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|language=Sangheili language
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The Bloodbrave Guardians of Suban are a mercenary clan currently serving within the Banished, comprised of a sect of Sangheili warriors from Suban, one of Sanghelios's Natural satellite|moons. During the Human-Covenant War, the Bloodbrave Guardians opposed the Covenant, instead pledging their loyalty to the Sangheili people alone.
History
Based out of the jungle-crater of Kovokel on Suban, the Bloodbrave Guardians spurned allegiance to the Covenant for the sake of the purity of the Sangheili people. Near the end of the Human-Covenant War, the Hierarchs sought to put an end to this recalcitrant autonomy, dispatching an entire battle group to Suban with the goal of wiping out the mercenary sect. Blademaster Okro 'Vagaduun was the only member of the Bloodbrave Guardians to survive the massacre, encountering Decimus of the Banished as he escaped. Much to his surprise, the Jiralhanae gave him quarter, and Atriox himself extended an offer to join him. Still, 'Vagaduun did not accept immediately.
After a year of watching his people descend into Blooding Years|civil war, 'Vagaduun finally accepted the offer. He joined the Banished as part of the revitalized Bloodbrave Guardians, still composed of skilled Sangheili from Suban. The Bloodbrave Guardians of Suban participated in the Battle for Zeta Halo, where Okro 'Vagaduun was ultimately killed by Spartan-II John-117.
List of appearances
''Halo Infinite''
Sources
Category:Families Category:Mercenary groups Category:Banished military units
|
Bloodfuel Locust are a specialised type of Locust employed by the Banished.
Design details
The Bloodfuel Locust is a variant of the Barukaza Workshop Locust employed by The Banished. It is equipped with a giant Siphon attachment that resembles the Bloodfuel rifle on top of the Focus Cannon.Halo Wars 2, ''Blitz in-game unit''
Gameplay Bloodfuel Locust appear in the Blitz multiplayer mode of ''Halo Wars 2'' as a playable card for any leader. Rarity: Uncommon Cost to deploy: 80
Siphon: This unit has special weaponry that steals health from its enemies equal to the damage dealt.
The Bloodfuel Locust are classed as Anti-Building, and performs well against buildings, but not great against infantry, vehicles and aircraft.
Gallery
File:HW2 Blitz Bloodfuel Locust.png|Blitz card of a Bloodfuel Locust. File:HW2B-Locusts.png|A Locust with two Bloodfuel Locusts and a Huragok in the ''Halo Wars 2 - Blitz Beta''. File:HW2 Siphon Weapons.png|Comparison between the other Siphon weapons. File:HW2 Bloodfuel Units.png|Compared to it's other Bloodfuel unit. File:HW2 Bloodfuel Locust attacking.png|The Bloodfuel Locust attacking a Cyclops. File:HW2 Bloodfuel Locust Rampage.png|Attacking other UNSC units. File:HW2 Bloodfuel Locust ingame.png|Bloodfuel Locust ingame. File:HW2 Bloodfuel Locust (Gun length).png|Length of the Focus Cannon. File:HW2 Bloodfuel and Enduring Locust.png|Comparison to the Enduring. File:HW2 Locust variants firing.png|All Locust variants firing their Focus Cannon. File:HW2 Locust variants.png|Comparison with all Variants of the Locust. File:HW2 Locust variants in VS effect.png|Under Vehicle Symbiote effect.
List of appearances
''Halo Wars 2''
Sources
Category:Excavators|Locust, Banished Category:Banished vehicles
|
The "Bloodfuel Rifle" is a unidentified Banished rifle.''Halo Wars 2'', Blitz
Design details The rifle has design similarities to the and sniper weapons employed by the Covenant, and the larger weaponry employed aboard the similar Bloodfuel Locust. However, it is mainly used for close-range combat. The weapon has two identical spikes on the front of the it, it also shoots orange projectiles despite having a green glow in the interior.
Infantry deployed with these weapons wear tank-like backpacks, though their function is unknown.
Gameplay The bloodfuel rifle only appears in the Blitz multiplayer mode of ''Halo Wars 2''. The weapon is wielded by the Unggoy Bloodfuel|Bloodfuel Grunts & Jiralhanae Bloodfuel|Brutes units with the unique capability to siphon enemies' health, exclusive to the Decimus leader.
Production notes In a discussing the canonicity of the Extractor Marines and their canon status with the context of ''Halo'', writer Jeff Easterling commented that it was ''"odd territory getting into draining "life force" no? Lol."'', and that ''"Doesn't mean the weapons won't be canon necessarily, but canonical functionality could change :)"'', reaffirming that the weapons do not in-canon ''""steal their health and give it to you""''. The weapons are canon, but their function as depicted within the gameplay of ''Halo Wars 2'' is not.
Gallery
File:HW2 Blitz Bloodfuel Grunts.png|Bloodfuel Grunts Blitz art showcasing the weapon. File:HW2 Bloodfuel Rifle Render.png|Close render of Bloodfuel Rifle. File:HW2 BloodFuel Rifle.png|The weapon as-held by an Elite Ranger, spawned in via modding to allow a better look at the weapon. File:HW2 Bloodfuel Squad (very close).png File:HW2 Siphon Weapons.png|Comparison between the other Siphon weapons. File:HW2 Sangheili Rangers Frontier.png|Three Elite Ranger holding Bloodfuel rifle.
List of appearances
''Halo Wars 2''
Sources
Category:Infantry plasma weapons Category:Jiralhanae weapons
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|length=
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|height=
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|max accel=
|max speed space=
|max speed air=
|engine=Repulsor engines
|slipspace drive=Equipped
|poweroutput=
|power=
|shield gen=
|hull=
|sensor=
|target=
|navigation=
|avionics=
|countermeasures=
|armament=*Pulse laser turrets
2 lateral plasma turrets
|complement=
|crew=
|skeleton=
|passengers=
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|consumables=
|othersystems=
|firstuse=
|lastsight=2552
|destroyed=2552#November|November 3, 2552
|role=Warship
|era= *Human-Covenant War Great Schism
|affiliation=Covenant, captured by United Nations Space Command|UNSC
}}
The ''Bloodied Spirit'' was a Covenant .Halo: Ghosts of Onyx, ''page 221''
History During the Great Schism on 2552#November|November 2552, the ''Bloodied Spirit'' was controlled by Jiralhanae and one of the many ships Battle of Earth|attacking Earth. The ''Bloodied Spirit'', along with a sister ship, were in orbit near Station Wayward Rest on November 3 to pick up a dozen FENRIS nuclear warheads. Instead, they picked up the SPARTAN-II program|SPARTAN-II Blue Team, who, after clearing the hangar bay of hostiles, killed everything on the ship by venting the atmosphere.
They then took the ''Bloodied Spirit'' to Onyx, but on the way, the ship's automated distress call responder enabled, dropping them out of Slipstream space|Slipspace where the Sangheili-held cruiser ''Incorruptible'' was under attack from the Jiralhanae held frigates ''Twilight Compunction'' and ''Revenant (ship)|Revenant''. One of the frigates fired a Plasma turret|plasma torpedo at the ''Bloodied Spirit''. The Spartans successfully countered the plasma but another torpedo impacted near the reactors, causing massive plasma fires throughout the ship. The Spartans immediately went into Slipspace again, but not before all the other Covenant ships discovered that the ship had been captured and was heading to Onyx.
When the Spartans arrived at Onyx, the ship immediately came under attack by Sentinels and the Spartans had to evacuate it in a Dextro Xur-pattern Spirit|Spirit while the ship crashed into the surface of Onyx, completely destroyed in the process.
Trivia The ''Bloodied Spirit'' was the third known Covenant ship to have been captured by human forces, the first being the ''Truth and Reconciliation'' and the second being the ''Ascendant Justice''. Compared to previous captures of Covenant ships by humans, the capture of the ''Bloodied Spirit'' was actually relatively easy as was controlling the ship. This was because of what Cortana had learned while controlling the ''Ascendant Justice'' following the Battle of Installation 04. Additionally, the Slipspace course the Spartans used had already been charted out and simply had to be uploaded to the ship's systems. Unlike the previous ship captured by human forces, the ''Ascendant Justice'', Blue Team did not attempt to hold onto ''Bloodied Spirit'' for an extended period of time. This was because ''Bloodied Spirit'' acted simply as a transport ship for them to reach Onyx quickly. The destruction of ''Bloodied Spirit'' along with ''Beatrice'' being rendered inoperable left the human forces on Onyx without a way off of the planet until months later when the Sarcophagus was removed from Slipspace.
List of appearances
''Halo: Ghosts of Onyx''
Sources
Category:CPV-class heavy destroyers Category:Covenant ships
|
-2558#October|October 2558
|place=*Sanghelios, Urs system Sangheili colonies Sarcophagus
|result=*Swords of Sanghelios victory
*Jul 'Mdama and Avu Med 'Telcam are killed
*The Servants of the Abiding Truth are defeated on Sangheilios
*Jul 'Mdama's Covenant, Thars 'Sarov|Thars' seditionists, and the Voice of Maardoth are destroyed
*The Servants continue Second Onyx conflict|fighting the Swords of Sanghelios inside of the Sarcophagus shield world
|side1=* Jul 'Mdama's Covenant
*Numerous unnamed keeps
*Worlds
**Hesduros
**Sephune III
**Sanghelios
''Supported by''
Mdama keep
|side2=*Servants of the Abiding Truth
*Ontom
*Curo keep
*Nuan keep
*Rtova keep
*Nes'alun keep
*Numerous unnamed keeps
*Worlds
**Sanghelios
**New Llanelli
**Mackintosh
''Supported by''
Bekan keep Office of Naval Intelligence|ONI
--- Various independent rebel keeps and groups on Sangheilios
--- Thars 'Sarov|Thars' seditionists
*Worlds
**Carrow
|side3=* Swords of Sanghelios
*Vadam
*Chaura
*Hilot
*Acroli
*Numerous unnamed keeps
*Worlds
**Sanghelios
**Onyx Unified Earth Government|UEG
* United Nations Space Command|UNSC
''Supported by''
Om'a'Varo
--- Rojka 'Kasaan's faction|Rojka's loyalists Surakan Militia Volunteers
*Worlds
**Carrow
|side4=*Rebelling Jiralhanae Serfs
--- Voice of Maardoth
*Worlds
**Doisac
|commanders1=*Supreme Commander Jul 'Mdama Sangheili General|General Kitun 'Arach
|commanders2=*Field Master Avu Med 'Telcam Dural 'Mdama
--- Vice Admiral|VADM Margaret Parangosky Captain|CAPT Serin Osman
--- Thars 'Sarov
|commanders3=*Arbiter Thel 'Vadam Shipmaster Rtas 'Vadum Fleetmaster Arkad Nar 'Kulul Fleet Admiral|FADM Terrence Hood Captain|CAPT Andrew Del Rio Captain|CAPT Thomas Lasky Spartan-IV|Spartan Jameson Locke
--- Fleetmaster Rojka 'Kasaan Governor Ellis Gass Vice Governor/Governor Lamar Edwards
|commanders4=*Jiralhanae Chieftain Hekabe
|forces1=*Several dozen warships
*s
*Hekar Taa-pattern blockade runner|Blockade runners
*
*
Numerous ground and air forces
|forces2=*Multiple Covenant warships
*Covenant frigate|Frigates
**''Unflinching Resolve''
*Covenant cruiser|Cruisers
*Covenant destroyer|Destroyers Numerous ground and air forces
--- ONI prowler
*
--- Several Sangheili
--- Several Covenant warships
*Covenant cruiser|Crusiers
*Covenant destroyer|Destroyers
*Covenant frigate|Frigates Sangheili ground forces
|forces3=*Numerous Covenant warships
*Covenant carrier|Carriers
**''Shadow of Intent''
*Covenant cruiser|Cruisers
*Covenant destroyer|Destroyers
*Covenant corvette|CorvettesHalo: Hunters in the Dark, ''pages 64-68'' (Google Play edition)
*Covenant frigate|Frigates Multiple Sangheili warships
*s
*Hekar Taa-pattern blockade runner|Blockade runners
*
*
Numerous ground and air forces
1
*
1 Spartan-IV|Spartan fireteam (2558)
*Fireteam Osiris
--- Several ships
*Covenant cruiser|Cruisers
*Covenant destroyer|Destroyers
*Covenant frigates
*Merchant ships Sangheili and Human ground forces
|forces4=*Numerous Jiralhanae
--- Several Covenant warships
*Covenant cruiser|Covenant cruisers
*Covenant destroyer|Covenant destroyers Numerous ground forces
|casual1=*Total
*Jul 'Mdama
|casual2=*Heavy
*Avu Med 'Telcam
--- Heavy
--- Total
|casual3=*Heavy
--- Heavy
|casual4=*UnknownHalo: The Thursday War, ''page 112''
--- Total
}}
The Blooding Years are a series of civil conflicts fought between the Swords of Sanghelios and various Covenant remnants|Sangheili factions since 2553. The conflict has also been referred to as the Sangheili civil war.
Background In the aftermath of the Battle of the Citadel|collapse of the Covenant, the Sangheili found themselves in political, military, and religious turmoil. Having long depended on the San'Shyuum for political leadership, the Sangheili found that they lacked any form of political organization beyond their traditional feudal states. While Arbiter Thel 'Vadam began the process of forming a new government to lead Sanghelios and its various Sangheili colonies|colonies, many kaidons began hoarding ships and weapons for their own agendas.
Additionally, while the Sangheili renounced the Hierarch|Prophet's deception, many did not wholly abandon worship of the Forerunners. As a result of this, the Servants of the Abiding Truth, an ancient order of monks, began preaching a return to the Sangheili's ancient ways of worshiping Forerunner artifacts. Consequently, they felt that Thel 'Vadam and those loyal to him were committing blasphemy by saying otherwise. Avu Med 'Telcam, a former Field Master, began recruiting dissident Sangheili into a force to rise up against the Arbiter's followers.
Margaret Parangosky|Admiral Margaret Parangosky, of the Office of Naval Intelligence, believed that keeping the Sangheili mired in internal dissent would leave them unable to threaten the weakened UNSC. This opinion contrasted with that of most of the Unified Earth Government, which believed a peace treaty was desirable. ONI took advantage of the Sangheili's unstable political situation, attempting to keep the Sangheili splintered and disorganized by inciting the Servants of the Abiding Truth to rebel against 'Vadam. ONI's aid allowed the Servants of the Abiding Truth to amass enough weapons to begin an all-out insurrection against 'Vadam and his allies in early 2553.
Jul 'Mdama, a former member of the Servants of the Abiding Truth, eventually formed his own Jul 'Mdama's Covenant|new Covenant, with the Sangheili serving as its leadership caste after learning of ONI's alliance with the Servants of the Abiding Truth.
Civil war
Following the Voi Memorial|end of the Human-Covenant War in 2553#March|March 2553, an attempted Jiralhanae insurrection in Ontom led Avu Med 'Telcam, leader of the Servants of the Abiding Truth, to the decision for an immediate assault on the state of Vadam against the newly formed Swords of Sanghelios. Along with nine ships and forces from Nuan keep and Rtova keep, 'Telcam commanded the assault from the Covenant frigate|frigate ''Unflinching Resolve''. Eventually, however, the ''Unflinching Resolve'' suffered a direct hit and crash landed. Despite being caught off-guard it appeared as though the Arbiter would be victorious, however, news spread that he allowed humans to land on Sanghelios; this caused many keeps to ally with the Servants of Abiding Truth and the tide turned in their favor. The Arbiter was caught off guard and when his own reinforcements couldn't arrive on time, he reluctantly accepted Admiral Terrence Hood's offer for help in fending off the attackers. The tide turned when the UNSC's new flagship, ''UNSC Infinity|Infinity'', arrived over Sanghelios and destroyed the rebel destroyer ''Defender of Faith'' before finishing off the rebel ground forces with a MAC round. The , posed as a Kig-Yar pirate ship, destroyed a few of 'Vadam's ships in order to maintain the stalemate between the two factions, granting the Arbiter a pyrrhic victory, although he was able to destroy one of 'Telcam's four fleeing frigates as well.
After the battle 'Vadam entered talks to board ''Infinity''. The remnants of the Servants of the Abiding Truth escaped to New Llanelli to regroup. One month later 'Telcam said he would remain on New Llanelli until he convinced more keeps to join his cause or obtained enough ships to destroy those who refuse.
The conflicts in Vadam led to other localized engagements across Sanghelios as well as a wave of revolts by Jiralhanae serfs.
Massacre at Nes'alun keep Unlike the majority of keeps in Acroli, Nes'alun keep was against the Arbiter. While the keep's males left to fight Vadam's forces, the keep females and children were left behind. The elder of Lacalu keep took advantage of this and attempted to seize the keep and its land. The keep's lady, Elar 'Nas, defended the other females and children in a small farmhouse for an unknown length of time. Soon the keep's Unggoy laborers Dengo and Gikak returned along with Evan Phillips, who had been slipspace translocation|teleported to the nearby Forerunner ruins. Elar allowed Phillips to come inside, armed him, and prepared themselves for another wave of attackers.
Soon afterwards Kilo-Five arrived at the keep to retrieve Phillips. Their extraction was stalled when the ''Tart-Cart'', piloted by Lian Devereaux, was attacked by several Type-26 Banshees. After holding off more Lacalu warriors, Vasily Beloi, Malcolm Geffen, and Naomi-010 extracted Phillips in the midst of battle, leaving the women and children to fend for themselves. Elar and her clan were later killed which unsettled Phillips.
Over the next few months, unrest on Sanghelios was put down, while a rogue Covenant corvette crashed into the Tower of Ghalod'n at some point during the civil war. The Iruiru war college would be destroyed in fighting sometime between 2553 and 2555. Conflict between The Swords of Sanghelios and Jul Mdama's Covenant Faction also raged on with the Shadow of Intent being rendered combat-ineffective after a battle with Jul 'Mdama's forces on April 22, 2554.
Fighting would continue for years and include a number of Sangheili worlds such as Malurok, Feldokra, and Khael'mothka. A group of keeps also began laying the foundations for colonial independence of Qikost. In the midst of the Blooding Years though, Suban would act as a safe harbor.
In 2555, in attempt to take revenge against the Arbiter for the death of his lover, Otar 'Bemet planned to raid a weapons manufacturer near Qish'tani, Tolvuus with six other like minded individuals. These other individuals were killed or spared but divulged the plans to the Swords of Sanghelios. Usze 'Taham was then sent and succeeded in killing 'Bemet before he could enact anything.
By the time of the Battle of Requiem, the Servants of the Abiding Truth had refused to join Jul 'Mdama's Covenant even after suffering great losses at the hands of the Swords of Sanghelios. 'Mdama himself was unaware that his son Dural 'Mdama, now known only as the Pale Blade, had risen to become a leading member of the Servants, working directly under 'Telcam.Halo Mythos, ''page 178''
File:G0593.png|250px|thumb|SPARTAN-G059 assassinating 'Telcam.
On 2558#January|January 21, 2558, SPARTAN-G059 was sent by ONI to assassinate Avu Med 'Telcam, the leader of the Servants of the Abiding Truth, who had outlived his usefulness to them. Making her way through the Servants' forces in a ruined city, SPARTAN-G059 faced off against 'Telcam and killed his two subcommanders. Finally, she succeeded in overpowering 'Telcam and killed him with a M6 series|pistol shot to the head. However, her secondary target was not present at the time and as a result, Dural 'Mdama rose to power as the new leader of the Servants of the Abiding Truth.
Some time after the death of Avu Med 'Telcam, the Servants of Abiding Truth's dwindling presence on Sanghelios collapsed beneath the might of the Swords of Sanghelios, forcing the Servants to abandon Sanghelios entirely in hopes of finding another way to retake the the planet.
Following the death of Gek 'Lhar during the Requiem Campaign, his Keep was thrown into chaos while simultaneously being ravaged by the civil conflict taking place on Kaepra, Sanghelios.
By early 2558#March|March 2558, Sanghelios was in a steady enough state for the Arbiter to take an impressive fleet to Ealen IV for a Attack on Ealen IV|peace conference with a Children of Oth Sonin|powerful Jiralhanae master pack.
At some point in late 2558, the Swords of Sanghelios launched an assault on Hesduros with the intent of killing 'Mdama and destroying his Jul 'Mdama's Covenant|Covenant for good. The offensive devastated multiple redoubts, including Panom keep, but Jul was able to escape. The defeat did force his faction to completely abandon Hesduros, however.
Some time in 2558#October|October 2558, Covenant forces would take control of the Argent Moon and scour it in hopes of finding any materiel to aid them in their preparation for an attack on Sanghelios.
In 2558#September|September 2558, conflict erupted on the former Outer Colony of Carrow where humans had resettled as well as Sangheili survivors of the Operation: SUNSPEAR|destroyed Sangheili colony of Glyke. Kaidon Thars 'Sarov rebelled against his cousin Fleetmaster Rojka 'Kasaan who had previously been the leader of the Sangheili forces on the planet. To make matters worse, Thars made a deal with the Jiralhanae Chieftain Hekabe to aid him against Rojka, unaware that Hekabe had his own sinister intentions for the planet. The resulting civil war devastated both Sangheili factions while Hekabe was able to uncover the Sharquoi hive hidden beneath the human city of Suraka, intending to unleash the creatures upon the galaxy in order to consolidate his own power. With the help of Spartan-II Gray Team - the very team that had destroyed Glyke in the first place - Rojka and his few remaining forces managed to defeat Thars, but Thars refuses to listen to reason until it was too late, allowing Hekabe to take control of Thars' remaining ships. Rojka executed Thars for his actions and teamed up with Gray Team and the Surakan Militia Volunteers to stop Hekabe once and for all.
Following the destruction of Hekabe and the Sharquoi, Rojka returned to Rak where he discovered that Kaidon Akato 'Dakaj had taken control of the city in his and Thars' absence and presumably executed the kaidons who had supported Thars. With their entire fleet destroyed in the conflict and Rak heavily damaged, Akato sought closer relations with the Surakans rather than continuing hostilities with them and Rojka agreed to act as an envoy to help build peace between the two species inhabiting Carrow.
}}
In 2558#October|October 2558, the increasing threat of the rogue AI Cortana caused Doctor Catherine Halsey, who was working with Jul 'Mdama, to secretly reveal his location on the remote Forerunner world of Kamchatka to the UNSC. As Jul 'Mdama's Covenant battled against his rebelling Promethean forces, Fireteam Osiris made their way to the location where 'Mdama and Halsey were attempting to access the Forerunner Domain. In the battle that followed, 'Mdama was killed by Spartan Jameson Locke with his combat knife after a brief fight between the two.
Global conflict on Sanghelios
At some point before the Battle of Nuusra, Jul 'Mdama's Covenant gained control of the city of Sunaion on Sanghelios and began formulating plans for an assault on Vadam. After becoming aware of this, the Swords of Sanghelios established a forward operating base in the ruins of Nuusra in hopes of striking the Covenant at Sunaion. Around 2558#October|October 17, 2558, the Covenant besieged Sanghelios; other factions on the planet fought back, leading to a planet-wide conflict. Covenant aligned assets on Sanghelios rose up to support their offensive, leading to heavy fighting taking place across most of the planet's city|city-states.
On 2558#October|October 27, 2558, the Jul 'Mdama's Covenant|Covenant Battle of Nuusra|attacked the Elder Council Chamber in Nuusra in an attempt to kill Thel 'Vadam after receiving intelligence on his exact location from Murok 'Vadam. At the same time, due to the need to find Blue Team, Fireteam Osiris was sent to Sanghelios to enlist Thel's help to use the Forerunner Guardian on the planet to follow Blue Team. Arriving as the attack was underway, Osiris aided the Swords of Sanghelios in repelling the attack and rescued Thel.
In order to access the Guardian, Doctor Catherine Halsey came up with a plan to retrieve a Forerunner Constructor from a support facility nearby. As Osiris fought to reach the facility, the Swords of Sanghelios battled against the remaining Covenant forces in the area, including a Shuul'se-pattern Kraken|Kraken walker. Osiris destroyed the Kraken, ending the battle with 'Mdama's Covenant forces in Nuusra and leaving Sunaion as their last stronghold.
File:HM-Battle of Sunaion.jpg|200px|thumb|Spartan Locke helping the Swords of Sanghelios kill the last of Jul 'Mdama's Covenant.
After Halsey succeeded in programming the Constructor, the Swords of Sanghelios, aided by Fireteam Osiris, launched Battle of Sunaion|an attack on Jul 'Mdama's Covenant's final stronghold in the city of Sunaion. Osiris aided Thel's forces in clearing out the anti-air defenses so that Thel's ships could move in and fought their way through the city to reach the Guardian before it could launch. With the help of Halsey and Sarah Palmer, Osiris succeeded in boarding the Guardian before it launched into slipspace though they had to face Prometheans and the Warden Eternal first. Having previously witnessed the launch of a Guardian, Locke warned Thel to move his ships back as the construct would release a series of concussive blasts before making the jump. As a result, 'Mdama's Covenant would take the brunt of the blasts instead which could be used by the Swords to their advantage. This tactic succeeded with much of 'Mdama's Covenant's ships knocked out by the final blast as the Guardian jumped to Genesis.
With the Prometheans and Guardian gone and 'Mdama's forces devastated, Thel had his warriors hunt the survivors to the last, bringing a final end to Jul 'Mdama's Covenant.
However, even though Jul 'Mdama's Covenant was destroyed, it was not the end of the Blooding Years. The Servants of the Abiding Truth, now under the leadership of Dural 'Mdama following the Assassination of Avu Med 'Telcam|assassination of Avu Med 'Telcam, traveled to Jul's former base of Hesduros and used the slipspace portal there to access the Sarcophagus shield world in an effort to take it from the UNSC and the Swords of Sanghelios who shared the world together and explored its secrets side-by-side. The Servants' invasion was complicated by the start of the The Reclamation and the rising of a Guardian on Sarcophagus. The shield world was returned to its slipspace bubble for protection and the Huragok Prone to Drift managed to destroy the Guardian. However, despite all three factions suffering heavy casualties in the conflict, the Servants were far from defeated. Having learned of the death of his father and the destruction of Jul's Covenant, Dural announced to his people that only the Servants of the Abiding Truth stood between the Arbiter and utter victory over the Sangheili factions. Dural intended to rebuild his forces in a Forerunner warship docked on Mackintosh and take the shield world from the humans and the Swords of Sanghelios before using the technology that they recovered there to take the fight back to Sanghelios and take it back from the Arbiter.
With the subjugation of Sanghelios in 2558, the planet was placed under a Created administrator. 'Vadam himself seemed to believe the Blooding Years were over by 2559. At least on Malurok, keeps had fallen into a form of detente while also under the Created.
Gallery
File:H5G-SOSrally.png|Thel 'Vadam leading the Swords of Sanghelios.
List of appearances
''Halo: The Thursday War''
''Halo: Mortal Dictata''
''Halo: New Blood''
''Halo: Hunters in the Dark''
''Halo 5: Guardians''
''Halo Mythos: A Guide to the Story of Halo''
''Halo: Fractures''
*''Lessons Learned''
''Halo: Envoy''
''Halo: Legacy of Onyx''
''Halo: Bad Blood''
''Halo Infinite''
''Halo: Outcasts''
''Sunrise on Sanghelios''
''Battle for the Blood-Moon''
Sources
Category:Wars Category:History of the UNSC Category:Swords of Sanghelios
|
Bloodline is a multiplayer map in ''Halo 2: Anniversary''. It is a remake of Coagulation from ''Halo 2'', with some minor changes. Coagulation is one of the seven ''Halo 2'' multiplayer maps that have been completely re-imagined in ''Halo 2: Anniversary''.
Layout
Firebase Blue Landslide Cliff Path Firebase Red Cavern Ridge Tunnel Hill River Bed UNSC Training Bunker
The bases and other structures on the map are now of human construction, whereas Coagulation and all previous Blood Gulch remakes and reimaginings are based in Forerunner locations. The bottom floor of both bases has been removed, and the bases are more simple in design. Both team's base can be entered from a hole in the flooring. Man cannons have also been added to each base, replacing the teleporters on the original map. A red or blue beam is emitted on a cliff behind each base; the beam's color matches the nearest base. A device has been added near the center of each base. When activated, it releases an EMP burst to the surrounding areas of the base that disables all vehicles within range. An AV-14 Hornet and the M274R Mongoose#M274-M Gungoose variant|M274-M Gungoose have been added to the map. The M808B Scorpion has been removed by default, although it can be enabled. An M7S SMG has been added to the ramps of the bases. Deployable Deployable bridge|vehicle access bridges have been added next to the bases. The central area of the map now houses a bunker, titled the "UNSC Training Bunker", embedded in the terrain. It is the location of an M90 shotgun.:File:H2A IGN - BloodlineHornet.png Three trees on the original Coagulation have been replaced by three broken-down concrete pillars. Extra rocks have been added to the map to provide more cover.
Achievements The following achievements can be unlocked on Bloodline on ''Halo: The Master Chief Collection''.
{| class="wikitable"
| ! scope"text-align:center;" |''Halo: MCC'' (Xbox One)
! scope"width:135px;text-align:center;" |''Halo: MCC'' (Steam)
! scope"width:175px;height:20px;text-align:center;" |Title
! scope"width:350px;height:20px;text-align:center;" |Unlock requirement
! scope"width:200px;height:20px;text-align:center;" |Games
| |File:Bloody Thirsty!.jpg|center|115px
|File:HTMCC H2A Achievement Steam Bloody Thirsty.jpg|40px|center|65px
|Bloody Thirsty!
|Destroy the BLAST soda can on Bloodline.
|''Halo: The Master Chief Collection''
| |File:Red vs. Blue.jpg|center|115px
|File:HTMCC H2A Achievement Steam Red Vs Blue.jpg|40px|center|65px
|Red vs. Blue (achievement)|Red vs. Blue
|Win 10 multiplayer matches on Bloodline.
|''Halo: The Master Chief Collection''
|}
Gallery
File:H2A_Bloodline_Concept.jpg|Concept art of one of the bases. File:H2A_BloodlineCave_Concept.jpg|Concept art of a cave. File:H2A_Bloodline Interior_Concept 1.jpg|Concept art of the inside of one of the bases. File:H2A_Bloodline Interior_Concept 2.jpg|Concept art of the inside of one of the bases. File:H2A Bloodline MiddleBunker Concept.jpg|Concept art of the bunker in the middle of the map. File:H2A_Bloodline_Concept_BaseExterior.jpg|Exterior concept art of a base on the map. File:H2A Bloodline Bridge Concept.jpg|Concept art of the bridge structures on the map. File:H2A Bloodline EMPTower Concept.jpg|Concept art of the EMP towers on the map.
File:HTMCC H2A Bloodline Map.png|Map of Bloodline. File:H2A Bloodline.jpg|An early shot of Bloodline, featuring a less saturated color palette. File:H2A_BloodLine_RedBase_Front.png|The front view of one of the bases. File:H2A BloodLine RedBase Rear.png|Rear view of one of the bases. File:H2A_BloodLine_RedBase_Interior.png|Interior view of the red base. File:H2A BloodLine CentralBunker.png|The central area of the map, near the rocket launcher spawn. File:H2A IGN - BloodlineHornet.png|An AV-14 Hornet on the map. File:H2A-EMPconsole.png|The EMP console. File:H2A-RedEMP.png|Red base EMP. File:H2A-BlueEMP.png|Blue base EMP.
Sources
|
|affiliation=Covenant
|branch=Covenant fleet|Covenant Navy
|type=Flotilla
|role=
|size=*5 intrusion corvettes
*''Sacred Whisper''
*''Worthy Silence''
|nicknames=
|battles=*Battle of Seoba Battle of Biko Attack on Zhoist
|commanders= Sangheili First Blade officer|First Blade Tel 'Szatulai
}}
The Bloodstar Flotilla was a Covenant flotilla of intrusion corvettes attached to the Fleet of Inexorable Obedience and led by Sangheili First Blade officer|First Blade Tel 'Szatulai of the Silent Shadow. It was formed to serve a kai'd of the Bloodstars, a force of highly-trained Jiralhanae Stalkers and Special Operations Sangheili|Special Operations Sangheili. The flotilla participated in the Battle of Seoba and the subsequent Battle of Biko in 2526#March|March 2526.
History
Early in the Human-Covenant War, Sangheili First Blade officer|First Blade Tel 'Szatulai's squad of Silent Shadow was approached by a courier of the United Rebel Front as they scouted out Amasa|a human Human colonies|colony. The Sangheili were offered information on the United Nations Space Command and their SPARTAN-II program|Spartan supersoldiers in exchange for the insurrectionists' safety. 'Szatulai took this information to Fleetmaster Nizat 'Kvarosee and the Minor Minister of Artifact Survey of the Fleet of Inexorable Obedience, who both instructed the warrior to tentatively accept their offer of a meeting on Biko's icy Natural intelligence|moon of Seoba, with the intent to gather what information he could. However, when the rebels inevitably outlived their usefulness to the Covenant, they would be destroyed. For this mission, 'Szatulai took the five intrusion corvettes of the Bloodstar Flotilla, and left for the Kolaqoa system. He led the small force from aboard the ''Sacred Whisper'', a vessel commanded by Shipmaster Hulon 'Budyasee.
On 2526#March|March 19, 2526, the Bloodstar Flotilla emerged from slipspace in the Kolaqoa system far outside of Biko's detection range, activating its active camouflage and approaching the planet without its Chancellor's Guards|defense force noticing. Despite the intrusion corvettes' cloaking, the flotilla was soon detected by the UNSC Task Force Yama|force that had recently Battle of Seoba|captured the rebels' Seoba Ice Quarry|ice quarry base on Seoba. The humans began to scramble their prowlers to meet the Covenant force. 'Szatulai, who was standing in the ''Sacred Whisper'''s forward observation blister, could see the vessels with his naked eye as they rose into space, backed by Biko's pink disk. However, none of the corvettes' sensors could detect anything that suggested that human spacecraft were leaving Seoba. After 'Szatulai showed 'Budyasee what he was seeing, the two of them visited the stations toward the back of the bridge to confirm that the problem was with the sensors, rather than with the bridge crew. As he was certain that human vessels were indeed rising from the ice quarry that was their intended meeting location, 'Szatulai ordered all of the flotilla's vessel to fire on the quarry, despite the extreme range and apparent lack of targets. He hoped to damage and capture one of the alarmingly advanced Razor-class prowler|stealth vessels for study.
The bombardment was successful in downing the , the flagship of Task Force Yama. It crashed into the wall of the ice quarry, demolishing layers of terraces and coming to a rest halfway up an avalanche of ice. Noticing that his blind firing on the quarry had yielded the desired results, 'Szatulai ordered the ''Worthy Silence'' to secure the crash site and recover the stealth vessel for study. As the flotilla approached Seoba, it detected a human Emmeline|transport fleeing the quarry. All five corvettes fired on the transport as soared out of the atmosphere toward Biko. By the time the ''Worthy Silence'' had reached the ''Starry Night''s crash site, so had a team of twelve Spartans lead by John-117. Noticing the humans, the corvette began firing on them and deploying Extra-vehicular activity|EVA-equipped Sangheili, Jiralhanae, and Kig-Yar Bloodstars onto the stealth vessel via gravity lift. Meanwhile, s and another intrusion corvette moved in to cut off the advancing Spartans. With few options available to them, John-117 had Blue Team|his team fire on the avalanche just below the ''Starry Night'' with their M301 grenade launcher|grenade launchers, causing the vessel to tumble all the way to the quarry floor. This prevented the Bloodstar boarding party from gaining access to the prowler and the sensitive data held within its computers. The action had also buried half of the group of Spartans under the ice flow, buying the Bloodstars some time to recover and send in more armored vehicles. As they fought the Spartans for control of the prowler, two more of the intrusion corvettes approached to harass them. Despite this, the humans gained access to the prowler and its nuclear weapon|nuclear self-destruct system, and a strafing run from the task force destroyed two of the flotilla's corvettes. A trio of prowlers managed to chase off a third, leaving the ''Worthy Silence'' alone as it tried to collect the ''Starry Night''. With the situation turning in the Spartans' favor, the corvette began lifting the prowler into its hangar bay via gravity lift. It was too late, however, as the team inside the prowler armed the Fury tactical nuclear weapon|nuke and fled in an escape pod. The explosion pulverized both the ''Starry Night'' and the ''Worthy Silence'', leaving the Bloodstar Flotilla with only the ''Sacred Whisper'' and one other vessel.
As they had become overwhelmed, the two remaining corvettes retreated, allowing the Spartans to comb through wreckage of the ''Worthy Silence'' before being extracted. On its bridge, the humans discovered that the corvette's ''kelguid'' was still intact. They carefully removed the device from the floor panels and transported it back to their UNSC Vanishing Point|logistics vessel for further study.
On 2526#March|March 20, 2526, the Fleet of Inexorable Obedience arrived at Biko and began Battle of Biko|its assault on the colony, prompting 'Szatulai to have the ''Sacred Whisper'' and the flotilla's only other surviving corvette move to join 'Kvarosee's fleet. However, a human Emmeline|transport broke from Seoba's orbit and began trailing them. Realizing that the only ones foolish enough to chase after his flagship in such Banta-class colony ship|a poorly armed craft would be the insurgents that they had come to meet, 'Szatulai had the ''Sacred Whisper'' slow down and dock with the vessel. He and Orsun|two Castor|young Jiralhanae Bloodstars boarded the vessel via its airlock. The visit resulted in 'Szatulai "agreeing" to help the Insurrectionists take control of Biko in exchange for more information on the Spartans. After the meeting was over, he took Petora Zoyas|one of the humans with him to facilitate communication with the insurgents in the future and returned to the ''Sacred Whisper''.
After the human defense forces had been eliminated and the Fleet of Inexorable Obedience had begun glassing Biko, 'Szatulai returned to the ''Pious Rampage'' to report to Nizat 'Kvarosee. When he learned that the fleetmaster had called up a new logistics flotilla from Zhoist to supplement the one had had recently been Battle over Etalan|decimated at Etalan, 'Szatulai became worried. He revealed to 'Kvarosee that the humans had managed to taken some things from the wreckage of the ''Worthy Silence'', including its ''kelguid''. With this, the humans could potentially discover where the logistics flotilla originated from and attack Zhoist. Realizing this, the fleetmaster directed the Fleet of Inexorable Obedienceincluding the Bloodstar Flotillato Zhoist.
After realizing that the humans were going to target Zhoist, the remaining ships of the flotilla joined the Fleet of Inexorable Obedience in defending the planet. However, 'Szatulai and his forces, aside from Castor and Orsun, were killed by Blue Team. The ''Sacred Whisper'' was destroyed along with the Ring of Mighty Abundance which it was docked to at the time, taking with it all of the data that 'Szatulai had gotten from the human Insurrectionists. The fate of the last vessel is unknown.
Composition Five intrusion corvettes:
''Sacred Whisper'' (flagship) - Sangheili First Blade officer|First Blade Tel 'Szatulai - Destroyed in the Attack on Zhoist
''Worthy Silence'' - Destroyed in the Battle of Seoba
List of appearances
''Halo: Silent Storm''
Sources
Category:Covenant fleets
|
The Bloodstars were a Covenant Special Operations|Special Operations unit, employed in the Covenant empire's reign and later the Banished. Within the Covenant, the Bloodstars comprised of a single ''Kai'd'', composed of Jiralhanae Jiralhanae Stalker|Stalkers, Special Operations Sangheili|Special Operations Sangheili, and select Kig-Yar. In early 2526, they were commanded by First Blade Tel 'Szatulai of the Silent Shadow. It is because of this, that the Bloodstars know highly classified Silent Shadow intelligence and tasking. During their missions to gather intelligence on the United Nations Space Command and later to hunt down the SPARTAN-II program|Spartans, the Bloodstars were organized into Bloodstar Flotilla|their own flotilla of intrusion corvettes.
Following the dissolution of the Covenant, the remnants of the Bloodstars were absorbed into the Banished, who created a new iteration of the unit and tasked it with a new purpose: hunting UNSC Spartans.
Covenant
|branch=Sangheili Jiralhanae Kig-Yar
|branch-title=Species
|mission=
Gathering of information and hunting down SPARTAN-II program|high-value targets
|mission-title=Function
|role=
|size=One kai'd
|equipment=
|notable=First Blade Tel 'Szatulai Atriox Castor Orsun
}}
Meeting with traitors
While Sangheili First Blade officer|First Blade Tel 'Szatulai and his Silent Shadow|squad were scouting the human Human colonies|colony of Amasa in early 2526, they were given a device by a human insurrectionist containing a message from General Harper Garvin of the United Rebel Front. He wished to meet with representatives of the Covenant in Seoba Ice Quarry|an ice quarry of Biko's Natural satellite|moon of Seoba. His hope was that they could strike a deal for the survival of insurrectionist-controlled worlds in exchange for information on the United Nations Space Command. Taking this message to Fleetmaster Nizat 'Kvarosee of the Fleet of Inexorable Obedience, 'Szatulai was ordered to meet with the insurgents on Seoba, but to only appease them until their immediate usefulness ran out. The First Blade gathered the Bloodstar Flotilla and left for the Kolaqoa system aboard the ''Sacred Whisper''.
When the flotilla arrived near Seoba on 2526#March|March 19, 2526, 'Szatulai witnessed human prowler|stealth craft rising into space to meet them, despite the corvette's instruments being unable to see these vessels. Unbeknownst to him, these were s of the UNSC's Task Force Yama, which had recently captured both the quarry and the rebel leaders that 'Szatulai was on his way to meet. Disturbed that the humans had Stealth ablative coating|stealth systems that were seemingly more advanced than the Covenant's own Active camouflage|cloaking technology, he ordered the flotilla to fire on the quarry, hoping to take down one of the vessels so that it could be studied.
One of the plasma blasts happened to strike the , the flagship of Captain (NAVCOM)|Captain Halima Ascot. It crashed into the quarry, leading 'Szatulai to order the flotilla to converge on and secure the vessel. The intrusion corvette ''Worthy Silence'' reached the crash site before the others, deploying a team of Extra-vehicular activity|EVA-equipped Bloodstars onto the downed prowler via gravity lift. Before they could gain access, a team of twelve Spartan-IIs arrived in search of survivors. They were set upon by Bloodstar-operated Karo'etba-pattern Ghost|Ghosts and the looming corvette began firing on them, forcing the supersoldiers to cause an avalanche that would sweep away the ''Starry Night'' and delay the Bloodstars. By the time some of the Spartans had recovered, at least three more corvettes had arrived to support their infantry, as well as to deploy more armored vehicles. However, a small team of Spartans managed to board the prowler before the Bloodstars could make a second attempt. While most of the supersoldiers were occupied fending off the ground vehicles or freeing themselves from the ice flow, a Bloodstar strike team of two Sangheili, four Jiralhanae, and four Kig-Yar approached the vessel. Two Kig-Yar entered first to scout it out, then the two Sangheili and four Jiralhanae entered, leaving the last two Kig-Yar on top of the fuselage to act as a rear guard. Meanwhile, Task Force Yama shot down two of the flotilla's corvettes in a strafing run. Shortly after boarding, the eight Bloodstars were attacked by Frederic-104's team. Most of them died in an explosion, but the two Sangheili escaped to be confronted by John-117. The Spartan killed one of them with his M6D magnum and folded the other onto his own Type-1 energy sword|energy sword. Before he could recover from the encounter, the two Kig-Yar atop the prowler began firing at him from behind their Kig-Yar point defense gauntlet|shields, with one landing a hit that compromised his armor's seal. Joshua-029|Two Anton-044|more Spartans arrived to assist, but the ''Worthy Silence'' began lifting the ''Starry Night'' into its cargo hold. The team inside the prowler armed its Nuclear weapon|nuclear self-destruct and fled in an escape pod, while the other Spartans sprinted out of the Fury tactical nuclear weapon|nuke's blast radius. Thirty seconds later, the nuke detonated, destroying both the prowler and the ''Worthy Silence''.
However, the ''Sacred Whisper'' and another Bloodstar corvette survived due to Lieutenant Commander Hector Nyeto purposefully holding off his attack in an attempt to get the Spartans killed by the Covenant. After the wreckage of the ''Worthy Silence'' crashed to the quarry floor and the rest of the Bloodstar flotilla was pushed back, some of the Spartans combed through the corvette's shattered bridge. They found the ''Worthy Silence''s intact kelguid, carefully cutting it free of the floor panels and taking it back to their UNSC Vanishing Point|logistics vessel to study. At some point during this engagement or the subsequent Battle of Biko, the Bloodstars captured a squad of ODSTs and interrogated them for three days, learning of the rumor that the SPARTAN-II program had abducted children to use as their subjects.
Mighty Abundance
During Task Force Yama's Attack on Zhoist|assault on the Covenant's holy colony of Zhoist, 'Szatulai led his Bloodstars onto the Ring of Mighty Abundance after realizing that the Spartans were boarding it. However, 'Szatulai discovered too late that the Spartans had managed to sneak past them, resulting in a confrontation with them in one of the fabrication barns for the partially-construction Covenant supercarrier|supercarrier ''Hammer of Faith''. As John-117 and Kelly-087 prepared to use the barn's gravity lifts to throw a pair of activated HAVOK tactical nuclear weapons onto the supercarrier, the Bloodstars' Sangheili forces began emerging from the lifts in pairs, ignoring the HAVOKs in favor of attacking Blue Team. Frederic-104 was able to kill several with an M41 SPNKR while Linda-058 took out more with an M99 Stanchion. As the battle raged between Blue Team and the Bloodstars, 'Szatulai attacked John in close quarters combat and nearly bested him. John eventually managed to overpower 'Szatulai and he was killed when Kelly blew off 'Szatulai's head with John's M90 shotgun.
Though the Sangheili Bloodstar forces on the Ring of Mighty Abundance were killed, Castor and Orsun didn't emerge from the gravity lifts until after everyone else was dead. Rather than engaging the fleeing Spartans, the two Jiralhanae fled in Banshees before the HAVOKs destroyed the ''Hammer of Faith''. Castor and Orsun were able to reach a stable orbit around Zhoist before the detonation and were picked up by the Fleet of Inexorable Obedience where they reported the death of 'Szatulai and the failure to kill any of the Spartans.
Banished
|branch=
Sangheili Jiralhanae Kig-Yar Unggoy
|branch-title=Species
|mission=
Hunting down Spartan|high-value targets Occasionally leading mercenary clans
|mission-title=Function
|role=
|size=
|equipment=
|notable=
Kaidon Thav 'Sebarim Arch Khordat Barroth Sangheili General|General Inka 'Saham Gorian
}}
Battle for Zeta Halo Following the end of the Covenant War, what remained of the Bloodstars order was reappropriated by the Banished, who formed their own iteration of the unit. The Bloodstars' ranks were replenished with veterans of the Covenant War, mercenaries, and some of the Banished's best warriors. The unit was trained into a ruthless force dedicated to hunting and killing Spartans. Some members of the Bloodstars who were involved in the Battle for Zeta Halo hoped to secure a promotion to the Hand of Atriox by killing John-117. Another Bloodstar, Gorian, worked with Jega 'Rdomnai to help Escharum take full control of the ring before Gorian was killed by Spartan Tomas Horvath.
Equipment Like the Silent Shadow, all members of the Bloodstars wore dark red armor. Sangheili Bloodstars utilized Type-1 energy sword#Bloodblade|bloodblades, a kind of blood-red energy sword.
List of appearances
''Halo: Retribution''
''Halo: Silent Storm''
''Halo: Oblivion''
''Halo Infinite''
''Halo: The Rubicon Protocol''
Sources
Category:Covenant military units Category:Banished military units
|
Bloodstars' Bane is an achievement in ''Halo Infinite''. It is unlocked by eliminating all 15 Banished high-value targets. This achievement awards the player 20 Gamerscore.
|
The Bloodstars were a Covenant Special Operations|Special Operations unit, employed in the Covenant empire's reign and later the Banished. Within the Covenant, the Bloodstars comprised of a single ''Kai'd'', composed of Jiralhanae Jiralhanae Stalker|Stalkers, Special Operations Sangheili|Special Operations Sangheili, and select Kig-Yar. In early 2526, they were commanded by First Blade Tel 'Szatulai of the Silent Shadow. It is because of this, that the Bloodstars know highly classified Silent Shadow intelligence and tasking. During their missions to gather intelligence on the United Nations Space Command and later to hunt down the SPARTAN-II program|Spartans, the Bloodstars were organized into Bloodstar Flotilla|their own flotilla of intrusion corvettes.
Following the dissolution of the Covenant, the remnants of the Bloodstars were absorbed into the Banished, who created a new iteration of the unit and tasked it with a new purpose: hunting UNSC Spartans.
Covenant
|branch=Sangheili Jiralhanae Kig-Yar
|branch-title=Species
|mission=
Gathering of information and hunting down SPARTAN-II program|high-value targets
|mission-title=Function
|role=
|size=One kai'd
|equipment=
|notable=First Blade Tel 'Szatulai Atriox Castor Orsun
}}
Meeting with traitors
While Sangheili First Blade officer|First Blade Tel 'Szatulai and his Silent Shadow|squad were scouting the human Human colonies|colony of Amasa in early 2526, they were given a device by a human insurrectionist containing a message from General Harper Garvin of the United Rebel Front. He wished to meet with representatives of the Covenant in Seoba Ice Quarry|an ice quarry of Biko's Natural satellite|moon of Seoba. His hope was that they could strike a deal for the survival of insurrectionist-controlled worlds in exchange for information on the United Nations Space Command. Taking this message to Fleetmaster Nizat 'Kvarosee of the Fleet of Inexorable Obedience, 'Szatulai was ordered to meet with the insurgents on Seoba, but to only appease them until their immediate usefulness ran out. The First Blade gathered the Bloodstar Flotilla and left for the Kolaqoa system aboard the ''Sacred Whisper''.
When the flotilla arrived near Seoba on 2526#March|March 19, 2526, 'Szatulai witnessed human prowler|stealth craft rising into space to meet them, despite the corvette's instruments being unable to see these vessels. Unbeknownst to him, these were s of the UNSC's Task Force Yama, which had recently captured both the quarry and the rebel leaders that 'Szatulai was on his way to meet. Disturbed that the humans had Stealth ablative coating|stealth systems that were seemingly more advanced than the Covenant's own Active camouflage|cloaking technology, he ordered the flotilla to fire on the quarry, hoping to take down one of the vessels so that it could be studied.
One of the plasma blasts happened to strike the , the flagship of Captain (NAVCOM)|Captain Halima Ascot. It crashed into the quarry, leading 'Szatulai to order the flotilla to converge on and secure the vessel. The intrusion corvette ''Worthy Silence'' reached the crash site before the others, deploying a team of Extra-vehicular activity|EVA-equipped Bloodstars onto the downed prowler via gravity lift. Before they could gain access, a team of twelve Spartan-IIs arrived in search of survivors. They were set upon by Bloodstar-operated Karo'etba-pattern Ghost|Ghosts and the looming corvette began firing on them, forcing the supersoldiers to cause an avalanche that would sweep away the ''Starry Night'' and delay the Bloodstars. By the time some of the Spartans had recovered, at least three more corvettes had arrived to support their infantry, as well as to deploy more armored vehicles. However, a small team of Spartans managed to board the prowler before the Bloodstars could make a second attempt. While most of the supersoldiers were occupied fending off the ground vehicles or freeing themselves from the ice flow, a Bloodstar strike team of two Sangheili, four Jiralhanae, and four Kig-Yar approached the vessel. Two Kig-Yar entered first to scout it out, then the two Sangheili and four Jiralhanae entered, leaving the last two Kig-Yar on top of the fuselage to act as a rear guard. Meanwhile, Task Force Yama shot down two of the flotilla's corvettes in a strafing run. Shortly after boarding, the eight Bloodstars were attacked by Frederic-104's team. Most of them died in an explosion, but the two Sangheili escaped to be confronted by John-117. The Spartan killed one of them with his M6D magnum and folded the other onto his own Type-1 energy sword|energy sword. Before he could recover from the encounter, the two Kig-Yar atop the prowler began firing at him from behind their Kig-Yar point defense gauntlet|shields, with one landing a hit that compromised his armor's seal. Joshua-029|Two Anton-044|more Spartans arrived to assist, but the ''Worthy Silence'' began lifting the ''Starry Night'' into its cargo hold. The team inside the prowler armed its Nuclear weapon|nuclear self-destruct and fled in an escape pod, while the other Spartans sprinted out of the Fury tactical nuclear weapon|nuke's blast radius. Thirty seconds later, the nuke detonated, destroying both the prowler and the ''Worthy Silence''.
However, the ''Sacred Whisper'' and another Bloodstar corvette survived due to Lieutenant Commander Hector Nyeto purposefully holding off his attack in an attempt to get the Spartans killed by the Covenant. After the wreckage of the ''Worthy Silence'' crashed to the quarry floor and the rest of the Bloodstar flotilla was pushed back, some of the Spartans combed through the corvette's shattered bridge. They found the ''Worthy Silence''s intact kelguid, carefully cutting it free of the floor panels and taking it back to their UNSC Vanishing Point|logistics vessel to study. At some point during this engagement or the subsequent Battle of Biko, the Bloodstars captured a squad of ODSTs and interrogated them for three days, learning of the rumor that the SPARTAN-II program had abducted children to use as their subjects.
Mighty Abundance
During Task Force Yama's Attack on Zhoist|assault on the Covenant's holy colony of Zhoist, 'Szatulai led his Bloodstars onto the Ring of Mighty Abundance after realizing that the Spartans were boarding it. However, 'Szatulai discovered too late that the Spartans had managed to sneak past them, resulting in a confrontation with them in one of the fabrication barns for the partially-construction Covenant supercarrier|supercarrier ''Hammer of Faith''. As John-117 and Kelly-087 prepared to use the barn's gravity lifts to throw a pair of activated HAVOK tactical nuclear weapons onto the supercarrier, the Bloodstars' Sangheili forces began emerging from the lifts in pairs, ignoring the HAVOKs in favor of attacking Blue Team. Frederic-104 was able to kill several with an M41 SPNKR while Linda-058 took out more with an M99 Stanchion. As the battle raged between Blue Team and the Bloodstars, 'Szatulai attacked John in close quarters combat and nearly bested him. John eventually managed to overpower 'Szatulai and he was killed when Kelly blew off 'Szatulai's head with John's M90 shotgun.
Though the Sangheili Bloodstar forces on the Ring of Mighty Abundance were killed, Castor and Orsun didn't emerge from the gravity lifts until after everyone else was dead. Rather than engaging the fleeing Spartans, the two Jiralhanae fled in Banshees before the HAVOKs destroyed the ''Hammer of Faith''. Castor and Orsun were able to reach a stable orbit around Zhoist before the detonation and were picked up by the Fleet of Inexorable Obedience where they reported the death of 'Szatulai and the failure to kill any of the Spartans.
Banished
|branch=
Sangheili Jiralhanae Kig-Yar Unggoy
|branch-title=Species
|mission=
Hunting down Spartan|high-value targets Occasionally leading mercenary clans
|mission-title=Function
|role=
|size=
|equipment=
|notable=
Kaidon Thav 'Sebarim Arch Khordat Barroth Sangheili General|General Inka 'Saham Gorian
}}
Battle for Zeta Halo Following the end of the Covenant War, what remained of the Bloodstars order was reappropriated by the Banished, who formed their own iteration of the unit. The Bloodstars' ranks were replenished with veterans of the Covenant War, mercenaries, and some of the Banished's best warriors. The unit was trained into a ruthless force dedicated to hunting and killing Spartans. Some members of the Bloodstars who were involved in the Battle for Zeta Halo hoped to secure a promotion to the Hand of Atriox by killing John-117. Another Bloodstar, Gorian, worked with Jega 'Rdomnai to help Escharum take full control of the ring before Gorian was killed by Spartan Tomas Horvath.
Equipment Like the Silent Shadow, all members of the Bloodstars wore dark red armor. Sangheili Bloodstars utilized Type-1 energy sword#Bloodblade|bloodblades, a kind of blood-red energy sword.
List of appearances
''Halo: Retribution''
''Halo: Silent Storm''
''Halo: Oblivion''
''Halo Infinite''
''Halo: The Rubicon Protocol''
Sources
Category:Covenant military units Category:Banished military units
|
Bloody Arrow is a United Nations Space Command|UNSC emergency code signifying the complete rout and decisive defeat of friendly forces, usually following the overrunning of friendly units and positions by hostile forces. It is effectively the complete opposite of S.O.S - it means that one should not, under any circumstances, attempt to land, reinforce, or attempt rescue. Rather, it signifies to any reinforcements that the cause is lost and they should turn back.
This code was issued frequently during the Human-Covenant War. A notable instance was during the Onyx Conflict when Onyx Sentinel|Sentinels reclaimed that world. When Catherine Halsey|Dr. Halsey and Kelly-087 were entering the atmosphere of Onyx, they received the Bloody Arrow code from Senior Chief Petty Officer Franklin Mendez.Halo: Ghosts of Onyx, Chapter 18, ''page 159'' Regardless, they continued down and eventually met up with the Senior Chief, Kurt-051, and the remaining SPARTAN-III Program|Spartan-IIIs.Halo: Ghosts of Onyx, Chapter 18, ''page 165''
Trivia
"Bloody Arrow" is a derivative of "Wikipedia:Broken Arrow|Broken Arrow," an emergency code word used by the Wikipedia:United States Army|United States Army in the Wikipedia:Vietnam War|Vietnam War.
List of appearances
''Halo: Ghosts of Onyx''
Sources
Category:UNSC codes
|
Bloody Thirsty! is an achievement in ''Halo: The Master Chief Collection''. It us unlocked by finding and destroying the BLAST soda can on Bloodline in ''Halo 2: Anniversary'' multiplayer. The achievement is worth 5 Gamerscore and can be unlocked in both matchmaking and custom games, though the latter is much more advisable. It also unlocks the "Bloodline" Multiplayer Emblem.
Location The can is found sitting on a rock in a crack in the canyon wall off to the side of blue base. If the player is standing on blue base looking to the center of the map, the can is on their left.
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File:H2A BloodyMarine.png|thumb|200px|The bloody Marine. The bloody UNSC Marine is a peculiar UNSC Marine|Marine biped model found in the ''Halo 2'' level Cairo Station.
Walkthrough The Marine can only be found in this level, in the loading hangar where the player encounters their first Covenant boarding party. He stands out from the rest as he is cut, bruised and covered in blood. In addition, he is one of the few Marines that never wears headgear during the level and he appears to have no pouches or a breastplate. Other covers include the dress hat, Sergeant hat, or no hat. His overall accuracy (including grenades and rifle fire) is the same as a normal Marine.
Trivia This Marine biped is voiced by John Kassir. The bloody UNSC Marine can also be seen on page 14 of ''the Art of Halo''. Bloody United Nations Space Command|UNSC Marines may have at one time been used as killed Marines. For example, in ''Halo 3'', when a Marine is killed, their body becomes covered in blood.
Gallery
File:Bloddy marine.png|The bloody UNSC Marine in ''Halo 2''.
List of appearances
''Halo 2''
''Halo 2: Anniversary''
Category:Halo 2 Easter eggs
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File:1214717326 BloodBag large.jpg|75px|right
Blood is used to transport nutrients through the body of a multicellular organism. In the case of humans, it uses a compound called hemoglobin to transport oxygen to the cells. Because of cellular respiration, every single cell in the human body needs oxygen, so blood must deliver oxygen to every cell in the body. This is most likely true all of the other Covenant Empire|Covenant races, though their blood may be delivering a different compound to the body, resulting in its difference in color to human blood.
Overview Humans will bleed red blood when shot. Forerunner artifacts, such as the Menachite portal complex, may at times be manipulated by human blood.Halo: First Strike, ''page 141'' (''"Fred felt a hot pain in the tip of his finger. He drew his bare hand away and a tiny track of blood smeared the rock. The glittering symbols on the wall took on a greasy cast"'') The Flood will always bleed a pasty, brownish-green color, and the explosion of a Flood carrier form|carrier form or a Pod infector will leave a brown stain on the ground. In gameplay, however, Pod infectors do not "bleed", but rather explode into bits of flesh.
When shot without the protection of an energy shielding|energy shield, the target will "bleed." In some races, the blood will visibly come out of the target, and leave a stain on the ground. The viscosity and color of the blood varies by race.
Blood and bleeding hold a special significance in Sangheili culture. Having one's blood spilled outside the battlefield is considered dishonorable; for this reason, doctors are not held in a high regard.Halo: The Cole Protocol, ''page 143'' Blood is also a repeated motif in Sangheili maxims or proverbs.Halo 2, campaign level ''The Arbiter'' ("On the blood of our fathers, on the blood of our sons... We swore to uphold the Covenant!")Halo: Ghosts of Onyx, ''page 278'' ("Our blood will forge a thousand generations.") Due to its cultural significance, "blood" is also a Sangheili curse word.Halo: The Cole Protocol, ''page 140''
Human - Red Sangheili - Dark blue/purple (''Halo: Combat Evolved''):File:HCE Elite Blood.jpg|Sangheili corpse that was meleed multiple times, purple (''Halo 2'' and ''Halo 3'')
Jiralhanae - Dark navy blue/black (''Halo 2''), purplish red, thick (''Halo 3''), red (''Halo: Reach'')
Mgalekgolo - Bright orange San'Shyuum - Red Kig-Yar - Dark blue/purple (''Halo: Combat Evolved''), purple (''Halo 2'' and ''Halo 3'')
Unggoy - Light blue, teal, very thick:File:GruntBlood.jpg|A Grunt getting shot Yanme'e - White, with slight green tint Huragok - Reddish pink,Halo Graphic Novel, ''page 18'' blue purpleHalo 3: ODST Flood - Brownish-green Forerunner - PurpleHalo: Silentium, ''page 145''
Yonhet - RedHalo: Nightfall, ''Episode One''
Sharquoi - PurpleHalo: Envoy, ''page 244''
Blood type
A blood type is a classification of blood based on the presence or absence of inherited antigenic substances on the surface of red blood cells. The blood type is often included on identification patches or on tattoos worn by military personnel, in case they should need an emergency blood transfusion; certain variants of MJOLNIR Powered Assault Armor|MJOLNIR and ODST armor|ODST armors, for example, are equipped with MEDREF labels displaying the blood type of the wearer. Individuals with known blood types include:
Kurt Ambrose: O+
Michael Crespo: A Jorge-052: B+
John-117: O+
Edward Buck: O Samantha Wisner: O Taylor Miles: B+
T. Rymann O+
Kojo Agu: AB Jonathan Doherty: O+
Talitha Macer: AB+
Randall Aiken: AB Carris-137: A+
Caleb Aagard: B Alo Sebukah: E+
Trivia Sometimes in ''Halo: Combat Evolved'' bullet holes with blood and/or blood splatters will be visible at certain angles though nothing was there or nothing was shot or hurt. In ''Halo: Combat Evolved'', when the player repeatedly melee Covenant species (most effectively on Kig-Yar|Jackals), an unlimited amount of blood will come out. Sometimes in ''Halo: Combat Evolved'' on the Xbox, the game will lag if too many blood decals are being rendered. The blood and the amount of blood of Covenant foes changes during the course of the three Halo games. For example, Grunts, Elites, Hunters and Jackals bled profoundly when meleed in ''Halo: Combat Evolved'', and yet, in ''Halo 2'', the player must shoot the corpse in order for it to bleed. In ''Halo 3'', the amount of blood is lessened dramatically, but is given in greater detail. Grunt blood also seems more viscous, as opposed to slightly watery looking in the earlier games. In ''Halo 3'', when a Brute is shot and blood is spilled, there seems to be odd luminous chunks in the blood. This can also be seen in human blood as well. The Brutes are the only race to have significantly different colored blood from one game to another, although in some ''Halo Legends'' episodes, other species also have different blood color than the games. As a unique feature among Forerunner machines (such as sentinels or monitors), the Promethean constructs "bleed" an orange fluid when damaged or destroyed. In ''Halo 5'', Grunts bleed more profusely than other alien species or humans. After death, their corpses can also be shot to cause more luminescent blue bleeding.
Gallery
File:H3 Brute Blood.jpg|A Brute's blood after being killed by a grenade. File:Jackalblood.jpeg|A Kig-Yar|Jackal's blood stain in ''Halo: Combat Evolved''. File:H3 Jackal Blood.jpg|A Jackal's blood stain in ''Halo 3''. File:H3 Hunter blood.jpg|A Hunter's blood after it was killed by an explosive. File:Hunter_blood.jpg|Mgalekgolo Blood. Note the luminous properties File:H3 Dead drone.jpg|A Drone's blood stain. File:GruntBlood.jpg|A Grunt's blood File:HCE Elite Blood.jpg|When concentrated, an Elite's blood is actually a dark blue. File:Huragok blood.jpg|An Engineer's blood. File:SkirmisherBleeding.jpg|A Skirmisher's blood after being shot. File:HTRmc-Conviction-Corpse.jpg|A San'Shyuum's blood. File:lastson.png|The blood of Resa 'Azavayl after being killed.
Sources
Category:Biology
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Blow Me Away by the post-grunge band Breaking Benjamin is the second track in ''Halo 2: Original Soundtrack| Halo 2: Original Soundtrack, Volume 1''. The song was written specifically for the soundtrack, and was later featured on the band's 2004 EP ''wikipedia:So Cold (Breaking Benjamin song)#So Cold EP|So Cold''. The song also earned moderate success on music charts though is mainly known for its appearance in ''Halo 2''.
Appearances This track plays during the battle between the Jiralhanae, Mgalekgolo, and the Sangheili in the Mausoleum of the Arbiter at the end of the ''Halo 2'' level ''Gravemind (level)|Gravemind'', though it plays with the lyrics almost muted. The music plays on a loop until all enemies are eliminated. The introduction of the song, with its characteristic bell chime, can be heard during the level ''Outskirts'', before John-117 encounters a convoy of s in the highway tunnel.
The track was replaced by ''Breaking the Covenant'' in the ''Halo 2: Anniversary'' Halo 2: Anniversary Original Soundtrack|soundtrack and corresponding gameplay section. The bell chime in the introduction was reorchestrated into the opening of ''Moon Over Mombasa''.
Lyrics
[Verse 1]
They fall in line, One at a time. Ready to play
(I can't see them anyway)
No time to lose We've got to move Steady the helm
(I am losing sight again)
[Bridge]
Fire your guns, It's time to run, Blow me away.
(I will stay, In the mess I made)
After the fall, We'll shake it off, Show me the way.
[Chorus]
Only the strongest will survive, Lead me to Heaven when we die, I am the shadow on the wall, I'll be the one to save us all.
[Verse 2]
There's nothing left, So save your breath, Lying in wait.
(Caught inside this tidal wave)
Your cover's blown, Nowhere to go, Holding your fate.
(loaded, I will walk alone)
[Bridge]
Fire your guns, It's time to run, Blow me away.
(I will stay, In the mess I made)
After the fall, We'll shake it off, Show me the way.
[Chorus]
Only the strongest will survive, Lead me to Heaven when we die, I am the shadow on the wall, I'll be the one to save us all.
Wanting it back
(Don't fight me, God!)
(Here I come! (Held out for about 2 seconds))
(Die! (Held out for about 5 seconds))
[Chorus]
Only the strongest will survive, Lead me to Heaven when we die, I am the shadow on the wall, I'll be the one to save us all.
Save us all!
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Blown Out of the Sky is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by blowing up a Banshee or Hornet in mid-flight, with a Rocket Launcher in ''Halo 2: Anniversary'' multiplayer. The achievement is worth 10 Gamerscore and can be unlocked in both matchmaking and custom games.
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File:H5G-Blu-Soda-Vending-Machine.png|thumb|150px|A Blu Soda vending machine.
Blu Soda is a brand of List of food and drinks|soda drink.
Overview
Blu soda is sold in cuboid-shaped can. The can has "Blu" written at the top of it and has a white stripe round the design. An other version of Blu soda was sold in a cylinder-shaped can.
Around 2557, vending machines of Blu soda were seen on Alluvion. By 2558, vending machines of Blu soda were seen on Meridian and on Andesia.
Gallery
File:H5G-Blu-Soda-Can.png|A crushed can of Blu Soda on the ground in ''Halo 5: Guardians''. File:H5G-Blu-Soda-Alt-Vending-machine.png|Alternate Blu Soda vending machine in ''Halo 5: Guardians''.
List of appearances
''Halo 5: Guardians''
Sources
Category:Beverages
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The Blue Death is an Unggoy term for "freezing to death" on their home planet Balaho.
During his childhood, the Grunt Kwassass watched his family one by one succumb to the "Blue Death" and he was freezing every day until it stopped.Halo: Ghosts of Onyx, Chapter 27
List of appearances
''Halo: Ghosts of Onyx''
''Halo Wars 2''
Sources
Category:Unggoy culture Category:Diseases
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was a United Nations Space Command|UNSC squad of five M808B Main Battle Tank|Scorpion Tanks at the Harvest campaign.''Halo Wars Announcement Trailer'' The squad was traveling across a frozen landscape when it was joined by Blue Six, a squad of four M12 Light Reconnaissance Vehicle|LAAG Warthogs and two turretless Warthogs. The two squads then proceeded to the last known position of a recon patrol, which had come under attack by Covenant Empire|Covenant forces.
Sources
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File:H2 BlueJackal Glitch 1.jpg|thumb|The Blue Kig-yar|Jackal. File:H2 BlueJackal Glitch 2.jpg|thumb|The blue-green variant of the Kig-yar|Jackal. The Blue Jackal glitches|glitch is a lighting phenomenon that can be seen in the ''Halo 2'' Campaign level Metropolis; it can sometimes also happen in Regret (Halo 2 level)|Regret. As the name suggests, it causes the corpses of some Jackals to turn blue.
Walkthrough
In Metropolis, kill a Jackal on the Protos-pattern Scarab|Scarab. If it is on the right place, it will appear blue, as though it were ''inside'' the Scarab's tech innards. This is the result of a lighting glitch; a part of the Jackal's corpse is "inside" the Scarab, so the game assumes that the entire Jackal is in the Scarab's interior, and lights it accordingly. Meleeing the body will cause it to change to other colors, strangely including yellow and red. Shining your flashlight on the affected corpses will temporarily revert them to normal.
When you hear a UNSC Marine Corps|Marine say, "''Full car coming up,''" in the room where you fight the Yanme'e|Drones, throw a Anskum-pattern plasma grenade|Plasma Grenade down the lift before it comes up. When you get to the tram's destination, the Drone corpses may be blue.
Trivia This rarely happens to Sangheili|Elites and Unggoy|Grunts, usually happening to Major Grunts. It happens most of the time when the game uses moving scenery or Wikipedia:Binary space partitioning|BSP, so this is most likely the reason.
Category:Halo 2 glitches
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"Blue Leader" was the designation of a UNSC Marine Corps|UNSC Marine serving during the Battle of Earth.''Halo Uprising'', Halo: Uprising Issue 3|Issue 3
Following the Battle of Cleveland, the D77H-TCI Pelican|Pelican dropship he was carried on picked up Ruwan Ackerson, whose driving of a M831 Troop Transport|transport hog made them pick him up. Ruwan told him of the Key of Osanalan, and what it was - an imaginary object invented by him and his brother when children. Blue Leader judged that if the Covenant were readying their full-scale invasion of Earth, then Mars - where Ruwan's brother, Colonel James Ackerson was stationed - had Battle of Mare Erythraeum|fallen to the enemy.
List of appearances
''Halo: Uprising''
Sources
Category:Human characters Category:UNSC Marine Corps personnel
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The Blue light is a Forge item in ''Halo 3'' (exclusive to the level ''Sandbox'') and in ''Halo: Reach''.
Summary The blue light can only be added to the level ''Sandbox' and only two at a time. The blue light casts a blue glow over a significant area, and is meant to be used to show that the base belongs to blue team. The blue light's counterpart is the Red Light.
If two blue lights and two red lights are added to the same map variant, they do not cast light, they just glow. On Sandbox, there is one Red Light and one Blue Light by default map type. A blue light placed near a red light casts a purple glow.
Gallery
File:Sandbox Tundra.jpg|An example of Red/Blue Lights being used in a map. File:Blue Light.png|A Blue Light.
See also Red Light Category:Forge objects
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The Blue Mandibles were a faction of Sangheili cannibals on the Refuge. They were named for the dark blue Sangheili blood that stained their mandibles. During a failure of the Refuge's irrigation systems on the eco level, the death of many vegetation, and the breakdown of the protein synthesizer, a group of Sangheili raiders led by a marauder infected with Blood Sickness began to eat others that they considered "lesser" Ussans. The Blue Mandibles had overrun parts of the Refuge's Section Two (The Refuge)|Section Two several years before 2552, until Bal'Tol 'Xellus led troops against them and slaughtered the faction. The Blue Mandibles remained as a very unpleasant memory for Bal'Tol.
List of appearances
''Halo: Broken Circle''
Sources
Category:Factions
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image:Blue 5.jpg|thumb|A member of Blue Six|200px Blue Six was a unit present during the Second Battle of Harvest.''Halo Wars Announcement Trailer'' They were an outfit of four M12 Light Reconnaissance Vehicle|M12 LRV Warthogs and two modified turretless M12 Force Application Vehicle|Warthogs. The outfit was seen leaping over a rise in a snowy night landscape on Harvest. Two UNSC Marine Corps|Marines from the outfit radioed in to the ''UNSC Spirit of Fire'' to confirm they were joining with Blue Five, an outfit consisting of five M808B Main Battle Tank|M808B Scorpion tanks. Both units then headed towards the last known position of a recon force with whom communications were severed. The recon patrol was then able to radio back to Blue Six, explaining they were under attack. A member of Blue Six then listened over the radio as last member of the Recon patrol was killed by an Elite with an Type-1 Energy Weapon/Sword|Energy Sword.
Sources
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File:Blueteam.png|thumb|300px|Blue Team symbol. Blue Team may refer to the following:
''Halo'' universe Blue Team - Team of elite SPARTAN-II program|Spartan-II supersoldiers lead by Frederic-104.
Gameplay
Master Chief (gameplay) - John-117, the main character of many ''Halo (disambiguation)|Halo'' video games and a member of ''Blue Team''. Spartan (co-op) - The characters of ''Halo 5: Guardians'' with unique traits that can be either player controlled or non-player characters, including Fred, Kelly-087|Kelly, and Linda-058|Linda.
Blue Team (level) - The second campaign level of ''Halo 5: Guardians''.
*Blue Team (level)/Walkthrough - A walkthrough for the level written by Halopedia.
*Halo 5: Guardians Blue Team Opening Cinematic - Opening cinematic of ''Blue Team'' released as promotional material for ''Halo 5: Guardians''.
Real world Blue Team (music) - The thirty-fourth track of the ''Halo 5: Guardians Original Soundtrack''.
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Blue Team is the second campaign level of ''Halo 5: Guardians''.
Completing the level grants the player the achievement "Argent Moon (achievement)|Argent Moon", worth 10 gamerscore points. Escaping the Mgalekgolo|Hunter pair in the laboratory and fighting them in the Winter-class prowler|Prowler's hangar unlocks "I Thought I'd Lost You" , worth 10 gamerscore points. In cooperative play, assassination|assassinating two Sangheili|Elites simultaneously unlocks "On My Mark", worth 10 gamerscore points.
Transcript
{''Cutscene''}
''Fade in on an enormous human starship, the . A D79-TC Pelican|Pelican zooms past to dock inside the spacecraft.''
Roland (COM): "Fireteam Osiris, you are clear to land in docking bay 11."
''Cut to inside the ''Infinity''. The Pelican flies over an enormous hangar filled with other Pelicans, moving pads, and a few HRUNTING/YGGDRASIL Mark IX Mantis|Mantises walking by. As the Pelican lands, two figures approach: Thomas Lasky|Tom Lasky, Captain of the ''Infinity'', and Sarah Palmer, commanding officer of the Spartans-IVs of ''Infinity''.''
''The Pelican's rear door opens, allowing Osiris to exit with Dr. Catherine Halsey. She hurriedly walks up to Lasky.''
Halsey: "Captain Lasky, I sent you my position three weeks ago! I told you this was happening!"
Lasky: "We'll discuss that in private, Doctor. Palmer."
''He gestures to Palmer, who grabs Halsey's arm and pulls her away.''
Halsey: "What has she done? How far has it already gone?"
Lasky: "Good work, Osiris."
''The three of them walk away, while Edward Buck|Buck and Jameson Locke|Locke watch them.''
Buck: "What do you think that's about?"
''Locke doesn't answer. He stares ahead impassively, unconcerned about the matter.''
''Fade to black.''
''Fade in to the pilot sear of a Pelican. John-117 is seated there, and is looking at his helmet face to face. He then rotates it and prepares to put it on before pausing to look at the AI data crystal chip port in the back of his helmet. He mournfully slides his thumb over the port.''
''Cut to the Pelican's exterior: it is flying towards an abandoned ship drifting in an asteroid belt, the ''Argent Moon''.''
''Frederic-104, Kelly-087, and Linda-058 are in the Pelican's troop bay preparing their gear.''
Fred-104: "I haven't seen Chief press himself like this since we were in SPARTAN-II training|boot camp."
Kelly-087: "He's fine, Fred."
''Kelly passes a M395 DMR|DMR to Fred.''
Fred: "This many missions non-stop isn't fine."
''John puts on his helmet and activates a COM link to the .''
John: "Sierra-117 to ''Infinity'', Blue Team has located ''Argent Moon''. Signs of hostile activity but she's still here."
Infinity Comms (COM): "Copy that 117, eliminate all hostiles, secure ''Argent Moon'', you may deploy when ready."
John: "Affirmative ''Infinity'', 117 out."
''John-117 cuts the feed and slows the Pelican down. He enters the Pelican's troop bay.''
Kelly: "Here you go."
''Kelly-087 passes John-117 an MA5D assault rifle.''
John: "Thanks, Kelly. Everyone ready?"
Linda-058: "Affirmative."
''Linda opens the Pelican's exit ramp. John-117 starts to walk towards the rear of the Pelican when Fred stops him.''
Fred: "You good?"
''John nods. He then walks to the back of the Pelican.''
John: "Blue Team. Fall out."
''Blue Team activates their thrusters and jump out of the Pelican. They maneuver through a cluster of asteroids and head towards ''Argent Moon''.''
''Inside ''Argent Moon'' a group of Sangheili soldiers are inside a room. A Sangheili Storm walks up to his Commander (Covenant)|Commander.''
Sangheili Storm: "The Unggoy are resisting."
Sangheili Commander: ''(growls)'' "Throw the Unggoy out the airlock!"
File:H5G-Firing Line.png|thumb|300px|John fires his MA5D in space.
''Blue Team approaches the large window that leads to the room with the Sangheili. As they get close John opens fire to weaken the window and they all shatter the glass on impact. Entering the room, they use their thrusters to slow themselves down and land in front of the Sangheili Commander.''
''The Sangheili all activate their energy swords and charge towards Blue Team but are blown out into space. The Spartans activate the magnet systems in their boots which keep them attached to the floor. The Sangheili Commander lunges at the SPARTAN-II program|Spartans with his sword but they dodge the attack and the Sangheili is blown out into space. The window's blast door closes and Blue Team prepares to move. Fade to black.''
{''Gameplay''}
System (PA): "Hull breach contained. Re-pressurization of affected area completed."
Fred: "What do we know about ''Argent Moon''?"
Linda: "ONI research station. Went dark nineteen months ago. Last week, Kig-Yar scavengers found it, and sold the find to Jul 'Mdama's people."
John: "We clear the Covenant and return this station to ONI."
Kelly: "Fastest route to retrieval is to seize Central Control. Eliminate hostiles between here and there, then deactivate gravity and life support systems."
Linda: "Ship data center is just ahead. We can pull down ''Argent Moon''s schematics there."
''If the player stalls''
John: "Move toward the data center, Blue Team."
''The Spartans leave their land site. They pass a catwalk overlooking an enormous assembly bay, where an unknown ship is docked.''
Fred ''or'' Kelly ''or'' Linda: "Impressive. Looks like they were designing a new stealth class vessel."
''or''
John: "Looks like they were designing a new stealth class vessel."
Kelly: "They lost years of expensive R&D with this station."
''If the player stalls.''
Fred: "So this station was just drifting? For two years?"
Linda: "Apparently."
Fred: "How's an asset this big go missing for that long?"
Linda: "Its location was not consistent with expected drift patterns."
Fred: "Meaning?"
Linda: "Someone didn't want it to be found and sent it in a direction no one would expect."
''There are dead bodies around, skeletons in ONI uniforms. If the player examines the bodies.''
Linda: "What do we know about the experiments they were doing here?"
John: "We don't. And we don't ask."
Fred: "But I'd keep your helmet on tight just the same."
''The Spartans open a door, to a room where two Unggoy manage computer terminals.''
Unggoy 1: "Why do we have to do downloading? So boring! Uh! It takes ''forever''!"
Unggoy 2: "Wish we were breaking glass. I like breaking glass."
Any member of Blue Team: "Hostile contact."
''If the Unggoy are alerted to the Spartans' presence.''
Unggoy: "Humans! How did humans find us?"
''The Spartans kill the Unggoy and encounter more Covenant in the room past them.''
Kig-Yar 1: "Demon!" *Rest of the dialogue is ineligible.*
Kig-Yar 2: "Kill it. Collect its head."
Sangheili: "The demon walks among us."
''After they kill them all and head to the next room, where a map terminal awaits.''
Any member of Blue Team: "Data center is just ahead. Let's go."
Linda: "We've got a complete set of datasec keys for this station. We should be able to pull down ''Argent Moon''s schematics and find a path to Central Control."
''The player activates the data terminal. A hologram of the ''Argent Moon'' appears above it.''
PA: "Datasec entry accepted."
Any member of Blue Team: "Accessed the databanks."
John: "Grab the data and current population map."
Fred: "Should be a straight shot to Central Control through the assembly bay ahead. There are still Winter-class prowler|Prowlers in the hangar bays... Nobody from ONI got out of here alive, did they?"
Linda: "No."
John: "Let's go."
''If the player stalls.''
Kelly: "The Covenant seem particularly disorganized lately."
Fred: "They're falling apart."
Linda: "Finally."
Fred: "Would be strange, wouldn't it? Not to be fighting them? After all these years."
Kelly: "I wouldn't miss it."
''If the player stalls further.''
Linda: "Central Control is across that bay."
''The Spartans find an elevator leading down to the assembly bay. A ship with torn plating can be seen out its window.''
John: "Elevator."
''or''
Fred ''or'' Kelly ''or'' Linda: "Elevator here."
''If the player stalls.''
Fred: "Need to get this elevator moving. Find the controls."
''The Spartans enter and descend down the elevator.''
Fred: "Central Control's straight across this bay."
Linda: "Everything's ripped up."
Kelly: "They must be stripping that experimental ship for parts."
Fred: "Scavengers. Taking what supplies they can find. Jul 'Mdama's Covenant|The Covenant's Blooding Years|war against Thel 'Vadam|the Arbiter must not be going well."
Linda: "Jul 'Mdama is a lot of things, but he's no Prophet."
''The elevator opens to a platform, where Covenant troops pass below. A shed door blocks the entrance to their site.''
Fred: "Most direct route to the shipyard is through the wall ahead."
John: "Let's charge through."
''If the player stalls.''
John: "Let's go, Blue Team."
''John charges through the door, smashing it and falling to the assembly bay below, which is full of Covenant.''
Any member of Blue Team: "Contact."
Sangheili: "Fight for the glory of 'Mdama."
''After battling through Jackals, Grunts, and Elites, including a Sangheili Zealot|Zealot, the Spartans come to a platform looking a larger bay ahead.''
Any member of Blue Team: "Area's clear."
''Near the stairs are weapons cases.''
John: "MLRS-1 Hydra|Hydra launcher."
''or''
John: "Hydra here."
''If a teammate sees it first.''
Fred ''or'' Kelly ''or'' Linda: "There's a Hydra here."
''The Spartans leap into the arena, engaging numerous Ranger troops.''
Kelly: "Push through this resistance and reach Central Control!"
''After battling them all, Blue Team clears the area.''
Fred ''or'' Kelly: "Nobody's left standing. Let's move on to Central Control."
''If the player stalls.''
Linda: "Central Control is beyond this bay. Let's go."
''John leads the team to a catwalk leading to a nearby open room.''
John: "Central Control is through those doors."
''or''
Fred: "Central Control is just beyond those doors."
''or''
Linda ''or'' Kelly: "Signage here for Central Control. Through those doors."
''A stack of crates go flying as a Mgalekgolo bursts out from a wall. The impact causes the walkway to shake and tilt.''
Any member of Blue Team: "Hunter!"
''The Hunter slams its shield arm into the walkway, breaking it and sending the Spartans plummeting down.''
{''Cutscene''}
''John lands at the bottom of a dark rocky cave. Unharmed, he raises his assault rifle in prep for threats. Seeing nothing, he slowly lowers it.''
John: "Blue Team, report. ...Sierra 117 to Blue Team, report. ...Sierra 117. Does anyone copy?"
Cortana: "Chief..."
''John turns at the sound of a faint familiar voice. Behind him is a small blue light, coming from some rocks a few yards away. John walks to the light cautiously, a low hum heard from it. It appears to be a Data crystal chip|data chip, glowing brightly in the dark. John kneels to pick it up, and it vanishes. The humming stops.''
Cortana: "John."
''John looks to his right. There's more light coming from further in the cave. John follows it to its source, and comes to a cliff. A dark chasm is before him, with smoky clouds in the sky. John looks down the chasm, as small rocks fall. He cannot see the bottom; the clouds obscure his view.''
Cortana: "Chief."
''John looks up. At the other side of the chasm, he sees a rocky peak framed by a bright moon. A silhouette of a woman can be seen walking up the rocks.''
Cortana: "The Domain is open. Meridian is next."
John: "Cortana?"
Cortana: "John! The Reclamation is about to begin!"
''Cortana raises her arms, and a rumble is heard coming from deep beneath the chasm. John steps back as the rumble turns into a roar, and Guardian|an enormous construct rises out of the abyss. It creates a dust cloud, blotting out the moon. John raises his assault rifle at the gigantic creature. The construct continues to rise, sprouting titanic spiked wings. John suddenly feels faint, and collapses.''
Kelly: "Chief? What's wrong?"
''John comes to. He's on his knees, back on the ''Argent Moon''. His teammates are with him standing guard. John gets back on his feet.''
John: "She's on Meridian."
Kelly: "Who?"
John: "Cortana."
{''Gameplay''}
''The Spartans are in a dark room, full of crates and exit tunnels.''
Fred: "That's not possible."
Linda: "You said she was gone."
John: "I Midnight|watched her die. We have a mission to focus on. We can talk about this later. Lights on."
''The Spartans activate flashlights on their weapons and helmets.''
John: "Frederic, get us back on course for Central Control."
Fred: "Bringing up schematics. There's an elevator we can use, but access is four levels down."
John: "Mark a path."
''If the player stalls.''
Fred: "Path to Central Control is down. Don't follow ramps up."Bold text
''The Spartans go into the tunnels, where they encounter Unggoy guards.''
Any member of Blue Team: "Hostile contact."
''The Spartans exit the tunnels and find a room full of sleeping Unggoy. When the Grunts are killed, the opposite door opens, letting in more Grunts and two Elites who are active camouflage|cloaked.''
Any member of Blue Team: "Elites. Active camouflage."
Sangheili: "Kill the Demon and his allies! They must not interfere!"
''After Blue Team kills the enemy troops.''
John: "This area's clear."
''or''
Fred: "This area's clear. Move forward."
John ''or'' Fred: "We've reached level two. Keep moving down."
Kelly: "Chief. What did Cortana say to you?"
John: "Not enough. Something about Meridian."
Fred: "Meridian's a backwater. If she's active, what's she doing so far out on the frontier?"
''If the player stalls''
Fred: "We've got a lot of ground left to cover. We should keep moving down."
''Blue Team leaves the room and enters another tunnel. As they go further down, they encounter suicide Unggoy|suicide Grunts. Deeper still, their tunnel shakes. A Mgalekgolo is dimly visible through a window, smacking it and cracking the glass, also knocking a large crate over.''
Any member of Blue Team: "Hunters. They're keeping pace with us."
''The other Hunter dents another window with an arm then its head.''
''A suicide Grunt rushes at them, wielding lit grenades. After the suicide Grunt is a pair of Jackals and another suicide Grunt.''
Grunt: "Big ones gonna get you. Big ones gonna get you."
''They pass a level lower and reach a room where Unggoy and Kig-Yar are chatting. After killing them, the opposite door opens, letting in a cloaked Sangheili Zealot.''
Zealot: "Fight for the glory of 'Mdama!"
Any member of Blue Team: "Zealot with an Type-1 energy sword|energy sword!"
''The Spartans exit through the tunnel the Zealot came from. As they approach the door, it shakes from the Hunters following them.''
Fred ''or'' Kelly ''or'' Linda: "Reached level three. One more level down to the elevator for Central Control."
''or''
John: "Reached level three. One more level down to elevator for Central Control."
Kelly: "proselytization network|Covenant battlenet just lit up."
Fred ''or'' Linda: "Because a pack of Covenant ships just arrived."
''or''
Kelly: "Covenant battlenet just lit up. And I think I know why. Covenant ships exiting slipspace."
''Blue Team enters the room, and sees numerous s coming out of Slipstream space|slipspace portals. Mikpramu-pattern Phantom|Phantoms fly past with them.''
John: "Covenant ships exiting slipspace."
Fred: "We're outnumbered here, Chief. A few thousand to one."
John: "Surrendering ''Argent Moon'' is not an option."
Linda: "Neither is fighting half the Covenant in close quarters."
John: "Then forget about reaching Central Control. The plan changes to asset denial. We self-destruct|scuttle the ''Argent Moon''."
''Blue Team enters an armory with many available weapons.''
Any member of Blue Team: "Ship's reactor core is near here."
Fred: "Same plan as the ''Perpetual Devotion''?"
John: "We overload the reactor and evac. Ship explodes, destroying any ships nearby."
Fred: "The reactor is below the lab just ahead. We can use air ducts to travel between them. Marking the access panel."
''if the player stalls.''
Fred: "Our path to the reactor room is through that lab."
''John opens the access panel and puts in the password. Its door opens, revealing an elevator.''
PA: "Green Five clearance accepted. Authorizing entry."
''Blue Team enters the elevator, which starts traveling down.''
Kelly: "There's chatter about Jul 'Mdama on Covenant comms. The new arrivals say Battle of Kamchatka|he's dead."
Fred: "Jameson Locke|Somebody cut the head off the Covenant. Bravo."
''As the elevator approaches the bottom, a few Lekgolo|alien worms crawl down its windows. At the bottom, they slither into armored shells below, which form into two massive hulking beasts.''
John: "Hunters..."
Fred: "They're strong, but slow. Use the lab equipment to keep above them and out of their reach."
''The Hunter closest to them roars and slams its arms in the elevator windows, cracking it. The doors open and Blue Team battles the Hunters.''
''After a tough fight, the Hunters go down.''
Any member of Blue Team: "Hunters down."
Fred: "The reactor core is just below us. Let's go."
''If the player stalls.''
Linda: "We can use the air ducts to reach the reactor room."
''The Spartans approach a tube over their waypoint.''
Any member of Blue Team: "Schematics show a path to the reactor through here."
''The player breaks the lock on it, and the cap lifts up to reveal a hole leading to further below.''
PA: "Venting system released."
''The Spartans land in the air vents, with no Covenant in sight.''
Fred: "Reactor room is just ahead. We can light this fuse and bolt."
Linda: "No salvage for the Covenant."
Kelly: "Right. Let's go."
''John breaks through a shutter door, arriving at the reactor room. Many Elites and Jackals patrol the room.''
Jackal 1: "What is happening? Why has the fleet come?"
Jackal 2: "Jul 'Mdama is dead! Regroup! Attack Sanghelios!"
Any member of Blue Team: "Reactor controls are on the far side of the room."
John: "Eliminate the Covenant forces and get to those controls."
''The Spartans battle for control of the reactor room, eventually clearing the Covenant.''
''If the player stalls in clearing the Covenant.''
Fred ''or'' Linda: "Still seeing hostiles. Clear them out so we can initiate the overload."
''Once the Covenant hostiles are eliminated.''
Kelly ''or'' Fred: "Area's clear. Initiate the overload."
''If the player stalls after clearing the Covenant.''
Fred: "Controls for the reactor will be nearby. Keep looking."
''The player puts the password into the control panel. A wave of energy bursts off the reactor, and electrical sparks surround it.''
PA: "Reactor failsafe disarmed. Failure imminent."
Any member of Blue Team: "Got it. Reactor's overloading."
John: "Move for the hangar bay-"
PA: "Containment protocol initiated."
John: "Containment?"
Fred: "The station's going to try to cool the reactor."
Kelly: "I guess the UNSC has better reactor safety protocol than the Covenant."
John: "We can stop that. Board the reactor."
Kelly: "Board the reactor?"
John: "If it's being moved, we should go with it."
''If the player stalls.''
Fred: "Climb on the reactor before the station ejects it."
''The Spartans climb on top of the reactor, which descends down a tunnel leading to the coolant site.''
PA: "Coolant chamber readied. Stand clear of deployment bay."
Fred: "The safety systems are set to pump coolant to the reactor."
Linda: "This whole plan fails if that coolant gets a chance to work."
Kelly: "Shame to lose the ''Argent Moon'', but I'd love to see the look on the Covenant's faces when she goes supernova."
''The reactor reaches the bottom and enters its cooling chamber. Blue Team arrives at an enormous facility, open to vacuum where D'nomlhe-pattern Banshee|Banshees fly about.''
John: "How do we stop it?"
Fred: "There are sheds located on either side of the cooling chamber. Those are our targets."
John: "Reach the control sheds. Get the cooling system offline."
''If the player stalls.''
Fred: "Shades are still closed on those coolant pipes. Find a way to open them."
''John breaks into a shed and finds a control switch.''
John: "Override controls."
''Or if a teammate gets into the shed instead.''
Fred ''or'' Kelly ''or'' Linda: "Located override controls."
PA: "Warning: security shutters disengaged."
Any member of Blue Team: "Override activated."
PA: "Warning. Cooling system shutters exposed to open space."
Fred: "Perfect. Coolant inner system workings are exposed."
John: "Eliminate the targets, Blue Team."
Kelly: "Grab Banshees. We can target the pipes more easily from the air."
Fred: "The armada's been alerted to our presence. Reinforcements inbound. They're sending Phantoms."
''John's Banshee shoots and breaks a coolant pipe, which explodes.''
PA: "Coolant system damaged. Pressure falling."
Fred ''or'' Linda: "It's working! Keep firing!"
''If the Spartans stall in destroying the coolant pipes.''
John ''or'' Fred: "Keep firing on those coolant pipes!"
''The Spartans destroy all the coolant pipes in the area.''
PA: "Coolant system failing. Reactor core temperature rising. Evacuation advised."
John: "Blue Team, evac now."
Fred: "Banshees aren't fast enough to get clear of the reactor explosion."
Kelly: "Calling in the Pelican. No signal on autopilot retrieval. Armada must've taken it out."
John: "Frederic, find the nearest hangar bay. We're taking a Prowler."
''The Spartans fly their Banshees through the shield door and exit to go back into the station. John spots ONI Acrisius|a docked Prowler through the windows.''
John: "There's the hangar entrance."
''or''
Fred ''or'' Linda ''or'' Kelly: "Hangar entrance here."
Fred: "Prowler's just inside through an airlock."
''If the player stalls.''
John: "This station's about to be slag. Move to the Prowler."
''Blue Team arrives at the door to the hangar, which slowly opens.''
PA: "Reactor core temperature has exceeded 1373 Kelvin. Failure imminent. Immediate evacuation advised."
Any member of Blue Team: "There's the Prowler."
Linda ''or'' Fred ''or'' Kelly: "But the hangar's full of Covenant."
''or''
John: "More Covenant."
John: "Clear 'em out and prep for launch."
Fred: "Do it quick. I'd rather not be here when the station melts around us."
''The Spartans drop into a room right before the hanger.''
PA: "Evacuation protocols in effect. Proceed to escape vehicles immediately."
''The Spartans engage the numerous Covenant infantry inside the hangar.''
Sangheili: "The Demon and his crewmates."
Linda: "Marking the Prowler's control panel."
''John presses the launch control switch, activating the vehicle.''
Any member of Blue Team: "Launch controls are here."
PA: "Vehicle launch preparation. Fuel cells at zero percent. Initiating refueling."
Fred: "Hold off the Covenant while the Prowler preps for launch."
''or''
John: "Hold off the Covenant while we prep for launch."
''While the Spartans are fighting the PA will say this.''
PA: "Cascading failure. Fires on all decks. All essential systems offline. Immediate evacuation advised."
''Many more Covenant fall in from the roof, mainly Grunts, Jackal Rangers, and a Hunter pair.''
John: "More Hunters."
''or''
Kelly ''or'' Linda ''or'' Fred: "More Hunters!"
''The Spartans battle the swarming Covenant.''
PA: "Reactor containment failure. Immediate evacuation advised."
PA: "Prowler fuel cells at 25 percent."
''The Spartans take down most of the enemies, but more Grunts and then Elites arrive in the hangar.''
PA: "Prowler fuel cells at 50 percent."
Fred ''or'' Kelly: "Covenant reinforcements inbound!"
''When most of the Covenant are killed.''
PA: "Prowler fuel cells at 75 percent."
''When almost all of the Covenant are killed.''
PA: "Prowler fuel cells at 100 percent. Launch is primed."
Linda: "Prowler is ready."
John: Board now, Blue Team.
''The Spartans get to the boarding point.''
{''Cutscene''}
''Linda surveys the area with Nornfang|her sniper rifle.''
Linda: "Clear."
''John walks toward a terminal with a dead Unggoy on it.''
John: "Time, Linda?"
Linda: "89 seconds."
''John pushes the dead Grunt off and hits the "Launch" button on the screen. The floor rises to lift them into the Prowler.''
''Cut to fire bursting through hallway. John sees it and activates his comm.''
John: "Sierra 117 to ''Infinity''. ''Argent Moon'' scuttled. I've reassigned Blue Team, destination Meridian. Potential contact from Cortana."
Infinity Comms: "Negative, 117. Another team is already being prepped to deal with her."
''Fred turns to face Chief, confused.''
Fred: "What the hell...?"
Infinity Comms: "You're to return to ''Infinity'' immediately."
John: "Negative, ''Infinity''."
''John presses a button to open the Prowler's bay door.''
John: "I don't like it."
''The Prowler's bay door opens. Kelly walks aboard up its ramp.''
Kelly: "Whoever they are, let's get to Meridian before they do."
John: "Kelly. No."
''Linda steps on as well.''
Linda: "No need to do this by yourself, Chief."
''John looks up, a little exasperatedly. More explosions burst in the room. The hangar starts to fall apart.''
''Fred enters the Prowler, patting Chief on the arm as he passes.''
Fred: "They won't court-martial all of us, right?"
''John looks back, sighs, and then joins them in the ship. Arriving inside, he presses a button to close its bay door. John watches it close.''
''The security latches come off and the Prowler rises in the air. At full height it aims down a long runaway. Its engines charge and then blast, propelling it through and out of the exploding starship.''
''The Prowler flies out of the sinking ''Argent Moon'', away from the expanding fireball, past exploding Covenant ships, through an asteroid field, and then vanishes as its cloaking activates.''
''Level ends.''
Trivia
Eight pieces of Mission Intel can be found on the level. The Black Eye skull is hidden in the reactor room, inside a secret room reached by climbing pipes and breaking a shed roof. The ''Blaze of Glory'' M45 shotgun|Shotgun can be found in the level, on a ledge by a Mission Intel pad, just before the catwalk to Central Control when leaving the assembly bay. Shooting two hidden switches over the vessel Blue Team observes will cause eight Banshees to fly out of it, which will still be there after passing through the data center. A :File:H5G - Super secret ONI stuff.png|poster stating "AUTHORIZED [sic] FOR USE SO LONG AS IT'S SUPER SECRET Office of Naval Intelligence|ONI STUFF" can be found at various, hard to access emplacements in the level. A Banshee Ultra can be spawned by activating a hidden alien figurine along a pipe at the reactor coolant center, which the player can then hijack since the Banshee does not attack.
* However, this easter egg can only be activated on solo.
Enemies saying scripted lines (such as the first two Grunts) may continue saying them after being killed or in the middle of an assassination. If Blue Team is sent in front of John for the part where the Hunters break the bridge, they will gesture as though drawing a pistol regardless of whatever weapon they're carrying. One can skip the Hunter encounter at the bridge by jumping off of it. On co-op, if a human player kills themselves just as another player activates the Hunter cutscene, a clone of their Spartan will be created when gameplay resumes. This clone will have no AI, be invincible, and not be noticed by enemies. It will also appear in the end cutscene if brought all the way to the hangar. If the player :File:H5G - Space behind glass.png|looks carefully, they can see behind the glass hit by the Hunters. It is an area in space, making it impossible for the Hunters to have been there.
The opening cutscene was first revealed as Halo 5: Guardians Blue Team Opening Cinematic|a trailer on September 23, 2015. The achievement "I Thought I'd Lost You" is earned by skipping the first Mgalekgolo|Hunter fight in the lab. Going past them to the ventilation shaft will cause them to follow the Spartans and emerge at the final hangar fight, resulting in battling four Hunters at once.
Though there is no explanation in the level for what caused ''Argent Moon'' to end up in that condition or the experiments being conducted there, ''Halo: Retribution'' reveals that it was a bioweapon program set up by Intrepid Eye in 2553. Blue Team and Veta Lopis' Ferrets thought they had foiled it during Operation: RETRIBUTION but Intrepid Eye was able to avoid discovery and continue Project SLEEPING STAR on ''Argent Moon'' undetected. The escape of the asteroidea merozoite bioweapon caused ''Argent Moon''s state during the game. The Mission Intel reveals some of the history during the bioweapon incident on ''Argent Moon'' while ''Halo: Retribution'' reveals the backstory to the incident. This is the first of two levels in ''Halo 5: Guardians'' that feature neither the Prometheans nor their weapons.
Gallery
File:H5G IndustrialHumanEnvironment Concept 1.jpg|Concept art of architecture aboard the station. File:H5G IndustrialHumanEnvironment Concept 2.jpg|Concept art of architecture aboard the station. File:H5G IndustrialHumanEnvironment Concept 3.jpg|Concept art of architecture aboard the station. File:H5G IndustrialHumanEnvironment Concept 4.jpg|Concept art of architecture aboard the station. File:H5G_HumanTechTapestry_Concept_1.jpg|Concept art of generic technical details. File:H5G_HumanTechTapestry_Concept_2.jpg|Concept art of generic technical details. File:H5G_HumanTechTapestry_Concept_3.jpg|Concept art of generic technical details. File:H5G_HumanTechTapestry_Concept_4.jpg|Concept art of generic technical details. File:H5G-Argent Moon elevator concept.jpg|Concept art of one of the elevators. File:H5G-Reactor concept.jpg|Concept art of ''Argent Moon''s reactor room. File:H5G-Prowler escape concept.jpg|Concept art of Blue Team's escape. File:H5G-ArgentMoon.jpg|''Argent Moon'' research station. File:H5G-Cinematic-Blue-Team-Fallout.png|Blue Team preparing to fall out from their Pelican dropship. File:H5G-BlueSangheiliEncounter.jpg|The Spartans land in front of the Sangheili Commander. File:H5G-BlueTeam GI 2.jpg|Blue Team boards the station. File:H5G-BlueTeam GI.jpg|Blue Team fighting onboard ''Argent Moon''. File:H5G-JohnvsZealot.jpg|John encounters a Sangheili Zealot. File:H5G-HeavyJohn.jpg|John fires his SAW at a Sangheili Warrior. File:H5G-Fred engaging.jpg|Fred fires his assault rifle at an Unggoy. File:H5G-KellyvsHunters.jpg|Kelly engages a pair of Mgalekgolo. File:H5G-BlueTeamrevive.jpg|Kelly revives Linda. File:H5G-Warrior&Commander.jpg|A Sangheili Warrior and a Sangheili Commander fire their weapons. File:H5-BlueTeam-Recovery.png|Blue Team regrouping deep within ''Argent Moon''. File:H5-BlueTeam-TeamMeeting.png|Blue Team discussing their next move. File:H5G - Super secret ONI stuff.png|An Easter egg poster mentioning "super secret ONI stuff". File:H5G - Space behind glass.png|Space can be seen behind the glass hit by the Hunters. File:H5G - Weapons prohibited.png|Policy OM-05 SEC-206 AR-52.
Sources
Category:Halo 5: Guardians campaign
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This is a walkthrough for the second level of ''Halo 5: Guardians'', Blue Team (level)|Blue Team. It is written for play at Legendary and Heroic difficulty, although it also contains notes for lower difficulties and cooperative play.
Level notes This level is all Covenant unlike the previous one, so the Noob Combo is now viable. The plasma pistol can now be smart-scoped, for "peppering" at long distance with small shots and also to make the overcharge more accurate. Note that on Legendary, high-ranked Elites like Warriors and Zealots can resist one overcharge, needing two following headshots to be killed. You have access to every human weapon except the M6 Spartan Laser|Spartan Laser and SRS99-S5 AM sniper rifle|Sniper Rifle (if Linda's Nornfang is not included) in this level and a lot of Covenant ones. As such, there are many more ways to get through encounters and more firepower when you need it. On Heroic, the DMR takes five shots to kill an Elite Storm in 1.4 seconds, while the Battle Rifle takes 4 shots in 1.3 seconds. However, the Battle Rifle has 12 shots per magazine while the DMR has 15, and has 48 shots total while the DMR has 60. As for the Carbine, it takes six shots to kill in 1.3 seconds, but has 20 rounds per magazine and can carry 100 shots total. Ammo for the battle rifle is plentiful, DMR ammo is slightly rarer, and carbines are only available in two rooms. Blue Team is best used to finish off weakened opponents or to lure out strong ones. If one targets an Elite upon dropping its shield, they're usually capable of finishing it off. However, don't leave a single enemy targeting for too long or they might suicidally charge it. If you suspect a strong enemy like a Zealot is still in the room, send your Spartans ahead to see if it goes for them. The best weapon to arm Blue Team with is MLRS-1 Hydra|Hydra launchers. The NPC Spartans are capable of firing them rapidly from long-range without having to reload, they have lots of splash damage, and they're both strong enough to deal with high-ranked enemies while weak enough that Blue Team won't shy from using them on minor infantry. There are five Hydra Launchers total available in the level. Fred is armed with a DMR, Kelly with her shotgun Oathsworn, and Linda with her sniper rifle Nornfang. Their disposable secondaries are M6H pistols. Nornfang and Oathsworn both lack their built-in boosts and upgraded attributes from multiplayer, so assume their weapons are functionally normal. On Heroic, automatic weapons like the assault rifle, SMG, and storm rifle are viable. On Legendary, they're better ignored for the noob combo. Any rank of Elite can toss grenades now. Keep strafing and avoid backing into a corner. Jackals are more dangerous now because Rangers can use storm rifles, giving them the same firepower as Elites. As they frequently come in groups, stay back so they don't swarm you. If you miss targeting an enemy and instead order your teammates to a far location, just point at the floor and target again to override that command. Enemies with active camouflage cannot be targeted. Disrupt their shields to make them easier to see. The Banshee is more powerful and durable than it was in ''Halo 4''. It can recover from incidental damage with its energy shield, and its flips and spin tricks are faster. Additionally, its fuel rod gun can lock on again. It's typically better to rely on the fuel rod gun rather than its plasma guns, as the fuel rod kills quicker. If one fires a fuel rod as they flip, the projectile will travel faster. It takes two fuel rods to destroy an enemy Banshee, one to break the shield and another to blow it up. Blue Team will also join you in Banshees, though they typically stick to plasma shots. Activating the Tilt skull is also recommended for this mission due to the many Elites present. This makes the storm rifle and Carbine viable weapons to use against them.
Blue Team (Level Start)
Fred: "What do we know about ''Argent Moon''?"
Linda: "ONI research station. Went dark nineteen months ago. Last week, Kig-Yar scavengers found it, and sold the find to Jul 'Mdama's people."
John: "We clear the Covenant and return this station to ONI."
Kelly: "Fastest route to retrieval is to seize Central Control. Eliminate hostiles between here and there, then deactivate gravity and life support systems."
Linda: "Ship data center is just ahead. We can pull down ''Argent Moon''s schematics there."
You start with an assault rifle and a magnum. There's no combat in the level until you pass the first Mission Intel and enter the second room. There will be two Grunts examining consoles unaware of your presence, and a third one in a tunnel to the right. Past them in the next room are two Jackals, an Elite Commander and Warrior leading some Grunts, and another Warrior further back with two Jackals and three Grunts that enter after them.
The Grunts are easy to assassinate; the only danger is accidentally opening the door next to one of them, which will alert the other enemies to your presence. They also carry plasma pistols with full 100% charge. The tricky part is the next room. It's divided into three sections, a narrow corrider where Jackals patrol, a wider room with boxes where two Elites and Grunts stand guard, and a higher level reached by ramp where the highest ranked Elite will fall back to and let in more enemies. On Heroic, the box room is accessible by a hidden vent tunnel that lets one assassinate one of the Warriors. Then one can hide behind the boxes to pick off the others. But on Legendary this will get you in a tight corner where suicide Grunts can easily get you, plus you'll be separated from your teammates.
So on Legendary, assassinate all three Grunts, grab a plasma pistol from one of them, and head down the tunnel to the corridor. Surprise the two Jackals with a grenade and use your magnum to shoot the gap in their shields. The Grunts will come around the corner while the Elites will hang back. Be careful going around corners because the Elites like to toss grenades. After killing the Grunts with headshots, use the noob combo to fight Elites. When two Elites are dead, the last one, usually a Warrior, will fall back to the upper level, which is defended by two Jackals. Going up the ramp it went up by is risky, as he'll often toss a grenade, take pot shots, or even draw an energy sword. He'll also open a door letting in three more Grunts. Try clambering up from a bit farther back to put some distance for magnum shots.
When the enemies are dead, grab another of the completely full plasma pistols from the previous room. Your allies' weapons don't matter much for now, but if you'd like you can order them to pick up storm rifles or SMGs from the crates. Refill your magnum ammo from the dispensers nearby and then activate the data center then the elevator for the next encounter.
Fred: "Most direct route to the shipyard is through the wall ahead."
John: "Let's charge through."
The elevator deposits you and your team at a platform over the next encounter, which is accessed by charging through a metal barrier and ground pounding the Grunts below. You can actually see down below through a window on the platform. Below are several Grunts, several shield Jackals and Elite Rangers stationed a yard of construction equipment, Jackal Rangers hanging back as marksmen, and a two-storied platform they're defending with more Grunts, two more Rangers, and a Zealot at the top.
Look through the window, pull out your magnum, wait for the Grunts to cluster together, then charge and ground pound the Grunts, headshotting any that are left. Blue Team will follow, and your tactic now will be to dodge and weave through cover, picking off Jackals and noob comboing Elites. Use the squad commands to target weakened foes; Blue Team can often finish them off and the HUD marker will track the enemy should they retreat. Keep using the targeting, because without it Kelly and Linda like to charge into the enemies and get overwhelmed, while a specific foe usually leads them to hang back to shoot. If you're using an assault rifle or SMG instead of a plasma pistol, use the smart scope to increase your accuracy.
When most of the Elites are dead or falling back, the Jackal Rangers will come up and harass with their storm rifles. There's a lot of them and they have long sightlines, so use cover and carefully headshot with your pistol, as well as having Blue Team target them. They often like to take position at a platform on the left, so don't move up until they appear to be dead or retreating.
When the remaining Covenant are on the two-storied platform, you have two ways of fighting them. The first is to walk up the platform via its stairs to engage them. This lets you up there quickly but is risky because they have the high ground, so they might charge you on the narrow stairs. The second is to try and flank them by climbing up the crates on the right. This lets you keep some distance from them, though clambering takes time and you may need to jump off if they toss grenades. Pick off the Grunts, and order Blue Team up the stories ahead of you to lure out Elites for noob combos. The last will usually be the Zealot, who will first hang back firing a storm rifle before moving in with an energy sword. Do not head up his stairs to engage him; wait for him to charge your teammates for an easy noob combo.
When the music slows, the area is clear. Your pistol is probably half-empty, so swap it for a DMR hidden under the platform's first story. Grab a plasma pistol as well, or if you're using the SMG you can find some ammo for it behind the crates on the back right of the bay.
John: "MLRS-1 Hydra|Hydra launcher."
or Fred: "There's a Hydra here."
At the top of the platform is a Hydra Launcher. It's a handy weapon with targeting grenades that's easy to fire and useful on tough foes. But in the upcoming section there's going to be ''a ton'' of Jackal Rangers, who easily dodge the grenades and are too numerous for a weapon that can only lock-on to one enemy at a time. So order a teammate to pick up the Hydra instead. Kelly is the best choice; she'll use it the most often because her shotgun has a rather short range. Make sure she or another teammates goes through this level with it, because it will be very important later.
Ahead you is a big shipyard with lots of Jackal and Grunt Rangers. The Jackals all have storm rifles, so they can easily overwhelm you if you get too close. Stay back on the platform and headshot them; it's rather easy to get several of them in seconds. If you need DMR ammo, there's some in a tunnel on the platform's left and more on an overheard platform above where the Hydra is. Since there's extra, you can order Linda to pick up one of the DMRs for herself.
When most of the Jackal Rangers are dead or fallen back, move up the shipyard. Keep the high ground atop the spires so as to retain distance from enemies and to stay safe from grenades. Also keep a lookout for Grunts on the ground who may take potshots at you. Ahead of you will be another wide platform supported over breakable walls. The remaining Jackal Rangers will be on the top, and an Elite Warrior will lead Grunts and shield Jackals on the bottom. One or two of the Rangers may have a carbine, so it's top priority. When the Rangers have fled the platform, move to the ground floor to help Blue Team against the infantry. Use grenades to overwhelm the shield Jackals, and have Blue Team target the Elite Warrior while you take out Jackal Rangers. Any of the dead Grunts around can provide plasma pistols for an easy noob combo.
When all the infantry are dead, it's time to arm up for the next encounters. First, look for the Jackal's carbines. If there's just one, then give it to Fred or Linda since it will likely only have a single magazine. If there's two, swap your DMR for it, as a carbine can carry more ammo than the DMR or battle rifle. Then look for the Blaze of Glory, a hidden Rare shotgun that will be ''very'' useful later on. It's hidden on a platform on the right on the way of leaving the shipyard. When John says "Central Control is through these doors", look to your right and climb up the platforms you see. At the top will be a piece of Mission Intel and the shotgun will be visible nearby it. Grab it and drop carry it to the ground floor and have Fred carry it for now. Make sure Kelly keeps her Hydra launcher. As for you, take a plasma pistol or an SMG as your side arm; you'll find several in this battlefield.
When you and your teammates are all armed up, head across the catwalk to initiate the cutscene and the next area.
That Fair and Warlike Form
John: "Frederic, get us back on course for Central Control."
Fred: "Bringing up schematics. There's an elevator we can use, but access is four levels down."
John: "Mark a path."
The first batch of tunnels is in a rough H shape, so it doesn't matter which of the two door you go through. In the middle there will be a tunnel connecting them where three Grunts patrol. They're easy enough to headshot. Sometimes you can assassinate one of them, but which direction they face is random.
In the room past them, there will be six sleeping Grunts. Once they're all killed, a door on the far end will open, revealing a few more Grunts and two Elites hidden with active camouflage. These Elites are the biggest threat, so toss a plasma grenade as soon as the door opens; you might stick one of them. Use the SMG or plasma pistol to wear down their shields, then either you or Blue Team should get the headshot. If you're feeling lucky, get to the door before it opens, keep your distance, and toss a grenade or two inside, which could wipe out the Grunts or stick the Elites. When they're dead, keep going.
The following tunnels will have suicide Grunts that come around the corners. If you approach a corner and hear a Grunt yell something, step back and headshot the Grunt as it appears. These Grunts drop spare plasma grenades and plasma pistols with 100% charge, so pick them up if you need some. The Hunters that strike the tunnels here are intimidating, but they won't hurt you, for now. When you approach a tunnel that has a fork to the left but also keeps going forward, look left quickly, toss a grenade in, then fall back. If down right, you'll take out a pair of Jackals and two suicide Grunts in a single explosion. If they don't die, fall back, headshot the Grunts, then tag team the Jackals with Blue Team.
The next room has two entrances, and has several Grunts and Jackals who are patrolling about. The first few tend to walk from the left to the right, while other hold position farther back. If you enter from the left through a tunnel, they won't see you at first but will be more spread out. If you enter from the right, they'll see you quickly but they're be clustered for a grenade toss. Engage them, headshot the Grunts, but watch the far door. When all the infantry are dead, a cloaked Zealot with an energy sword will rush in. Have a noob combo ready and target him so you can see him. You can use a frag grenade on him, but avoid using plasma grenades because you'll need them later, unless there are more left in this room.
When everything in the room is dead, the tunnels are cleared but there's one more thing you must get. This room has a hidden tunnel on its left, behind some small boxes. Enter inside and you'll find another Hydra launcher. Trade for it, bring it to the main room, then trade it again so Linda can pick it up. As for you, take the Blaze of Glory from Fred for yourself now; you can give him an SMG instead. As for your secondary weapon, you can either keep your DMR or carbine, take an SMG too, a plasma pistol, or the energy sword from the Zealot if it has high charge.
John: "Hunters..."
Fred: "They're strong, but slow. Use the lab equipment to keep above them and out of their reach."
Now comes the tough part. You and your teammates are put up close against two Mgalekgolo|Hunters in this fairly small lab. While Hunters' melee range isn't quite as large as it was in ''Halo: Reach'', they've got a lot of health, are much faster than in the previous games, and most of their attacks are a one-hit KO. Additionally, if you get too far out of their range, instead of firing a complete fuel rod, they'll fire a dozen mini-shots that will track you and quickly strip your shield. While this attack is slightly less deadly because it's not instantly fatal, it does screw up attempts to try and pick at them from long range, because they're now better at doing that than you. What you've got on your side is your teammates and any of the weapons you've brought down here.
When the fight starts, one of the Hunters will emerge by the elevator while the other one will stay back for now. The first Hunter always turns its back for some reason at the start, so target it and try to stick its back with plasma grenades. When it turns, duck into the elevator. The elevator is the safest place in this room; despite the cracked glass, it actually can't break and they never enter inside it. Blue Team, at your targeting, should open fire on the Hunter with their two Hydra launchers. They've got enough explosive firepower to blow off the Hunter's backplate and keep him defensive, but it can still overwhelm them. So when his back is exposed, sneak up behind the Hunter, scope in the Blaze of Glory, and then shoot it in the back. Two meatshots should be enough to kill it. If it turns midshot, ''run'', because the Hunter dominates at close range. If you're using the energy sword, it could take faster, but you'll be even closer to the Hunter than with the shotgun. Using the SMG spray can also help distract it if it gets too aggressive toward a single teammate. Strike hard, but don't get impatient.
When the first Hunter dies, the second Hunter will go berserk. Its eyes will glow, green electricity will spark between its spines, and it will increase its rate of fire. The enraged Hunter can fire two fuel rods at a time, and will charge for you for longer. You need Blue Team to keep it on the defensive. When the first Hunter dies, target the second and fall behind cover. Blue Team's grenade barrage will force it to defend, letting you sneak around to blast it in the back again. You can skip the fight entirely by using the platforms to stay above the hunters, run to the vent and unlock it. Watch out for hunters as you do so. Jump down the vent. Blue team will follow you through. This unlocks the achievement "I thought I lost you" (note this makes it so there are four hunters at the end of the level while you wait for the prowler to fuel.)
When the Hunters are both dead, follow the waypoint to the vent you need to open to progress. The Blaze of Glory isn't necessary after this section, especially on Legendary, but the only weapons you'll find here are assault rifles and battle rifles. Grab more grenades if you need them then follow your team down the vent.
Jackal 1: "What is happening? Why has the fleet come?"
Jackal 2: "Jul 'Mdama is dead! Regroup! Attack Sanghelios!"
The reactor room returns you back from small enclosed engagements to big wide ones. But despite the increased space, this room is especially challenging because of two factors: Jackal Snipers and enemy plasma turrets. If you haven't been using the Noob Combo or Smart Scope up until now, now is a good time to get acquainted with both. After dropping down the vent, you'll reach an balcony overlooking several shield Jackals, a few Jackal Rangers stationed on other platforms, and two Elite Rangers as well, with more enemies in the back. A walkway goes up to the left, a ring in the center serves as a high lookout, and the tough enemies have taken position in the control station on the far side of the room.
You're given a free opportunity to ground pound two unaware Jackals conversing with each other when entering. As soon as you land, the two Ranger Elites will leap up to the left walkway. On Heroic, you can dash up there and blast them both with the Blaze of Glory as soon as they land. But on Legendary the Jackal Rangers will just shoot you down as you try, so stay back, grab a plasma pistol from a dead Jackal, and emp charge or grenade both Elites. When they're dead, carefully move up the walkway, headshotting any Jackal Rangers you see and helping Blue Team with any shield Jackals. In the middle of the left walkway is a weapons cache with many battle rifles, which you take should you need a refill or if your carbine or DMR's shots are low. Get to it, but don't move up any further, as now you're in range of the turrets and the snipers. Order Blue Team close to you so they can aid you and not rush into fire.
The Jackal Snipers are the top priority, but they have to be lured out. Right after them are the turrets, which are manned by Elites. The rest of the infantry will usually stay back and not harm you. To get the turrets, scope in a plasma pistol, aim for the gunner, and shoot uncharged shots until the gunner's shield breaks. When it pops, switch to the battle rifle to headshot them. It can help to use the squad command to target the gunner so he's easier to see in the dark. Your teammates with Hydra's can be quite helpful if they start blasting the turrets with grenades, but again make sure they stay close to you and not rushing into the fire zone. If you see a glowing red light, that means a Jackal Sniper sees you. Duck back and carefully headshot it. There are two, and they usually miss as long as you keep moving. Usually a hit from them with break your shield and leave you at half health. They ''can'' one-hit-kill you, but only if you stay too still.
When the snipers are dead and no more Elites are going to the turrets, then it's safe to move up. Headshot Grunt and shield Jackal infantry, and use the noob combo on Elites. Be careful still, because at this closer range they like to use grenades. The few enemies will be a few Jackals and usually an Elite Warrior inside the station room. Since going up the ramp into the room can be risky, order Blue Team to go in ahead of you to lure them out. Then kill the enemies while they're distracted.
When all the enemies are dead, it's time to collect weapons for the next area. First, pick up the carbine in the floating ring above the reactor. It will have 70 shots, more than both the DMRs and battle rifles, and if you have the previous carbine you can combine their ammo to have the 100 shot maximum. Second, get a Hydra launcher for your third teammate. Go to the weapons crate on the left walkway, and climb up on the pipe on the wall above it. Follow the pipe to its end then jump across a chasm to a balcony on the other side. On that balcony will be a breakable floor, which you can ground pound to find a hidden room with a third Hydra launcher. Next, take a beam rifle from one of the dead snipers as your secondary. If you want to bring a third weapon along, such as the Blaze of Glory or another weapon, drop carry it on top of the reactor and leave it on its edge. It should then come down with you to the following section. Lastly, bring one of the plasma turrets from the reactor control. When you and your teammates are all armed up, press the reactor switch then head to the reactor to ride it to the next section.
John: "How do we stop it?"
Fred: "There are sheds located on either side of the cooling chamber. Those are our targets."
John: "Reach the control sheds. Get the cooling system offline."
The Banshee section is not too difficult as long as you keep track of enemy spawns. Spawn in too many, and you'll be overwhelmed. Engage a little at a time, and you should be fine.
The reactor will land in a central platform connected to two walkways on either side of it. On one side there is an Elite Ranger leading several Grunts, and on the other is an Elite Ranger leading Ranger Jackals. Two Banshees are also flying around. A few of the Grunts have fuel rod guns, but they tend to hang back while the Jackals are more aggressive. Priority one is reaching cover so that the three groups don't overwhelm you. The platform has two outer walls, one of which is taller than the other. Head for the taller one and put your back to it. This will make it harder for both Banshees to attack you at once. Locate the Banshees and have Blue Team target them; your plasma turret can strip their shields and your team's Hydras perform well against them. Then pick off Grunts from a distance with the carbine. When the Jackals approach, headshot them with the carbine as well. If a Banshee starts attacking, break off and seek cover immediately behind a pillar. When only the Elites remain, use the beam rifle to snipe them.
When the upper platforms are cleared, you can head for the lower ones where the override controls are. At each will be either Grunts or Jackals, and a Phantom usually arrives to drop off more when they're cleared or if you enter the platforms' center building. It's best to head their on foot, as entering a vacant Banshee will trigger more enemy Banshees spawning. Once again, the carbine is most helpful for picking them off. You might be close enough to use grenades, but keep your distance in case of any Grunts with fuel rod guns. The beam rifle can be used on Elites, and should it run low swap it for a fuel rod gun or plasma pistol.
Once both platforms are cleared, you can break the door to their control center where the override controls are. Inside the override control rooms are rocket launchers, battle rifles, and dropped fuel rods from the dead Grunts. Take the battle rifle if you're low on carbine ammo. Now it's time to prepare a Banshee. While there are many vacant ones parked all over this area, a hidden Banshee Ultra can be found; unfortunately, it is available only on solo play. It has double the durability of an ordinary Banshee, and its fuel rod does increased splash and residue damage, which will be most appreciated on Legendary. To summon it, grab a rocket launcher (replacing your beam rifle) and head to a large pipe on the lower half of the room that has three outlets connecting to the outermost wall. Follow that pipe to another smaller pipe intersecting it, and on that smaller pipe will be a plasma pistol and an odd protrusion. If one steps into it, lights will flash and after a while a Banshee Ultra will fly by in perfect distance for hijacking. Grab it and land by a override control dock.
Active the override then board your Banshee. When the coolant pipes are exposed, more Banshees will fly as well as Phantoms carrying troops. A Phantom will constantly drop troops in the large center platform where you landed, usually with many Jackal Rangers. Additionally, Grunts with fuel rod guns will hang out in the catwalks and pipes to surprise you. It pays to keep your distance and bomb with your fuel rod from afar. Though there's a limited amount of Banshees and ranger Grunts, the Phantom with the Rangers infinitely returns. Keep away from the middle so that the Jackal Ranger packs don't overwhelm you, and don't let enemy Banshees get behind you. Your waypoint marker will point to where all the pipes that need to be destroyed are.
After you blow up all the coolant pipes, a shield door will change color to let you land your Banshee through. Sometimes Blue Team may not follow you, but usually that's because there are still Banshees in the area. If they still have their Hydra launchers, then finish off the stragglers so that they'll join you in landing.
Fred: "There's the Prowler. But the hangar's full of Covenant."
John: "Clear 'em out and prep for launch."
Fred: "Do it quick. I'd rather not be here when the station melts around us."
The Prowler hangar is the final battle in the level, and it's a very tough encounter where you can easily end up swarmed. There are several principles to keep in mind to pass it easily. First, control enemy spawns; don't let a wave come until you're ready. Second, take out infantry first and focus on heavy enemies when they're alone. Lastly, keep Blue Team close to you and arm them with Hydras.
The hangar itself is a big square room with multiple levels. There's a ground floor, a second floor of balconies in a "H" shape, and an underground floor. Cover is sparse and limited only to large and medium crates. Because this battlefield is so open, distance is a better protection. Keep toward the far sides of the room rather than engaging up close, or enemies will pour out of all floors to tackle you.
Wave 1
The first wave of Covenant is already in the hangar when you arrive. Drop down to the large entrance, grab a spare railgun from nearby crates, and scope-in your carbine as the door opens.
As the door opens, stay back and look for a Grunt with a fuel rod gun on the middle balcony almost directly ahead. Headshot it before it notices you then keep picking off Grunts and Jackals. A pair of Rangers usually jumps up from the left right after. Keep in this room and don't step into the hangar until you can't see infantry anymore.
When you close to the edge of the nearest ledge, Zealots will spawn from behind a crate ahead. On Legendary, there are two cloaked Zealots in the hangar; lower difficulties have just one. Keep your eyes open for it and hit them with the railgun just as they arrive. If you miss, send Blue Team ahead to lure it out. Then stick to the upper balconies and keep picking off Covenant, especially fuel rod Grunts, until you're sure the whole hangar is clear.
Wave 2
PA: "Vehicle launch preparation. Fuel cells at zero percent. Initiating refueling."
Fred: "Hold off the Covenant while the Prowler preps for launch."
Once you're sure the entire wave is dead, it's time to arm up for the next wave. First, equip Blue Team with Hydras if they've lost them. There are two of them in the hangar, one on the balcony closest to the entrance and another on the ground floor on the left south side. The third teammate, if they don't have a Hydra, can take a railgun. Next, arm yourself. Pick up a rocket launcher and fill it up to max ammo. You'll find one in the underground under the balcony by the far hangar controls and another by a crate to the left north on the ground floor. Drop this rocket launcher by the hangar controls; you'll be using it later. From the ammo crates, take a battle rifle or DMR and a SAW as your secondary. Assemble yourself and Blue Team at the balcony by the hangar controls. The plan is to keep them close and defend from this spot behind the crates. When you're all ready, activate the hangar controls to begin the wave.
The second wave begins fast, so turn as soon as you press the button and start picking off infantry. Stay behind the crate and shoot approachers with either your precision weapon or SAW. The Hunters will enter the room shortly thereafter, but just avoid them for now. It's better to take out all the infantry first rather than try to take out the Hunters first and screw up your shot with all the minor fire coming at you. As long as you keep your distance, the Hunters will stay on the ground floor. Also keep ordering Blue Team to stay here with you and not run into the open.
Use your battle rifle or DMR to headshot mid-range enemies and use your SAW at close-range if a pack rushes you. Blue Team will be more useful at close-range for now due to the tons of fire making them skittish. Once only the Hunters are left, swap your SAW for the rocket launcher. Target a Hunter and fire your rockets; Blue Team will aid with their Hydras and railgun. Done right, and a Hunter will fall after two or three rockets. It can help to alternate firing at either Hunter, since Wave 3 will come when there's only one enemy left.
Wave 3
PA: "Prowler fuel cells at 50 percent."
Fred: "Covenant reinforcements inbound!"
When it's just one Hunter left, the next wave will come. This one consists of primarily Elite Commanders, a Warrior or two, some Grunts, and a Zealot or Zealots. Finish off the Hunter and keep staying back to avoid these Elites, which should stay back in the center balcony. The Grunts will approach, so keep picking them off like in the previous wave. Also keep an eye out for grenades from the Elites.
When all the Grunts are dead, it's just the Elites left. Take a plasma pistol with your precision weapon to noob combo them. It's now safer to approach their balcony, but stay alert. Though there's several Elites left, this portion is often surprisingly easy, as it's not uncommon for Blue Team to open fire with their Hydras on them and finish off all the Elites before you get to them.
When everything else is dead, press the button in the center balcony to end the level.
Notes for Lower Difficulties On Easy and Normal, no Jackal Snipers will be present, thus making the Beam Rifle unobtainable until Reunion. Take your time and clear each area of enemies before moving on. You will learn valuable skills on this level as it contains a little piece of everything you are going to encounter, from open spaces requiring ranged weapons to tight spaces needing close quarters weapons. On Easy and Normal, Grunts will man the plasma turrets in the reactor room, and they get replaced by Elites once slain. The "On My Mark" and "I Thought I'd Lost You" achievements are best tackled on lower difficulties, where ammo is not as crucial and death is not as frequent.
Co-op play notes As Fred starts with a DMR and three frag grenades instead of two, he can blast groups of enemies with grenades more often; plus, if needed, he can give his DMR to another teammate. While Linda normally spawns with her Nornfang sniper rifle, it is not uncommon for the weapon to run out of ammo, so if playing as Linda, replace her Nornfang with a DMR or Carbine when possible.
* The same can be said about Kelly's Oathsworn, which should preferably be replaced with the Blaze of Glory, which can be found on a ledge before starting the second part of the mission, or a Hydra Launcher. Players who respawn during many parts of the mission may be equipped with an assault rifle and magnum.
Category:Halo 5: Guardians walkthroughs
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Blue Team is the 34th track from the ''Halo 5: Guardians Original Soundtrack''. It begins with a piece of music that is played in the beginning of the Epilogue (Halo 4 level)|Epilogue of ''Halo 4'', which was missing from Halo 4: Original Soundtrack|its soundtrack. It also features the ''117'' motif from the ''Halo 4: Original Soundtrack'', and ends with the first five notes of ''One Final Effort'', much like ''Atonement'' from Volume 2 of the ''Halo 4: Original Soundtrack''.
Appearances Main menu - Starting from the ''117'' part of the song, up to 2:50 of the song is played, following Halo Canticles and preceding Dominion (music)|Dominion. The Breaking - Again starting from the ''117'' part, up to 2:50 of the song is played in the ending cutscene of this mission, when John-117 and Cortana have an exchange of words before Blue Team is imprisoned in the Cryptum, briefly being followed by Dominion. Halo 5: Guardians credits|Credits - Played in full, it is the first song heard. Just like with The Breaking's ending cutscene, it is also briefly followed by Dominion.
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UNSC Special Forces|Naval Special Warfare Command
*SPARTAN-II program
|type=
|role=
|size=4 (as of 2559)
|nicknames=
|battles=
Insurrection
*Operation: TALON|Eridanus Secundus
*Operation: SMOKING ACES|Camp New Hope Human-Covenant war
*Battle of Chi Ceti|Chi Ceti IV
*Battle of Alpha Corvi II|Alpha Corvi II
*Skirmish over Netherop|''Radiant Arrow''
*Battle of Seoba|Seoba
*Battle over Etalan|Etalan
*Attack on Zhoist|Zhoist
*Battle of Circinius IV|Circinius IV
*Battle of Mesra|Mesra
*Battle of Netherop|Netherop
*Battle of Jericho VII|Jericho VII
*Operation: WARM BLANKET|Fleet of Glorious Consequence
*Operation: OCEAN BREAKER|Sigma Octanus IV
*Fall of Reach|Reach
*Massacre at Eridanus Secundus|Eridanus Secundus
*Operation: FIRST STRIKE|FIRST STRIKE
*Battle for Earth|Earth
*Onyx Conflict|Onyx Post-Covenant War conflicts
*Operation: JOVIAN WHISTLE|Gao
*Operation: RETRIBUTION|RETRIBUTION
*Skirmish on Installation 03|Installation 03
*Raid on Biko peace talks|Biko
*Operation: BIRD IN HAND|''Argent Moon''
*Battle of Meridian (2558)|Meridian
*Battle of Genesis|Genesis
*Operation: WOLFE|CASTLE Base
|commanders=*John-117
Frederic-104
Linda-058
}}
Blue Team is a semi-constant unit composed predominantly of SPARTAN-II program|Spartan-IIs under the operational command of UNSC UNSC Special Forces|Naval Special Warfare Command, generally consisting of around four members. It was led by John-117 for most of its activity during the Human-Covenant War, though after John's involvement in the Battle of Mombasa, the role of leader was taken up by Frederic-104; John later resumed ''de facto'' command following his recovery years later.
Blue Team has participated in more than 220 military operations since its activation in 2525 against a plethora of foes, including Insurrectionists, the Covenant, and various Forerunner constructs. The team is exceptional even among the Spartan-IIs due to their involvement in many of the most pivotal engagements of both the Insurrection and the Covenant War.
Known members
After its conception in 2519, Blue Team originally consisted of three members; comprised of John-117, Samuel-034, and Kelly-087. For some training missions, Spartans like Fred-104, Fhajad-084 and Linda-058 were added to Blue Team.Halo: The Fall of Reach After Samuel's death on a Covenant Unrelenting|vessel in the Chi Ceti system, his spot remained vacant until John reluctantly filled it with Kurt-051.Halo: Ghosts of Onyx, ''page 33''
The unit's roster frequently changed for various combat operations, changing both members and size. During the Battle of Earth, Blue Team was reformed from the surviving Spartans on Earth, with the new roster being Fred-104, Linda-058 and William-043. During the events on and inside Onyx, the team lost Will and increased in number, with Kelly-087 rejoining, as well as SPARTAN-III program|SPARTAN-IIIs Lucy-B091, Tom-B292, Ash-G099, Mark-G313 and Olivia-G291 joining the team. As a result, Blue Team's highest roster count is officially eight. The Spartan-IIIs were reassigned to other duties in mid-2553.Halo: Last Light, ''pages 330-331'' (Google Play edition) By 2557, Blue Team consisted of Fred, Kelly and Linda, until being joined by John after his return to the UNSC.Halo: Escalation, ''Halo: Escalation Issue 8|Issue #8''
Current composition (October 2559)
MCPO John-117 (Blue Leader/Blue One) (wikipedia:Team leader|Team leader/Assault/Rifleman)
LTJG Frederic-104 (Blue Two) (Sub-leader/wikipedia:Close quarters combat|CQC/Assault)
PO1 Kelly-087 (Blue Three) (wikipedia:Reconnaissance|Scout)
PO1 Linda-058 (Blue Four) (wikipedia:Designated marksman|Marksman)
File:Blue team halo 5.jpg|250px|thumb|left|Blue Team in October 2558.
Former members James-005 (2552) (MIA)
Li-008 (2552) (KIA)
Samuel-034 (2517-2525) (KIA)
William-043 (2552) (KIA)
Anton-044 (2552) (KIA)
Kurt-051 (2531) (MIA)
Fhajad-084 (sometime 2517-2525) (crippled during augmentation)
Solomon-069 (2544) (KIA)
Arthur-079 (2544) (KIA)
Grace-093 (2552) (KIA)
Lucy-B091 (Reassigned 2553|August 2553)
Tom-B292 (Reassigned August 2553)
Ash-G099 (Reassigned July 2553)
Olivia-G291 (Reassigned July 2553)
Mark-G313 (Reassigned July 2553; KIA October 2559)
Operational history
Blue Team was formed around John-117, Kelly-087, and Samuel-034, who met on their first day of induction into the SPARTAN-II program. During their training Blue Team often exercised versus fellow SPARTAN-II Green Team, led by Kurt-051, and often lost because of Kurt's superior "sixth sense".Halo: Ghosts of Onyx
In July, 2523, Blue Team, consisting of Linda-058 and Frederic-104, participated in training exercise along with Red Team, consisting of John-117, Kelly-087, Samuel-034 and Fhajad-084. Spartans were deployed in Longhorn Valley on Reach with mission target to capture the flag. Blue Team's mission was to provide cover, while Red Team infiltrated Tango Company's base and acquired the flag. Later on Blue Team rendezvoused with Red Team after John sent the Spartan signals|''all-clear signal''.Halo: First Strike, ''pages 157-166'' (2010)
File:HTFoR AS - Blue 07.jpg|250px|thumb|Blue Team capturing Colonel Robert Watts.
In the first UNSC military operation where the SPARTAN-IIs were put to the test after their intensive training, codenamed Operation: TALON, Blue Team was sent to infiltrate the rebel space habitat Eridanus Secundus in the Eridanus system|Eridanus Asteroid Belt. Blue Team stowed aboard a Parabola-class freighter|''Parabola''-class freighter, the ''Laden'', and managed to sneak into the city. Their objective was to locate and capture the rebel leader ex-Colonel Robert Watts, a UNSC turncoat.
With minimal attention, Blue Team managed to kill several of Watt's guards and subdue him with polypseudomorphine, a sedative. Then Blue Team hijacked a rebel D77-TC Pelican|Pelican dropship and Samuel-034 set and detonated explosive charges in the rebel base's hangar, making good their escape, but at the cost of dozens of civilians' lives. Blue Team was successful in its objective.
File:HTFor AS - Blue 10.jpg|250px|thumb|left|Spartans ready to infiltrate the ''Unrelenting''. Three months after Eridanus, Blue Team were briefed on the First Battle of Harvest|massacre that took place on Harvest shortly after first contact with the Covenant. A short time later, the , under the command of Captain (Navy)|Captain Wallace, brought Blue Team and Dr. Halsey to the Damascus Testing Facility at Chi Ceti IV, where they were to receive the MJOLNIR Powered Assault Armor/Mark IV|MJOLNIR powered armor for the first time.Halo: The Fall of Reach, ''page 141'' (2010) When a Covenant ship, the ''Unrelenting'', attacked the ''Commonwealth'', Blue Team took part in their first engagement with the Covenant. The Spartans used thruster packs to launch themselves from a Pelican dropship. Each Spartan carried an ANVIL-II Air-to-Surface Missile|ANVIL-II warhead to be used against the Covenant ship.Halo: The Fall of Reach, ''pages 147-150'' (2010) Blue Team entered the vessel through a puncture in its hull, caused by a Magnetic Accelerator Cannon|MAC round from the ''Commonwealth''. They succeeded in completing the mission and destroyed the Covenant ship, but due to a breach in Sam's armor, he was unable to leave the Covenant ship and volunteered to stay behind to ensure the destruction of the enemy vessel. Sam was killed in the ensuing explosion, becoming the first SPARTAN-II to be killed in action.
On 2525#December|December 3, 2525, Alpha Corvi II came under attack by the Covenant. As the Covenant pushed their attack on both fronts, Blue Team was deployed to disrupt the Covenant's activities on the surface and to identify an unknown artifact that they were searching for. During this engagement, the Spartans struck up an unsteady alliance with the URF rebels commanded by Whitaker, who understood the threat posed by the invaders.
As part of a mission authorized by Vice Admiral Michael Stanforth, Blue Team traveled with Gold Team|Gold and Green Teams to Netherop, where they observed the ''Radiant Arrow'' orbiting the planet for over a day. On 2526#March|March 5, 2526, they were deployed from the to board and capture the Covenant frigate|frigate in the hopes that the Office of Naval Intelligence could reverse-engineer its technologies. Ultimately, the mission was compromised when one of the men serving under the secretly-insurrectionist Lieutenant Commander Hector Nyeto purposefully sent a transmission to the Spartans, revealing their presence to the Covenant in an attempt to get them killed. While each of the Spartans under John-117's command were able to evacuate the alien vessel, it was destroyed when the ''Radiant Arrows shipmaster activated its self-destruct.
Shortly after this failed attempt at capturing a Covenant vessel, Blue, Gold, and Green Teams were selected to participate in Operation: SILENT STORM|a daring operation to thin the Covenant's navy through boarding tactics. For this mission, the Spartans would be attached to Task Force Yama and deployed alongside the veteran ODSTs of the 21st Space Assault Battalion, known as the "Black Daggers." For its proximity to the front, the Outer Colonies|Outer Colony of Bikospecifically Seoba Ice Quarry|an ice quarry on its third moon, Seobawas selected as the staging ground for the operation. During the slipspace voyage, Blue Team and the others trained with the ODSTs in the 's mission preparation hold. The Spartans made short work of the veteran marines in each exercise until Staff Sergeant Avery Johnson taught them unorthodox strategies that proved to be much more effective against the supersoldiers. After four days of training, Colonel Marmon Crowther had all the Spartans and ODSTs gather in the ship's drop hangar to be briefed on the specifics of the operation. Despite their exemplary performance against his ODSTs, Crowther was still skeptical about deploying the Spartans to the front lines due to their inexperience on the battlefield, as well as their apparent young age, much to their frustration.
When the task force arrived at Seoba on 2526#March|March 18, it was discovered that insurrectionist forces had holed up in that very quarry and the UNSC would need to uproot them before the Covenant inevitably arrived. During the insertion approach, Blue Team followed John as he disobeyed orders and leapt from the deployment bay of the while under fire. The Spartans regrouped in the quarry's docks to discuss how they would destroy a Civet convoy travelling up the side of the quarry to fix the insurgents' that relay had been damaged by a prowler. With approval from Captain (UNICOM)|Captain Zelos Cuvier and Lieutenant Nelly Hamm, they formulated a plan to travel up the tube of a derelict mass driver that rose up and out of the quarry, using thruster packs to outpace the convoy. John led the way, with Fred and then Kelly trailing behind. Linda stayed back to cover them with her MA5B assault rifle and monitor inusrrectionist movements. Despite their ongoing firefight with the Black Daggers, the insurgents soon realized Blue Team's plan and began sweeping a portion of the tube ahead of them with M41 Vulcan fire. To distract the gunners, John and Fred rigged their thermite-carbon cord and M7057 flamethrower|I-JeT to explode as they moved past the Vulcan fire. Shortly thereafter, they discovered that Hamm's men had intercepted the convoy via a prowler drop while the enemy was distracted by the Spartans. The ODSTs had also planted explosives on the communications relay by the time Blue Team exited the tube. John expressed his team's misgivings to Hamm about being lied to and used as bait, but she dismissed him, saying that this was what happens when he disobeys orders.
The next day, Captain (NAVCOM)|Captain Halima Ascot, commander of Task Force Yama and captain of the ''Starry Night'', held a meeting to discuss the events of the previous day's battle. John was reprimanded for his maverick actions at the start of the battle, and his Spartans' experience was called into question once more. Due to Nyeto's sly comments, the truth about their young ages was revealed to the few personnel present at the meeting. Learning this disturbing fact, Colonel Crowther refused to send the Spartans into battle again, instead ordering them to guard the insurrectionists captured during the fighting and prepare them to be sent to Biko to be processed. While this meeting was being held, a Covenant Bloodstar Flotilla|flotilla was detected as it arrived in-system and began heading for Seoba.
As the rest of Task Force Yama mobilized to meet the alien vessels, Blue Team and the others were sent to Subsurface Maintenance Grotto 6M430 where they would direct the roughly 300 captured insurgents onto Emmeline|a transport. John noticed the presence of General Harper Garvin among the group, calling him out of the line so that ONI could interrogate him later. However, a more important situation was playing out over the command channel. Captain Ascot's ''Starry Night'' had been shot down on takeoff, crash-landing back into the quarry. Crowther was unable to send a unit of his Black Daggers to search for survivors without putting more prowlers at risk. Since they were the only unit available to assist, John decided that he and his Spartans would go for the ''Starry Night'' once the transport was loaded. After sending Garvin back to his people and ordering the transport pilot to launch, John had his Spartans move out into the quarry once more, without the approval of Crowther or support from the task force.
The Spartans proceeded through the grotto's airlock into the dense sublimation fog gathered at the quarry floor. Visibility was so poor that each of them could barely even see the ends of their rifles, but the flashes of plasma bolts could be seen dancing through the clouds above. John accessed the command channel and requested a Navigation point|waypoint leading to the downed prowler. Crowther responded by asking what he thought he was doing. John stated that they were checking on the status of the ''Starry Night'' as they were the only unit that could do so at the moment, carefully choosing his words so that Crowther could deflect blame onto the Spartan if need be. This would make it more likely for Crowther to not stand in the way of their self-assigned mission. While John waited for a response, he signaled Joshua and Kurt to spread out their teams in a hundred-meter-wide search line. Green Team spaced out on the left of the more tightly-gathered Blue Team, and Gold Team spaced out on the right. By doing this, the Spartans would be more likely to find any debris from the ''Starry Night'' that might have otherwise been missed in the fog, and Blue Team could act as a ready reaction force. John also ordered them to advance at a trotting speed, leading them away from the dockyards where they had engaged insurgents the day before. Eventually, Crowther acknowledged the plan, but ordered John to not take action unless immediately warranted. He also informed the Spartans of Biko's naval response to the alien bombardment of Seoba and that Nyeto believed that the small Covenant flotilla would either be in full retreat or destroyed within the hour by the approaching overwhelming force. An inexact waypoint was placed on each of the Spartans' HUDs, and John had all of the Spartans adjust course to match the new trajectory. At this point, Blue Team was arrayed in a diamond formation with only five meters between them, with only their motion trackers revealing the locations of their teammates. John ordered everyone to accelerate to a full run while keeping their eyes on their feet, since that was all they could see anyway. As they ran, the ''Emmeline'' departed the grotto and flew over the Spartans, churning up the fog and allowing a brief moment of visibility. Through the haze, they could see five Covenant vessels fire towards the transport as it crested the horizon.
As the Spartans neared the provided waypoint, the fog had lowered to shoulder-height, allowing the Spartans to discover that the ''Starry Night'' was indeed seemingly intact, but sat atop a large avalanche about seven hundred meters up the quarry wall. Fred spotted a Covenant intrusion corvette sliding over the rim of the quarry and descending over the prowler. Kelly theorized that they may be trying to recover the ''Starry Night'' themselves. Realizing the danger, John declared to his teammates that the mission was no longer a rescue mission. Their primary objective was now to deny the Covenant from recovering the prowler and the data stored within. Then, John opened the command channel again and relayed this information to Crowther, who echoed John's concerns and insisted that they could not let the Covenant take possession of the ''Starry Night''. The vessel's navigation computer and other onboard data devices could reveal the locations of UNSC outposts, entire force deployments, or worse. Crowther asked Nyeto if there was any way that the prowler's Fury tactical nuclear weapon|nuclear self-destruct system could be remotely activated, to which the lieutenant commander responded in the affirmative. However, only Ascot and the captain of the ''Vanishing Point'' had the ability to do this, and neither could be reached at the moment. John assuring Crowther that they would not fail. Still, the Spartan requested that Task Force Yama assist them by keeping the assaulting corvettes off their backs. Nyeto began to say that their prowlers were not designed for ship-to-ship combat when Crowther interrupted him, promising that they would find a way. Crowther started to tell John to standby for instructions on how to manually activate the prowler's self-destruct, but he reassured the colonel that his Spartans already knew how to activate a Nuclear weapon|nuke.
As this was being discussed, multiple Karo'etba-pattern Ghost|Ghosts began attacking the Spartans, with the first going after John, who killed its Jiralhanae driver with his MA5B's M301 grenade launcher|underbarrel grenade launcher. He ordered Green and Gold Teams to deal with the other Ghosts as Blue Team followed him. At this point, the looming intrusion corvette had begun deploying EVA-equipped Sangheili, Jiralhanae, and Kig-Yar warriors via gravity lift, with the first already looking for a way inside the ship. Another corvette crested the edge of the quarry, firing its main cannon on the Spartans. With the situation growing dire, John ordered Blue Team to simultaneously fire on the avalanche just below the ''Starry Night'' with their grenade launchers to cause the vessel to fall to quarry floor and prevent the Covenant from gaining entrance. Despite Fred and Kelly's worries that such an action could bring the whole slope down on top of them, each member of the team acknowledged and followed his order. As feared, the volley of grenades worked a bit too well, bringing the avalanche down on top of the Spartans, but successfully delaying the Covenant in their boarding attempt.
Fred, Linda, and four other Spartans escaped being buried under the avalanche, but six othersincluding John and Kellywere not so lucky. As they worked to dig themselves free of the ice, John gave Fred command of the mission to board and destroy the ''Starry Night''. Getting over his amazement that the strategy had worked, Fred asked what should be done with any survivors they found aboard the prowler. Telling him to rescue them if possible, John switched to the command channel to demand the status of Nyeto's supposed support. The lieutenant commander insisted that he had a plan that he would enact soon, but even Colonel Crowther seemed doubtful of his tactics. Fred gathered Linda and Malcolm-059 to board the vessel while the mobile members of Gold and Green Teams fended off a seemingly endless stream of ground vehicles. Fred's team boarded the ''Starry Night'' via a massive breach in its bow, finding five survivors of the crash: four ODSTs and Staff Sergeant Johnson, who had received a concussion. Fred had Linda get to work manually arming the prowler's Fury tactical nuclear weapon as he reported the situation to John, who just freed himself from the ice. He told Linda to take her time, but warned of an enemy squad preparing to board. Acknowledging this information, Fred told him that once the nuke was armed, they would flee in the prowler's escape pod. Hearing that a team of Covenant boarders was inbound, Johnson requested his assignment. Fred had him "guard" the escape pod to keep him out of harm's way. Nyeto's support finally arrived in the form of strafing runs that destroyed two nearby intrusion corvettes, but spared the one that was still attempting to recover the ''Starry Night''. When John warned that the Covenant boarding party was making their move, Fred and his team repelled them with explosive weapons as John distracted the rest. He handled two Sangheili, and Joshua and Anton-044 arrived to assist him with more approaching Covenant. Linda had just finished arming the nuke and began dragging Johnson into the escape pod when John ordered her to initiate its thirty-second timer immediately. The looming corvette had activated its gravity lift system and was trying to draw the prowler up into its hangar. Linda followed the order and John warned all local Spartans to evacuate the area immediately. Fred's team, Johnson, and the ODSTs boarded the prowler's escape pod and launched through Seoba's low gravity while under fire from the corvette's surprised gunners. John informed Crowther and Nyeto of the escape pod and the imminent nuclear explosion. All of the Spartans made it to safety before the detonation, which destroyed both the ''Starry Night'' and the intrusion corvette. After Joshua patched a breach that John's armor had received in the fighting, John checked on his squad while Crowther sent prowlers to recover them once the nuke's electromagnetic pulse had dissipated. Some of the Spartans also assisted in the recovery of a Kelguid|starholo from the wreckage of corvette. Along with the starholo, Blue Team and the other Spartans were transported back to the ''Vanishing Point''.
On 2526#March|March 20, John-117 and five other Spartans who were not confined to the infirmary attended a funeral service for the two-hundred-and-three men and women who lost their lives at Seoba. Held in the command hangar of the ''Vanishing Point'' as it sat in a high parabolic orbit around Biko, the ceremony included an honor company of a hundred-and-one enlisted personnel in their dress blues, including the six Spartans and Avery Johnson. After the service, Lieutenant Commander Nyetothe de facto commander of Task Force Yama after Ascot's deathapproached John, who asked if he'd reconsider sidelining them. Nyeto promised that the Spartans would be seeing all the action they could handle for the rest of the operation. However, Crowther again contested this on the basis of them being too young, forcing the lieutenant commander to back down by threatening him with a report to a UNSC board of inquiry. The Black Daggers would board the Fleet of Inexorable Obedience|incoming fleet alone. As everyone left the hangar, Crowther revealed to Johnson that he did not trust Nyeto. He believed that the Spartans were combat-ready, and he was instead sending them on a mission to disrupt Covenant supply lines at Etalan.
Later that day, Blue Team gathered in one of the ''Vanishing Point''s small maintenance hangars, with each member dressed in plain black utilities as their armor underwent maintenance and repairs. Four other Spartans sat in a back corner of the hangar, familiarizing themselves with Covenant weapons captured at Seoba. Meanwhile, the anticipated Covenant fleet had arrived and began its advance toward Biko. Blue Team watched on a bulkhead monitor as the planet's meager navy responded and approached the much greater force, consisting of about one hundred Covenant warships. Each alien capital ship had swarms of fighters sticking close to their hull in an escort pattern as they accelerated rapidly toward the Bikon vessels, a strange and unconventional tactic. The Spartans shared their theories as to why the Covenant was using this strategy, and Kelly came to the conclusion that they were maintaining a fighter screen to prevent boarding attempts. As Blue Team discussed how the Covenant might have figured out what they were planning and if General Garvin may have a mole in the UNSC, Johnson entered the hangar to relay new orders from Crowther. He told them that the colonel had changed his mind about them, and that he was sending the Spartans on a secret mission to Etalan. Kelly and Linda especially had a hard time believing this due to his past statements. Johnson leveled with them and revealed that Crowther was suspicious of Nyeto, and that was the reason for the secrecy. The Spartans had their own suspicions regarding Nyeto, but John suggested the possibility that Crowther was using this mission as a way to quietly eliminate them as the Black Daggers' primary competition. Johnson admitted that this was technically possible, and that the thought had not even crossed his mind. Still, John decided that they would take the mission, as that would be the only way to know for sure.
A few hours later, the ''Vanishing Point'' and two escort prowlers left the Kolaqoa system. During the two-day journey, John discussed with Staff Sergeant Johnson which vessels of the logistics fleet they should designate as priority targets. Ultimately, they decided that they would target the munitions supply vessels first and the food supply vessels second, as the loss of those necessities would bring the Covenant offensive in this part of human space to a standstill.
On 2526#March|March 22, the ''Vanishing Point'' and its escorts arrived at Etalan and they spent the next four days observing the logistics fleet's movements, trying to discern which vessels served each function. By 2526#March|March 26, the ''Vanishing Point''s analysts felt confident that four of the fifteen Covenant vessels were equipment freighters that carried spare parts and other materials used to maintain the Fleet of Inexorable Obedience. At this point, the logistics fleet seemed to be preparing to break from orbit over the planet to rejoin the main fleet at Biko. This was evidenced by the fact that they had begun syncing their orbits and bringing their fusion reactors to full power. Since time was evidently running out, Gold and Green Teams were deployed in S-14 Baselards to destroy the freighters as Blue Team and Johnson discussed what vessels they should target during the second phase of the attack since they still had not identified the munitions and food supply vessels with complete certainty. The plan called for each of them to fly one of the Banshees they had captured at Netherop into the hangars of the target vessels, crash the fighters with a HAVOK nuke planted in the cockpit, and then go Extra-vehicular activity|EV to be recovered by the escort prowlers. For the purpose of this mission, each member of Blue Team was equipped with an M99 Stanchion and M41 SPNKR.
As they watched the eight other Spartans begin the battle, Johnson suggested that they destroy what the analysts believed to be s, but Fred pointed out that they weren't even sure of that and the dome-topped vessels could be petting zoos for all they knew. Still, Johnson argued that could destroy all of the "petting zoos," and they'd be stuck without whatever they needed them for. However, Dr. Halsey walked over and informed the group that she had identified the fleet's munition supply vessels as the three large "Bladder ship|air-skimmers" that were dipping in and out of Etalan's upper atmosphere. Despite having come to this conclusion only minutes after they had arrived on March 22, she explained that she had kept it to herself so as to not alert Nyeto and his subordinateswhom she had deduced were Insurrectionist spiesto their plan. Hearing this, Linda asked why the spies on the ''Vanishing Point'' were still living, but Halsey admitted that she did not know who the individual spies were and if there were any currently on the stealth cruiser. When she mentioned that the spies had managed to plant surveillance devices in her lab, Fred became concerned that they might have tampered with their armor. Eventually, Halsey admitted that they could have possibly accessed the maintenance module where the armor had been stored. Regardless, their armor appeared to be unmolested and Blue Team prepared to follow through on their part of the mission, now targeting the three "air-skimmers" instead.
With the ''Vanishing Point'' nearing the designated drop-off point, John signaled Blue Team and Johnson to grab their HAVOKs and board their Banshees. Meanwhile, a remotely piloted Baselard powered up on the hangar deck just ahead of them. Moments before launch, a decoy flight of three manned Baselards soared past the hangar aperture with a Banshee squadron hot on their tails. The ''Vanishing Point'' cold-launched a salvo of pre-targeted Archer missile|M42 Archer missiles, and an instant later, the remote Baselard shot out of the hangar. It fired its two Archer missiles at the Banshee squadron as the ''Vanishing Point''s missiles activated and flew after the Banshees as well. The Banshees scattered, giving the three manned Baselards a chance to escape. John gave Blue Team the order to launch their Banshees and fall in behind the alien fighter squadron before firing on the remote-controlled Baselard until it self-destructed into a fireball that helped distract the Covenant forces as the ''Vanishing Point'' slipped away. Sangheili voices filled the cockpits of Blue Team's Banshees, no doubt questioning where they came from. When no response was given, a three Banshees broke from the main squadron to investigate the new arrivals at close range. However, John convinced the aliens that their communications equipment had been damaged by feigning communication with a wiggle of his Banshee.
Shortly after this, Gold and Green Teams deployed from their Baselards to attack the equipment freighters as planned. Moments later, the targeted freighters began exploding while panic ensued among the Covenant fighters and their Proselytization network|battlenet. The fourth explosion was so close to the Banshee squadron that they were allincluding the Banshees piloted by Blue Teamdisabled by the electromagnetic pulse. Since those escorting them no longer had the capability to intercept any of their transmissions, Fred exclaimed disgust at the Banshees' lack of radiation shielding over TEAMCOM. After some discussion, Blue Team decided that they would go EV and intercept the three air-skimmers as they passed by. John would board the first vessel, Kelly the second, and Fred the third while Linda and Johnson held back to cover them with their M99 Stanchions. Fred pointed out the absurd difficulty of reaching the vessels and then getting clear of the blast, to which Linda responded that technically they did not have to get clear, but she would miss Fred's wisecracks if he was killed. John ordered Linda and Johnson to focus on protecting Kelly and Fred, but Johnson refused as Linda had already decided that Johnson should cover John while she covered Fred and Kelly, who were close enough for her to support. Leaving the squadron of adrift Banshees behind, Johnson's HAVOK nukewhich he had left aboard his Bansheedetonated, killing any potential witnesses aboard the other craft and covering their approach for the air-skimmers. Meanwhile, the two escort prowlers arrived to recover Gold and Green Teams. Assuming the vessels were preparing for another attack run on the logistics fleet, the Covenant attacked the prowlers and the Baselards accompanying them. Nearing the lead bladder ship, John fired his thrusters to slow his approach, alerting the vessel's fighter screen to his presence. Eight Banshees began speeding toward him. Over fifty kilometers from the Banshees, Johnson scared one off with his Stanchion fire, but the rest continued on their course, starting to fire on John with their plasma cannons. When their shots were becoming a bit too accurate, John fired at them with the M301 grenade launcher|underbarrel grenade launcher on his MA5C assault rifle. It only halted their fire briefly, and they soon regained visual. Seeing that Johnson would not be able to take them all out at this range, John altered his flight path and accelerated toward the lead bladder ship. As he neared the vessel, he prepared his HAVOK with a timer and let it float next to him on the same trajectory. At seven kilometers above the ship, John activated his primary thruster, speeding away as fast as possible. The HAVOK detonated so close that it elevated his MJOLNIR Powered Assault Armor/Mark IV|MJOLNIR armor's exterior temperature well above the danger level. Fred and Kelly likewise managed to destroy their targeted vessels before Blue Team was recovered by the ''Vanishing Point'' or its escort prowlers.
File:H4FUD-Spartan-BlueTeam.jpg|250px|thumb|The three members of Blue Team sitting in a Pelican dropship's troop bay.
After the events on Chi Ceti, Spartans John, Kelly and Frederic-104 were sent to support Marine forces in a search-and-capture mission against an Insurrectionist leader; the skirmish quickly escalated as the Covenant's arrival forced the UNSC troops to briefly side with the rebels.Halo 4: Forward Unto Dawn, ''Part 3'' In 2526|April 26, 2526 Blue Team was deployed to Circinius IV in defense of the Corbulo Academy of Military Science.Halo 4: Forward Unto Dawn - ''Part 4'' Despite their efforts, the Covenant glassed the planet and Blue Team rescued only three cadets of the academy.Halo 4: Forward Unto Dawn - ''Part 5''
By 2531 Blue Team had carved out a reputation for itself among Insurrectionist forces. The then four-man team disrupted rebel operations including Station Jefferson, the destroyer ''Origami'' and a saboteur cell on Reach, as well as an incident in wikipedia:Micronesia|Micronesia, and a high-explosives manufacturing facility at an unspecified location.Halo: Ghosts of Onyx, ''page 36-37'' In response the rebels gathered together three FENRIS nuclear warheads at Camp New Hope in a way so sloppy that the Office of Naval Intelligence couldn't help but notice, then contacted the UNSC and offered to trade the nukes in exchange for medicines for their people suffering from Boren's Syndrome. They then set a trap for Blue Team, whom they anticipated would be sent. They successfully ambushed John, Fred, Kelly and Linda using an antigravity plate, however were unaware of the presence of Kurt, a new addition to the team, who had avoided the trap. Kurt was able to free the other members of Blue Team and they then retreated from the camp with the recovered warheads. Rebel leader General Howard Graves was killed in the process.
In 2535 Blue Team along with Red and Green Teams fought on Jericho VII, where they encountered tough resistance from UNSC forces above the planet and on the ground, resulting in a three day long stalemate. Blue Team's mission was to draw out the Covenant rear guard, so Red Team could slip behind their lines and plant a HAVOK Tactical Nuclear Weapon|HAVOK tactical nuke, hoping to destroy the next Covenant ship that landed and dropped its shields, meanwhile Green Team was preventing a Covenant ground force advancement. These few Spartans were able to kill hundreds of Unggoy and destroy Shade turrets with little difficulty, as well as neutralizing their Type-26 Banshee|Banshee air support, by using the fougasses they had planted in case the Grunts got out of hand.
During the battle, Blue Team avenged the 105th Drop Jet Platoon by killing hundreds of the Unggoy. All of the Spartan teams accomplished their missions and returned safely to the remaining fleet in a Pelican dropship. Unfortunately, the UNSC fleet lost control of the space around Jericho VII after a brutal three day battle with the Covenant fleet, but De Blanc|Captain De Blanc was able to evacuate the Spartans before the enemy fleet began glassing the planet.
File:Legends SPARTAN-II team.jpg|200px|thumb|The three members of Blue Team involved in Operation: WARM BLANKET.
Shortly after the Battle of Miridem in 2544, Blue Team was part of a mission to rescue Dr. Catherine Halsey from a Third Fleet of Glorious Consequence|Covenant fleet. The team utilized OF92 Booster Frames, which were designed for ship boarding actions, and infiltrated the CAS-class assault carrier|assault carrier ''Resplendent Fervor''.Halo: The Fall of Reach (2010), ''Adjunct'' The Spartans completed their mission and rescued Dr. Halsey, but Arthur-079 and Solomon-069 were killed in the battle.Halo Legends: ''The Package''
After the city of Cote d'Azur on Sigma Octanus IV came under attack from Covenant forces, John-117 lead Blue Team under the city. Investigating Covenant activity in the Cote d'Azur Museum of Natural History, Blue Team discovered that the Covenant were scanning what appeared to be a simple piece of igneous rock, and sending the information to a ship in orbit. The team entered a protracted firefight with two Mgalekgolo, which was a victory at the expense of James' arm, recovered the rock, and escaped.Halo: The Fall of Reach, ''pages 205-209''
With a group of surviving civilians evacuated, the SPARTANs returned to H.Q. and detonated the HAVOK Tactical Nuclear Weapon|HAVOK warhead, destroying Cote d'Azur and removing the Covenant presence on the planet.Halo: The Fall of Reach, ''page 230''
During the Covenant attack on Reach, the SPARTAN-II company was divided into two teams: Red Team and Blue Team. Blue Team was tasked with defending an Gamma Station|orbital space station's navigational data that could possibly lead the Covenant to Earth - which would be devastating to the United Nations Space Command|UNSC. Red Team, far larger than Blue Team, was sent to the planet surface of Reach to defend its power generators that powered the Orbital defense platform|Orbital Defense Platforms.
Blue Team consisted of John-117, James-005, and Linda-058. Blue Team departed from the in a Pelican dropship and crash-landed on the space station shortly before waves of Kig-yar Ranger|Jackal and Sangheili Rangers landed. On maneuvers, James was shot at with Blamite|crystalline needler rounds that penetrated the propellant module on the back of his armor that allowed him to maneuver in zero-g. With thruster wash billowing everywhere, James was blown into space, unable to control his trajectory.
However, John and Linda were able to infiltrate the locked-down space station, and with the help of Staff Sergeant Avery Johnson|Avery J. Johnson and several other UNSC Marine Corps|Marines, destroy the navigational data so that the Covenant would be unable to find and destroy Earth. However, during extraction, Linda was shot in the back with an overcharged Type-25 plasma pistol|plasma pistol, and was left clinically dead. John and the Marine fireteam survived, however.
File:FS cover full.jpg|200px|thumb|Blue Team fighting aboard ''Unyielding Hierophant''.
Blue Team was newly formed when John came back to Reach after destruction of Installation 04 in search of his survived comrades. Upon his arrival Master Chief regrouped with Fred-104, Kelly-087, Grace-093, Anton-044, William-043 and Li-008 who were protecting Dr. Catherine Halsey and Vice Admiral Danforth Whitcomb with Kelly critically wounded by the assault cannons of two Hunters. The Spartans managed to escape Reach and return to Covenant flagship ''Ascendant Justice'' Skirmish over Threshold|previously captured by John and the Marines at Alpha Halo and linked it with the damaged UNSC frigate ''UNSC Gettysburg|Gettysburg''. During a battle with pursuing Covenant ships, Anton-044 and Li-008 were killed during an EVA operation to repair a plasma conduit.
Soon after this they discovered that the Covenant already possessed coordinates of Earth's location and were building a Truth's fleet|massive invasion fleet consisting of about five hundred ships at the command-and-control center ''Unyielding Hierophant''. John-117 came up with a plan to assault the Covenant station, although ''Ascendant Justice'' first had to undergo repairs. The crew managed to negotiate a truce with the inhabitants of the Insurrectionist#Eridanus cell|rebel base, Eridanus Secundus, infiltrated by Blue Team in 2525 and now led by Jacob Jiles|Governor Jacob Jiles. While the vessel was being repaired Dr. Halsey managed to return Kelly-087 and Linda-058 to active duty; however, she sedated Kelly shortly after, took her aboard the Beatrice|private vessel of the rebel governor and left the system without anyone's knowledge or permission, heading to Onyx.
After receiving some repairs, John and the rest were forced to abandon the rebels in the face of a Covenant assault, and made their way toward ''Unyielding Hierophant''. Blue Team, consisting of John, Fred, Linda, Will and Grace, infiltrated ''Unyielding Hierophant'' and succeeded in overloading the station's reactors, at the cost of Grace's life. Vice Admiral Whitcomb and Lieutenant Haverson were both killed when the station exploded, annihilating 486 ships of the Covenant fleet, leaving only around a dozen intact, delaying impending invasion of Earth.
Upon Blue Team's return to Earth John ordered Fred and Linda to report to HIGHCOM Facility Bravo-6|ONI HQ where they should inform the UNSC Security Council about Operation: FIRST STRIKE's success and imminent invasion of Earth.
File:H2A Terminals - BlueTeam.jpg|thumb|250px|Fred and Linda directly before the Battle of Earth. Shortly after John-117's disappearance after the Battle of Mombasa|Mombasa slipspace event, Blue Team was deployed to help defend Earth during the span of two weeks, while UNSC In Amber Clad|''In Amber Clad'' was busy pursuing the Prophet of Regret. Blue Team conducted operations including numerous operations in orbit around Earth, Battle of Ross Island|stopping a Covenant invasion on Mount Erebus in Wikipedia:Antarctica|Antarctica with a HAVOK tactical nuclear weapon|HAVOK tactical nuke, and stopping Covenant forces on the sea floor off of the Yucatan Peninsula. Following these ops, they were Battle of Havana|deployed to the Centennial Orbital Elevator in Havana, Wikipedia:Cuba|Cuba to stop Covenant forces that had gathered around the orbital elevator. They then stopped the Covenant forces, who had captured multiple nuclear warheads, before they could ascend the orbital elevator. The Spartans then ascended the orbital elevator themselves, and in the process destroyed one of the Covenant capital ships at the top of the elevator. The three Spartans then left the battle by hijacking a Covenant called the ''Bloodied Spirit'' under orders by Terrence Hood|Fleet Admiral Hood to aid Catherine Halsey|Dr. Halsey and Kelly on Onyx.
File:Ghosts of Onyx Cover.jpg|thumb|200px|left|Kelly and another member of Blue Team during the Onyx Conflict. During this operation, Blue Team fought alongside with Team Saber against the Onyx Sentinels and the Joyous Exultation Covenant|Sangheili fleet that had arrived. Upon landing on Onyx, they were reunited with Kelly-087, Dr. Halsey, Franklin Mendez|Senior Chief Petty Officer Mendez, and Kurt-051 (who they thought had been dead for quite some time). However during the course of the battle Will, Kurt, and a number of SPARTAN-IIIs were killed by the Sentinels and Covenant forces. The rest of Blue Team, along with the remaining SPARTAN-IIIs, SCPO Mendez, and Dr. Halsey entered Sarcophagus|Shield World 006, which lay in a slipspace rift at the core of Onyx. Upon retreating to safety inside the shield world the survivors erected gravestones for those lost in the Battle of Onyx.Halo: Ghosts of Onyx, ''page 378'' After the ceremony, Lucy-B091, Tom-B292, Ash-G099, Olivia-G291 and Mark-G313 were reassigned to Blue Team by Fred and Kelly.
Blue Team then proceeded to explore the vast construct, soon establishing base camp in Citadel|a Forerunner structure. A group of Huragok, discovered by Lucy-B091, eventually helped them bring the sphere out of its slipspace bubble into normal space, and an Kilo-Five|ONI team was dispatched to retrieve them. The few days the survivors had stayed inside the slipspace bubble turned out to equal over three months in normal space-time, and as such they returned to normal space in 2553#February|February 2553.Halo: Glasslands, ''page 382-389'' Blue Team was taken to Earth aboard the for a debriefing in HIGHCOM Facility Bravo-6 in Sydney.Halo: Glasslands, ''page 401''
On 2553|March 3, 2553 Blue Team attended the Voi Memorial ceremony tributed to the soldiers of the UNSC who gave their lives during the 28-year Human-Covenant War and marked the end of the war, with small section devoted to John-117 who, in accordance with ONI policy, was listed as missing in action.
File:HM-Gao.png|thumb|200px|Mark-G313, Fred-104 and Veta Lopis fighting off the Keepers of the One Freedom in Wendosa.
Although the Spartan-IIIs assigned to Blue Team were offered the chance to integrate into the SPARTAN-IV program and, by extension, the new Spartan Operations branch,Halo: Glasslands, ''page 435'' they continued to serve with Blue Team in the months after their recovery from the shield world. In 2553#May|May 2553,Halo: Last Light, ''pages 8-10'' (Google Play edition) Blue Team was deployed to escort a UNSC 717th Xeno-Materials Exploitation Battalion|research battalion tasked with capturing a Intrepid Eye|Forerunner ancilla on the planet Gao. Their search for the ancilla was complicated by a string of murders that began occurring in Gao's Montero Cave System after their arrival, prompting the Gao Ministry of Protection to send an investigative team headed by Special Inspector Veta Lopis to identify the killer on 2553#July|July 2, 2553. The situation soon escalated into a crisis after the Keepers of the One Freedom, a post-Covenant faction smuggled onto the planet by insurrectionist sympathizers within Gao's government, attacked the UNSC forces. For much of the fighting, Blue Team was split between a group comprised of Fred, Ash, Olivia, and Mark who accompanied Veta Lopis, and a splinter team comprised of Kelly, Linda, Tom, and Lucy who were on the surface at the time of the initial attack. After several days of skirmishes, the splinter teams regrouped while the Keepers were largely driven back. At this point, however, the newly-elected Gao president Arlo Casille sent Gao's planetary military against the UNSC. However, the Spartans managed to exfiltrate from the planet and recover the ancilla while destroying the Covert Support Base 4276|Forerunner facility that used to house her.Halo: Last Light
After the mission, the Gamma Company Spartan-IIIs within the team were reassigned to a top-secret ONI "Ferret" unit to prevent knowledge of their illegal enhancements from leaking to the public. Lucy-B091 and Tom-B292 were assigned to the Spartan branch in August 2553, leaving Blue Team once again comprised of only Spartan-IIs. In the coming years Fred, Kelly and Linda embarked on numerous confidential operations under ONI's direct oversight, eliminating hostile Covenant remnants across the fringes of human space.
Operation: RETRIBUTION was an Office of Naval Intelligence operation undertaken by Blue Team and the Ferret team lead by Veta Lopis in December of 2553. The operation was conceived as a response to the murder of Vice Admiral Graselyn Tuwa and the kidnapping of three of her family members. The initial evidence pointed toward the Keepers of the One Freedom bearing the responsibility for the crime, but the Keepers had actually been framed by Dark Moon Enterprises, which itself was secretly being directed by the Forerunner ancilla, Intrepid Eye.
}}
File:Escalation - Installation03Skirmish.png|thumb|left|250px|Blue Team engages Promethean Knights on Installation 03. By 2557|July 25, 2557, Blue Team was stationed at Earth. Shortly after the New Phoenix Incident and the loss of contact with a science team on Installation 03, the team was joined by John (who had been recovered a few days earlier on Requiem) in an "advisory" role due to his recent encounters with Promethean#Mechanical Prometheans|Promethean constructs. The team was deployed to Gamma Halo, whereupon arrival they found the bodies of Black Team and the scientists before being attacked by Promethean Knights. The Spartans soon discovered the Composer's Abyss, and a slipspace portal within.
The portal took Blue Team to the Composer's Forge, where they encountered the Ur-Didact and numerous new Promethean constructs he had created from the residents of New Phoenix. In addition, the Forge's monitor, 859 Static Carillon, had Installation 03 transported above the Forge. Intending to use the Halo against Earth, the Didact took one of the Composers and headed back to the portal to Installation 03. Blue Team gave chase and engaged the Didact again atop the Composer's Abyss on the Halo's surface.Halo: Escalation, ''Halo: Escalation Issue 9|Issue #9'' The Didact's armor soon adapted itself to the Spartans' weapons, but Static Carillon appeared and saved Blue Team by Teleportation|teleporting the Didact away into the installation's control room. While the rest of Blue Team returned to their Longsword, John entered the control center to confront the Promethean in person. The Master Chief disabled Gamma Halo's safeties, enabling Static Carillon to eject the segment of the ring housing the control room toward the planet housing the Composer's Forge. The monitor teleported John to Blue Team's Longsword just before the Halo fragment struck the Forge while the Didact was digitized by the several Composers firing on him at once.Halo: Escalation, ''Halo: Escalation Issue 10|Issue #10''
Following the Didact's second defeat, Blue Team returned to Earth. John was debriefed by Admiral Hood who ordered him and Blue Team to rest and recover from years of continuous combat. Instead, the Master Chief chose to embark on a new series of missions. These operations included diplomatic escorts through hostile territory, counter-piracy efforts against Salvaging|salvagers, and strikes against Covenant outposts.Halo Mythos, ''page 185'' At some point in the following months, John and Blue Team returned to the glassed Reach to remember Sam's sacrifice.Halo: The Fall of Reach - The Animated Series
File:HTFoR AS - Blue 08.jpg|250px|thumb|Blue Team during their visit to Reach's glasslands. In early 2558, Blue Team was stationed at the construction site for a new ONI research facility, awaiting orders.Halo: Tales from Slipspace, ''On the Brink'' Suddenly the facility came under attack by fanatical Covenant remnants|ex-Covenant. The hostiles managed to capture an M510 Mammoth, disable its governor, and drive it down a steep hillside toward the site's main fusion reactor. Blue Team followed in pursuit in an M12 Chaingun Warthog. Spartans managed to board the Mammoth and wrest control of the hulking vehicle from its hijackers and steer it away from the reactor. However, the near miss still resulted in the destruction of a decent amount of fabricated material that had been constructed. John, who had taken the Mammoth's controls, took all responsibility for the damage. After that Blue Team returned to a nearby airstrip, having received their next mission orders.
Later this year, during a human-Sangheili peace summit on Biko, John-117 disrupted an Raid on Biko peace talks|assassination attempt by Sapien Sunrise. As a peace conference on Biko between the UEG and Sangheili representatives was coming to an end, John entered the embassy and instantly killed a member of Sapien Sunrise who was disguised as Richard Sekibo's bodyguard. A firefight began, in which a total of eighteen human lives were claimed. John fled the embassy alongside the Sangheili delegation, which he escorted to safety. Outside the embassy, the rest of Blue Team was waiting in an evac ship for John. Unfortunately, John was unable to save Sekibo, who was consequently killed.Hunt the Truth, ''Episode 10: GAG ORDER'' His corpse was left behind in a field near the embassy on Biko. The next day, local officials discovered a signal beacon that led them to the body of Sekibo.Hunt the Truth, ''Episode 08: DRIP, DRIP, DRIP'' Unfortunately, the truth was covered up and John-117 was used as a scapegoat to hide the UEG's laxity towards preventing the attack.Hunt the Truth Benjamin Giraud prepared to expose the cover up, and reveal the atrocities committed by the people behind the SPARTAN-II program, the UEG and Biko undercut him by radically reversing their claims, admitting and denouncing the involvement of Sapien Sunrise in the attack, utterly discrediting Giraud.Hunt the Truth, ''Episode 13: IN THE BAG''
File:H5G-Cinematic-Blue-Team-Fallout.png|thumb|250px|Blue Team preparing to fall out.
On October 23, 2558, Blue Team were deployed from the on a mission to find and secure the abandoned ONI research vessel ''Argent Moon'', now occupied by Jul 'Mdama's Covenant. During the mission, John experienced a vision from Cortana telling him that the Domain was open, that Meridian was next, and that the Reclaimer|Reclamation was about to begin. Upon coming to, he told Blue Team what he had seen. Resolving to deal with it later, they continued onwards according to their original plan. Upon witnessing Covenant vessels exiting slipspace all around the ''Argent Moon'', however, it was decided that the ''Argent Moon'' must be destroyed. Fighting their way through the ship, Blue Team eventually managed to overload ''Argent Moon's'' fusion reactor. With their arrival Pelican seemingly destroyed and no other means of escaping ''Argent Moon'' on time, Blue Team discovered a Winter-class prowler, ONI Acrisius|ONI ''Acrisius'', in the Hangar bay|hangar. With the hangar cleared and the ''Acrisius'' ready, John-117 radioed ''Infinity'' and informed them that he and Blue Team would be heading to Meridian. However, ''Infinity'' was mysteriously already aware of Cortana's return and ordered Blue Team back to them while another Spartan team was sent to deal with her. Rejecting their orders, Blue Team chose to evacuate aboard the ''Acrisius'' and set course to Meridian, leaving the ''Argent Moon'' as it exploded.
Unbeknownst to Blue Team, however, their old enemy, Intrepid Eye, had managed to escape from the exploding station by latching on to the ''Acrisius'' as Blue Team left. Subsequently, the Forerunner ancilla was mistakenly believed to have been destroyed by Blue Team along with the ''Argent Moon''.
File:H5G-Blue-01.jpg|left|250px|thumb|Blue Team in the Guardian's shelter. The very next day, the UNSC declared members of Blue Team AWOL. Fireteam Osiris, a Spartan-IV unit led by Spartan Jameson Locke, was tasked with recovering Blue Team and the ''Acrisius''. Upon arriving at Meridian, Blue Team landed at Apogee Station and proceeded make their way downwards to where the dormant Guardian lay buried. Their arrival on-planet was witnessed by multiple colonists, who were wholly unaware of their intentions. Also unbeknownst to the people of Meridian was the fact that their own Governor Sloan purposefully ensured nobody tried to stop them, as he was already serving Cortana at that point.Halo 5: Guardians, campaign level ''Guardians'' Blue Team encountered no resistance from the Warden Eternal or any mechanical Prometheans. Fireteam Osiris caught up to Blue Team as they were entering the Guardian. Kelly, Fred, and Linda proceeded to enter the Guardian while John lingered and had an altercation with Locke. Once John had dealt with him and resumed boarding, the Guardian began to awaken. Fireteam Osiris scrambled to escape the collapsing chamber it had been held in as it rose out of the ground. The Guardian caused massive amounts of destruction as it took to the air, both from the very fact that it was emerging from beneath the earth and from electromagnetic shockwaves it sent out continually. During this time, many mechanical Promethean forces were deployed from the Guardian to engage Fireteam Osiris as they tried to escape the destruction in their Pelican. The Guardian jumped to slipspace on a course for Genesis, taking Blue Team with it.Halo 5: Guardians, campaign level ''Unconfirmed''
File:H5G-Blue-02.jpg|250px|thumb|Blue Team confronting Cortana.
}}
Upon landing on Genesis, Blue Team came across a series of computer consoles sounding musical tunes of Spartan signals|Oly Oly Oxen Free. Following the path unlocked by interacting with those consoles, Blue Team battled through stranded Covenant forces before meeting the Warden Eternal. Shortly after learning of the Warden Eternal's role as Cortana's defender, John demanded to meet her, only for the Warden Eternal to refuse and commence hostilities. Shortly after Blue Team's defeat of the Warden Eternal in battle, Cortana finally revealed herself to them, expressing relief that they had made it to Genesis. Upon questioning Cortana on the circumstances of her survival, they learned that the Domain had saved her; Cortana referred to it as the "fountain of youth" for AIs. Suspicious of Cortana's desire to reunite with them, Blue Team proceeded further into the planet in order to physically locate her.Halo 5: Guardians, campaign level ''Reunion'' Shortly afterward, Fireteam Osiris caught up with Blue Team. Before the two Spartan teams could team up, Cortana separated them. Blue Team fought an uphill battle through Promethean forces and multiple bodies of the Warden Eternal before physically meeting Cortana. There she revealed to them her plan to use the Guardians as a means of enforcing a forced peace upon the galaxy. Rejecting Cortana's plan, John pleaded her to stand down and return to Earth with the team. Cortana refused and sealed Blue Team in a Cryptum, intending to keep them in stasis for 10,000 years.Halo 5: Guardians, campaign level ''The Breaking'' With the aid of 031 Exuberant Witness, the monitor of Genesis installation, Fireteam Osiris narrowly managed to free Blue Team from the Cryptum just as Cortana retreated into slipspace. Following Cortana's departure, both Blue Team and Fireteam Osiris together fought their way through hordes of Promethean constructs to reach India 127|a D79-TC Pelican that had previously arrived on the planet via a Guardian's Slipspace entry. Based on Osiris' recommendation, they agreed to return to Sanghelios; the joint team requested Witness' help, who opened a Slipspace portal for them.
Upon their arrival at Sanghelios, now mostly in the dark due to the Guardian Battle of Sunaion|attack at Sunaion, they correctly deduced that they'd find their allies near the region of Nuusra. Sure enough, they located the Swords of Sanghelios' Sangheili hut|makeshift campsite on the cliffs and touched down, reuniting with Halsey, the Arbiter, and Palmer. After doing so, the two Spartan teams returned to the UNSC ''Infinity'' for debriefing.
File:HSOR FullCover Art.jpg|250px|thumb|Blue Team on an occupied Reach. s command on the stakes in the ongoing conflict}}
In 2559#October|October 2559, Blue Team, now wearing MJOLNIR Powered Assault Armor (GEN3)|GEN3 armor, was sent to infiltrate the ruined CASTLE Base on Reach in search of assets kept by Dr. Catherine Halsey in a secret cryovault, assets that held the key to defeating Cortana. Blue Team and the 's forces came up against the Banished who were occupying the planet while searching for the Menachite portal complex|Forerunner complex that Blue Team had found beneath CASTLE Base during the Fall of Reach. The conflict left Blue Team battered and with heavily damaged armor, but they succeeded in retrieving three cryobins and a lockbox from the cryovault. However, by following Blue Team's trail, the Banished succeeded in finding the Forerunner complex and opening a slipspace portal to Installation 00|the Ark, allowing Atriox to return to the Milky Way galaxy. While scouting the Forerunner complex, Fred-104 encountered Blue Team's old friend Veta Lopis, now undercover in the Keepers of the One Freedom. Lopis passed on a message to ONI through Fred, warning them of Atriox's return and the fact that the Keepers of the One Freedom, accompanied by the Ferrets, were heading to the Ark in order to fire the Halo Array and start the Great Journey. The cryobins recovered by Blue Team contained Halsey's surviving flash cloning|cloned brains from the creation of Cortana, allowing her to create the Weapon, an exact copy of Cortana whose mission was to imitate Cortana and lock her down for deletion.
}}
The original plan was to have Blue Team accompany John-117 in the task of deploying the Weapon, however a few hours before the start of the mission, December 12, 2559, Catherine Halsey decided to split Chief off from Blue Team and Thomas Lasky assigned them to another classified operation, something that Halsey was less than pleased about as she had something in mind herself for them. The same day, the UNSC ''Infinity'' was ambushed by Banished forces upon its arrival at Cortana's headquarters, Installation 07. It is unknown if Fred-104, Kelly-087 and Linda-058 participated in the Battle over Installation 07|space battle or the following six-months long Battle for Zeta Halo|conflict on the ring, with some UNSC survivors questioning their ultimate fate and hoping for their and Chief's return.
Non-canon and dubious canon appearances
Blue Team and Green Team participated in Operation: HORIZON.
Production notes Blue Team is featured in ''Halo 5: Guardians'' for the first time in a ''Halo'' game. They accompany John-117 throughout the campaign and accept commands from the player. Fred, Kelly, and Linda are also playable in cooperative play, each with their own individual loadout and Heads-up display|HUD.Halo 5: Guardians'''
Trivia In ''Halo: First Strike'', John-117 added Vice Admiral Danforth Whitcomb, Lieutenant Elias Haverson, Petty Officer Shiela Polaski and Corporal Locklear to his team roster, effectively making them honorary members of Blue Team in honor of their sacrifices.
Gallery
File:Waypoint - Blue Team logo.png|Blue Team's emblem. File:HTFOR original cover art.png|Blue Team as seen on the original ''Halo: The Fall of Reach'' cover. File:HFOR-Spartan-BlueTeam.jpg|The original roster of Blue Team (Kelly, John, and Sam) on the 2010 ''Halo: The Fall of Reach'' cover. File:HLTP-OF92EVA-Fighter-Squadron.jpg|Blue Team piloting OF92 booster frames during Operation: WARM BLANKET in ''Halo Legends'': ''The Package (animated short)|The Package''. File:Corridor Attack.jpg|Blue Team during Operation: WARM BLANKET in 2544. File:BlueTeam.jpg|The members of Blue Team during Assault on Eridanus Secundus|their first mission in ''Halo: Fall of Reach''. File:Blue Team - Commonwealth 1.png|John, Kelly, and Samuel depart to infiltrate ''Unrelenting''. File:Blue Team - Commonwealth 2.png|Two members of Blue Team onboard ''Unrelenting'' during the Battle of Chi Ceti. File:HFoR - Blue Team vs Hunter.jpg|Blue Team fighting a Mgalekgolo in 2552. File:HFoR - Blue Team on Gamma Station.jpg|Blue Team fighting aboard Gamma Station in 2552. File:Blue Team Escalation1.png|Blue Team aboard a GA-TL1 Longsword during the Skirmish on Installation 03 in ''Halo: Escalation''. File:BluevsPrometheans.jpg|Blue Team engaging Promethean Knights on Installation 03. File:Escalation - Didact vs Blue Team.png|The Didact attacking Blue Team. File:Halo Escalation 10.jpg|Blue Team on the cover of ''Halo: Escalation#10''. File:HTMCC Nameplate BlueTeam.png|A Blue Team nameplate in ''Halo: The Master Chief Collection''. File:Onitalk.jpg|Blue Team on another mission after the skirmish on Installation 03. File:HtT-BlueTeam.png|Blue Team on Meridian in ''The Hunt Begins''. File:TFoR-as-concept 4.jpg|Blue Team prepares to board the ''Unrelenting'' in concept art for ''Halo: The Fall of Reach - The Animated Series''. File:HTFoR AS - Blue 01.jpg|Blue Team hiding aboard the freighter ''Laden''. File:H5G_Early_BlueTeam_Concept_1.jpg|Early concept art of Blue Team for ''Halo 5: Guardians''. File:H5G_Early_BlueTeam_Concept_2.jpg|Early concept art of Blue Team for ''Halo 5: Guardians''. File:H5G_Early_BlueTeam_Concept_3.jpg|Early concept art of Blue Team for ''Halo 5: Guardians''. File:H5-ConceptArt-BlueTeam2.jpg|Concept art of all four members of Blue Team for ''Halo 5: Guardians''. File:H5G The Sprint blue team concept art.jpg|Blue team concept art for ''Halo 5: Guardians''. File:H5G-Blue Team renders.jpg|Blue Team's final character models in ''Halo 5: Guardians''
File:Halo_5_Co-op_Chief.png|John-117's loadout in ''Halo 5: Guardians''. File:H5G-Firing Line.png|Blue Team assaulting ''Argent Moon''. File:H5G-BlueSangheiliEncounter.jpg|Blue Team encountering a Commander (Covenant)|Commander. File:H5G-BlueTeam GI 2.jpg|Blue Team aboard the ''Argent Moon''. File:H5G-BlueTeam GI.jpg|Blue Team in combat. File:H5G-BlueTeammocap.jpg|Blue Team's motion capture actors for ''Halo 5: Guardians''. File:HM-BlueTeam.png|Blue Team on Meridian in ''Halo Mythos''. File:HCD3-BlueTeammad.jpg|Blue Team in ''Halo: Collateral Damage''. File:HINF Concept ZetaApproach.jpg|Concept art of Linda, John, and Fred approaching Installation 07 for ''Halo Infinite''.
List of appearances
''Halo: The Fall of Reach''
''Halo: First Strike''
''Halo: Ghosts of Onyx''
''Halo Legends''
*''The Package (animated short)|The Package''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
*''Halo: Fall of Reach - Covenant|Covenant''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Glasslands''
''Halo: Combat Evolved Anniversary''
''Halo 4: Forward Unto Dawn''
''Halo: Escalation''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Hunt the Truth''
*''The Hunt Begins''
''Halo: Last Light''
''Halo: The Fall of Reach - The Animated Series''
''Halo 5: Guardians''
*''Halo 5: Guardians Limited Edition dossiers|Limited Edition dossiers''
''Halo: Ground Command''
''Halo Mythos: A Guide to the Story of Halo''
''Halo: Fractures''
*''Lessons Learned''
*''A Necessary Truth''
''Halo: Tales from Slipspace''
*''On the Brink''
''Halo: Retribution''
''Halo: Collateral Damage''
''Halo: Bad Blood''
''Halo: Silent Storm''
''Halo: Official Spartan Field Manual''
''Halo: Lone Wolf''
''Halo: Oblivion''
''Halo: Shadows of Reach''
''Halo: Divine Wind''
''Halo Infinite: Memory Agent''
''Halo Infinite''
''Halo: The Rubicon Protocol''
''Halo: Outcasts''
''Sunrise on Sanghelios''
Sources
Category:SPARTAN-II teams
|
Blue-Delta was the codename of a member of UNSC High Command|HIGHCOM who was present during the Fall of Reach.
Biography During the Fall of Reach, Dragon X-ray, the radioman of an unidentified United Nations Space Command|UNSC ground asset radioed in Blue-Delta for assistance. Blue-Delta warned X-ray that his unit was the only UNSC asset in the area, meaning that any support would take a while to arrive. X-ray was unable to hear Blue-Delta's response due to enemy movement, to which Blue-Delta warned him again. X-ray acknowledged receiving the warning and reported movement again, requesting for support to "soften them up". After being asked for the location of the enemy forces, Dragon X-ray responded and gave him the grid co-ordinates.
Requesting for support again, Blue-Delta told Dragon X-ray that there was no available support in any way apart from the . Dragon X-ray inquired whether the ''Aegis Fate'' was a space-borne or an ocean-borne vessel, to which Blue-Delta answered that the ''Aegis Fate'' was a UNSC frigate|Frigate-designated "Exo-asset". Dragon X-ray reported to be less than a klick away from the objective, and Blue-Delta ended the conversation by wishing him good luck.
List of appearances
''Halo: Reach''
*''Data pads''
Sources
Category:Human characters Category:UNSC personnel
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File:HINF Bluebell Squad.png|thumb|150px|John-117 assists Bluebell Squad.
Bluebell Squad is a squad of UNSC Marines who fought in the Battle for Zeta Halo.
History Around the time Master Chief Petty Officer|Master Chief John-117 arrived on the fragmented section of Zeta Halo, Banished forces attacked Bluebell Squad. At some point after the Chief The Tower|stormed the Tower and killed Chak 'Lok, the SPARTAN-II program|Spartan's Artificial intelligence|AI companion, The Weapon, picked up Bluebell's distress beacon|distress call, prompting the Chief to rescue the marines.
Known members Corporal Leah Rodriguez
In-game information In ''Halo Infinite'', Bluebell Squad is found in the "Connections" section of the campaign. Answering their distress call earns the player 30 Valor points. This valor is awarded even if all members of Bluebell Squad are killed.
List of appearances
''Halo Infinite''
Sources
Category:UNSC Marine Corps squads
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File:Evo Blunt Casey.jpg|150px|thumb|The cover of ''Blunt Instruments'' as illustrated by Bryn Casey. Blunt Instruments is the sixth short story in ''Halo: Evolutions - Essential Tales of the Halo Universe''. Written by Fred Van Lente, the story shows SPARTAN-II Program|SPARTAN Team Black when the demolition of a Covenant Empire|Covenant Beacon on Verge goes terribly awry.
Plot synopsis During the Human-Covenant War, Team Black is sent to eliminate a heavily-fortified Covenant Beacon within the ruins of Ciudad de Arias on the United Nations Space Command|UNSC Colony world, Verge, in order to cut off the supply of Helium|Helium-3 to Covenant ships Battle of Tribute|blockading Tribute.Halo: Evolutions - Essential Tales of the Halo Universe, ''page 194'' While finding a safe room for Team Black to sleep in before the Op, Black-Two discovers a mutilated Yanme'e, nicknamed Hopalong, lying on its back and struggling to help itself up. When Black-Two decides to flip the Yanme'e over to gain intelligence, Hopalong upgrades her translation systems so that they could communicate.Halo: Evolutions - Essential Tales of the Halo Universe, ''pages 197-198'' Because Hopalong was a prisoner to the Covenant overseers, it decides to cooperate with Team Black so that it can free its fellow inmates. Although Team Black is uneasy with Hopalong's presence, Black-Two convinces her squadmates that they can trust the alien.Halo: Evolutions - Essential Tales of the Halo Universe, ''pages 199-200''
The next morning, Team Black proceeds with their mission in destroying the Beacon with a C-12 shaped charge|C-12 "blow-pack".Halo: Evolutions - Essential Tales of the Halo Universe, ''page 202'' Hopalong guides the Spartan Fireteam|Fire Team through a wrecked apartment complex's basement, where a tunnel has been hollowed out by Yanme'e inmates.Halo: Evolutions - Essential Tales of the Halo Universe, ''page 203'' Thought to be uninhabited, the team soon discovers hundreds of sleeping Yanme'e nesting throughout the tunnel.Halo: Evolutions - Essential Tales of the Halo Universe, ''page 204'' After making it through the tunnel unscathed, they engage the Covenant forces.Halo: Evolutions - Essential Tales of the Halo Universe, ''pages 207-210'' Hopalong then uses this chance to free the Yanme'e inmates, and Team Black then realizes that the Yanme'e used for excavation were not actually Slavery|slaves, but Unmutuals|hostile prisoners.Halo: Evolutions - Essential Tales of the Halo Universe, ''page 212''
When Team Black is assaulted by a swarm of Yanme'e, they lose contact with Black-Three.Halo: Evolutions - Essential Tales of the Halo Universe, ''page 215'' While Black-One and Victor-101|Black-Four make their way to a train to evacuate the area, Black-Two goes to find Black-Three who is struggling with the Yanme'e.Halo: Evolutions - Essential Tales of the Halo Universe, ''page 219'' She manages to save Black-Three, and she tells Black-One to start the train while being attacked by Yanme'e with grappling devices. Black-Two and Black-Three make it aboard the train after using the detonation device as a distraction to the swarm.Halo: Evolutions - Essential Tales of the Halo Universe, ''page 220'' Team Black then rides the train to be picked up by a D77-TC Pelican|Pelican dropship in a safe landing zone.Halo: Evolutions - Essential Tales of the Halo Universe, ''pages 221-222''
Appearances
Otto-031
Roma-143
Victor-101
Yanme'e Hopalong
|title-2=Species|
Human Jiralhanae Kig-Yar Mgalekgolo San'Shyuum Sangheili Yanme'e
|title-3=Organizations|
Covenant
*Covenant military Unified Earth Government
*United Nations Space Command
**UNSC Navy
***UNSC Naval Command
****UNSC Special Forces|Naval Special Warfare Command
*****SPARTAN-II Program
****UNSC Fleet Command
***Office of Naval Intelligence
****Team Black
|title-4=Locations|
Epsilon Eridani system
*Tribute Sol system
*Earth
**Korea
***Seongnam
****Special Warfare Center Verge
*Ciudad de Arias
|title-5=Events|
Human-Covenant War
*Battle of Tribute
*Raid on Verge
|title-6=Vehicles|
Covenant cruiser D77-TC Pelican
|title-7=Weapons|
Assault cannon Battle rifle C-12 shaped charge MA5 series|MA5 series assault rifle Type-25 plasma pistol
|title-8=Technology|
Grappler Beacon Binoculars Energy shielding Heads-up display Interrogator MJOLNIR Powered Assault Armor
*MJOLNIR Powered Assault Armor/Black
*MJOLNIR Powered Assault Armor/Mark VI
*MJOLNIR Powered Assault Armor/Mark V Rucksack VTOL Weapon attachments
*Flashlight
}}
Sources
Category:Halo: Evolutions
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File:Blur logo.png|thumb|180px|Logo of Blur Studio Late 2010 to Present Blur Studio is an Oscar-nominated visual effects, animation and design studio based in Wikipedia:Culver City, California|Culver City, California. Founded in 1995, the company provides visual effects for a wide range of media, short films, large format films, commercials, concept art, feature effects, music videos, game cinematics and broadcast design.
Blur Studio was selected by Microsoft to produce the cinematics for ''Halo Wars'', including the trailers released during the game's development, the ''Scanned'' trailer, the cutscenes for ''Halo 2: Anniversary'', and the cinematics for ''Halo Wars 2'', its Halo Wars 2: Announce Teaser|announcement trailer., the E3 ''Know Your Enemy'' trailer and the ''Halo Wars 2: Awakening the Nightmare|Awakening the Nightmare'' cutscenes.
Gallery
File:Blur logo 2006.png|Blur logo prior to 2010.
Sources
External links
Category:Companies
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|line=Shade
|model=
|cost=
|length=
|width=
|height=
|mass-title=Weight
|mass=
|max speed=
|engine=
|hull=
|armament=Twin Plasma Cannons
|crew=1 operator
|complement=
|consumables=
|othersystems=
|firstuse=
|service=*Blooding Years
|role=Anti-Infantry turret emplacement
|affiliation=*Swords of Sanghelios Jul 'Mdama's Covenant
}}
The ''Bmur'resh''-pattern Gun Pod is a variant of the venerable Shade series of stationary turrets employed by both the Swords of Sanghelios and Jul 'Mdama's Covenant during the Battle of Kamchatka, Battle of Nuusra and the Battle of Sunaion in 2558.
Overview
The ''Bmur'resh''-pattern is a Shade variant based on the more common employed during the Covenant era, reverting restrictions formerly instituted by San'Shyuum munitions-cyphers. The open frame of the turret is lightly-armoured to balance ease of access and operator protection, with some variants providing additional ablative plating and energy shielding to supplement this. The standard ''Bmur'resh'' is equipped with two plasma cannons sitting on a mount featuring four immovable legs, vaguely resembling the body of the Zoto'kel crab|''zoto'kel'' crab.
The ''Bmur'resh'' was developed by Achoem Weapons with the first production run being created in their manufacturing plant on Hesduros. The design was created in the aftermath of the Great Schism and leveraged the lack of San'Shyuum oversight to bypass previous Covenant armament restrictions on the designs, resulting in a more powerful variant of the commonly-fielded Covenant ''Eeo'Pimu''-pattern Shades.
{| class"margin:2px auto; text-align:center; background:#FFFF"
| !Image
!Name
!Description
!Changes
| |File:H5G-Sword Shade.png|150px
|Sword Shade Turret
|A Shade used by the Swords of Sanghelios.
|N/A
| |File:Halo 5 Anti-air shade.png|150px
|Anti-Air Shade Turret (Halo 5: Guardians)|Anti-Air Shade Turret
|A variant of the Shade modified for use as an Anti-aircraft weapon|anti-air emplacement.
|*Fires explosive plasma bolts.
| |}
Gameplay In ''Halo 5: Guardians'', the Shade Turret remains similar to its ''Halo: Reach'' counterpart. The anti-air Shade turret also returns, although it is now usable by the player, but it no longer has energy shielding and is now weaker than the standard Shade. The anti-gravity base supporting the gun now includes four prongs.Halo 5: Guardians
Should a Shade be destroyed, it leaves behind burning wreckage. If a player touches the wrecked Shade's burning anti-gravity base, they will take damage from it.
Trivia This variant of the Shade bears resemblance to the Rizsheda-pattern Shade|Type-26 variant as it appears in ''Halo 3'', ''Halo 3: ODST'' and ''Halo: Reach'', sharing similar design details such as the cylindrical cockpit and the "wings" either side of the turret. In ''Halo 5: Guardians'', if a destroyed Shade is not despawned, its anti-gravity base can be moved around with a Spartan abilities|Ground Pound, allowing players to see a destroyed Shade's base without the flames on it. This is only possible with the Cowbell skull on or increased knockback from Ground Pounds in Custom Games.
*If the player moves away from the Shade's original spot and comes back to it, the flames will return to where the Shade was originally destroyed. Sometimes, any players who step on the flames will see damage indicators on their heads-up display, but will otherwise take no damage.
*Also, on co-op, the destroyed Shade's base still damages players who touch it, though, but no damage indicators appear on their heads-up display if the flames are away from the base.
**In solo, the flames will damage all characters regardless.
**In addition, characters who are damaged by the destroyed Shade may complain about friendly fire, depending on who destroyed the turret.
Gallery
File:H5G-T26Shade.jpg|Renders of the Shade for ''Halo 5: Guardians''
File:H5G-ShadeHUD-Campaign.png|HUD of the Shade by Frederic-104 in the ''Halo 5: Guardians'' campaign. File:H5G-ShadeInterior.png|The interior of a Shade in ''Halo 5: Guardians''. File:H5G-Fred&Shade.png|Fred-104 manning a Shade on Genesis. File:H5G-Shade.png|Olympia Vale using a Shade during the Battle of Nuusra. File:H5G-Sword Shade.png|A Sword Shade in ''Halo 5: Guardians''. File:H5G-SwordShadeInterior.png|The interior of a Sword Shade in ''Halo 5: Guardians''. File:Halo 5 Anti-air shade.png|Anti-Air Shade in ''Halo 5: Guardians''. File:H5G - AA Shade campaign.png|An Anti-Air Shade aboard a . File:H5G-AAShadeHUD-Campaign.png|HUD of the Anti-Air Shade by Edward Buck in the ''Halo 5: Guardians'' campaign. File:H5G-ShadeHUD.png|HUD of the Shade in ''Halo 5: Guardians''. File:H5G-AAShadeHUD.png|HUD of the Anti-Air Shade in ''Halo 5: Guardians''.
Appearances
''Halo 5: Guardians''
Sources
Category:Covenant weapons Category:Artillery Category:Plasma weapons
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Bnet may refer to the following:
''Halo'' universe Proselytization network|Covenant battle network - The communication system by the Covenant, commonly referred to as the Battlenet. UNSC battle network - The communication system used by the UNSC UNSC Armed Forces|military, commonly referred to as the Bnet.
Real world Bungie.net - The website of Bungie|Bungie Studios.
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Boa Squad was a UNSC Marine Corps squad aboard the .
Background In 2558#February|February 2558, the returned to the shield world Requiem and Requiem Campaign|engaged the Jul 'Mdama's Covenant|Covenant. At some point, Boa Squad was sent at the location codenamed "Control". Roland then discovered that Catherine Halsey|Dr. Halsey was relaying communications to that location after her abduction.''Spartan Ops'', Key/The Search for Halsey|S109 The Search for Halsey When Fireteam Crimson arrived at Control, Boa Squad was already Battle of Control|under heavy fire from Covenant forces, including several Mgalekgolo. Only two Marines were still alive and assisted Crimson. Though the SPARTAN-IV Program|Spartan-IVs managed to repel continuous enemy reinforcements and completed the mission, the Marines were killed in the process..''Spartan Ops'', Key/Clean Up|S109 Clean Up
List of appearances
''Halo 4''
*''Spartan Ops''
Sources
Category:UNSC Marine Corps squads
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A few ''Halo'' themed tabletop board games have been released since the release of ''Halo 3''. These games are:
Halo ActionClix Halo Interactive Strategy Game RISK: Halo Wars Collector's Edition Halo: Fleet Battles Halo: Ground Command Category:Game genres Category:Tabletop games
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The Board of Inquiry was an investigation panel at the Academy at Mare Nubium|Luna OCS Academy. Officers of the UNSC Judge Advocate General's Corps would sit on these panels. In 2492, the future-Admiral Preston Jeremiah Cole was JAG Incident Report (local) 475-A|presented before the board to provide information regarding the series of events that led to the impregnation of Admiral Konrad Volkov's daughter Inna Volkov.Halo: Evolutions - Essential Tales of the Halo Universe, ''The Impossible Life and the Possible Death of Preston J. Cole'' page 272 (2010 edition, Vol. I)
Known members Colonel Mitchell Lima Captain Maria Gilliam, JAG officer in residence Mr. Frank Welker, Civilian Liaison.
List of appearances
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''The Impossible Life and the Possible Death of Preston J. Cole''
Sources
Category:UNSC organizations
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Boarding Action is a multiplayer map in ''Halo: Combat Evolved''. It is set in space near Threshold within the Soell system.
Layout There are two parallel human warships, which have had the exterior bulkhead removed and a good portion of the interior exposed to space. There are four teleporters on both ships, two on the first level and two on the fifth level, which are the only means of transportation between the two ships. This map is usually picked by hosts for its extremely exciting SRS99C-S2 AM sniper rifle|sniper and rocket battles. Other hosts may turn off sniping to force players to board the other ship. This usually results in a frenzy of explosions and gunfire near each teleporter as each team frantically tries to stop the other team on their ship. The ships are in fact not that far apart, in truth it is simple to throw a grenade to the other ship.
There are five symmetrical floors on each side, and are exact mirror copies of each other. Teleporters are found on the 1st and 5th floor, each leading into the exact same place on the other side. In the top right corner of each base (looking out), there is a small indent with a power-up.
Learning the layout of this level is more important than most other maps, as the level can be very confusing to inexperienced players, similar to Chiron TL-34.
Tactics
An interesting way to simulate ship-to-ship combat is to have 16 players, eight per team, loaded with all M41 SPNKR|rocket launchers. It is not at all uncommon in any game type to find yourself standing directly above or below an enemy, as the ships have several floors, with each floor number marked on the wall. Oftentimes, one player will come through a teleporter and run right into another player without warning. Another popular game type on Boarding Action is all Snipers, in either Team Slayer or Capture the Flag|CTF, because of how many parts of the map are remote to each other, the fact that you can see half of the map from almost any area, and that close range weapons can't reach to most parts of the map. It is possible, however, to headshot an enemy player using the M6D magnum|pistol when the shooter and the target are on opposite sides of the map, but this is rare due to the massive distance. There is an ideal sniper location to the left of the sniper rifle, where it is arduous to locate someone unless you already know of the place. After sniping, though, to avoid giving up your hiding place, back into the corridor and out of sight. If you've been spotted, then you can simply jump between the pillars to land on an overshield.
If you wish to be the flag carrier, the most direct method is to go through the teleporter on Level 5 and then proceed down to the enemy base. First, you should spawn close to the flag. Then, go to the left of the flag and go up the first ladder you reach. You should grab the flag, as it will deter any pursuing enemies and offer a quick getaway. If it is vacant, though, don't panic. There is also the Unidentified fuel rod gun|fuel rod gun for similar purposes (in Halo PC only). Note: do ''not'' grab the flag if you intend to score; eventually, the enemies will simply overwhelm you, grenade you or fire from a relative distance. Run the moment you come within contact of the flag and then ''scram''. However, don't follow this unless you have set up a plan. Position snipers and escort for the getaway. Usually, the first scoring will be the simplest, as the opponents are usually composed of disorganized hassles, unless you are facing a large group of players. However, when you are past the wall and almost at the wall, don't celebrate yet, as you are in an exposed area and are prone to enemy sniper fire. If you have the sniper rifle, a good idea is to try and take out opponents on the enemy ship while the flag carrier of your team tries to capture the flag or escape back to your base. You can use close-quarters weapons, such as the M90 shotgun|shotgun, or M7057 flamethrower|flamethrower (in Halo PC) to defend you base, or keep your flag from being captured by the enemy team.
Pro-Strategies Boarding Action is one of the best, if not the best, overall classic team-slayer maps in Halo Combat Evolved. This is primarily because it allows almost every player a view of the majority of the map at any given time. It emphasizes long-range weapons; such as the sniper rifle, pistol, fuel rod, and rocket launcher. However, it provides many opportunities for close quarters combat with weapons such as the shotgun or assault rifle. The map is fairly easily navigated to an experienced player, allowing power-ups and power weapons to be controlled quickly. The teleporters allow for almost complete map control to the team who has secured the upper decks, but can also prove to be a weapon for the opposition, as they can be used to insert forces directly behind enemy lines. One of the best strategies for team-slayer, and one that has been utilized successfully in many high-level games, is to control the entire upper floor. Once done, one person should be able to control the entire map by teleporting back and forth to his/her sniper and fuel rod spawn points. Since there are two of each, a second person can do the same for the other half of the map. In skilled hands, the sniper can kill in 1-3 shots. It is especially powerful if the target is going up ladders, since this makes it almost impossible for them to evade. The only way to counter this is to climb up backwards, and fire at the sniper as you go. And, if ever an enemy should take cover behind a wall, utilizing the fuel rod's blast radius should kill them if their shields are already down. Remember, the fuel rod has a much greater range and blast radius in Combat Evolved than in later installments to the Halo series. Make sure to collect ammo as needed. If necessary, it is possible to retreat by jumping directly into the overshield or cloaking spawn (respective to which side of the map you're on), and from there to collect whatever weapons you need to reclaim the sniper's nest. Rocket launchers, however, should be avoided in most circumstances, as their projectiles are easily spotted, and generally take too long to arrive at their destination. In conclusion, Boarding Action is an incredibly fast-paced and dynamic map, which allows for all styles of infantry based play. Though, CTF might be a little broken, as the majority of the spawn points are out in the open and easily targeted by snipers.
Trivia
This map is one of the few multiplayer maps which includes all the weapons and power ups. If the levels model is extracted, it can be noted that both sides of the maps are actually of the exact same model ship but on opposite faces of the ships (from above, one side red and one side blue). In addition, the model used in the level was actually copied right next to the original facing the opposite way. This can only be seen if the levels model is extracted from the file. By spawning a Banshee, the player can explore the top of the ships. They are completely flat, and the opposite sides do not have anything on them. The map was originally designed with jetpacks in mind.
When examining levels\test\boardingaction\bitmaps\deckdecals.bitmap, one will find a photograph of a woman hidden inside the mesh. According to level designer Hardy Lebel, this was added by a freelance artist: "What that freelance artist had done was... he made some polies across the bottom of the Boarding Action map no-collide so that the player could walk right through them. And if you happened to walk through that secret section of the map, he'd built a little tiny room that had pictures of his girlfriend on every wall, and it was like this little shrine to this crazy freelancer guy's girlfriend." Multiplayer artist Derrick Moore came forth and said that the woman in the picture is his wife.
Gallery
File:HMCC HCE Boarding Action Map.png|Boarding Action map. File:HCE BoardingAction EasterEgg.png|The woman in the mesh File:HCE BoardingAction Screenshot.png|A screenshot of Boarding Action. File:HCE BoardingAction Space.png|The space skybox on the outside of Boarding Action. File:HCE BoardingAction BlueSide.png|Blue side. File:HCE BoardingAction RedSide.png|Red side. File:HCE BoardingAction Afar.png|Boarding action as viewed from further outside the map.
Sources
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File:H3 Sandtrap Hijack.jpg|thumb|300px|An example of boarding with two Spartans
Boarding is a gameplay technique first featured in ''Halo 2'' as a unique and interesting method of neutralizing an enemy vehicle by forcing the pilot to exit the vehicle and taking it over. It has become a staple gameplay feature in the ''Halo'' franchise, appearing in every subsequent game.
Summary Boarding, also called ''carjacking'' or ''hijacking'', is the process of forcibly ejecting a vehicle's pilot and proceeding to take over the vehicle and use it against them. It is accomplished simply by holding X in ''Halo 2'', ''Halo Reach'', and ''Halo 4'' or RB in ''Halo 3'' (default controls) when near an enemy vehicle and the message "Hold [action button] to board Vehicle" appears. In ''Halo Wars'', players may board by pressing Y when targeting an enemy vehicle, but only if a Spartan is selected and there is not already a Spartan in said vehicle.
The main difficulty in boarding a vehicle is getting close enough to board it: a player attempting to board a vehicle can get splattered or killed by the vehicle's gunner. If the player succeeds, however, they will have disarmed their opponent and earned a free vehicle for their trouble, thus making it worth the risk. Players who succeed at boarding should be careful, as the other player may be able to re-board the vehicle.
In ''Halo 3'', when ejecting an enemy driver, the melee attack that takes place as you eject them severely damages the enemy and may even kill them if their shields are down. After being successfully boarded, there is a brief period of time when you are stunned and your moving speed is greatly decreased. In ''Halo 3'', if the player is being boarded it is impossible to dismount the vehicle and try to escape the player is trapped inside until the player is killed, ejected from the vehicle, or until the player kills the hijacker (by destroying the vehicle or forcing the hijacker into an obstacle).
The following is a list of characters capable of performing a boarding action:
Player characters (such as Spartans, Elites, ODSTs)
Brutes Yanme'e|Drones (melee only)
The Flood|Flood combat forms (capable of boarding in ''Halo 2''; limited to melee in ''Halo 3'')
Boarding certain vehicles
File:H2 Concept Brute kick.jpg|thumb|300px|Concept art of John-117 boarding a Ghost for ''Halo 2''. Boarding is most often done on Type-26 Ground Support Aircraft|Banshees, Type-32 Rapid Assault Vehicle|Ghosts, Barukaza Workshop Chopper|Brute Choppers, AV-14 Hornet|Hornets, and Falcons. The act begins with an animation in which the attacker jumps on top of the victim's vehicle and forces the victim out. The attacker then enters the vehicle and takes control over it. Ghosts and Choppers are the easiest to board because they only have forward-firing guns, leaving them vulnerable from all other directions.
For Ghosts, player have two methods boarding the enemy vehicles. One is from the front which has a high risk of being splattered while one is from the back. For boarding from the front, it is impossible to kill the driver since the player will just simply kicks the driver away by making sliding kick without giving the driver too much damage and takes over it while boarding from the back will instantly kill the driver if the player chooses to melee it and takes over the vehicle.
Boarding a M12 Force Application Vehicle|Warthog, Wuzum-pattern Spectre|Spectre, Qavardu Workshop Prowler|Prowler, or is different in that an attacker will still eject their victim, but without taking their seat. This can be dangerous as the player that was boarded can start shooting the attacker while the attacker is still returning to a first-person view.
These vehicles, within the exception of the Revenant also have turrets, making it difficult to get close enough to board them, and leaving an attacker vulnerable to fire from the turrets while boarding. These vehicles can still be neutralized by boarding them, however; ejecting the driver leaves the gunner a sitting duck, and ejecting the gunner makes the vehicle less dangerous.
In battle, it is possible to board the passenger seat of a Warthog, emptying it; from there, you can enter the Warthog and melee the driver to death. You will, however, have to hop out and circle around the vehicle to take control of it after you kill the driver.
In ''Halo: Reach'', when boarding a Warthog/Revenant, the boarder takes place of the driver/passenger/gunner which makes it easier to take control of the vehicle. However, in campaign, boarding these vehicles will forcibly eject all characters from it if there is another enemy manning another part of the vehicle.
Boarding works quite differently on M808 Main Battle Tank|Scorpions and Zurdo-pattern Wraith|Wraiths. The attacker does not eject the victim or take their seat. Instead, the boarder jumps onto the target vehicle. From that position, they may melee the vehicleexposing and eventually killing the driveror they may plant a grenade, killing all occupants, destroying the vehicle, and endangering themselves.
A Scorpion or Wraith's gunner can fire upon any players that attempt to board the vehicle; for this reason, attackers should make sure to kill the gunner before boarding the tank.
Scorpion/Wraith boarding is different in every game. In ''Halo 2'', the player has to melee the hatch off before planting a grenade and the person being boarded can jump out. In ''Halo 3'' both attacks are much faster, the grenade can be shoved through the hatch, and the occupant is trapped in the vehicle. ''Halo 3: ODST'' is the same as Halo 3, although the distance from which you can board seems to be larger.
Wraith boarding in ''Halo 3: ODST''
In ''Halo 3: ODST'', Wraiths can be boarded like in ''Halo 3'' and the player can still melee or use grenades against the driver. However, the Wraith is rigged to explode when the driver dies or exits the vehicle. There is a Drive an AA Wraith|method to overcome this and capture a wraith, however.
The M274 Ultra-Light All-Terrain Vehicle|Mongoose in ''Halo 3'' cannot be boarded; a player could only melee the driver off as they pass by. Alternatively, an attacker can enter the rear passenger seat of a target's Mongoose and then kill the driver with a few quick melee attacks or shots to the back of the head, although such a maneuver would take almost perfect timing and precision.
The Mongoose can be boarded in ''Halo: Reach''. If the boarding action is performed on a Mongoose with both driver and passenger onboard, the boarding action counts as a melee attack to both of them at once.
The HRUNTING/YGGDRASIL Mark IX Armor Defense System|Mantis is one of the more difficult vehicles to board, due to its sheer offensive capabilities, height, and shielding. There is no game prompt for boarding if a Spartan simply stands at ground level with the Mantis. The boarder must jump or be suspended in air in order to reach the cockpit. Dropping down on the Mantis from an elevated height or being level with the cockpit also works and is preferably safer. However, due to its size it is also prone and vulnerable to EMP shots from Plasma Pistols. This brings it to a crouched deactivated state and thus makes boarding much easier.
During the development of ''Halo: Reach'', Bungie expanded the boarding mechanic by attaching it to character models, such as Mgalekgolo|Hunters and Guta; players could either plant a grenade into the back of the creature or melee it to death. This mechanic was eventually cut before release. However, the similar assassination mechanic, which targets smaller opponents, did make it into the game. Master Chief pulls a similar stunt in ''Halo 4: Forward Unto Dawn'', where he leaps onto a Hunter and plants a grenade in it.
Hunter boarding was later re-introduced into was added to ''Halo: Reach'' and ''Halo 2'' in ''Halo: The Master Chief Collection'' in September 2022 and July 2023, respectively. The feature is activated via the Halo: The Master Chief Collection skulls|Bandanna skull.
In ''Reach'', players must first knock the back armor off of the Hunter before they will be able to board it. Once they have boarded the Hunter the player is invincible and will not take any damage, even if shot, until they jump off the Hunter or the Hunter is killed.
In ''Halo 2'', Hunters do not have any back armor to remove, therefore players can board immediately. However, players are not invincible when they are on a Hunter's back, and can be damaged by enemy or friendly fire.
Boarding tactics A simple tactic to boarding an enemy is to have it crash into an immovable object or a wall. The vehicle will then have limited movement, allowing it to be boarded. However, this is more difficult against a Ghost, a Spectre, or a Revenant since it can move in all directions.
In ''Halo 3'' and newer ''Halo'' titles, boarding tactics have been made easier with the introduction of EMP effect on vehicles. An electromagnetic pulse created from a charged Plasma Pistol shot, round detonated manually from a M319 Individual Grenade Launcher|Grenade Launcher, or a Power Drain will quickly disable the vehicle's engines, leaving it completely vulnerable to boarding.
Counter-boarding tactics A player can indisputably avoid being boarded simply by constantly moving at full speed, sometimes even scoring some splatters along the way. However, if a player voluntarily exits the vehicle before they are ejected, they may be able to re-board the captured vehicle. Additionally, if the player is boarded while inside a Banshee, a maneuver called "The Great Banshee Switch" can be used to recover the vehicle.
In some scenarios, the best method to deny the hijacker the opportunity to commandeer the vehicle. One method involves quickly throwing a or a spike grenade at the vehicle after the player is ejected from the vehicle, destroying the vehicle and killing both players. Alternatively, the player being boarded can drive off the multiplayer map (such as Standoff or Avalanche) before the hijacker ejects the player from the vehicle seat.
Trivia In the ''Halo 2'' campaign level ''Regret (Halo 2 level)|Regret'', players have to board the Prophet of Regret's gravity throne and melee the Hierarch in order to eliminate him. SPARTAN-II Program|SPARTAN-IIs can hijack vehicles in ''Halo Wars''. They can do this to an enemy vehicle to commandeer it, or make one of your own units more powerful.
* Strangely, if they hijack an enemy Warthog that has a passenger or turret, they will only hijack the driver yet the turret and passenger will also become theirs.
** This also applies in ''Halo Wars 2'', where a Spartan can hijack a Banished vehicle such as the Eklon'Dal Workshop Marauder and the Jiralhanae manning the turret will remain there despite being owned by a UNSC leader. In ''Halo 3'', if you are playing a FFA matchmaking playlist, and can re-board a vehicle you have been kicked out of within ten seconds, you will earn the "Maybe Next Time Buddy" achievement. In multiplayer, a successful boarding of a ground vehicle will award the player the Carjacking Medal. If the player boards an aircraft, the Skyjacker Medal is awarded instead. Elites in ''Halo: Reach'' may board vehicles, including campaign essential ones such as the Falcon ridden in Tip of the Spear. However, they will be very bad at flying it, and the hijacking will result in the level being disrupted and the player unable to continue, at which point they must reset at a checkpoint.
Gallery
File:H2 e304 eliteboarding.jpg| An Elite prepares to hijack a Spartan. File:Ghost-1.jpg|A Spartan getting ready to eject a Ghost's pilot. File:H3 Beta Boarding Ghost.jpg|A Spartan hijacks another Spartan from a Ghost. File:Halo-3-20070701114901091.jpg|A Spartan ejects a rival Spartan in the ''Halo 3'' Beta. File:Hijacking Spartan.jpg|A SPARTAN-II Program|SPARTAN-II boarding a Wraith. File:MongooseHijack.jpg|An Elite boards a Mongoose in ''Halo: Reach''. File:Mongoose hijack.gif|A Red Spartan hijacking a Blue on a Mongoose. HTMCC-H2A Arbiter Boarding.jpg|Arbiter Thel 'Vadamee boarding a Ghost in ''Halo 2: Anniversary''.
Sources
Category:Real-world terms and phrases
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Boardwalk is a multiplayer map in ''Halo: Reach''.
Universe and lore
The map is set in an urban plaza in the city of New Alexandria (location)|New Alexandria, with many walkways, and is near a MagLev train|MagLev Train line. The plaza has many scorch marks, craters, and damaged wall fragments due to Covenant attack and the map's ambient sounds contain explosions and heavy cannon fire.
Overview
The following weapons are on the map:
Type-31 Rifle|Needle Rifle Magnum Type-51 Directed Energy Rifle/Improved|Plasma Repeater M9 High-Explosive Dual-Purpose Grenade|Frag Grenade Type-25 Directed Energy Pistol|Plasma Pistol M392 Designated Marksman Rifle|DMR
Rocket Launcher Sniper rifle Type-33 Guided Munitions Launcher|Needler Shotgun Anskum-pattern plasma grenade|Plasma Grenade
File:HMCC_HR_Boardwalk_Map.png|Boardwalk Map.
Callouts The following are locations on the map that are so named on the player's heads-up display during gameplay:
Cafe Hall Cafe Square Upper Courtyard Skybridge Courtyard Service Tunnels Visitor Center Ocean View Courtyard Balcony Rest Stop 1st Floor Rest Stop 2nd Floor Rest Stop Balcony Overlook Make Out Point Abyss
This medium size, multi-level building complex offers cover in the way of scattered foliage such as trees and rocks located in various planters mixed with some boulders. This map's layout features a long open central area which snipers will be covering almost all of the time. If you need to maneuver from end to end, use the sides of the map and the lower level to remain out of sniper crosshairs.
The lower level contains two power weapons available, the M41 SSR MAV/AW|Rocket Launcher and the Kopasa'mada-pattern Kopasa'mada-pattern Kopasa'mada-pattern plasma launcher|Plasma Launcher. These are going to become two of the hottest zones on the map. The Plasma Launcher is under the waterfall and the Rocket Launcher is near the stairs on the high side of the map. Grab them if you can or consider defending their spawn location while players continually stream towards them.
Use the sides of the map to flank your enemies and the underground level as well. You can loop around from underneath to either side of the map or the center. You can also use the elevation here to gain the high ground on your enemies. There are several trees that you can climb into for great cover and vantage points. And, you can use other players to gain higher access by getting on their backs and jumping to higher points.
Try crouching in and under the trees and rocks on the map and wait for enemies to rush past. Remember that while you are crouched, you do not show up on enemy radar-moving or not. This is going to be very useful here to get from one end to the other, since there are half walls that will block you from enemy view. Think about choosing the Hologram loadout and activate it to run out into the center of the map from time to time. This will get enemy snipers to fire off a locating round that you can trace back to their location and find a way around them or finish them off with a power weapon.
There are several elevation changes here that you can use to fight near and escape quickly out of enemy range if you get into trouble. Jump down when your shields go down but be careful not to end your own life from the impact. Stick to low light areas while maneuvering around the map and stick close to minimize your silhouette. Try setting traps and using your Hologram as bait. If you have made your way to a power weapon, this could be a great trick to use. Fire off a Hologram and wait for an enemy to take the bait. Lock on to them with the Plasma Launcher or splash them with explosions for the Rocket Launcher. You don't need a power weapon for this, but it will make short work of any opponents.
With the open layout of this map, you can also make good use of Active camouflage|Active Camo. Sometimes you may need to use the center of the map to move to your desired location and this can help you do it. Continue to stick to the inside walls of the middle area will cloaked since enemy snipers will be watching for movement and you will be semi-noticeable. Try to move slowly from cover to cover.
This map also offers some decent cover to use in conjunction with the Hologram. If an enemy sees you duck behind cover and begins firing on you, you can quickly fire off a Hologram while you stay put. Send it out in the same direction you were moving in to trick the enemy into thinking you just stopped for a second, then continued. While they train their weapons on the fake "you", pop up and pick them off. Done correctly and timed right, this technique can infuriate your enemies and keep you alive at the same time.
This map will be slow-paced on top and out in the open, but fast-paced down below offering close quarters combat and splash damage from explosions off of the walls and floors.
Trivia This map is seen in the Gamestop commercial for the UA-class Mjolnir#UA.2FMulti-Threat .5BW.5D|unlockable armor. If you get near or past the kill barrier on the map, the door frames outside of the map are filled with a solid wall of gray instead of a door. This map is seen at the beginning of the mission Exodus. In the mission there are dead civilian bodies everywhere and a UH-144 Falcon|Falcon group and GA-TL1 Longsword|Longswords flying overhead.
Gallery
File:HR_Boardwalk_Concept.jpg|Concept art of Boardwalk. File:Broadwalk.png|An overview of the level. File:Reach 1556696 Full.jpg|Unmodeled doors outside of the map. File:Reach 1556704 Full.jpg|Unmodeled door inside the map. File:MongooseHijack.jpg|A Mongoose being Boarding (gameplay mechanic)|hijacked on the map.
Sources
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File:The Storm-MCs Helmet.jpg|thumb|250px|The boat. Its stern resembles a MJOLNIR Powered Assault Armor/Mark VI|MJOLNIR Mark VI helmet.
In ''Halo 3'', on the level ''The Storm'', there is a large boat on the lake bed in the area where the player has to destroy the Deutoros-pattern Scarab|Scarab and Ogab'd-pattern anti-aircraft Wraith|AA Wraiths. The boat is beached on the bottom of the lake bed due to the Covenant's Glassing|excavation of the Installation 00|Ark's The Portal|Portal. The digging has caused the lake's water to drain, leaving the boat stuck.
Walkthrough The easiest way to access the ship is to simply use the acrophobia skull in Halo: The Master Chief Collection to fly to the boat. However, another method is outlined below:
To get in the ship, the player needs to be in Cooperative Play|Co-Op. Have one player in a Type-32 Rapid Assault Vehicle|Ghost. Then go up the ramp the player came from. Look to the left, and there will be a lamp. To the right of the lamp, there is a gap. Position the Ghost so that it can boost out the hole towards the ship. The player must jump on the Ghost and get their partner to boost out the hole. About halfway to the ship, they must jump off the Ghost. If they jumped at the right time, the Ghost's speed should have kept them going, so they land on the ship. There is an easier way to see this Easter Egg, one can just need to go to the theater, press Y so they can move freely and get into the boat with the camera. And as another way, one can use the Flying dumpster glitch, which may lead them to the ship.
Trivia File:paspic.jpg|thumb|Pimps at Sea poster In one of the galleys is a fuzzy poster of someone in an old colonial uniform from the 1700s.
"Pimps at Sea" was also on display when Bungie played an earlier version of ''Halo 3'' online, while still in the testing phase. The early testing phase of ''Halo 3'' was codenamed "Pimps at Sea" and it is a long-running joke within the Bungie studio that the developer would one day make a game of the same name. If viewed from behind, the ship's stern bears a resemblance to john-117|Master Chief's MJOLNIR Powered Assault Armor/Mark VI|Mark VI helmet. Whether this is intentional or has not yet been confirmed. The poster also has the caption "Shiek of the Sea". This is a reference to Bungie worker Shi Kai Wang, who runs by the nickname, Shiek.
Category:Halo 3 Easter eggs
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Doctor Bob Casper is a human affiliated with the Office of Naval Intelligence.
Biography
In 2555, after the discovery of Installation 07 by Luther Mann, Casper was put in charge of the Zeta Halo project. This purpose of this project is to research the various structures and systems on Installation 07/Zeta Halo.Halo: Hunters in the Dark, ''page 31''
In 2555, Casper was present for a meeting by the Office of Naval Intelligence in Sydney's HIGHCOM Facility Bravo-6|HIGHCOM Facility. He was joined by Commander-in-Chief of the Office of Naval Intelligence|CINCONI Serin Osman, several military representatives and William Iqbal.Halo: Hunters in the Dark, ''page 38-39'' After Iqbal informed them of the countdown Luther Mann and Henry Lamb had discovered on Installation 07, Casper told them it was very likely a countdown to the activation of the Halo Array,Halo: Hunters in the Dark, ''page 40'' which prompted the group to send an expedition to Installation 00|the Ark to stop the activation.Halo: Hunters in the Dark, ''page 46'' Casper was tasked with relocating Mann and Lamb to Portal at Voi|the Exession at Voi so they could activate it and travel to the Ark. Casper also recommended Olympia Vale come along as an intermediary between the humans and Sangheili who were participating on the expedition in case tensions arose.Halo: Hunters in the Dark, ''page 47''
List of appearances
''Halo: Hunters in the Dark''
Sources
Category:Human characters|Casper, Bob Category:Scientists|Casper, Bob Category:Office of Naval Intelligence personnel|Casper, Bob
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File:Halo2 Credits.jpg|thumb|O'Donnell's Halo 2 Credit. Bob O'Donnell was an actor and voice actor for video games. He is the father of Bungie music artist Martin O'Donnell. He has worked on only a few films and video games, most notably voicing Dr. Kerr in the Bungie|Bungie Studios video game Oni and the Drunken Dwarf in Myth. He also voiced a small uncredited part in ''Halo 2'', speaking the single line by the Prophet of Objection in the opening cinematic of the game. In ''Halo: Reach'', he is credited as the "Voice of the terminals", or Data pads. Bob O'Donnell passed away on February 22, 2018.
Trivia O'Donnell's part as the Prophet of Objection was not acknowledged in the credits of the original release of ''Halo 2''. This was rectified when Halo 2 (Windows Vista) was released, finally recognizing O'Donnell for his part in the end credits.
Sources
Category:People|O'Donnell, Bob Category:Voice cast
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File:reach 1279395 Medium.jpg|thumb|A BOB armed with a Fuel Rod Gun on Tip of the Spear. BOBs are a special type of enemy encountered in ''Halo: Reach''.
Description BOBs usually take the form of gold-armored Sangheili Rangers, but they have been known to take several forms, including white-armored Rangers or Type-26 Banshee|Banshees with infinite boost. The white-armored BOBs always dual-wield s, regardless of rank. The gold-armored Ranger BOBs, on the other hand, have been seen with plasma rifles, plasma repeaters, concussion rifles, fuel rod guns, or energy swords. The BOBs' energy shields have the same strength of an Sangheili General|Elite General.
Each BOB remains in-game for a limited time before vanishing. For some BOBs, this time frame begins as soon as it is alerted to the player's presence. For others, the countdown begins once the player enters a certain area, thus it is possible for the player to miss the BOB entirely if it is not spotted. When the limit is reached, the BOB activates active camouflage and disappears completely.
Killing a BOB will reward the player the "Seek and Destroy" medal.Halo: Reach, ''Game Stats'' However, the medal can only be viewed on Bungie.net. In the post-game carnage report, the BOB is referred to as an "Elite light vehicle". On Bungie.net and Halo Waypoint, their description is simply "Wipe them out."
The name "BOB" is a List of Marathon references in Halo|reference to Bungie's ''Marathon'' video game series. All human NPCs in the series are known as marathongame:BOB|"BOBs". "BOB" is an acronym for "Born on Board", a reference to the characters having spent their entire lives aboard the eponymous colony ship.
BOBs were first considered Easter eggs in ''Halo: Reach''. However, in 2015 it was revealed in the "Sangheili" article in the Universe section of Halo Waypoint that the gold-armored Ranger is indeed a canonical rank, the Sangheili Ranger Commander. The white BOBs may also be canonical to some extent, as the Sangheili use a complex color coding which has never been properly depicted in the games, for gameplay purposes. For example, a white Zealot has made a canonical appearance in Halo: Escalation Issue 15|''Halo: Escalation'' Issue 15.
Appearances
Weapon: Plasma repeater, Concussion rifle (on Legendary)
Rally Point Alpha:
*While looking for 3 Charlie, the player will find 3 different buildings. The first building is the one where the player cannot find 3 Charlie. It has 3 spawn points for the BOB, one for every small section of the place.
*The second building is located next to the river, and has 2 spawn points, one inside a basement with a broken wall and another next to the dead army troopers inside the building.
*The third building is located near the broken bridge. It has 2 spawn points, one in the dark building, next to the window, and one next to the dead civilians.
Weapon: Dual-wielding Plasma rifle Rally Point Bravo:
*Just before fighting the Hunters inside the base's garage, a random armored white Elite can be seen in the courtyard.
*Inside the base, on the fourth floor, a random armored white Elite can be found.
Weapon: Plasma rifle Mission start:
*A golden Elite Ranger can be seen on the broken bridge where the dead militia is. Rally Point Alpha:
*One can be found on top of the smallest building on the settlement. Rally Point Bravo:
*One spawns next to dead militia soldiers on the bridge. After it spawns it will go to a rooftop and will stay there.
Weapon: Concussion rifle (first two), Fuel Rod Gun (Last three)
Mission start:
*When heading to the first Cheru-pattern Tyrant|AA Cannon, one can be found on the hill at the far left of the gun. Rally Point Alpha:
*After dropping down to the second AA gun location, a BOB can be found at the opposite side, near the Wraith. Although, the coding for this particular BOB doesn't trigger properly, and can only be spawned through complex glitching. Rally Point Bravo:
*One in front the crash site in the rocks.
*One on a cave at the far left of the crash site.
*One at the place where Bravo Generator is located on Invasion.
Weapon: Plasma rifle Mission start:
*A pod with a BOB inside can land on 3 random places. The first one is in front of the facility, over the small hill; the second one in almost the same place, but it will land near the human barricades; and the third one will land next to the platform where the Wraith can be found. Rally Point Bravo:
*One can be found on the main controls of the corvette on the bridge.
*One can be found when the player returns to the Hangar to defend the Pelican, on the top floor.
Weapon: Banshee Rally Point Alpha
*When heading to the extraction point, a BOB piloting a Banshee will spawn near the docks and fly over the highest bridge. Rally Point Bravo:
*Just when the chapter starts, a BOB piloting a Banshee will spawn at the far right of the tower and will fly over the extraction point.
*Another one can be found while clearing the beach at the end of the mission if the player is near the bridge.
Weapon: Banshee Mission Start:
*If the first objective is not Club Errera, at exactly 5 minutes into the game a BOB-piloted Banshee can spawn on 5 random locations:
#Nomolos tower, heading to the sea.
#Nomolos tower heading to the glassed area.
#Near the Hospital heading to the sea.
#Near the Hospital heading to the glassed area.
Weapon: Concussion rifle Rally Point Alpha:
*One can be found on the courtyard.
*One can be found inside the base atrium, next to the Datapad. Rally Point Bravo:
*On the final wave, a Phantom will drop one near the cliff.
Weapon: Concussion rifle Rally Point Alpha:
*One will spawn at the far right of the area where a large battle is being fought under the , and is almost impossible to sprint where it is without getting it to despawn. The Spartan Laser found as you enter the area should be used.
*One will spawn in the garage on the next zone, exactly where the Scorpion spawns in Invasion.
Weapon: Energy Sword Mission Start:
*If the player manages to survive until the generals start spawning, a BOB will spawn on the open area at the left of the mission start.
Trivia There are 7 spawn points for BOBs on the level ''Winter Contingency'', referencing Bungie's favorite number. On page 384 of the ''Halo: Reach Official Strategy Guide'', there is a list of enemy point values. In this list, there is an enemy called a "Daily Challenge Elite", which has the same point value of a BOB (200 on Normal difficulty). There are Daily Challenges awarded for killing a Golden Ranger-class Elite, including "What's Up Bob?", "If It Bleeds...", and "Golden Opportunity."
Killing a BOB in ''Halo: The Master Chief Collection'' will award the What About Bob? achievement. Banshee BOBs have no pilot, and do not award a Seek and Destroy medal, but they are considered BOBs for the daily challenge "Golden Tree City". To know where the BOB Banshee is, look for a very fast Banshee which avoids battle. In addition, its engines are always lit. The page about Sangheili Rangers in the ''Halo: The Essential Visual Guide'' has a BOB (later canonized as a Ranger Commander) as its profile image beside the main summary. Sometimes if you manage to assassinate a BOB, the timer will run out, but your player will continue the assassination animations, resulting in an interesting show. In the campaign portion of the Halo: Reach Demo|''Halo: Reach'' Demo, the BOB that would usually spawn during the assault on the ground facility in the level Long Night of Solace (level)|Long Night of Solace vanishes the exact moment it leaves the Covenant drop pod|drop pod it arrives in.
Gallery
File:SwordBaseBOBs.jpg|BOB variants in the level ONI Sword Base. File:BOB Medal.png|The awarded medal for killing a BOB. File:BOB-Minor.jpg|A BOB Minor. File:BOB Major.jpg|A BOB Major. File:File-BOB - SpecOps.jpg|A BOB Spec Ops. File:BOB2.jpg|A BOB Zealot. File:White Elite General 1.jpg|A BOB General. File:Reach 1739463 Medium.jpg|A BOB Field Marshal. File:HR BOB FieldMarshal 1.png|A BOB Field Marshal. File:Bob concrifle.jpg|A BOB Ranger with a Elo'Nakada-pattern concussion rifle|Concussion Rifle. File:Bobplasmarepeat.jpg|A BOB Ranger with a Type-51 Directed Energy Rifle/Improved|Plasma Repeater. File:BOB plasma rifle.jpg|A BOB Ranger with a . File:Bob energy sowrd.jpg|A BOB Ranger with an Type-1 Energy Weapon/Sword|Energy Sword. File:BOB Assassination.jpg|A player Assassination|assassinating a BOB. File:BOB.png|The challenge Golden Tree City. File:Ranger Commander(Bob).png|The image of the Ranger Commander in the Sangheili Universe article.
Sources
External links marathongame:BOB|''BOB'' on Pfhorpedia
Category:Halo: Reach Easter eggs
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Halo: Hunters in the Dark, ''page 277'' (Google Play edition)
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Bobby Kodiak,Halo: Hunters in the Dark, ''page 299'' callsign Broadside One,Halo: Hunters in the Dark, ''pages 5-8'' (Google Play edition) was an Orbital Drop Shock Trooper and Spartan Frank Kodiak's younger brother.
Biography
During the Human-Covenant War, Bobby enlisted in the UNSC Marine Corps and served as an Orbital Drop Shock Trooper in the 15th Marine Forces Reserve. At some point during the war, his brother Frank Kodiak|Frank gifted him a small firearm, which he kept secretly holstered on his thigh. Circa 2552, he became affiliated with the Office of Naval Intelligence and participated in some of their highly classified military operations. After the war, in late 2553, Bobby participated in another ONI operation aboard , only divulging to his brother that they would be prototype testing in an Oort cloud near Thales. After months of no contact, ''Rubicon'' was declared lost with all hands after it had supposedly collided with a natural satellite.
In actuality, UNSC ''Rubicon'' had traveled to the damaged Installation 00. Bobby was designated leader of Broadside, one of the remote contact teams stationed aboard the ship. The team's mission was intended to be a routine asset-recovery operation with no intention of military action. The team was deployed to the surface of the Ark to begin their mission, but a blizzard set in at their position as they trekked across the installation's surface. Sometime later, the unit was attacked by a pack of chaefka; Broadside had been unable to detect the animals as their white fur allowed them to blend in with the blizzard. While the chaefka began massacring Broadside, Bobby attempted to run away. However, the chaefka attacked and heavily injured him, and one of them dragged him away to be eaten. Bobby was able to survive by killing the animal with the small firearm his brother had given him years before. Afterward, he was able to drag himself into a cave half-buried in the snow, where he intended to die. The chaefka's attack left Bobby with numerous broken bones, heavy damage to his entire torso, and blood pouring into his lungs. His communications unit had partially stopped working and he was no longer able to call for assistance. Utilizing his comm unit, monitor 000 Tragic Solitude came into contact with Bobby and vaguely implied that he was responsible for Broadside's demise. Tragic Solitude informed Bobby that the UNSC ''Rubicon'' had left the installation via slipstream space and offered to save him if he surrendered himself to the monitor. Out of options, the barely alive Bobby agreed.
Tragic Solitude "healed" Bobby by replacing many of his organs and appendages with mechanical counterparts, reconfiguring him into a cyborg. His face became an array of scars, burns, and over-grown skin, appearing to be stitched together. Bobby's right eye remained in place, but his left eye was gone. His body was largely reconstructed, with metallic alloy parts replacing his organic torso. Bobby now had a metallic footHalo: Hunters in the Dark, ''pages 277-278'' (Google Play edition) and only one of his arms remained organic, though both were now equipped with retractable, half-meter long, sharp blades.Halo: Hunters in the Dark, ''pages 280-285'' (Google Play edition) After Bobby was relatively stable, the Rampancy|rampant monitor acted to carry out his goals. Furious at humanity and other "destructive" species for Battle of Installation 00|damaging Installation 00 years earlier, Tragic Solitude intended to activate the Halo Array to wipe out all Sentience|sentient species in the Milky Way. Needing a Reclaimer to do so, the monitor used Bobby to initiate the Array's firing sequence.
Responding to the activation of the Halo Array, a joint United Nations Space CommandSwords of Sanghelios team traveled to Installation 00 on Operation: FAR STORM|a mission to stop the firing sequence; one of the SPARTAN-IV program|Spartan-IVs assigned to the team was Frank Kodiak, Bobby's brother. One of the team's members, Olympia Vale, was captured by Tragic Solitude to serve as a possible replacement for Bobby. When Vale told the monitor that she would rather die than serve as his Slavery|slave, Tragic Solitude brought Bobby forward and ordered the two to fight to the deaththe "winner" of the duel was to reactivate the firing sequence of the Halo Array, which had recently been shut down by the team. At this time, Frank, Elias Holt, N'tho 'Sraom, and Zon 'Vadum arrived at their location, but an energy barrier prevented them from entering. The unarmed Vale was reluctant to fight the cyborg, but the aggressive Bobby had no qualms himself. Using his inability to quickly shift speed and direction, Vale was able to briefly avoid Bobby, though he quickly adapted to her strategy. She attempted to calm him down, but he grabbed her ankle and threw her across the room. When the cyborg charged at her again, Vale attempted to punch him in the torso, but only succeeded in injuring her hand. As the fight continued, Bobby unveiled the blades in his forearms and continued to attack Vale. Bobby proved to be stronger, faster, and more aggressive and delivered numerous injuries to Vale. However, to intervene, Holt, 'Sraom, and 'Vadum had discovered Tragic Solitude's data center and began firing at them. Frank managed to indicate to Vale that the cyborg was his brother.
Vale called out the cyborg by name and he stopped in his tracks, as the monitor continued to struggle to even stay afloat. She was able to briefly calm him down and reminded him who he was, even pointing out Frank to him. However, the cyborg soon turned aggressive and started to attack her again. Slamming Vale into the energy barrier, Bobby injured her ribs. Before he could kill Vale, he suddenly collapsed to the ground; Tragic Solitude ended the duel, desperately telling Vale to order her allies to stop firing into his data center. The monitor deactivated the energy barrier and Frank told Holt and the Sangheili to stop. Frank rushed to Bobby's side, and the cyborg asked to be killed. Frank refused and told him that he would take him home to be healed, as Holt and the Sangheili returned to their side. However, Tragic Solitude suddenly attacked the group and blasted Frank and Holt across the room. Bobby lunged at the monitor and grabbed on to him. Tragic Solitude attempted to fling the cyborg off, but Bobby plunged his blades deep into the monitor's housing. Fatally damaged, Tragic Solitude plummeted towards the ground at a high speed and exploded upon impact, mortally wounding Bobby in the process. As Frank rushed to his side, Bobby looked at his brother one last time before dying.Halo: Hunters in the Dark, ''pages 287-289'' (Google Play edition) The team took Bobby's body back to their Mayhem|damaged ship, before arrived to take them all back to Earth.
Personality and traits
List of appearances
''Halo: Hunters in the Dark''
Sources
Category:Human characters|Kodiak, Bobby Category:Orbital Drop Shock Troopers|Kodiak, Bobby
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Bobeya Lota was a teacher on the Outer Colony of Aleria.She was the wife of Silas Lota and the mother of Indrid Lota.Halo: Nightfall, ''Halo: Nightfall: ONI: Trade Barriers|ONI: Trade Barriers''
List of appearances
''Halo: Nightfall''
*''Halo: Nightfall: ONI: Trade Barriers|ONI: Trade Barriers''
Sources
Category:Human characters|Lota, Silas Category:Educators
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File:Bodybag1.jpg|thumb|300px|A body bag. Notice the Marathon symbol. The body bag was intended to be an object included in ''Halo 3''. Its purpose was to hold deceased UNSC Marine Corps|Marines. Analyzing the image of the body bag, one can observe a Marathon list of Marathon references in Halo|logo among the various details printed on the bag in the top, right corner of the bag.
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The body separation glitch is a model and animation error present in ''Halo 2'' and ''Halo 3''. The glitches|glitch allows players to separate a playable character's upper and lower body. It may be performed when playing as either the Thel 'Vadam|Arbiter or the John-117|Master Chief.
Walkthrough
The most basic way to perform this glitch is to simply look down at your character's feet, and spin around. If the Look Sensitivity setting has been set high enough, the character's torso will spin faster than their lower body, effectively allowing the character's body to twist in unnatural ways.
On the level Gravemind (level)|Gravemind, when you are in the Mausoleum of the Arbiter, walk up to the Arbiter's armor sarcophagus, and try to walk inside through the front, where Thel 'Vadamee got his armor out from in the The Arbiter|Arbiter cutscene. Look down while you are doing this, and the Chief's legs will be completely separated from his torso.
This method can also be used as the Arbiter in Uprising. Before encountering the final pack of Jiralhanae|Brutes guarding the first entrance into the Forerunner hallways, the player may notice a ledge in a slightly out-of-the-way location. By jumping onto this ledge, facing away from it, and looking down, the player can see the Arbiter's complete legs model, which appears pinched at its top, where the Arbiter's waist would be.
The glitch can be performed on Metropolis using a different method; the method also works on the Scarab seen in The Great Journey. When you encounter the Scarab, jump onto it, and then wait until it stops moving. After the Scarab stops, go onto one of its rear legs. Walk into the body of the Scarab and move back a little. Look down to see your legs moving without you.
Find a M808B Main Battle Tank|Scorpion, and drive it onto a sharp incline, such as the rails opposite the bases in Waterworks, or between an edge and the ground. You must tilt the tank so that its cannon is facing upward. Then, jump onto the body of the Scorpion. Walk under the cannon, crouching, until you can Wikipedia:Hidden surface determination#Backface culling|see a cross-section of the cannon. If done right, your legs will walk out from under you and keep moving to walk forward, but they will be stopped by the joint between the body and the cannon of the Scorpion. Another way to see this glitch on the Scorpion is to find one that is flat on the ground, and jump onto the cockpit. Look down and move so that you are looking through the cannon. Your legs should be sitting in front of you.
On the ''Halo 3'' multiplayer map Cold Storage, find the yellow tube with the The Flood|Flood Flood tank form|Tank Form inside it. Use the Forge turret glitch to enter the tube. Look down; sometimes you will be able to see the bottom half of yourself.
Explanation When Bungie modeled the characters in the game, they modeled and animated the upper and lower halves of each character separately, to make it easier to animate a character turning without moving their legs -- that is, to allow a player to turn their character's head without the character having to reorient their legs. The upper and lower halves of the bodies are synchronized such that if a character turns enough, their legs will reorient (as they would for a person in real life). The glitch, then, is the desynchronization of each half of a playable character's body.
The bump glitches result from the fact that the player model's torso is hidden, but their legs are still visible. Were the torso still visible, the player would see it instead of just the character's waist.
Category:Glitches Category:Halo 3 glitches Category:Halo 2 glitches
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File:BruteBodyguard.png|300px|thumb|A Jiralhanae Bodyguard with a leader power armor.
Bodyguard is a specialty Covenant rank structure|role in the Covenant. They serve as bodyguards for high-ranking leaders and other Covenant political figures.
Overview Bodyguards are responsible for the protection and defense of high-ranking officials in the Covenant as well as for the enforcement of tribal law and/or military law.Halo Encyclopedia, ''page 145''
By species
Bodyguards are responsible for the protection of their pack's Jiralhanae Chieftain|Chieftain and other Covenant political figures as well as for the enforcement of tribal law and/or military law. Whenever there is a Chieftain nearby, one can expect to encounter Jiralhanae Bodyguards, which look very similar to Jiralhanae Captain|Captains.
Jiralhanae Bodyguards wear Leader power armor|leader Jiralhanae power armor|power armor colored a pale silver-blue with a red-colored undersuit. They tend to favor Covenant weapons such as the plasma rifle and Vostu-pattern carbine|carbine rather than their own native technology, but they have been seen wielding the powerful and deadly Type-25 Brute Shot|brute shot and the Ukala Workshop Mauler|mauler. Bodyguards are equipped with a bubble shield for additional protection and regenerators to heal themselves in combat, on the battlefield. Jiralhanae Bodyguards utilize power drains to interfere with all electronic equipment and the energy shields that belong to hostile forces.
During the Battle of Installation 00, some Jiralhanae Bodyguards served as the Prophet of Truth|High Prophet of Truth's personal protectors,Halo 3, campaign level, ''The Covenant (Level)|The Covenant'' presumably replacing Jiralhanae Honor Guardsman|Jiralhanae Honor Guardsmen whom most were killed by John-117 while attempting to repel the Spartan from ''Anodyne Spirit'' during the Scramble onboard Forerunner Dreadnought.
The Bodyguard role was also held by the Unggoy within the Covenant. Most notably, Bipbap, one of most dangerous Unggoy known by the United Nations Space Command, was once a bodyguard for high-ranking officials within the Covenant, such as the Chieftain of the Jiralhanae Tartarus, before joining the Banished.
File:HINF Bipbap.png|Bipbap the Vanquisher, a former Covenant Unggoy Bodyguard.
Unggoy bodyguards serving within the Banished are also known as Unggoy Bouncers, to which this role is available only by special appointment. Banished leaders can make use of them to protect the clan's leaders and assets, making the bouncer role both the greatest risk and holds the greatest prestige of any Unggoy role within the Banished and requiring only those willing to lay down their lives and guaranteeing sacrifices with ample remunerations for those in the bouncer's family. Those Unggoy wear the same Ultra-class armor|ultra-class Unggoy combat harness|combat harnesses as standard Unggoy Ultras, albeit also equipped with personal Energy shielding|energy shields, unlike most Unggoy ranks.
File:HINF Banished Unggoy Bouncer.png|An Unggoy Bouncer.
Gameplay
Jiralhanae Bodyguards are usually seen wielding Paegaas Workshop Spikers, plasma rifles, Covenant carbines, maulers, and occasionally Brute shots for greater range. Despite its resemblance to a Jiralhanae Captain's armor, a Bodyguard's light, pale blue Jiralhanae power armor|Power Armor is actually only around the same strength as a Jiralhanae Major's. On Heroic and Legendary, it only takes 1 Sulok-pattern beam rifle|beam rifle or SRS99D-S2 AM sniper rifle|sniper rifle shot to destroy their power armor, while 2 shots are required to destroy the power armor of a Jiralhanae Captain of any rank. On Heroic difficulty, it takes roughly 29 MA5C assault rifle bullets to kill a Jiralhanae Bodyguard; 10 shots to drop their shield, and an additional 19 shots to kill them.
Jiralhanae Bodyguards almost always carry one piece of equipment; a power drain, bubble shield, or regenerator. They seem to overwhelmingly favor the regenerator, often using it to support their Chieftain by helping to rapidly recharge his shields.
When encountering a Jiralhanae pack that is led by a Chieftain, it is standard Jiralhanae tactics for the Jiralhanae Minors/Majors to advance on the player while the Bodyguards hang back to protect the Chieftain, even going so far as to move into the player's line of fire to shield the Chieftain with their bodies if he starts taking gunfire from long range. If the Chieftain retreats (such as during the final encounter in The Storm), the Bodyguards will also fall back with him while the remaining Unggoy and Jiralhanae remain behind to delay the player's advance. Jiralhanae Chieftains are typically accompanied by 2 to 4 Bodyguards.
Jiralhanae Bodyguards can quickly dispatch the John-117|player's shield with plasma rifles and maulers. Their power armor is highly susceptible to plasma-based weaponry, with the plasma rifle and the plasma pistol's overcharge shot greatly exemplifying this. As with other power armor, once disabled, its shielding will not recharge. With their helmets removed, any head shot will then quickly eliminate the Bodyguard. A single headshot from the beam rifle or sniper rifle will kill a fully armored Jiralhanae Bodyguard, even on Legendary difficulty.
In ''Halo 5: Guardians'', Unggoy Bodyguards are Unggoy units faced by SPARTAN-IV program|Spartan-IVs in Warzone simulations. They are outfitted with Ultra-class armor|white Unggoy Heavy armor and possess weapons such as the , Type-56D needler, and Type-54 plasma pistol|T-54D ''Void's Tears''. They are the only Grunt unit to have a personal energy shield, making them the hardest regular Grunt to kill. They appear when a Covenant boss, such as a Sangheili Pathfinder or a , is on the map.
Trivia An action figure was modeled after a Jiralhanae Bodyguard by McFarlane Toys, the creators and manufacturers of the popular ''Halo'' action figures. It was released alongside the other figures in the sixth series. It comes with a spike grenade and a Brute Shot. The regular Jiralhanae Captains and the typical Jiralhanae Bodyguard, look almost ''exactly'' the same (especially in dim lighting), but there are in fact slight differences in their power armor color and power. The Captain regulars have a violet tinge to the armor, but the Bodyguards have a more indigo color and their under-armor and garments are light crimson; however, in the heat of combat it's extremely difficult to differentiate between the two ranks. They replace the Jiralhanae Honor Guardsman|Jiralhanae Honor Guardsmen from ''Halo 2''.
Gallery
File:H3 Brute Bodyguards.jpg|A pair of Jiralhanae Bodyguards. File:H3 Brute Body Guards with Maulers.jpg| A pair of Jiralhanae Bodyguards. File:Chieftain Brute pack.jpg|A Jiralhanae Chieftain and his Bodyguards. File:H3 Brute Chieftain and Bodyguards.jpg|A pair of Jiralhanae Bodyguards flanking a Chieftain.
File:H5G-UnggoyBodyguard&VoidsTear.png|An Unggoy Bodyguard with a Void's Tear in ''Halo 5: Guardians''. File:H5G-UnggoyBodyguard&T58FRC.png|An Unggoy Bodyguard with a T-58 fuel rod cannon. File:H5G-UnggoyBodyguardjumping.png|An Unggoy Bodyguard jumping on Attack on Sanctum. File:H5G-UnggoyBodyguardshields.png|An Unggoy Bodyguard's shield flaring on March on Stormbreak. File:H5G-UnggoyBodyguard&SwordT54Ghost.png|An Unggoy Bodyguard driving a Sword .
List of appearances
''Halo 3''
''Halo Legends''
*''The Babysitter''
''Halo: Escalation''
''Halo 5: Guardians''
''Halo Infinite''
Sources
Category:Covenant ranks Category:Unggoy culture
|
File:BruteBodyguard.png|300px|thumb|A Jiralhanae Bodyguard with a leader power armor.
Bodyguard is a specialty Covenant rank structure|role in the Covenant. They serve as bodyguards for high-ranking leaders and other Covenant political figures.
Overview Bodyguards are responsible for the protection and defense of high-ranking officials in the Covenant as well as for the enforcement of tribal law and/or military law.Halo Encyclopedia, ''page 145''
By species
Bodyguards are responsible for the protection of their pack's Jiralhanae Chieftain|Chieftain and other Covenant political figures as well as for the enforcement of tribal law and/or military law. Whenever there is a Chieftain nearby, one can expect to encounter Jiralhanae Bodyguards, which look very similar to Jiralhanae Captain|Captains.
Jiralhanae Bodyguards wear Leader power armor|leader Jiralhanae power armor|power armor colored a pale silver-blue with a red-colored undersuit. They tend to favor Covenant weapons such as the plasma rifle and Vostu-pattern carbine|carbine rather than their own native technology, but they have been seen wielding the powerful and deadly Type-25 Brute Shot|brute shot and the Ukala Workshop Mauler|mauler. Bodyguards are equipped with a bubble shield for additional protection and regenerators to heal themselves in combat, on the battlefield. Jiralhanae Bodyguards utilize power drains to interfere with all electronic equipment and the energy shields that belong to hostile forces.
During the Battle of Installation 00, some Jiralhanae Bodyguards served as the Prophet of Truth|High Prophet of Truth's personal protectors,Halo 3, campaign level, ''The Covenant (Level)|The Covenant'' presumably replacing Jiralhanae Honor Guardsman|Jiralhanae Honor Guardsmen whom most were killed by John-117 while attempting to repel the Spartan from ''Anodyne Spirit'' during the Scramble onboard Forerunner Dreadnought.
The Bodyguard role was also held by the Unggoy within the Covenant. Most notably, Bipbap, one of most dangerous Unggoy known by the United Nations Space Command, was once a bodyguard for high-ranking officials within the Covenant, such as the Chieftain of the Jiralhanae Tartarus, before joining the Banished.
File:HINF Bipbap.png|Bipbap the Vanquisher, a former Covenant Unggoy Bodyguard.
Unggoy bodyguards serving within the Banished are also known as Unggoy Bouncers, to which this role is available only by special appointment. Banished leaders can make use of them to protect the clan's leaders and assets, making the bouncer role both the greatest risk and holds the greatest prestige of any Unggoy role within the Banished and requiring only those willing to lay down their lives and guaranteeing sacrifices with ample remunerations for those in the bouncer's family. Those Unggoy wear the same Ultra-class armor|ultra-class Unggoy combat harness|combat harnesses as standard Unggoy Ultras, albeit also equipped with personal Energy shielding|energy shields, unlike most Unggoy ranks.
File:HINF Banished Unggoy Bouncer.png|An Unggoy Bouncer.
Gameplay
Jiralhanae Bodyguards are usually seen wielding Paegaas Workshop Spikers, plasma rifles, Covenant carbines, maulers, and occasionally Brute shots for greater range. Despite its resemblance to a Jiralhanae Captain's armor, a Bodyguard's light, pale blue Jiralhanae power armor|Power Armor is actually only around the same strength as a Jiralhanae Major's. On Heroic and Legendary, it only takes 1 Sulok-pattern beam rifle|beam rifle or SRS99D-S2 AM sniper rifle|sniper rifle shot to destroy their power armor, while 2 shots are required to destroy the power armor of a Jiralhanae Captain of any rank. On Heroic difficulty, it takes roughly 29 MA5C assault rifle bullets to kill a Jiralhanae Bodyguard; 10 shots to drop their shield, and an additional 19 shots to kill them.
Jiralhanae Bodyguards almost always carry one piece of equipment; a power drain, bubble shield, or regenerator. They seem to overwhelmingly favor the regenerator, often using it to support their Chieftain by helping to rapidly recharge his shields.
When encountering a Jiralhanae pack that is led by a Chieftain, it is standard Jiralhanae tactics for the Jiralhanae Minors/Majors to advance on the player while the Bodyguards hang back to protect the Chieftain, even going so far as to move into the player's line of fire to shield the Chieftain with their bodies if he starts taking gunfire from long range. If the Chieftain retreats (such as during the final encounter in The Storm), the Bodyguards will also fall back with him while the remaining Unggoy and Jiralhanae remain behind to delay the player's advance. Jiralhanae Chieftains are typically accompanied by 2 to 4 Bodyguards.
Jiralhanae Bodyguards can quickly dispatch the John-117|player's shield with plasma rifles and maulers. Their power armor is highly susceptible to plasma-based weaponry, with the plasma rifle and the plasma pistol's overcharge shot greatly exemplifying this. As with other power armor, once disabled, its shielding will not recharge. With their helmets removed, any head shot will then quickly eliminate the Bodyguard. A single headshot from the beam rifle or sniper rifle will kill a fully armored Jiralhanae Bodyguard, even on Legendary difficulty.
In ''Halo 5: Guardians'', Unggoy Bodyguards are Unggoy units faced by SPARTAN-IV program|Spartan-IVs in Warzone simulations. They are outfitted with Ultra-class armor|white Unggoy Heavy armor and possess weapons such as the , Type-56D needler, and Type-54 plasma pistol|T-54D ''Void's Tears''. They are the only Grunt unit to have a personal energy shield, making them the hardest regular Grunt to kill. They appear when a Covenant boss, such as a Sangheili Pathfinder or a , is on the map.
Trivia An action figure was modeled after a Jiralhanae Bodyguard by McFarlane Toys, the creators and manufacturers of the popular ''Halo'' action figures. It was released alongside the other figures in the sixth series. It comes with a spike grenade and a Brute Shot. The regular Jiralhanae Captains and the typical Jiralhanae Bodyguard, look almost ''exactly'' the same (especially in dim lighting), but there are in fact slight differences in their power armor color and power. The Captain regulars have a violet tinge to the armor, but the Bodyguards have a more indigo color and their under-armor and garments are light crimson; however, in the heat of combat it's extremely difficult to differentiate between the two ranks. They replace the Jiralhanae Honor Guardsman|Jiralhanae Honor Guardsmen from ''Halo 2''.
Gallery
File:H3 Brute Bodyguards.jpg|A pair of Jiralhanae Bodyguards. File:H3 Brute Body Guards with Maulers.jpg| A pair of Jiralhanae Bodyguards. File:Chieftain Brute pack.jpg|A Jiralhanae Chieftain and his Bodyguards. File:H3 Brute Chieftain and Bodyguards.jpg|A pair of Jiralhanae Bodyguards flanking a Chieftain.
File:H5G-UnggoyBodyguard&VoidsTear.png|An Unggoy Bodyguard with a Void's Tear in ''Halo 5: Guardians''. File:H5G-UnggoyBodyguard&T58FRC.png|An Unggoy Bodyguard with a T-58 fuel rod cannon. File:H5G-UnggoyBodyguardjumping.png|An Unggoy Bodyguard jumping on Attack on Sanctum. File:H5G-UnggoyBodyguardshields.png|An Unggoy Bodyguard's shield flaring on March on Stormbreak. File:H5G-UnggoyBodyguard&SwordT54Ghost.png|An Unggoy Bodyguard driving a Sword .
List of appearances
''Halo 3''
''Halo Legends''
*''The Babysitter''
''Halo: Escalation''
''Halo 5: Guardians''
''Halo Infinite''
Sources
Category:Covenant ranks Category:Unggoy culture
|
File:BruteBodyguard.png|300px|thumb|A Jiralhanae Bodyguard with a leader power armor.
Bodyguard is a specialty Covenant rank structure|role in the Covenant. They serve as bodyguards for high-ranking leaders and other Covenant political figures.
Overview Bodyguards are responsible for the protection and defense of high-ranking officials in the Covenant as well as for the enforcement of tribal law and/or military law.Halo Encyclopedia, ''page 145''
By species
Bodyguards are responsible for the protection of their pack's Jiralhanae Chieftain|Chieftain and other Covenant political figures as well as for the enforcement of tribal law and/or military law. Whenever there is a Chieftain nearby, one can expect to encounter Jiralhanae Bodyguards, which look very similar to Jiralhanae Captain|Captains.
Jiralhanae Bodyguards wear Leader power armor|leader Jiralhanae power armor|power armor colored a pale silver-blue with a red-colored undersuit. They tend to favor Covenant weapons such as the plasma rifle and Vostu-pattern carbine|carbine rather than their own native technology, but they have been seen wielding the powerful and deadly Type-25 Brute Shot|brute shot and the Ukala Workshop Mauler|mauler. Bodyguards are equipped with a bubble shield for additional protection and regenerators to heal themselves in combat, on the battlefield. Jiralhanae Bodyguards utilize power drains to interfere with all electronic equipment and the energy shields that belong to hostile forces.
During the Battle of Installation 00, some Jiralhanae Bodyguards served as the Prophet of Truth|High Prophet of Truth's personal protectors,Halo 3, campaign level, ''The Covenant (Level)|The Covenant'' presumably replacing Jiralhanae Honor Guardsman|Jiralhanae Honor Guardsmen whom most were killed by John-117 while attempting to repel the Spartan from ''Anodyne Spirit'' during the Scramble onboard Forerunner Dreadnought.
The Bodyguard role was also held by the Unggoy within the Covenant. Most notably, Bipbap, one of most dangerous Unggoy known by the United Nations Space Command, was once a bodyguard for high-ranking officials within the Covenant, such as the Chieftain of the Jiralhanae Tartarus, before joining the Banished.
File:HINF Bipbap.png|Bipbap the Vanquisher, a former Covenant Unggoy Bodyguard.
Unggoy bodyguards serving within the Banished are also known as Unggoy Bouncers, to which this role is available only by special appointment. Banished leaders can make use of them to protect the clan's leaders and assets, making the bouncer role both the greatest risk and holds the greatest prestige of any Unggoy role within the Banished and requiring only those willing to lay down their lives and guaranteeing sacrifices with ample remunerations for those in the bouncer's family. Those Unggoy wear the same Ultra-class armor|ultra-class Unggoy combat harness|combat harnesses as standard Unggoy Ultras, albeit also equipped with personal Energy shielding|energy shields, unlike most Unggoy ranks.
File:HINF Banished Unggoy Bouncer.png|An Unggoy Bouncer.
Gameplay
Jiralhanae Bodyguards are usually seen wielding Paegaas Workshop Spikers, plasma rifles, Covenant carbines, maulers, and occasionally Brute shots for greater range. Despite its resemblance to a Jiralhanae Captain's armor, a Bodyguard's light, pale blue Jiralhanae power armor|Power Armor is actually only around the same strength as a Jiralhanae Major's. On Heroic and Legendary, it only takes 1 Sulok-pattern beam rifle|beam rifle or SRS99D-S2 AM sniper rifle|sniper rifle shot to destroy their power armor, while 2 shots are required to destroy the power armor of a Jiralhanae Captain of any rank. On Heroic difficulty, it takes roughly 29 MA5C assault rifle bullets to kill a Jiralhanae Bodyguard; 10 shots to drop their shield, and an additional 19 shots to kill them.
Jiralhanae Bodyguards almost always carry one piece of equipment; a power drain, bubble shield, or regenerator. They seem to overwhelmingly favor the regenerator, often using it to support their Chieftain by helping to rapidly recharge his shields.
When encountering a Jiralhanae pack that is led by a Chieftain, it is standard Jiralhanae tactics for the Jiralhanae Minors/Majors to advance on the player while the Bodyguards hang back to protect the Chieftain, even going so far as to move into the player's line of fire to shield the Chieftain with their bodies if he starts taking gunfire from long range. If the Chieftain retreats (such as during the final encounter in The Storm), the Bodyguards will also fall back with him while the remaining Unggoy and Jiralhanae remain behind to delay the player's advance. Jiralhanae Chieftains are typically accompanied by 2 to 4 Bodyguards.
Jiralhanae Bodyguards can quickly dispatch the John-117|player's shield with plasma rifles and maulers. Their power armor is highly susceptible to plasma-based weaponry, with the plasma rifle and the plasma pistol's overcharge shot greatly exemplifying this. As with other power armor, once disabled, its shielding will not recharge. With their helmets removed, any head shot will then quickly eliminate the Bodyguard. A single headshot from the beam rifle or sniper rifle will kill a fully armored Jiralhanae Bodyguard, even on Legendary difficulty.
In ''Halo 5: Guardians'', Unggoy Bodyguards are Unggoy units faced by SPARTAN-IV program|Spartan-IVs in Warzone simulations. They are outfitted with Ultra-class armor|white Unggoy Heavy armor and possess weapons such as the , Type-56D needler, and Type-54 plasma pistol|T-54D ''Void's Tears''. They are the only Grunt unit to have a personal energy shield, making them the hardest regular Grunt to kill. They appear when a Covenant boss, such as a Sangheili Pathfinder or a , is on the map.
Trivia An action figure was modeled after a Jiralhanae Bodyguard by McFarlane Toys, the creators and manufacturers of the popular ''Halo'' action figures. It was released alongside the other figures in the sixth series. It comes with a spike grenade and a Brute Shot. The regular Jiralhanae Captains and the typical Jiralhanae Bodyguard, look almost ''exactly'' the same (especially in dim lighting), but there are in fact slight differences in their power armor color and power. The Captain regulars have a violet tinge to the armor, but the Bodyguards have a more indigo color and their under-armor and garments are light crimson; however, in the heat of combat it's extremely difficult to differentiate between the two ranks. They replace the Jiralhanae Honor Guardsman|Jiralhanae Honor Guardsmen from ''Halo 2''.
Gallery
File:H3 Brute Bodyguards.jpg|A pair of Jiralhanae Bodyguards. File:H3 Brute Body Guards with Maulers.jpg| A pair of Jiralhanae Bodyguards. File:Chieftain Brute pack.jpg|A Jiralhanae Chieftain and his Bodyguards. File:H3 Brute Chieftain and Bodyguards.jpg|A pair of Jiralhanae Bodyguards flanking a Chieftain.
File:H5G-UnggoyBodyguard&VoidsTear.png|An Unggoy Bodyguard with a Void's Tear in ''Halo 5: Guardians''. File:H5G-UnggoyBodyguard&T58FRC.png|An Unggoy Bodyguard with a T-58 fuel rod cannon. File:H5G-UnggoyBodyguardjumping.png|An Unggoy Bodyguard jumping on Attack on Sanctum. File:H5G-UnggoyBodyguardshields.png|An Unggoy Bodyguard's shield flaring on March on Stormbreak. File:H5G-UnggoyBodyguard&SwordT54Ghost.png|An Unggoy Bodyguard driving a Sword .
List of appearances
''Halo 3''
''Halo Legends''
*''The Babysitter''
''Halo: Escalation''
''Halo 5: Guardians''
''Halo Infinite''
Sources
Category:Covenant ranks Category:Unggoy culture
|
File:H4 - Bodyguard.png|right|200px Bodyguard is a medal in ''Halo 4'', ''Halo 5: Guardians'' and ''Halo Infinite''. It is earned by getting a spree of 3 Savior (''Halo 4''), Protector (medal)|Protector (''Halo 5: Guardians'') or Guardian Angel medals. In ''Halo Infinite'' it is awarded for saving five allies from their attacker in a match.
Tips If the player is wishing to collect a spree of Savior medals, it is recommended to stay close to the "king". A long-ranged weapon like a SRS99-S5 AM sniper rifle|sniper rifle or a M395 DMR|DMR is useful in gaining a Guardian Angel medal. It may be easier for the player to collect a spree of Guardian Angel medals, since it allows the player to keep a distance from enemies.
Gallery
File:H4 - Bodyguard.png|The ''Halo 4'' version. File:Halo5bodyguard.png|The ''Halo 5: Guardians'' version. File:HINF_TechPre_Medal_Bodyguard.png|The ''Halo Infinite'' version seen in the Technical Previews. File:HINF_Medal_Bodyguard.png|The ''Halo Infinite'' version.
Category:Medals
|
The Bogadlan Plain is a location on the human Human colonies|colony world of Mesra.
History
On 2526#June|June 7, 2526, Blue Team fought against the Covenant on the Bogadlan Plain before retreating into the Karpos Mountain Range.
List of appearances
''Halo: Oblivion''
Sources
Category:Mesra locations
|
Boglin Fields is a human corporation that manufactures fusion drives for warships of the UNSC Navy.Halo 4: The Essential Visual Guide, ''page 228'' Notably, the corporation produced the Fusion drive#XR2 Boglin Fields: S81/X-DFR|XR2 Boglin Fields: S81/X-DFR, the primary sublight engine utilized by .Halo 4: The Essential Visual Guide, ''pages 188-189''
Sources
Category:Human businesses Category:Defense contractors
|
}}
''Bogof'' (short for ''Buy One, Get One Free'') is an upgraded Pelican dropship attached to the .Halo: Mortal Dictata, ''pages 292-293'' It largely resembles a normal Pelican apart from its stealth coating and increased height due to the Shaw-Fujikawa Translight Engine|slipspace drive mounted amidships.Halo Mortal Dictata, ''page 341''
Operational history
''Bogof'' served as ''Port Stanleys spare Pelican starting in 2553|April 2553. Lian Devereaux and Naomi-010 went to ''Anchor 10'' with the Huragok Requires Adjustment to upgrade the Pelican with systems similar to ''Tart-Cart'' for use with ''Port Stanley'', with upgrades including a Shaw-Fujikawa Translight Engine|slipspace drive, cloaking measures and extended communications and electronic warfare capabilities. However during the upgrade Malcolm Geffen and Vasily Beloi were captured by the Venezian militia|militia on Venezia and the team was forced to take ''Bogof'' with them.Halo Mortal Dictata, ''pages 258-259'' Naomi piloted ''Bogof'' to Stuttgart armory where she exfiltrated Mal. Shortly following this, ''Bogof'' was remote-controlled by Black-Box who took Vaz and Staffan Sentzke to the Ket-pattern battlecruiser|Covenant battlecruiser ''Pious Inquisitor'', and subsequently transported Vaz back to ''Port Stanley''.Halo Mortal Dictata''', ''page 447''
List of appearances
''Halo: Mortal Dictata''
Sources
Category:Pelicans
|
Bok was a Kig-Yar soldier who fought in the Battle of Installation 04 during the Human-Covenant War.Halo: The Flood, ''pages 297-298''
Biography
Bok was stationed aboard the crash site during the events on Installation 04.Halo: The Flood, ''pages 297, 298, and 299'' After a raid by UNSC Marine Corps|Marine Orbital Drop Shock Trooper|Shock Troopers, led by First Lieutenant Melissa McKay, he was assigned to inspect and haul cargo coming into the crashed vessel, for use by the Covenant who occupied it. This was to make sure that The Flood|Flood didn't infiltrate the vessel at all.Halo: The Flood, ''page 296''
He was placed under the command of Yayap, a Special Operations Unggoy, after the Unggoy arrived at the site with Zuka 'Zamamee, following a failed battle at the Alpha Base (Installation 04)|Alpha Base. He did not like the Unggoy soldier, calling him a "Gas Sucker". Nevertheless, he complied with Yayap's orders because he had no choice. He, along with Jak and Yeg, tried to make Yayap's life difficult anyway.
One of the covenant supply case|containers he opened contained a group of Pod infector|Pod infectors and Flood combat form|combat forms. As he opened the container, an infection form drove a penetrator down his throat and tapped into his spine. Before he could be fully converted and turn hostile, the other Kig-Yar and Yayap killed all the Flood and the infected Bok before they could cause any further harm.
List of appearances
''Halo: The Flood''
Sources
Category:Kig-Yar characters Category:Covenant military personnel
|
Armory of Barukaza
|line=Chopper
|model=
|cost=
|length=
|width=
|height=
|mass=
|max speed=
|engine=Boosted gravity propulsion drive
|armament=*2 heavy spike cannons Sundering ram
|crew=One pilot
|complement=
|consumables=
|othersystems=
|role=
|firstuse-title=In service
|firstuse=Post-Covenant War conflicts
|affiliation=*Banished
}}
}}
The Bolroci Workshop Attack Bike is a variant in the Chopper line of raiding vehicles, employed by the Banished.
Overview
The Bolroci Workshop Chopper is a design by Bolroci Workshop that utilized the shared knowledge of six disparate Jiralhanae clans. The majority of Choppers within the Banished fleet can be traced back to the Bolroci line. It is generally more lightly-armoured than other Chopper variants, but still nonetheless effective in combat.
Like others of the line, the Bolroci Chopper is equipped with twin spike cannons and a sundering ram, used for plowing through infantry and vehicles.
The Bolroci Workshop Chopper is used by the Banished occupation fleet led by Escharum. The Banished made use of this Chopper variant as they Battle for Installation 07|fought the United Nations Space Command for control of Installation 07 in 2560.
Variants Catulus Chopper - A modified variant of Chopper personally commissioned by Catulus, a commander within the Banished. The Catulus variant is equipped with gold plating in place of the Banished plating and deploys energy blades on the front and sides when boosting it.
File:HINF_HyperiusChopper.jpg|Catulus Chopper.
Production notes During Season 01: Heroes of Reach of ''Halo Infinite'' the Chopper was glitched and could not destroy other vehicles by ramming, instead only doing damage while stationary or moving slowly. This was later fixed in Season 02: Lone Wolves.
Gallery
File:HINF Concept CatalusChopper.jpg|Concept art of the Catulus Chopper with its plasma blades extended. File:HINF Concept ChopperZoom.jpg|Concept art of the visual effects produced by the Catulus Chopper while boosting. File:HINF BanishedChopper HiPoly Render 1.jpg|A render of the Chopper's high-poly model. File:HINF BanishedChopper HiPoly Render 2.jpg|A render of the Chopper's high-poly model. File:HINF BanishedChopper Render 1.jpg|A render of the Chopper model. File:HINF BanishedChopper Render 2.jpg|A render of the Chopper model. File:HINF BanishedChopper Render 3.jpg|A render of the Chopper model. File:HINF BanishedChopper Render 4.jpg|A render of the Chopper model.
File:HINF ItsAChopperBaby.png|The Banished Chopper in ''Halo Infinite''. File:HINF CanyonMap5.png|A Spartan-IV firing a Veporokk Workshop Ravager at an enemy Banished Chopper. File:HINF-Choppercollision.png|2 Choppers ramming into each other on Fragmentation in Season 01: Heroes of Reach. File:HINF-S02Chopper.png|A Chopper destroying a Warthog via ramming in Season 02: Lone Wolves. File:HInf Choppers In Storage.png|Two Banished Choppers in storage at the Forge of Teash. File:HINF ChopperForge.png|Choppers, along with spare wheels, in storage at the Forge of Teash.
List of appearances
''Halo Infinite''
Sources
Category:Drivable vehicles Category:Chopper variants Category:Banished vehicles
|
Armory of Barukaza
|line=Shade
|model=
|cost=
|length=
|width=
|height=
|mass-title=Weight
|mass=
|max speed=
|engine=
|hull=
|sensor=
|target=
|armament=2 rapid-fire plasma cannons
|crew=1 gunner
|complement=
|consumables=
|othersystems=
|role=Anti-infantry
|firstuse-title=In service
|firstuse=Created conflict
|affiliation=Banished
}}
}}
The Bolroci Workshop Gun Pod is a Banished anti-infantry gun turret and one of several turret models commonly identified as Shades.
Overview
The Bolroci design of gun pod is designed from older models of Covenant-era Shades, with an overall design taking most visual reference from the and s. These old Covenant shades are given new life within the Banished. As with its predecessors, the Shade consists of a hovering gun pod suspended over a circular base, and is equipped with two plasma cannons. The turret is fitted with energy shielding to cover the cockpit from frontal and side attack, providing increased protection compared to its forebears.
Unlike the Covenant's vast numbers of Shade variations, the Banished preference for simplicity has seen them standardise their Shade turrets into only a handful of designs - these include the Bolroci Shade and an Banished Shade|unnamed design bearing more visual similarity to the and s - most heavily deployed by the Unggoy forces of Yapyap's rebellion.
The Bolroci Shade's most prominent deployment has been in the Banished Battle for Zeta Halo|occupation of Installation 07. Although typical Banished strategy dictates the rapid deployment of Shades to support raiding forces by defending callback sites and creating funnelling chokepoints for enemy forces, the drawn-out occupation of the ringworld has seen the turrets deployed in a more typical manner - used to support the defence of Banished outposts and captured United Nations Space Command Forward Operating Base sites across the installation.
In-game information
Banished Shade turrets appear in ''Halo Infinite'' as usable gun emplacements. These are the Bolroci Workshop variants, which resemble the in appearance. The gunner is protected by shields at the front and along the sides, making it advisable to attack these turrets from the rear when possible.
Bolroci Workshop Shades are usable in both the campaign and multiplayer.
Gallery
File:HINF_XGS2020_Shade_1.png|John-117 operating the Bolroci Workshop variant. File:HINF_XGS2020_Shade_2.png|John-117 operating the Bolroci Workshop variant. File:HINF_XGS2020_Shade_3.png|An Unggoy operating the Shade as seen in the Halo Infinite Campaign Gameplay Trailer. File:HINF ShadeTurret.jpg|An unoccupied Banished Shade on Installation 07. File:HINF ShadeControls.png|The controls of a Banished Shade. File:HINF Banished Shade From Above.png|A Banished Shade seen from above. File:HINF Banished Shade From Behind.png|A Banished Shade seen from behind. File:HINF Banished Shade damaged.png|A damaged Banished Shade. File:HINF Banished Shade destroyed.png|The same Shade destroyed by a Flaktura Workshop Skewer projectile.
List of appearances
''Halo Infinite''
Sources
Category:Covenant weapons Category:Artillery Category:Plasma weapons
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Forge of Raansek
|line=Wraith
|model=
|cost=
|length=
|width=
|height=
|mass=
|max speed=
|engine=Boosted gravity propulsion drive
|hull=
|armament=*1 heavy plasma mortar
1 plasma repeater turret
|crew=
1 operator
1 gunner
|complement=
|consumables=
|othersystems=
|firstuse=
|service=Battle for Zeta Halo
|role=Heavy Mortar TankMainline TankArtillery Vehicle
}}
}}
The Bolroci Workshop Mortar Tank is a variant in the Wraith family of armoured vehicles employed by the Banished.
Overview
The Bolroci design of Wraith is built off a base of old Covenant-era tanks, augmented with multiple layers of overlapping armour plating to help increase the vehicle's resiliency. As with other Banished Wraith designs, the removal of old Covenant ecclesiastical regulators has allowed the vehicle an overall marked performance increase in most areas - including speed, mobility, and weaponry.
Bolroci Workshop Wraiths are armed with a plasma mortar and a shielded plasma repeater turret for use against lighter targets.
Developed by the Bolroci Workshop and manufactured by Forge of Raansek, the Bolroci Workshop Mortar Tank is one of the most common designs fielded by the Banished.
Operational history Bolroci Workshop Wraiths were used by the Banished against the scattered remnants of the UNSC during the Battle for Zeta Halo.
Production notes The Wraith's secondary plasma repeater turret is a design originally created and seen as the :File:H4 Revenant TurretFiring 3P.png|the unfinished plasma cannon model on the , a vehicle Cut Halo 4 vehicles|cut from ''Halo 4''. It later returned in ''Halo 5: Guardians'' as the secondary armament on the .
Gallery
File:HINF BanishedWraith HiPoly Render.jpg|High-poly model for the Wraith. File:HINF BanishedWraith Render 1.jpg|A render of the ''Halo Infinite'' Wraith model. File:HINF BanishedWraith Render 2.jpg|A render of the ''Halo Infinite'' Wraith model. File:HINF BanishedWraith Render 3.jpg|A render of the ''Halo Infinite'' Wraith model. File:HINF BanishedWraith Render 4.jpg|A render of the ''Halo Infinite'' Wraith model. File:HINF BanishedWraith Render 5.jpg|A render of the ''Halo Infinite'' Wraith model. File:HINF Wraith HUD.png|HUD of the Wraith. File:HINF WraithGunner.png|Closeup of the Wraith's secondary plasma cannon. File:HINF Wraith 2.png|A Wraith with its plasma cannon shield disabled. File:HINF OrdoWraith.png|Frontal view of the Wraith. File:Banished Wraith.png|Profile view of the Wraith. File:HINF-HighPowerWraith.png|A Wraith on Highpower. File:HINF-ScarrWraith.png|A Wraith firing its heavy plasma mortar on Scarr.
List of appearances
''Halo Infinite''
Notes
Sources
Category:Banished vehicles|Wraith Category:Wraith variants Category:Drivable vehicles
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Bolroci Workshop are a Jiralhanae-led clan workshop, responsible for manufacturing vehicles commonly employed by the Brutes.
Overview Bolroci Workshop are predominantly notable for their design of some of the vehicles used by the Banished.
Bolroci Workshop Chopper Bolroci Workshop Shade Bolroci Workshop Wraith
Sources
Category:Clan workshops
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The Boltshot reload glitch was a glitch that had been able to be performed in ''Halo 4'' in War Games. It resulted in the rapid reloading of the Z-110 Directed Energy Pistol/Exotic|Boltshot. It was patched in a Title Update on December 6, 2012.
Details In order to have performed this glitch, the player simply pressed the reload button immediately after they had fired the weapon. This caused the weapon to reload immediately, without going through the animation or cool-down period. This imparted an unfair advantage to the performer of this glitch, especially if they had the ammo Support upgrade equipped. Due to this, the glitch was patched. Fortunately, this glitch was only effective at close range, and the performer was vulnerable to ranged weapons.
Sources
Category:Glitches Category:Halo 4 glitches Category:Tricks and cheats
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Bolvadin is a city on Tribute. It is home to the headquarters of the Vestol Corporation.''Halo: The Essential Visual Guide'', page 158 It is possible that it was Glassing|glassed by the Covenant Empire|Covenant during the Battle of Tribute.
Trivia Bolvadin is most likely named after wikipedia:Bolvadin|a city of the same name in Turkey, Earth.
Sources
Category:Human cities Category:Tribute locations
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Bomarus is a Jiralhanae serving in the forces of the Banished on Installation 00.
Biography
By mid-2559, Bomarus was part of the Banished force involved in the ongoing Second Ark Conflict|war on the Ark. In late June or early July of that year, Bomarus was one of several pilots assigned to a raiding party led by Jiralhanae Chieftain|Chieftain Minas with the goal of conducting a Raid on Anodyne Spirit|raid on the grounded keyship, ''Anodyne Spirit''. Bomarus piloted one of the Eklon'Dal Workshop Phantom|Banished Phantoms involved in the raid, and ultimately survived the battle with the Dhas Bhasvod's Covenant inhabiting the keyship.
List of appearances
''Halo: Shadows of Reach''
*''Sacrifice''
Sources
Category:Jiralhanae characters Category:Banished members
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File:H3 Medal Bomb Carrier Kill.png|320px|right The Bomb Carrier Kill Medal is awarded for killing an opponent who is carrying a bomb. It is available in all Multiplayer Assault gametypes, and has a Bungie difficulty rating of a 3 out of 10. It is represented by an octagon with a targeted bomb. As you get this medal, the announcer will say "You stopped (player)." It is one of the more simple medals to get as you only need one kill on the bomb carrier.
Gallery
File:KilledBombCarrier.gif|The ''Halo 3'' version. File:Killed Bomb Carrier!.png|The remodeled version in ''Halo: Reach''. File:HTMCC Bomb Carrier Kill Medal.png|''Halo: The Master Chief Collection'' version.
See also Assault Capture the Flag Bomb Planted Medal|Bomb Planted
Category:Medals Category:Halo 2 multiplayer medals Category:Halo 3 multiplayer medals
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File:Bomb Planted Medal.gif|85px|right The Bomb Planted Medal is a ''Halo 2'', ''Halo 3'' and ''Halo: Reach'' medal, awarded for planting a bomb in the opponent's base. It is available in all multiplayer|multi-player Assault gametypes and has a Bungie difficulty rating of 6 (out of 10). It is represented by a red inverted triangle with a lighted bomb. Gallery
File:Bomb Planted!.png|The remodeled version in ''Halo: Reach''. File:HTMCC Bomb Planted Medal.png|''Halo: The Master Chief Collection'' version.
See also Assault
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Bomb Returned is an achievement in ''Halo Infinite''. It is unlocked by repelling an enemy grenade with the Repulsor in a matchmade game. This achievement awards the player 10 Gamerscore.
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Bomb Squad is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 14,000 point par score on the level Cairo Station. The achievement is worth 10 Gamerscore. Though it can theoretically be unlocked on any difficulty, more points are awarded in campaign scoring when playing on higher difficulties.
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File:HINF_Medal_Bomber.png|200px|right
Bomber is a medal awarded in ''Halo Infinite'' multiplayer for killing five enemies with Weapon class#Launcher|launchers in a match.
Gallery
File:HINF_TechPre_Medal_Bomber.png|The ''Halo Infinite'' version seen in the Technical Previews.
Category:Medals
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Bombing Run is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by taking, planting, and scoring from the bomb spawn without dying or dropping the bomb in ''Halo 2: Anniversary'' Assault. The achievement is worth 10 Gamerscore and can be unlocked in both matchmaking and custom games. It also unlocks the "Bomb" Multiplayer Emblem.
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|population=
|colonized=
|government=*Unified Earth Government United Rebel Front
}}
Bomogin is a human Human colonies|colony world.
History Bomogin was used at some point prior to 2526 as the locations of a resupply depot for the United Rebel Front. At some time before March of that year, the depot there was captured by the ODST|orbital drop shock troopers of the United Nations Space Command's 21st Space Assault Battalion before any of the rebels realized they were coming.''Halo: Silent Storm'', ''Chapter 6''
List of appearances
''Halo: Silent Storm''
Sources
Category:Human colonies
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The Bonanza asteroid belt was a belt of asteroids located in an unspecified system. In early 2537, the SPARTAN-III program|Spartan-III's SPARTAN-III Alpha Company|Alpha Company distinguished themselves''Halo: Ghosts of Onyx'', p. 81 in successful counter-Naval boarding|boarding actions against Covenant fleet elements during Operation: HWACHA.''Halo Encyclopedia (2009 edition)'', p. 87 (2011)''Halo: Official Spartan Field Manual'', p. 84
List of appearances
''Halo: Ghosts of Onyx''
''Halo: Official Spartan Field Manual''
Sources
Category:Asteroids
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File:HCD2-beach.png|thumb|350px|Insurrectionists fighting at Bondi Beach. Bondi Beach is a beach located near the city of Black Reef on Alpha Corvi II.''Halo: Collateral Damage'', Halo: Collateral Damage Issue 2|Issue #2
History During the battle of Alpha Corvi II in 2525, Insurrectionists led by Captain Whitaker imploded the entry to Black Reef's mining complex. Facing increasing Covenant resistance outside, Whitaker and a small force of rebels temporarily redeployed themselves to Bondi Beach to acquire a tactical necessity. During the battle, Whitaker and his men linked up with Blue Team with an Unidentified APC|APC and fought a successful holding action against the Covenant as a Pelican Tango 807|dropship arrived to retrieve them. Whitaker and his men however were denied passage on the Pelican and forced to fend for themselves when their Spartan allies left the scene. Whitaker and his surviving forces fought to the death before they were ultimately wiped out by the Covenant.
Trivia The beach shares its name with the popular beach located in Sydney, Australia.
List of appearances
''Halo: Collateral Damage''
Sources
Category:Locations
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File:H3 Medal Bonecracker.png|320px|right
The Bone Cracker (Beat Down in ''Halo 3'', Pummel in ''Halo: Reach'', Melee in ''Halo 4'', and Melee Kill in ''Halo: The Master Chief Collection'' and ''Halo 5: Guardians'') medal is awarded for killing an opponent with a melee attack from any direction other than from behind. Melees from behind will result in either a Beat Down or an Assassination.
In ''Halo 2'' through ''Halo: Reach'' it is represented by an inverted five-point silver star with a dark green fist. In ''Halo 4'' and ''The Master Chief Collection'' the medal is represented by a silver fist in a blue circle on a gray four-point star. In ''Halo 3'' after you kill an opponent with a melee attack, a message appears on your screen that says: "You beat down (player's name)." In ''Halo: Reach'' the message "You pummeled (player's name)" will appear. In ''Halo 4'' the message says "You meleed (player's name)."
In ''Halo 3'', ''ODST'', and ''Reach'' it also awarded if an Type-1 Energy Weapon/Sword|Energy Sword or Gravity hammer (fiction)|Gravity Hammer is used to kill an opponent with the right trigger. In ''Halo 4'' these weapons award their own medals. In ''Halo 5: Guardians'' the Melee Kill medal is awarded for kills with the Gravity Hammer but not the Energy Sword, which again has its own medal.
Tips A common way for players to get the medal at the same time is to get a Double Beatdown. A simple method to earn this medal is to play Grifball.
Trivia This medal has changed names every game it is included in (Halo 2, Halo 3, Halo Reach, Halo 4, Halo 5: Guardians). The "Green Fist" could be a reference to the wikipedia:Incredible Hulk|Incredible Hulk; the Hulk uses his powerful fists in battles. It may also depict a MJOLNIR Powered Assault Armor|MJOLNIR-armored gauntlet. Earning this medal in a Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista matchmade game would unlock the Bonecracker achievement. Prior to the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, earning five Beat Down or Beat Down|Assassin medals in a ''Halo 3'' ranked free for all playlists would unlock the Up Close and Personal achievement. Prior to the shutdown, earning this medal five times in a ''Halo 4'' War Games matchmaking game on a Castle Map Pack|Castle map would unlock the Beating Up the Beat achievement.
The medal has a Bungie difficulty rating of 3 out of 10.
Gallery
File:Bonecracker Medal.gif|The ''Halo 3'' version. File:Pummel!.png|The ''Halo: Reach'' version. File:H4 - Melee.png|The ''Halo 4'' version. File:H5G-MeleeKill.png|The ''Halo 5: Guardians'' version.
Category:Halo 3: ODST multiplayer medals Category:Halo: Reach multiplayer medals Category:Medals
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Bone-knitting polymer is a material used for medical purposes by the United Nations Space Command. It is injected into a wound through a cauterized incision, where it can heal a fractured bone.''Halo: Contact Harvest'', Chapter 10
Overview Bone-knitting polymer likely works in essentially the same way as the bones heal naturally, perhaps creating a small "cast" like human cartilage to set the bone whilst stimulating the osteocytes to reproduce at a higher rate than is normal.
Usage Bone-knitting polymer was administered to Staff Sergeant Avery Junior Johnson|Avery Johnson after he was knocked unconscious by Shipmaster|Shipmistress Chur'R-Yar aboard ''Minor Transgression''.
List of appearances
''Halo: Contact Harvest''
Sources
Category:Medicine
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Bonecracker is an achievement in ''Halo 2 (Windows Vista)|Halo 2 for Windows Vista''. It is worth 10 Gamerpoints and is awarded for hitting and killing an opponent with a melee attack.
Its symbol is of a silver five-pointed star with a green fist in the center.
Sources
Category:Halo 2 (Windows Vista) achievements
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Boneyard is a multiplayer map in ''Halo: Reach''. It is a vehicle-based map and is one of the largest maps in any ''Halo'' game.
Universe and lore Boneyard is set in a SinoViet Heavy Machinery Aszod ship breaking yards|ship breaking facility at Aszod, Ung where Human starship|old starships are disassembled and recycled for parts and materials. The map is centered around the partially disassembled UNSC frigate UNSC Commonwealth|''Commonwealth'', under the process of decommissioning, and a large refinery building.
Outside the confines of the map, in the far valley, lies the scrapped hulls and frames of several s, s and UNSC frigates. Far away in the distance is Mount Torott, with some s flying above in the clouds nearby.
Overview
File:HMCC_HR_Boneyard_Map.png|Boneyard Map. File:Boneyard Overview.png|An overhead view of Boneyard.
Callouts The following are locations on the map that are so named on the player's Heads-up display|HUD during gameplay:
Bow Hold The Ship Stern Scaffold Port Scaffold Cliff Scaffold Loading Bay Junk Yard Shop Refinery (1st, 2nd and 3rd floor)
Conveyor Belt Abyss Cliff Approach Middle Approach Bridge Approach Bulkheads Low Road
This map is enormous. With two major outdoor areas separated by a decommissioned UNSC Frigate running down the middle of the map and a refinery at one end, you will need to make use of vehicles supplied here. The terrain outdoor is rugged desert littered with cranes and multiple small support buildings-some of which can be accessed by players. The ship features several half levels which can be useful for cover, and the refinery has three levels plus roof access.
While outside, be aware of the many sightlines the enemy may be able to spot you from. Look high, low and far away. Snipers can prove deadly here if they are fast and accurate at distance. Try to make good use of the cranes, bridges and buildings to move from one area to the next. Change up your approach elevation moving from high to medium to low ground and rotate.
Try to use any available vehicles to get where you need to go in a hurry and do your best to load up vehicles with other players as well to increase your numbers at your final destination. Some vehicles can be used not just for transportation but for offense and defense as well. Even if your opponents happen to have acquired a heavy weapon, the Zurdo-pattern Wraith|Wraith or M808B Main Battle Tank|Scorpion can obliterate pedestrian foes quickly and easily.
The refinery offers a couple of mounted machine guns that players can access via building roofs. You can dismount these weapons and carry them with you. Bear in mind that you will move slowly while wielding these guns, so choose to use them wisely.
If you can manage to get up in one of the cranes or other high points on the map and remain undetected, you can call out enemy locations to your team. Sometimes being a team player doesn't mean you have to shoot everything that moves. Try using Active camouflage|Active Camo ability here to further minimize your visibility from enemies.
There are no underground areas here to sneak through and while much of the fighting takes place at long distance, the frigate and the refinery will provide the close quarters combat. The Series 8 jetpack|Jet Pack can work wonders here and allow players to access small alcoves and roosts to either snipe from or get the drop on enemy players.
The sheer size of this map means that vehicles will play a large part here. Don't fear respawning way back in your main base since this is where most of the vehicles will appear. Many players will become impatient and continue to spawn in and around where the fighting is taking place. You do not have to succumb to this theory. Spawn back at your base and grab a Scorpion or Wraith and lay waste to the impatient.
Be careful entering the ship and refinery. These structures have limited chokepoints and they are not very wide open. The splash damage from grenades or heavy weapons can be increased due to the tight layout of building interiors. Toss a couple of grenades inside before entering to clear the way. Alternatively, you can make great use of the Hologram to breach through chokepoints. Just send one through and follow it in.
When moving your team throughout this map, try to split up initially and regroup later to become a more opposing force. Starting off going in as a group can be detrimental to your numbers. Try using a vehicle convoy to infiltrate more safely. If you can be patient enough to get all of your teammates into several vehicles at once and follow each other to your destination, you can seriously put the enemy on their heels.
You may find yourself getting pinned down from you start point from time to time. If this happens, think again about using Active Camo, but also the Armor Abilities#Sprint|Sprint loadout. Being able to sprint in short bursts from cover to cover can get you out of enemy sight forcing them to focus in on another. The Armor Lock can also provide some protection here on your way to engagement areas such as the frigate. If you see an enemy vehicle coming at you, don't move, just go into Armor lock|Armor Lock.
While inside any structures, try to use the Drop shield|Drop Shield in locations that need to be defended. This can help keep your team healthy and waste enemy ammunition. The Drop Shield can be passed through but not shot through so be wary of enemy melee attacks when utilizing this ability. The Drop Shield is also vulnerable to plasma and Electromagnetic pulse|EMP attacks, so don't trust it completely.
With so many open areas, nooks and crannies, keep your head on a swivel and the advantage is to your side. Use your vehicles, use stealth and use speed to achieve victory in any game mode on this map.
Forge
Needle Rifle Plasma Pistol M9 High-Explosive Dual-Purpose Grenade|Frag Grenade DMR
Concussion Rifle Grenade launcher Type-51 Directed Energy Rifle/Improved|Plasma Repeater Rocket Launcher Focus Rifle Fuel Rod Gun Needler Machine Gun Turret Pek-pattern plasma cannon|Plasma Cannon Sniper rifle Shotgun Spartan Laser
Mongoose M12 Force Application Vehicle|Warthog Banshee Wraith Ghost Scorpion
Production notes File:Reach mpbeta boneyard 001.jpg|thumb|250px|A view of the general area of the map in the Beta. Boneyard is said to be inspired by current-day ship graveyards in Wikipedia:Bangladesh|Bangladesh where old seagoing vessels such as oil tankers are disposed of.
Boneyard was featured in Halo: Reach Multiplayer Beta|''Halo: Reach'' Beta. There it was possible to jump off of the cliff onto the neighboring mountains and survive. This is not possible in the final game. Also in the beta, the ''Commonwealth'' had it's name painted on its hull. In the final game, the name is absent.
Trivia In the beta, The Banshee was able to fly over the death barrier around the frigate, or fly through the opening on top of the frigate. This was useful when surprising a Spartan camping at the core's evac point. The former is not possible in the final game due to an invisible barrier. It is possible to position yourself on top of the ship using a Jetpack. This is useful for sniping or scouting the opposing team. It is possible to melee the "wings" off of a Ghost and drive it into the core room. In invasion, firing a rocket launcher at the Phantoms could make them drop a usable plasma cannon. Up to two plasma cannons can be obtained this way. The layout of ''Boneyard'' vaguely resembles Sidewinder and Avalanche's setup, all of them being very large and U- shaped. The position of the ''Halcyon''-class cruisers in the distance strikingly resembles the position the ''UNSC Pillar of Autumn|Autumn'' was during The Maw.
Gallery
File:HR_Boneyard_Exterior_Concept.jpg|Exterior concept art of the map. File:HR_Boneyard_Interior_Concept.jpg|Interior concept art of the map. File:HR BoneyardConstructionConcept.jpg|Concept art of the outside environment. File:HR BoneyardConcept.jpg|Concept art of the dismantled UNSC ''Commonwealth''. File:HR_Boneyard_Early.jpg|Boneyard early in its development.
File:Reach mpbeta boneyard_02.jpg|The dismantled UNSC ''Commonwealth''. File: Boneyard Panorama.jpg|Panorama of Boneyard.
Sources
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Bonita Morelli is a human living in New York City on Earth.
Family She met Jason Morelli on the Churchill Ferry in Wikipedia:New York|New York, where he dazzled her by talking about music from the 1940s.''Axon Clips Chapter 6'' She later married him and had a son, Jersey Morelli|Jersey. When her husband's ONI Signal Corps assignment kept him away from home for a long absence, she decided in 2552 to start an affair with Simon Brown. Every other Thursday at the Waterfront Hotel, she would meet him for dinner.
Trivia She is likely to have gone on dates with Simon on the following days: July 20, August 3, August 17, August 31, September 7, and September 21.She sees him every other Thursday, each axon chapter is a week apart, and we know the final chapter includes the date of the invasion. After Jersey confronted her about the affair, it is possible she changed her routine as she no longer had to maintain secrecy.
List of appearances
''i love bees''
Sources
See also Morelli family
Category:Human civilians Category:I Love Bees Category:Human characters
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|birth=2535#December|December 25, 2535
|death=2560#April|April 26, 2560
|causeofdeath=Killed by Jega 'Rdomnai
|parents=
|siblings=
|spouses=
|children=
|species=Human
|gender= Female
|height=
|mass=
|hair=Dark
|eyes=Dark
|affiliation=Spartan Operations SPARTAN-IV program
|rank=
|sn=12493-83921-BS
|notable=
}}
Bonita Stone was a SPARTAN-IV program|SPARTAN-IV reconnaissance specialist of Fireteam Shadow in the United Nations Space Command.
Biography
Bonita Stone was born on the human Outer Colonies|Outer Colony of Komoya on 2535#December|December 25, 2535. She would eventually enlist in the UNSC, serving with distinction on the stealth cruiser . Here, Stone coordinated the efforts of several reconnaissance strike teams deployed to key areas of interest and unrest following the Human-Covenant War. This experience led directly to her assignment to Fireteam Shadow after her induction into the SPARTAN-IV program. After joining the program, Stone and fellow Spartan-IV Nina Kovan ran trials and tested HIVEMIND-class Mjolnir at ANVIL Station. During an operation on Talitsa, she monitored the activities of a Sangheili Zealot for six days.
In 2558#February|February 2558, Stone and the rest of Fireteam Shadow assisted Fireteam Crimson in Battle at The Refuge|protecting the science team at "The Refuge (Requiem location)|The Refuge". While Crimson defended the facility from the Covenant ground forces, Fireteam Shadow infiltrated ''Panom's Canticle'', the Jul 'Mdama's Covenant|Covenant that was deploying the Covenant forces. In spite of heavy resistance, the team overloaded the ship's power core, destroying the cruiser and halted the Covenant's attack.
On 2559#December|December 12, 2559, Spartan Bonita Stone was onboard when it was Battle over Installation 07|ambushed by Banished forces upon arrival at Installation 07. As the ''Infinity'' fell to the Banished assault, Captain (NAVCOM)|Captain Thomas Lasky was evacuated from the ship, and Spartan Hudson Griffin ordered all Spartans to evacuate. Spartans Bonita Stone and Nina Kovan were ordered to evacuate while the other two members of Fireteam Shadow remained with Fireteam Taurus to repel Banished boarders from a hangar bay.
File:HINF-StoneBee.png|thumb|left|''Echo India Bravo Zero Eight'' on Zeta Halo in May 2560.|250px Stone and five marines evacuated from the ship on a SKT-29 Bumblebee|lifeboat, ''Echo India Bravo Zero Eight'', and landed on an unoccupied area of the ring. The next day, as Stone and her marines conducted a recon sweep of the area, an explosion on the ring caused a fracture on its surface. Stone ordered the marines to take cover in the lifeboat, but the ground beneath the lifeboat begun to crumble. Using her armor's thrusters, Stone pulled the lifeboat out of the breach, saving the lives of the marines. Stone then picked up and tracked the distress call from her companion lifeboat ''Papa Tango Delta Zero Nine'', which had been lodged inside a crevice, leaving its occupant trapped. Stone tore open the lifeboat's hull to pull out each survivor. Over the next six days, Stone led the survivors across the region. They eventually rendezvoused with another group of survivors led by Spartan Nina Kovan. The combined group of no-combatants became the "boat crew". Led by Stone and Kovan, they travelled to the UNSC stronghold at the wreckage of the ; they arrived on December 19. On December 18, Stone reported to Spartan Griffin, the ''de facto'' leader at the crash site.
On 2560#January|January 23, 2560, Spartan Griffin led Spartans Panago, Henri Malik, and Sarkar in an assassination mission on the Banished War Chief Escharum. However, the assassination on Escharum failed. Griffin sent an encrypted message to the ''Reverie'' on January 31 before he was captured and handed over to Chak 'Lok for torture. In his message, Griffin warned the ''Reverie'' of an impending Banished assault. Under the combined leadership of Bertold Vettel and counsel of Makovich, the UNSC forces at the ''Reverie'' braced for the Banished's attack. Stone conducted a reconnaissance mission with Boulder Squad, having found a massive Banished force led by Chieftain Tremonius at Riven Gate (location)|Riven Gate in Sector 63. Despite the UNSC defenses, the Banished assault forced the UNSC forces to retreat from the ''Reverie'' on February 2. The UNSC forces scattered into the valley, though Stone maintained communications with Makovich and Vettel, who continued to run guerilla ops against the Banished in order to keep the ring out of their control, as per the Rubicon Protocol.
On April 23, Stone retuned to the ''Reverie''s crash site, now converted into a Banished outpost named Outpost Tremonius (location)|Outpost Tremonius. She observed the Banished unearth Cylix|artifacts she has never seen before, and reported to Makovich and Sorel that the Banished were moving focus to Site Novem|an excavation site south of the ''Reverie''. By April 26, Stone had infiltrated the underground Forerunner structures near Outpost Tremonius, having seen the artifacts up close and determined them to be stasis pods. She made one final transmission to Makovich and Sorel, reporting her findings, but stopped short when she realized that she was not alone.
Shortly after, Stone discovered the Banished using a human prisoner to get a data node with information on the ring's defensive systems and location. Stone attacked the Banished and Skimmer forces, including Blademaster Jega 'Rdomnai and the Bloodstar Gorian. After she fought off multiple Banished, Stone battled 'Rdomnai directly, hampered by his active camouflage, shields and the damage that her armor had taken over the past several months. However, Stone managed to steal the data node and had Ouco copy the data and then corrupt the node. Ocuo was successful before Gorian slammed into Stone with a Riuctda Workshop Ghost and dragged her back towards the lift before Stone managed to break free and jerk the Bloodstar from the Ghost. Fighting through more Banished forces, including Hectarius, Stone attempted to reach the surface, but she was ambushed and killed by 'Rdomnai. As Stone's last act, she removed the corrupted data node which was taken by Gorian and 'Rdomnai to Escharum, unaware of Stone's sabotage. Stone died pleased that she had succeeded in throwing a wrench into Escharum's grand scheme. The next day, the boat crew found Stone's body and a grieving Kovan retrieved Stone's data chip from her VISR which proved to contain the data that she had stolen from the Banished. Submonitor 091 Adjutant Veridity revealed that Stone had stolen from the Banished information on the ring's defensive systems and its current coordinates, giving the team the chance to broadcast a message to the UNSC for reinforcements. However, with Banished forces closing in, the boat crew were reluctantly forced to leave Stone's body behind. Her body remained underground for nearly a month, and was found on May 28 by Master Chief Petty Officer John-117, who collected her enhanced energy shielding module.
Equipment During the Requiem Campaign, Stone used the GEN2 RECON-class Mjolnir, and equipped an M395 DMR|M395B DMR.
During the Battle for Installation 07, she wore the Mjolnir GEN3 Mark VII armor, employing the TRAILBLAZER-class Mjolnir|Trailblazer helmet, the UA attachments|UA/Agathius shoulder pads, and UA/Type SA knee pads. She carried an enhanced energy shielding module, which was inherited by John-117.
Production notes Bonita Stone was portrayed by voice actress Krizia Bajos. Stone's Armor coatings (Halo Infinite)#Mark VII core|Mark VII armor coating, Obelisk Stone, is available in ''Halo Infinite'' multiplayer. The coating can be unlocked by accessing the Mjolnir Armory locker at Outpost Tremonius, near the landing pad.
Gallery
File:H5G BonitaStone Gen2.png|Bonita Stone in her GEN2 armor, during Operation: VERTICAL UMBRAGE. File:HINF Bonita Stone Corpse.jpg|Spartan Stone's body in the depths of Zeta Halo. File:HINF BonitaStone Helmet Screenshot.jpg|John-117 inspecting her body. File:HINF_Coating_Obelisk_Stone_Armor.png|Stone's appearance and armour coating, Obelisk Stone, available in ''Halo Infinite's'' multiplayer. File:HTRP CoverArt.png|Bonita Stone on the surface of Installation 07, accompanied by Nina Kovan and Tomas Horvath, in ''Halo: The Rubicon Protocol''.
List of appearances
''Halo Infinite''
''Halo: The Rubicon Protocol''
''Vertical Umbrage''
Sources
Category:Spartan-IVs
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File:Bonnie Ross.png|250px|thumb|Bonnie Ross. Bonnie Ross, often credited as Bonnie Ross-Ziegler,Halo: Evolutions - Essential Tales of the Halo Universe, ''Acknowledgments''Halo: Cryptum, ''Acknowledgments'' is one of the founders of 343 Industries, and served as its studio head from its inception,Halo: Combat Evolved Anniversary Exclusive|''Halo: Combat Evolved Anniversary'' Exclusive until 2022|September 2022. After her departure, her responsibilities were split into three positions. Pierre Hintze became the new studio head, Bryan Koski became the General Manager of the Franchise, and Elizabeth Van Wyck became the business and operations lead.
Trivia The Ross-Ziegler Blip in ''Halo: Evolutions'' is named after her.
Sources
Category:343 Industries staff
|
Bonus Level is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by completing 200 campaign missions or multiplayer games. The achievement is worth 10 Gamerscore.
|
The Bonus Map Pack was the first downloadable content package for ''Halo 2'', released on April 25, 2005 (real world)|2005 alongside the Killtacular Pack. The pack was released as a free download sponsored by ''Wikipedia:Mountain Dew|Mountain Dew'', and was required in order to play ''Halo 2'' Matchmaking over Xbox LIVE|Xbox Live before its shutdown in 2010. The map pack was later included in the releases of the ''Halo 2 Multiplayer Map Pack'', Halo 2 (Windows Vista)|''Halo 2'' PC port and ''Halo: The Master Chief Collection''.
Maps
Containment is a large Big Team Battle map designed for Capture the Flag and Slayer. At the time of release, Containment was one of the largest levels shipped in a ''Halo'' game. File:H2 Containment Overhead.jpg|Containment.
Warlock is a small, indoor and symmetrical map and a remake of ''Halo: Combat Evolved'''s Wizard. The map is given a Forerunner theme set in the Installation 05|Delta Halo stome temple ruins. The map is designed to support 2-8 players, including Slayer, Oddball and Capture the Flag. File:H2-MP-Warlock.jpg|Warlock.
Sources
Category:Halo 2 DLC Category:Halo 2 Multiplayer Map Pack Category:Bonus Map Pack|
Category:Multiplayer map packs
|
The ''Book of Hierarchs'' was an official ruling book adhered to by San'Shyuum Hierarchs|High Prophets known as the "Hierarchs". Under the rules of the book, inactive and retired Hierarchs were entitled to voice their opinions to the serving triumvirate of the High Council.Halo: Broken Circle, ''page 182''
In the first Ages of Reconciliation|Age of Reconciliation, Qurlom, a former Hierarch, referenced the Book of Hierarchs to voice his opposition to the inquiry of the Mken 'Scre'ah'ben|Prophet of Inner Conviction and the newly established Ministry of Anticipatory Security.
List of appearances
''Halo: Broken Circle''
Sources
Category:Books (Halo)
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File:HINF_Medal_BoomBlock.png|200px|right
Boom Block is a medal awarded in ''Halo Infinite'' multiplayer for blocking an incoming projectile by deploying a Drop wall.
Gallery
File:HINF_TechPre_Medal_BoomBlock.png|The ''Halo Infinite'' version seen in the Technical Previews.
Category:Medals
|
Boomerang Company, also known as B Company, is an Orbital Drop Shock Trooper company in the UNSC Marine Corps, embedded within the 9th Shock Troops Battalion aboard the . They consider themselves to be the UNSC's most elite force of ODSTs.
History
Boomerang Company was present on the modified on 2531|February 4, 2531 when it arrived at the Outer Colony of Harvest to fight the Covenant's Fleet of Glorious Interdiction there and, over the following weeks, witnessed the Battle for Arcadia and the Battle of Trove. After the ship's Shaw-Fujikawa Translight Engine|Shaw-Fujikawa translight engine was sacrificed to destroy the Harborage, the members of the company entered cryostasis along with the rest of the crew.
Over twenty-eight years later on March 28, 2559, Boomerang and everyone else were awakened to find themselves drifting above the extragalactic Installation 00, also known as the Ark.Halo Wars 2, ''Phoenix Logs'' "Alice-130 Report #1" There, the vessel's forces were forced to contend with the Banished, a heavily-armed faction of ex-Covenant that sought to control the Ark largely due to its capacity for producing Halo superweapons.
After the departure of Installation 09|a newly-created Halo ring put it beyond the Banished's grasp on 2559|April 2, 2559, the Mgalekgolo pair known as Colony hatched a plot which James Cutter, captain of the ''Spirit of Fire'', had no choice but to respond to. Sunray 1-1, the lead element of Boomerang, was tasked with stopping Colony's scheme as part of Operation: SPEARBREAKER, in addition to participating in several other missions on the installation.
Subordinate Units First Platoon (Spirit of Fire)|First Platoon
*Sunray 1-1
Lotus Squad
Personnel Known members of this unit include:
Major Vaughan - CO of Boomerang Company and squad leader of Sunray 1-1. UNSC rank structure|Warrant Officer Quinn UNSC rank structure|Petty Officer Gruss Corporal Turpin Lance Corporal Sparks Corporal Kyla Emmett - Corporal of Lotus Squad.
List of appearances
''Halo Wars 2''
Sources
Category:UNSC Marine Corps companies Category:Orbital Drop Shock Trooper units
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Boom, Headshot is an Achievement in ''Halo 3: ODST''. It is unlocked when the player gets 10 Head Shot|Headshot kills with the M6C/SOCOM|Automag on any mission. It is worth 5 Gamerscore.http://www.gruntsrus.com/news.php?readmore=478
It is represented by a red and silver signpost with an M6C/SOCOM in front of it. Trivia The name is a reference to a saying by the character FPS Doug in the web series Pure Pwnage. Taylor H. Miles|Dutch also occasionally says "Boom, headshot!" after a headshot.
Sources
Category:Halo 3: ODST achievements
|
File:H3 Ghost using its boost drive.jpg|thumb|300px|A using its boosted gravity propulsion drive. Boosted gravity propulsion drives are a kind of gravitic transport drive used by most terrestrial vehicles of the Covenant. They were developed by the Sangheili prior to the War of Beginnings, though alongside other systems such as impulse drives were massively improved during the Covenant era based on the recovery and analysis of Forerunner technology.
Overview
Boosted gravity propulsion drives are used to provide the characteristic hover-field that enables the locomotion of Covenant terrestrial craft. They are used by most Covenant craft functioning within reasonably normal gravity wells, though are superseded by impulse drive where exoatmospheric usage is required. As their name suggests, they employ anti-gravity technology to suspend the vehicle a short distance off the ground in a stable position and propel them at significant speed in a given direction. The process by which this is achieved was described by the Forerunner entity Catalog as ''"inefficient [cyclic gravity] plates with short-range [effector fields]''", and was considered by Catalog to be a rudimentary step toward implementation of full torsion plate technology, as used by Forerunner starships. Catalog's wording also indicates that boosted gravity propulsion drives operate on a similar principle to the much larger repulsor engines used by Covenant starships. The propulsion systems of Covenant Ghosts have also been described as twin sets of reactionless impulse drives; it is unclear to what degree the two technologies crossover, though it may indicate that impulse drives are used to propel the vehicle's movement while the boosted gravity drive keeps the vehicle hovering above the ground.
Vehicles using boosted gravity propulsion exhibit four axis' of movement, and are usually capable of moving left-to-right alongside forward and back, albeit at a slower rate. While active, the drive emits a notable blue glow emanating from the vehicle's undercarriage, accompanied by the sporadic emittance of glowing particles and electrical arcs. Even when used on heavy vehicles such as the Wraith series of tanks, boosted gravity propulsion drives are capable of surprising bursts of speed and agile mobility. Boosted gravity vehicles are generally additionally capable of a secondary limited-time boost which can massively increase the vehicle's speed - which can be used for rapid maneuvers or evading fire.
Unlike walkers, wheeled and tracked vehicles such as those developed by humanity or the Jiralhanae, boosted gravity vehicles suffer in areas of dense foliage. Vehicles operating in such terrain are easily slowed to a crawl - a key weakness which was exploited by United Nations Space Command M12G1 Gauss Warthog|Gauss Warthog tank-hunters during the Human-Covenant War. The systems have some difficulty in managing the vehicle on rugged and uneven terrain - the pilot must take this into account as uneven or broken terrain causes the vehicle to dip and rise in accordance with the environment. This can prohibit movement especially for larger vehicles, in regions which a more rugged counterpart such as a Scorpion tank may have little issue.
Early boosted-gravity propulsion systems were developed by the Sangheili well before the War of Beginnings. Following the establishment of the Covenant empire, boosted gravity systems were improved over the millennia thanks to the recovery and reverse-engineering of Forerunner machines. In the lead-up to the Great Schism, many Jiralhanae vehicles such as the Qavardu Workshop Prowler were augmented with boosted gravity drives.
Boosted gravity propulsion drives are used on most terrestrial ground and air vehicles of the Covenant and its Covenant remnants|remnants. This includes, though is not limited to, the following:
Banshees Ghosts Jiralhanae War-sleds such as the Qavardu Workshop Prowler Shadows Spectres Wraiths
Gallery
File:Reach 1180829 Full.jpg|A Ghost with an active propulsion drive. File:Reach 848901 Full.jpg|The with its propulsion drive, note that due to its weight the vehicle is unable to hover higher.
Sources
Category:Covenant technology Category:Gravity technology Category:Propulsion
__NOTOC__
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File:HSA - Boosters.png|thumb|300px|The three basic Booster choices. Boosters are gameplay enhancements featured in ''Halo: Spartan Assault''.Halo: Spartan Assault: ''Loadout selection''
Overview Boosters are temporary gameplay enhancements that a player can choose in the loadout selection prior to launching a mission. Contrary to all other loadout options, Boosters are the only items that require some kind of spendingeither Experience point|XP earned through completing missions and Assault Ops, or credits purchased with real-world currency. Only one booster can be used per mission and the item will be locked again after the player completes or quits the level. If the player purchases a Booster but does not start the mission, and instead chooses to quit the loadout screen to return to the main menu, the sum will be recredited.
Boosters have a similitude to ''Halo 4s support upgrades and tactical packages, as ''Spartan Assaults loadout screen draws inspiration from the one featured in Multiplayer#Halo 4|''Infinity'' multiplayer. The Boosters' effects are also similar to the latter's multiplayer power-ups such as Damage Boost.
Items and prices may vary depending on levels and platforms. - Part 1 (Walkthrough/Gameplay)'']
List of Boosters Damage Booster: increases the amount of damage inflicted by the player.
Score Booster: increases score by 35%.
Resistance Booster: increases protection against damage to health and energy shielding|shield caused by Pod infector|infection by 30%.
Respawn Booster: increases respawn speed by 20%.
Shield Booster: increases the recharge rate of the player's energy shielding|energy shields.
Sources
See also Loadout Support upgrades Tactical packages
Category:Halo: Spartan Assault
|
Boren's Syndrome is supposedly a human neurological condition.Halo: First Strike, ''pages 243-245'' The disease was most notably used as a cover-up by the Office of Naval Intelligence to keep the identity of the ORION Project's candidates classified.Halo Graphic Novel - ''Halo Graphic Novel Pg122|page 122'' Since the best documented incidence of Boren's Syndrome is the cover story, it is unclear whether the condition is actually genuine, with the ORION augmentations only causing similar symptoms, or if it was entirely fabricated as part of the cover-up.
Summary Boren's Syndrome supposedly causes tumors and migraines, and is believed to be caused by exposure to certain types of radiation. Claims as to the cause of the disease include inhaling the gases released when a magazine is ejected and being exposed to radiation from plasma grenade|plasma grenades. Several Insurrectionists on Victoria claimed to have this condition, hoping to bargain with the UNSC to gain treatment for the condition in exchange for some FENRIS nuclear warheads they had in stock. However, their status was false, as the bargain was revealed to be a trap set up by General Howard Graves in an attempt to capture the Spartan-IIs of Blue Team.Halo: Ghosts of Onyx, Chapter 1, ''pages ??'' Notably, John Forge's father died of Boren's Syndrome.Halo: Smoke and Shadow, ''page ??''
The Office of Naval Intelligence used Boren's Syndrome to cover up the side effects experienced by the surviving subjects of the ORION Project once the program was discontinued and the augmentees (retroactively designated "Spartan-Is") had been dispersed back to the United Nations Space Command armed forces at large.
ONI falsified the medical records of at least one of the Spartan-Is, Staff Sergeant Avery Johnson, to describe him as a sufferer of Boren's Syndrome. He was said to have contracted the disease on Paris IV after absorbing a dangerously high amount of radiation originating from a crate of captured plasma grenades. This cover-up (known to ONI as the "Paris/BS Spoof") was likely used as a means of deterring any investigation into his altered DNA and physiology, which would have revealed him as a Spartan-I.
Gallery
File:BORENS 1.png|Partial transcript of two ONI agents discussing the subterfuge. File:BORENS 2.png|Proof of data query.
List of appearances
''Halo: First Strike''
''Halo: Graphic Novel''
*''Halo Graphic Novel, Page 122|Page 122''
''Halo: Ghosts of Onyx''
''Halo: Smoke and Shadow''
Sources
Category:Diseases
|
File:Covenant Slipspace Drive.jpg|thumb|150px|An ''Ophon''-pattern Borer.
A borer (also referred to as a drive core)''Halo: Warfleet'', p. 10-11 is a type of slipspace drive created and used by the Covenant and its Covenant remnants|remnants. It is a spacecraft propulsion system capable of making transitions to and from slipstream space and by extension allowing faster-than-light interstellar travel.
Description Being more technologically advanced than humanity, the Covenant have numerous advantages in slipspace propulsion systems. Whilst the human Shaw-Fujikawa engine is said to "punch" a hole between realms using brute force, Covenant engines instead take a small rupture and delicately enlarge it with surgical precision. This allows the latter to execute far more accurate slips.Halo: First Strike, ''page 86'' Covenant slipspace drives are often referred to as "jump drives".Halo: Contact Harvest, ''page 136'' In addition to their more powerful Repulsor engine|thruster engines, it has been theorized by the UNSC that Covenant drives generate several "microjumps" within a single slipspace transition to measure the dilation involved in a jump, allowing them to reach their destinations faster.Halo: First Strike (2010), ''Tug o' War''
Covenant drives are generally more flexible and powerful than those of humans, due to their extensive use of Forerunner knowledge, technology and techniques. They can only be built with assistance from Huragok savant-technicians and San'Shyuum designing surrounding systems including power converters and translation interfaces. Their drives They have thrice been seen to execute in-atmosphere slipspace transitionsHalo: First StrikeHalo 2, level ''Delta Halo'' (although the first time the drive in question was controlled by Cortana|a human AI). In addition, Covenant drives can execute successful slips even if underpowered.
Covenant slipspace drives can also be refitted to human ships, as seen during Operation: FIRST STRIKE, where the UNSC fitted ''Ascendant Justice'''s slipspace drive to the to escape ''Unyielding Hierophant'' and reach Earth faster.
Known Borers
''Ophon''-pattern - Used on the ''Ket''-pattern .
''Primus''-pattern - Used on the ''Kerel''-pattern .
''Tyros''-pattern - Used on the .
Sources
Category:Propulsion Category:Slipspace
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File:H2A Terminals - BorneoTether.jpg|thumb|300px|The tether over Borneo.
The Borneo Space Tether is a space elevator located on the island of Borneo, Earth. It is the only known space elevator in Southeast Asia and one of six elevators on Earth.
Overview It is used for lifting heavy ordnance from the surrounding port facilities into an orbital station at the top of the elevator structure, a transport method much cheaper and more efficient than booster rockets filled with expensive fuel.Game Informer: December 2008, ''page 8'' As a space elevator would preferably have to be constructed near the equator,Wikipedia:Space elevator|Wikipedia - ''Space elevator'' Borneo is an ideal location for such a structure as the island is located near the equator.Wikipedia:Borneo|Wikipedia - ''Borneo'' Borneo is also home to a UNSC Unidentified UNSC firebase|military base located in conjunction with the tether.
History Sometime between Operation: FIRST STRIKE and the Battle of Earth, the frigate ''UNSC Gettysburg'' docked with the station's terminus to deploy SPARTAN-IIs Linda-058 and Frederic-104.Halo 2: Anniversary Along with most of Earth's space elevators, the Borneo Space Tether ultimately survived the Battle of Earth.Halo Waypoint, ''Space Elevator article''
On September 26, 2557, Beta-5 Division operative Sapphire Three interviewed John-117 aboard the tether's terminus in regards to his interactions with Cortana before and after the Raid on High Charity in late 2552.Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #9''
Trivia Like the Aranuka Space Tether, it is named after an island, as opposed to a city. However, as Earth's six tethers are located in cities, it is unknown which city in Borneo hosts the elevator.Bungie.net, ''Halo 3: ODST ''
List of appearances
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
Sources
Category:Earth
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Borneo is an island in Southeast Asia.
History A city on Borneo hosts the Borneo Space Tether, which managed to survive the Human-Covenant War.Halo Waypoint, ''"Space Elevator" article'' (backup link on )Bungie.net, ''Halo 3: ODST '' Borneo is also home to a Unidentified UNSC firebase|UNSC firebase, at which future ONI operative Mason Hundley attended secondary school.
Locations Borneo Space Tether Unidentified UNSC firebase
Sources
Category:Earth
|
This ancilla served the Forerunner IsoDidact|Bornstellar Makes Eternal Lasting, and was responsible for directing him to the dormant Ur-Didact|Didact in stasis within his Cryptum.
Biography A thousand years before she entered Bornstellar's service, the ancilla had worked for the Librarian. After aiding for a time, the ancilla's memory was wiped and she was turned over to a clan of Miners. After a thousand years of service on Mars|Edom, the ancilla was given to an apprentice Manipular named Bornstellar.Halo: Cryptum, ''page 15'' The ancilla served with him for three years, educating him about the past and giving him access to old records. Then one day during a hike up Wikipedia:Olympus Mons|Olympus Mons, the ancilla's memory wipe was undone. She revealed to Bornstellar about her past service to the Librarian and that there was a great treasure on the neighboring planet Earth|Erde-Tyrene.Halo: Cryptum, ''page 17''
With the ancilla's help, Bornstellar snuck aboard a supply craft from Edom to Erde-Tyrene, and hired Chakas|two Riser|guides to the treasure in the Djamonkin Crater. As they approached the field of merse, though, Bornstellar was told he would have to discard his personal armor, as it was irritating the merse.Halo: Cryptum, ''page 13'' Bornstellar reluctantly left his armor and the ancilla behind in the boat, and was unable to retrieve it before he left the planet with the Didact. He was later given a different ancilla aboard the Didact's ship, who could not make a connection with his previous one.Halo: Cryptum, ''page 108'' After the loss of that AI to AI suppressors during the Battle of Janjur Qom, Bornstellar received yet another ancilla from a yacht shared by Bornstellar's family and five other Builder clans. This one was neuter and simple and was described as a shallow parody of the ancilla supplied by the Librarian, making Bornstellar miss his old ancilla due to the simpleness of his new one.Halo: Cryptum, ''pages 225-226''
When Bornstellar was called to the Capital for the trial of Faber-of-Will-and-Might|the Master Builder, he was unexpectedly reunited with his old ancilla, apparently retrieved from Erde-Tyrene.Halo: Cryptum, ''page 257'' In between then she had been cut off from command by the Didact or Librarian, and could now serve Bornstellar without any hidden motives. In conjunction with the Didact's growing imprint within Bornstellar, she aided in him and several other Forerunners in escaping the Capital during its attack by Mendicant Bias.Halo: Cryptum, ''page 309
The ancilla continued to serve Bornstellar, now the IsoDidact, during the Forerunner-Flood war until she faded in a later battle, leaving him only with half-forgotten memories to recall the advance of his transformation.Halo: Cryptum, ''page 318''
Personality and traits Bornstellar's ancilla was unlike others in that she was very forthright with him, not hiding information and giving him access to what usually would have been restricted. She was a frequent source of education to him in the history of the Forerunners and humans. However, she was not immune entirely to secret keeping, and was used by the Librarian to get Bornstellar to reawaken her husband, under the pretense of seeking treasure.
Being a Lifeworker's ancilla, she was much more advanced than the ones a Manipular would usually receive. The ancilla was described as a small blue woman, suggesting her design may have influenced the geas by the Librarian that led to the creation of Cortana.Halo 4, campaign level ''Reclaimer (level)|Reclaimer''
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
Sources
Category:Forerunner A.I. Category:AI characters
|
|mass=
|hair=
|eyes=
|affiliation=Ecumene|Forerunner ecumene
|rank-titleForm|First form
|sn=
|notable=
}}
This Forerunner was the sibling of IsoDidact|Bornstellar Makes Eternal Lasting.
Biography Before Bornstellar went to Mars|Edom, his sister was beginning her Forerunner mutation|mutation from Manipular to Form|first form. When her brother returned nine years later, her mutation was nearly complete and she was being educated in customs for family interchange, courtship, and marriage.
Three days later, on the evening of their return, Bornstellar sat with his sister on the lakeside veranda of their domicile, where she inquired about his search for treasure.Halo: Cryptum, ''page 230'' Bornstellar was sullen in her presence due to all the terrible events he had witnessed and learned about, while she tried to cheer him up. She informed him about their mother's disapproval of his brevet mutation, but teased that its brutish look would please some of her friends that were slumming amongst other rates.Halo: Cryptum, ''page 231'' A minute later their mother joined them on the veranda, where Bornstellar revealed some of what he did and was urgently questioned by his sister about Warrior-Servant|Warrior Cryptums, San'Shyuum, and the Flood.Halo: Cryptum, ''page 235''
Two hundred days later she was witness to an argument between Bornstellar and their father about his involvement in the creation of the Halo Array|Halos.Halo: Cryptum, ''page 248'' Her brother was then requested for witness at the trial of Faber-of-Will-and-Might|the Master Builder, and his sister bid him farewell as he left.Halo: Cryptum, ''page 253'' Bornstellar did not see her again "alive and free" after the day he left his homeworld.
Appearance and traits Bornstellar's sister was energetic and inquisitive, frequently asking him about what happened on his adventure. She had admiration for defying Forerunner tradition, and enjoyed teasing her brother about his rebellion against their parents. Although less formal than her mother, her daughter had inherited her trait of looking over her family members with a mixture of appraisal and sympathy.Halo: Cryptum, ''page 231'' Bornstellar remarked he would never be able to match his sister's innocence and her own thirst for adventure.
Bornstellar's sister was less slender than her mother and in the latter stages of mutation from Manipular to Form|first form. Despite being only twelve years old and six thousand years younger than her parents, Bornstellar's sister was already taller than her mother by a few inches, standing somewhere around 2 and a half meters. On the day that he left for the Capital she wore a ceremonial gown that hovered around her armor, painted blue and silver with streaks of crimson.
List of appearances
''Halo: Cryptum''
Sources
Category:Forerunner characters
|
|birth=
|death=
|causeofdeath=
|parents=
|siblings=
|spouses=
|children=
|species=Forerunner
|gender=Male
|height=
|mass=
|hair=
|eyes=
|affiliation=
|rank-titleForm|Form Zero: Manipular
|sn=
|notable=Son of the IsoDidact|IsoDidact, Bornstellar-Makes-Eternal-Lasting
}}
This young Forerunner was the offspring of the IsoDidact and the Lifeshaper Chant-to-Green.Halo: Fractures, ''Untitled story (Halo: Fractures)|Untitled story''
Biography Bornstellar's son was conceived centuries after the Great Purification and the "great journey" exile of the last Forerunners from the Milky Way galaxy. Born on a fertile natural satellite orbiting a gas giant, the child was raised in a simple farming lifestyle without the comforts of advanced technology. At nine years of age, he was fully capable of goading beasts of burden three times his height to plow farmland around his family's homestead. After a hard day's work, he and his mother and father would sometimes dine outside under twilight stars. He would often ask his father to tell him stories, particularly tales of Halo array|Halo. Worried his son was not yet ready to know the The Forerunner Saga|truth behind the ringworld weapons, Bornstellar would instead tell him loose recounts shrouded in myth and legend.
Traits Bornstellar's son grew up focused and strong. He loved working in fields with his hands and he wore a weathered straw hat.
List of appearances
''Halo: Fractures''
*''Untitled story (Halo: Fractures)|Untitled story''
Sources
Category:Forerunner characters
|
Boron, chemical symbol B, is a trivalent nonmetallic element that never occurs as a free element in nature. In amorphous form, it is a brown powdery substance, while in crystalline form, it is hard and black. Boron has an atomic number of 5, a hardness (Moh's scale) of 9.3, and belongs to group 13 on the periodic table.
Usage Because of the remarkable hardness of boron compounds, boron fibers are commonly used by the United Nations Space Command|UNSC to reinforce other metals. One example is prior to Operation: FIRST STRIKE, when the SPARTAN-II Program|Spartan-IIs of Blue Team used boron fibers to reinforce the hull of a captured Taaku Xur-pattern Spirit|Spirit dropship.''Halo: First Strike'', Chapter 31
Sources
Category:Materials Category:Elements
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Boson beads, also known as phase pearls, are among the rarest gems known to humans.
Overview Boson beads are known to be created through the plasma glassing|bombardment of hardlight|boson-photon fields, also known as hard-light. Boson beads appear as shimmering spheres that can range in size from that of a pea to a little larger than a human thumb-tip. They can at times appear more liquid than solid, but in the proper light are shown to be solid balls that give off a deep and bright iridescent glow. They are considered extremely valuable. According to Veta Lopis, just one phase pearl would have been enough for her to purchase the Trattoria Georgi.
History On 2553#April|April 14, 2553, the planet, Shaps III, was partially glassed by the pirate, Sav Fel, with the ''Pious Inquisitor''. The site struck was home to active Forerunner hard-light structures. When the 717th Xeno-Materials Exploitation Battalion deployed a company to Shaps III a short time later to survey the Line Installation 444-447, it discovered valuable boson beads created by the glassing. On 2553#April|December 12 of that year Office of Naval Intelligence operative Veta Lopis made use of these beads to attempt to bribe Ross Nyeto and Georgi Baklanov in turn as part of an Operation: RETRIBUTION|undercover operation on Venezia to make members of the Keepers of the One Freedom seek them out.
List of appearances
''Halo: Retribution''
Sources
Category:Materials
|
The Boson Reasearch Facility is a human science facility on Casmir. The facility presumably devotes its research to the study of subatomic particles known as bosons. In 2558, the facility's AI administrator, Erin Lynn, defected and joined Cortana's Created.''Halo 5: Guardians'', campaign level Guardians''
List of appearances
''Halo 5: Guardians''
Sources
Category:Locations
|
"Bosque de Negro", Spanish for Black Forest, is a location in or near Ankara, Mare Imbrium on Earth's moon, Luna. It is used as an Imbrium Machine Complex testing site, where the IMC's MJOLNIR Powered Assault Armor/Pathfinder|MJOLNIR/Pathfinder variant was first field-tested. It has been noted as being infamous for its very inhospitable and harsh outland conditions. ''(Pathfinder armor description)''
Sources
Category:Lunar locations
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File:Boss Takedown.png|right|100px
Boss Takedown is a medal in ''Halo 5: Guardians''. It is earned by killing a Boss (gameplay)#Warzone Bosses|boss unit in Warzone that is worth 25 VP.
Killing any of the following Boss (gameplay)#Warzone Bosses|bosses will earn the player this medal:
Covenant Sangheili General Ranger Commander
Promethean Knight Marshal Soldier Enforcer
Notes Visually, it is exactly the same as the Legendary Takedown, just white instead of gold.
Sources
Category:Halo 5: Guardians Warzone medals
|
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