HALO WARS I. INTRO II. CONTROLS III. BIOs and Terrains i. HUMAN ii. COVENANT IV. VEHICLES V. TECH VI. WALKTHROUGH i. STORY VII. MULTIPLAYER VII. SECRETS VIII. COPYRIGHT INFO I. INTRO AND UPDATES Halo wars... Set 20 years before the start of the HALO trilogy and Master Chief was introduced to us. This is the years following the fall and reclaiming of HARVEST, a colony planet of Humans that fell to the Covenant. Expected to be a swift reclaimation, the title introduction to Halo Wars featured by Capt. Cutters personal report log turns it from a swift victory into 5 years of Hell as he classifys the entire planet as just... HELL. Halo Wars is completely different from the traditional halo and you will not be doing any of the first person shooting yourself. You are in control of the armies on the ground. You are their leader, now lead. Alright here is a breakdown of the units system that you will be using. There are 4 things useful to making a successful campaingn. - Leader Bonuses + These can make or break a campaign. Selecting a leader on random can do good but choosing a campaign leader for their stats and how they can perform under the circumstances you need is the best way to go. Each leader, Human or Covenant, does not have the same powers. Though they Are similar there is one basic difference. Covenant powers run based on time used not just single shot or single use per use. So if you use the Prophet of regrets Cleansing beam, it will continuously eat up supplies until you turn it off or you run out. Whearas if you use Capt. Cutters MAC Cannon support system, you will fire, regenerate and fire again. Both sides have effective upgrades to increase the strength of their attacks and for the covenant, make the usefulness vs. consumption ratio more acceptable. - Supplies + Supplies are the mainstay of the game and how you create forces. These Can be gathered three ways. First, collecting them randomly on the ground with support forces. This is a very unreliable way of collecting supplies and should only be used at the beginning of a game where you will need alot to start off with. Next, you build a supply base or warehouse which will continously provide you with supplies throughout the game you are in at a regular interval. Upgrading these facilities will increase their production interval by two times what it was as a basic facility. The last way to aquire supplies in the game is to sell or recycle unneeded men or facilities in which you will lose that item but gain a return on supplies. A good tactic should you have a few high supply items and are in desperate need for supplies. - PowerTechnology + Almost as important as Supplies, if you do not upgrade your technology by building another reactor you will simply lose. Upgrading your technology level may be expensive but if you do not you will not be able to access the higher levels of tech needed to win over your opponent such as Scorpion tanks or Scarabs. - Population caps + Although an annoying part of the game it plays an important part. Caps on populations will limit you in size that you can grow your army but it will also make you maintain your armies well. Each unit you produce to go out and attack on the field will take upward to 6 men to produce. Simple infantry are comprised of only 1 population while as vehicles can be 2, 4 or even 6 men added to your population at one time. You may get from the Field Arsenal an upgrade that raises your population from 30 to 40 but other than that your cap is only what you make it. besides, in a very fast paced game you will rarely need to worry about hitting your cap. Also, spartan troops have their own limit and do not affect your overall troop count. ii. UPDATES 3/6/2009 .01 - Skeletal structure of faq built and first details added + finished controls section - added Secrets, Walkthrough, Technology, Vehicles, Biographies and Intro to the faq. - Faq first created and uploaded to gamefaqs for first time 3/6/2009 .02 - began working on adding information about individual units and technology - added information in the INTRO section about Halo Wars and its background 3/10/2009 .1 - added vehichle info -added alot of stuff for Bios and units - added technologies - added vehicles - started walkthrough 3/21/2009 1.05 -Finished Walkthrough -Added technologies -Added bios -finished human bios -nearly complete Covenant bios -added and finished forerunner and flood II. CONTROLS Unlike the typical Halo scenario this follows more along the lines of Age Of Empires style of control. You are basically a floating entity governing what goes on under you. You can control both USNC and Covenant forces on a variety of maps. A - Select forces, hold down to select multiple forces - When selecting buildings brings up a radial dial of choices to use, up to 8 B - Deselect forces, deselect menu Y - Special attack, move forces, select specific unit X - direct forces, attack, move Start - Brings up menu Select - Brings up objectives for mission, pauses game LS - Move around the map RS - rotates camera with l and r, zoom in with u and d L.shoulder - select all of your units R.shoulder - select all of your units on present screen LT - Hold to fast scroll across terrain RT - Used to scroll through selected units to command single type of unit L3 - Signals Flare, for online play is an easy way to tell your allies where u are planning to attack. Also, if you double tap it will reset your Global center on the map to cursor location. R3 - Centers the cursor on the map. D-pad controls D-pad up - Brings up radial dial for your commanders features. Always has Heal, Dispersement pod, and transport units but also has commander bonus attacks depending on your choice of leader D-pad left - cycle between your bases D-pad right - cycle to the last heard announcement D-pad down - cycle your active armies III. BIOs and TERRAINS Alright in the Biographies section I will tell you about each individual unit and what they can be upgraded to be in the future will all special upgrades. Individual detals about those upgrades can be found in their specific places such as the Marines, to find out how much the RPG upgrade costs find the Barracks and so forth. This is just to tell you about the units and their abilities not the upgrades. ----- i. HUMAN BIOS and COMMANDERS ----- \\\\\ MARINE UNITS Unit - BASIC MARINES Basic info: Marines are your standard mainline infantry for the UNSC. It has some of the best and most destructive upgrades usable in the game. Stats: 1 population to create Tech level requried - 0 Created from - Barracks Required supplies - 100 Upgrades: Upgrade Lv. 1- New Blood. Adds 1 marine to each squad. Upgrade Lv. 2- Upgrades Grenades into RPG launchers Upgrade Lv. 3- Medic. Adds 1 medic to each squad to heal after battle Special Upgrade- Orbital Drop Shock Troopers. Much more advanced marines these marines can be deposited on any location that you control on the map. REQUIRED THAT YOU HAVE LEADER CAPT. CUTTER TO USE THIS UPGRADE. Specials: Grenade attack - Cannot be used against Airborne Vehicles but can be made RPGs which can be. -------------------------------------------- Unit - Flamethrowers Basic info: Flamethrowers are anti-infantry units equiped with high-heat flame bearing liquid can spray down and take out units while stunning them in place for the burning. Stats: 1 population \ Tech level required - 0 Created From - Barracks / Required Supplies - 100 Upgrades: Upgrade Lv. 1- Flashbang. Stuns units aroudn for a short time. Upgrade Lv. 2- Napalm. increases damage and also sets enemies on fire. Upgrade Lv. 3- Oxide. Increases damage again. Specials: Flashbang Attack that can stun enemies for several seconds -------------------------------------------- Unit - Spartans Basic info: Spartans, part of the Spartan II program are here in the game to help you throughout. Spartans come with a varaity of weaponry and are immediately availible to jack into enemy vehicles save Scarab tanks. Stats: 0 pop. limit but limited to 3 spartans in skirmish / Tech lvl req. - 1 Created From - Barracks / Required Supplies - 300 Upgrades: Upgrade Lv. 1- Chain gun. Spartans under your control get chain guns. Upgrade Lv. 2- Neural implant. Increases speed, strength, and abilities Upgrade Lv. 3- Spartan Laser. Gives spartans the spartan laser Special Upgrade - NA Specials: Hijacking vehicles and turning them against oponents. Does add vehicle to your overall population total. -------------------------------------------- Unit - Capt. Cutter (Non- Playable character in game) Basic info: Capt. Cutter is the head commander of the UNSC Spirit of Fire. He runs his ship well and is the only one you cannot play directly in either Skirmish or Campaign modes. His powers are the largely known MAC cannon and an ability to use the OSDT trooper soldiers, the best marines in the game, well... aside from Spartans. Special Abilities: MAC Cannon: Up to four shots fully upgraded, shoots single high speed bullet down on a specific target. OSDT drop capsules: Up to 10 at a time, must have Marines fully upgraded with Capt. Cutter as your commander. Station upgrade- all new bases you found automatically start station level, that is with the first upgrade of 2 more building platforms and turrets. Special Units: OSDT Marines Elephant mini Base - Specifically a mobile base that can create troops on the map for you. -------------------------------------------- Unit - Sgt. Forge (Only playable in campaign mode) Basic info: Sgt. Forge is a highly regarded Sergeant aboard the Sprits crew, with about as much respect as a pile of rocks. Through many conflicts he has managed to pick up his share of battle scars but he continues to carry on his left shoulder the Ace of Spades strapped to his armor. Playable abilities: In campaign mode when using him he is either starting out in a Gauss Warthog or you can have him on foot and he uses a multi shot shotgun ability. Leader Abilities: Carpet Bombing- calls in the cavalry and with fully upgraded, provides 24 charges in a straight line that will decimate an enemy line. Supply upgrade - All supply stations automatically upgraded to heavy level. Leader Units: Grizzly tank - Upgraded version of the Scorpion, features 2 canister launcher on front and can take quite a beating. Cyclops Exosuit - A building destroy or repair robot that can be very useful on base assaults. -------------------------------------------- Unit - Prof. Anders (Only playable in campaign mode) Basic info: Anders is one of the smartest people under your command, she has an IQ of 180 and a profound hate for the ships construct, Serina who was made by her previous instructor. She has a few playable aspects but is largely useless in combat. Playable abilities: In campaign mode, she does have the ability to repair vehicles and buildings. Leader Abilities: Cryo Bomb - drops a large bomb on the field that freezes area and damages air units. Damage and range increase with levels. Research time- Research time and build time for buildings is halved. Leader Units: Gremlin- The gremlin is a laser craft that is support mainly. Though it does have an EMP generator that comes in handy with powered units, it is useless against flood units. Hawk- This uber version of the Hornet has lasers attached to it instead of gattling cannons and missles. -------------------------------------------- NON PLAYABLE UNIT - Serina Basic info: Ships AI, based on creator Hailey Long. She was made to go with the Spirit of Fire and has the computing power to run 12 ships of similar size. She controls most of the ship at all times and is a big help on the field usually giving you intel on enemy movements and formations around the known battle field. She has a theoretical craving for chocolate and is hated gravely by Professor Anders. ----- ii. COVENANT BIOs and COMMANDERS ----- Unit - Grunts Basic info: Grunts are basically the backbone of the Covenant forces being the most annoying creatures in the world. But they explode real well. Only being able to breathe methane, wherever the covenant goes they must bring massive methane tanks and harvisters with them to feed the grunts. Stats: 1 population / Tech. Lvl req. 0 Created from - HALL / Cost - 100 supplies Upgrades: Upgrade lvl. 1- Peons This gives you control of 5 grunts per squad. Upgrade lvl. 2- Needler. Gives grunts needler rifles Upgrade lvl. 3- Deacon. Gives grunt squads new grunt to encourage them and increases attack ability. Special attack- Plasma grenade throw -------------------------------------------- Unit - Jackals Basic info: Jackals unlike grunts are slightly intelligent. Being able to use slightly more advanced weaponry they make excellent counter-infantry units even being able to be equiped with sniper gear. Stats: 1 population / Tech lvl. req. 0 Created from - HALL / Cost- 100 supplies Upgrades: Upgrade lvl. 1- defense gauntlet. Gives Jackles crude shield to help defend from attacks. Does break with damage gained. Upgrade lvl. 2- Beam rifle. Gives Jackles beam rifles to shoot deal extra damage to enemies. Upgrade lvl. 3- Supreme gauntlet. Increases strength of shield gauntlet so it will not break from duress. Special attack- -------------------------------------------- Unit - Hunters Basic info: Hunters are just anti anything. They are the strongest units on foot availible to the covenant able to hold their own against a scorpion tank with sufficient number of squads. They work specifically well on vehicles with fully upgraded weapons. Stats: 1 population / Tech lvl. req. 1 Created from - HALL / Cost - 250 supplies Upgrades: Upgrade lvl. 1- bonded shield. Gives extra protection with signature Hunger Shield on arm. Upgrade lvl. 2- Spirit bond. When both hunters in a pair are alive their power is magnified Upgrade lvl. 3- Assault beam. Gives Hunters the iconic Assault beam that can damage just about anything in its path. Special attack- N/A -------------------------------------------- ----- SPECIAL UNITS ----- Unit - Suicide Grunts (Special unit) Basic info: Grunts... except stupider. Must have Arbiter as leader to use them in battle. Stats: 1 population / Tech lvl. req. 1 Created from - CITIDEL / Cost - 160 supplies Upgrades: Upgrade lvl. 1- Zeal. Adds speed to running when going suicide Upgrade lvl. 2- Defile. Exploding grunts throw burning chemicals across enemy causing extra damage. Special attack- Suicide explosion. Grunts run at opponent and detonate them. -------------------------------------------- Unit - Elite Honor Guard (Special Unit) Basic info: Sanghelli forces commanded by the Prophet of Truth himself. They are specially trained and can cloak to sneak behind enemy lines. Must command Prophet as your leader to use in skirmish mode. Stats: Upgrades: Upgrade lvl. 1- Upgrade lvl. 2- Upgrade lvl. 3- Special attack- -------------------------------------------- Unit - Brutes (Only when Brute Chieftan is leader) Basic info: Stats: Upgrades: Upgrade lvl. 1- Upgrade lvl. 2- Upgrade lvl. 3- Special attack- -------------------------------------------- LEADER UNIT - Prophet of Regret (Only playble in Skirmish Mode) Basic info: The Prophet of Regret is one of the three leading bodies in the Covenant, making all laws and decisions therwith. They are not only the only military leaders they are also spiritual and devinely "gifted" with their own talents. Regret is only appearing in Halo Wars and makes no mention of Truth or Justic but we must only assume they are in High Charity which does make a brief appearance in the cut scenes. Leader Ability: Cleansing Beam While Regret is your only unit, press the Y button to activate his cleansing beam and use the control sticks to navigate it around the map. This does huge ammounts of damage to units and buildings when fully upgraded but also costs massive ammounts of supplies to keep the beam running more than a few seconds. Fully upgraded, this beam can run through 1000 supplies in almost 15 seconds. Upgrade lvl 1: Regret's Sentence - Medium strength beam that does more damage Upgrade lvl 2: Regret's Doom - Larger beam that does more damage Upgrade lvl 3: Regret's Condemnation - Increases damage of beam further Personal defences: Regret comes equipped with his own personal body shield and defenders which can be upgraded to shoot fuel rod cannons along with his own lasers. Upgrade lvl 1: Blessed Immolation - Upgrades to fuel rod cannons instead of lasers Upgrade lvl 2: Ancestral Perversion - Gives second fuel rod cannon defender Upgrade lvl 3: Divine Absolution - Upgrades chair so Prophet is now considered and arial unit. Leader Units: Elite Honor Guard: Strong, swift, and unseen, Regret's own personal bodyguards are the best of the Sanghelli race which have been trained to fight for Regret himself. They sport enhanced abilities and can move in single man units to strike in the heart of the enemies compound without being seen. Leader specials: None -------------------------------------------- LEADER UNIT - Brute Cheiftan (Only playable in skirmish Mode) Basic info: The leader of the Jiralhanae forces in the Covenant the brute cheiftan is one of the strongest forces in the game, able to use a massive vortex created from his gravity hammer to destroy any unit and render them incapaable of fighting back. He is a formidable foe and should be taken out quickly and carefully. Leader Ability: Vortex The vortex ability creates a large basically controlled tornado that removes units from the ground and imobilizes them creating constant damage on the them unitl destroyed. This can be upgraded for massive ammounts of damage but costs extreme ammounts of supplies to keep operating for more than 10 seconds. Upgrade lvl 1: Tsunami. Increases damage and Area of Effect Upgrade lvl 2: Hurricane. Further increases damage and Area of Effect Upgrade lvl 3: Singularity. Max damage and large Area of Effect Leader Units: Brutes: His tribesman, they follow him everywhere he goes comprising of his own personal army that rivals the force of the Sanghelli. Brute Choppers: Specific choppers created by the brutes that utilize tech that is more similar to human for weaponry and Covenant based for movement. These choppers are more dangerous and more powerful than Warthogs and Ghosts. Leader specials: Gravity Hammer: The Brute Cheiftan carries with him a gravity hammer that he can use in battle and has the ability to stun his opponents on strike. Upgrade lvl 1: Inheritance. Gives passive stun ability to hammer strike Upgrade lvl 2: Birthright. Cheiftan can pull enemies to him and fight them Upgrade lvl 3: Destiny. Adds Area effect to stun ability for Gravity Hammer -------------------------------------------- LEADER UNIT - The Aribiter (Only playable in skirmish Mode) Basic info: The Arbiter is a military leader for the Covenant, and of Sanghelli decent. He is donned a silver uniform and wields dual beam swords in this version of his incarnation. He commands the might of the forces of the Covenant and is responsible for the protection and orders of the Prophets to be carried out. Leader Ability: Rage Rage you control the arbiter himself using the controlsticks to move and use his abilities to attack and damage buildings, personell, and other things that are in your way. Upgrade lvl 1: Defiant Rage. Health is given for every kill in rage mode Upgrade lvl 2: Spiteful Rage. costs less to maintain rage mode Upgrade lvl 3: Blinding Rage. Damage is increased and AOE is given for units near the Arbiter while in rage mode. Leader Units: Suicide Grunts Moronic units which are stupider than their basic counterparts, suicide grunts are fitted with larger methane tanks full of plasma that they detonate while running toward an intended target to kill. Upgrade lvl 1: Zeal. Increases running speed during suicide mode Upgrade lvl 2: Defile. Gives a chemical splash of burning chemicals on blowing up that damages enemies further. Leader specials: Combat swords The arbiter has the ability to wield two beam swords at once making him a much more formidable foe than standard elites. He has the ability to use these in ways that can turn the tide of battle in an instant. Upgrade lvl 1: Fiendish Return. Increases armor to reflect damage back to attacking enemies. Upgrade lvl 2: Vicious Blades. Adds damage and increases damage reflectedd Upgrade lvl 3: Ghastly vision. Engages a permenant cloak and maximizes reflect ability. -------------------------------------------- iii. THE FLOOD The flood are all non playable characters but they all have unique properties and even additions to previously thought, final incarnations of the flood infantry. This is a list of all Flood troops and spores that you will encounter during your time fighting the covenant. Infectious Form Infected Marine Flood Den Flood Spawn Flood Bomber Flood Colony Flood Launchers Flood Beast Form Flood Spore Cloud Flood Tentacle Boss Flood colony iv. FORERUNNER UNITS Sentinel Stats: 1 population / Tech lvl. req. 1 Created from - Sentiel Factory / Cost - 100 supplies Info: Air superiority unit used by the Forerunner to construct the Halo rings and the sheild worlds for them. Advanced programming allows them to perform any and all functions which would be required to do any task known to the Forerunners. ----------------------------- Super Sentinel Stats: 2 population / Tech lvl. req. 2 Created from - Sentinel Factory / Cost - 250 supplies Info: A support vehicle, which attacks in support with other units imobilizing enemies and forcing them to stop fighting with stun weaponry. ----------------------------- Offensive Protector Stats: 1 population / Tech lvl. req. 1 Created from - Protector dispenser / Cost - 100 supplies Info: Task onto a single unit of your allies and they will get the protector to follow them around and arm them with a beam laser. ----------------------------- Healing Protector Stats: 1 population / Tech lvl. req. 1 Created from - Protector dispenser / Cost - 100 supplies Info: Task onto a single unit of your allies and tehy will get the protector to follow them around and heal them outside of battle. ----------------------------- Defensive Protector Stats: 1 population / Tech lvl. req. 1 Created from - Protector dispenser / Cost - 100 supplies Info: Task onto a single unit of your allies and they will get the protector to follow them around and produce a shield to protect them. ----------------------------- v. RANDOM ENCOUNTERS Throughout the game you will have random encounters with other units that are not directly affiliated with your command or your enemies. Either for or against you or your opponent they will be waiting on the field for someone to come by... Rebels - these will interfere with you on skirmish maps only, and they will be holding other bases that you can take and use for your own will. =============================================================================== ------- IV. VEHICLES ---------- i. HUMAN VEHICLES Warthog Scorpion Cyclops (special) Grizzly (special) Cobra Wolverine Elephant (special) Gremlin (Special) Hornet Hawk (special) Vulture ii. COVENANT VEHICLES Ghost Brute Chopper (special) Wraith Locust Scarab Engineer Banshee Vampire XXXXXXXXXXXXXXXXXXXXXXXXXXX V. TECHNOLOGY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX {{{{{ i. HUMAN TECHNOLOGY }}}}} Firebase/Prebase Stats: Base cost - 300 supplies & 1 base site Gain - 3 building stations Upgrade Lvl 1 - Station. 400 Supplies Gain - 2 more building stations Gain - 4 Turret pads Upgrade Lvl 2 - Fortress. 500 Supplies Gain - 2 more bulding stations (total of 7) Units Warthogs - 150 supplies & lvl 0 technology Gain - 1 warthog Elephants - 400 supplies, 2 population & lvl 0 technology Gain - 1 Elephant (only when Capt. Cutter is commanding) Gremlin - 300 supplies & lvl 0 technology Gain - 1 Gremlin (only when Prof. Anders is commanding) Upgrades Base upgrades (explained above) Warthog Upgrade 1 - Gunner. 300 supplies & lvl 1 technology Gain - All warthogs have gunners on back Warthog Upgrade 2 - Grenadier. 500 supplies & lvl 2 technology Gain - All warthogs have grenade marines riding shotgun Warthog Upgrade 3 - Gauss Warthog. 800 Supplies & lvl 3 technology Gain - All chain guns on warthogs are now Gauss rifles Elephant Upgrade 1 - Twin engines. 250 supplies & lvl 1 technology Gain - Elephants move twice as fast (only when availible) Elephant Upgrade 2 - Turrets. 600 supplies & lvl 2 technology Gain - Elephants get extra turrets to defend with (only when availible) Elephant Upgrade 3 - Ceramic Armor. 800 supplies & lvl 3 technology Gain - Elephants get extra health and take less damage (only when availible) Gremlin Upgrade 1 - Focus lense. 250 supplies & lvl 1 technology Gain - Extra damage and range for lasers. (only when availible) Gremlin Upgrade 2 - Gain - (only when availible) Gremlin Upgrade 3 - Gain - (only when availible) Other Base options Lock the base - Locks the base so you can create units but all units are held in base until you unlock it. Good for making a mass force and releasing it all at once when you need it. Unlock the base - releases all garrisoned troops Set Spawn point - lets you set the spawn point for that bases forces to gather at on the map. overridden by global gathering point INFO: Stations are your lifeline in the game. Without them you will surely die because this is where all of your other things spawn from. Infantry, tanks and ships all come from here. All you need to do is have one of your scouts near an open base pad and you can have one built. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Turrets Stats: Base Cost - 250 supplies & 1 turret pad Gain - 1 turret Upgrade A - Flame turret Gain - Increase damage vs. Infantry Upgrade B - Rail Gun Gain - Increase damage vs. Vehicles Upgrade C - Missle Pods Gain - Increase damage vs. Aerial INFO: Turrets are what can save you in a game. What you have and how you upgrade the four turrets around each base can make or break an invasion plan or your survival. You can only upgrade each turret once but also you can go to the field Armory and have your turrets upgraded for increased damage and health through research. I list this with the Field Armory because it is more relevant for the powers it is given. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Supply Pad Base Cost - 100 supplies and 1 building pad (or 225 if you are playing as Sgt. Forge in skirmish. Upgrades straight to heavy.) Gain - +10 supplies every 2 seconds Upgrade Lvl 1 - Heavy Supply pad. 225 Supplies Gain - doubles supplies given Send Supplies - In skirmish & co-op mode you can send supplies to your allies with this command. INFO: Supply pads are the most critical of base building. you cannot rely on supplies all spread out around the map, so having a steady stream of supplies going into your reserve is crutial. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Barracks Base Cost - 100 supplies & 1 building pad Gain - 1 Barracks \\Forces Marines - 100 supplies & lvl 0 technology Gain - 1 squad of marines Flamethrowers - 100 supplies & lvl 0 technology Gain - 1 squad of Flamethrowers Spartans - 300 supplies & lvl 1 technology Gain - 1 Spartan Elite UPGRADES Upgrade Marines 1 - New Blood. 200 supplies & lvl 1 technology Gain - 1 more marine in every squad Upgrade Marines 2 - RPG. 400 supplies & lvl 2 technology Gain - All Marines get RPG launchers instead of grenades Upgrade Marines 3 - Medic. 800 supplies & lvl 3 technology Gain - 1 medic in each squad Upgrade Marines 4 - OSDTs (only if Capt. Cutter is in command) 1800 supplies & lvl 4 technology Gain - OSDT Marines replace normal marines and added ability to send them down from Spirit of Fire from orbit. ............................................................... Upgrade Flamethrowers 1 - Flashbang. 200 supplies & lvl 1 technology Gain - Special attack that stuns opponents Upgrade Flamethrowers 2 - Napalm adherant. 500 supplies & lvl 2 technology Gain - Upgraded damage and lasting damage Upgrade Flamethrowers 3 - Oxide. 700 supplies & lvl 3 technology Gain - further upgraded damage and lasting damage ............................................................... Upgrade Spartan 1 - Chain Gun. 300 supplies & lvl 2 technology Gain - spartans get chain guns Upgrade Spartan 2 - Neural implant. 600 supplies & lvl 3 technology Gain - Spartan Hi-jacking abilities increased Upgrade Spartan 3 - Spartan Laser. 1000 supplies & lvl 4 technology Gain - Spartans get Spartan Lasers +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Reactor Base Cost - 250 supplies (+250 for each other reactor built) Gain - 1 technology level Upgrade - 1200 supplies Gain - 1 technology level (total of 2 for the plant) INFO: This is critical for you to have upgraded troops on the field. If you do increase your technology then the level of your troops will be quickly outmatched by the opponent. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Vehicle Depot Base Cost - 150 Supplies, Tech lvl 2, & 1 building pad Gain - 1 vehicle depot Units Scorpion Tank - 500 supplies, 3 population & lvl 2 technology Gain - 1 scorpion tank Cobra - 350 supplies, 2 population & lvl 3 technology gain - 1 cobra assault vehicle Wolverine - 300 supplies & lvl 3 technology Gain - 1 Wolverine Anti Air vehicle Grizzly Tank - 500 supplies & lvl 4 technology Gain - 1 Grizzly tank (Only when Sgt. Forge in command and upgrade maxed) -------------------------------------------- Scorpion upgrade 1 - Canister. 400 supplies & lvl 3 technology Gain - Canister launch special attack, shoots cansiter that explodes at foe. Scorpion upgrade 2 - Power turn. 900 supplies & lvl 4 technology Gain - increased rotation and power of Scorpion turret Scorpion upgrade 3 - Grizzly tank. 1800 supplies, lvl 4 tech, & Sgt. Forge Gain - When Sgt. Forge is in command you have the ability to create the Grizzly tank, which is a beefed up verison of the Scorpion tank. -------------------------------------------- Cobra Upgrade 1 - Deflection plating. 400 supplies & lvl 3 technology Gain - improved defenses while in deploy mode Cobra Upgrade 2 - Piercing Shot. 900 supplies & lvl 4 technology Gain - Improved attack while deployed -------------------------------------------- Wolverine Upgrade 1 - Volley. 400 Supplies & lvl 3 technology Gain - Ability to fire multiple rockets on target Wolverine Upgrade 2 - Dual Launchers. 900 supplies & lvl 3 technology Gain - Twice the number of shots launched than normal +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Air Pad Base Cost - 150 Supplies, Tech lvl 2 & 1 building pad Gain - 1 Air PAd Units -------------------------------------------- Hornet - 200 Supplies, 2 population & lvl 2 Technology Gain - 1 Hornet aircraft Vulture - 600 Supplies, 6 population & lvl 3 Technology Gain - 1 Vulture aircraft Upgrades -------------------------------------------- Hornet Upgrade 1 - Wingmen. Hornet Upgrade 2 - Chaff Pod. Hornet Upgrade 3 - Hawk. 1800 supplied lvl 4 technology Gain - Upgrades all Hornets on field to Hawks but only if commander is Prof. Anders. -------------------------------------------- Vulture Upgrade - Mega Barrage Gain - Adds special attack that launches numerous high impact misslies at the target opponent or building. Does massive ammount of damage. -------------------------------------------- Field Armory UNSC SPIRIT OF FIRE serial CFV-88 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ii. COVENANT TECHNOLOGY CITADEL Stats: Base cost - 500 supplies & 1 base site Gain - 3 building stations Upgrade Lvl 1 - Keep. 300 Supplies Gain - 2 more building stations Gain - 4 Turret pads Upgrade Lvl 2 - Citadel. 400 Supplies Gain - 2 more bulding stations (total of 7) Units Scarab tank - 3000 supplies, 20 population & lvl 3 technology Gain - Scarab Elite Honor Guard - 125 supplies, 1 popluation & lvl 1 technology Gain - 1 Elite Honor Guard (only when Regret is leader) Brute - 125 supplies, 1 population & lvl 1 technology Gain - 1 brute solider Suicide Grunts - 160 supplies, 1 population & lvl 1 technology Gain - 1 moron, i mean 1 Suicide grunt Upgrades Base upgrades (explained above) Elite Honor Guard Upgrades Upgrade lvl 1 - Cloak. 250 supplies & lvl 2 technology Gain - your Elites now can cloak themselves and attack enemies from behind Upgrade lvl 2 - Personal Shield Gain - Brute Upgrades Upgrade lvl 1 - Jump pack. Gain - gives brutes the ability to jump across impassable terrain. Upgrade lvl 2 - Electric shot. Gain - Brutes can use stun now SUICIDE GRUNT UPGRADES Upgrade lvl 1 - Zeal. Gain - increased speed in suicide mode Upgrade lvl 2 - Defile. Gain - expoding methane tank for extra damage Other Base options Lock the base - Locks the base so you can create units but all units are held in base until you unlock it. Good for making a mass force and releasing it all at once when you need it. Unlock the base - releases all garrisoned troops Set Spawn point - lets you set the spawn point for that bases forces to gather at on the map. overridden by global gathering point INFO: Citidels are your lifeline in the game. Without them you will surely die because this is where all of your other things spawn from. Infantry, tanks and ships all come from here. All you need to do is have one of your scouts near an open base pad and you can have one built. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Turrets Stats: Base Cost - 250 supplies & 1 turret pad Gain - 1 turret Upgrade A - Plasma turret Gain - Increase damage vs. Infantry Upgrade B - Rail Gun Gain - Increase damage vs. Vehicles Upgrade C - Missle Pods Gain - Increase damage vs. Aerial INFO: Turrets are what can save you in a game. What you have and how you upgrade the four turrets around each base can make or break an invasion plan or your survival. You can only upgrade each turret once but also you can go to the Temple and have your turrets upgraded for increased damage and health through research. I list this with the Temple because it is more relevant for the powers it is given. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Warehouse Base Cost - 100 supplies and 1 building pad (or 225 if you are playing as Sgt. Forge in skirmish. Upgrades straight to heavy.) Gain - +10 supplies every 2 seconds Upgrade Lvl 1 - Blessed Warehouse. 225 Supplies Gain - doubles supplies given Send Supplies - In skirmish & co-op mode you can send supplies to your allies with this command by left clicking on an allies Warehouse to request supplies from them.. INFO: Warehouses are the most critical of base building. you cannot rely on supplies all spread out around the map, so having a steady stream of supplies going into your reserve is crutial. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Temple Base Cost - 500 supplies and 1 building pad Gain - 1 technology level, 1 temple, and 1 Leader unit TECHNOLGY UPGRADES Shield of the Forerunners - 500 supplies & lvl 2 technology Gain - All shields are stronger and recharge faster Followers - 800 supplies & lvl 3 technology Gain - +10 to your total population raising it to 50 Covenant soldiers Medium turret upgrade - 500 supplies & lvl 1 technology Gain - Upgrades turret damage and range Large Turret Upgrade - 800 supplies & lvl 2 technology Gain - Max turret damage and range Age of Doubt - 1000 Supplies Gain - 1 technology level. Upgrading this from the temple or taking a reactor on the field is the only way to increase technology for the Covenant Age of Reclaimation - 2000 Supplies & Age of Doubt Gain - 1 technology level. (total of 3 tech now) ============== LEADER UPGRADES ================= The Prophet of Regret Leader power: Cleansing beam Upgrade lvl 1: Regret's Sentence. 300 supplies & lvl 1 technology Gain - Medium strength beam that does more damage Upgrade lvl 2: Regret's Doom. 500 supplies & lvl 2 technology Gain - Larger beam that does more damage Upgrade lvl 3: Regret's Condemnation. 700 supplies & lvl 3 technology Gain - Increases damage of beam further Combat Upgrades Upgrade lvl 1: Blessed Immolation. 400 supplies & lvl 1 technology Gain - upgrades defensive pod to fuel rod cannon Upgrade lvl 2: Ancestral Perversion. 600 supplies & lvl 2 technology Gain - adds secondary defensive turret to Regret Upgrade lvl 3: Devine Absolution. 900 supplies & lvl 3 technology Gain - Gives Regret full status to fly and classified as arial unit. -------------------------------------------- Brute Chieftan Leader power: Vortex Combat Upgrades -------------------------------------------- The Arbiter Leader power: Rage Combat Upgrades +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Hall Base Cost - 150 Supplies & 1 building pad Gain - 1 Hall (trains infantry) // Forces Grunts - 100 supplies & 1 populiation Gain - 1 squad of grunts Jackles - 100 supplies & 1 population Gain - 1 squad of jackles Hunters - 250 supplies, 2 population & lvl 1 technology Gain - 1 pair of Hunters // Upgrades Grunt upgrade lvl 1 - Peon. 200 supplies & lvl 1 technology Gain - 1 more grunt per squad increasing attack power Grunt upgrade lvl 2 - Neelder. 400 supplies & lvl 2 technology Gain - Grunts get needlers Grunt upgrade lvl 3 - Deacon. 700 supplies & lvl 3 technology Gain - Grunts get additional unit that increases attack Jackle upgrade 1 - Defensive Gauntlet. 200 supplies & lvl 1 technology Gain - Jackles get sheilds to use, break under stress Jackle upgrade 2 - Beam rifles. 400 supplies & lvl 2 technology Gain - Jackles get beam rifles, increased damage vs. infantry Jackle upgrade 3 - Superior Gauntlets. 700 supplies & lvl 3 technology Gain - Jackles get shields that dont break Hunter upgrade 1 - Bonded Shields. 200 supplies & lvl 1 technology Gain - Hunters get sheild to increase defense Hunger upgrade 2 - Spirit Bond. 400 supplies & lvl 2 technology Gain - Hunters get massive attack increase while both are alive Hunter upgrade 3 - Annihilation beam. 700 supplies & lvl 3 technology Gain - Hunters get improved cannon better for assaulting with +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Factory Base cost - 150 supplies& 1 building platform // Units Ghost - 100 supplies & 1 population Gain - 1 ghost scout Wraith - 350, 3 population, & lvl 1 technology Gain - 1 Wraith Tank Locust - 300 supplies, 3 population & lvl 2 technology Gain - 1 locust building killer // Upgrades Ghost upgrade 1 - Boosted Ram. 200 supplies & lvl 1 technology Gain - increased ram attack damage Ghost upgrade 2 - Straff. 400 supplies & lvl 2 technology Gain - ability to dodge rockets and beams effectively Ghost upgrade 3 - Scout sheild. 700 supplies & lvl 3 technology Gain - Ghosts have shields now Wraith Upgrade 1 - Heavy shield. 200 supplies * lvl 1 technology Gain - Wraiths now have shields Wraith Upgrade 2 - Scorch. 400 supplies & lvl 2 technology Gain - Now scorches area around blast site for extra damage Wraith Upgrade 3 - Plasma Modulator. 700 supplies * lvl 3 technology Gain - greatly increases damage done by plasma turret and plasma mortar Locust Upgrade 1 - Overdrive ability. 400 supplies & lvl 2 technology Gain - taps shield for extra damage in beam shot Locust Upgrade 2 - Shield amplifier. 800 supplies & lvl 3 technology Gain - increases regen. rate for sheilds +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Summit Base cost - 150 supplies & 1 building platform // Units Engineer - 250 supplies & 1 population Gain - 1 engineer (healing unit) Banshee - 200 supplies, 2 population & 1 technology Gain - 1 banshee air unit Vampire - 250 supplies, 2 population & 2 technology Gain - 1 anti air Vulture unit // Upgrades Engineer upgrade 1 - State of grace. 250 supplies & lvl 1 technology Gain - Increased rate of repair Engineer upgrade 2 - Harmonious Digestion. 700 supplies & lvl 2 technology Gain - engineers have increased movement Banshee upgrade 1 - Boost. 200 supplies & lvl 1 technology Gain - faster banshee movement around map Banshee upgrade 2 - Repeating Cannon. 400 supplies & lvl 2 technology Gain - faster repeating cannons for more damage Banshee upgrade 3 - Sacrifice. 700 supplies & lvl 3 technology Gain - When banshee is destroyed will attempt to crash banshee into ground target to damage it. Vulture upgrade 1 - Stasis Drain. 400 supplies & lvl 2 technology Gain - Beam that drains target to heal vampire Vulture upgrade 2 - Stasis Bomb. 700 supplies & lvl 3 technology Gain - When draining opponent when life is gone explodes the target causing area damage +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Shield Generators Base cost - 500 supplies & 1 buliding platform Gain - 1 shield generator Info - shield generators can be built in sequence to supplement the power of each other. In other words the more you build the stronger your sheild so technically you can have 30+ units locked down in a temple with 7 shield generators on it and stay there almost indefinately until you have to let out. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Gravity lift info - you dont actually build this yourself, it comes with the keep you build but it does give you unique abilities. Leader Recall - 200 supplies. Recalls leader to that base. Send re-enforcements Task units on the gravity lift and they will be sent to your leader as reenforcements. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ iii. Special Techs In game on certain maps you may encounter units and technologies that you may commendeer and use yourself. These are what I have found so far. Sniper towers Throughout all the skirmish missions and regular missions there will be sniper towers that can be garrisoned. These provide increased visibility, defense, and attack power for units garrisoned there. They are heavily amplified by the type of unit you put there toward specific units. Such as a spartan laser or spartan with a rocket launcher vs. airborne units and vehicles and Marines vs. grunts. Damage is increased significantly and damage recieved reduced by alot. -------------------------------------------- Energy barriers only in 3 skirmish maps will you find these. They have a garrisonable sniper tower that once garrisoned, cannot be passed by any forces. Wall comes down when troops destroyed or ungarrisoned. Good for channeling forces or blocking off yoru base from attacks. -------------------------------------------- Fire Cannons Large cannons you can garrison after taking out forces and use to assault from extremely long range. Good for backing up troops in a hurry and your leader power is exhausted. Costs 100 supplies per shot. -------------------------------------------- Forerunner supply posts Garrisonable supply posts you can garrison and gain supplies from at the rate of a heavy supply pad or Blessed Warehouse -------------------------------------------- Forerunner Reactor & ONI Reactors Gives 1 technology level while garrisoned -------------------------------------------- Forerunner Healing Rod Only makes one appearance, but gathering your troops around it automatically creates a healing field that heals anything and everything in range. ------------------------------------------------- Forerunner Troop dispensers Forerunner Protector dispenser + will produce three types of protectors for you. Offensive, defensive, and healing to aid you in and out of battle. Offensive Protector - 100 supplies & 30 seconds Gain - 1 Offensive Protector aids 1 unit by providing additional firepower Healing Protector - 100 supplies & 30 seconds Gain - 1 healing protector aids 1 unit by providing healing after battle Defensive Protector - 100 supplies & 30 seconds Gain - 1 Defensive protector aids 1 unit by providing a personal shield in battle -------------------------------------------- Sentinel Factory + will produce Sentinels and Super sentinels for you to use in battle. Sentinel - 100 supplies, 1 population, & 1 technology Gain - 1 Sentinel Super Sentinel - 250 supplies, 2 population & lvl 2 technology Gain - 1 Super sentinel -------------------------------------------- Garrisonable debris Similar to sniper towers but consist of things like crashed warthogs, downed pelicans, exploded trucks, etc. Hide behind for defensive boost. VII. WALKTHROUGH ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ i. PREFACE ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ =============================================================================== Halo wars takes place exactly 21 years before the events of Halo 3 sequenced events begin to take place. Harvest... a planet that was a human colony in a sector far from human controled territory, was attacked and plauged by the Jirahharde, or as humans know them, Brutes. These warriors fought ferociously and were thought to be an easy win, the missions seem like they would only take a few weeks to clear out the planet and retake Harvest... This... according to the Captain of the Spirit of Fire, was turned into 5 years of hell. Murphys law - Everything can go wrong... will go wrong and it did... This is the story, and the mission of the Spirit of Fire, originally a cargo and civilian ship, it was made into a battle carrier outfitted with bays to hold infantry bunkers, ammo, hangers and deployable bases instead of center house communities and hordes of civilians. It was also retro-fitted to house a large Magnetic Accelerator Cannon, or MAC gun and a UNSC AI system to help run the systems named Serina. Captain Cutter and his crew were valued members of the UNSC, and this... was how they lived. \\\ ii. MISSION 1 \\\ \\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge Warthogs Marines Forces Availible to construct - None Upgrades Availible to research - None Black Box Location - Near the end of the level as you approach the energy shield errected to keep you out of the base, you will pass over a small bridge. You should be able to see the box under the bridge and can direct your forces to retrieve it. Skull requirement - Kill 100 Grunts Skull Location - Just outside the base entrance on the opposite side of the frozen pond. AWARDS Par Time 05:00-12:00 Score for Gold Medal - 27000+ Score for Silver Medal - 18000-26999 Score for Bronze Medal - 12000-17999 Score for Tin Medal - 11999-0 Objectives: Fight your way to Alpha Base - Required. Completion Score - 250. Follow your arrow and fight your way to Alpha collecting forces with you to retake the base as you go. Destroy the barrier power source - Required. Completion Score - 250 Use marines to pass through and throw grenades at the power nacel to destroy it and let your forces in to retake Alpha Base site. Eliminate Covenant in Alpha base - Required. Completion Score - 500 Alpha base is the key UNSC installation on Harvest. Eliminate all enemy forces and retake the base to finish out the mission. Find and Rescue pinned down Marines [44] - Optional. CS. - 500 This is a relatively simple mission, they are all located along your path of travel anyway so you can just buzz over to them and liberate them, enhancing your own unit as a benefit. Kill 100 Grunts [100100] - Optional. Completion Score - 500 Kill all of the grunts to activate the skulls location on the map then go collect the skull. This is slightly more difficult having it invole not kill ALL enemy forces before you retrieve the skull. Recommend placing a warthog outside the base so you can quickly go and retrieve the skull after killing 100 grunts. May take more than 1 try to complete as well. Mission 1 Walkthrough Welcome to Harvest, the icy hell of the fringe worlds. Starting today, you will be meeting Sgt. Forge, Sergeant on station for the Spirit of Fire in defense of Harvest. You will be controlling him as your leader unit for the mission. You are instructed by Serina and Capt. Cutter to retake Alpha, your Base that has been overrun by Covenant forces. Start by just moving around and getting a feel for the controls if you havent done so already in one of the skirmish modes. Start by following the blue arrow North, there you will
find a platoon of marines that has been pinned down and defending themselves from some elites. Liberate them and add them to your forces. Keep moving and following the arrow, you will keep coming upon more squads that have been pinned down by enemy forces that you will need to destroy. Once you free the 3rd platoon, you will be close to the base and Serina will inform you that the Covenant forces have erected a force shield on the base. Pass over the bridge that houses the Black box for this level and turn left to see it. Several squads of marines will come from the left, defend them and then have them walk throught the barrier and destroy the power. Oh... guns wont work? well then we just use grenades. Use the Y button on it while selecting your forces to make them launch grenades at the power source, detonating it and letting in the warthogs. Dont go too fast, the UNSC Shortsword is going to drop a carpet of bombs on top of the enemy forces in the base taking out the Wraith on the ground. Quickly take out the enemy forces and the mission is over. \\ iii. MISSION 2 \\\ \\\\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge Black Box Location - Inside the northern most barrier to the west. Skull requirement - Kill Skull Location - at the base to the SE corner. AWARDS Par Time - 15:00 - 30:00 Score for Gold Medal - 70000+ Score for Silver Medal - 50000 - 69999 Score for Bronze Medal - 30000 - 49999 Score for Tin Medal - 0 - 29999 Objectives: Mission Walkthrough The Opening cutscene shows Forge looking down on the Covenant stronghold openingw hat they called a relic. Really it seems to be from understanding, a Forerunner outpost. Whats inside... awaits to be seen. The Arbiter seems unusually tense and demands that it be opened imediately and turns around as if he heard Sgt. Forge from behind but he has already moved out of sight. Back on the spirit of fire... Capt. Cutter comes to the Observation deck to find Anders station set up there. After confronging her she is informed that its not safe to go down but insists on going. He grants permission for her to go but swears to peel her out if she does run into trouble. Back at the relic, the Arbiter is told to destroy the relic by Regret. ----------------------------- Alright, a real mission. Time to go. This time, your going to be rebuilding Alpha base ontop of the original. Start by contstructing alpha and following Serina's orders for a minute, get the feel and then build like hell. You will need all the help you can get. Build the bae on the given platform and start moving your men to collect supplies around the base that are scattered. After the base is built, she will instruct you on what to do from there. Building a barracks, and asupply pad are the first two. After the barracks are built, you are instructed to create 5 marines to create military force on the ground. After the 5 Marine squads are constructed you are given free reign over the base and the imposed lockdown is lifted. North, is your target, the forerunner outpost. You must take marines and overrun that outpost and claim it. Start by immediately creating a reactor and upgrading it. This will give you further access to vehicles and upgrades so it will make the trip so much easier. Going out either door, you may proceed northward but going out to the West will give you the opportunity to increase your forces further with marines pinned down in need of rescuing. Help them and they will join your forces to head to the outpost. So head out of the base in either direction and Serina will tell you that some of the warthog patrols have gone missing... curious. You can either check it out or continue on to the north. If you go out of the west side you will run up on the first patrol pretty quick. 2 warthogs trapped in an energy sheild. Pretty easy, just 1 grunt squad protecting them. After that its just walk to the north and take the base there. The only problem... is that between you and that base, is a covenant outpost. To take that out, you might have to get just a tad bit creative. But just garrisoning troops near all the debris should be enough for you to hold off anything they can throw at you on the second mission. A good strategy would be to get your hands on a scorpion or two and it will be no problem taking out the outpost. You can also create your own outpost top of that one if you so desire. After you get a significant enough force, send a few squads of marines through the energy shield to take it down and go take that Forerunner outpost. The Covenant have placed a giant detonator for their explosives in the Foyer of the outpost, destroy it and the mission is concluded. \\ iv. MISSION 3 \\\ \\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge Prof. Anders Grizzly Tanks Marines Forces Availible to construct - None Upgrades Availible to research - None Black Box Location - At the very beginning of the mission turn your tanks around and head back and turn right. Follow the path all the way down and voila, you have yourself a black box Skull requirement - Kill 45 Hunters Skull Location - Near the door to the farthest right as you enter the temple with the grizzly. Its right next to the power walkway you have to use to escape AWARDS Par Time 08:00-18:00 Score for Gold Medal - 45000+ Score for Silver Medal - 35000-44999 Score for Bronze Medal - 25000-34999 Score for Tin Medal - 24999-0 Objectives: Fight way to Forge and Ander's Location - Required. CS - 500 Basically start the mission and locate the Sergeant and his babysitting platoon of marines around Anders. Move Anders to the other Bridge's Control - Required. CS - 300 Get her to the other pad so she can open the bridge up. Cover Anders while Hacking Bridge - Required. CS - 500 Just hold off enemies while the bridge is taken down. Escape with Forge and Anders - Required. CS - NA Get Forge and Anders to LZ - Required. CS - 500 Finish the mission Use Bridge to Kill Covenant Units - Optional. CS - 700 Activate bridge and drop covenants to their death. Also earns Gamer points if you kill 5 or more. Kill 45 Hunters - Optional. CS - 700 Kill all hunters to activate the skull for the level. Mission 3 Walkthrough Starting out you wont have a leader to use, your going to be all by your lone self with a couple of grizzly tanks. You have to use these to fight your way to Sgt. Forge's position and bail him out. Simple, just use the overly umped up tanks to bulldoze down anything in your path. Beware though, there are several places around that have methane tanks and turrets that can do much more damage if you are close so avoid these. When you reach the place where they are pinned down at you need to take out all enemy forces surround ing the fortressed area. Not hard, and you have 2 ways of fire so should be fast to mop up. For the good news, Prof. Anders has the ability to fix your tanks for you. Sgt. Forge will boast alittle about how he modded them but just task her ability on the grizzly tanks to repair them cause they might need it. Turn around and head back for the energy bridge and all your going find is that the bridge has been destroyed by a few disrespectful little grunts. Evil little buggers. You have to go to the other one and hack in. It will be easy with marines and fight your way all the way over. Prof. Anders will be able to activate the bridge and get everyone off to safety and now you can also let covenant forces cross the bridge as you turn it off, not very nice but it gives you objective points. So much for playing fair, lol. It will take her 1 minute to activate the bridge, so just mass around her and make sure nothing hits her while she is working and the bridge will come online. Cross the bridge and start running. Pretty much now its smooth sailing, just bulldoze through the forces that are remaining. Just make sure to see that anders is alive to get to the LZ otherwise its mission over. Get back to the pelican and the mission is over. It will cut to a cutscene of the pelican escaping with the sgt and your former post getting overrun, glad it wasnt you down there? \\ v. MISSION 4 \\\ ARCADIA CITY \\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge in Gauss Warthog Hornets Spartans (not under your control) Black Box Location - Skull requirement - Kill 50 elites Skull Location - The skull is going to be just to the west of the location where you place your base near the covenant base in the North Part of the city. AWARDS Par Time - 21:00 - 23:00 Score for Gold Medal - 50000+ Score for Silver Medal - 40000 - 49999 Score for Bronze Medal - 30000 - 39999 Score for Tin Medal - 0- 29999 Objectives: Clear Covenant from Subway Exit - REQUIRED. CS - 500 Entry into the level, go and save the civilians and start them toward the transports. Protect Civilians and Cargos til launch - REQUIRED. CS - 500 Mission Walkthrough You will go into a dual series of Cutscenes. The first one is Capt. Cutter and Anders talking about what she saw down in the Harvest base site where the Forerunner Tech opened up and showed a giant star diagram. This had went and pointed at a system called Arcadia and she pleads her case knowing that something is up and she wants him to take the ship and follow the points that were displayed. He approves it and leaves the lab and she snips at Serina after she makes a very sarcastic comment at the commander. Next, the captain is on the deck of the cruiser looking out over the planet Arcadia. Serina tells him about the battle that had occured there a day or so ago when the covenant came out of slipstream before them. 2 ships were down and two more damaged. One of them is familiar, the Pillar of Autumn. None the less, he sees the pictures sent to the ship from the planet of spartans on the ground and he orders an immediate assuault force down to protect the citizens. ----------------------------------------------------- You start out dropped on the battlefield with Forge and 6 Hornets and are told to help the citizens to the launch pads. Fight with everything in the courtyard so that they can start moving toward the evac stations. Shoot all that moves and make sure that they dont get assaulted. Quickly, whithin a minute of your countdown to EVAC clock starting at 20 min. the third location will radio a distress signal demanding aid and promptly cut to a cutscene of it blowing up and trying to take off. Dont even bother trying to save it, its part of the plot that it will be destroyed. This prompts Red team and Forge to request additional camps on the ground to secure their location. There are two base platforms you can build on. One at the starting point of the mission and the other is opposite the covenant base. Start manufacturing troops and do your best to hold off enemy forces. The best strategy here is to make airborne troops. Dont assault the covenant base, you have nither the time nor the resources to make an assault unit large enough unless you start as soon as you are given the green light. I am also assuming you are attempting without skulls. With skulls, by all means but for gameplay, you need to defend civilians with your lives. Sacrifices will be made in this level but its for the good of the people on the ground. Try to mass units around transport 1 alot because they attack in sequence. So magnifying your position and defending it while using the heal and repair power should do the job. Dont do anything brave, it wont work so well. Also, there is something about Andy you get to save. I have no knowledge of what significance this plays if someone can care to share what this is about then that would be of help. \\ vi. MISSION 5 \\\ \\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Forces Availible to construct - None Upgrades Availible to research - None Black Box Location - Skull requirement - Skull Location - AWARDS Par Time - 21:00 - 35:00 Score for Gold Medal - 40000+ Score for Silver Medal - 25000-39999 Score for Bronze Medal - 15-24999 Score for Tin Medal - 0 - 14999 Objectives: Retreat to Southern Crater - Required. Completion Score 250 Advancing covenant forces are pushing you back, retreat and hold ground there Secure Area by Killing all Covenant - Required. Completion Score 250 Kill off all covenant in the crater so you can construct a base for forces to retreat and gather at. Defend Crater and Await Omega Team - Required. Completion Score 750 Hold off all enemy forces until Omega team is there to help destroy the enemy base to the north. Destroy The Covenant Base - Required. Completion Score 1000 Destroy the covenant base and all buildings around it. This includes the Mega Turret to the west. Construct Second Base - Optional. Completion score 500 Destroy the Mega turret or the Main Covenant base and build a second base near the location. Kill 5 wraiths - Optional. Completion score 500 Destroy them to reveal the location of the skull on the NorthWest corner of the map on the destroyed highway. Mission Walkthrough Alright, your right there in this mission. You start out retreating. DO NOT ENGAGE!!! Just run south to your base site that Serina has picked for you. Once you reach there fortify your position and hold off all intruding enemy orces while the base is built and clear out any enemies around the base. You will be the mainstay of anyone coming to retreat out of the mission space Arcadia so you have to defend that spot. You will be told after the base is operational that other UNSC troops will be falling back to your position so watch out for them, they will come in handy. After ya few minutes you will get conformation that the Covenant are building bases and a large mega turret. You will need to take out this turret to be able to construct a secondary objective base. Build a large enough force and drive it up to take back your land and knock out the covenant stronghold. They dont have much over there so it shouldnt be hard to take them out but beware of that turret, cause it will give you problems if you dont take it down. To take it out, it is heavily advised to use the cobra anti building and other heavy infantry to take it out. The easiest strategy is to line the entire road with nothing but soldiers. From the evacuating squads there should be a few troops that are ODST which will be great to use but giving yourself time to prepare a heavily armored assult, especially on harder difficulties, is heavily advised. There are two ways you can go about getting to the base the covenant have constructed. You can go straight up the middle which also might be heavily foritified if you had not done so yourself, or you can follow a destroyed highway up the side and around to the back of the station. Its possible to do both and flank them on both sides but difficult to pull off since the other is the slower route than just going up the middle. but it also takes you right by where you need to collect the Skull for the level so... nothing ventured? Either way, when you assuault the base, if you start having too much trouble dont worry, Serina has some reinforcements coming for you. Its an entire squad of Spartans. They are there to help you out and are actually kinda snotty about it. But no worries, they are here to kick ass and so are you. Destroy the base and they will go, and at the end of the mission Capt. Cutter calls down to you and says there is a new problem and to get up to the ship. \\\ vii. MISSION 6 \\\ \\\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge Spartans Rhinos Black Box Location - Just south of the 3rd Rhino placement. Take a squad to the doors and its right there infront of them Skull requirement - Kill 50 Banshee Skull Location - Right to the east of your base in a hanger AWARDS Par Time - 15:00 - 30:00 Score for Gold Medal - 45000+ Score for Silver Medal - 25000 - 44999 Score for Bronze Medal - 15000 - 24999 Score for Tin Medal - 0 14999 Objectives: Kill approaching infantry - Required. Completion score 400 Destroy all forces approaching the base at the begining of the mission Request a Rhino - Required. Completion score 300 Request a rhino for air drop to place it in position Get first rhino into position - Required. Completion score 400 Drive the first rhino up and put it into position Place Rhino at Second Position - Required. Completion score 550 Destroy covenant encampment and place a rhino at position two Transport rhino to Position three - Required. Completion score 500 Airlift a rhino to the third position marked Get Rhinos to the last two positions - Required. Completion Score 600 Destroy all covenant bases and place rhinos at last two indicated positions Kill 50 Banshee [5050] - Optional. Completion Score 600 Destroy 50 banshee to reveal the skull next to base in the hanger Destroy the Dome Generators and Air Defenses - Optional. Completion Score 500 You are given control of the MAC cannon and 40 MAC rounds for a few moments so use it to hit any and all targets that look like air and shield targets. Serina will clean up the rest. Claim two ONI Reactors - Optional. Completion Score 400 There are two reactors near the base. One to the north and one to the south. claim them to increase your tech level for free. Mission Walkthrough A Big bubble? Honestly thats all the problem is is a big bubble? Well... its no ordinary bubble, this bubble is surrounding covenant forces on the planet and well.... we want to take a look inside the bubble now. Covenant Forces on the planet Arcadia have dropped a massive dome on the ground and are doing something on the planet. Whatever it may be, its your job to get down there and into it. Anders starts thinking aloud and mentions that you could maybe use plasma to puncture the dome, and they happen to have some retrofitted Rhino Tanks with Plasma launchers over on the other carrier that wasnt downed in the first Arial battle. Covninent eh? Well take planetside and you need to get these very conveniently availible rhinos into position to destroy that shield. ------------------------------------------- Anders is not playable but she is giving commands and takes over the rhinos once they are in position. Your job is to position them acording to where she thinks is best and let them fire on the shield. Your first objective point is directly infront of the base, simple as it may be. Request a rhino from the drop pad just north of your base by clicking on the radial dial that appears when you activate it and drive it over. Some ODST soldiers will come down and help to defend the rhino. Sadly, you dont get to control these soldiers. But you will have some help from Rhinos along the way. Beware for the base, you will constantly be being buzzed with banshees the whole time you are there. Destroy 50 of these and you get the skull for the level which appears in a hanger just behind the base. To help you first off, there are two reactors right near the base you can garrison that you can use to get technology without even trying, this should make defending the base somewhat easier if you have some high leveled equipment early on. These are located both one to the north of the base and one just south of the base when you start. The second rhino position will be just to your west, alittle south of the first position but theres something fishy... oh wait thats just a covenant base camp there. Destroy it for the location and place the second rhino there to fire. Anders will come on the horn now and say that the Rhinos are there, but she needs more of them set up. There is a third location that you can get but great... you have to drop in... with opposition... great... Summon a pelican and drop right in the middle of the pad and clear it off, then get you a Rhino to place there and your done. It will cut to a cut scene where all three will fire and the shield will temporarily collaps. Alas... more are needed and then out of the woodwork Locusts appear. Great... now there are more problems. These buggers are tricky, cause they are literaly mini Scarab tanks. Locust cannons can take out infantry in a few seconds if left alone. Teh best offense against them is the Cobra tanks and scorpions. Otherwise, its gonna be a long fight cause infantry do just about nothing to them. The last two will be heavily armored so you will need a larger force. I would say maybe have a population close to 20 is good for it. Everything should be running smoothly at this point and if you jacked a locust from the covenant you should be very well off at this point. Take the remaining two positions and run rhinos over to them and voila, you got a big bottle of insta shield down. You control the MAC cannon now, with enough rounds to kill everything in there. All you need to focus on are air defenses and shield generators however. After you take out those then Serina will simultaniously take out all remaining targets with a full burst from the MAC cannon. Now to see what they wanted so badly down there. \\\ viii. MISSION 7 \\\ \\\\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge Rhino Tanks Black Box Location - Just norht of the scarab with a big supply cache. Skull requirement - Kill 10 Locusts Skull Location - Just to the right of the scarab by its west most node. AWARDS Par Time - 12:00-24:00 Score for Gold Medal -32000+ Score for Silver Medal - 20000-31999 Score for Bronze Medal - 12000-19999 Score for Tin Medal - 0 - 11999 Objectives: Destroy the Super Scarab - Required. Completion Score 2000 Destroyu the Scarab before it takes out your base Destroy all Power Nodes [77] - Optional. Completion Score 750 Destroy the power nodes to decrease the turning speed of the scarabs head Destroy 10 Locusts [1010] Kill 10 Locusts to activate the skull location for the level Mission Walkthrough The Arbiter starts out, seemingly questioning his faith for the Prophet of Regret talks about what his mission is. For a time they speak of why he is only doing small tasks and missions and makes it apparently clear he is ready to do more than simple tasks and destroy humanity.. not very nice if you ask me... But either way he is fed up with just searching empty temples and not being able to fight. The Prophet thinks for a moment and starts to touch one of the forerunner devices which turns red at his touch and does nothing. He says that the girl that was at the temple followed the same path to where they are, reffering to Prof. Anders. He orders her capture and to bring her to the temple to examine what she knows. The Arbiter can only sigh and abide as he walks away with his task. ------------------------------------------- Alright... now here is a battle. You are immediately encountered with a super Scarab that you will have to defeat. You start off with only a handful of tanks and some warthogs and a whole base with 6000 supplies, sounds simple? Well take it with a grain of salt. The best strategy to use is just swarm it, start with the warthogs you do have and sacrifice one to scout the area. Your going to notice two things, First, there are a profusion of Locust Tanks around. They are going to give any slow moving equipment trouble. Second, there are 7 nodes laying around with cords leading back to the big boss Scarab up on the hill. These nodes are supplying power to the scarab to be able to move right now. The easiest way in the world to cripple the bad guy is to take away its food right? So roll out one of your warthogs to a location and MAC a node. This should give you some breathing room to move because that first node cuts the rotation speed close to in half. With this, moving around the map gets easier, just stay out of the evil beam of light and you should be fine. Warthogs work great alone on this map. Actually its honestly the best way to go. Get an entire fleet of warthogs under your command, ONLY warthogs and equip them with Gauss rifles and you should be able to finish the level just with that. Take out all 7 of the nodes and all the locusts you can, and then just attack the Scarab, dodging back and forth avoiding the head. They dont last long in the gaze of the scarab but being able to get out of the way is critical and the slower units? they just cant cut it here. So leave your marines in the barracks and move on without them. If you destroy enough locusts, during the mission the skull will apear near powermode most Eastward on the scarabs immediate right. About halfway down on health, Serina will come on line and tell you so, then you will be swarmed by banshee. Dont panic, it isnt to hard to destroy them with 20+ gauss cannons aimed up at them so just keep your warthogs moving. \\\ ix. MISSION 8 \\\ \\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt Forge Spartans Elephants ODST marines Black Box Location - On a cliff just to the right as you enter. Need to loop around the beacon and head west to reach it but you can see it from the ground under it. Skull requirement - Kill 750 infectious forms Skull Location - The skull is at the northern part of the map through a field of flood egg sacs AWARDS Par Time - 18:00-30:00 Score for Gold Medal - 30000+ Score for Silver Medal - 20000-29999 Score for Bronze Medal - 12000-19999 Score for Tin Medal - 0- 11999 Objectives: Get to Base Drop Beacon - Required. Completion Score 250 Fight your way past the Brutes to get to the beacon and set up camp. Investigate Echo Team - Required. Completion score 500 Echo and India have gone missing, find out why. Find and Recover Lost Elephants [22] - Required. Completion Score 500 Both of the Elephants are being held by unknown enemy forces. Retrieve and protect the Elephant crawlers. Bring All Elephants Back to Base - Required. Completion Score 750 Return all elephants to base. Train Squads out of Elephant - Optional. Completion Score 250 Train a few infantry units out of a deployed Elephant base. Find lost ODST Squads [44] - Optional. Completion Score 500 There are four ODST Squads that have been lost in the field. Find their Locations and return them to active status. Kill 750 Infections Forms [750750] - Optional. Completion Score 750 Destroy 750 of these to make the skull appear. This is north of the Echo team elephant through a field of flood sacs. Mission Walkthrough Forge is goofing off after the last mission and while doing some surveying asks anders to take a picture of him and a hunk of metal he picked up from the Scarabs wreckage. She blows him off and he turns around kinda hurt and starts looking around. She turns around too and starts reading funning things from her camera which turns out to be the arbiters cloak coming off in front of her. Forge not paying attention, he grabs her just as he turns around to draw his weapon and he states he is taking anders with him. Forge insults him andd gets attacked by the ariter from behind and is thrown to the ground. Anders makes a deal with the arbiter to leave quietly if he lets Forge live just as Red Teamm arives. He phones in the attack and they find out Anders is already in slipstream away from the planet. After input from Forge, Serina and a Spartan claiming she is a security violation he orders that they persue course and resuce her. Serina, being as witty as she was programmed makes the comment "So, we left a note saying we're leaving right?" ------------------------------------------- The camera pans from a strange planet as two ships exit slipspace in orbit. A creature turns around and looks at the camera... one we can only assume is a Halo Fans worst nightmare.... Flood. On deck, Serina cant tell the Captain where they are as they look out on the planet from orbit. There is no sign of Anders but a few rough coordinates Serina has been able to calculate. Thankfully, no other Covenant Activity seems to stir on the planet but there are strange readings coming from the planet itself. Time... to investigate. ------------------------------------------- You start on the planet on foot with an Elephant tank pinned down vs... Brute Forces? JiralHanae surround your starting position. Easiest way to go is to set up the elephant so the turrets block the entryway to your little alcove produce as many forces as your heart will desire. Keep trying to break out and a team of Spartans will come to bail you out. Thankfully, you can escape and head to your beacon. The easiest way to initiate this is just sacrifice some supplies and carpet bomb a line of their forces, particularly aim for a brute chopper if you can manage. Forge will then ask why Serina said there was no Covenant activity while looking at some Brutes. She will explain and then Red team will drop in to give some support. While you are fighting the Brutes, the other two elephants will fall to enemy forces of unknown origin and you are ordered to investigate the incidents to make sure that Echo and India squads are ok. Set up your elephant there in the clearing so you can get some troops. In the calm if you want, take a squad to the east and flank out to find the Black box for this level on a cliff near the starting point. Move out to the west now, and start searching, just follow the wreckage and you will find your missing elephants and squads. Fight off the flood and liberate your comrades and bring them to base. You will need to keep ALL 3 elephants alive for this endeavor. Quickly go about transporting each to safe locations since they move very slowly and build up your base quickly to repel enemy attacks. From the First drop way point, the Elephants are both Due east of your location and south east along the path that curves downward. Both of these have heavy resistance so be ready for a fight. Typically, flamethrowers work wonders here and their flames seem to have an added bonus on flood infantry and spores. Dont let your infantry get into spore clouds, otherwise they will become infected and begin to attack their comrades after being turned into floods themselves. Send in your Spartans. On foot they may be slow but their inability to be infected and resistance to dying make them invaluable for scouting. Find your enemy positions and try to liberate them while renforements come from behind. All throughout the area there are egg sacs that contain either supplies or more infectious spores, be careful about what you shoot. Exploring here can lead you to quick death so be careful. Depending on what you find, Capt. Cutter will ask for a report down on the field and Forge will say while the camera pans that Echo and India have been comprimised by non Brute forces on the planet. Liberate the first elephant and transport it back to the new base that has been granted to the area. Set up your elephants around it to help defend the base and basically add turrets to its disposal. Hold off flood troops while you can get a foothold and then move down to rescue the other elephant. I can suggest that you leave your elephants behind and produce marines from them so you can move faster. There are two things to do. Save the Elephant and resuce all of the marines that are trapped. After you liberate both you can retreat and end the mission to an early creepily end... its not the last time you will fight the flood. \\\ x. MISSION 9 \\\ \\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Elephants Sgt. Forge Spartans (later) Extra supply pads not attached to base Black Box Location - Skull requirement - Kill 20 Flood Stalks Skull Location - Its right near where you rescue the spartans behind the Large flood colony they are sitting next to. Just east of their crashed Warthog. AWARDS Par Time - 18:00-30:00 Score for Gold Medal - 35000+ Score for Silver Medal - 20000 - 34999 Score for Bronze Medal - 15000 - 19999 Score for Tin Medal - 0 - 14999 Objectives: Reinforce Spartan Red Team - Required. Completion Score 400 Spartan red team has already tried to find anders signal but has been stopped by enemy forces. Find them and liberate their position. Destroy Flood Boss - Required. Completion score 1000 The Boss Flood Colony is very strong and also having a strange ability to halt the signal being recieved by Anders' transponder. Destroy this large colony to restore the signal so you may continue your assault and find your comrade. Kill 20 Flood Stalks [2020] - Optional. Completion Score 600 Kill these to reveal the skull for the level. Near the crash site of the Spartan Red Team. Have all 5 Flood Colonies dormant at once - Optional. Completion Score 1700 Damage all five colonies so that they are not producing new or more spores and weaking the boss colony at the same time. Mission Walkthrough So... Anders has been kidnapped and rough coirdinates have been made. So... lets find her. Red team made their way out a while ago, and got pinned down, you need to go retrieve them now. Starting off at the base that you created with the Elephants from the last mission go aead and make a warthog or two and start upgrading your base. You might want some heavy artiliery in a bit. Just to the east of the base compound there are some Flood pods that can be attacked to release supplies you will need. Everything else, you need to start looking for goign into the field. Soon, you will find no matter what direction you turn, a mother spawn for flood forces. There are five of these highlighted on your map. One to the direct west, 2 to the direct north, one to the north east. Honestly... this is one of the easiest missions because you are only dealing with opponents that have no sheilding or defenses whatsoever, but it can also be long and drawn out if you want it to be. If you want the optional objective of taking out all 5 of the spawn areas then you need to fan out and find them, you will be given more information once you locate one of the 5. Red team will inform you that they saw them and put markers on your map for you to locate them. Each of these taken out will take health away from the big one back where Red team is pinned down fighting at and each one that you make dormant will Take away health. BEWARE!!! These things do not die, they just lie dormant. Some... depending will lie dormant for only a few minutes or they will stay dormant for the entire rest of the mission. So they can come back at any time, it seems to be random when they do. Go ahead and fortify your location by finding the garrisonable debris right out north of the compound and start making some slightly heavy artilery to assault with. Just because they dont die dont mean you hit lightly. Build Scorpions or I perfer cobras to battle and maybe one or two wolverines with volley skills to deal with the arial bugs your going to be dealing with. But... going straight in and facing that big bug up front, you want to have plenty of artiliary. If you want to take out all of the other ones first for weaking it first OR if you are trying to get the acheivement for it, then you want a healthy balance between artilery and Arial units because you will be combating that way vs. plenty of ground troops that the hornets do very well fighting against. Each of the five smaller spawn points is lightly defended with PLENTY of infectious forms swarming around. Flood stalks are around too that you can shoot. Destroy one of these to get the sub objective for getting the skull. The Large boss flood where the spartans are pinned down at has enough stuff around it to make a covenant base look weak. But alot of them are slow moving or have a short range. Which is why cobras would work so well against them. Beware again, the flood pods that launch things from the ground are Terribly effective vs. arial units and will decimate them if you just send in some hornets or a vulture. Be sure to have that healthy balance when assaulting locations. Well it doesnt matter what route you decide to take, with a few squads of marines and some artilery, you should be able to take out the boss colony with no true problems. After you defeat it, Serina gets on the horn again informing you that she is picking up a new signal off to the east of your current location. Maybe its anders? Time to investigate. \\\ xi. MISSION 10 \\\ \\\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge Grizzly (Liberate Alpha) Elephant (Liberate Bravo) Spartans (Liberate Charlie) Gremlins ODST (liberate third platoon) Black Box Location - Bravo platoons location is directly beneath the blackbox Skull requirement - Kill 350 Swarm (flying flood) Skull Location - Between the two pylons north of the base, just below the upper pylon. AWARDS Par Time - 20:00-30:00 Score for Gold Medal - 55000+ Score for Silver Medal - 40000 - 54999 Score for Bronze Medal - 20000 - 39999 Score for Tin Medal - 0 - 19999 Objectives: Clear All Flight Paths - Required. Completion Score 2250 Clear out the flight paths from flood to rescue all three platoons cut off from EVAC flights. Get to the LZ - Required. Completion Score 500 Escort the last platoon out to the landing zone personally. This is just the last platoon you choose to liberate. Kill 350 Swarm [350350] - Optional. Completion Score 750 Kill 350 swarm to activate skull location on this level. Place Gremlin at Pylons [44] - Optional. Completion Score 1000 drive some gremlins over and knock out the pylons pulling the Spirit down to the planet. This will buy you some time to complete the mission. Mission Walkthrough Anders is being held by the covenant at a temple looking place. Truth comes to examine their capture, throughly insulting her claiming we dont look like such a threat. Anders demands her reason for capture as another elite comes to the arbiter. Apparently they have just learned of the Sprit's arival and rescue attempts. The arbiter becomes enraged at this, throwing his subordiate to the ground and charging off, demanding Truth be returned to High Charity. He tells the cast to destroy the Spirit at once, seemingly at all costs. ------------------------------------------- The spirit is in orbit as the crew doubts Serina's interpritation of Anders' signal. Suddenly she starts saying wierd things and realizing that the ship is being docked by something. The ocean opens up below them and Sentinals begin to flood out of the creavice coming toward the Spirit. She gets cocky with the captain as he orders all hands to the ship when it starts being pulled into the creavase and puts out an APB to return to ship. ------------------------------------------- There are 3 platoons that are still on the planet and cant be evacuated. This is due to the flight paths being infested by flood and arial flood swarms. These creatures are pinning down the three squads rendering them isolated and cannot be evacuated. Shortly after the mission starts an EVAC count down will appear on screen showing you how much time you have to get all hands onto pelicans and back to the ship. This can be altered in your favor by use of a handy little device called the Gremlin. These vehicles will emit an EMP pulse, rendering any electronic device harmless. First the squads... the main mission objectives call for you to rescue these three squads. Though they may be pinned down and relatively save themselves, getting to them is going to be difficult. Alpha will be the easiest, and Charlie easier than Bravo, but getting bravo out is a trick. You have one big piece of help to get you out of this mess, the CRYO bomb. This freezes all oponents in range and damages, if not eliminates flying targets. This is going to be a big help seeing as how there are hundreds of flying swarm targets. Taking 350 of these out btw will activate the skull which is south of a tractor beam. ALPHA: Alpha is pinned down by the smallest and easiest to manage force to help evac. Honestly if you have access to creating more scorpions this one is done for you. Get the tanks and marines in position after cryo-ing the area and you should be able to liberate Alpha pretty quickly. Once you liberate Alpha, you will gain use of one of their Grizzly tank they left behind. BRAVO: Bravo is going to be the hardest to liberate, mainly because the concentration of forces is so high within the flight path you need to clear out. You need to have your cryo bomb upgraded at least to Medium level for it to have a significant enough effect on the flying swarms, otherwise your just freezing them for a moment and since there is such a profusion of them you need to be able to knock off a significant amount of them with less difficulty as possible. A simple strategy for Bravo would be to use wolverine craft to volley targets or Scorpion tanks and their Canister shells. Try not to use marines as they would only turn into infected marines and start making new targets for you to kill. This entire mission should be as marine free as possible for that reason. Vehicles should be the way to go this time because the more marines get hit with Spore clouds, the less your forces are AND the more their forces are. But after you take out the Swarm Spawn point, it shoudl get easier, just needing to concentrate on the things launching balls of what looks like snot out at you and some other of the tenticals. Once you do finally liberate Bravo, they will leave behind their Elephant for you do use. Bravos location is also right on top of the black box for the level. CHARLIE: Charlie is going to be slightly easier, just because there are less units in the way. In the path are only 5 of the launching flood pods so you arnt just wall to wall like you are in the Bravo corridor. Wipe them out and get an EVAC to them so you can gain the use of the Spartans. Depending on who you liberate last, they will be the ones who will stay on the ground and you have to take that position in on foot. You will gain use of all the platoons units that have been stranded there and you have to transport all of them by foot to the pelican back at the base due to an unforseen attack on the pelican. Just hoof it back to base camp with this platoon and finish the mission. Throughout this mission you will encounter pylons around the area. There are 4 total around. 2 of them are due north of base camp, one is just above Alpha location, and the last is just below Charlie. These tractor beams are what is pulling the Spirit down and by putting a Gremlin EMP next to them, you can knock them out and also give yourself more time to complete the mission. Each pylon is goign to give you abotu 5 extra minutes to finish the mission. The skull for this level is also near the one that is north of the base and directly across from Charlie's location. There is an achievement for both taking out all the pylons in the mission, and finishing the mission without taking out a single pylon. Take your pick, cause you can only get both once and not in the same playthrough. \\\ xii. MISSION 11 \\\ \\\\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge Vulture Gremlin Cyclops Black Box Location - This is tricky to describe. Position the camera so you are watching the opposite wall passing by from left to right on the screen. At the right most portion of the ship while looking this way at the ship the black box should be somewhere close to there. Skull requirement - Kill 100 Sentinels Skull Location - it is behind the command deck on the front of the ship. right next to the wings with all the supplies on them. AWARDS Par Time - 20:00-30:00 Score for Gold Medal - 30000+ Score for Silver Medal - 15000 - 29999 Score for Bronze Medal - 10000 - 14000 Score for Tin Medal - 0 - 9999 Objectives: At least one Airlock surviving - Required. Completion Score 750 Dont let the flood take out all the hatches, otherwise you wont be able to fight them off. Garrison your Squads into Airlocks - Required. Dont let your men get killed by the rings. Put them in the airlocks for protection so they dont get swept off by the rings. Permanently remove Flood Structures - Required. Completion Score 1250 Even though UNSC weapons will not fully destroy the structures, the rings can and they will. Damage them and get them cleaned off the hull quickly. Destroy 100 Sentinels [100100] - Optional. Completion score 750 Destroy Sentinels that surround the ship. They seem to be helping you destroy the flood but right now you cant be to sorry being safe. Mission Walkthrough Being pulled into the planet is not your every day activity for the Spirit, and all hands are quite nervous about it. Sentinals begin to scour the ship cleaning off the Flood on the hull. You find out that this is not only a planet, but its a Forerunner Shield World. Or quite literally, a planet size bomb shelter, strong enough to hold off Halo ring firing from killing you. Beside the point, its pulling you into the big planet thing and you dont REALLY want to go... quietly lets say? Well still, flood on the hull is not good either. Serina becomes slightly nervous as the ship passes through the shield world walls. Serina ventures a guess that the ship is being pulled through some docking procedure and some significant build up of Flood has occured on the aft side of the hull. ------------------------------------------- Your main objective is to clean off all flood while also keeping the airlocks up and running. Keeping at least one running is imperative to winning and so keeping more working gives you a better chance of surviving. Start by forming a small army of marines to take out the flood, maybe a Hog or two but use alot of marines. You do have the carpet bombs and they should come in very handy, especially with that large infestation at the aft of the ship. You also have access to Cyclops with the ability to repair the ships airlocks after you upgrde them to do so. Well... get moving. Time to work on cleaning your ship... just like cleaning barnicles off of a Clipper ship. Except well... the barnicles are bigger than you and they want to eat you.... All goes well until you find out your about to be hit with some ring that... well its gonna vaporize you, so you need to garrison your troops quickly before it passes. Unfortunately airborne troops cant be garrisoned, so flying them backwards through the rings will help minimize the damage done to them. All damaged flood have a good chance of being wiped out by it, and smaller units dont even stand that chance. So make sure when a ring is passing over that you at least damage some of them so that they wont make it through the ring sweeps. About 2 or three ring passes in you will obtain a pair of vultures that just got out of refit and are free to be at your disposal. Use these like any other unit you have and wipe the deck, expecially the units you cant hit over the side of the ships. After you successfully damage ALL the flood dens and the ring passes, you will have completed the mission. \\\ xiii. MISSION 12 \\\ \\\\\\\\\\\\\\\\\\\\\\\\ Forces Availible for use - Sgt. Forge Hawks Gremlin Deck Cannon Cyclopses Black Box Location - Near the same location as the last level. Skull requirement - Kill 12 Spirit Transports Skull Location - On the other side of the command deck where you collected the skull from last level. AWARDS Par Time - 15:00 - 30:00 Score for Gold Medal - 32000+ Score for Silver Medal - 22000 - 31999 Score for Bronze Medal - 12000 - 21999 Score for Tin Medal - 0 - 11999 Objectives: Repair the Power Core - Required. Completion Score 1500 With the collision of the two ships, pieces of debris have broken off and caused damage to the ships power core. Repair this so the ship can retreat off the covenant Capital Ship. Kill 12 Spirit Transports [1212] - Optional. Completion Score 1000 Kill 12 transports to activate the skull for this level. Keep 1 deck gun alive - Optional. Completion Score 500 Work so that the deck guns stay operational. They give you extra back up. Mission Walkthrough Serina takes the ship out of the cock at full possible spee. unforutnately, this is directly on course for the Covenant Warship you were persuing into the planet. Even a quick Hard Starbord will not save you and the collision is impressive. After the collision the covenant quickly charge weapons and open fire on the Spirit who returns fire immediately. Forge is given orders to stay on the hull and fight and Serina wonders why noone else is freaked out by being INSIDE the planet. Unfortunately the collision knocked the reactor core offlinepartially and damaged the power core. your main charge is to save it and repair it. Send Cyclops units in to fix it immediately and keep them coming. Only use a few other units to protect them but the vast majority need to be concerned with fixing that core otherwise the ship is going down. ------------------------------------------- About the best advice to complete this mission is to have the base rally for one of the airlocks set right next to the core and have that airlock make nothing but cyclopses and make no other aditional units. Just have cyclopses turning out of there like no tomorrow and focus all your attention on downing the spirit aircraft before they have a chance to get to the deck. Hitting
Making sure that the cyclopses can do their job is imperative and can take
a painstaking amount of control if you let it but also if you have strategic
placed personel, you can make sure that not one covenent force even sets foot
on your deck... alive at least.
Another good benefit to taking out the spirits instead is that when you take
out 12 of them the skull place is revealed on the aft side of the ship. Use
one of your hawks to just run and retrieve it, its just the fastest craft
you have in your inventory so its quickest. The black box also is over on the
side of the ship. This time it is on the other side of the ship, not too hard
to find though.
\\\ xiv. MISSION 13 \\\
\\\\\\\\\\\\\\\\\\\\\\\
Forces Availible for use -
Forces Availible to construct -
None
Upgrades Availible to research -
None
Black Box Location -
Skull requirement -
Skull Location -
AWARDS
Par Time -
Score for Gold Medal -
Score for Silver Medal -
Score for Bronze Medal -
Score for Tin Medal -
Objectives:
Mission Walkthrough
-------------------------------------------
Anders has been reaquired, now you need to find a way off this miserable
rock... or more perferably out of it.
Pinned down there trying to set up an LZ flood will swarm your location.
fight them off and head to the teleporter after the re-enforcements get
there and the pelican falls. Task your units on the teleporter and they will
be teleported to the platform below you. There is a new drop point where you
will be told to hold your forces. Just hunker down there and fight them off
until a base zone is located. Take your forces there to claim the base, and
if you want, a forerunner supply base is just to the north of it. Send some
troops to garrison that. Just to the south is a Flood den you will have to
take out periodically that spawns Flood Bombers.
Get a decent sized force and fend off from all the Banshee attacking you
from the air. Going back to your teleporter just north of it is a bridge
that leads to 3 other bases. You have to take all of these. The first base
will be the hardest to take because you will have reinforcements will be
coming from all directions.
After you take the first base, build up a significant force and take a troop
up the west ramp. You will find a Scarab that the enemy left alone that you
can aquire with a spartan. If you save it from the flood and take it for
yourself you can win the rest of the level no problem. Especially vs. the
other scarab on this level, yes... there is another scarab on this level.
Take over three of the main bases and prep, that last base isnt going to
be easy to take on account of the scarab tank in your way. A good idea is to
take out the banshee launcher to the immediate west of the topmost base
outpost.
After you have a large enough force, take them up either using the teleport
or pelicans to the top and invade. The Scarab tank is on the large set of
stairs looking down and is surrounded by Hunter units. Use your leader power
and also use the scarab tank you aquired to take it out quickly. Also, if you
use the Scarab to take out 25 units for an achievement.
Take out the fourth base to the south and the mission will imediately be over
and cut to a cutscene.
\\\ xv. MISSION 14 \\\
Forces Availible for use -
Forces Availible to construct -
None
Upgrades Availible to research -
None
Black Box Location -
Skull requirement -
Skull Location -
AWARDS
Par Time -
Score for Gold Medal -
Score for Silver Medal -
Score for Bronze Medal -
Score for Tin Medal -
Objectives:
Mission Walkthrough
-------------------------------------------
This mission is by far probably the most difficult mission of all, especially
on the harder difficulties. You have to take the massive FTL drive up the
slopes and deposit it to be exploded in the sun. THE SUN!!! yeah... to hot
for ya yet? Well its about to get hairy too so lets get it on! In true
Halo fashion the covenant and the flood are both fighting you this time and
actually have little regard for fighting eachother like they did in the
past few levels. They are concentrated on killing you.
Elephants are the only things that will pull the ftl drive, the only thing,
is DO NOT LET IT ROLL!!!! If you are on a slope and you have troops behind
it and the elephant goes down it will destroy all your troops.
There are two enemy bases you have to worry about. Up the first ramp, and
at the top of the third ramp up. I would advise before even moving the FTL
drive to conquer both of these bases and hold them before continuing with
the elephant up the ramps. Mainly cause if you lose the FTL drive, it will
kill all your troops and restart the mission, but also if it takes damage
it will begin to hamper your ability to see. So right before it gets
critical damaged it will turn everything on the screen hinting it blue in
a bright flourecent color.
But strategy time, march up the first ramp to take the base, and build
up. I would recommend before taking the second base to have the ODST troops
because you can put someone right below the ledge and launch your troops up
to the third base and have them assualt and conquer the base quickly. Too
bad you cant use pelicans on the ground for support but the planet really
doesn't like you flying. It even states in one of the recoverable logs that
Capt. Cutter believes that the planet itself doesn't want things flying on
the surface and the dust clogged the engines like it was alive.
After taking the bases, have the Elephant pull the FTL drive up to the star
pad and place it there to end the mission.
\\\ xvi. MISSION 15 \\\
\\\\\\\\\\\\\\\\\\\\\\\
Forces Availible for use -
Forces Availible to construct -
None
Upgrades Availible to research -
None
Black Box Location -
Skull requirement -
Skull Location -
AWARDS
Par Time -
Score for Gold Medal -
Score for Silver Medal -
Score for Bronze Medal -
Score for Tin Medal -
Objectives:
Mission Walkthrough
-------------------------------------------
Last mission but not the most difficult. Your only objective to matter is
activating the teleporter. There are 6 pads you have to activate, and only
a few forerunner markings to find out how to use them. First, you have to
clear the area of everything but humans. We are the only ones who can
use the technology.
Each pad is linked, with which ones? Well each pad points to the pad opposite
itself so its easy to predict that they are linked with the ones acrossed
from eachother.
Activate all 3 sets of pads and you will complete the mission, and the game.
VII. This faq was made my me, SLASHER424242 as identified on Gamefaqs.
This faq was made by me, Thenestneo as identified on Supercheats.com
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