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5: MISSIONS 1–3
WALKTHROUGH
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THE PILLAR OF AUTUMN
The Pillar of Autumn is similar to a training mode. In the first part of the level, a technician
walks Master Chief through a series of tests, which help demonstrate some important first-
person-shooter and Halo concepts. Over the course of the level you’ll learn other abilities,
like the importance of melee attacks, stealth, and how to toss grenades.
Listen carefully to the ship announcements while working with the technician. You’ll hear
that Covenant boarding parties are making their way onto the Autumn.
Reveille
Training is short-lived. Captain Keyes requests your presence on the bridge before any weapons
training can occur. At the same moment, the cyrochamber control room is compromised. A
Covenant boarding party enters the control room and quickly ends the life of the second techni-
cian. Follow the first technician out of the cryochamber.
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Alternatively, remain near cover and assist GAMER TIP
the Marines by using your pistol to score
headshots on the Elites. Once they’re dead, On Legendary difficulty, the Grunts in The Pillar of Autumn
switch out the assault rifle for a plasma throw plasma grenades. This significantly increases the difficul-
pistol, which you can find near one of the ty of each battle. But it helps you as well. You can grab any dis-
slain Grunts.
carded plasma grenades from Grunt corpses. Plus, it’s
More Covenant enter the mess hall to possible to kill a Grunt while a grenade is still in
the right. Engage the Elites first, which his hand. If you time it right, the Grunt will
will be occupied by the Marines’ fire. Use drop the grenade as he dies, and his com-
your newly acquired plasma pistol’s over- rades may not have a chance to escape
charge mode (hold the fire button) to the explosion! —Chad Armstrong
launch a bolt capable of disabling an
Elite’s shield in a single blow. Use any
plasma grenades you found on
the corpses from your previous
victory. With the Elites dead,
the Grunts are fodder and will
run away in panic. Use the pis-
tol to shoot at their heads.
Exit the mess hall and
round the corner to find an
Elite—facing away from you—
engaged with a couple of
Marines. Take the opportunity to
use the melee attack on the
back of the Elite’s skull (see
Figure 5.2). If he happens to
turn around before the strike,
circle around him with addition-
al melee attacks.
One Marine exclaims, “Did FIGURE 5.2: Smack this Elite with the butt of your weapon.
something just hit us?” in
response to a jarring crash nearby. A Covenant boarding party has docked with airlock #31 just
around the corner. Toss a plasma grenade into the airlock entrance. If you don’t have any
grenades, target the Elite first with a plasma pistol overcharge, then finish him off with the
human pistol and clear the area of Grunts. Before leaving the area, go into airlock #31 and grab
one of the two overshield power-ups. The overshield increases the capacity of Master Chief’s
shield, which allows you to sustain a lot more damage.
The next two encounters provide opportunities to flank the Covenant forces. You’ll spot
Marines battling the Covenant. In the first encounter, turn right instead of rendezvousing with
the Marines; you’ll be able to attack the Elites from a different angle. In the second encounter,
go forward. Regroup with the Marines after defeating the enemies.
The Pillar of Autumn was one of the more challenging missions of the game to construct because it contained the game’s
tutorial. Teaching new players all of the skills they needed without boring or frustrating them proved to be harder than I
expected. After I finished the first version of the tutorial, we brought several people into our playtesting labs to give us
feedback on it. It was a disaster. Everyone got completely lost. Nobody could figure out the controls. Several of the partici-
pants were killed before they could even find a weapon, or blew themselves up with grenades. Most of the participants
ended up shooting the technician giving the tutorial in frustration. A couple even asked if they could stop playing and
go home.
So I went back to the drawing board. I kept the (few) things that worked and rebuilt the tutorial based on the things we had
seen in the playtests. We gave the player a lot more control over the pacing of the tutorial to give him time to master a skill
on his own. We built devices for him to interact with to keep him interested while he learned important controls. We also
ended up trimming the tutorial to about half its original length and moved some of the controls into the rest of the mission.
Since this was the first mission in the game, we packed lots of
scripted moments into it. There are crewman getting thrown
through closing blast doors by grenades, Marines pinned down
behind makeshift barricades, Covenant boarding parties blowing in an airlock
door, and lots of other dramatic moments. My favorite one happens
when you “accidentally” kill Captain Keyes on the bridge.
—Jaime Griesemer, Design Lead, Bungie Studios
The next room is one of the toughest on the level. When you enter, Cortana points out that
Covenant reside on the landing above. Don’t attempt to battle the Covenant from below; it’s very
difficult to fire an accurate shot from the lower level. Go up the stairs and use grenades and
plasma pistol overcharges against the Elites. Marines are here to assist; work quickly while
they’re still alive and distracting the Elites.
Go up the left staircase. A blast door opens on the far right side, revealing more Covenant.
Target the Elite from long-range with the plasma pistol, then switch to the human pistol to fin-
ish off the group with headshots. Pass through the right door and eliminate the Grunt stragglers
in the following corridor.
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The next area features the
first physical Covenant plasma
shield—and Elites are adept at
hiding behind them! Don’t waste
your human pistol or assault
rifle ammunition on the shield.
Use a single plasma pistol over-
charge to temporarily disable
the shield, which exposes the
Elite to your weapons fire (see
Figure 5.3).
Captain Keyes calls for all
hands to abandon ship, but
Cortana points out that the
Covenant are destroying all of
the lifepods. Follow the naviga-
tion point to the maintenance FIGURE 5.3: Use your plasma pistol’s overcharge mode to disable the
tunnel. Once inside, switch on plasma shield.
your flashlight. Take the first
left and follow the tunnel to the exit door. Cortana warns of heavy Covenant presence outside
the door. Move down the tunnel on the left and take the alternate exit. Bust the broken door
with a melee attack.
Move quietly around the corner to find a hapless Grunt with his back turned. Melee-attack
the back of his skull and continue all the way to the end of the hallway. Turn left at the end
and quickly bash the Elite when his back is turned (it won’t be for long). Use the plasma pistol
on the remaining Elites in the area.
Proceed through the control room that TIP
overlooks the cryochambers. Prepare an
overcharge for the Elite at the far end of After regrouping with the Marines, go down the hall on the left
the hall, then switch to the human pistol and defeat the Grunts. Take the first right after the
to finish him off, as well as to take out Grunts. Follow the hallway until you reach some
the Grunts in the adjacent alcove. Enter debris blocking another hall on the left. Peer
the maintenance tunnel in the right room over the debris to find that you have a
(beware of the Grunts inside) and exit to perfect shot on a group of Elites and
rendezvous with more Marines. As always Grunts. Duck behind the junk for cover
on this level, target the Elites first! during the battle.
Continue around the corner to find more
Covenant guarding the route to the
remaining lifepods.
As you near the lifepods, locate fragmentation grenades behind a barricade. Grab a pile and
toss the grenades at the Covenant on the other side of the barricade. Upon eliminating this final
Covenant group, you automatically enter the lifepod and eject from the Autumn. Next stop: Halo.
Flawless Cowboy
A bridge spans a chasm to the lifepod’s right (if you’re facing the lifepod). You have a couple
options here. If you stay on the lifepod’s side of the chasm, Cortana will eventually discover a
Covenant dropship en route. The dropship will land near the lifepod and deposit a handful of
Grunts and a couple of Elites. If you elect to cross the bridge immediately, Cortana will discover
the dropship as you cross, and it will still land near the lifepod. You can simply evade the ene-
mies and continue advancing away from the lifepod.
The name “Halo” is derived from Covenant battlefield transmissions, translated by Cortana. A more literal translation would
be “Ring of Heaven” or “Ring of the Gods.” Halo orbits a large gas giant (Earth Survey Catalogue Number B1008-AG, nick-
named “Threshold”), suspended at the Lagrange point between the
planet and its largest moon, Basis. The ring has a 24-degree axial tilt
from the gas giant’s orbital plane, which means that any point on
the surface receives sunlight for half of the time it is on the sunny side of Threshold,
and for none of the time it is on the dark side. This gives the ring a some-
what unusual day–night cycle in which it is dark three-fourths of
the time. There is, of course, no sunrise or sunset in the tradi-
tional sense.
Objectives: Evade Covenant patrols searching for you. Head for higher ground.
Search for other lifeboats.
If you do choose to battle the Covenant
forces, use the pistol’s zoom function to GAMER TIP
eliminate the Grunts from long range.
Fight the Elites near the bridge. If you When you spot a Covenant dropship landing, chuck
toss a grenade at an Elite on the bridge, one or two plasma grenades onto the hatch that
the Elite will actually dive off the bridge the Covenant come out of. You’ll most likely
to avoid the blast. Grab a plasma pistol take a few enemies out with no trouble.
upon killing the group. Also, never fire on a dropship; it’ll blast
you with piping hot, heavily damaging
plasma. —Trevor Scott
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Crossing the bridge triggers
two Covenant Banshee flyers.
The Banshees fly overhead and
will swoop down and attack with
their plasma cannons. Use the
trees and rocks as cover against
their attacks. When one Banshee
is destroyed, the second flees
the scene. Use the pistol at long
range to target the Banshee.
When the craft flies close or
swoops down on its attack run,
switch to the assault rifle if you
still have it; otherwise stick
with the pistol. If you’re suffer-
ing damage from the plasma
cannons, immediately duck FIGURE 5.4: The Banshee can inflict significant damage in a short
behind cover. amount of time. Duck behind cover when it begins to fire.
After destroying a Banshee, continue up the left path cautiously. There’s a Covenant patrol
group ahead. Use the human pistol to eliminate the Grunts from long range. Switch to your plas-
ma pistol to eliminate the Elites’ shields. After the battle, swap out your plasma pistol for a fresh
one and gather the dropped plasma grenades. Cortana picks up a lifeboat beacon over the next
hill. Head over to encounter a battle in progress.
A Covenant dropship lands as you approach. Aim for the nearest Elite with the plasma pis-
tol’s overcharge mode while tossing a grenade at the tightly packed Grunt group. Cycle to the
human pistol and eliminate the unshielded Elite. Pop all remaining Grunts with the pistol and
battle the Elite that are left by using the nearby cover and surviving Marines for assistance.
Objectives: Stay with the survivors. Protect the human survivors. Wait for an evac
dropship to arrive.
You won’t have long to survey the battle- TIP
field. Use all three structures for cover
against the Covenant attackers. Employ There are three health packs in the area. Two are on top of the
a plasma pistol–human pistol or plasma large alien structure (ascend the ramp from ground level to
pistol–plasma rifle combo; the plasma reach the upper platform) and the third lies near the lifeboat on
weaponry is ideal for disabling Elite and
the large structure’s western side. Save the packs
Jackal shields, but the assault rifle is too
until you’re near death (your health meter will
inaccurate at long range.
be red). You’ll need the boost to survive
the Covenant attack waves—especially on
Legendary difficulty!
HALO 65
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Five Covenant attack waves arrive by dropship. The fourth and fifth waves arrive simultane-
ously. Using the assault rifle’s compass as a directional indicator (assuming north is the indicator
that points forward), the attack waves arrive in order from the following directions: north, west,
east, north, and east.
The Elites are your biggest challenge in each attack wave. Try to reach the dropships as they
deposit the Covenant forces. Stick the disembarking Elites with plasma grenades if possible. Use
the plasma pistol’s overcharge bolt in combination with your secondary weapon against the Elites
and the Jackals that hide behind their shields. Retreat to the cover of structures if necessary.
Pick up new plasma weapons to keep your battery life high, and don’t forget the health packs. If
possible, reserve one to use after you complete the five waves so you have full health going into
the next mission objective.
If you have trouble against the five waves, consider completing the task by simply hiding
out. Go northwest from the downed lifepod into the cave area. You can hide from Covenant
forces there. Of course, the Marines you’re ordered to save will be overrun by the Covenant, but
you will be safe! After approximately 10 to 15 minutes, the evac ship will arrive anyhow, and
your next objective will begin. If no Marines survive the attack waves, though, you’ll lack assis-
tance in the Warthog’s passenger seat.
The standard method of deploying troops from orbit to ground is the D77-TC “Pelican” Troop Carrier. The Pelican has a
capacity of three crew (pilot, copilot, and flight engineer) and 10 passengers in its rear bay (though it can accommodate five
additional standing passengers in a crisis). It is equipped with elec-
tronic systems hardened against EMP; heavy armor; a 70 mm “chin
gun” controlled by a gunner and an IHADSS (Integrated Helmet and
Display Sight System—essentially wherever the gunner looks, the chin gun follows);
rocket pods; jamming and detection gear; an onboard weapons locker
(which can hold weapons and ammo for up to 30 troops); and
computerized mapping gear.
Objectives: Search for the three additional groups of human survivors. Protect the
human survivors. Wait for an evac dropship.
After repelling the five Covenant attack waves, Pelican Echo from the Foe Hammer arrives and
drops a Warthog jeep (see Figure 5.5). Replenish health and ammunition as needed, then board
the Warthog as driver. Reequip your human pistol if applicable. Drive close to any surviving
Marines, and one will climb into the passenger seat. Descend into the valley northwest of the
lifepod; it leads to a cavern opening.
Follow the winding cavern path. Just after you go up the ramp, get good speed to make a
small leap. When you round the next series of corners, the tight corridor opens into a large
chamber. A careful eye can spot Covenant forces in the distance.
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Upon entering the opening
to the large chamber, stop the
jeep and pick off as many
Covenant as possible from long
range with your human pistol
(using the zoom function). Inch
the jeep closer and closer (turn
so the passenger faces into the
chamber) and allow the gunner
to shoot the Grunts, Jackals, and
Elites with the Warthog’s chain
gun. The other Marine passenger
will use his own weapon to blast
away at available targets.
Although it’s possible to run
over enemy units in the
Warthog, getting close enough FIGURE 5.5: It’s time to search for three more groups of human sur-
to do so will make you a target vivors—and you’ll have a Warthog to help in the search.
for plasma grenades.
The light bridge ahead is down. Hop out of the jeep and ascend the ramp right from the
bridge. Three Elites patrol the tight hallway at the top of the ramp. Toss grenades around the
corner to weaken or kill them, then finish them off with a combination of plasma and pistol
ammunition. Use the console at the end of the catwalk to reactivate the light bridge. Return to
the Warthog, drive over the bridge, and follow the corridor to the exit.
Reunion Tour
Upon exiting the cavern, pick
out the stream on the left side
of the path. Cross the stream
and locate a downed lifepod on
the left side of the area. Hop
out of the Warthog and grab the
ammunition scattered around
the lifepod. You’ll also find a
health pack (save it for later if
you aren’t near death) and a
new weapon: the sniper rifle
(see Figure 5.6). Switch out the
human pistol for the new toy,
then get back into the Warthog.
FIGURE 5.6: Locate this downed lifepod near the stream. You’ll find a
health pack, ammunition, and the coveted sniper rifle nearby.
HALO 67
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There are three groups of human sur-
TIP
vivors nearby. You can visit them in any
order. Blue beacons mark the paths into
Each of the three human-survivor areas includes a
each area. If you fail to save the survivors;
downed lifepod that contains grenades, ammuni-
the mission can still conclude successfully,
tion, and a health pack.
but you’re likely to lose out on Marine
assistance in your Warthog. I suggest
heading for Marines with sniper rifles
(they’re at two of the three locations)
because they can be extremely helpful as
Warthog passengers.
For the first area, drive across the stream and go south from the lifepod. As the stream
bends left, you’ll cross it and locate the entrance toward the Marine group. It’s a rockslide; the
Marines (one using a sniper rifle) are hiding out in the rocks as Covenant forces search for them.
Drive the Warthog around the perimeter and allow the gunner to eliminate as many Covenant
units as possible.
To me, the mission Halo epitomizes all the things that make the game unique. It starts out with the Master Chief alone
against a dropship full of Covenant and two Banshees, completely outnumbered, but tough enough to take them all on. It
presents the essential mystery of the game—“What is Halo?”—in an environment that requires lots of exploration and discov-
ery. One look at the green valleys stretching out in front of you and you get a sense for the freedom and wonder that char-
acterizes the entire game.
It also has most of the gameplay mechanics that make Halo special. It has the Marines, so you get the experience of having
effective allies that kick ass and talk like real people. It has the sniper rifle, which is the most satisfying weapon in the
game. And it has the Warthog, the vehicle that has been Halo’s signature element since it first debuted at Macworld. It has
all these things in the green, lush environments people most associate with the game.
I remember playing this mission well after midnight once, trying to get ready to show it playable for the first time at E3. We
weren’t sure how well the game was going to be received, especially since this was just after we switched to the Xbox plat-
form. I was driving between lifeboats on the back half of the mission when the Marine gunner in my Warthog shouted,
“There’s one!” and lit up a Banshee that was swooping in for an attack run. I cranked the Warthog hard to avoid the
Banshee’s weaponry (they packed a lot more punch back then) and
my gunner really laid into the Banshee as it flew overhead. It tried
to pull out of its dive, but instead it exploded in a ball of flame and
crashed into the wall of the canyon, landing right in front of me with a satisfying
crunch. My Marine shouted something like, “Yeah, suck it down!” and
right then I knew that things were going to go great at E3.
—Jaime Griesemer, Design Lead, Bungie Studios
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You won’t be able to get the Warthog into the narrow path between some of the rocks. Hop
out of the Warthog and locate the remaining Covenant troops on foot. When you run out of
sniper ammunition, trade the sniper rifle for a secondary plasma weapon. Four Covenant drop-
ships land. You must clear the area of enemy forces before the evac ship can touch down. Utilize
the Warthog’s chain gun (either you or a Marine gunner can fire it) to aid in the destruction of
the enemy forces. Once the evac ship is called in, the area will be clear.
It’s very beneficial if the Marine wield-
ing the sniper rifle escapes the battle TIP
HALO 69
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The mission ends once
you’ve cleared all three areas of
Covenant forces and the evac
ships have been called. A Pelican
dropship descends into the last
area. Move to the ship’s rear and
use the E key to board it and
end the mission.
FIGURE 5.7: The Warthog’s gunner is your best ally against the
Covenant forces. Don’t hesitate to take control of the gun yourself if
necessary.
TRUTH AND
RECONCILIATION
Orders are to clear the path ahead of your
fellow Marines by using your sniper rifle— GAMER TIP
equipped with 64 total shots instead of
the normal maximum of 24. Using the Here are some sniping tips for this level on Legendary difficulty.
sniper rifle effectively is especially key on Stay in 2u zoom mode when you’re looking for a target. Zoom
this level, particularly on Legendary diffi- in to 8u mode when you know exactly where a target is going
culty. to be. Once you’re discovered by Covenant forces, go find anoth-
er spot to shoot from. The Covenant will soon settle back down
Objective: Board the Covenant battle and start wandering if they don’t see you. Purple
cruiser. Elites will always take at least two shots to kill:
Move forward to a path. Cortana sug- one for the shields and one through the
gests remaining on high ground to pick off head. If they’ve turned away from you,
the Covenant in the valley to the left. they’re less likely to dodge the second
Target the Grunts manning the shade tur- shot. —Asmodeus
rets, then the Elites. Wait for enemies to
come within view, and use the sniper rifle
to target them. If the area is clear, advance slowly until additional enemies arrive. Be patient and
retreat if necessary to remain at long range with the sniper rifle. Cortana will mark a Grunt with
a navigational indicator—eliminate the Grunt when it attempts to reach a shade turret!
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With the area clear, scour the corpses
GAMER TIP
for plasma grenades and switch out your
assault rifle for a plasma pistol or plasma
Deprive Grunts of the ability to take control of a
rifle to use in a pinch (much more useful
shade turret by knocking it over with a grenade!
against the Elites here than the assault
The Grunts won’t be able to get the turret
rifle is). Continue forward cautiously and
back upright. If you want to use it your-
eliminate the Grunt and Jackal patrols
self, just press the E key to get it back in
ahead. Additional Covenant reinforcements
arrive, and you can terminate them with position. —Simpsons Rule and TH-555
the sniper rifle. If they detect you, retreat
and resume sniping.
Locate the health pack ahead; also
nearby are a couple of boxes of sniper
ammunition. Each box contains 16 GAMER TIP
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HALO STORY BIBLE: COVENANT DROPSHIP AND
BATTLE CRUISER
Covenant dropships are angular, horseshoe-shaped craft with personnel bays along the exterior of each “leg.” Between the
extended personnel bays, an energy field fluctuates visibly as it generates the ship’s antigravity propulsion (similar in
appearance to the energy pulse of the “gravity lift” elevators the Covenant use to commute between the ground and hover-
ing ships). In addition to the pilot, the ship is crewed by a single gunner for the underslung bubble-shaped plasma-gun
turret—similar to the shade but with a higher rate of fire. Each troop bay can hold four fully equipped Covenant warriors,
who deploy when the long panel doors on the bays swing downward
as the ship approaches the ground.
Covenant battleships are long, vaguely manta-shaped spacecraft
capable of launching dozens of fighters. They are typically armed with several dozen
energy weapons. Covenant capital ships come in varying classes and
sizes, though military observers note that there is a great deal
of variance—weaponry, length, estimated tonnage, fighter
complements, speed, and so on—within a particular class.
Two Hunters drop onto the gravity well. This is the last battle before you can enter the Truth
and Reconciliation. Hop out of a shade turret if you’re inside one, and use the sniper rifle to
eliminate the Hunters from long-range, or get in close and shoot their orange skin. The best
opportunity will likely come when the Hunter is occupied while crushing one of your fellow
Marines. Before standing on the gravity well, gather ammunition and grenades, replenish your
health if necessary, and obtain a plasma rifle with ample battery life.
The first exterior encounter for Truth and Reconciliation was the first I built when I joined the Halo team. It’s also the
encounter I rebuilt the most as new features came online! My process for laying out encounters is to get all the basic func-
tionality working, playtest for a week or two, then go back through
and add all of the detail-oriented scripts. Basic functionality
includes things like laying out how the player will navigate the envi-
ronment, cover locations, proper firing point placement, character numbers, spawn
points, and save points. Once I finished the basics I would play the encounter
for a few weeks to perfect it while at the same time getting ideas for
the details that will make each specific encounter unique.
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Some of the things I would do during the finishing pass would include difficulty-specific touches (additional waves of ene-
mies, random turret placements, and switching out some of the basic enemies for more difficult ones), adding more cine-
matic elements (dropship recordings), and navigation markers. Some of my favorite moments from the exterior section are
the Marines running around with their flashlights on (Bernie [Freidin] came up with that and I added it a couple days before
we locked everything down), the music that kicks in when you kill the first enemy of the second encounter, sniping the Elite
on the ledge at the beginning of the third encounter (what are you supposed to do when he sticks his neck out like that?),
and taking on the final exterior encounter like an action hero. One of the only things I would change about all the exterior
encounters is the introduction of the Hunters. I always felt it should have been more cinematic while others didn’t want to
take control away from the player since there would be a long cutscene right after you did away with them. Note that the
third exterior encounter was empty until a week before we locked this mission down!
Ah…the good old gravity-well room. I make no excuses for the difficulty of this room. This was always intended to be one of
the harder encounters in Halo, but Mat Segur’s recommendation to throw in some gold sword Elites made it truly legendary.
This was also one of the harder spaces to spawn enemies in since the player spends a lot of time in a small area and can get
into the hallways where the Covenant spawn. Trigger volumes and random spawn placement keep the Covenant pouring into
the room regardless of the player’s location. Each increase in difficulty level adds three waves to the encounter. Getting
through on Legendary isn’t so much of a challenge—but getting through on Legendary with all the Marines alive tends to be
much more difficult.
The hangar bay proved to be an interesting challenge. It’s a big open space with tons of geometry (read: slowdown) that
provides very little cover for the player. Good thing for Master Chief that the Covenant put everything they own in space
crates (and they bring these crates with them everywhere they go). This is another encounter that went through many revi-
sions before I felt it was right. I’m more or less still happy with it, although if I was to do it again, I wouldn’t push the player
back to the entrance as often as I do.
By far the hardest and most time-consuming portion of this mission was getting Captain Keyes and the Marines to follow
Master Chief back to the hangar. I asked for a script command to do this but was told we wouldn’t have time and I should do
it all through trigger volumes and squad migration, which proved to be a horrendous waste of time and energy. I lost almost
a month’s worth of work attempting this (hitting script buffer overflow limits, cluster activation problems and the big kicker,
getting them to follow you through a BSP swap). Once I finally proved that it was insane to make the AI follow the player
using this technique, Chris Butcher wrote the AI follow command and I rescripted the whole portion in a day and a half.
Because of this loss of time, I had to turn over scripting of the Flood to Jaime [Griesemer].
Captain Keyes used to carry a plasma rifle, but when you were looking at the captain and Marines in the dark hallway, you
couldn’t tell which one was the captain. I ended up giving him the
needler. Initially he would shoot two or three needles at a time,
which wasn’t very exciting, so I turned up his firing rate and he
became the ultimate badass with the needler. Although Keyes tends
to be a little overzealous sometimes and fill Master Chief full of needles, or
worse, he’ll fill an Elite full of needles then run towards it and end
up dying in the explosion. —Paul Bertone, Level-Design Lead,
Bungie Studios
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the prison doors. Snag the health pack from inside one of the cells if you need it. Return to the
console and grab the camouflage power-up behind the platform. Time to work quickly!
Exit and go straight across to the far room. Ignore the Jackal patrol and turn right into
another set of holding cells. You’ll spot a pair of sleeping Grunts, two silver stealth Elites, and
one gold commander with a plasma sword near the prison-door controls. With active camo, walk
behind the gold Elite and melee-attack him (see Figure 5.10). Do the same to the two silver
Elites and finally the Grunts. If the camo runs out, use a combo of plasma and sniper weaponry
to eliminate the remaining enemies.