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FEATURED VOXPOP Master_Craig
Welcome Home - PAX AUS 2014
By Master_Craig
Posted on 11/18/14
Last night I returned home from PAX AUS 2014. Long story short, it wasn't perfect, but it was quite possibly the best weekend I've had this year. It was a lot of fun. If you'd like to continue reading, the long story is just below. Buckle up. This is gonna be...

Halo: Combat Evolved Walkthrough

Version 1.0 by

03/07/06

Halo: Combat Evolved  
Spoiler Free Walkthrough


Author - Neil Stump
Email - neil(dot)stump(at)gmail(dot)com
Version - 1.0
Date - 8 March 2005

Please do not plagiarize

Websites Allowed to post this:
-www.gamefaqs.com
-www.supercheats.com


Table of Contents
1 - Version History
2 - Controls
3 - Characters and Enemies
4 - Weapons
  4.1 - Human Weapons
  4.2 - Covenant Weapons
5 - Vehicles
6 - Walkthrough
  6.1 - Pillar of Autumn
    6.1.1) Revielle
    6.1.2) AI Constructs and Cyborgs First
  6.2 - Halo
    6.2.1) Flawless Cowboy
    6.2.2) Reunion Tour
  6.3 - The Truth and Reconciliation
    6.3.1) Truth and Reconciliation
    6.3.2) Into the Belly of the Beast
  6.4 - The Silent Cartographer
    6.4.1) The Silent cartographer
    6.4.2) Shafted
  6.5 - Assault on the Control Room
    6.5.1) I Would Have Been Your Daddy
    6.5.2) Rolling Thunder
    6.5.3) If I Had a Super Weapon
  6.6 - 343 Guilty Spark
    6.6.1) Well Enough Alone
    6.6.2) The Flood
    6.6.3) 343 Guilty Spark
  6.7 - The Library
    6.7.1) The Library
    6.7.2) Wait, It Gets Worse
    6.7.3) But I Don't Want to Ride the Elevator
    6.7.4) Fourth Floor: Tools, Guns, Keys to Super Weapons
  6.8 - Two Betrayals
    6.8.1) The Gun Pointed at the Head of the Universe
    6.8.2) Breaking Stuff to Look tough
    6.8.3) The Tunnels Below
    6.8.4) Final Run
  6.9 - Keyes
    6.9.1) Under New Management
    6.9.2) Upstairs, Downstairs
    6.9.3) The Captain
  6.10 - The Maw
    6.10.1) ...And the Horse You Rode In On
    6.10.2) Light Fuse, Run Away
    6.10.3) Warning: Hitchhikers May be Escaping Convicts
7 - Frequently Asked Questions
8 - Special Thanks


==================
1) Version History
==================

1.0 - Ití¢â‚¬™s done.  Changes may occur for just basic maintenance. 8 March 2005


===========
2) Controls
===========

Left Thumbstick, D-pad - Move
Right Thumbstick - Turn/Aim
Left Thumbstick Button, press in - Crouch
Right Trigger - Fire Weapon
Right Trigger hold, then release to fire - Charge Weapon
Left Trigger - Throw Grenade
Right Thumbstick Button, press in - Scope Zoom
Start Button - Pause
White Button - Flashlight
Black Button - Switch Grenades
Y - Switch Weapon
B - Melee Attack
X - Pick Up/Swap/Reload Weapon/Perform Action
A - Jump


=========================
3) Characters and Enemies
=========================

Master Chief - The character you control for the whole game, you will come
  very close with him.  All that remains of a classified military project
  to build a series of genetically enhanced super-soldiers.  You are 
  humanity's last and best hope against the Covenant - but you're woefully
  outmatched, and survival is not guaranteed.

Captain Jacob Keyes - Twenty-six years into his military career, Captain
  Keyes commands respect as a keen strategist and inspirational leader
  of his men.  He became a minor hero early in his career, when he led a
  small group of security troops against a covenant ambush of the colony 
  ship Meriwether Lewis and held them off long enough for the ship to
  escape.  His many decorations and years of combat experience against
  the Covenant made him a natural choice to command the Pillar of Autumn
  and its secret cargo.

The Marines - A rugged and diverse assortment of soldiers, the Marines
  on the Pillar of Autumn are fighting a losing battle against the
  Covenant's superior weaponry and numbers.  Under the leadership of Captain
  Keyes they continue to wage a furious struggle against the Covenant,
  even as their numbers dwindle.  They're the best of the best-but they're
  only human.

Cortana - Cortana is the highly advanced AI at the heart of the Pillar of
  Autumn.  Her design allows her to be uploaded into an appropriately 
  configured battle suit for safekeeping.  She is capable of hacking into
  alien computer systems, and has used this skill to intercept Covenant
  communications during combat.  She interprets this data to provide her
  caretakers with directional waypoints and the best available information
  about troop movement and strategy.

The Grunts - Approximately 5' tall and relatively weak.  Grunts tend to 
  travel in packs and stick close to more powerful allies.  Individually
  they are easy to defeat, but in groups they can overwhelm careless
  Marines.  Their armor seems to house some sort of life-support mechanism.
  They are known to use a variety of weapons including plasma pistol,
  plasma rifle, and plasma grenades.

The Jackals - With superior senses of sight, hearing, and smell.  Jackals
  serve as scouts and assassins for the Covenant forces.  They use plasma
  pistols and carry a strong energy shield to compensate for their well
  physical weakness; a well-positioned Jackal can hold his own against
  several Marines, though grenades are effective against them.  They stand
  approximately 5'8" tall.

The Elites - There are a few varieties of the Elite, but are all roughly
  8'6" tall and incredibly strong.  Their strength allows them to rely on
  brute force when necessary, but they're quite capable of brilliant 
  battlefield tactics as well.  Their natural resilience is augmented with
  full-body energy shielding which recharges when depleted.  They wield
  plasma pistols, plasma rifles, grenades and needlers.

The Hunters - Hunters stand 12' tall, though in their combat state they
  contract to approximately eight feet.  Hunters fight with a fuel rod
  gun integrated directly into their armor.  They carry an enormous
  and nearly-impervious metal shield made of an unknown alloy, which they
  sometimes us as a melee weapon.



==========
4) Weapons
==========

------------------
4.1) Human Weapons
------------------


M9 HE-DP Grenade - The M9 high-explosive, dual-purpose grenade is a thrown
  fragmentation device.  Use it to suppress or disable vehicles, except
  tanks.  It can be thrown, rolled, bounced or ricocheted into places 
  direct fire weapons can't reach.  Increasing the angle of the throw to
  toss it farther, or to get it over obstacles.  Be careful not to throw
  it too close to your own location.
Clip Size - 1
Max Number of Clips - 4
Damage - 10/10
Accuracy - Medium
Rate of Fire - Slow

  This is an effective tool, be careful where you use it though.  Effective
  against Grunts, Jackals, Elites, Hunters, and Flood.  Weak Against none.
  Mediocre against Sentinals, mainly because its nearly impossible to hit 
  them with a blast from one of these bad boys.


M6D Pistol - This Pistol is a recoil-operated magazine-fed handgun.  It is
  issued with a smart-linked scope capable of 2x magnification (press in
  the Right thumbstick). It fires 12.7mm semi-armor-piercing, high-explosive
  rounds.  It can shoot either semi-automatic or automatic fire (pull and 
  hold the Right trigger for automatic fire).  Shot placement is very
  important.  The only shot that gurantees immediate and total
  incapacitation  is one roughly centered in the head, above a horizontal
  line passing through the ear opening and below the crown of the alien
  skull.
Clip Size - 12 Shots
Max Number of Clips - 11 
Damage - 8/10
Accuracy - Short-Medium
Rate of Fire - Medium-Fast

  This weapon is great for tight area combat.  It is wielded by marines, so
  you know its strong, and you know where you can get one.  This weapon is
  effective against Grunts, Jackals, and Elites.  This weapon is weak 
  against Hunters and Flood.  This weapon is mediocre against Sentinals.


MA5B Assault Rifle - This rifle is gas-operated and magazine-fed.  It fires
  7.62mm armor-piercing rounds.  Rate of fire is limited by a soldiers
  ability to aim, fire and change magazines.  Short, controlled bursts are
  more accurate than fully automatic fire.  The MA5B's integrated computer
  displays rounds left in the magazine and the relative direction of the
  gas giant.  Threshold, for point of reference.  This feature is 
  particularly useful for orienting you in areas where it's easy to get
  turned around and lose your sense of direction.
Clip Size - 60 Rounds
Max Number of Clips - 7
Damage - 7/10
Accuracy - Short-Medium
Rate of Fire - Fast

  This weapon is good for tight combat areas, and fairly open combat areas.
  This is also wielded by marines, if you need one just seek out a marine.
  This weapon is effective against Grunts, Jackals, and Elites.This weapon
  is weak against Hunters.  This weapon is mediocre against Flood and 
  Sentinals.


M90 Shotgun - The shotgun is a pump-action magazine-fed (dual tubular 
  nondetachable type) weapon.  It fires 8 gauge magnum (3.5") rounds.
  This weapon is very effective against targets at close range and may
  be used to engage several targets simultaneously at medium and long
  range.
Clip Size - 12 Rounds
Max Number of Clips - 6 
Damage - 9/10
Accuracy - Short
Rate of Fire - Medium
 
  This is a great weapon for tight areas, but not so effective in the open.
  This weapon is effective against Grunts, Jackals, Elites, Flood, and
  Sentinals.  This weapon is weak against Hunters.


S2 AM Sniper Rifle - This rifle is a gas-operated magazine-fed weapon.
  It is issued with a smart-linked scope with two levels of magnifications
  (press in the Right thumbstick once for 2x.  Press again for 10x, and 
  once more to deactivate).  Also, while still in zoom mode you can press
  the White Button to activate the light amplification.  It fires 14.5mm
  armor-piercing fin-stabilized discarding-sabot rounds.
  Warning: The 14.5x 114mm ADFSDS round is an anti-materiel munition.  It
  can easily over-penetrate several armored soldiers.  Be sure of what is
  on the other side of your target before firing.
Clip Size - 4
Max Number of Clips - 7
Damage - 9/10
Accuracy - Long
Rate of Fire - Medium 

  This is a great weapon when you want to drop some enemies, quickly, 
  undetected, and just for the plain fun of taking someone out from so far
  away.  This weapon is meant for medium to long distances, not close up.
  This weapon is effective against Grunts, Jackals, and Elites.  This 
  weapon is weak against Flood and Hunters.  This weapon is mediocre
  against Sentinals.


M19 SSM Rocket Launcher - The M19 SSM is a man-portable and shoulder-fired
  rocket launcher.  It has two major components, the launcher and the 
  magazine.  The magazine (the expendable part of the system) contains two
  102mm shaped-charge, high-explosive rockets.  IIt is designed for fast,
  easy detachment from the launcher.  The launchder contains the sighting
  and fire control systems.
Clip Size - 2 Rounds
Max Number of Clips - 5
Damage - 10/10
Accuracy - Medium-Long
Rate of Fire - Slow

  This is a great weapon to blow your enemies sky high.  This is great to
  take down enemy vehicles, and large enemies, but dont blow it too close
  to yourself, or it will kill you.  This weapon is effective against 
  Grunts, Jackals, Elites, Hunters, Flood, and Sentinals.


M41 LAAG - The Warthog's M41 light anti-aircraft gun is a three-barreled,
  electric-powered, linkless, drum-fed weapon.  It fires 450 to 550 
  12.7x99mm armor penetrating rounds per minute.  Turrets traverse rate is
  100 degrees per second and weapon elevation rate is 60 degrees per second.
  Recoil from sustained fire is prodigious and negatively impacts accuracy
  at long range.
Clip Size - Infinite
Max Number of Clips - Infinite
Damage - 8/10
Accuracy - Medium-Long
Rate of Fire - Fast

  This is good for any use.  It can take out basically anything that is
  destructable.  Effective against Grunts, Jackals, Elites, Hunters, Flood,
  and Sentinals.



---------------------
4.2) Covenant Weapons
---------------------


Plasma Rifle - This is a directed energy weapon.  It is capable of either
  semiautomatic or automatic fire (pull and hold the Right trigger for
  automatic fire).  Continuous rapid fire overheats the weapon-this in turn
  depletes the weapon's power core.  We curently do not understand how to
  replace or re-charge a power core.
  Note: This weapon will deplete its energy source as you use it.  It is
  wise to replace it as often as possible.
Core Power Output: 100-150 Kv at 2-3 dA
Clip Size - 100 energy points
Max Number of Clips - 1
Damage - 8/10
Accuracy - Short-Medium
Rate of Fire - 420 to 600 RD/MIN

  This weapon is the Covenant equivilant to the Human MA5B Assault Rifle.
  This basically crushes the enemy's energy shield if they have one.  This
  weapon is effective against Grunts, Jackals, Elites, and Sentinals.  This
  weapon is weak against Hunters.  This weapon is mediocre against Flood.


Plasma Pistol - This weapon is a semi-automatic directed energy weapon.  If
  you pull and hold the Right trigger, the weapon may become over-charged;
  when the Right trigger is released the bolt is launched.  After the over-
  charged bolt is launched the weapon temporarily stops funtioning as it
  dumps waste heat.  Use of the over-charge capability rapidly depletes the
  weapon's power core.  We currently do not undeerstand how to replace or
  re-charge a power core.
  Note: This weapon will deplete its energy source as you use it.  It is
  wise to replace it as often as possible.
Core Power Output: 100-1500 Kv at 2-3 dA
Over Charge Power Output: 1.5 Mv at 2-3 dA
Clip Size - 100 energy points
Max Number of Clips - 1
Damage - 7/10
Accuracy - Short-Medium
Rate of Fire - Medium-Fast

  This weapon is excellent for close combat, but is bad for distanced 
  fighting.  This weapon is effective against  Grunts, Jackals, Elites, 
  and Sentinals.  This weapon is weak against Hunters.  This weapon is
  mediocre against Flood.


Needler - Very little is known about this weapon other than that it is a
  magazie fed weapon capable of automatic fire.  Its projectiles penetrate
  soft targets no matter what the angle of impact.  They ricochet off of 
  hard surfaces at oblique angles, however, and are always deflected by 
  energy fields, the only exceptions to this being the shields generated
  by the MJOLNIR battle suit and the Elite's combat armor.  The composition
  and energy signature of its projectile is unknown.  The manner in which
  the projectiles home in on their target is also unknown.
Clip Size - 20 Rounds
Max Number of Clips - 5 clips
Damage - 7/10
Accuracy - Medium
Rate of Fire - Fast

  This weapon is good in close combat, and medium distances.  It is 
  effective against Grunts, Jackals, Elites and Sentinals. This weapon is
  weak against Hunters.  This weapon is mediocre against Flood.


Stationary Gun (Shade) - Although the Shade appears to be a light
  anti-vehicle weapon, the covenant uses it almost exclusively in an anti-
  infantry role.  The operator sits directly behind the gun and an armored
  control suite, but relies entirely on infantry support for protection to
  the sides and rear.
Clip Size - Infinite
Max Number of Clips - Infinite
Damage - 8/10
Accuracy - Medium-Long
Rate of Fire - Fast

  This weapon is effective against Grunts, Jackals, Elites, Hunters, and 
  Flood.  Mediocre against none.  Weak against none.


Plasma Grenade - This weapon is similar to our own hand grenade in that it
  is a thrown anti-infantry and anti-vehicle weapon.  It has some kind of
  internal mechanism that allows it to distinguish between targets and
  background.  For example, it will stick to a soldier or vehicle, but 
  not a tree or wall.  It has a three-second fuse that is activated after
  it sticks to a target or otherwise comes to a rest.
Clip Size - 1
Max Number of Clips - 4
Damage - 10/10
Accuracy - Short-Medium
Rate of Fire - Slow

  Activate. Stick to enemy. Run away. Boom.  Simple as that.  This bad boy
  is excellet.  Toss it and it will stick.  Effective against Grunts, 
  Jackals, Elites, Hunters, Flood, and Sentinals.



===========
5) Vehicles
===========


----------------
Human Vehicles
----------------

M12 LRV - The M12 light reconnaissance vehicle, or Warthog, is the standard
  vehicle of the UEG armed forces.  It is fast and maneuverable, but prone 
  to rollovers during hard cornering.  A three-barraled machine-gun is
  mounted in the rear of the vehicle.  Armed passangers significantly
  increase the unit's anti-infantry capacity.
Crew - 1 + 1 (plus 1 more in rear)
Weight: 3.25 tons
Armament: 12.7mm three-barreled machine-gun
Speed - Fast
Defense - Low


M808B Scorpion MBT - The Scorpion Main Battle Tank is primarily an anti-
  vehicle weapons platform, but it also has very high anti-infantry
  capabilities.  Its ceramic-titanium armor makes it nearly invulnerable
  to small arms fire, but its deep dead-zone, or the area within which
  fire from the tank's guns cannot hit targets, puts it at risk from
  enemy anti-tank infantry.  Up to four soldiers may ride on (and fire from)
  the Scorpion's track pods.  Riding on a tank is always hazardous and
  should be done only when advantages outweigh the risks.
Crew: 2 (or 1 cyborg)
Weight: 66 Tons
Main Gun: 90mm HV (High Velocity)
Secondary/Coaxial gun: 7.62mm AP-T (Armor Piercing, Tracer)
Speed - Slow
Defense - High


-------------------
Covenant Vehicles
-------------------

Ghost - The Ghost is the Covenant's standard reconnaissance and rapid attack
  vehicle.  It is equipped with two of what are now accepted as the standard
  light vehicle mounted weapons: a directed energy weapon capable of
  projecting a bolt of super-heated plasma in the 100-150kW range.  While
  the vehicle is fast and maneuverable, the driver is virtually unprotected.
Crew: 1
Weight: 3.25 tons
Armament: Two Plasma Cannons (100-250 kW range)
Speed - Fast
Defense - Low


Banshee - The Banshee is the Covenant's standard ground assault aircraft.
  It is very fast, extremely maneuverable and capable of hovering.  It has
  two weapon pods mounted to either side of the fuselage.  Both of these
  pods contain light plasma cannon and a fuel rod cannon.  Though small 
  arms fire may disrupt or disable the pilot, only heavy weapons are
  capable of inflicting damage or destroying the vehicle.
Crew: 1
Weight: 2.25 tons
Armament: Two Plasma Cannons (100-150 kW range)
Secondary Weapon: Two Feul Rod Cannons
Speed - Very Fast
Defense - Medium



==============
6) Walkthrough
==============

Difficulties:

Easy - Your foes cower and fall before your unstoppable onslaught, yet
  final victory will leave you wanting more.

Normal - Hordes of aliens vie to destroy you, but nerves of steel and a
  quick trigger finger give you a solid chance to prevail.

Heroic - Your enemies are as numerous as they are ferocious; their attacks
  are devastating.  Survival is not guaranteed.

Legendary - You face opponents who have never known defeat, who laugh in
  alien tongues at your efforts to survive.  This is suicide.


---------------------
6.1) Pillar of Autumn
---------------------



***************
6.1.1) Reveille
***************

Objectives:
-Complete Training Diagnostic
-Find Captain Keyes on the Bridge

Once this level starts just follow the in game instructions and you will be
on your way through character set-up.

Follow the Diagnostics specialist through the door to the left of the 
shield diagnostic station.  Exit this door, go right, then you will see a
green arrow on the ground to your left, stop at this arrow and look through
the opening, the game will prompt you to press A to jump through, do so.
Once on the other side head to the right pass through the blood splatter
and go through the door, continue foreward and the wall towards your right
will explode, continue foreward through the door.  Make a left, and go to
the half open Blast door.  The game will prompt you to press and hold
the left analog stick to crouch and walk under the door.  Once through the
door head right, and you will see a blue arrow that says Bridge on it
follow it through the doors.  Now you will come up on an Elite, hold your
position until it goes away, or it dies, there is nothing you can do for
now, you have no weapon.  Go towards your left down the hallway, make a
right, then pass straight through the open area, and talk to the man in
armor holding an assault rifle.  Now follow him to the bridge and talk to
Captain Keyes.

**************************************
6.1.2) AI Constructs and Cyborgs First
**************************************


Objectives:
-Get off the Pillar of Autumn

Head out the way you came in, once you reach a certain point you will be
handed a nice Pistol.  Pass through the opening ahead of you and to your 
left will be a couple of grunts, take care of them with your Pistol.
You will see an open door ahead of you and slightly to the left, pass
through and you will be handed a nice Assault Rifle, use it to decimate
the Elites and Grunts in this room.  Now from the door you used to enter
this room, make a right, and head foreward, you will see a door towards the
right that is open, go through that, and head left, then make a right at
the red arrow that says Airlock. Kill any and all enemies you encounter
along the way from now on.  Make a left, right,right, left, and left, you 
will come up on an enemy boarding crew, kill them, then go into the pod
they came out of, pick up the energy shield in the corner.  From the
boarding craft exit go right, left, left, then right towards the stairs.
Make a right and left, attack and kill all the enemies. From where you came
in make the first right, left, right, then a right into the airlock, a left,
then a right, right, and take out the enemies.  From where you entered
go right, straight, left, right, left, and left, pick up a overshield from
the enemy boarding craft if you need it.  From the boarding craft go right,
left, crouch under the door to the right, go left to the stairs.  Make a
right, go straight, left, right, up the stairs, fight the covenant.  From
the top of the stairs, go right through the door to your left numbered 2.
From here go right, straight, right, left, right, right, left, then you
will get a message from Cortana, follow the nav point and go into the
maintenance vent.  Go left, left, right, left, right, right, straight, 
exit the vent.  Go to the door that is cracked.  Press the B button
to melee the door open.  Go left, left, straight, left, right, then right
to Cryo B.  Straight through, hold back and fight, because there will be
a few explosions in the next room. go right once you get into the open area,
then left into the seemingly broken down maintenance vent.  Once in the vent
go right, left, right, right, left, and out of the vent.  After killing
the enemies, make a go all the way down the hallway, to the right, left,
left, straight, right, then left, take cover behind the barriers and 
attack your enemies.  Once all enemies are dead, head near lifeboat bay
61, and get off the Autumn!

+++++++++++++++++++++++++++++++++++++++++++++
Congratulations you beat the Pillar of Autumn
+++++++++++++++++++++++++++++++++++++++++++++



---------
6.2) Halo
---------


**********************
6.2.1) Flawless Cowboy
**********************

Objectives:
-Evade the Covenant Patrols searching for you
-Head for higher ground
-Search for other lifeboats
-Stay with survivors
-Protect Human survivors
-Wait for an evac dropship to arrive.
-Search for the Three additional groups of human survivors

After your escape pod makes the excellent crash landing that coincidentally
kills everyone on board, except you, head out and gather up Ammo and health.
From the Exit of the Escape pod head left and you will see a bridge spanning
between the two gorges, cross it, but do not fall off as you cross this
bridge you will most likely see a Covenant Ship pass over you, take cover
behind the rocks on the other side of the bridge, the Covenant Ship will
drop some enemies near where your lifeboat crash landed, and the enemy
will send out two Banshees after you.  Take out the banshees quickly, they
can annihilate you very fast, and also you need to watch out for the ground
infantry, they can also take you wout when positioned well.  After crossing
the bridge head right, and continue that way, you should see the two rock
cliffs to your left and right start getting tighter and tighter. Keep
running and the ground will drop down andyou will fall down a short distance
run foreward and follow the path to your left, keep continuing around and
you will come up on a fight between the Covenant and Marines.  Run up into
the base for the best vantage point because Covenant Dropships will be
passing through dropping enemies for a little while, so stock up on ammo
and get ready for a battle. The enemy will drop Grunts, Jackals, and Elites
nothing you can not handle with your trusty Pistol and Assault Rifle.
After taking out all of the enemy dropships a Nav point will appear on your
screen, follow it.  Now Saddle up in your newly acquired Warthog.  Now 
drive foreward from where the warthog is initially facing, over the crest,
and down into the Ravine, once at the bottom make a U-turn to the right
and drive into the cave, make a right, then a left, then a left, take the
second left, then a left, a left, a left, now go full speed up the slope
and jump the gap. Make a right, a right, a left and down the slope into the
large open area, take out all of the enemies in this area.  From where
you entered this room head right, now once in the far right corner, head
left and follow the wall, now you will come to an opening on your right
with a blue upwards slope, once at the top make a left and kill the 
Red Elite at the top, go straight up this hallway, and continue to the
green flashing light, and activate the light bridge, now head back the way
you came into this large room.  Go straight through the large triangle and
pass over the light bridge, and through the other large triangle on the
other side, continue foreward and pass through the opening in the wall go
up the slope, make a right, a left, a right, left, left, right, right, left,
and out of the caves.


*******************
6.2.2) Reunion Tour
*******************

Objectives:
-Search for the three additional groups of human survivors
-Protect the human survivors
-Wait for an evac dropship
-Search for the two remaining groups of human survivors
-Search for the last group of human survivors

At the exit of the Caves, make a slight right and head up the hill, once
at the top make a left and cross over the river, and you will see two blue
blinking lights, go that way through the mountain pass.  Now in this base
area attack and take out the enemies in this area.  From where you entered
go right, hug the wall and you will pass down a mountain pass.  Once at the
base cross over the water and look to your left, and then go between the
blue flashing lights, and you should have a Nav poit appear on your screen
follow it.  Now get to the top of the hill behind the base and join up with
the marines.  Exit through the exit opposite of where you came in.  Pass
across the water and through the opening, now go down the path and pass
through the mountain pass.  Once at the exit, stay towards the lefthand wall
and go up behind the rocks and join the other marines and attack the 
Covenant. After killing all the Covenants follow the Nav point to your
escape route, the Marine Dropship.  Enter the pelican.


++++++++++++++++++++++++++++++++++++++++++++
Congratulations you just beat the level Halo
++++++++++++++++++++++++++++++++++++++++++++



---------------------------------
6.3) The Truth and Reconciliation
---------------------------------


*******************************
6.3.1) Truth and Reconciliation
*******************************

Objectives:
-Board the Covenant Battle Cruiser


This is a special level, If you will look at your starting ammo for your
sniper rifle you get 64 bullets.  That is way more than this gun usually 
has, but its good for this level, you will need it.  From the start follow
the Marines, but stick to the right side of the cliffs.  Get some nice cover
and start sniping the enemies.  After you start taking out the enemies they
will eventually see you.  One of the Grunts will make a break for one of the
stationary guns (Shade) a Nav point will appear showing you his location,
take him out, simple as that.  From where you entered, hug the left hand
wall and follow the path.  Pass through this area, and the exit is similar
to the path you entered on, no left hand wall, just a cliff.  Now find a
nice position to shoot from.  Get situated for a fight.  From where you 
entered, make a right between the rocks, down the small hill, and slightly
towards your right, pass under the rock bridge, and go between the rocks
that are towards your right, but infront of you.  Now pass through the
rock pass, killing the few enemies across the way.  Now just fight, fight,
fight.  Kill all the enemies aroud here, a few dropships will come and 
bring you some more enemies to vanquish.  Also the Large ship that is above
you will drop enemies down its gravity lift.  The last enemies you will
fight are two Hunters that drop down from the Gravity Lift.  After you 
finish killing the enemies head onto the Gravity Lift, you will be brought
reinforcement, them go up.


**********************************
6.3.2) Into the Belly of the Beast
**********************************

Objectives:
-Find the Ship's Brig and Rescue Captain Keyes
-Return to Shuttle Bay for Extraction

Once on the ship you will find yourself in cargo hold type area.  You will
have a couple of waves of enemies come and attack you.  After the waves of
enemies are done you will see one of the large doors opened, go through it
and to the left, down the slope, and to the right, and you will find a
locked door, turn around, go back into the main room, from the exit of the
hallway you were just in make a quick right, and go through the now unlocked
door.  At the T intersection go right, then left, straight, right.  Once you
go through this door a Nav point will appear, follow it, and open the Muster
Bay Door.  Now you have your trusty Marines with you and a new Nav point to
follow.  Follow it to the door and go through, make a left, a right, a right
straight, left, right and through the doors.  Now in this area fight fight
and fight again, thats all you have to do, just be careful not to die.
After you get attacked by two Hunters Cortana will conveniently get the
codes and unlock a door for you.  Follow the Nav Point to the door and pass
through.  Make a right, a left, a right, a right, a left, a right, and out
the door into an open area.  From where you entered go left, and then go all
the way down to the end of the path and go left into the door.  Then make a
right, right, right, left, right and through the door.  Head out this door
and to your right, then left, down the path, then right into the hallway.
Make a left, a right, then straight through the door.  Kill all the enemies
and a Nav point will appear for you to follow.  Pass through this door then
to the left, then left, right, left, right, straight, left, right, then 
right, left, and right into the holdind cells.  Head up the platform and 
open the prison doors.

Head out the way you came in, go left, then right, left, left, right, 
straight, left, right, left, right, then right.  After a short conversation
follow the Nav point to a Docked Covernent dropship.  At the Nav point
release the clamps on the dropship, and your on your way out of there.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Congratulations you finished The Truth and Reconciliation
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++


----------------------------
6.4) The Silent Cartographer
----------------------------



******************************
6.4.1) The Silent Cartographer
******************************

Objectives:
-Clear the landing beach of Hostiles.  
-Find the entrance to the map room.
-Find the main facility security override
-Find the Silent Cartographer

Charge foreward out of the drop ship and start attacking the Covenant.  
After taking care of your enemies a Nav point will appear and you guessed it
it leads you to a nice new Warthog.  Drive foreward and continue around the
beach, and stay on the higher ground and you will run into a base that is
built into the cliff wall, attack the enemies outside, then pass by it for 
now it will be important later.  Continue circling the Beach and you will
pass under a cut out in the cliff, and proceed to the other side.  You will
come up on an odd looking area, the land on the left is normal height, the
land in the middle is raised up a slope, and the land on the right is normal
height.  Take the land to the left and pass through the trees, then go up
around the tree and through the mountain type pass.  Now you will be in an
area containing two hunters, hold back and hit them with your pistol. Kill
the two hunters, pass across the area they occupied and then go down the 
path cut between the two rock faces.  You will come to a small open area
with some enemies, but its no big deal getting out of there because there
is only 1 exit other than the entrance.  Exit this area pass between the
rock and the metal wall.  Stay close to the metal wall and go up on the
ledge, go into the base and go down the slope inside.  You will come into
a large open area in the base, in this room you get greated by 2 Huntes,
take them out and after killing them pass through the doors they came out
of.  You will come upon a long hallway, go down it, and press the X button
to Shut down the Security System.  Exit out of this area jump off the ledge
and drop down to beach level.  Start circling to your left and you will
come upon a flipped over Warthog, take it.  Circle the beach towards the
left and stay to the higher ground and you will come upon that base again.
go in.  Once in go right and down the slope, then left down the next slope,
then left down the next slope and trough the door. 


**************
6.4.2) Shafted
**************

Objectives:
-Find the Silent Cartogropher
-Return to surface for extraction

Go right after you pass through the door and you will see a cut-scene.  Turn
around and go back the way you came and take the second left, a right, and
fight the covenant.  Go through the exit to the left and then you will see
a door on your left, go through that, and down the slope, and through the
door.  Take care of the Covenant in this room.  From where you entered
go straight, left, then left again between the metal wall and into the
central area.  Once in here go to the right of where you entered and down
the slope you see ahead of you.  Then left, right, and left again, a right,
and then down the slope.  Around the loop and you will see another downward
path on your right, when you get down to the bottom keep going straight,
and make a right, then a left, make a right and go through the door, down
the path and make a left, and kill all the enemies in this area.  Drop down
off the elevated path towards your right, and circle around, you will see
an open door and go through that and down the slope, and make a left, and
continue foreward and activate the Silent Cartographer.  Now escape.  From
where you obtained the Silent Cartographer turn around, head down the hall,
make a right, go up the slope, make a right, and you will see a slope
heading up to the area you just recently jumped off of, go up that slope,
at the top make a right and head straight, make a right, and head up the
slope and throught the door.  Kill the Covenant in this room. Head across
the room and up the slope towards the right. Follow the path around and
straight across and left into the hallway, follow it around and head up the
slope, make a left, a right, a left, a right, follow this curve around and
go up the slope, at the top head foreward, and at the end of the room make a
left and then a right, and another right, head straight, and through the
door ahead of you and up the slope, then a right, up the slope, a right, and
up the slope, through the door, make a right, through the opening, then go
left into the hallway, make a right, another right, through the door, up
the slope, make a right, and up the slope, another right, up that slope,
then make a left, head striaght out, and wait for the Pelican to pick you 
up, hop in.

+++++++++++++++++++++++++++++++++++++++++++++++++++++
Congratulations you just beat the Silent Cartographer
+++++++++++++++++++++++++++++++++++++++++++++++++++++



--------------------------------
6.5) Assault on the Control Room
--------------------------------

***********************************
6.5.1) I Would Have Been Your Daddy
***********************************

Objectives:
- Reach the transition in the second chasm

Once dropped off make a right and pass through the door.  Then a left, a
right, a right, then a left through the next door.  From where you entered
circle around to the left until you run into another closed door, pass
through it.  Make a right, a left, a left, a left, a right, and through
this door.  Pass across this bridge and through the door on the other side.
Make a right, a left, a left, a right and into an open room.  Circle around
this room to your left until you come up on an opening that is slopin down.
Go down, and through the door, up the slope, make a left, and head through
this next door.  Activate the lift and go down, and out the door.  Make a 
right, through this door and into an open room.  Pass down the short
hallway, and make a right and circle around this room until you come to
a door to your right, pass through it.  Go right, left, left, right, through
this door and you will find yourself outside.  From wher you exit make a
right, a slight curve left, over a drop, and take a right.  Another right
and you will go through cave.  Once you exit the cave hear straight over the
slope, and you will see a cave going down, go down it.  Make a left, and
open the door. Over the bump, make a right, then a left, then a right.
Into a room with two bridges.  Pass across and open the door on the other
side.  Make a right, a left, a right.


**********************
6.5.2) Rolling Thunder
**********************

Objectives:
-Reach the transition to the second chasm.
-Reach the transition to the third chasm.

From where this section starts make a left and go up out of the cave type
area.  From where you exit, go left past the pillar building, and make a
left.  Follow this path to the bottom.  Once at the bottom make a left, and
follow the path, it is pretty much straight foreward you really cant get
lost.  Once you pass between the pillars you will pass through a small cave.
Exit and get out of the dropped down area by folling the path in the rock
face.  After coming up from this dip, stay towards the right and pass
through the door on your right.  Make a right, a left, a right, a left, and
through the door into the next room.  From where you enter go left and
circle around until you come across a door.  Go through it and head
left, then activate the elevator to take you up.  Exit through the door
and make a right, down the slope and through the door.  Go up the next slope
then circle to your right, until you come up on an exit door, go through it.
Make a right, a left, then a right, then a left.  Cross the bridge and go
through the door on the other side.  Make a left, a right, a left, and a
right, through the door. Circle around this room to your left and you will
come upon an exit.  Make a right into this next room.  Cross through and 
make a right, circle this room to a right, and pass through the door you
see on your right.  Make a right, make a left, make a right, make a left, 
and cross this bridge, go through the door on the other side.  Make a left,
a right, a left, a right and through the door.  Circle this room the right, 
and when you come upon an exit take it. Go up the slope in this next room.
Make a right, and go straight down this hallway.  Make a right, and go down
the slope, then up the slope into the next room.  Circle this room to the
right and you will come up on an exit, go through.  Make a right, a left, 
and a new section will appear.


******************************
6.5.3) If I had a Super Weapon
******************************

Objectives:
-Reach the transition to the third chasm

From where this starts make a left, then a right and you will be outside.
Cross this bridge and go in through the door on the other side.  Make a left,
a right, a right, and a left, go through this door.  Circle this room to the
left and when you get to the exit go through, down the slope, through the
door, up the slope, and make a left, and through this door.  Take the lift
down, go through the door, make a right, and go through the door.  Circle
this room to your right, and when you find the exit, take it.  Make a left,
a right, a right, and a left, go through the door.  From where you exited
go right up the slope and follow it to the top.  Once at the top open the
door.  Pass through the doors, make a right, and open the next door.  Pass 
through, open the next door.  Watch the cut-scene.

+++++++++++++++++++++++++++++++++++++++++++++++++++++
Good Job Assault On the Control Room is now completed
+++++++++++++++++++++++++++++++++++++++++++++++++++++


---------------------
6.6) 343 Guilty Spark
---------------------


************************
6.6.1) Well Enough Alone
************************

Objectives:
-Locate Captain Keyes

Well when this level starts out, it is just plain way to hard to give any
kind of directions to get you through.  So until I can devise a plan to
make directions to guide you though you will have to search.  You will need
to cross a fallen tree that acts like a bridge.  And you will come upon
a builing in the wall.  Pass down the slope, and stand on the lift, activate
it and go down.  Get off the lift and you will find an exit, take it and it
will put you into.  Jump down and take the door on your right.  Go to the
only other unlocked door in this room, and pass through.  Go through the
door on the left again pass through the only other door unlocked in this
room.  Come out of the door, make a right, and jump onto the platform that
has an unlocked door, take it, again you will be in another room with only
one exit, take it.  Head across the room and over to the left, jump up on
the pile of ruble, and go up the sloped platform.  Once at the top you will
see a door on the other side, take it, again one more room with one exit.
Activate the energy bridge, and go across and through the open door on the
other side.  Go left then make a quick right and go down the slope, and
through the door.


****************
6.6.2) The Flood
****************

Objectives:
-Locate Captain Keyes
-Escape

Exit the way you came in, once you are back in the room where you activated
the energy bridge.  Jump down and take the door on the right.  Then take 
the exit on the right in the next room.  Go across the room and jump up on
the purple crates that are tipped over jump up them and on too the second
level.  Stay up top and activate the light bridge, cross it and go through
the door.  Activate the lift, then turn around and come back the way you
came.  Go through the door on the opposite side of the room.  Then make
a left and go through that door.  Make a right, then a left through the next
door.  Now activate the lift in this room.  There is only one exit in this
room, it shouldnt be too hard to find.  Jump down from the top and take 
the door on the left.  Go through the opposit door, go to the left side of
the room and jump up to the second level, using the obstacles there, go to
the only door on the second level.  Go straight across and there is a door
on the other side.  Jump down and exit by the door on the left.  Cross the
room and go through the door on the other side.  Pass through this section,
from where you entered go right and jump up on the crate and jump up on top.
There is one exit on top, take it, in this area activate the light bridge
run across it and go through the door.  Go through activate this lift and 
walk out of the base.  Now here is another section I just can't even begin
to walk you through, the area is too open and too confusing, rather than me
giving you terriable directions it will be faster for you just to fight and
search.  You are just searching for a large tower. Once you find it you will
see a cut-scene.


***********************
6.6.3) 343 Guilty Spark
***********************

There really is no gameplay here it is just an introduction to 343 Guilty
Spark


----------------
6.7) The Library
----------------


******************
6.7.1) The Library
******************

Objectives:
-Follow the Monitor to the Index

This is a very confusing level, what you need to do is basically just follow
the monitor and fight fight fight.  This level is know as one of the toughest
levels.  Just be sure to collect ammo as much as possible and be sure not
to waste ammo on weak enemies, learn which enemies certain weapons work well
against.  This level really isn't so hard, just remember what 343 Guilty
Spark looks like, he is a purple flying orb, and listen to what he says to
you and you can easily navigate this level.  If your energy shields drop low
take cover and fight, don't let the enemies damage your health if they
dont have to.  Basically the Shotgun is your best weapon against the Flood.


**************************
6.7.2) Wait, It Gets Worse
**************************

Objectives:
-Follow the Monitor to the Index
-Hold Position until Monitor returns

Again I'm sorry that I can't really give you a great write up on this 
section.  But if you need help you can check the section above, it has the
main ideas of this level.


********************************************
6.7.3) But I don't Want to Ride the Elevator
********************************************

Objectives:
-Follow the Monitor to the Index

Sorry no information if you need any general tips, look at section 6.7.1
I am currently devising a way to work out fairly decent nonconfusing 
directions.


*******************************************************
6.7.4) Fourth Floor: Tools, Guns, Keys to Super Weapons
*******************************************************

Objectives:
-Follow the Monitor to the Index

Sorry, you know the drill :-(

You are looking for a large blue pillar of light, thats the Index.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Congratulations you beat The Library, sorry I couldn't be of more help
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


------------------
6.8) Two Betrayals
------------------

**************************************************
6.8.1) The Gun Pointed at the Head of the Universe
**************************************************

Objectives:
-Locate and destroy Pulse Generator #1
-Find and enter lower entrance to Canyon B

When this level starts, head forward and unlock the door infront of you.
Pass down this hallway make a left and unlock this door.  Go straight and
unlock this next door.  A Nav point will appear on your screen, make your
way down the bunker.  Once at the bottom Hijack an Banshee and take off and
fly to the Nav point on your screen.  Land up on the deck area, and go
through the door.  Make a left then a right, then a right, make a left.
Just walk to the Nav point and step into the pulse generator.  What you need
to do is step into the generator, blow it, then hide and let your shield
reload.  Leave the way you came in.


***********************************
6.8.2) Breaking Stuff to Look Tough
***********************************

Objectives:
-Find and enter lower entrance to Canyon B
-Locate and destroy Pulse Generator #2
-Move through tunnels and enter Canyon A

Exit out and jump into the Banshee.  You should now have a Nav point on your
screen going to Canyon B, follow it.  Land on the bridge and go in the door.
Take a left, A right, a right, a left, and through the door.  Circle the
room to the left and you will come upon and go down the slope, up the next
slope, make a left, and go straight.  Make a left, go down the slope, up the
next slope and circle this room to your left and go through the door.  Make
a left, a right, a left, a right, and out the door, and across the bridge.
Go through the door, make a right, a left, a right, and a left, then through
the door.  Circle this room to the right and you will come on an exit, go
that way, make a left, go straight, make a left, circle this room to the
left and out the exit you come upon.  Go left, a right, a left, a right, and
through the door.  Cross the bridge and go through the door on the other
side.  Go right, left, right, then left.  Circle this room to the left and
when you come upon the exit, take it, down the slope, then through the door
and up the slope.  Make a left, go through the door, and activate the lift.
Go through the next door, make a right, throught the next door.  Circle the
room to the right and take the exit you come on.  Make a right, a left, a
right, a left, and through the door.  Go left from this exit, drop down a
ledge, go through a small cave, between some pillars, up a winding slope,
and follow the basic path.  Once you come into a fairly open area, go to
your left and you will find a Banshee, take it and fly to the second
Pulse Generator.  Land and go in through the door.  Make a right, a left,
a left, a right, and through the door.  Blow that generator and exit the 
way you came in.


************************
6.8.3) The Tunnels Below
************************

Objectives:
-Move through tunnels and enter Canyon A

Hop in the Banshee and fly towards the next Nav point, you should go down
a tunnel.  Make a right, make a left, a right, a left, and open the door.
Cross this bridge open the door and go through, make a left, a right, then
left, and open the door, make a right.

****************
6.8.4) Final Run
****************

Objectives:
-Locate and destroy Pulse Generator #3

Walk up the snowy slope, go straight and make a left at the far end.  Keep
passing through these paths, they are very straight forward, so it should
not be hard.  Once you locate a Banshee, just fly to the Nav point.  At 
the door go right, left, right, then left through the door. Blow the final
one and then leave.


++++++++++++++++++++++++++++++++++++
Good Job you completed Two Betrayals
++++++++++++++++++++++++++++++++++++



----------
6.9) Keyes
----------

***************************
6.9.1) Under New Management
***************************

Objectives:
-Find a way into the control room.
-Get out of the ship by jumping, and find another route in.
-Hold your position under the lift until it re-activates.

From where you start go straight and through the door on the other side.
Go down the slope, make a right, then a left, a left, then a right through
the door.  Jump down the opening and land in the green liquid.  Surface
and get out, go forward and make a right, another right.  In this area
branch around the right, make the only right turn you will come on.  Make
a left U turn, go straight, make a left.  Make a right, and a Nav point
will appear on your screen, follow it to the Gravity Lift.  Take the lift
up.


***************************
6.9.2) Upstairs, Downstairs
***************************

Objectives:
- Follow Cortana's directions back to the control room. 

From where you start
go through the door on your left.  Make a left, a left, a right, and a Nav
point should appear.  Go straight through the door.  Drop down into the
center and exit through the door to the left, make a right, make a right,
make a right, a left, a left, make a right and drop down to the first floor.
You will see an open door, take it go left, and drop down the hole in the
floor.  Take the only exit in this room, make a right, make a left, then
a right, make a left, a quick right, make a left, through the door, a right
and you will come up, go through the door and a new Nav point will appear.
Make a left, a right, head all the way to the end, make a left, through the
door make a right, make another right, go up the slope.  Make a right, a 
left, a right, out the door and to the right.  Head straight and to through
the door, a new Nav point will appear.  Go through the door, make a right,
a left, through the door.


******************
6.9.3) The Captain
******************

Objectives:
-Follow Cortana's directions back to the control room.
-Recover Captain Keyes.
-Escape Via the Shuttle Bay.

Make a right, through the door.  Go straight, take the second left, and
through the door.  Go up to the elevated area, and watch a cutscene.  Go
down the slope and go left through the door.  Make a right, go through the
door, make a left, then a right, make a left, jump down to the lower level,
but be sure to make 2 jumps, by that I mean dont jump striaght for the
bottom, there is a platform that is in the middle hight, jump to that first,
a Nav point will appear.  Hop in one of the Banshee's here and and take off.


-------------
6.10) The Maw
-------------

***************************************
6.10.1) ...And the Horse You Rode In On
***************************************

Objectives:
-Make your way to the bridge.
-Get to engineering by way of the cryo storage facility

Go out through the pod and make a left, go to the end of this hallway, make
a right, and another right and go into the Maintenance vent.  Make a left,
a left, and drop down through the hole.  Once at the bottom go through the
opened blast door, make a right, down the hallway and make another right.
Make a right, and then a left through an open door, down the hallway, left,
then right, next go straight through the next door.  Exit the door and make
a left, then go right into the cafeteria, cross the room and go through the
open door on the left.  Make a left and go through the open door in this
room make a left and then a right, a right, and go straight.  Watch this
cutscene.  Turn around and exit the way you came in.  Make a left from the
exit of the Bridge and take the last right,  go through the door on the
other side. Go across the other side and through the door.  Make a left, a
right, go straight through the door, make a right and crouch under the
door to your left.  Take a right, through the door, make a right into 
Cryo B. Go to the far left side of this room and climb the ladder. Go into
the control room for Cryo B and make a left, and make a right, then a left
and go into the Maintenance Vent.  Make a right, then a left, then a right
go straight and exit the Maintenanc Vent.  As you exit go all the way to the
right and go into the Engineering sector.  Make a right, and a left.


****************************
6.10.2) Light Fuse, Run Away
****************************

Objectives:
-Get to engineering by way of the cryo storage facility.
-Use the control on the third floor to retract an exhaust manifold.

Make a right, a left, and through the door, make a right and go up to the
second level.  Now all you need to do is just get to the Nav points.
When you get to a Nav point retract the exhause coupling and jump down 
onto the retracting metalwork, walk up to the end and once the vent opens
toss a grenade into it and blow it, timing is important here.  Once it blows
the metalwork will go back to its original position.  Just keep up that
process until you have done all four.  After blowing all four of them
a new Nav point will appear, that is your exit, hurry.  Hop on to the
elevator.


****************************************************
6.10.3) Warning: Hitchhikes May Be Escaping Convicts
****************************************************

Objectives:
-Escape from the Pillar of Autumn before it's too late.

Exit the elevator and make a right and get into the Warthog, now drive your
way out of here before it blows. You have 6 minutes, use it wisely.  The
exit is very linear, just go straight.  There is oly one exit.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Cogratulations you just beat the game Halo, try the next difficulty
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



=============================
7) Frequently Asked Questions
=============================

(None as of now)



=================
8) Special Thanks
=================

-Bungie
-Microsoft
-GameFAQS
More Halo: Combat Evolved Cheats and FAQs: