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 \\\
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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 \\\
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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 \\\
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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 \\\
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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 \\\
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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 \\\
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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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