINT -
-------------+

As soon as you climb the large hill just before the structure, you'll encounter
a trio of Jackals waiting for you at the top.  Now guarding the structure is
yet another pair of Hunters, and these ones are pretty aware, so you may have
a hard time trying to snipe them, what with Fuel Rod Cannons firing at your
head.  Go ahead and try to use your M19 SSM if you wish!  Or, use your Warthog
to run them over/take them out with the M41 LAAG.  I have a thing about saving
ammunition, even though there's plenty of it, so I usually do the latter.
Anyways, once you're ready, head down into the structure - we don't need to
worry about that Commander Elite just yet.

+-------------
- CHECKPOINT -
-------------+

Go down the right ramp as before, down another ramp, and then left through the
opened security door.


=-=-=-=-=-=
= Shafted =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=

+-------------
- CHECKPOINT -
-------------+

That was a quick checkpoint...oh well.  Turn right after having gone through
the security door, and you'll see a short cutscene, in which Master Chief looks
down at the depths of the room.

+-------------
- CHECKPOINT -
-------------+

Once you regain control, you may have noticed some red contacts on your motion
tracker.  Turn around and head back, then take the second left (the first takes
you back to where you entered).  Proceed down this corridor slowly, and then
peek your head round the right corner.  You should see a Major Elite staring
at one of those purple crates (or whatever they are), so go ahead and give him
a whack in the back of the head.  It doesn't make much of a difference, but I
like using the M19 SSM to do this, just for laughs.

Now, keeping in mind that we're soon about to fight a whole bunch of Covenant,
you might be better off switching your M19 SSM for the Elite's Plasma Rifle.
We can always come back here and pick it up again, of course, so don't worry.
Walk partway up the ramp to the right, just enough so that you can see a Grunt
patrolling back and forth.  When he's walking left, run up and club him in the
back of the head, then repeat with a sleeping Grunt in a little nook to the
left.

Now, head back down the ramp, and peek your head around the door near where the
Elite was.  You should see a second Major Elite ahead, partially obscured by a
pillar.  Aim carefully, as this throw is going to really count, then stick him
with a Plasma Grenade.  Now, back up into the narrow corridor, and take out the
Grunts and Jackals as they stupidly come after you.  Use grenades to make the
task even easier.  Alternatively, you could ignore the Elite at first and try
sneaking around like you're Sam Fisher, but I prefer the first route.  Note
that if you go the sneaky route, the Jackals might not come in, as they are
originally behind the door to the left, and only come in when they hear the
fighting.

+-------------
- CHECKPOINT -
-------------+

Go through the door on the left, that the Jackals came out of, and make your
way down the winding ramp.  Don't fall off, please.  Go through the next door,
carefully, as you may have noticed the motion tracker contact.  Take out the
two Jackals in the corridor to the right, then another two Jackals that are
usually found in the middle section of the room.  Finally, whip out your M6D
and take care of the two Hunters, sidestepping their charge before putting a
single bullet into their backs.

+-------------
- CHECKPOINT -
-------------+

You may have noticed some supplies to the right of where you first entered the
room - if you need some, go ahead and grab them.  Otherwise, run back upstairs
and grab your M19 SSM again.  We're going to be doing a lot of this "leap-
frogging": taking a weapon we want to keep, dropping it for something more
useful, then running back to get it again, etc.  Walk back down into the room
with the Hunters, then move to the far end of the middle section.

In the back is another winding ramp, so carefully make your way down, even
though it's pretty short.  Turn left into a wider area, and you'll hear that
the Marines have company; two Covenant Dropships are inbound with a bunch of
reinforcements.  The Marines will try to hold them off as long as possible,
while we continue our search for the map.  Anyways, you'll be on a high ledge,
overlooking a large room.  Head down into it.

+-------------
- CHECKPOINT -
-------------+

I would STRONGLY recommend that you remember the layout of the room - it can
be quite confusing, with all the pillars and such all over the place.  Drop
down from the ramp heading down into the room, though, and look underneath the
ramps.  You should see two doors, one on the left, one on the right.  If you
go through the left door, it leads down a small ramp to an Active Camouflage.
Do not pick it up yet, as you'll need it later; the right door is where we
want to go next.

Go down the winding ramp, then turn left and you'll see a long corridor, with
three patrolling Grunts.  Take them out from long range with your M6D, then
move cautiously down the corridor that they were on.  To both the left and
right are small triangle-shaped holes, in which you can see more Covenant
forces.  Throw a grenade through the left hole to try and whittle their numbers
down, hopefully killing at least the Major Elite.  If you go too far into the
middle of the ledge, you'll be in plain view for them to fire at you.  Anyways,
hop down and move to the left side of the room to finish off any remaining
Grunts.  If you continue down the nearby ramp, there's an overshield, but save
it for later.

Now, exchange your M19 SSM for a Needler and go down the ramp in the far right
corner (if facing the direction that you were when you originally entered the
room).   Don't go around the left corner yet - orient yourself so that you
will be facing down that corridor if you step to the right.  Now, quickly pop
out and unload a full clip of needles, then sidestep left back out of view.
The first clip should take out the first Elite, so sidestep right and unload a
second clip of needles to take out the second.

Head back up to where the overshield was, then pick it up and drop the Needler
for your M19 SSM again.  Head down the corridor where the two Elites were, then
hit (X) to active the Silent Cartographer.

+-------------
- CHECKPOINT -
-------------+
           _________________________________________________________
       +--| MISSION OBJECTIVE: Return to the surface for extraction |--+
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

After you have discovered the location of the control room, Cortana will try
and contact Captain Keyes - apparently, he is unable to be reached, however.
Head back the same way that you came in, past the Elites, and up the ramp.
Cross the room straight across, and you'll head up another ramp.

+-------------
- CHECKPOINT -
-------------+

Some red contacts will appear on your motion tracker, and the music will then
change, so you know you're in for a fight.  Turn right, and you'll see some
type of hologram on a ledge above - partially obscured are two Jackals, so toss
a grenade up there to clear them out.  That ledge is actually where the Active
Camouflage I told you to save earlier is, but we can't jump up that high.  So,
head back to the last room, then climb up onto the long ledge that the Grunts
were on earlier.

Head back up the winding ramp, taking out the lone Major Jackal.  Now, if you
remember from before, the door near the one we're facing led to the Active
Camouflage.  So, head through this one and immediately turn right to run to the
next one.  Of course, you can always stay put and fight, but I find running to
be easier, as the room is literally swarming with Jackals.  Once you've picked
up the Active Camouflage, head back up through the door and to the far side of
the room.  The Jackals actually are quite useful, as they light the way up the
ramp.

Run up the ramp, making sure not to fire your weapon.  Melee attack them if
you get behind them, but for the most part, you just want to run as fast as you
can.  Continue following the winding path around, and you'll come across a
Major Elite accompanied by several Grunts - stick a Plasma Grenade on the back
of the Elite and continue on.  Head up another ramp and then turn right around
a corner to encounter more Jackals.  Your Active Camouflage is probably about
dead by now, so use grenades and weapons fire to take them out.

+-------------
- CHECKPOINT -
-------------+

Continue up the winding ramp, again being careful not to fall of the ledge,
then go to the top of the ramp to find yourself in the room where you fought
the Hunters a while back.  Once again, the room is now filled with enemies.
There are three Major Jackals, a Major Elite, and several Grunts.  There are
various things you can try, but I like to run up from the ramp, then jump left
out of the middle section.  Then, turn left and head to the dead-end, and use
that area for cover.

The three Jackals should arrive first, but you can make short work of them
with your M6D as they come around the corner.  Hell, use your M19 SSM if you
wish, we've been lugging it around all day.  Once the Jackals have been taken
care of, move ahead a little bit until you can see all the way across the room
to the right.  Zoom in with your M6D and take out the Grunts, then make your
way around the room and take out with Elite, with grenades or your rocket
launcher.  Also, those supplies from earlier should still be here as well, if
you need them.

« Previous PageNext Page »