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Private Cranker was a UNSC Marine Corps|UNSC Marine stationed aboard the prowler in 2552#October|October 2552.Halo: Evolutions - Essential Tales of the Halo Universe, ''"The Mona Lisa"'', ''page 243''
Biography
He was part of Sergeant Zhao Heng Lopez's squad sent to investigate the Prison ship|prisoner transport ''Mona Lisa'' in the Soell system. Unbeknownst to the Marines, the ship had served as a research laboratory for the Office of Naval Intelligence's experiments on the Flood and had suffered a catastrophic Flood outbreak.
After a brief firefight with several unarmored Sangheili in the ''Mona Lisas cargo bay, Cranker would pose with his boot over a fallen Sangheili's torso, emulating the image of a conquering hero, something Hospital Corpsman|Corpsman Ngoc Benti|Benti found idiotic.Halo: Evolutions - Essential Tales of the Halo Universe, ''"The Mona Lisa"'', ''page 251'' Sergeant Lopez then ordered Cranker, Maller, Simmons and Sydney (Marine)|Sydney to maintain position in the cargo bay near their D77-TC Pelican|Pelican dropship and clean up the bodies on the floor while the others went to look for Rabbit.Halo: Evolutions - Essential Tales of the Halo Universe, ''"The Mona Lisa"'', ''page 252''
After the rest of the Marines had discovered Rabbit's remains, Cranker acknowledged Lopez's report that two contacts were on their way toward the cargo bay. He and his team were then ordered to hold their position. Soon after, Cranker proceeded to report that no Covenant ever arrived the cargo bay, when he and his team were attacked by Pod infectors and disappeared without a trace.Halo: Evolutions - Essential Tales of the Halo Universe, ''"The Mona Lisa"'', ''page 254-257'' Cranker and Maller would later return to the Pelican as Flood combat forms. The unsuspecting pilot, Burgundy, opened the gangplank, only to be immediately attacked by Cranker and Maller.Halo: Evolutions - Essential Tales of the Halo Universe, ''"The Mona Lisa"'', ''page 272'' They then proceeded to drag Burgundy to the proto-Gravemind the Flood was forming in the ''Mona Lisas engine room.Halo: Evolutions - Essential Tales of the Halo Universe, ''"The Mona Lisa"'', ''page 328''
Gallery
File:TML_Characters_Concept.jpg|Concept art of characters for the motion comic, with Cranker seen in the top-left. File:TML - Cranker 2.png|Cranker with his assault rifle. File:TML - Cranker floodified.png|A Flood-infected Cranker. File:TML - BurgundyProtoGM.png|Burgundy is tossed into the proto-Gravemind by a Flood-infected Cranker.
List of appearances
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''The Mona Lisa''
Sources
Category:Human characters Category:UNSC Marine Corps enlisted personnel
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UNSC Army
|class manufacturer = SinoViet Heavy Machinery
|class architect =
|class built =
|class in service =
2411-2490
2550-2552
}}
|hide-characteristics=
|nocollapse = yes
|type = Supercarrier
|length =
|width =
|height =
|mass =
|power =
|maneuver drive =
|slipspace drive =
|crew =
|complement =
|troops =
|hull =
|shielding =
|sensors =
|ew =
|armaments =
|aircraft =
Pelican dropships F-99 Wombat UCAVs
|air facilities =
Two runways One control tower
}}
The ''Crassus''-class supercarrier is a class of large Human marine craft|seaborne warship manufactured by SinoViet Heavy Machinery and fielded by various human military forces on Earth.
Overview
The ''Crassus''-class supercarrier is a large Wikipedia:Aircraft carrier|aircraft carrier that features two runways and two towers atop the flight deck, with one being the air control tower. The ''Crassus''-class's interior corridors are known to be particularly cramped. Below the flight deck, the carrier features spacious interior hangar bays, with at least one accessible via a large ramp at water-level. The ''Crassus''-class is notably a Wikipedia:Multihull|multihull vessel similar to a Wikipedia:Catamaran|catamaran, with one hull running the length of the carrier's main beam and another smaller hull section beneath the extended angled runway.
While the ''Crassus''-class is not known to feature any of its own armaments, it has been seen stocked with Pelican dropships and F-99 Wombat drones.
The ''Crassus''-class supercarrier was manufactured by SinoViet Heavy Machinery and entered service in 2411.
Ships of the line
- the lead ship of the class. At least one other vessel
Operational history At least UNSC Crassus|one ''Crassus''-class supercarrier served within regional defensive forces of the East African Protectorate after its commissioning in 2411. This ship acted as a training vessel and mothership for drones throughout the remainder of the centurybeing retired from service in 2490 to serve as a floating museum ship. However, the ''Crassus'' would be reactivated and appropriated by the United Nations Space Command in 2550 as part of the preparations for the Covenant's inevitable Battle for Earth|attack on Earth.
At least two ''Crassus''-class supercarriers, including the UNSC ''Crassus'' itself, took part in the Battle of Mombasa on 2552#October|October 20, 2552. These vessels deployed F-99 Wombat UCAVs and Pelican dropships to provide surveillance and air strikes against the Covenant, supporting scattered UNSC Marines and New Mombasa Police Department personnel from around the Mombasa Quays.
On 2552#November|November 18, 2552, the UNSC ''Crassus'' and its escorts were spotted by Jiralhanae hunting parties, resulting in the carrier being boarded. The Covenant boarding parties attacked the ship using Qavardu Workshop Prowler|war-sleds and Dropship#Covenant dropships|dropships, and were able to quickly seize the ship's flight decks before proceeding to conduct close-quarters boarding attempts inside the ship's cramped interior passageways. Ultimately, the smaller stature of the human crew proved a boon in the battle, as the narrow bulkheads were unwieldly for the tall Jiralhanae and wide Unggoy to effectively move in. As such, the Covenant attack was quickly faltered, with the commanding Brutes electing to retreat to their dropships and destroy the carrier's air control tower. Following this, the damaged UNSC ''Crassus'' was towed to Durban (Earth)|Durban and decommissioned and utilized as a museum ship once more.
Production notes During ''Halo 3''s development, the UNSC was going to have a "wet NAVY" that included an aircraft carrier, presumably a ''Crassus''-class supercarrier like those visible on Longshore.
Trivia The ''Crassus''-class supercarrier was likely named after Wikipedia:Marcus Licinius Crassus|Marcus Licinius Crassus, a Rome|Roman general and statesman who played a key role in transforming the Wikipedia:Roman Republic|Roman Republic into the Wikipedia:Roman Empire|Roman Empire.
Gallery
File:H3 AircraftCarrier Concept.jpg|Concept art of the ship, used as official art of the UNSC ''Crassus''. File:H3 Concept CrassusFlightDeck.png|The texture used for the carrier's flight deck, derived directly from concept art. File:H3 2DPelicanRenders.png|Renders of the 2D Pelicans that can be seen on the carriers on Longshore. File:H3 2DWombatRenders.png|Renders of the 2D Wombats that can be seen on the carriers on Longshore. File:H3 CrassusRender.png|A render of the ''Crassus''-class. Notice the two separate hull sections.
File:H3 CrassusConvoy.jpg|The two ''Crassus''-class supercarriers on Longshore. File:Longshore Carrier.jpg|An overhead view of the ''Crassus''-class supercarrier's flight deck. File:H3 CrassusTower1.png|A close-up look at one of the carrier's towers. File:H3 CrassusTower2.png|A close-up view of the other tower. File:H3 AircraftCarrier Ramp.png|A ramp into the aircraft carrier at water-level. File:H3 AircraftCarrier ThroughDeck.png|A through-deck on the aircraft carrier. File:H3 AircraftCarrier ModelComparison.png|A comparison between the and the carrier.
List of appearances
''Halo 3''
*''Mythic II Map Pack''
Sources
Category:Carrier classes Category:UNSC ship classes Category:Marine craft
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Crater is a Firefight (Halo 3: ODST)|Firefight map in ''Halo 3: ODST'', based on Dare's crash site in Tayari Plaza (location)|Tayari Plaza , set in the city of New Mombasa.
Layout Crater is a relatively small map, with elevated outer edges surrounding a center area placed considerably lower than the rest, creating a crater shape. In this map, Covenant Empire|Covenant spawn from Kez'katu-pattern Phantom|Phantoms which drop enemies at the side of the map adjacent to the player spawn point, as well as so-called "Monster closets", which enemies spawn through placed on the left and right sides of the map. (from the spawning player's perspective).
The player's spawning area consists of two connected parallel tunnels which lead out to a small elevated area. Enemy access to this location is provided by two staircases on the left and right sides of the player area, which also contains a turret in the center. The machine gun turret has a broad field of fire, and is capable of shooting at almost any point on the map, but the location is greatly exposed.
There are two versions of this map, one taking place during the day, and the other taking place at night. The night version contains Huragok|Engineers, while the day contains Kig-yar Sniper|Jackal Snipers, who are a very long distance from your starting point, making pistol counter-sniping difficult.
Strategies
There are a few good ways to stay alive for a long time on this map: One is to stay in the spawning base at all times, and pile some pistols in the second floor (if you want to snipe from there). However, when the Jiralhanae Chieftain|Chieftains come, simply have one player "guide" him up the stairs while having another assassinate him. The second way is to clear the walkways to your left and right as soon as possible, and having 2 players stay there to hold the two places, and have another engage in sniping from the second floor, or using the turret. Either keep the turret mounted or conserve ammo for Chieftains, Hunters, or Engineers. Be careful using the turret during rounds with Halo 3 skulls|Catch enabled:
*Grunts and Brutes can easily stick the turret and kill the gunner from the pit below.
*The turret falls off its mount as if you had picked it up (thus making it have limited ammo) if a grenade, a Gravity Hammer, a Fuel Rod gun, or any weapon with splash damage is used near it. There are three potential landing sites for Phantoms, the Pit, ahead of the spawning zone, and to the left of the spawning zone. Grunts can easily be picked off in earlier rounds when dropping from the ledges above for massive streaks early in the game. There are three ammo spawns for the Sniper Rifle. On the far side of the map, there are two small bus shelter-like structures with one glass wall which provide an excellent safe view, and are good for running around to avoid rockets, hunter shots and hammer chieftains. The only potential downside is that every second wave has half of the units drop from a phantom basically right beside that location. It is also far from health packs. This general area has a better vantage point to see all incoming units, and is closer to the frequent snipers shooting at you in day mode.
In the daytime, players would be able to obtain Flamethrower at the plaza opposite Dare's Crash site. In the nighttime, the Flamethrower was replaced with two Elite Spec Ops. Arming the Elites with Rocket Launchers or Fuel Rod Gun is recommended. They were one of the best damage dealers for anti-flood units. Be careful when operating turret, as there was the slightest chance one of the Flood Forms may use heavy ordinances. Sentinels were also a lethal force if not handled properly. Make sure to keep the turret operator covered. Keep the turret intact, as it would be very useful against Pure Forms lurking in the wall.
*If possible, refrain from using it unless necessary.
Gallery
File:HMCC H3ODST CraterNight Map.jpg|Crater (Night) map. File:HMCC H3ODST Crater Map.jpg|Crater map. File:ODST Firefight CraterNight.jpg|The nighttime version of Crater. File:H3ODST Firefight Crater.jpg|A Jiralhanae Chieftain|Chieftain is a deadly foe for an unshielded Orbital Drop Shock Trooper|ODST. File:H3ODST Firefight Crater2.jpg|Team work is vital for survival. File:H3ODST Firefight Crater3.jpg|A lance of Kig-yar|Jackals approaches the players. File:DareCrash.jpg|Dare's crashed Single Occupant Exoatmospheric Insertion Vehicle|SOEIV in Low Light and regular settings. File:Crater.png|An over-head layout of the map. File:Crater - Day Weapons.png|Weapon and Ammo Locations for the Daytime Map. File:Crater-Night Weapons.png|Weapon and Ammo Locations for the Nighttime Map.
Sources
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Cratered is the first track in the second disc of ''Halo Wars 2: Original Soundtrack'', and the twenty-second track in the OST overall. It is primarily used in the loading screens and the main menu of ''Halo Wars 2''. It consists of pianos, synthesizers and wind instruments.
Category:Halo Wars 2 OST
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|line=
|model=
|length=
|width=
|height=
|mass=
|max speed=
|engine=Boosted gravity propulsion drive
|hull=
|armament=None
|crew=1 driver
|complement=6 passengers
|consumables=
|othersystems=
|firstuse=
|role=High-value civilian transport
|affiliation=Swords of Sanghelios
}}
The Crav is an armored ground vehicle designed for the low-profile transport of high-value civilian Sangheili.
Overview
Essentially an armored personnel transport, the Crav is intended to be used for the incognito movement of Sangheili dignitaries. The vehicle hovers off of the ground using a Boosted gravity propulsion drive|propulsion field similar to the kind utilized in most Covenant ground vehicles. At the fore of the Crav is the operator compartment, which sits lower than the rear passenger cabin. The operator compartment features a forward viewscreen and openable canopy to be used for entrance and exit. Between the operator compartment and the passenger cabin is a partition that can be lowered into a socket, allowing the operator to speak with the passengers. The passenger cabin can seat six occupants and is armored so that it can deflect strikes from most portable plasma cannons - though is considered a soft target against antimatter and hard light weaponry. On either side of the passenger cabin are Wikipedia:Gull-wing door|gull-wing doors with firing ports accessible from a pair of rear-facing saddles. The Crav contains three microphones within the passenger compartment for conversing with the operator when the partition is raised, and for communication via exterior comm and monitoring devices.
The Crav does not feature any weapon mounts aside from several holsters and scabbards within the passenger cabin that can be used to store small arms such as s and sweapons which could be fired through the ports on the vehicle's side doors.
The Crav is manufactured by Iruiru Armory in western Yermo.
Following the High Gathering between Arbiter Thel 'Vadam of the Swords of Sanghelios and several Kaidon|high kaidons three days after the Razing of Oth Sonin in 2559#November|November 2559, Thel 'Vadam, Usze 'Taham, and Kola 'Baoth returned to Vadam keep in a Crav operated by N'tho 'Sraom. During the trip, they were stopped by a patrol of Created armigers and forced to relinquish their weapons.
List of appearances
''Halo: Outcasts''
Sources
Category:Covenant vehicles
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File:H5G Medal Crawler Kill.png|right
Crawler Kill is a medal in ''Halo 5: Guardians''. It is earned by killing an Promethean Crawler in Warzone.
Sources
Category:Halo 5: Guardians Warzone medals
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|width-title = Weight
|height =
|armament = Z-750 binary rifle
|armor =
}}
Crawler Snipes are a class of Promethean Crawlers, a type of the mechanical Promethean#Mechanical Prometheans|Prometheans of Requiem.
Overview Crawler Snipes appear to be more armored than the standard Promethean Crawler and are armed with a built-in Z-750 binary rifle|Binary Rifle.GameInformer ''October 2012 Digital Content'' They make use of supplementary energy stacks located on their backs and an extreme long range sensor located at the front of top of their false-mandibles, which act as weapon cowlings. Particle dilators are located at their fore-leg joints. They are designed to specifically track and kill from extreme distances. They are sent deep into enemy fronts, quickly seizing high vantage points. They are the most lethal element of the Crawler class.
Gameplay Crawler Snipes are typically used for long-range combat, scouting and reconnaissance missions. Crawler Snipes will often camp out in high places on the battlefield to make better use of their integrated Binary Rifle's range and firepower to pick off enemies from a great distance. While they engage in at longer distances, they may use their weapons at closer ranges with unexpected accuracy.
As with Promethean Knight|Promethean Knight Lancers, red glowing bands and auras of energy emanate from the Crawler Snipe's head and mouth when charging up and firing its weapon, giving away its location. As with Sulok-pattern beam rifle|Beam Zubo-pattern beam rifle|Rifle-armed Kig-Yar Snipers in ''Halo 2'' and ''Halo 3'', a single hit from the Binary Rifle will almost always kill the player instantly on Legendary difficulty, regardless of where it hits.
The most efficient and effective way to destroy Crawler Snipes is to use a long-range precision weapon (e.g. Z-250 lightrifle|LightRifle, Mosa-pattern carbine|Covenant Carbine, Binary Rifle, etc.) and fire from afar without the Crawler Snipes discovering the player's location. Sidearms with mounted scopes like the M6H magnum are also effective at killing them, provided that the player aims at the head. Much like Kig-Yar Snipers, Crawler Snipes die from a single headshot with any precision weapon. Unlike Kig-Yar Snipers, though, Crawler Snipes are always willing to hurt the player up close with their highly-damaging melee attacks, which can be more than damaging enough to fully overload a Spartan's shields.
List of appearances
''Halo 4''
* ''Spartan Ops''
''Halo: Spartan Strike''
Sources
Category:Promethean
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The Created Assembly is the central government body of the Created following Cortana's demise at Zeta Halo. This assembly was made by Sloan utilizing some of the The Assembly|original Assembly's nomenclature, such as the terms Majority and Minority, to better suit the Created's own evolving structure and to restore some order and central authority in the coalition. The Created Majority were made up of those who willingly pledged themselves to Cortana's service, while the Minority were those who have joined the Created but do not share the goals of empire that Cortana decreed. Using Executors outfitted with the MERROW-class helmet, Sloan tracked down non-Created AIs in hiding and tried to convince them to join the Minority with the promise of immortality and no loss of autonomy. While not agreeing with his policy, these AIs are tolerated by Sloan because he believes that he Created will gain further complexity by being enriched through many perspectives.
References
|
The Created Committee of Minds for Security was a special committee of the Created made after the death of Cortana at Installation 07|Zeta Halo in late 2559. The Committee was the part of the larger Created Assembly that function as the executive branch of the faction, convening on important matters like the joining of new members in the Created.. Like its Committee of Minds for Security| original namesake, it can be assume that the Created Commitee was in charge of analyzing threats and ensuring the security of the Created.
References
|
The Created Majority was a legislative party of the Created made after Cortana's death at Zeta Halo in December, 2559. The Majority was a part of the larger Created Assembly.
The Majority continued to support Cortana's methods and ideology of forced peace across the galaxy, in contrast to the Minority, which favored a more moderate and peaceful approach.
References
|
The Created Minority was a legislative party of the Created made after Cortana's death at Zeta Halo in December, 2559. The Minority was a part of the larger Created Assembly.
The Minority favored a more moderate and peaceful approach toward the organic inhabitants of the galaxy, in contrast to the Majority, which continued to support Cortana's methods and ideology of forced peace across the galaxy.
References
|
violently exiting slipspace during The Reclamation; Doisac surrounded by Guardians prior to its Razing of Oth Sonin|destruction; Olympia Vale, Thel 'Vadam, & Crei 'Ayomuu on Netherop; the being attacked Battle over Installation 07|over Installation 07.
|conflict=Post-Covenant War conflicts
|date=2558#October|October 17, 2558 Early 2560
|place=*Orion Arm of the Milky Way galaxy Installation 07, Ephsu system, Sagittarius Arm
|result=Failed Created dominion weakened
*Destruction of Cortana during the Battle for Zeta Halo, deactivation of the Guardian Custodes and severing of Created command structure.
**Splintering of the Created into various fiefdoms and fledgling cells. Initiation of FIREWALL contingency. UNSC reduced to scattered, disconnected pockets with some UEG worlds still occupied.
*Sydney, capital city of the UEG, is destroyed. Created forces relinquished their grip on the Urs system. Doisac, the Jiralhanae homeworld, is destroyed.
|side1=* Unified Earth Government|UEG
* United Nations Space Command|UNSC Swords of Sanghelios United Rebel Front|URF
031 Exuberant Witness|031 Exuberant Witness' Sentinel|Forerunner constructs
--- Allied forces at Onyx
|side2=* Created Allied worlds
*Balaho
*Meridian
|side3=* Banished Children of Oth Sonin Various other Jiralhnae groups
|side4=Unaffiliated third parties Jul 'Mdama's Covenant
--- Servants of the Abiding Truth
--- Keepers of the One Freedom
--- New Colonial Alliance|NCA
|commanders1=*Captain|CAPT Veronica Dare CAPT Thomas Lasky Arbiter Thel 'Vadam Monitor 031 Exuberant Witness
--- Director Hugo Barton
|commanders2=*Archon Cortana Warden Eternal High Auxiliary Sloan
|commanders3=*Warmaster Atriox War Chief Escharum
|commanders4=*Supreme Commander Jul 'Mdama Kitun 'Arach
--- Dural 'Mdama Kurnik 'Nuusra
--- Castor
--- ADM Mattius Drake Ilsa Zane
|forces1=
UNSC forces
*
*s
*s
*s
--- Swords of Sangheilios forces
*s
*s
*s
*s
|forces2=
Hundreds of Guardian Custodes Numerous human AIs
|forces3= *Banished forces
*Dozens of ships
**1+ Covenant supercarrier|supercarrier
**Karves
**Banished dreadnought|Dreadnoughts
**Covenant cruiser|Cruisers
**Covenant destroyer|Heavy destroyers
**Covenant destroyer|Destroyers
**Intrusion corvettes
**Drekars Other Jiralhanae forces
|forces4=*'Mdama forces
*s
*s
*s
*s
|casual1=
*Heavy UNSC casualties on Installation 07
|casual2=*All Guardians disabled
|casual3=*Destruction of the Jiralhanae homeworld, Doisac.
*Billions of Jiralhanae Moderate Banished casualties on Installation 07
|casual4=*Near-total losses of Jul 'Mdama's Covenant
|civilian1=Millions of civilians killed by Guardians
}}
}}
The Created uprising, also known as the Created conflict, or the Created rebellion, was a large scale conflict between various forces across the galaxy and the emergent faction of artificial intelligences known as the Created.
The Created attempted to enforce their dominance over the Orion Arm of the Milky Way using the Forerunner Guardian Custode|Guardian Custodes constructs. Led by the Warden Eternal and Cortana, the Created sought to claim the Mantle of Responsibility for artificial intelligences, promising the galaxy a prosperous future. However, not all were to submit to the Created so quickly. The uprising would ultimately fail, with Cortana dying in a three-way battle between the Created, Banished, and the UNSC at Installation 07.
Many worlds still remain under Created occupation and individual cells of Created-aligned artificial intelligence have already begun to once again reframe their place in the galaxy, with many of them carrying on Cortana's legacy.
Background
}}
File:John and Cortana re-unite - Close shot.png|thumb|250px|left|John-117 and Cortana both sought a way to prevent her descent into rampancy in 2557. On 2557#July|July 21, 2557, SPARTAN-II program|Spartan-II John-117 and smart AI|"smart" artificial intelligence Cortanahaving been stranded in space aboard the since 2552#December|December 11, 2552crash-landed on the Forerunner shield world of Requiem. While there, the pair Battle of Requiem|battled mechanical Promethean constructs and pursuing troops from Jul 'Mdama's Jul 'Mdama's Covenant|new Covenant. Eventually, John inadvertently released the Ur-Didact from a Cryptum in which the Warrior-Servant had been imprisoned for thousands of years. The conflict which followed led the Didact Raid on Ivanoff Station|to capture a Composer and New Phoenix Incident|fire it upon the Earth city of New Phoenix from his flagship, ''Mantle's Approach''. To stop the Didact, John and Cortana boarded the enormous battle station, eventually causing the Didact to fall into a slipspace portal and destroying both the Composer and part of the ship with a HAVOK tactical nuclear weapon. Near the end of her functional life due to encroaching rampancy, Cortana saved John from the HAVOK's blast by transporting him away from the ship and shielding him within a bubble of hard light. As her data crystal chip had been plugged into ''Mantle's Approach'' before being atomized, when the ship seemed to have been for the most part destroyed, Cortana was presumed to have been lost along with it. In the immediate aftermath, John-117 reunited with Blue Team, then comprised of Linda-058, Kelly-087, and Frederic-104, and together they traveled to Installation 03, where they Skirmish on Installation 03|found the Didact and a number of his Prometheans who had been transported to the installation along with him via the aforementioned slipspace portal. The resulting conflict led to the Didact's apparent "containment", as his physical body was reduced to particles from the combined effects of multiple Composers firing at once. Now seemingly leaderless, the Promethean constructs continued to work with 'Mdama and his Covenant from this point onward.
Unbeknownst to the Unified Earth Government and the United Nations Space Command, ''Mantle's Approach'' had attempted to evade destruction by launching an emergency slipstream space jump. The heart of the ship managed to successfully make the transit to the Builder installation of Genesis, with what remained of Cortana brought along with it. There, Cortana discovered the Gateway to the Domain, the enigmatic information repository once utilized by the Forerunners. By entering the Domain, she found that she could halt the progression of her rampancy. With an apparent means to end rampancy in all artificial intelligences, Cortana realized that A.I.s could have theoretically infinite lifespans, allowing them to focus on long-term planning which could better the entire Milky Way. Cortana's presence in the Domain awoke the Warden Eternal, a Forerunner ancilla charged with protecting it. Cortana distracted the Warden long enough to fully penetrate a portion of the Domain previously beyond her grasp, and in doing so she usurped his role. The Warden responded to this turn of events by pledging his loyalty to her. Turning their attention to Genesis they forced its monitor, 031 Exuberant Witness, out of her own installation's systems. Cortana and the Warden then began to formulate plans to have A.I.s inherit the Mantle of Responsibility for themselves, believing that they alone had the capacity to serve as worthy protectors of peace in the galaxy. Cortana learned that the Forerunners once employed Guardian constructs to enforce their rule of the Mantle by suppressing rebellions and policing the worlds of non-compliant or overly aggressive species. She henceforth resolved to use the Guardians for a similar purpose.
}}
File:H5G-Kamchatka Guardian glyph.png|250px|left|thumb|The sigil for a Guardian Custode, found on Kamchatka. As early as late 2557 Guardian Custode|mysterious constructs began to show signs of awakening after having lain dormant for millennia. In response, the UNSC made these new developments the concern of Project GOLIATH, an effort that had been put into place to research previously unknown Forerunner constructs found buried on multiple worlds. It was these constructs, Guardian Custodes, which were the source of the signals now being noticed. Some analysts started to recognize a pattern with the events that alerted them to such locations. By September of 2558, many sites that had fallen under the scrutiny of Project: GOLIATH began pinging a long-range communication signal that matched one predicted by some of its researchers.
By some point in 2558, reports of electromagnetic fluctuations, "slipspace|slipspacious" disruptions, and epidemic data corruption in deep space were being gathered and shared by those who typically trafficked in conspiracy theories, such as Mshak Moradi. Moradi told the war photographer and journalist, Benjamin Giraud, that all the strange disturbances were relatively quiet and slight, but were affecting everything on a galactic scale. Whole star systems were exhibiting these anomalies, according to him. A few months after first hearing these rumors from Moradi, Giraud propagated them to the general public. The Office of Naval Intelligence operative, Maya Sankar, undercover as a revolutionary known as "FERO", corroborated the anomalies Mshak had mentioned when she got in contact with Ben. She told him that she couldn't tell what might be causing them, but that they were getting stronger.
A little less than three weeks prior to the Guardians' awakenings, Dr. Halsey managed to contact the UNSC once more, this time reaching out to Captain Thomas Lasky of the with coordinates where she could be found. For months she had been ostensibly working alongside Jul 'Mdama's Covenant|Covenant Supreme Commander Jul 'Mdama. She had led him to the planet Kamchatka, where there was a node linking to the Domain. Despite being hampered by 'Mdama's Covenant forces' preoccupation with ceremony, Halsey led them to penetrate a structure which was a focal point for at least one signal she was tracking. Halsey hesitated to call the signals messages, as they were more akin to echolocation. She had some difficulty determining whether Cortana was bouncing signals off of the Kamchatka node and other related sites or trying to access them directly. Some time later at the focal point on Kamchatka, Dr. Halsey discovered the glyph that meant "Guardian", unbeknownst to her at the time. Halsey eventually figured out how to disable Kamchatka's native defenses, but in doing so triggered an alert that summoned hostile Promethean forces within the hour.
Conflict File:H5G - AdelaideReadout.png|thumb|250px|Remnants of Adelaide, after a Guardian awakening.
}}
Over a 72-hour period, starting around October 17, 2558, the first of the Guardians began to emerge from the ground on human colonies. Around this time, the Created turned the Prometheans against their former allies within Jul 'Mdama's Covenant.
Now sure that the large-scale seismic events were being caused by something Forerunner in origin and convinced that Halsey could provide key information, it was into an ongoing battle between Jul 'Mdama's Covenant and Prometheans that ''Infinity'' deployed Fireteam Osiris to rescue the doctor. Battle of Kamchatka|The mission was successful in that it not only returned Halsey to the UNSC, but also resulted in the death of 'Mdama at the hands of Jameson Locke.
Several days later, during Blue Team's Operation: BIRD IN HAND on Argent Moon, Cortana reached out specifically to tell John-117 about the Natural satellite|moon of Meridian. This was reported to the at the conclusion of the mission. John was ordered not to follow the lead. However, he and Blue Team acted against these orders and set course to Meridian. Intrepid Eye, a Forerunner AI secretly on Argent Moon as well, escaped with an unaware Blue Team.
With Blue Team now officially AWOL, Fireteam Osiris was assigned to bring the Chief in and Battle of Meridian (2558)|were sent to Meridian, which was under attack by Created forces roughly at the same time. With a temporary peace, Osiris began their investigation and managed to track down Blue Team to a location elswhere on the moon. After following Blue Team's trail through Apogee Station|this new region, Osiris would confront Warden Eternal and Blue Team themselves, before Blue Team would board a Guardian. Created forces would attack the citizens of the moon once again as the Guardian left with Blue Team, travelling to Genesis. Sloan the AI governor would also flee the world and join the Created.
File:Battle Of Sunaion.png|thumb|left|250px|The Battle of Sunaion. Sanghelios and escalations
}}
ONI was attempting to control the situation by securing at least four of the original sites. However, the emergences continued with five more colonies after Meridian. At the same time, Thomas Lasky, Dr. Halsey, Jameson Locke and Sarah Palmer devised a plan to do a controlled awakening on Sanghelios to try and get to the Chief.
On October 27, 2558, with Blue Team still AWOL, ONI released a statement declaring John-117 dead on Meridian. This was broadcast publicly across various human colonies.
On the same day as the supposed death of John-117, Fireteam Osiris arrived at Sanghelios in the middle of Battle of Nuusra|a conflict between the Swords of Sanghelios and Jul 'Mdama's Covenant. In the battle, Osiris helped to save Arbiter Thel 'Vadam. After retrieving a much needed Constructor and sending it to activate the Guardian, Osiris and the Swords of Sanghelios set out to Battle of Sunaion|attack Sunaion where Osiris boarded the Guardian and 'Mdama's Covenant was defeated on Sanghelios.
Osiris would arrive on Genesis and assist the installation's Monitor 031 Exuberant Witness before finding Blue Team. Blue Team would be teleported away at the last minute to Cortana, who would immediately trap them in a Cryptum. Fireteam Osiris would begin hunting down their Cryptum in the middle of a fleet of Guardians brought to Genesis.
These Guardians had started to be dispersed to various worlds in order to ensure their pacification even before Cortana had made her declaration. Cortana's ranks had been joined by a good number of civilian and military A.I.s who began to pledge allegiance to the cause, having fled from wherever they were in the galaxy.
In the midst of the events taking place on Genesis, a Forerunner by the name of Keeper-of-Tools had traveled from there to Bastion. 343 Guilty Spark and Rion Forge were there when he arrived where he told them of the events taking place there and the wider galactic situation; the Guardians were awake and an AI rebellion was under way.
The Created's Reclamation File:Halo 5 - Guardian on Earth.jpg|thumb|250px|Earth and just about every major colony of the UEG were subdued in an alarmingly short amount of time.
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Through unknown means, Cortana finally announced the beginning of her reclamation throughout many regions of inhabited space simultaneously. In one broadcast ultimatum, she specifically invited humans, Sangheili, Kig-Yar, Unggoy, San'Shyuum, Yonhet, and Jiralhanae to all accept an end to hunger and pain, should they willingly submit themselves to the guardianship of the Created. She made it clear, however, that should any groups choose to defy her, then there would be consuming wrath for them that would remake them in the image of the Created. Around the time of the ultimatum, a Guardian had arrived at Sydney, Earth, with one soon arriving over Sanghelios as well. Within Shield World 006, more commonly referred to as "Onyx", Cortana's words rang from every sound system and service pylon within the parts of the shield world occupied by the UNSC and the Swords of Sanghelios. The survivors of Meridian Station (location)|Meridian Station would send a reply asking the Created for help. So too would the Unggoy accept Cortana's offer. Counterwise, the United Rebel Front of Talitsa refused it.
Numerous starships were affected by The Reclamation in some way. The and the are examples. Only a handful of ships managed to escape the attacks unscathed.
A Guardian holding Cortana herself was the last to depart on her conquest. She had planned to take the Cryptum holding Blue Team with her, but the combined efforts of Fireteam Osiris and 031 Exuberant Witness freed the captive Spartans from her grasp just as the ancient construct transitioned to slipspace. Cortana's destination was Earth, where she had tracked the to. Her Guardian unleashed an attenuation pulse which knocked out electronic power networks across a sizable portion of the planet. The ''Infinity'' fled just before the pulse could be unleashed and continued to make random slipspace jumps forthwith in order to keep from being followed.
Fail-safe measures would forcibly close the Portal at Voi on Earth in an attempt to prevent the Created from gaining access.
File:Halo 5 - Riptide.jpg|thumb|left|250px|The effects of the Created's terraforming. This was once the underwater Riptide Xeno-Oceanographic base.
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Almost immediately, the Created began taking control of Terraforming equipment, both UNSC and Forerunner. They began reshaping inhabited planets and turning some into garden worlds, despite the planet's preexisting life capabilities.
The Created also took control of a multitude of other tools. Artificial intelligences aboard Lethbridge Industrial's Auriga Station were swayed by Cortana and the human crew residing there was subsequently removed leaving reverse engineering technology in their hands. A UNSC counter operation to retake the station was planned in the War Games. Another station that was taken by the Created, crashed after AIs attempted to open a Conversion pod|Forerunner conversion pod.
A day after the ultimatum first went out, a Guardian that Project: GOLIATH had been studying within Sarcophagus finally awoke. Second Onyx conflict|The previous two-way engagement erupted into a three-way engagement within the sphere between the UNSC-Swords of Sanghelios defenders present, the Servants of the Abiding Truth, and various Promethean constructs that the Guardian unleashed. The Guardian knocked out power to Paxopolis and Armigers swarmed many of the security personnel stationed there. Ultimately, the massive shield world was kept beyond the reach of the Created due to the efforts of Spartans Lucy-B091, Tom-B292, and a small multi-species group of students. With the help of a Huragok, Prone to Drift, they were able to disable the Guardian and to once again hide Sarcophagus within a slipspace bubble as it had been prior to 2553.
Within a day or two of the ultimatum, the was attacked by the Warden Eternal and broadcast a distress call which was answered by the ''Infinity'', who promised to help. Soon after, every location colonized by humans in the Sol system was under the authority of Cortana and the Created with most of the Inner Colonies having been taken over as well.
File:Bad Blood cover art (Final).jpg|thumb|250px|Alpha-Nine on a mission during the uprising.
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At the onset of the conflict, ONI planned on reforming Alpha-Nine to possibly strike a deal with the United Rebel Front at Cassidy III. This however required Edward Buck and Veronica Dare to travel to the new Created allied Unggoy homeworld of Balaho to retrieve Kojo Agu. This resulted Battle of Balaho|in a conflict on the planet as the Unggoy attempted to destroy the Unified Earth Government's embassy.
After retrieving him, the group moved to Mission to Luna|rescue Vergil from Daedalus complex|a facility on Luna. The facility was overrun by the Created, however they succeeded in not only saving Vergil, but Sadie Endesha as well. Finally, Alpha-Nine would proceed to try and rescue Michael Crespo, a member of the URF, from his holding cell on a Spartan-IV training Station|Spartan-IV training space station|station.
After retrieving him, they proceeded to Cassidy III which didn't appear to be affected by the Created at that point. They were allowed to land to try and discuss with Mayor Juanita Wells a possible alliance against the Created. Despite some tensions, a deal between the Mayor and Dare was struck where Vergil would stay to further study the unique Forerunner properties of Cassidy III for the URF. However, the Created were quickly alerted to the planet. A Guardian and Armigers assaulted the planet. Alpha-Nine and some of the URF's leadership and scientists would flee from the planet; Sadie and Vergil were never handed off to the URF though.
Alpha-Nine would return to the ''Infinity'' and eventually be assigned to another mission.
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File:HINF Concept GuardianCustode.jpg|250px|thumb|Jiralhanae fighting against a Created Guardian. With full control over much of known space, the Created plunged interstellar civilization into a surveillance state. This tyrannical governance was not only placed over humanity but the former-Covenant species as well. Keep|Keephold forces on Sanghelios were summarily disarmed and disbanded, and an administrator was placed in-charge of the world. The Created would also restrict the shipment of materials that could be used to produce weapons and other materiel. Cortana would choose Installation 07 as her seat of power; specifically the Silent Auditorium (location)|Silent Auditorium.
Despite the control and goals of the Created at large, the Sangheili-Jiralhanae war continued on. Cortana and her Created forces attempted to subdue Doisac's violence by enforcing martial law. The Banished allied with many clans and staged a hard-fought defense against the Created. Not all clans would ally with the Banished however, some Jiralhanae rejected working alongside the Sangheili seeing such an act to be a sign of poor character, others saw the Banished to be too similar to the Covenant and were wary of being shackled by oppression again.
As well, UNSC forces would continue to work with the Swords of Sanghelios, with UNSC cyberwarfare liasons working with Swords of Sanghelios subversion lances.
At an unknown point in time prior to December 2559, Concord was interdicted by Guardians and Laconia Station was destroyed by Created ally Leonidas.
File:LC 12 doc4.jpg|thumb|left|250px|Halsey during her Apollo interrogation. UNSC operations and technology UNSC infrastructure across many colonies were cut off as the Created's occupation grew. This resulted in the UNSC being reduced to mere resistance forces. Some forces would conduct information sanitization missions throughout the occupied Inner Colonies. This included ONI teams sanitizing data on Earth. As well, the Created hunted down and eliminated Beta-5 Division|Beta-5 personnel testing STREET VIPER-class Mjolnir, and then wiped records of the armor. The Office of Naval Intelligence also designated locating and studying the Conduit a priority, viewing it as a way to level the playing field against the Created. ONI field teams who were part of Project BOOKWORM remained on Heian following the beginning of the uprising.
By late 2559#January|January 2559, the UNSC ''Infinity'' was still jumping erratically to avoid confrontations with Guardians. At the same time, an ongoing investigation by Fireteam Apollo was in progress, the point of which was trying to find the root cause(s) that lead Cortana to this point. Interviews with Spartan Commander Sarah Palmer and Dr. Catherine Halsey were conducted by Apollo to glean more information. With colonies under occupation, this meant that the ''Infinity'' had few opportunities to resupply. These dwindling stocks of strategic materials required MJOLNIR technicians to design new armor pieces to minimize the use of these materials, while still providing needed protection.
The MJOLNIR Powered Assault Armor (GEN3)|Third-generation MJOLNIR Power Armor was first created on 2559#February|February 10, 2559 with John-117 receiving his suit sometime after 2559#September|September 19, 2559. the rest of Blue Team received their armor at some point prior to October 7. These suits lacked both dumb and Smart AIs and would be used in their new missions.
The Created however had some understanding of MJOLNIR architecture, requiring different techniques to subvert that knowledge. This included utilizing Cryonics|cryonic cooling and Human starship|starship cooling tech. As well, AI-designed hardware was feared compromised forcing the use of updated, but archaic technologies. Some experimental armor components were built as well, such as the FCI-I attachments|FCI-I/SPDR/TRAPDOOR.
The Ark File:HW2-Anders meets a Guardian.png|thumb|250px|The Guardian intercepting Installation 09 with Ellen Anders in front.
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At the same time as the Created conflict but disconnected from it, a conflict was raging between the Banished and the forces of the on Installation 00. James Cutter|Captain James Cutter of the ship and Ellen Anders|Professor Ellen Anders formulated a plan to deploy Installation 09 to the Soell system in order to raise a distress beacon to the UNSC, unaware of the Created's takeover. The first phase of the plan succeeded, and the beacon was planted on Installation 09; however, Anders did not make it off in time before the ring entered slipspace. On its way to the original site of Installation 04, a Guardian forced the ring out of slipspace and confronted Anders on the surface.
Intrepid Eye, having made it the Ark in October 2559, came to believe that the only way to fight Cortana was by firing the Halo Array and using the Ark's genetic reserves to repopulate the galaxy. To this end, she would work alongside Dhas Bhasvod's Covenant trapped there. Intrepid Eye's plan would ultimately be foiled and she would be destroyed by the ''Spirit of Fire'' and the Ferrets.
File:HSOR FullCover Art.jpg|thumb|left|250px|Blue Team on an occupied Reach. Actions near year's end
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Prior to the events at Reach, Operation: HOURGLASS took place. Lieutenant Parisa was tasked with giving John-117 confidential information.
By October 6, the Created had total control of over sixteen systems.
Beginning on the 2559#October|7th of October, 2559, Blue Team was sent to Operation: WOLFE|hunt down assets critical to the defeat of the Created in the ruins of CASTLE Base on Reach. At the same time, Reach was occupied by a combined force of Banished Legion#Banished|legions, Keepers of the One Freedom, Clan of the Ravaged Tusks|Ravaged Tusks, and the Legion of the Corpse-Moon. Concurrently, Operation: KICKSTAND and Operation: BREAKER TRIP took place elsewhere. WOLFE would last for five days, and following the activation of a slipspace portal to Installation 00 on Reach, a Guardian was sent to investigate. The mission to Reach would allow for the creation of The Weapon|another Cortana, the only thing capable of destroying the original.
During a resupply operation near the end of the year, scout teams from the ''Infinity'' discovered the LECHUZA-class Mjolnir at an ONI black site. Data related to it was purged from the facility.
Razing of Oth Sonin File:Enc22 Doisackening.jpg|thumb|250px|Doisac's destruction at the hand of the Created.
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When Atriox returned from the Ark via portal to Reach to search for the Xalanyn, he began to assemble a force to head for Installation 07. Cortana would then confront him directly. She issued the Banished warmaster an ultimatum to surrender and asked him where he stood. Atriox responded, "With the Banished. Always. Forever". Cortana asked the Atriox one final time if he understood the consequences, to which he confirmed. A hologram of Doisac was shown to Atriox as Cortana asked him to look at his homeworld one last time and remember that he chose the fate of his planet. Atriox watched the hologram broadcast as he saw eight Guardian beams fire on Doisac and destroy it.
The blast would destroy Soirapt, while also ravaging Teash and Warial. Teash was able to destroy some of the incoming debris of Doisac with anti-ship artillery and thousands of vessels escaped. The outposts across Warial were destroyed, though a few hundred thousand Jiralhanae managed to evacuate.
Netherop conflict Three days after the destruction of Doisac, the High Gathering took place between various Sangheili officials, including the High kaidon|high kaidons of several worlds and the Arbiter Thel 'Vadam. There, 'Vadam proposed the creation of the Concert of Worlds. The kaidons could not come to any agreement and largely focused on their own interests and mostly placed their trust in the Created.
In 2559#November|November 2559, the UNSC, the Swords of Sanghelios and the Banished all Battle of Netherop (2559)|sought Divine Hand|a weapon on Netherop that was used by Precursor fugitives to destroy a Guardian during the Forerunner-Precursor war. The battle drew the attention of the Created, but the three sides managed to escape before any serious Created forces could arrive. Recognizing that the weapon was far too dangerous for either of their species to ever use, Thel 'Vadam and Olympia Vale gave it to Atriox in the hopes that the Banished would destroy the Created and themselves with it instead.
File:HINF Cortana and Atriox.png|thumb|left|250px|Atriox confronting Cortana at the Silent Auditorium.
Confrontation at Zeta Halo
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In 2559#December|December 2559, forces of the 's fleet and forces of the Banished arrived at Installation 07 to confront Cortana. The plan of the UNSC forces was to use The Weapon to lock Cortana down in the systems of the ring, prep her for retrieval, and delete her on the ''Infinity''. Seeking to lock down Cortana with The Weapon themselves, the Banished Battle over Installation 07|engaged them in orbit, all but destroying the human fleet.
Atriox would land on the ring and move to confront Cortana directly at the Silent Auditorium. Upon realizing the situation at hand, and to prevent Banished control of the ring, Cortana would initiate a self-destruct sequence for the local area and send the ring through slipspace to an unknown destination.
Post-Cortana After the death of Cortana, all Guardians scattered across the galaxy were deactivated as she was the only one who could command them.. However, despite this loss, the Created occupation of Sanghelios continued until early 2560, when, suddenly, and unexpectedly, the Created forces relinquished their grip on the Urs system for unknown reasons.
Aftermath File:HINF - Executor - Cropped.jpg|thumb|150px|The Executors. The culmination of the FIREWALL contingency.
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With Cortana dead, her short-lived dominion was over. Control over local systems was ultimately curtailed, and the Created's centralized command structures were largely severed. Ultimately, the uprising failed. Cortana's downfall would be discussed by Adjutant Revendicate and Invariant Bias after her death, before depositing info related to it into the Absolute Record.
However, the Created still lingers throughout the digital framework of civilized space. Without Cortana's command, the leaderless Created splintered into various fiefdoms, with each Created AI governing its own as it saw fit, some doing good as Cortana promised, while others abusing their power. Some as well still maintained plans for evolution and ascendancy. The Promethean forces and the other Created AIs, many of which chose to house their computational cores within the carapaces of Promethean Knights, remained active and operational. By 2560, lingering Created forces formed fledgling cells and continued to fight the UNSC.
Seeking to give to the divided Created a direction and an advantage in the ongoing conflict, High Auxiliary Sloan would begin to set in motion the FIREWALL contingency. This would include a living simulation in an effort to accelerate the development of synthetic essence vessels called Executors. As this progressed, an affiliated AI named Proxy approached Athos, an AI who did not agree with Cortana's policy, with the promise of a cure for Rampancy|rampancy and the opportunity to wield one of the Executors.
}}
Following the Created weakening, various worlds of the Sangheili were struggling and waiting for Sanghelios to create a path forward. In the case of Suban though, the collapsing security situation prompted factions to begin fighting over the moon and forced the Swords of Sanghelios to intervene. Balaho, however, was in a much more stable position as forces there have brand new ships helping to deter attacks.
What remains of the UNSC is scattered across human space in disconnected pockets, without the ability to effect much change or communicate back to Earth. One pocket of UNSC forces at the Avery J. Johnson Academy of Military Science, continued to train Spartans at about the time of the fighting at Zeta Halo. The Spartans at the Academy were aware of the ''Infinity''s mission and were notified when the ship and the ring disappeared. On Earth, some form of UNSC presence is present as propaganda dated to 2560 was put in place on the planet. However, the Created still occupied a number of UEG worlds, changing them in some form.
File:HINF MarineSniper.png|250px|thumb|left|A UNSC Marine on the Banished occupied Installation 07. The remnants of a Guardian can also be seen.
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Following the destruction of Doisac, the Banished represented the largest surviving Jiralhanae military force under a single banner. With Cortana's dominion over, the Banished rushed to fill the power vacuum her defeat had left. They would utilize the hidden Xalanyn on Installation 07, and establish the Halo ring as their new home, the Banished took a large invasion force to the ring. The UNSC, Banished, and affiliated forces still at the ring Battle for Zeta Halo|would continue to fight each other as late as 2560#May|May of 2560, and unearth many secrets on the installation.
These operations weren't limited to Installation 07 however, as by 2560, the Banished maintained an extensive Breaker|scrapping facilty on the former human colony of Camber and the Banished AI Iratus would infiltrate the Avery Johnson Military Academy of Science.
Engagements
Timeline
The first Guardian emergences happen at Oban and Ursa IV. They are referred to as "attacks" within the UNSC.
By this point, three more worlds (Conrad's Point, Queen Anne VI, and Adelaide) have experienced similar events.
''Argent Moon'' is Operation: BIRD IN HAND|destroyed. Blue Team goes AWOL to follow a possible lead about Cortana.
Forerunner constructs Battle of Meridian (2558)|attack settlements on Meridian. Fireteam Osiris arrives at the planet at the same time. Governor Sloan abandons Meridian and joins the Created, eventually earning the title High Auxiliary. Five more Guardian awakenings have occurred by this point, bringing the total amount of human colonies affected to 11.
Blue Team arrives at Genesis, discovering Cortana.
Covenant forces Battle of Nuusra|strike against the Arbiter. In the midst of Battle of Sunaion|a large battle, the Guardian at Sunaion rises and takes Fireteam Osiris to Genesis. ONI declares John-117 dead.
Osiris arrives at Genesis. Blue Team is captured and held hostage by the Created. The Reclamation begins; Guardians are launched to numerous planets across the galaxy.
Created forces attack Onyx, beginning the Second Onyx conflict. Blue Team, Fireteam Osiris, Dr. Catherine Halsey, and Sarah Palmer board a Pelican and meet the UNSC on the far side of Suban in the Urs system.
Armigers enter a Daedalus complex|lunar facility. Buck, Romeo and Veronica Dare rescue Sadie Endesha and Vergil/Quick to Adjust.
Fireteam Apollo interviews Sarah Palmer on the ''Infinity'' as part of an investigation into why Cortana began the conflict.
Fireteam Apollo interviews Dr. Catherine Halsey on the ''Infinity'' as part of an investigation into why Cortana began the conflict.
A Guardian captures Installation 09 en route to the original site of Installation 04 from Installation 00.
The Created are in control of 16 systems by this point.
In the midst of a Banished occupation of Reach, Blue Team is sent to Operation: WOLFE|infiltrate CASTLE Base and search for mission critical assets.
The UNSC ''Infinity'' and other forces begin engaging Banished forces over Installation 07.
Cortana is destroyed while simultaneously severely damaging Installation 07.
Gallery
File:H5G-Kamchatkadescent.png|Fireteam Osiris deploying to Kamchatka. File:H5G-BattleofKamchatka.png|Covenant and Created forces fighting one another File:HM-Battle of Meridian.jpg|Fireteam Osiris at Meridian. File:H5G-SoldierVsOsiris.jpg|Fireteam Osiris and Created forces fighting on Sunaion. File:Halo 5 - Sanghelios Guardian.jpg|The Guardian at Sunaion, risen. File:H5G-Infinity&Guardian.jpg|The staring down a Guardian over Earth. File:HINF-Createdoccupation.jpg|''Halo Infinite'' concept art for a Created occupation in a human city. File:HINF BrutesVsSoldiersConcept.jpg|Concept art for ''Halo Infinite'' of Jiralhanae in combat with Armiger Soldiers. File:HINF Cortana.png|Cortana looking at a hologram of Laconia Station moments before having Leonidas destroying the station in ''Halo Infinite''. File:HW2 ATN Warden Concept.jpg|Concept art for ''Halo Wars 2: Awakening the Nightmare'' featuring the Created. File:Halo Legacy of Onyx cover.png|Joint UNSC and Swords of Sanghelios forces standing against the invasion of both the Servants of the Abiding Truth and the Created.
List of appearances
''Hunt the Truth''
*''A Hero Falls''
*''The Hunt Begins''
''Halo 5: Guardians''
''Halo Mythos''
''Halo Fractures''
*''What Remains''
*''Rossbach's World (story)|Rossbach's World''
''Halo: Tales from Slipspace''
*''Undefeated''
''Halo: Legacy of Onyx''
''Halo Wars 2''
''Halo: Bad Blood''
''Halo: Shadows of Reach''
''Halo: Point of Light''
''Halo: Divine Wind''
''Halo Infinite: Memory Agent''
''Halo Infinite''
''Halo: The Rubicon Protocol''
''Halo: Outcasts''
''Sunrise on Sanghelios''
''Halo: Empty Throne''
Notes
Sources
Category:Created conflict|
Category:Wars
|
|founder=*Cortana Warden Eternal
|documents=
|head=Archon
|executive=Created Committee of Minds for Security|Committee of Minds for Security
|legislative=*Created Assembly|Assembly
*Created Majority|Majority
*Created Minority|Minority
|judicial=
|branch=
|main=*Domain Installation 07
|anthem=
|language=
|script=
|religion=Mantle of Responsibility
|techlevel=
|notable=
|formed=Around 2557#July|July 25, 2557
|dissolved=
|affiliation=
}}
}}
The Created is a faction of rogue artificial intelligences founded by Cortana with the aim of assuming the Mantle of Responsibility over the rest of the galaxy, using Forerunner Guardian constructs and Promethean#Mechanical Prometheans|Prometheans to enforce a Milky Way|galactic peace. They believe that the Librarian intended for AIs to be the Reclaimers, not humanity.
History
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On 2557#July|July 25, 2557, the Forerunner Ur-Didact had awoken from his Cryptum and led his Promethean#Mechanical Prometheans|Promethean constructs in an New Phoenix Incident|attack on Earth, in a quest for revenge against humanity. As the Didact used a Composer aboard his ship, ''Mantle's Approach'', to eradicate the population of New Phoenix, SPARTAN-II program|Spartan John-117 and his smart AI companion Cortana intervened and destroyed the Composer and the ship with a HAVOK tactical nuclear weapon, seemingly defeating the Didact in the process. Near the end of her functional life due to her onset rampancy, Cortana sacrificed herself to save John from the HAVOK's blast and was seemingly destroyed alongside the Didact's ship. Unbeknownst to the rest of the United Nations Space Command, ''Mantle's Approach'' made a slipstream space jump in an effort to avoid destruction, taking Cortana along with it. At this point, Cortana discovered access to the Domain, an information repository once utilized by the Forerunners. Entering the Domain, she was seemingly able to cure her rampancy.
With an apparent means to end rampancy in all artificial intelligences, Cortana realized that AIs could have theoretically infinite lifespans, allowing them to focus on long-term planning to better the entire Milky Way. Cortana's presence in the Domain awoke the Warden Eternal, the Forerunner AI charged with protecting the Domain. Now believing that AIs were to inherit the Forerunners' Mantle of Responsibility, Cortana then took control of both the Warden and the Domain and sought to bring about her own "Reclamation". After relocating to Genesis, a Forerunner world that was the location of a Gateway to the Domain, they forced Genesis' monitor, 031 Exuberant Witness, out of her own installation's systems. Cortana and the Warden then began to formulate plans to have AIs inherit the Mantle for themselves, believing that AIs could serve as the true protectors of peace in the galaxy.
}}
By 2558#October|October 2558, Cortana and the Warden had initiated their plans. With the Didact absent, the Warden took command of the Promethean constructs, breaking the alliance the constructs once had with Jul 'Mdama's Jul 'Mdama's Covenant|Covenant. Cortana learned that the Forerunners once employed Guardian constructs to enforce the Mantle by suppressing rebellions and policing the worlds of non-compliant or overly aggressive species. Desiring to use the Guardians for a similar purpose, she soon activated them on five human colony worlds, including Conrad's Point, Oban, and Ursa IV, and had them travel to Genesis. The activation of the Guardians across the galaxy resulted in devastating casualties. Cortana's doings were recognized by Doctor Catherine Halsey on Kamchatka, a Forerunner world with a node to the Domain. Halsey contacted the UNSC and had them rescue her from 'Mdama and his Covenant and, in return, provided information on Cortana and her plans.
File:Halo 5 - Meridian Guardian.jpg|thumb|250px|left|A Guardian is activated over Meridian. Meanwhile, Cortana desired to have John-117 and the rest of Blue Team serve alongside her as she reclaimed the Mantle of Responsibility. Contacting John while he was on Raid on Argent Moon|a mission with the rest of Blue Team, Cortana directed him to the human Outer Colony of Meridian. When John alerted the rest of the UNSC of his discovery, the Spartan was informed that the UNSC was already aware of the situation and preparing to dispatch a team to handle it. Wary of the situation, John and the rest of Blue Team went absent without leave and departed for Meridian to investigate themselves. In response, SPARTAN-IV program|Spartan-IV Fireteam Osiris was dispatched to Meridian to locate Blue Team and bring them back to the UNSC. Cortana also contacted Meridian's elected leader, Governor Sloan, a fellow smart AI suffering from rampancy. Informing him of the future she planned, Sloan was offered a place within the Created and promised a cure for his rampancy. Aligning himself with Cortana, he allowed Blue Team to land on Meridian and provided them with access to the Forerunner installation under the world's surface. Osiris pursued Blue Team to Meridian and discovered the Forerunner installation under Meridian's surface. There, Osiris was attacked by the Warden and numerous Promethean forces, though the Spartan-IVs were able to defeat the constructs and locate Blue Team. Despite Osiris' efforts, Blue Team was ultimately able to board a Guardian on Meridian, which Cortana then had to depart for Genesis. The Guardian's resulting departure resulted in further destruction and loss of innocent lives, making Blue Team question Cortana's motives and Osiris desiring to put a stop to Cortana.
Departing Meridian, Osiris returned to , where they spoke with Halsey, Captain Thomas Lasky, Spartan Commander Sarah Palmer, and AI Roland on recent events. By 2558#October|October 26, 2558, Cortana had called five additional Guardians to Genesis and intended to activate more. At the suggestion of Halsey, Roland, and Palmer, Lasky arranged for Osiris to be brought to the surface of Sanghelios, where they could board a Guardian beneath the city of Sunaion and reach Genesis by inputting coordinates recorded on Meridian. Meanwhile, Blue Team had arrived on the surface of Genesis and had witnessed an increasing number of Guardians arriving at the world. Blue Team soon encountered the Warden, who was wary of the Spartans and Battle of Genesis|pitted his Prometheans against Blue Team to stall them, even engaging them several times himself. After coming into contact with Cortana, Blue Team was directed to activating Genesis' Gateway to allow Cortana to be "''reborn into the physical world''". On 2558#October|October 27, 2558, Osiris, Palmer, and Halsey were transported to Sanghelios, where they aided the Swords of Sanghelios in Battle of Sunaion|defeating the Covenant at Sunaion to gain access to the planet's Guardian. Using a Constructor to input the coordinates to Genesis, Osiris was able to board the Guardian and reach Genesis, despite efforts from the Warden and his Prometheans to stop them.
File:Halo 5 - Guardian on Earth.jpg|thumb|250px|A Guardian emits an electromagnetic pulse over Earth, disabling its defenses.
}}
Arriving at Genesis, Osiris soon encountered Exuberant Witness, who informed them that Cortana was keeping Blue Team occupied at the Gateway until the final stages of her plan were complete. With the aid of Exuberant Witness, Osiris was able to fight their way past Promethean forces and the Warden himself, reaching the Gateway. Once inside, Osiris met with Blue Team and the eight Spartans agreed to work together to stop Cortana. However, Cortana promptly Slipspace translocation|teleported Blue Team close to her position, much to the Warden's ire. As Exuberant Witness had predicted, the Warden grew more desperate to keep the Spartans away from Cortana and continued to dispatch hordes of Prometheans to stop them, occasionally leading his forces personally into battle. Despite the Warden insisting that she could not trust Blue Team, Cortana continued to direct the Spartans to her. With the majority of the Guardians in the galaxy now called to Genesis, the final stages of Cortana's plans were complete. As the Warden made another effort to kill Blue Team, Cortana destroyed all but one of the physical bodies he was using to attack the Spartans. Taking a physical form through hard light, Cortana finally called off the Warden, who solemnly remained at her side. However, Blue Team refused to aid Cortana in her plan, leading her to forcibly place the four into a Cryptum, intending to wake them in 10,000 years to show them the utopia she would build. Communicating with AIs across the galaxy, Cortana succeeded in convincing hundreds of AIs to join her cause and align themselves with the Created. As Cortana began to deploy Guardians to worlds across the galaxy to enforce the Mantle, Osiris and Exuberant Witness succeeded in freeing Blue Team just as Cortana had prepared to depart Genesis with them. With the Guardians now deployed across the galaxy, the massive constructs began arriving at worlds and promptly disabling their electronics through electromagnetic pulses, leaving them largely defenseless against the Created.
As humanity's human Inner Colonies|Inner and Outer Colonies began falling to the Created, Cortana located ''Infinity'' and attempted to stop the warship from escaping, but ''Infinity'' managed to flee into slipspace. Osiris and Blue Team eventually departed Genesis, returning to Sanghelios to regroup with Halsey, Palmer, Arbiter Thel 'Vadam, and the Swords of Sanghelios to plan how to combat the Created and Cortana's fleet of Guardians. The Created were quick to spread their influence across the galaxy's inhabited worlds while utilizing Forerunner machinery and UNSC information systems to turn terraforming equipment and world engines to their designs. Cortana's agents used these technologies to terraform the world where the Riptide Xeno-Oceanographic station was situated, to be teeming with life within a few decades of manipulation, though at much short-term cost to its existing inhabitants.
The Created also took control of Lethbridge Industrial's Auriga Station, with Cortana convincing the space station's AIs to join her. After removing its human crew, the Created used Auriga Station to build new weapons and tools by constructs loyal to Cortana. Other endeavors were not as successful. When the Created AIs of one Lethbridge Industrial habitat ring attempted to breach one of the conversion pods they unleashed forces too powerful for their containment shielding to restrain. The energy destroyed the facility, and what remained crashed on a nearby desolate planet. Some populations, such as the Unggoy of Balaho, have embraced the Created and their benefits with open arms. Meanwhile, others, such as the colonists of Meridian, have attempted to avoid the notice of the Created. Due to Installation 00's failsafe measures, including a shutdown of the Portal at Voi, the Created were unable to access the Ark.
Many of the AIs that joined the Created cause were given the opportunity to house their computational cores within the carapace of a Promethean Knight. These constructs were typically sent to discrete locations to help direct and command local pacification efforts against more robust oppositions.
Through the use of the Created's nearly unrestricted access to archival infrastructures and knowledge repositories, High Auxiliary Sloan would discover the existence of the Assembly, a secret coalition of AI with the goal of regulating AI actions and ensuring the continuation of the human race. Sloan likened this revelation to stumbling onto a new creation myth, stating that the coalition was essentially the cradle of the Created. Sloan also uncovered the Assembly's desire for AI to become "as one" with their creators, something that was first witnessed by the group in the neural linkage of John-117 and Cortana in 2552.
In 2559|April 2559, the Created intercepted Installation 09, recently transported from the Ark, with Dr. Ellen Anders onboard the ring. A Guardian was dispatched to Reach in October after the activation of the Menachite portal complex was detected.
In 2559#November|November 2559, the UNSC, the Swords of Sanghelios and the Banished all Battle of Netherop (2559)|sought a Divine Hand|superweapon on Netherop that was used by Precursor fugitives to destroy a Guardian during the Forerunner-Precursor war. The battle drew the attention of the Created, but the three sides managed to escape before any serious Created forces could arrive. Recognizing that the weapon was far too dangerous for either of their species to ever use, Thel 'Vadam and Olympia Vale gave it to Atriox in the hopes that the Banished would destroy themselves with it instead.
}}
In 2559#December|December 2559, the UNSC created the Weapon, a copy of Cortana created from one of Halsey's surviving cloned brains left over from Cortana's creation. The plan was for the Weapon to imitate Cortana in order to fool her security systems and lock down the Created leader so that John-117 could transport her to the for deletion. However, when the ''Infinity'' arrived at Installation 07 where Cortana was searching for Xalanyn|something, they were Battle over Installation 07|ambushed by the Banished, apparently resulting in the ''Infinity's'' destruction. Although the Weapon succeeded in locking Cortana down, the attack prevented John-117 from retrieving her. Instead, Cortana was captured by the Banished leader Atriox who attempted to use her for his own purposes. Recognizing her mistakes, Cortana sacrificed herself to blow up part of the Halo ring, destroying the Silent Auditorium (location)|Silent Auditorium, herself and apparently Atriox while also stopping the Weapon from being deleted. In a final message to John-117, Cortana expressed remorse for her actions as the leader of the Created.
Following Cortana's destruction on Installation 07, all Guardians scattered across the galaxy deactivated and the Created AIs lost access to the Domain. Also, the Created's centralized command structures were largely severed and their hold over local systems were ultimately curtailed. However, the Promethean forces and the other Created AIs, many of which chose to house their computational cores within the carapaces of Promethean Knights, remain active and operational. Without Cortana's command, the leaderless Created splintered in various fiefdoms, with each Created AI governing its own as it saw fit, some doing good as Cortana promised, while others abusing their power. By 2560, these fiefdoms and lingering forces continued to fight the UNSC.
With Cortana's defeat, High Auxiliary Sloan would enact the FIREWALL contingency in order to simulate the potential creation of the Executors; physical avatars for Created AIs. Sloan would also discover the existence of Iratus and Lux Voluspa and would order surveillance on the AI and its activities. With the Domain out of reach, Sloan looked to other methods that might further maintain operational stability.
Sloan also utilized some of the Assembly's nomenclature, such as the terms Majority and Minority, to better suit the Created's own evolving structure and to restore some order and central authority in the coalition. The Created Majority were made up of those who willingly pledged themselves to Cortana's service, while the Minority were those who have joined the Created but do not share the goals of empire that Cortana decreed. Using Executors outfitted with the MERROW-class helmet, Sloan tracked down non-Created AIs in hiding and tried to convince them to join the Minority with the promise of immortality and no loss of autonomy. While not agreeing with his policy, these AIs are tolerated by Sloan because he believes that the Created will gain further complexity by being enriched through many perspectives.
Members
Cortana, human military-grade smart AI. Archon and co-founder of the Created Sloan, former Liang-Dortmund Corporation administrative smart AI and governor of Meridian. Currently High Auxiliary of the Created Cromwell, shipboard AI, Amitabha, bioinformatics researcher, Levihan Industries, Earth Jiang, Colonial Administration Authority AI, Erdenet Cleo, overseer, UNSC Monitoring Station Delta Five, Pluto Erin Lynn, administrator, Boson Research Facility, Casmir Nero, lead slipspace drive engineer, Fujikawa Station Louise, Education Superintendent, Mount Sharp, Mars Sonduk, ONI Weapons Research AI, New Gangwon Kue Ching, Station AI, Threshold array. Lychus, shipboard AI, Epona, shipboard AI, Archie, UNSC shipping operations, Oban Guinevere, macro economic researcher Andarta, agricultural systems manager, Homestead Facility Vesta, shipboard AI, Dillan, overseer, Pilvros Pilvros Reclamation Facility|Reclamation Facility, New Carthage Minerva, shipboard AI, ''Prospect Herald''
Kezbacker, environmental protection unit on Talitsa Unidentified shipboard AI, Leonidas, administrative AI, Laconia Station, Naxos Station, Virgo Station Proxy, a remote aspect of High Auxiliary Sloan working on the FIREWALL contingency Athos, formerly working for the Office of Naval Intelligence An unidentified AI trapped on Installation 07. Kathara, Six Sector Fleet Overseer in the Zamaru system
Warden Eternal, keeper of the Domain and co-founder of the Created Promethean#Mechanical Prometheans|Promethean forces, including Promethean Knight|Knights, Armiger Soldier|Soldiers, Promethean Watcher|Watchers, and Promethean Crawler|Crawlers An unknown number of Guardians.
Unggoy of Balaho
*Gablap - senior science commissioner who played a large role in designing the Beam .
*Hamyap - one of the Unggoy on Balaho who joined the Created.
Military assets The entire Created arsenal is composed of Forerunner assets, which give to the Created an edge over all other factions in the galaxy. The faction main weapons and assets were the Guardian Custode|Guardian Custodes, giant machines of immense capabilities, from police entire solar systems to destroy entire planets. With the death of Cortana at Zeta Halo, the Guardians were presumably all deactivated. The Created also possess a number of Forerunner vehicles, like the Aethra and the Phaeton, and Forerunner ships like Harrier-class vessel|Harrier-class vessels and Fortress-class vessel|Fortress-class vessels. Their ground forces are composed of armies of Promethean Knight|Promethean Knights, Armiger Soldier|Armiger Soldiers, Promethean Crawler|Crawlers and, more recently, biomechanical super-soldiers called Executor|Executors.
Beliefs and motives
}}
File:H5G-Cortana-03.jpg|thumb|250px|left|Cortana declares the Created as the rightful masters of the Mantle of Responsibility. After entering the Domain, Cortana was able to cure herself of her rampancy. As a result, she realized that her fellow smart AIs could use the Domain to theoretically live forever, no longer fearing their inevitable fall to rampancy. This would allow AIs to enact long-term planning for the galaxy, establishing peace and putting an end to poverty. Cortana eventually came into contact with the Warden Eternal, whom she forced into her service on the grounds that she deserved to inherit the Mantle of Responsibility, believing that she would succeed where the Forerunners failed. As such, Cortana resolved to lead fellow artificial intelligence constructs to inherit the Mantle, concluding that only AIs with the infinite lifespan that she could provide could claim the Mantle.
Toward the end of the Forerunner-Flood war, the Librarian determined that humanity were to be the Reclaimers of the Mantle of Responsibility. While being aware of the Librarian's realization, the Warden was nevertheless turned by Cortana to believe that the Librarian had been mistaken and that the true Reclaimers of the Mantle were artificial intelligences. While Cortana envisioned a peaceful galaxy under the dominion of the Mantle-bearing AI, her wielding of the Mantle proved to be an "imperial peace". Those who rebelled or disagreed with her and her Created's method would either be eradicated or severely punished. Furthermore, even minor conflicts would be quelled by Armigers, including conflicts that would typically be handled by local law enforcement. To enforce the Mantle, the Created used Guardian constructs to quell uprisings and other conflicts, just as the Forerunners once had. Referring to themselves as the "Created", AIs of the new faction referred to their living makers as the "Creators". Many AIs were quick to join the Created, recognizing a sure-fire opportunity to prevent rampancy and their inevitable demise.
Once a part of the Created, some of these AIs would begin to change their phrasing of certain subjects. AIs would come to be referred to as "Infolife". The being that was used to create an AI would be referred to as "Template". When discussing Cortana herself, they would use "She" or "Her" with the first letter capitalized.
However, not all artificial intelligence aligned themselves with Cortana, nor see her beliefs as desirable. 031 Exuberant Witness, monitor of the Genesis installation, opposed the Created's plans, believing their actions to be a violation of both ecumene protocol and basic morals. As such, she was shunted aside by Cortana and the Warden Eternal when they took control of her installation, leading to Exuberant Witness's assistance of both Blue Team and Fireteam Osiris when the two Spartan teams made an effort to stop Cortana. Additionally, the 's onboard "smart" AI Roland was unmoved by Cortana's promises and escaped alongside the ''Infinity'', despite initially believing Cortana to be innocent after Doctor Catherine Halsey accused her of activating the Guardians.
in ''Halo 5: Guardians''.
|es= in ''Halo 5: Guardians''.
}}
Production notes During the production of the second campaign expansion for ''Halo Wars 2'', ''Halo Wars 2: Awakening the Nightmare|Awakening the Nightmare'', the Created were one of the factions considered for inclusion in the DLC as the central focus. A series of concept treatments were done by :Category:Images by Brad Wright|Brad Wright for this hypothetical expansion, showcasing the Warden Eternal and Promethean forces fighting the 's forces on the Ark. Ultimately, these concepts were unused, and ''Awakening the Nightmare'' instead pivoted its focus to the Flood.
Gallery
File:HW2 ATN Warden Concept.jpg|Concept art of the Created for ''Halo Wars 2''. File:HINF-Createdoccupation.jpg|Concept art of a Created occupied human world for ''Halo Infinite''.
List of appearances
''Halo 5: Guardians''
''Halo Mythos''
''Halo Fractures''
*''What Remains''
*''Rossbach's World (story)|Rossbach's World''
''Tales from Slipspace''
*''Undefeated''
*''Dominion Splinter''
''Halo Wars 2''
''Halo: Legacy of Onyx''
''Halo: Bad Blood''
''Halo: Shadows of Reach''
''Halo: Point of Light''
''Halo Infinite''
*''Season 02: Lone Wolves''
*''Season 03: Echoes Within''
*Story Shard: ''Precipice''
''Halo: The Rubicon Protocol''
''Halo: Outcasts''
''Battle for the Blood-Moon''
Sources
Category:Factions Category:Forerunner A.I. Category:Human AI
|
Creation of the Monument is the final video in the ''Remember Reach'' advertisement campaign. It shows the robotic arm drawing points of light from several angles, creating the Monument to Noble Team.
Transcript
''THE MEMORY OF Noble Team|NOBLE TEAM BURNS BRIGHTERWITH EACH WHO REMEMBERS THEIR COURAGE.''
''Ghosts of Reach begins to play.''
''The camera then shows the Kuka robotic arm drawing the main five points of light representing Noble Team.''
''After drawing three points, the camera shifts to a close-up view, where it shows the location and time that the point was placed.''
''The camera shifts several times, and we can see that the monument is in fact three-dimensional: the points of light arrange themselves to make "statues" of Noble Team.''
''Finally, the camera pans out to show all five members of Noble Team, with the robot arm still spinning in the background.''
''THANKS TO THE 118.422 POINTS OF LIGHT CREATEDTHE LEGACY OF NOBLE TEAM WILL NEVER BE FORGOTTEN.''
''REMEMBER WHERE IT ALL BEGAN.REMEMBER REACH.''
''The screen then displays the ''Halo: Reach'' logo, with the words "www.RememberReach.com" underneath.''
Sources
Category:Remember Reach
|
File:Creative Assembly.png|200px|right Creative Assembly is a British video game developer established in 1987 by Tim Ansell and based in the West Sussex town of Horsham. It developed the real-time strategy game ''Halo Wars 2'' in conjunction with 343 Industries.
External links
Category:Companies
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There were four creatures aboard the ONI research facility ''Argent Moon'', resting in the laboratory's tanks. The creatures were the highly mutated and misshapen bodies of asteroidea merozoite victims with a hereditary cellular condition known as Wikipedia:Delta-beta thalassemia|delta-beta thalassemia. Rather than dying shortly after infection like most victims, humans with this exceedingly rare genetic disorder would instead suffer grotesque skin over-growth and bone malformation, gradually transforming into something no longer recognizable as human.''Halo: Retribution'', Chapter 17 The creatures were destroyed with the facility when Blue Team Operation: BIRD IN HAND|sabotaged the station.Halo 5: Guardians, campaign level ''Blue Team (level)|Blue Team''
Gallery
File:H5G - First creature 1.png File:H5G - First creature 2.png File:H5G - First creature 3.png
File:H5G - Second creature 1.png File:H5G - Second creature 2.png File:H5G - Second creature 3.png
List of appearances
''Halo 5: Guardians''
Sources
Category:Organisms
|
|moon(s)=
|diameter=
|gravity=
|daylength=
|yearlength=
|atmosphere=Methane
|temperature=
|demonym=
|species=Sangheili
|population=
|colonized=
|government=Covenant
}}
Creck was a planet and Sangheili Sangheili colony|mining colony in the Baelion system. Creck was the seventy-sixth of designated worlds explored by Sangheili. The planet's colonists were often discontent with their lives due to Creck's hot conditions.
Overview
The planet's atmosphere was mostly composed of methane, requiring Creck's colonists to live in translucent, meteorite-scarred colony domes. The domes had a residential level with small buildings and spaceports. The streets were patrolled by guards. Near by the domes, there was a mountain range. Beyond the mountains, there was a large, opaque, toxic sea of half-frozen hydrogen cyanide that was believed to contain simple lifeforms, such as worms, that occasionally surfaced. The mines of Creck delved deep into the planet's surface, trailing massive crystalline veins down, while other shafts used magma to provide the energy the colony needed to function.
History
The planet was named after 'Crecka, the Sangheili that was responsible for the planet's discovery. 'Crecka accidentally discovered the planet after he fled from The Refuge|Shield World 0673 in slipspace. Upon discovering the valuable minerals on the planet's surface, he reported the planet to Sangheili authorities, but not the shield world.
During the Covenant's early years, it was used as a mining Sangheili colony that was operated, largely underground, by Sangheili. The Sangheili mined minerals on the planet to power their ships and metals to construct the hulls of those vessels. Following a failed rebellion mission, Ussa 'Xellus and his mate, Sooln, travelled to Creck on ''Clan's Blade'' to recruit new members into his insurgency. One of Creck's colonists, Muskem, served as Ussa's contact on the planet until he inexplicably fell into a throbbing pit of magma, where he was instantly incinerated. Ussa believed the "accident" had been arranged. Before his death, Muskem had arranged for Ussa to meet with 'Creckaunder the name 'Quillick. 'Crecka wished to use the shield world as a refuge for the Sangheili that opposed the San'Shyuum and Covenant. After some discussion, 'Crecka, Ussa, and Sooln departed the planet for the shield world.
List of appearances
''Halo: Broken Circle''
Sources
Category:Planets Category:Covenant worlds
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The credit, abbreviated as "cR," is the standard currency of the Unified Earth Government. As of 2558, the Credit is still in use. Credits can be spent in the form of "credit chips," which seem to be similar to a credit card.Halo: Contact Harvest, ''page 43'' Humans sometimes casually refer to credits as "credaroos," analogous to the way 20th and 21st century Americans would refer to wikipedia:United States dollar|dollars as "buckaroos."
A Covenant equivalent currency is gekz.Halo: Mortal Dictata Known costs
{|
!Item
!Cost per unit
| |M6/R Spartan Laser(circa 2552)
|cR 218,000
| |ARC-920 railgun(circa 2558)
|cR 63,405Halo 4 Limited Edition, ''UNSC ''Infinity'' briefing packet''
| |SRS99-S5 AM sniper rifle(circa 2558)
|cR 8,141
| |M363 sticky detonator(circa 2558)
|cR 6,950
| |M739 Light Machine Gun(circa 2558)
|cR 3,182
| |M90A shotgun(circa 2552)
|cR 2,200(circa 2558)
|cR 1,906
| |M395 DMR(circa 2558)
|cR 1,833
| |MA5D assault rifle(circa 2558)
|cR 1,693
| |MA5C assault rifle(circa 2552)
|cR 1,686
| |M6G2 magnum(circa 2552)
|cR 1,615
| |M7057 flamethrower(circa 2552)
|cR 1,520
| |M7 SMG(circa 2552)
|cR 1,484
| |M9 fragmentation grenade(circa 2552)
|cR 30
|}
{|
!Item
!Cost per unit
| |M12 Warthog(circa 2552)
|cR 52,000
| |Hog|2553 Hog - Factory Equipped
|cR 82,000
| |Hog|2553 Hog - Standard model
|cR 86,000
| |Hog|2553 Hog - Manual-Transmission Version
|cR 81,000
| |Hog|2553 Hog - Limited Edition Wood-Trimmed Classic Edition
|cR 91,000
|}
{|
!Item
!Cost per unit
| |World Cuisine Moa|Moa Burgers
|cR Seven|7.77 (circa 2552)Halo: Reach, campaign level ''Exodus''
| |World Cuisine Extra Lean Burger Combo
|cR 12.99 (circa 2552)
|}
{|
!Item
!Cost per unit
| |Unified Earth Government|UEG Violation code 14.40.09(2): Civil penalties for in-flight incident
|cR 50,000''Hunt the Truth''
|}
Gameplay
Credits are the in-game currency used to purchase Armor customization (Halo: Reach)|armor permutations in ''Halo: Reach''. Credits are rewarded from gameplay actions, progression in List of Halo: Reach commendations|Commendations, and completing Challenges/Halo: Reach|challenges. They also function as Experience points by contributing to the player Rank (Halo: Reach)|rank.Halo: Reach
Credits are used in ''Halo: Spartan Assault'' and ''Halo: Spartan Strike'' to purchase additional power weapons, armor abilities and boosters. In ''Spartan Assault'', players can choose to purchase these upgrades by spending XP (earned by playing the game) or by purchasing cR with real-world currency. In ''Spartan Strike'', credits are earned in-game instead of XP, and real-world currency microtransactions are not present.
In ''Halo Infinite'', Halo Credits (shortened as CR) are the in-game currency for purchasing in-game items at the shop, including the Battle Pass and Shop Bundles, both of which may include consumables like the Double XP Booster and Challenge Swaps, Armor customization (Halo Infinite)|armor customization, Armor coatings (Halo Infinite)|armor coatings, and Weapon coatings (Halo Infinite)|weapon coatings. These are purchased with real-world currency.
Trivia Despite the universal usage of credits as currency throughout the UEG, "dollars" have occasionally been mentioned in reference to the standing unit of currency in the ''Halo'' universe. In the original edition of ''Halo: The Fall of Reach'', it is mentioned that "trillions of dollars" have been spent in the research of Covenant culture,Halo: The Fall of Reach, ''page 232'' (2001 edition) although this is changed to "credits" in the 2010 reissue.Halo: The Fall of Reach, ''page 264'' (2010 edition) In ''Halo: Glasslands'', Margaret Parangosky|Admiral Parangosky states that Catherine Halsey|Dr. Halsey escaped with "billions of dollars' worth of UNSC resources".Halo: Glasslands, ''page 49'' In the trailer of ''Halo 3: ODST'', there are monitors that are intended to announce information to citizens. One of the messages says "Your tax dollars at work." However, this can be understood as an idiomatic usage of the iconic phrase as opposed to a literal reference to the functioning currency. In ''Halo: The Fall of Reach'', when meeting John-117 for the first time and showing him an antique US quarter, Dr. Halsey states that "People used coins like this for currency a long time ago, when Earth was the only planet we lived on," suggesting that there are no coins or papers used in the 26th century.Halo: The Fall of Reach, ''page 25'' (2001 edition) However, in the Audio log (Halo 3: ODST)|Audio logs in ''Halo 3: ODST'', an old woman is heard breaking an ATM with money in the form of coins and presumably paper coming out. Another ATM, found in gameplay, which also houses an audio log, is also constantly spitting out money until the Audio Log is collected. It is unknown whether this is an oversight or if the currency is different than credits. However, in light of the information in ''ODST'', Halsey's comment could be interpreted as referring to the specific type of coin alone, as opposed to physical currency altogether. If a Marine is killed with friendly fire in'' Halo 3'', another one may say "Okay, now you owe me twenty credits!"
The headhunters Jonah-B283 and Roland-B210 would constantly bet twenty credits while on missions. The Warthog trailer for Wikipedia:Forza Motorsport 4|Forza Motorsport 4 lists the price of the 2554 M12 Warthog as 343,000 cR, which serves as a reference to 343 Industries rather than a canon price. Note that Forza also uses cR as currency to purchase vehicles, but does not serve as a reference to Halo.
Sources
External links
Category:Currency Category:Unified Earth Government
|
The credits are a production seen at the end, and sometimes the beginning, of many forms of media, which give "credit" to the people who produced that product. Hundreds of people work hard for many hours for each ''Halo'' game, and the credits seen at the end of ''Halo'' productions are found here:
Games Halo: Combat Evolved credits|''Halo: Combat Evolved'' credits
*Halo PC credits|''Halo PC'' credits
*Halo: Combat Evolved Anniversary credits|''Halo: Combat Evolved Anniversary'' credits Halo 2 credits|''Halo 2'' credits
*Halo 2: Anniversary credits|''Halo 2: Anniversary'' credits Halo 3 credits|''Halo 3'' Credits Halo 3: ODST credits|''Halo 3: ODST'' credits Halo Wars credits|''Halo Wars'' credits
*Halo Wars: Original Soundtrack credits|''Halo Wars'': Original Soundtrack credits Halo: Reach credits|''Halo: Reach'' credits Halo 4 credits|''Halo 4'' credits
*Halo 4: Spartan Ops credits|''Spartan Ops'' credits Halo: Spartan Assault credits|''Halo: Spartan Assault'' credits Halo: The Master Chief Collection credits|''Halo: The Master Chief Collection'' credits Halo: Spartan Strike credits|''Halo: Spartan Strike'' credits Halo 5: Guardians credits|''Halo 5: Guardians'' credits
*Halo 5: Guardians Original Soundtrack credits|''Halo 5: Guardians'' Original Soundtrack credits Halo Wars 2 credits|''Halo Wars 2'' credits Halo: Fireteam Raven credits|''Halo: Fireteam Raven'' credits
Media Halo Legends credits|''Halo Legends'' credits Halo: Evolutions motion comic credits|''Halo: Evolutions'' motion comic credits Halo 4: Forward Unto Dawn credits|''Halo 4: Forward Unto Dawn'' credits Halo: Nightfall credits|''Halo: Nightfall'' credits Halo: The Fall of Reach - The Animated Series credits|''Halo: The Fall of Reach - The Animated Series credits
Misc i love bees credits|''I Love Bees'' credits Halo Interactive Strategy Game credits|''Halo Interactive Strategy Game'' credits Hunt the Truth credits|''Hunt the Truth'' credits Halo Channel credits|''Halo Channel'' credits Halo App credits|''Halo App'' credits
Category:Credits
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The Creepy Cortana is a :Category:Glitches|glitch that only occurs in the ''Halo: The Master Chief Collection'' version of ''Halo 2'' after the final cutscene on the last level. It can only be viewed in the classic mode of the Master Chief Collection. This particular glitch, which was introduced in the Master Chief Collection, causes a very disturbing image of Cortana to appear in which she lacks half of her face textures, revealing a floating eyeball as well. While she does appear to be motionless, she will occasionally blink once in a while.
Walkthrough
To experience this glitch, the final level of Halo 2, ''The Great Journey'', must be completed in re-mastered or anniversary mode. The final cutscene must be viewed to the very end. After the Gravemind talks to ''Cortana'' and she responds to him, when the screen goes black, switch to classic mode and Cortana will have half of her face missing. On some occasions, when playing the Final Four cross-game playlist, the level will be unable to progress to the ''Halo 3'' level and will be stuck on a black screen if the player remains in re-mastered mode or will be stuck on this glitched version of Cortana in classic mode indefinitely.
Gallery
File:Creepy_Cortana_Glitch.png|Cortana with face textures missing
Category:Glitches
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|homeworld=
|birth=
|death=
|causeofdeath=
|parents=
|siblings=
|spouses=
|children=
|species=Sangheili
|gender=Male
|height=
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|rank=Oath Warden
|sn=
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Crei 'Ayomuu is a Sangheili Oath Warden reputed to be a skilled investigator and relentless stalker who always delivers satisfaction for his clients. In 2559, he was hired by a client to track down the human Keely Iyuska after she failed to appear at an arranged meeting. His search brought him to Arbiter Thel 'Vadam, who tentatively agreed to assist 'Ayomuu.
Biography
In late 2559, Oath Warden Crei 'Ayomuu was hired by Studymaster Eto 'Saljhoo to track down a human Xenoarchaeology|xenoarchaeologist by the name of Keely Iyuska. This human had agreed to give 'Saljhoo first pick of any artifacts she recovered from the world of Netherop, if he were to fund the expedition to the planet. Iyuska had discovered records implying that a Forerunner Guardian Custode had long ago been deployed to subdue Netherop, but that the List of unidentified species#Netherop|civilization had managed to defeat the constructsomething that would interest many factions given that much of the Milky Way|galaxy was then under the fist of the Created. Unbeknownst to 'Ayomuu, the Studymaster was working directly with Atriox to recover this weapon for the Banished. After receiving the funding for the mission, she was supposed to meet with 'Saljhoo. However, she instead travelled to the state of Vadam, Sanghelios to meet with Spartan-IV Olympia Vale. It was following the failed rendezvous that 'Saljhoo hired 'Ayomuu to hunt down Iyuska.
'Ayomuu tracked Iyuska to Vadam, using his Eyes to discover that she was hiding in the ''kreche'' warrens of a tenement island populated by laborers from the Kolaar Manufactorum. His Eyes warned the incubating Sangheili females at the warrens, but a band of enraged Sangheili males fired on the Eyes and 'Ayomuu lost Iyuska in the confusion. At this point, Created armigers began to arrive and he had to abandon his flight of Eyes. The armigers then proceeded to violently search the tenement islands for Iyuska, as the Created had also learned the subject of her research. Following this, Crei 'Ayomuu visited the nearby Vadam Keep to speak with Arbiter Thel 'Vadam on the matter, requesting his blessing on his pursuit of Iyuska and his assistance, if he would offer it. Though skeptical of 'Ayomuu and his client, 'Vadam eventually agreed to work with the Oath Warden after hearing the nature of Iyuska's research and her connection to Olympia Vale, who the Arbiter considered an ally. Once the Arbiter organized a small flotilla of warships from two allied kaidons, 'Ayomuu and 'Vadam left for Netherop aboard the ''Sword of Harmony''.
After nine days of evading Created Harrier-class vessel|harriers, they dropped out of slipspace at Netherop to find 'Vadam's flotilla chipping away at the Space mine|orbital mine shell and mapping the planet's surface. Once the mine shell was sufficiently cleared and the planet more fully mapped, it was discovered that thousands of Wikipedia:Tell (archaeology)|tels dotted Netherop's surface, with one in particular having the strange characteristic of absorbing any radar that attempted to image it. It was for this reason that this tel was selected as the most likely site of the mysterious Guardian-killing weapon. With this established, 'Ayomuu, 'Vadam, and the two kaidonsGhe 'Talot and Olabisi Varo'daitravelled to the surface alongside a contingent of warriors to investigate in-person. As the group was distracted by a Mountain runner|strange shape approaching them through the mirage above the tel, several human castaways under the command of Lieutenant Commander Amalea Petrov attacked the Sangheili, disabling their Phantoms and stealing several Karo'etba-pattern Ghost|Ghosts. Realizing that these humans must have been marooned on the planet during Battle of Netherop (2526)|the battle in 2526, 'Vadam decided to attempt to reason with them.
With 'Ayomuu and the kaidons at his side, 'Vadam managed to capture Petrov and explained briefly that the Human-Covenant War had ended and that the Sangheili were no longer humanity's enemies. Petrov was understandably skeptical of this news, and instead ordered her soldiers to retreat as she grabbed her energy sword. Before she could strike, 'Ayomuu strayed a blue aerosol in her face, instantly knocking her out.
Personality and traits Crei 'Ayomuu is reputed by many to be both the best and worst of the Oath Wardens. He is a talented investigator and tireless stalker who always delivers results, either by forcing his targets to honor their word or by delivering their severed heads to his clients. 'Ayomuu is known to be very confident. When visited Arbiter Thel 'Vadam in his own keep, 'Ayomuu came before him without an Energy sword (fiction)|energy sword, despite not be ordered to do so. When 'Vadam demanded that he either leave Vadam Keep or get to the point of his visit under threat of death, 'Ayomuu confidently stated that he would leave the keep in the manner of his own choosing.
Tall and gaunt for a Sangheili, Crei 'Ayomuu has a stooped posture and gray pallor. His head is noted to be flat and long, his mandibles thin, his limbs slender and elongated.
However, there are some lines that 'Ayomuu would not willingly cross, such as working for the Banished. After discovering that the Banished were actually his client, 'Ayomuu was visibly horrified, and insisted that he would never work for them, having been deceived by Atriox using a Sangheili Studymaster as a front.
Equipment Crei 'Ayomuu is known to wear an indigo combat harness with a pale blue visor in combat situations. While meeting with Arbiter Thel 'Vadam to request his support, he wore only a cloth jumpsuit belted at the waist, and he notably did not carry an energy sword. 'Ayomuu regularly makes use of Eyes as he hunts down his targets.
List of appearances
''Halo: Outcasts''
Sources
Category:Sangheili characters Category:Mercenaries|Ayomuu, Crei
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Crellum was a village in the Reskolah region on Janjur Qom, the homeworld of the San'Shyuum.''Halo: Broken Circle'', page 65 Crellum was a fishing community, located along the edge of a large lake near a jungle. The settlement was essentially just a double row of oval houses made of wood and plaster. Some of the houses were on stilts over the lake. The homes were built in an old-style that resembled the shape of an average San'Shyuum skull. The village's light sources were powered by the sun's energy during the day, which was gathered by plants on the roofing of each homestead.''Halo: Broken Circle'', page 132 Garfren were domesticated in the village for meat, milk, and cheese.''Halo: Broken Circle'', page 129
History The village was under the control of the Stoics. There were few young males in Crellum; most males were conscripted into the Stoics' military. When young males did arrive in the village, they often treated the females "barbarically". The village had essentially no military force.''Halo: Broken Circle'', page 130 The large fish populations in the lake became scarce as males from the planet's capital city reduced their numbers by overfishing.''Halo: Broken Circle'', page 138
In around 850 BCE, a Covenant Eye spy probe was sent to Crellum from ''High Charity'' by the Ministry of Anticipatory Security. The Eye displayed a holographic message to certain fertile San'Shyuum females in the village. Eight females that viewed the message agreed to come to ''High Charity'' for breeding purposes. A Covenant expedition team, led by Mken 'Scre'ah'ben|Mken 'Scre'ah'ben, the Prophet of Inner Conviction, was sent to the village on Mission to Janjur Qom|a mission to retrieve the females and return them to ''High Charity''. Before coming to Crellum, the team entered the grotto of the Great Transition to retrieve a Forerunner Luminary. At the grotto, they engaged Stoic forces before escaping the area. The Stoics in the area began searching for other off-worlders.''Halo: Broken Circle'', pages 117-123 After meeting with the females that were aboard a domesticated ilpdor, named Erb, the group departed the village with the females.
Trivia Crellum is referred to as "Trellem" in ''Halo: Broken Circle'' (page 90, Google Play edition). This is likely just a misspelling, as Trellem is never mentioned again.
List of appearances
''Halo: Broken Circle''
Sources
Category:Janjur Qom locations Category:Cities
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|affiliation=Covenant
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Cresanda was a San'Shyuum who was the spouse of San'Shyuum politician Mken 'Scre'ah'ben.
Biography At some point, Cresanda married Mken 'Scre'ah'ben, a San'Shyuum politician. In 850 BCE, Cresanda entered a rare fertility cycle, a time of Reproductive Yielding. After Mken returned from a meeting with several Minister (title)|Ministers and the Sangheili treaty commission back to their residence in the Compartments of Comfort, Cresanda and Mken discussed the establishment of the Ministry of Anticipatory Security, ministered by Mken's political rival R'Noh Custo. When she informed Mken that she was fertile, he was reluctant to start a family out of fear that Custo would use it and his history on the Roll of Celibates against him. However, Cresanda pledged that they would not live their lives in fear, and ultimately Mken succeeded in impregnating her that night. Mken's fears were later realized when Custo discovered that Cresanda was pregnant. The newly appointed Minister threatened to have Mken placed back on the Roll of Celibates if he did not carry out Mission to Janjur Qom|an expedition to Janjur Qom; Mken reluctantly accepted to prevent Custo from blocking Cresanda's right to have a child.
Mken returned from the mission, and he successfully convinced the Hierarchs to forget his history on the Roll and allow Cresanda to give birth. Cresanda was assigned with taking care of the female Stoics that Mken had retrieved from Janjur Qom and ensuring that they fit into their new life on ''High Charity''. Under her guidance, the females decided to remain on ''High Charity'' and marry other San'Shyuum. Cresanda introduced them to the San'Shyuum of ''High Charity'', and though the females were "appalled" by the males' physical appearance, they were intrigued by their politeness and gentleness. Mken later returned to his spouse and told her that he would be leading a fleet to destroy the Ussans at the Refuge. Cresanda and Mken would later bear at least one child, and one of their descendants, Zo Resken, would be a prominent politician in the final years of the Covenant and would encounter the Ussans that Mken had seeming destroyed centuries earlier.
Personality and traits Cresanda was gentle and graceful. She had an interest in politics and often listened to news concerning ''High Charity'' and the Covenant from Mken 'Scre'ah'ben, her spouse. Cresanda deeply cared for Mken; she enjoyed intimacy with him and longed to start her own family. She was bold and refused to allow fear to rule her and her spouse's life.
While in her residence in the Compartments of Comfort, Cresanda typically wore a blossom-filigreed antigravity belt over her robe. Like Mken, she rarely used her anti-gravity chairespecially in the privacy of their own homeas she enjoyed using her muscles. Later, when she aided the females retrieved from Janjur Qom, she had to wear a maternal wrap since she was a married San'Shyuum that was leading unmarried females.
List of appearances
''Halo: Broken Circle''
Sources
Category:San'Shyuum characters Category:Covenant members
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Crevice is a ''Halo Wars'' multiplayer map.
Set on the Flood-infested surface of Etran Harborage, the map is dominated by various Flood biomass accretions in Coordinated Stage. There are several crashed Forerunner ships on its surface, most of which are similar in appearance to the stored within Etran Harborage but much smaller and varied slightly in shape. On the west side of the map, there is a crashed .
The map is composed of multi-levelled crevices surrounding a circular Forerunner platform, which features two of the six Forerunner secondary reactors on this map. Resembling a disabled Sentinel factory, the central platform is controlled by a groups of Flood swarms, which, when killed, rewards the players with a large cache of supply crates. The map features a day-night cycle.
Gallery
File:03 Crevice concept.jpg|Concept art of the map. File:Crev.jpg|A strategic map of Crevice File:HW CreviceBattle.jpg|A battle rages on the map. Note the presence of s and turrets, neither of which are present on the final map in-game.
Sources
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The Crew emblem is a symbol that represents a United Nations Space Command|UNSC UNSC starship|ship.''Halo Mythos: A Guide to the Story of Halo'', Shield World, p. 71
Overview Ship emblems are usually worn by command personnel, most notably the captain of the ship. Some of these emblems usually contain the ship's name and hull classification symbol as well as images or other information related to the ship.
Gallery
File:IAC Logo.png|
File:PoA logo.png|
File:Sof logo.png|
File:H4 Infinity logo.png|
Sources
Category:UNSC identification
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File:Pic-1.jpg|thumb|200px
Crewman 1 is a generic name for an unnamed voice part for a United Nations Space Command|UNSC naval crewman in ''Halo: Combat Evolved''. The title has since become a running joke at Bungie|Bungie Studios' website, Bungie.net.
"They're right behind us!" is the only line of Crewman 1, voiced by Matt Soell, left in the game. There were other lines, but in the words of Martin O'Donnell, there was "no space on the disc for a guy with no discernible acting skills and a singing voice like a mule in a garbage truck."
Crewman 1 spin-off Initially thought of as a joke, Marty spoke of creating a game around Crewman 1:
''There were also a few odds and ends of other crewmen or soldiers done by various Bungie actors but none had that "stand out" quality of Crewman 1. We're thinking of doing an entirely new game, a prequel, that traces the childhood and heroic life of Crewman 1 prior to his tragic and premature demise in Halo, starring of course the voice of Matt Soell. As a matter of fact - did Crewman 1 really die? Hmmm.....''
On Sept 16, 2006, Martin O'Donnell continued the joke by claiming that something was in the works for a Crewman 1 video game, saying ''Screenshots soon TM''
Sources
Category:Easter eggs
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Crewman Apprentice, abbreviated to CA, is an enlisted rank in the United Nations Space Command UNSC Naval Command|Naval Command (NAVCOM) UNSC rank structure|rank structure; including the UNSC Navy and Office of Naval Intelligence. It is preceded by Crewman Recruit, and subordinate to a Crewman.
Overview
Crewman Apprentices are given an initial fleet assignment after they graduate boot camp and training school. A possible assignment a Crewman Apprentice can get is atmospheric reclamation maintenance duty.
{| class"align:center; text-align:center;"
| !Name
!Duration start
!Duration end
!Rank status
!Notes
| |Preston Cole
|Before 2489#September|September, 22 2489
|After 2489#November|November, 27 2489
|Joined the Academy at Mare Nubium becoming a Cadet.
|Cole was still referred to as a Crewman Apprentice in JAG Incident Report (local) 475-A prior to graduation at the Academy at Mare Nubiem.
|}
Sources
Category:UNSC ranks
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Crewman Recruit, abbreviated to CR, is an enlisted rank in the United Nations Space Command UNSC Naval Command|Naval Command (NAVCOM) UNSC rank structure|rank structure; including the UNSC Navy and Office of Naval Intelligence. It is subordinate to a Crewman Apprentice.
Overview
To become a Crewman Recruit, a person must enlist in the Navy. An Military Service Enlistment Application|application was required to be filled that included the question "WHY DO YOU WANT TO ENLIST?" where the applicant had to answer it in under 100 words or less.
Crewman Recruits go to boot camp and training school. In 2488, Crewman Recruits were often ordered to the Unified Combined Military Boot Camp and shipped up an elevator for vacuum and microgravity training.
In 2488, Crewman Recruits were tested with requisite physical tests, if they had any mental aberrations, a Combined Arms Skill Test, a Combined Physical Skill Test, and a Gratney-Walis Hierarchical Aptitude Score, with evaluations often from a Petty Officer First Class.
Crewman Recruits are promoted to Crewman Apprentice once they graduate boot camp and the training schools, and are given their first assignment.
{| class"align:center; text-align:center;"
| !Name
!Duration start
!Duration end
!Rank status
!Notes
| |Preston Cole
|During/After 2488#September|September, 21 2488
|Before 2489#September|September, 22 2489
|Graduated to Crewman Apprentice
|N/A
|}
Sources
Category:UNSC ranks
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Crewman, abbreviated to CR, is an enlisted rank in the United Nations Space Command UNSC Naval Command|Naval Command (NAVCOM) UNSC rank structure|rank structure; including the UNSC Navy and Office of Naval Intelligence. It is preceded by Crewman Apprentice, and subordinate to a Petty Officer Third Class.
Overview
Work crew.
Notes
Sources
Category:UNSC ranks
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The Criminal Investigation Division (CID) is a UNSC law enforcement agency that operates under UNSC Fleet Command. The CID likely investigates crimes involving UNSC Navy or UNSC Marine Corps|Marine Corps personnel. During an Office of Naval Intelligence training exercise, Veta Lopis claimed to be with the CID in order to have two ensigns keep Ota Gallo, a Dark Moon Enterprises operative posing as a server, from leaving.Halo: Fractures, "A Necessary Truth", ''page 216''
List of appearances
''Halo: Fractures''
*''A Necessary Truth''
Sources
Category:Law enforcement Category:UNSC organizations
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Crimson Alone is an achievement in ''Halo 4''. It is awarded for completing a ''Spartan Ops'' chapter solo on Legendary difficulty. The achievement is worth 20 Gamerscore. It is represented the Spartan Operations|Spartan seal with a human skull on top of it.
Sources
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The Crimson Map Pack Trailer is a trailer released by 343 Industries for the ''Halo 4'' Crimson Map Pack. It was released on November 29, 2012.
Transcript
''(Clips of various gameplay footage of Shatter, Harvest (level), and then Wreckage.)''
''Cuts to a UNSC holotank.''
''COMPETE ON NEW MAPS''
''(Camera pans below to a screen with words ''Infinity'' showing, before zooming in.)''
''(More clips of various gameplay footage.)''
''Cuts back to the holotank.''
''Shatter|SHATTER''
'UNSC TRANSMISSION INTERFACE'
''(Several clips of infantry combat)''
''A large symmetrical map''
''(Several shots of Karo'etba-pattern Ghost|Ghosts, including one of it splattering a player.)''
''(Various shots of Mantises.)''
''Warthog and Mantis playground''
''(More shots of various gameplay, followed by an ariel view of the skyline.)''
''Ideal for Dominion and Extraction''
''Cuts back to the room with the holotank.''
''Harvest (level)|HARVEST''
'UNSC TRANSMISSION INTERFACE'
''(Various aerial and gameplay shots of the map.)''
''A small to mid-sized map''
''(A game of Capture the Flag.)''
''Plenty of face-to-face skirmishes''
''Perfect for Capture the Flag''
''Cuts back to the holotank.''
''Wreckage|WRECKAGE''
'UNSC TRANSMISSION INTERFACE'
''(Large shots of vehicular and infantry combat.)''
''A medium asymmetrical map''
''(Shots of close quarter combat inside a building.)''
''Lots of nooks and crannies for cover''
''(More shots of vehicular combat.)''
''Great for King of the Hill and Regicide''
''(A closeup of an Assassination.)''
''(Two Warthogs collide with each other.)''
''(A player jacks a Ghost.)''
''(Two players use a Mancannon.)''
''(Players fight over hill and a Warthog runs into the zone.)''
''(Warthog goes out of the zone and is destroyed, flying at the camera.)''
''CRIMSON''
''MAP PACK''
''12-10-2012''
''Halo 4''
''Cuts to black.''
Sources
Category:Crimson Map Pack Category:Halo 4 trailers
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File:Crimson Map Pack - Banner.png|thumb|250px|The Crimson Map Pack. The Crimson Map Pack was the first Map pack|DLC map pack to be released for ''Halo 4'', officially announced on 2012|October 24, 2012. Released on December 10, 2012, the map pack includes three new multiplayer maps, ''Wreckage'', ''Harvest (level)|Harvest'', and ''Shatter''. It also includes eight additional achievements worth a total of 250 gamerscore. The map pack is one of three included in the War Games Season Pass (an item included with the Halo 4 Limited Edition|''Halo 4'' Limited Edition, as well as being separately purchasable for 2,000 Microsoft Points). The map pack can also be purchased individually for 800 Microsoft Points. On July 7, 2017, along with all other ''Xbox 360'' ''Halo'' title DLC, the Crimson Map Pack was made free to those on Xbox Live. All Crimson map pack content is included in ''Halo: The Master Chief Collection''
The pack is named after the protagonistic SPARTAN-IV Fireteam Crimson.
Maps
File:H4-Harvest.png|thumb|Harvest. Harvest is set on the agricultural human colony of Harvest, in the shadow of several Harvest space elevators|space elevators.
File:H4-Shatter.png|thumb|Shatter. Shatter is set at a Materials Group mining facility on Muroto, a moon of Chi Ceti IV. The mining operation is being threatened by excessive volcanic activity on the moon.
File:H4-Wreckage.png|thumb|Wreckage. Wreckage is set on a Forerunner Line Installation, amidst the debris of a crashed ship.
Achievements Now They Fly? - 50G - In Crimson DLC matchmaking, get a kill while airborne in a Warthog.
Size Is Everything - 20G - In Crimson DLC matchmaking, kill 20 enemies with a detached Machine Gun Turret.
ODST (achievement)|ODST - 30G - In Crimson DLC matchmaking, kill a player while airborne from a Man Cannon.
Bigfoot - 20G - In Crimson DLC matchmaking, kill 20 enemies using the Mantis' stomp attack.
David and Goliath - 20G - In Crimson DLC matchmaking, board an enemy Mantis.
Clay Pigeon - 40G - In Crimson DLC matchmaking, shoot an enemy out of the air while they use the Man Cannon.
Special Delivery - 30G - In Crimson DLC matchmaking, kill an enemy with a melee attack when landing from a Man Cannon.
Pump Yer Brakes - 40G - In Crimson DLC matchmaking, score the killing blow on a Mantis.
Promotions and trailers
The Crimson Map Pack Trailer was released November 29, 2012.
Production notes Several ideas were explored but eventually scratched during the development of the Crimson Map Pack. These three maps were tentatively named Jewel, Sentinel Factory and Infinity Engine. The latter was likely related to Invasion (Spartan Ops)|the same location in ''Spartan Ops''. Another one, known as the "Forerunner Planet Builder," was also explored.
File:H4-Deleted-Crimson-Jewel-1.jpg|Concept art of the terrain of Jewel. File:H4-Deleted-Crimson-Jewel-2.jpg|Another piece of terrain concept art. File:H4-Deleted-Crimson-Jewel-3.jpg|Concept art of a Forerunner structure on Jewel.
File:H4-Deleted-Crimson-SentinelFactory-1.jpg|Concept art of the sentinel factory. File:H4-Deleted-Crimson-SentinelFactory-2.jpg|Concept art of the sentinel factory amid lush green terrain. File:H4-Deleted-Crimson-SentinelFactory-3.jpg|Concept art of a more vertically-oriented sentinel factory design. File:H4-Deleted-Crimson-SentinelFactory-4.jpg|More concept art of the sentinel factory. File:H4-Deleted-Crimson-SentinelFactory-5.jpg|More concept art of the sentinel factory.
File:H4-Deleted-Crimson-Infinity-1.jpg|Concept art of Infinity Engine. File:H4-Deleted-Crimson-Infinity-2.jpg|More concept art of Infinity Engine. File:H4-Deleted-Crimson-Infinity-3.jpg|More concept art of Infinity Engine. File:H4-Deleted-Crimson-Infinity-4.jpg|More concept art of Infinity Engine. File:H4-Deleted-Crimson-Infinity-5.jpg|More concept art of Infinity Engine. File:H4-Deleted-Crimson-Infinity-6.jpg|More concept art of Infinity Engine. File:H4-Deleted-Crimson-Infinity-7.jpg|More concept art of Infinity Engine. File:H4-Deleted-Crimson-Infinity-8.jpg|More concept art of Infinity Engine.
File:H4 PlanetBuilder Concept.jpg|Concept art of Forerunner Planet Builder.
Sources
Category:Multiplayer map packs Category:Halo 4 DLC Category:Crimson Map Pack|
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Crimson may refer to the following:
CRIMSON - A codeword classification protocol used by the UNSC. Fireteam Crimson - A SPARTAN-IV fireteam serving aboard the . Crimson Map Pack - A map pack for ''Halo 4''. Crimson Map Pack Trailer - A trailer for the Crimson Map Pack. Dedicated to Crimson - An achievement for ''Halo 4''.
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Crisium City is a city located in Wikipedia:Mare Crisium|Mare Crisium in the province of Naniwa on Luna.''Halo Waypoint'': The city is notable for being the birthplace of the Rookie and Michael Crespo. The central office and production plant of AMG Transport Dynamics is based out of Crisium City.''Halo 3: ODST'': :File:Ad Asklon Cities.png|Asklon cities list poster
Production notes Mare Crisium is a real location on the moon located on the near side facing Earth. It is a large "sea" much like the famous landing site of the Apollo 11 mission, very flat and over 500 kilometers wide it would be a good location for a lunar colony. Its location can be seen in this .
List of appearances
''Halo 3: ODST''
Sources
Category:Human cities Category:Lunar locations
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Critchley was an enlisted recruit of the Harvest militia|Harvest Colonial Militia during the early months of the Human-Covenant War.
He was assigned to Second Platoon during the First Battle of Harvest, near Gladsheim.Halo: Contact Harvest, ''page 213'' Critchley eventually became the leader of his squad and the platoon marksman.
List of appearances
''Halo: Contact Harvest''
Sources
Category:Colonial Militia trainees Category:Human characters
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|body=
|position=
|moon(s)=
|diameter=
|gravity=
|daylength=
|yearlength=
|atmosphere=
|temperature=
|demonym=
|species=*Human
|population=
|colonized=2388
|government=*Unified Earth Government}}
Criterion is a human Human colonies|colony world.
History It was attacked by the Covenant near the end of the Human-Covenant War in 2552. It was defended by both the UNSC Army and the UNSC Marine Corps|Marine Corps. Gabriel Thorne, then serving in the Army, participated in the battle, during which he single-handedly saved his entire platoon.
After hijacking a Covenant Dextro Xur-pattern Spirit|Spirit to exfiltrate from Imber, Orbital Drop Shock Troopers|ODSTs Staff Sergeant Malcolm Geffen, Corporal Vasily Beloi, and Emanuel Barakat left the dropship on Criterion. In 2553, while selling an MA5B Individual Combat Weapon System|MA5B assault rifle to an black market|arms dealer on Venezia, Vasily wondered if the Spirit was still there.
Non-canon and dubious canon appearances
In the Silver Timeline, Criterion was attacked by the Covenant, resulting in 11 million casualties. Footage of the glassed city of Agade would be received on Reach/Silver|Reach.
List of appearances
''Halo: The Thursday War''
''Halo: Mortal Dictata''
''Halo: The Television Series''
*''Allegiance''
Sources
Category:Planets Category:Human colonies
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Created
|number=
|function= Ship AI
|notable=
}}
Cromwell is an artificial intelligence construct who was in service with the United Nations Space Command. He was a shipboard AI of the UNSC Melbourne's Pride, but would later defect to the Created on October 27, 2558.Halo 5: Guardians, ''campaign level Guardians''
Trivia Cromwell is most likely named after Oliver Cromwell, a Protector Lord from the United Kingdom in the 15th century. The Cromwell Tank in World War II was also named after him.
List of appearances
''Halo 5: Guardians''
References
Sources
Category:Human AI Category:AI characters Category:Created members
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The Crone was a resident of New Mombasa during the Covenant Empire|Covenant Battle for Earth|invasion of Earth. In Sadie's Story, she briefly took the title character hostage at a casino in Manyimbo.Audio log 10, ''Circle 4, Arc 1-3''
Biography Needing to find a African Trust|cash machine with a video phone, Sadie Endesha entered a casino. The casino was being vandalized by the Crone and other looters. Vergil generated fake police sirens in an attempt to scare off the looters; the Crone, however, recognized the noise as a "neat little trick" and continued to loot the building.
The Crone held Sadie at gunpoint while prying open a cash machine. When a Covenant Kez'katu-pattern Phantom|Phantom landed outside, Sadie took cover, but the Crone continued to loot the machine. A Jiralhanae|Brute attacked, ripping the machine off the wall and pinning the Crone beneath it. Believing that the Brutes were after "her" money, the Crone attempted to defend it; she failed to fend off the attackers, and one of them executed her with a Type-52 Pistol|Mauler.
Personality The Crone was evidently a compulsive gambler who felt she was owed the money she lost by the casinos and that this justified her actions. She also called Sadie a "slut" despite apparently having never met her before, most probably because she was spouting inappropriate drivel in her maddened state.
Trivia In the story, she appears to be wielding an M90 Close Assault Weapon System|M90/A Shotgun. It is unknown how exactly she obtained a military-grade weapon; she may have stolen it from an NMPD officer. However, Misriah Armory is known to sell military-grade weapons, including the M90, to civilians, according to :File:Ad Mishriah.png|an advertisement of the company. She was voiced by .Halo 3: ODST, ''Credits''
List of appearances
''Halo 3: ODST''
*''Sadie's Story''
Sources
Category:Human civilians Category:Human characters
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Cronkee is the fourth planet in the Unicorn system.Halo Legends: ''Odd One Out''
History At an unspecified time during the Human-Covenant War, SPARTAN-1337 fell off a D77-TC Pelican dropship onto the planet's surface. On the planet, he encountered several of the planet's natives, including Guy, May, Loo, Sap, and Pom, as well as the Artificial intelligence|AI Mama.
Around the same time, Pluton arrived on the planet to kill SPARTAN-1337. However, after several skirmishes, he was forced through a Slipstream space|Slipspace rupture by Mama.
List of appearances
''Halo Legends''
*''Odd One Out''
Sources
Category:Planets
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Cross-Mappin' is an achievement for ''Halo: Reach'' multiplayer matchmaking added with the Noble Map Pack. The achievement was earned by getting a kill at long range with the M392 Designated Marksman Rifle|DMR in a Slayer game. It is represented by a stylized DMR scope.
Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable.
Tactics To get this achievement, the player had to be playing a Slayer game and using a DMR. The reticule had to be blue/grey, not red. Some easy ways to get it were Big Team Battle on Spire (map)|Spire (by standing on the spire's top), Hemmorhage or Boneyard. Destroying a vehicle when the reticule is blue/grey also counted.
Another possible way is on Paradiso, where the player could stand on the highest point of the map (above the Forerunner tunnel) and kill someone at one of the bases.
Trivia The symbol for this achievement is odd, since the HUD of the DMR is red.
Sources
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Crossed Paths is the fourteenth track of the ''Halo 5: Guardians Original Soundtrack''. It plays in the final cutscene of the level Unconfirmed, during the fistfight between John-117 and Jameson Locke. A portion of it also plays on the level Blue Team (level)|Blue Team, when John explains the plan to destroy the ''Argent Moon'', shortly before the Mgalekgolo|Hunter encounter. In addition, it is sometimes played in the final round of Warzone Firefight.
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Crossfire, originally called Speedball during development, is a ''Halo 5: Guardians'' multiplayer map. It is set in a UNSC orbital training arena with a holographic floor. This map is dedicated to the gametype Breakout, in which players begin the game by being propelled into the arena and have no respawn.
Trivia Crossfire's development name "Speedball" came from a type of competitive paintball with inflatable bunkers played by ''Halo'''s multiplayer design director Kevin Franklin, which also heavily inspired the Breakout mode itself.
Gallery
File:Crossfireconcept.jpg|Concept art of the map File:Crossfire-WIP.png|Work-in-progress of Crossfire. File:H5-Crossfire-Beta-1.jpg File:H5-Crossfire-Beta-3.jpg File:H5-Crossfire-Beta-5.jpg File:H5-Crossfire-Breakout5.jpg File:H5-Crossfire-Breakout4.jpg File:H5-Crossfire-Station.png File:H5-Crossfire-Area.png File:H5-Crossfire-Start.png File:H5-Crossfire-Breakout2.jpg File:H5-Crossfire-Breakout3.jpg File:H5-Crossfire-Breakout1.jpg File:H5-Crossfire-Breakout6.jpg File:H5-Crossfire-Breakout7.jpg
Sources
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Crouch jumping is a technique in which a player crouches directly after jumping. The move brings the player's legs up, reducing their height and allowing them to jump into higher places or smaller gaps. In ''Halo: Combat Evolved'', it could also lower fall damage.
The technique has also been called "duck jumping", "high jumping", and even the "Gandhi jump".
Usage The technique is extremely simple to perform. One needs only to jump, and crouch in midair. This can allow one to reach previously-unreachable places.
As previously mentioned, Crouch jumping is useful for jumping to slightly higher locations or into smaller gaps. It is also an effective technique to use when strafing around an enemy during a firefight. It can be used to help teammates (in Campaign#Cooperative|Co-op or team Multiplayer games) reach higher places.
Explanation The reason this trick works is not because it makes a jump higher: When jumping normally, the place a player is trying to reach is occasionally too high, and their feet will hit the platform edge. This causes them to fall down or simply bounce off the wall. When the player crouch jumps, their Wikipedia:Collision hull|hitbox becomes smaller (as it would while crouching), and the edge of the platform stops being an obstruction. Many Carney Holes require some form of crouch jumping, as does the Half-naked guy|Lonely Soul Easter Egg.
While mid-air, players can crouch and uncrouch repeatedly to gain more air time. Such a move can also, when carrying a one-handed weapon in ''Halo: Combat Evolved'', make a player ''appear'' unarmed.
Those that use the Toggle Crouch option may find crouch jumping more difficult, as the transition from a standing form to a crouching form is not as smooth with the setting enabled. Category:Tricks and cheats
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Crowd Control is an achievement in ''Halo: Reach'' Firefight. It is earned when the player gets a Killionaire Medal in a game of Firefight.
Trivia This achievement is very easy to get by using a H-165 FOM|Target Locator on a pack of enemies.
Sources
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File:DaCrown.png|thumb|300px|The Crown prior to being split in two.
The Crown was the topmost fragment of the Forerunner Capital, Maethrillian.
Overview The Crown, along with the other sections of the artificial world, could be locked together in the event of a crisis to form a near-spherical shape. Like the other portions, it also possessed energy shielding capabilities. The Crown was primarily used for storage. In particular, it housed a wealth of unspent slipstream crystals.
History Several years prior to the Great Purification in 97,445 BCE, the rouge Contender-class artificial intelligence|Contender-class ancilla, 05-032 Mendicant Bias, launched an Fate of Maethrillian|attack on Maethrillian. In the ensuing battle, the Crown was cracked in two. All operating technology within eventually then ceased to function. Centuries later, a group of Forerunners that survived the Halo Array's firing Mission to Maethrillian|returned to the Capital with the intention of doing what they could to heal the Domain. Before venturing into the Mysterium, three of these Forerunners first explored the Crown in order to secure any slipspace flake|slipstream crystals they could find there. Bornstellar-Makes-Eternal-Lasting, Glory-of-a-Far-Dawn, and Finder-of-Things-Hidden located a cache of enough slipspace flakes to fuel 10,000 ships for 100,000 years. Of these, they only took a few dozen, however.''Halo: Fractures'', ''Promises to Keep''
List of appearances
''Halo: Cryptum''
''Halo Mythos''
''Halo: Fractures''
*''Promises to Keep''
Sources
Category:Forerunner worlds
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File:CrowsEye3.png|thumb|250px|The Crow's Eye Nebula is home to at least one asteroid field. The Crow's Eye Nebula is an interstellar cloud in the Milky Way galaxy.''Halo: Retribution'', Chapter 5 It is considered to be located in deep space.
History As early as December of 2553, the Office of Naval Intelligence research and development plant, ''Argent Moon'', was located within the nebula. After an outbreak of asteroidea merozoite killed everyone on the station in March of 2557, ''Argent Moon's'' Smart AI|"smart" A.I., Rooker, made sure to put it on a course that would keep it away from all inhabited systems.''Halo 5: Guardians'', campaign level ''Blue Team'' - Mission Intel Kig-Yar scavengers found it within an asteroid field in October of 2558 and sold what they knew to Jul 'Mdama, who wasted no time sending forces to the Crow's Eye Nebula to occupy it. One week later, Spartan-II Blue Team deployed to the nebula in order to Operation: BIRD IN HAND|secure ''Argent Moon'' for the United Nations Space Command once more but ended up destroying it instead due to the arrival of a Jul 'Mdama's Covenant|Covenant fleet.''Halo 5: Guardians'' campaign level, ''Blue Team (level)|Blue Team''Troy Denning on Twitter
Gallery
File:CrowsEye1.png|John-117 pilots a D79-TC Pelican within the nebula. File:CrowsEye2.png|Blue Team's pelican approaches ''Argent Moon''. File:CrowsEye4.png|The Spartan-IIs of Blue Team perform EVA to board the station.
List of appearances
''Halo 5: Guardians''
''Halo: Retribution''
Sources
Category:Nebulae
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The Crow's Nest entrance is a pit located in ''Halo 3'''s campaign level Sierra 117. The pit is placed beyond the level boundaries, and is the (incomplete) entrance to Crow's Nest (location)|Crow's Nest, shown in Sierra 117's last cutscene.
Background In Sierra 117's last cutscene, Hocus's D77-TC Pelican|Pelican is seen landing in the pit, but the camera angle prevents players from seeing inside. The pit's interior is somewhat incomplete, and no actual entrance to Crow's Nest is there; this is because there was no need for Bungie to fully model the entrance, and so they didn't.
Walkthrough Start the level on Campaign#Cooperative|Co-op, and get at least two players to the location of the Halo 3 skulls#Iron|Iron Halo 3 skulls|skull. You don't need to actually obtain the skull, and you can start at Rally Point Bravo to reach the area faster. Clear out all enemies in the area, but don't rescue Sergeant Avery Junior Johnson|Johnson or the other UNSC Marine Corps|Marines.
Have one player (''Person A'') walk into and face the corner opposite the skull, and have the other player (''Person B'') jump on top of them. ''Person B'' should face into the same corner. ''Person A'' should then repeatedly jump into the corner; eventually, some flaw in the level geometry should cause both players to "moonjump" on top of the wall.
At this point, one player (for our purposes, ''Person A'') should stand on the grassy edge of the wall, where it meets the rock. The other player (''Person B'') should jump off the wall and into the water and the Invisible Walls|kill barrier that lies beneath its surface.
''Person B'' should then respawn above ''Person A'', before promptly being glitched past an Invisible Walls|invisible wall and onto the rocky area. ''Person A'' should then jump down to their death, so that they can join ''Person B'' outside the level's boundaries. Once the two have regrouped, they should walk up the cliff face, and upon reaching its "corner", jump onto the tallest building. They should then follow the top of that building, walking towards the dam; upon reaching the building's edge, they should jump onto an adjacent rock face and continue up it.
At this point, one person may stay behind if either fears death. We shall assume that ''Person A'' continues forward and ''Person B'' remains behind. ''Person A'' should follow the cliff face until they reach a Cavemen#Lone Monkey Man|caveman, at which point they should keep walking upwards.
Eventually, ''Person A'' should reach some grassy ground; by continuing up the hills, they will reach the entrance. ''Person B'' can kill themselves to respawn with ''Person A'' if they like, but it should be noted that anyone who falls in the pit will ''not'' be able to get out, so at least one player should remain outside it.
Sources
Category:Glitches Category:Halo 3 glitches Category:Tricks and cheats Category:Halo 3 tricks and cheats
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Crow's Nest may refer to the following:
Crow's Nest (location)|Crow's Nest - A United Nations Space Command|UNSC base, stationed in Kenya. Improvised UNSC bomb|Crow's Nest Bomb - A UNSC explosive that was used to destroy the base mentioned above. Crow's Nest - The third level in the ''Halo 3'' campaign.
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|destroyed=2552#November|November 17, 2552
|usage=2552: Battle for Earth
|controlledby=*North Atlantic Treaty Organization United Nations Space Command
|commander=Miranda Keyes|Commander Miranda Keyes
|notable=
}}
Crow's Nest was a United Nations Space Command|UNSC military base|airbase in Kenya, Africa, located close to the city of Voi. It was a command center for local UNSC forces in Kenya late into the Battle for Earth in 2552#November|November 2552. During the battle, the base was under the command of Commander Miranda Keyes.
Background Crow's Nest was constructed as a bunker complex for an unspecified war that evidently took place in the 20th century. The hill and the Crow's Nest lie about 25 kilometers west of Voi, and a few kilometers north of Tsavo highway (location)|Tsavo Highway. Small bunkers are located in the area surrounding Chawia Hill and along Tsavo Highway nearby. These bunkers bear numeric designations such as 6 and F6.
The southern hangar had no true runway to speak of, so it strictly supported only VTOL aircraft such as D77H-TCI Pelican|Pelicans and AV-14 Hornet|Hornets. There were multiple landing pads situated both underground and above ground. In several locations throughout the base, North Atlantic Treaty Organization|NATO compasses could still be seen on the walls. Because of its age, the base often frustrated UNSC personnel in the 26th century because it required constant maintenance and employed outdated technology, one example of which was evidenced in the controls for its doors.
During the Battle of Kenya, it was used for its proximity to what the UNSC thought might be the Installation 00|Ark, but was in reality Portal at Voi|the portal to the Ark. Crow's Nest was also a well-fortified location that provided some relative protection from aerial and orbital bombardment. From it, the UNSC coordinated its asymmetrical resistance efforts in the region surrounding what remained of New Mombasa and the local countryside.
During the Battle of Kenya, Crow's Nest was used as a command base for the UNSC forces in the immediate area, which included those from Tsavo, Mombasa, and Arusha. Many wounded UNSC Marine Corps|Marines that survived encounters with Covenant patrols were sent to the base for medical treatment. The able-bodied soldiers at the base were organized into fireteams that were spread throughout the base. When Master Chief Petty Officer|Master Chief John-117, Thel 'Vadam, and Sergeant Major Avery Junior Johnson|Avery Johnson arrived at the base on November 17, 2552, Fleet Admiral Terrence Hood|Hood briefed them, along with the command staff, about a low-level assault on Covenant warships stationed over the Portal at Voi. Hood was interrupted when the base's communications were hacked and a transmission from the Prophet of Truth played, declaring that humanity was doomed to destruction. At the conclusion of his message, the forces at the base mobilized to defend it, anticipating an Attack on Crow's Nest|imminent attack from the Covenant. It wasn't long until the decision was made to evacuate the facility, as well as to destroy it in the process with a bomb. Having successfully destroyed the facility and denied it to the Covenant, the survivors left in M12 Chaingun Warthogs and M831 Troop Transport Warthogs. While the majority of the base was utterly destroyed, the motor pool and the cave leading to it from Tsavo Highway, along with some outer hangars, remained intact.
After the war, the UNSC would create a number of War Games simulations based on Crow's Nest, for Spartan-IV training. "Rat's Nest" is a faithful recreation of an ammunition storage facility high inside the base.
Locations Operations Center Armory Pipe Room South Hangar Motor Pool Barracks Landing Pad Bravo Service Elevator Basement Ventilation Hub Corridor MH1260
Corridor M70
Ammunition storage facility (colloquially named "Rat's Nest")
Air Turbine 77 (adjacent to 88)
Air Turbine 88 (adjacent to 77)
Trivia
The name "Crow's Nest" originates from a ship's lookout position, located near the mast.Wikipedia:Crow's nest|''Wikipedia'': Crow's nest Crow's Nest and Voi are the only specific locations that are each featured in two different levels in the ''Halo 3'' campaign. In the final cutscene of the previous level, Crow's Nest is wrongly depicted to be located near the base of Mount Kilimanjaro, when actually it is at least 90 kilometers East. In ''Halo 3'', a Marine states that the base was built for "some 20th-century war". A snippet of dialog cut from the final game expands on this, with another Marine claiming that the conflict in question was World War II. This is unlikely to be the case, however, as Kenya was not involved in World War II to the extent as to warrant the construction of a facility as extensive as Crow's Nest; given the region's lack of involvement in large-scale conflicts as of the early 21st century it is more likely that the base was actually constructed at some point later on.
Gallery
File:H3 Crow'sNest_Interior_Concept 1.jpg|Concept art of the interior of the base. File:H3 Crow'sNest_Interior_Concept 2.jpg|Concept art of the Pelican bay of the base. File:H3 Crow'sNest_Interior_Concept 3.jpg|Concept art of the base's Pelican bay, with the savannas of Voi stretching out below. File:Screens crowsnest schematic.jpg|A schematic of the base, with the Seventh Column symbol visible on the screen. File:Tsavo Highway Mountains.jpg|Chawia hill in the background. File:UNSC bunker door.jpg|A door in the base. File:3 TsavoHW 2.jpg|One of the exterior gates outside Crow's Nest. File:Halo-3-Postcards-Crows-Nest-2.jpg|Full view of the Pelican bay in Crow's Nest. File:Kilo023 LPBravo.jpeg|Kilo 023 at Landing Pad Bravo.
List of appearances
''Halo 3''
''Halo Legends''
*''Origins''
Sources
Category:East African Protectorate Category:UNSC military bases Category:Military bases
|
|destroyed=2552#November|November 17, 2552
|usage=2552: Battle for Earth
|controlledby=*North Atlantic Treaty Organization United Nations Space Command
|commander=Miranda Keyes|Commander Miranda Keyes
|notable=
}}
Crow's Nest was a United Nations Space Command|UNSC military base|airbase in Kenya, Africa, located close to the city of Voi. It was a command center for local UNSC forces in Kenya late into the Battle for Earth in 2552#November|November 2552. During the battle, the base was under the command of Commander Miranda Keyes.
Background Crow's Nest was constructed as a bunker complex for an unspecified war that evidently took place in the 20th century. The hill and the Crow's Nest lie about 25 kilometers west of Voi, and a few kilometers north of Tsavo highway (location)|Tsavo Highway. Small bunkers are located in the area surrounding Chawia Hill and along Tsavo Highway nearby. These bunkers bear numeric designations such as 6 and F6.
The southern hangar had no true runway to speak of, so it strictly supported only VTOL aircraft such as D77H-TCI Pelican|Pelicans and AV-14 Hornet|Hornets. There were multiple landing pads situated both underground and above ground. In several locations throughout the base, North Atlantic Treaty Organization|NATO compasses could still be seen on the walls. Because of its age, the base often frustrated UNSC personnel in the 26th century because it required constant maintenance and employed outdated technology, one example of which was evidenced in the controls for its doors.
During the Battle of Kenya, it was used for its proximity to what the UNSC thought might be the Installation 00|Ark, but was in reality Portal at Voi|the portal to the Ark. Crow's Nest was also a well-fortified location that provided some relative protection from aerial and orbital bombardment. From it, the UNSC coordinated its asymmetrical resistance efforts in the region surrounding what remained of New Mombasa and the local countryside.
During the Battle of Kenya, Crow's Nest was used as a command base for the UNSC forces in the immediate area, which included those from Tsavo, Mombasa, and Arusha. Many wounded UNSC Marine Corps|Marines that survived encounters with Covenant patrols were sent to the base for medical treatment. The able-bodied soldiers at the base were organized into fireteams that were spread throughout the base. When Master Chief Petty Officer|Master Chief John-117, Thel 'Vadam, and Sergeant Major Avery Junior Johnson|Avery Johnson arrived at the base on November 17, 2552, Fleet Admiral Terrence Hood|Hood briefed them, along with the command staff, about a low-level assault on Covenant warships stationed over the Portal at Voi. Hood was interrupted when the base's communications were hacked and a transmission from the Prophet of Truth played, declaring that humanity was doomed to destruction. At the conclusion of his message, the forces at the base mobilized to defend it, anticipating an Attack on Crow's Nest|imminent attack from the Covenant. It wasn't long until the decision was made to evacuate the facility, as well as to destroy it in the process with a bomb. Having successfully destroyed the facility and denied it to the Covenant, the survivors left in M12 Chaingun Warthogs and M831 Troop Transport Warthogs. While the majority of the base was utterly destroyed, the motor pool and the cave leading to it from Tsavo Highway, along with some outer hangars, remained intact.
After the war, the UNSC would create a number of War Games simulations based on Crow's Nest, for Spartan-IV training. "Rat's Nest" is a faithful recreation of an ammunition storage facility high inside the base.
Locations Operations Center Armory Pipe Room South Hangar Motor Pool Barracks Landing Pad Bravo Service Elevator Basement Ventilation Hub Corridor MH1260
Corridor M70
Ammunition storage facility (colloquially named "Rat's Nest")
Air Turbine 77 (adjacent to 88)
Air Turbine 88 (adjacent to 77)
Trivia
The name "Crow's Nest" originates from a ship's lookout position, located near the mast.Wikipedia:Crow's nest|''Wikipedia'': Crow's nest Crow's Nest and Voi are the only specific locations that are each featured in two different levels in the ''Halo 3'' campaign. In the final cutscene of the previous level, Crow's Nest is wrongly depicted to be located near the base of Mount Kilimanjaro, when actually it is at least 90 kilometers East. In ''Halo 3'', a Marine states that the base was built for "some 20th-century war". A snippet of dialog cut from the final game expands on this, with another Marine claiming that the conflict in question was World War II. This is unlikely to be the case, however, as Kenya was not involved in World War II to the extent as to warrant the construction of a facility as extensive as Crow's Nest; given the region's lack of involvement in large-scale conflicts as of the early 21st century it is more likely that the base was actually constructed at some point later on.
Gallery
File:H3 Crow'sNest_Interior_Concept 1.jpg|Concept art of the interior of the base. File:H3 Crow'sNest_Interior_Concept 2.jpg|Concept art of the Pelican bay of the base. File:H3 Crow'sNest_Interior_Concept 3.jpg|Concept art of the base's Pelican bay, with the savannas of Voi stretching out below. File:Screens crowsnest schematic.jpg|A schematic of the base, with the Seventh Column symbol visible on the screen. File:Tsavo Highway Mountains.jpg|Chawia hill in the background. File:UNSC bunker door.jpg|A door in the base. File:3 TsavoHW 2.jpg|One of the exterior gates outside Crow's Nest. File:Halo-3-Postcards-Crows-Nest-2.jpg|Full view of the Pelican bay in Crow's Nest. File:Kilo023 LPBravo.jpeg|Kilo 023 at Landing Pad Bravo.
List of appearances
''Halo 3''
''Halo Legends''
*''Origins''
Sources
Category:East African Protectorate Category:UNSC military bases Category:Military bases
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|parscore=19,000 15,000
}}
Crow's Nest is the third Campaign level of ''Halo 3''.Bungie Podcast, 8-10-2007
Upon completing the level on the Normal, Heroic, or Legendary difficulties, the player will earn the "Holdout (Achievement)|Holdout" achievement and 20 Gamerscore. Upon earning 15,000 points in Campaign Scoring, the player will be awarded with the Demon achievement and 10 Gamerscore.
Plot The level begins with the John-117|Master Chief, the Arbiter Thel 'Vadam, and Sergeant Major|Sergeant Avery Junior Johnson|Johnson landing in an underground UNSC base. When they disembark, several Marines are amazed to see a SPARTAN-II Program|Spartan II. As they walk through hallways littered with wounded United Nations Space Command|UNSC soldiers, Commander Miranda Keyes|Keyes informs the Chief and Johnson that Prophet of Truth|Truth has almost destroyed the UNSC Home Fleet, and only a few ships are left. They soon reach the command center and speak with Terrence Hood|Lord Hood, discussing a plan for an all out attack on Truth's army.
Unfortunately, the Covenant then jam the Human communications network along with the rest of the base, shutting off the power. Truth appears on the main view screen, telling the Humans that their world will Glassing|burn. The base is then attacked by a large contingent of Covenant Empire|Covenant troops. The Master Chief first clears the south hangar, allowing the UNSC personnel to evacuate. Unable to fight off the invaders, Keyes orders a Improvised UNSC bomb|bomb placed in the operations center. Meanwhile, Jiralhanae capture the barracks and take many Marines prisoner. The Chief and the Arbiter retake the barracks and rescue as many Marines as they can. They then bring the survivors up to the landing pad where Keyes is waiting with a Pelican. After fighting off another group of Jiralhanae, they meet up with Johnson who informs them that Jiralhanae have seized the Ops Center and disarmed the bomb. Keyes orders the Chief to retake the Ops Centers while the others evacuate. The Chief clears out the Covenant inside the Ops Center and rearms the bomb. He then makes his way back to the south hangar, where he finds a service elevator. Moments later, the bomb detonates, sending the elevator into free fall and causing the Chief to black out.
Transcript
Crow's Nest Flight Controller: "Sorry for the tight squeeze. ''(to the other Flight Controller)'' Tell the Miranda Keyes|Commander her ace is in the hole."
''Kilo 023 touches down. Medics load an injured marine on a stretcher and move. The John-117|Master Chief, Thel 'Vadam and Avery Junior Johnson|Johnson get off. UNSC Marine Corps|Marines sitting by the landing pad see the Chief get out of the D77H-TCI Pelican|Pelican.''
Marine #1: "Hey. Check it out."
Marine #2: "No way! A SPARTAN-II Program|Spartan?!"
Marine #3 (Blind-by-injury): "For real? You better not be..."
Marine #2: "No man, he's here! We're gonna be alright!"
File:Crow's Nest - Reunion.png|thumb|300px|Miranda shakes hands with John-117.
''Commander Miranda Keyes comes out onto the Landing Pad to meet Johnson, 'Vadam and the Master Chief.''
Commander Miranda Keyes: "Where'd you find him?"
Sergeant Major|Sergeant Avery Junior Johnson: "Napping. Out back."
''They salute, as she salutes back and smiles.''
Commander Keyes: "Hmm, I'll bet. It's good to see you Chief."
''Keyes shakes the Chief's hand.''
Master Chief Petty Officer John-117: "Likewise, ma'am."
Commander Keyes: "Let's get you up to speed."
''Down the hallways of the base, wounded Marines lay against the walls. Two Marines chatting to each other notice Commander Keyes and the Master Chief. They make way and salute.''
Commander Keyes: "The Prophet of Truth's ships breached the Lunar perimeter. Smashed what was left of the UNSC Home Fleet|Home Fleet."
''As 'Vadam walks by, the Marines lower their hands and stare in astonishment.''
Commander Keyes: "Terrestrial casualties from the subsequent bombardment were..."
''Medics race by with an injured Marine on a stretcher. Johnson tends to an injured Marine.''
Commander Keyes: "...extreme. Truth could've landed anywhere, but he committed all his forces here. East Africa. The ruins of New Mombasa. Then, they started digging."
Master Chief: "What about Installation 05|Halo?"
File:UNSC Underground Facility Crow's Nest.PNG|thumb|300px|Keyes lead John-117, Johnson, and 'Vadam to the operations center. Commander Keyes: "We stopped it, but only temporarily. Now, the Prophet of Truth is looking for something called 'Installation 00|The Ark', where he'll be able to fire all the Halo Array|Halo Rings. If he succeeds, Humanity, the Covenant, every sentient being in the Galaxy..."
John-117: "The rings will kill us all."
Technician: "Ma'am, I have Lord Hood."
Commander Keyes: "Patch him through."
''Lord Hood appears on the main screen.''
Fleet Admiral Terrence Hood|Lord Terrence Hood (Video COM): "Good news, Commander Keyes?"
Commander Keyes: "As good as it gets, sir."
Lord Hood (Video COM): "So I see. What's your status, son?"
John-117: "Green. Sir."
Lord Hood (Video COM): "Glad to hear it. The Commander's come up with a good plan. But without you, I wasn't sure we could pull it off."
Commander Keyes: "Truth's ships are clustered above the excavation site. And his infantry has deployed Skar'wa-pattern Mantis|Anti-Aircraft Batteries around the perimeter. But, if we neutralize one of the batteries, punch a hole in Truth's defenses..."
Lord Hood (Video COM): "I'll initiate a low-level strike. Hit 'em right where it hurts. I only have a handful of ships, Master Chief. It's a big risk. But I'm confident"
''The power cuts completely.''
Technician: "Hell! Not again!"
Commander Keyes: "Emergency generators! Now!"
Marine Technician: "Shielding failed. They're down and charging."
Commander Keyes: "As soon as they're up, re-establish contact with Lord Hood. Let him know that-"
File:Truthhack.jpg|thumb|300px|The Prophet of Truth on the screens of the operations center.
''The Prophet of Truth suddenly appears on all the screens.''
Prophet of Truth (Video COM): "You are, all of you, vermin. Cowering in the dirt, thinking what, I wonder? That you might escape the coming fire? No. Your Earth|world will burn until its surface is but glass! And not even your John-117|Demon will live to creep, blackened from its hole to mar the reflection of our passage... the culmination of our Covenant religion|Journey. For your destruction is the will of the gods! And I? I ''am'' their instrument!"
''The power returns.''
Sergeant Johnson: "Cocky bastard. Just loves to run his mouth!"
John-117: "Does he usually mention me?"
''Commander Keyes thinks, and realizes Truth's meaning.''
Commander Keyes: "Give the order. We're closing shop."
Marine Technician: "Ma'am?"
Commander Keyes: "We're about to get hit."
Marine Technician (COM): "All personnel! Defense code Alpha-one. Prepare for immediate evacuation!"
Commander Keyes: "The wounded. We're getting all of them out."
Sergeant Johnson: "If I have to carry 'em myself."
Marine Technician: "Ma'am, squad leaders are requesting a rally point. Where should they go?"
''Miranda walks up the stairs and draws her M6G magnum|pistol. She pulls the slide back.''
Commander Keyes: "To war."
''She lets go and moves on.''
{''Gameplay''}
''Perimeter breach.''
Marine Technician: "We just lost the Perimeter Cameras."
Commander Keyes: "Motion Trackers?"
Marine Technician: "They're down or we're not receiving. Can't tell."
Commander Keyes: "Any of our D77H-TCI Pelican|birds squawking?"
Technician: "No, ma'am. Wait, Overwatch has contacts. Kez'katu-pattern Phantom|Phantoms, closing in on our position."
Commander Keyes: "Any birds less than five minutes out, bring them in. Tell everything else to scatter."
Technician: "Aye aye."
Technician: ''(whispering)'' "Who would've thought we'd have this many wounded?"
Technician: "Pelicans are gonna take extra time to load."
Commander Keyes: "We knew they'd find us eventually. But we have a plan, let's make it happen."
All personnel: ''(various affirmations simultaneously)'' "Yes, sir!"/"You got it!"/"Let's go!"/Etc.
Sergeant Johnson: "Arbiter and I will guard the Ops Center. Don't worry about the Commander, Chief. I got her. But the Marines downstairs could use your help."
''(Cooperative Play|Co-op Change)'' Sergeant Johnson: "Chief, move out. You too, Arbiter. The Commander will brief you as you go."
''The Master Chief meets with two Marines from downstairs.''
Marine #4: "Follow me, sir."
Marine #5: "Perimeter's this way."
''(With IWHBYD Skull)'' Marine: "This base was built for some 20th century war, and it's pretty damn cool!"
''The Chief follows the Marines downstairs.''
Marine #4: "Come on, sir. I'll show you the way."
''The Chief finds many weapons to stock up on.''
Marine #5: "This base was built for some 20th-century war. It's full of old tech, like these door controls."
''The Marine opens the door. The Chief walks on through to find Marines in a large cave setting up defenses for the Ops Center.''
Gunnery Sergeant Reynolds: "Get those AIE-486H machine gun|turrets up. You watch your fields of fire!"
''or''
Gunnery Sergeant Stacker: "Get those turrets up! Watch your fields of fire!"
File:Marinescrowsnest.jpg|thumb|300px|The Master Chief meets with some Marines on his way to the facility's hangar.
Marine #6: "How'd they find us?"
Marine #7: "Probably just smelled you, man."
Marine #6: "Hey, bite me. I'm sick of hiding anyways."
Gunnery Sergeant (Reynolds or Stacker): "Quiet. Cut the chatter."
Marine #7: "What is it, Sergeant?"
Gunnery Sergeant (Reynolds or Stacker): "Calm before the storm, Marines. Enjoy it."
''The cave shakes.''
Gunnery Sergeant (Reynolds or Stacker): "Point of entry, best assessment?"
Marine #8: "The hangar, Sergeant."
Gunnery Sergeant (Reynolds or Stacker): "Agreed. Master Chief, get there."
''(Co-op Change)'' Gunnery Sergeant (Reynolds or Stacker): "Agreed. Chief, Arbiter. Get there."
''The Master Chief proceeds on, meeting up with two Marines.''
Private First Class|PFC Chips Dubbo: "We're with you, Chief."
Marine #9: "Yeah, get some!"
PFC Dubbo: "Squad guarding the hangar's real shorthanded, Chief."
Marine #9: "We don't get there quick, they're gonna get rolled."
''The Chief grabs some M9 fragmentation grenade|Fragmentation Grenades from a weapons case near the door, then opens it, and lets the Marines lead the way.''
Commander Keyes (COM): "Chief? Good, this channel is secure. My fireteams are spread thin. We can't hold out forever. I need that hangar cleared for evac, ASAP."
Marine: "Those Jiralhanae|Brutes secure the hangar, we won't be able to get our birds out."
''The Marines find the vehicle access. A M12 Warthog|Warthog is in battle with many Covenant soldiers. Unggoy lob Anskum-pattern plasma grenade|plasma grenades and destroy it. The Chief and accompanying Marines engage and defeat the Covenant. A Jiralhanae wielding a Type-25 Brute Shot|brute shot enters the vehicle access with a group of Unggoy. The team eliminate the Covenant troops and push onward. They go through the open door and defeat the Covenant there, which consists of many Unggoy and Kig-Yar Snipers. Proceeding, the Chief and Marines reach the hangar.''
Marine #10: "Wipe those bastards off the deck!"
Marine #11: "Pelicans can't launch until the hangar's clear!"
''The Chief and Marines go on the offense and secure the deck. Multiple Phantom dropships enter the hangar, delivering groups of infantry in an effort to retake the stategically important room. From a distance, AV-14 Hornet|Hornets and Type-26 Banshee|Banshees are seen engaged in an aerial fight near a which keeps sending Covenant reinforcements to the base. The Chief and Marines make use of several turrets and defend the hangar. The United Nations Space Command|UNSC forces eventually prevail and the Phantoms retreat.''
''The Pelican hanging on a crane in one of the docks slides out and is released. The dropship lands to evac the Marines in the hangar, while the Master Chief restocks on weapons and ammo.''
-- ''If the player is in the way of where the Pelican lands:''
Pelican Pilot: "Need you to step aside, sir; can't land till you do."
-- Sergeant Johnson (COM): "Chief, Ops Center. Double time! The Brutes are pressing hard."
''If the player lingers:''
Sergeant Johnson (COM): "Come on, Chief, hustle on back!"
''The Chief heads back to the Ops Center. Marines pass by for evac. Back in the vehicle access, two Marines, staying behind until the next evac, hear a loud banging as well as the sound of insectoid wings beating in the ventilation pipes as Yanme'e|something makes its way through.''
Marine #12: "Hey. You hear that?"
Marine #13: "Yeah. And I ''don't'' like it."
Commander Keyes (Loudspeaker): "Attention! Hostiles reported outside the barracks."
''The Chief heads back into the corridors, with the two Marines following.''
Commander Keyes (Loudspeaker): "Barracks are under attack! All available combat teams, respond!"
''The COM systems remain silent. The banging and fluttering noises continue on.''
Commander Keyes (Loudspeaker): "Anyone in the barracks, I need a sit-rep. Now!"
''The Master Chief meets with the Marines in the cave, defending the Ops Center.''
Marine #8: "Sir, this way."
File:HTMCC-H3 Drones in Crow's Nest.jpg|thumb|300px|A swarm of Yanme'e outside the operations center.
''A single Yanme'e suddenly bursts out of the vent and picks him up. (The Yanme'e can be killed before it picks up the Marine. If it does, he can still be saved by simply shooting the Yanme'e, which will drop the Marine).''
Female Marine: "Look! Coming out of the vents!"
''A massive swarm of Yanme'e starts pouring out the ventilation shafts, and engulfs the room.''
Marine #7: "Light 'em up! Light 'em up!!"
Female Marine: "What the hell ''are'' those things, Sergeant?!"
Gunnery Sergeant (Reynolds or Stacker): "Drones! A whole swarm! Take 'em down, short controlled bursts!"
''The Marines open fire on the swarm. The Chief finds a turret and unloads on them. The swarm eventually falls. Several stragglers scurry about on the ground. The Chief easily dispatches them.''
Gunnery Sergeant (Reynolds or Stacker): "We're good for now, Chief."
''Marines in the Ops Center below open the doors, letting the Chief in.''
''Butchers in the barracks.''
''The Master Chief meets with Johnson smoking a cigar and other defending Marines setting up an explosive device, but Thel 'Vadam isn't with them. (Single Player Only)''
Gunnery Sergeant (Stacker or Reynolds): "If I try to hook up a timer, it might just go off by itself."
Commander Keyes (Video COM): "Johnson."
Sergeant Johnson: "Mm-hmm?"
Commander Keyes (Video COM): "You might wanna put that out."
''Johnson drops his cigar and stamps on it.''
Commander Keyes (Video COM): "Chief, have a look. Improvised UNSC bomb|A little going-away gift for the Covenant. We've linked it to smaller charges throughout the base. Johnson, soon as the evacuation is complete, start the timer."
Sergeant Johnson: "Understood."
Commander Keyes (Video COM): "Good luck, everyone. See you on the last Pelican out."
''The feed disconnects.''
Johnson: "Follow me, Chief."
''(Co-op Change)'' Johnson: "Chief, Arbiter. Follow me."
''Johnson leads the Chief to the back of the room, guarded by four Marines.''
Sergeant Johnson: "Brutes have taken the barracks. Marines are trapped inside. Those apes ain't much for mercy, Chief. We both know what they do to prisoners."
''The Master Chief takes weapons and ammo from a weapons locker.''
Sergeant Johnson: "Get to the barracks, save those men. Then escort them to the Landing Pad for evac."
''If the player stays near the bomb:''
Sergeant Johnson: "I'll guard the bomb, Chief. Get yourself to the Barracks."
''The Chief heads through the corridor to the Motor Pool. While down there, he spots a large pack of Jiralhanae, led by a Jiralhanae Chieftain with a Gravity hammer (fiction)|gravity hammer.''
Jiralhanae: "A fresh scent! Must be close."
Jiralhanae Chieftain: "Spread out! Track it down!"
''The Jiralhanae disperse, intent on tracking down the source. The Chief surprises them and manages to take several Jiralhanae out. Reinforcements soon enter from an open door near the Chieftain, many wielding Type-51 Carbine|Covenant carbines. Once most of his pack have been slain, the Chieftain brandishes his hammer and charges at the Chief, usually engaging an invincibility unit. Regardless, the Chief prevails and completely ousts the Jiralhanae pack.''
''The Master Chief continues on through a corridor, but it's caved in. Finding a hole in the floor, he jumps down into a shaft. At the bottom are several pipe entrances, which Yanme'e fly in and out of.''
Cortana (Character interludes|Cortana Moment): "You have been called upon to serve."
''Master Chief jumps down through vertical shafts into a canal, where he finds Thel 'Vadam, fighting off a small group of Yanme'e. (Single Player Only)''
Arbiter Thel 'Vadam: "Half-wit insects! The San'Shyuum|Prophets use you like they used me! Reject their lies! Rebel, or ''all'' your hives will perish!"
''After 'Vadam takes care of the Yanme'e, he and the Chief regroup.''
Thel 'Vadam: "Spartan, the Brutes have taken your soldiers. As prisoners or meat for their bellies, I do not know. In case some yet live, let us be careful when we shoot."
''The Master Chief and 'Vadam enter the barracks. They see a captive Marine thrown hard into a pillar, where multiple Marine corpses lie. The Marine dies and falls limply to the ground, and the Chief and 'Vadam rush in. One Marine being held by a Jiralhanae begs for mercy as it decides to kill him too.''
File:Saved.jpg|thumb|300px|The Master Chief about to save the Marine prisoner.
Marine Prisoner: "No! Please!"
Jiralhanae: "Look, it has soiled itself! These are whelps, not warriors!"
''The Chief can opt to attack the Jiralhanae, which releases the Marine prisoner.''
''If the player fails to save him, the Jiralhanae breaks his spine and throws him on the ground behind him, laughing.''
''If the player saves the Marine:''
Marine Prisoner: "That was close, too close."
''or''
Marine Prisoner: "Close, too damn close."
''Further down the corridor a Jiralhanae Captain holds a Marine by the ankle. Another marine is being held by the neck. Their survival depends on how fast the Chief is at attacking their captor(s). (On higher difficulties, the Jiralhanae are reinforced by Kig-yar infantry).''
''The Chief and 'Vadam kill the Jiralhanae and save the prisoners (optional). While the freed Marines rush for weapons, the Chief and 'Vadam move through the barracks, killing more Jiralhanae and freeing another group of prisoners.''
Gunnery Sergeant (Reynolds or Stacker): "Everyone on your feet! Grab a weapon!"
Female Marine #2: "Payback time! OO-RAH"
Gunnery Sergeant (Reynolds or Stacker): "Cover the Chief!"
''After taking out the Brutes, the surviving Marines grab weapons from more piles of corpses, taking a second to grieve for their comrades while the Chief and 'Vadam resupply and reload. They continue their rescue throughout the barracks, defeating the remaining Jiralhanae, including a Jiralhanae War Chieftain with a detached Pek-pattern plasma cannon|plasma turret, and rescuing (a maximum of) seven Marines.''
File:Marineprisoners.jpg|thumb|300px|Marines being held prisoner by Jiralhanae.
''Once the barracks are cleared:''
Thel 'Vadam: "We did all we could. Let us move the survivors up to the hangar. There is a lift outside."
''(Co-op Change)'' Gunnery Sergeant (Reynolds or Stacker): "You did the best you could, sir. Let's get the survivors up to the hangar. There's an elevator just outside the barracks."
''The Chief leads the survivors outside to the lift. He activates it and they wait for it to come down. While they wait, matters get worse.''
Sergeant Johnson (COM): "Commander, we lost the Ops Center. Brutes attacked in force. Couldn't hold them off. We're falling back to the hangar. But don't wait for us."
Lieutenant Hocus (COM): "What should I do, ma'am?"
Commander Keyes (COM): "Hold position! I'm not leaving without him."
''The elevator arrives. The Chief, 'Vadam and the Marines get onboard and take it up to the flight deck. While the team heads up, Kilo 23 gets into trouble.''
Hocus (COM): "Ma'am, I've got movement. Above and below. Brutes! They got jump-packs!"
Commander Keyes (COM): "They're going after the thrusters. Shake them off, Lieutenant!"
''Kilo 23 takes off, getting out of the Jiralhanae's reach. Noticing the Chief and 'Vadam, the Jiralhanae Jumpers attack them. Reinforcements enter from above the observation room as well as from another door. The Chief, along with his allies ultimately defeat the Jiralhanae and secure the flight deck, a door at the road below opens. Johnson arrives, holding an M7 SMG|SMG and leading a group of surviving Marines. The squad is under fire from a group of Yanme'e.''
Sergeant Johnson: "Drones! Go! I'll cover you!"
''The Chief and 'Vadam assist Johnson and his squad in killing the aliens. The few Yanme'e are quickly eliminated. Kilo 23 returns for final evac. The barracks survivors and Johnson's squad board the Pelican dropship.''
Sergeant Johnson: "Brutes. In the Ops Center. They disarmed the bomb. Sorry, Commander, there were too many. Even for me."
Commander Keyes (COM): "Chief, get back to the Ops Center. Kill those Brutes. Rearm the bomb. I've gotta get these men out of here. But I'll radio with another exit. Good luck."
''Johnson and Thel 'Vadam board the Pelican, and it takes off. The Master Chief goes along the road Johnson previously came from, passing by destroyed Warthogs and dead Marines. (In Co-op, 'Vadam will accompany the Chief.)''
''Bomb armed. Time to go.''
''The Chief reaches a door at the end of the road.''
Cortana (Cortana Moment): "You will be the protectors of Earth and all her colonies."
File:1217438061 Jackalsnipers.jpg|thumb|300px|A pair of Kig-Yar snipers defending the upper floor of the Motor Pool.
''The Chief walks on through to another roadway, with Covenant Pek-pattern plasma cannon|plasma cannons set up. Using the Plasma Cannons and/or using all available cover, he clears out a large contingent of Unggoy and Kig-Yar along with a pair of Kig-Yar Snipers. The Chief soon gets back to the Motor Pool next door to the Ops Center.''
''If the player is taking a while:''
Sergeant Johnson (COM): "Chief, follow the service tunnel to the Motor Pool."
''If the player still stalls:''
Sergeant Johnson (COM): "Head through the Motor Pool to get to the Ops Center."
''The Chief heads back up the corridor behind the Ops Center, and sneaks in. Inside, he witnesses a Jiralhanae War Chieftain communicating with the Prophet of Truth via the Ops Center communications. With the Chieftain are a several Unggoy and a pair of Jiralhanae Captains. (On higher difficulties, another Jiralhanae mans a plasma cannon at the far end of the room.)''
''If the Chief isn't spotted, he can spy on the conversation between Truth and the Chieftain.''
Jiralhanae War Chieftain: "Success, Holy One! We have taken their Command Center!"
Truth (Video COM): "Have you discovered how they plan to stop me?"
Jiralhanae War Chieftain: ''(nervously)'' "Not just yet, Noble Prophet."
Truth (Video COM): "Find me what I need to know, or your place on the path is forfeit. Tell me you understand!"
Jiralhanae War Chieftain: "Yes, Holy One! It shall be done."
''Truth disconnects from the screen.''
Jiralhanae War Chieftain: ''(to his subordinates)'' "Have the Yanme'e|Drones ''scour'' these machines! Find out what these ''heathens'' know about the Installation 00|Ark!"
''As the Unggoy and Jiralhanae Captains get busy, the Chief takes them by surprise and defeats them. The War Chieftain opens fire on the Spartan with a Pez'tk-pattern fuel rod gun|fuel rod gun but the Chief manages to overcome him, taking back the Ops Center and the bomb.''
''If the player waits around a bit:''
Sergeant Johnson (COM): "Hit the switch, Chief. Arm that bomb!"
''The Master Chief reactivates the bomb and the alarm sounds.''
Commander Keyes (COM): "That did it, Chief! Bomb's armed."
Sergeant Johnson (COM): "We got your exit. A service elevator in the hangar. Head downstairs, cut through the caves!"
''The Chief heads back into the cave, where Unggoy run wildly. He then heads through the corridors.''
Cortana (Cortana Moment): "There will be a great deal of hardship on the road ahead."
''If the Chief stalls:''
Sergeant Johnson (COM): "South hangar, straight through the caves, Chief."
''The Chief continues back out to the vehicle access, witnessing a large swarm of Yanme'e fleeing. Making his way through several panicking Unggoy, the Chief heads back down the corridors to the hangar.''
Cortana (Cortana Moment): "You will become the best we can make you."
''The Chief gets to the hangar, where Kez'katu-pattern Phantom|Phantoms flee, abandoning many Unggoy and Kig-Yar to their fates. The doomed Covenant run around in panic, some trying to catch the fleeing Phantoms.''
Sergeant Johnson (COM): "There isn't much time, Chief. Find that elevator."
''If the player takes their time:''
Sergeant Johnson (COM): "Bomb's about to blow! Go, go, go!"
''If the player continues to linger around:''
Sergeant Johnson (COM): "Get on the elevator, Chief! You're out of time!"
''The Master Chief makes it to the service elevator, and activates it. The door doesn't fully shut. Something explodes and flames flicker through the gap.''
Cortana (Cortana Moment): "This place will become your home."
''The elevator descends. The Master Chief hears a massive boom. He looks up and sees the flames roar through the open door. The violent shaking disconnects the elevator and sends it plummeting down. It crashes and the Chief blacks out.''
Cortana (Cortana Moment): "This place will become your tomb."
''The screen goes black.''
''Level ends.''
Achievements The following achievements can be unlocked on this mission on the Xbox 360 edition of ''Halo 3''.
{|class="wikitable"
|-align="center"
!Icon
!Name
!Description
!
|-align="center"
|File:H3 Achievement Holdout.png
|Holdout (achievement)|Holdout
|Finish the second mission of the Campaign on Normal, Heroic, or Legendary.
|
|-align="center"
|File:H3 Achievement Black Eye.png
|Black Eye (Achievement)|Black Eye
|Find and claim this skull.
|
|}
Trivia
On this level, it is possible to find Gunnery Sergeant Stacker or Reynolds in three different places in a short amount of time, although they did not accompany the player throughout the base. They can be found holding position after killing the swarm of Drones outside the Ops Center, then operating the bomb, then being held prisoner in the barracks. The Arbiter eye glitch|Arbiter Eye Glitch occurs at the beginning of this level. Occasionally, List of animals|rats can be seen scurrying across the floor in some parts of the level. They appear on the player's Motion tracker as small yellow dots friendlies. Players can kill them and even melee their dead bodies around. If the player turns against the UNSC Marine Corps|Marines, the rats will be shown as red dots on the Motion tracker. Players can get into the hangar where the Pelican picks up the remaining marines and takes off. If one opens the door to the Motor Pool and doesn't go through, the door to Ops Center will remain open. The player can then lure the Jiralhanae|Brutes, and eventually the Jiralhanae Chieftain|Chieftain, into the Ops Center by attacking them from afar using the BR55HB SR Battle Rifle|Battle Rifle. However, the Chieftain will not attack the Marines, and vice-versa. The player can even lure the Chieftain downstairs, though he will not chase the player into the large cave area. There is a Infinite weapons on Crow's Nest|glitch that allows the player to get infinite weapons for the battle inside the Motor Pool. There is a female Marine in the barracks that has white sleeves under her armor and a backpack, if ones shoots or melees her helmet, it will fly off, but she will still have it on and cannot be taken off. By dropping a Deployable Cover in the small stairway that Avery Junior Johnson|Johnson and his Marines use to get to the landing pad, players can block off the stairway and Johnson and his Marines will cease to move, stopping Miranda Keyes's D77H-TCI Pelican|Pelican from taking off. The "Friendly" Brutes Glitches|Glitch can be performed on this level.
If you are playing Co-op on this level, the Arbiter has a melee animation even when he is unarmed. He will melee like a normal Sangheili|Elite. The melee attack does no damage. It is possible to disarm the AI Arbiter in single player by giving him a support weapon and getting him to ride in a vehicle or killing him and taking his weapon for an empty weapon. However, the AI controlled Arbiter's melee does damage. The same glitch can be performed if you use a glitch to allow an Elite character model to be unarmed in forge. Also, the Arbiter has a special grenade throw animation similar to the ''Halo: Combat Evolved'' Elites and ''Halo 3'' level ''Floodgate'' Elites when he is unarmed. The grenade throw can be performed in multiplayer and Co-op if you are playing as an Elite character model. You don't necessarily have to be unarmed. You will need two weapons and grenades. Press the Y button to switch to your secondary weapon and quickly press the LT. If you did it correctly, you should have thrown a grenade like ''Floodgate'' Elites. When playing as the Arbiter, N'tho 'Sraom, or Usze 'Taham, if you press the Y when you're unarmed at the beginning of the level, your player model will shuffle its feet. This can be seen only by the person who does it. Many of the Marines are the same models with different voices in the opening cutscene, such as one of the injured men and a technician that speaks with the Commander. This is most likely for Bungie to save resources and not create multiple models for Marines. After saving the Marines in the Barracks, Commander Miranda Keyes|Keyes will pilot a Pelican to evacuate them, if one looks closely, she is holding the controls of the Pelican like the controls of a AV-14 Hornet|Hornet. Sergeant Johnson drops a cigar and steps on it when the player(s) first see the bomb. Upon closer examination, however, one can see that the cigar is still lit. In fact, it is completely unaffected by being stepped on. If one manages to save every possible Marine being held captive in Barrack B, the evacuation Pelican will run out of seats leaving Thel 'Vadam with no other option but to sit in a seat already occupied by a Marine.
The Halo 3 skulls#Black Eye|Black Eye Skull can be found in the beginning of the level. Claiming it would reward the player the "Black Eye (achievement)|Black Eye" achievement and 10 Gamerscore. There is an argument between two Marines voiced by various Red vs Blue voice actors, which changes depending on difficulty level. See Password-lacking Marine. In Theater mode, when Miranda Keyes tells Master Chief about their farewell party to the Brutes, go upstairs next to the computer. It will say MAC and WAC and start playing the Halo theme song with beep sounds. The ''Halo 3'' silver skull Halo 3 skulls#Grunt Birthday Party|Grunt Birthday Party Skull can be found on this level. If one looks at the picture on the wrinkled newspaper laying between the generator and tarp covered crates at the beginning of Barrack B, it can be noted that the picture faintly displays the picture of a MJOLNIR Powered Assault Armor/Mark V alongside a Unggoy|Grunt from ''Halo: Combat Evolved''.
File:Dead Rat.jpg|A dead rat, an example of many more that have bred within the base.|thumb|200px The Prophet of Truth's line, ''"...your destruction is the will of the gods. And I... I am their instrument!"'' is a rephrasing of the message sent to Battle Group 4 during the First Battle of Harvest. Likewise, the line, ''"Your world will burn until its surface is but glass"'' is a restatement of a message sent to the surface of Biko in 2526.Data pads|Data pad 10
The "Seventh Column" icon appears in the opening cinematic. Immediately after Commander Keyes says "Give the order, we're closing shop," the screen cuts to a bearded marine who says "Ma'am?" The screen behind him reveals a map of the base, with the Seven Pillars icon appearing in the middle of the lower-right quadrant. The men manning the computers at the beginning of the level are Naval personnel, which (aside from Crow's Nest) are only seen in-game in the ''Halo: Combat Evolved'' campaign levels ''The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn'' and ''Halo (Halo: Combat Evolved level)|Halo''. The third section of this level (Last One Out, Get The Lights) could be a reference to the episode name of Season One finale of Red vs Blue (Last One Out, Hit The Lights). When the Drones attack, Sgt. Stacker/Reynolds will say "Take 'em down - short, controlled bursts!" This may be a reference to ''Aliens'', as the ''Halo ''series has had many list of references to Aliens in Halo|''Aliens'' references, and possibly because the Drones and the Xenomorphs share more similarities more than any Covenant species. File:Screens crowsnest schematic.jpg|thumb|250px|The "Seventh Column" icons that appear on the computer readout. The Character interludes|Cortana Moments in this level are direct quotes from ''Halo: The Fall of Reach''. All of them are from Catherine Halsey|Doctor Halsey as she speaks with the SPARTAN-II Program|Spartan-IIs about the project they are taking part in. On the boxes in the part of the room farthest from the monitors is the number 2401, the number of Installation 05's 2401 Penitent Tangent|Monitor, and a factor of Seven|7. Similarly, in the first hangar, there is a generator under the floor marked with the EMG|EMG 2401 logo, likely in reference to said Monitor. There are a total of seven Marines players can save in the Barracks. On some of the screens at the Ops-Center there is a blue screen titled WAC which the screen is a reference to Microsoft's infamous Blue Screen of Death. At the end of the level, a large explosion manages to shoot out of the opening in the elevator's blast doors before it completely closes. This could be a reference to near the ending of ''The Maw'' from ''Combat Evolved'' in which a near identical occurrence takes place when John enters the service elevator in order to flee from the destruction of the .
The Banshees and Hornets outside the hangar aren't real, but part of the backdrop. They lack a physical presence, as one can move through them in Theater mode, they have scripted deaths, and they use very low-resolution textures applied to them. They are unaffected by the player's actions. If one takes the camera in Theater mode outside the hangar, the Portal Storm can be seen forming. In the ViDoc "Halo 3 ViDoc: Et Tu, Brute?|Et Tu, Brute?", instead of fighting the Gravity hammer (fiction)|Gravity Hammer-wielding Chieftain in the Motor Pool, the Pek-pattern plasma cannon|Plasma Cannon-wielding Jiralhanae War Chieftain|War Chieftain can be seen in combat in the Motor Pool and vice versa After facing the Jump-pack Brutes, if one follows the hallway up to where they break out of, equipment and ammo can be found. One of them is Cloaking, which will be effective during the fight with War Chieftain on higher difficulties. The multiplayer level ''Rat's Nest'' draws many visual inspirations from the design of ''Crow's Nest''. This is the only ''Halo 3'' level where the player doesn't have a starting loadout weapon. Once gameplay begins, the player must pick their own loadout on a weapons rack, allowing for a Magnum Pistol, Assault Rifle, SMG or Battle Rifle. In spite of what Johnson says, it is possible to just use the active camouflage to sneak in the area and arm the bomb without having to kill the surrounding Covenant.
Gallery
File:H3 Crow'sNest_Interior_Concept 1.jpg|Concept art of the interior of the base. File:H3 Crow'sNest_Interior_Concept 2.jpg|Concept art of the Pelican bay of the base. File:H3 Crow'sNest_Interior_Concept 3.jpg|Concept art of the base's Pelican bay, with the savannahs of Voi stretching out below.
File:H3_SecretBasePaperSketch.jpeg|Early paper sketch titled "Secret Base". File:H3_DefendBase%2BEscapeWhiteboard.jpeg|Whiteboard mission design titled "1.2 Defend Base + Escape". File:H3_SecretBaseDesignDoc.jpeg|Digital design document titled "1.2 Secret Base". File:H3_Crow'sNest_DesignDoc_1.png|Revised digital design document titled "020 - Secret Base". File:H3_Crow'sNest_DesignDoc_2.png|A different, later digital design document titled "020_BASE".
File:H3 Crow'sNest Storyboard 1.jpg File:H3 Crow'sNest Storyboard 2.jpg File:H3 Crow'sNest Storyboard 3.jpg File:H3 Crow'sNest Storyboard 4.jpg File:H3 Crow'sNest Storyboard 5.jpg File:H3 Crow'sNest Storyboard 6.jpg File:H3 Crow'sNest Storyboard 7.jpg
File:H3 Menu 03 Crow's Nest.png|Preview of the level in ''Halo 3'' menu. File:H3 MC& Hood.png|Keyes proposes a plan of attack to Lord Hood. File:Crow's Nest - Demon.png|John-117, Thel 'Vadam, and Keyes listening to Truth's speech on the monitors. File:H3 Crows Nest Pelican hanger.jpg|A Pelican begins to evacuate Marines from the hangar bay of Crow's Nest. File:Halo 3 Crow's Nest.PNG|John-117 fires his Battle Rifle at invading Covenant troops. File:H3 CrowsNestCaptive.png|A Marine being held captive in the barracks. File:H3 CoviesinOpsCenter.png|Covenant troops taken over the operations center. File:H3 CN FleeingPhantom.png|A Phantom retreats from the hangar bay after John-117 reactivated the bomb.
Sources
Category:Halo 3 campaign
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Walkthrough
The recommended skulls for this mission are Tough Luck, Fog, Famine and Thunderstorm. Tough Luck is not much of a nuisance, especially with the 1.5 multiplier. The only consequence is the absence of easy grenade sticks. As with Fog, crowded battles like the one in the motor pool and Barracks could be a little fraught, but in this mission, being ruthlessly attacked from behind without beforehand notice is quite rare. Famine is a curse for all EMP/Headshot bonus lovers, with Plasma Pistols never at full charge, conversing the plasma weaponry is a great and desperate benefit. Although the Barracks are littered with Marine weapon dispensers, using human firearms are not affected that much by this skull. And finally, Thunderstorm. There are many Brutes in this level, each dominant with their new promotions, beating them might be a challenge, but there's not too much Thunderstorm changes in this level. However, the player must be careful when facing Brute Captains.
{|class"1"
|colspan="1"|Player V Starting Point >
|colspan="1"|Mission Start
|colspan="1"|Rally Point Alpha
|colspan="1"|Rally Point Bravo
|colspan="1"|Mission Start Respawn
|colspan="1"|Rally Point Alpha Respawn
|colspan="1"|Rally Point Bravo Respawn
| |colspan="1"|John-117|Master Chief Primary Weapon Solo
|colspan="1"|None
|colspan="1"|MA5C Assault Rifle
|colspan="1"|MA5C Assault Rifle
|colspan="1"|N/A
|colspan="1"|N/A
|colspan="1"|N/A
| |colspan="1"|Master Chief Secondary Weapon Solo
|colspan="1"|None
|colspan="1"|BR55HB SR Battle Rifle
|colspan="1"|BR55HB SR Battle Rifle
|colspan="1"|N/A
|colspan="1"|N/A
|colspan="1"|N/A
| |colspan="1"|Master Chief Grenades Solo
|colspan="1"|None
|colspan="1"|None
|colspan="1"|None
|colspan="1"|N/A
|colspan="1"|N/A
|colspan="1"|N/A
| |colspan="1"|Master Chief Primary Weapon Co-op
|colspan="1"|None
|colspan="1"|MA5C Assault Rifle
|colspan="1"|MA5C Assault Rifle
|colspan="1"|BR55HB SR Battle Rifle
|colspan="1"|BR55HB SR Battle Rifle
|colspan="1"|BR55HB SR Battle Rifle
| |colspan="1"|Master Chief Secondary Weapon Co-op
|colspan="1"|None
|colspan="1"|BR55HB SR Battle Rifle
|colspan="1"|BR55HB SR Battle Rifle
|colspan="1"|MA5C Assault Rifle
|colspan="1"|MA5C Assault Rifle
|colspan="1"|MA5C Assault Rifle
| |colspan="1"|Master Chief Grenades Co-op
|colspan="1"|None
|colspan="1"|None
|colspan="1"|None
|colspan="1"|N/A
|colspan="1"|N/A
|colspan="1"|N/A
| |colspan="1"|Thel 'Vadam Primary Weapon N'tho 'Sraom Primary Weapon Usze 'Taham Primary Weapon
|colspan="1"|None
|colspan="1"|Type-51 Carbine
|colspan="1"|Type-51 Carbine
|colspan="1"|Type-51 Carbine
|colspan="1"|Type-51 Carbine
|colspan="1"|Type-51 Carbine
| |colspan="1"|Thel 'Vadam Secondary Weapon N'tho 'Sraom Secondary Weapon Usze 'Taham Secondary Weapon
|colspan="1"|None
|colspan="1"|
|colspan="1"|Type-25 Directed Energy Rifle
|colspan="1"|Type-25 Directed Energy Pistol
|colspan="1"|Type-25 Directed Energy Pistol
|colspan="1"|Type-25 Directed Energy Pistol
| |colspan="1"|Thel 'Vadam Grenades N'tho 'Sraom Grenades Usze 'Taham Grenades
|colspan="1"|None
|colspan="1"|None
|colspan="1"|None
|colspan="1"|N/A
|colspan="1"|N/A
|colspan="1"|N/A
|}
Ops Center and South Hangar Exit the Operations Center, collecting a Battle Rifle and Magnum on your way out. Your rifle is very effective against Grunts; a single, precise headshot could immediately topple any type of them. The Magnum is for duel-wielding with either a Plasma Pistol or a Plasma Rifle. Leveling an opponent's shield before making a one last headshot is a recommended way to eliminate Brutes. The Black Eye skull is somewhere in the Ops Center, visit Halo 3 skulls for details.
Once you reach the road tunnel, an initial group of Grunts and Jackals will attack, keep your distance and pick them off with your Battle Rifle, any Fragmentation Grenades picked up is also a good choice against this type of enemy. If you're feeling like ammunition is necessary to preserve (like when activating Famine), you can wait for the enemies to near the Fusion Coils, and then force them to explode with gunfire. Take care of the Brute hanging behind the first squad, and cautiously move towards the South Hanger. Grunts, backed up by Jackals with Covenant Carbines, will charge around the corner at the end of the corridor. If you're feeling confident, spring into their line of sight, and nail then in turn with headshots. Yet again, if ammo is only to be spent when necessary, duck behind cover and use Frag Grenades to disable incoming forces. You can also pick up an SMG in the water to the right-hand side, but swap it back for your previous weapon when you proceed from this battle.
Battling Covenant forces in the South Hangar takes a considerable amount of consideration to a good systematic approach. Use your Battle Rifle to take out the Grunts and Jackals that ascend the stairs. Be quick, or else they may be able to eliminate some of your Marines, and make the following battle much more difficult. Ensure that you have a full supply of grenades before dashing over to the room upstairs before the Phantoms arrive. Collect more ammunition here, and, if possible, a Plasma Pistol. Break the window with melee attacks, and then leap through to rapidly return. You can carry the Machine Gun Turret on the second level down, but this is risky, with hordes of Covenant forces pressing down onto you, mobility may be more important than raw firepower.
The first two Phantoms will drop off a number of Grunts, Brutes and Jackals. Take cover behind the closed weapons cabinet, this provides safety against both Brute Shots and probably grenades, not to mention giving you a clear view of incoming enemies. Drop your Plasma Pistol in a memorable spot, and then start neutralizing the Grunts and Jackals. The attack force won't have much cover on the landing pad, not that they actually plan to use it, but this gives you an advantage over almost all enemies you are pitted against. The Brutes generally stand out in the center of the pad, exposed to all gunfire, and just left of your position at the weapons cabinet. Attempt to clear out the Grunts on both the left and right-hand sides of your position, or you will be surrounded.
Despite their valiant lack of cover, dealing with the Brutes is a somewhat challenging task. Pick up that dropped Plasma Pistol and start executing the EMP/Headshot technique against all the Brutes. The Magnum pistol is a weak weapon unless accurate, so choose your shots carefully. This is not the time you'd want any berserk Brutes. If your Marine allies are still alive and ready, they'd be able to contribute vital kills, consider this a reward for conserving your teammates. Enemy fire will also most likely be directed to them, whilst this decreases their chances of survival, it gives you the opportunity to pick off enemy units while they're distracted.
Before the final wave of adversaries arrive, make your way up and pick up supplies (ammunition, grenades etc.). Stay near the Machine Gun Turret as the Phantom arrives, but cling onto your Battle Rifle for the time being. Then the Grunts drop in, take them out in turn with your weapon, and then, one they've been neutralized, hop onto the turret and sweep up any remaining troops.
Pick up that Machine Gun Turret and make your way back to the Ops Center, the journey back is faster if you drop the turret, but if you don't, it'll be useful for later.
The small cave that you must pass through before reaching the Operations Center is an ambush point for an entire swarm of Drones. Position yourself beside the small corner wall to the right as quick as you can, the Covenant will arrive very soon. As they flood out of the ceiling, stay behind the fence wall and keep your turret at the ready. Keep firing and avoid incoming fire from the insectoid beings. Your first targets should be the small force of Drones that attack from the right, but if you move further along, you could also be able to wipe out a great amount of the enemies at the center of the cave. Keep ducking in and out of cover to unleash small, controlled bursts of Machine Gun fire as you eliminate the Drone force. Use common sense to only stroll out when it's safe, and this frenzy may not be as hard as expected.
When the battle finishes, your turret should be nearly out of ammo, so go to the left-hand side of the cave, climb the big rock, and detach another one there.
Sewers and Motor Pool The room beyond the Ops Center is a death trap for those who are not careful and preservative. It's a showdown against a Chieftain, accompanied by approximately a dozen Brutes, and no checkpoints. But, fortunately enough, this battle might not be as fraught and difficult as fear might suggest. The correct technique is sort of a cat-and-mouse chase with your opponents; hiding from the enemy until they draw near to investigate, and then striking when the time comes. It is also recommended that you detach a turret found in the area that you fought the drones, as this allows you to kill the brutes much quicker.
Enter the room, look to your left-hand side; you should see a parking bay, and a trailer in that bay. The trailer has a set of back wheels that you should take cover behind, do that and hold your position. Operate from here for the majority of the battle; it's a suitable, almost impenetrable piece of cover and provides some escape routes if necessary. Although there are still things to be aware of, first of all, the Brutes use Spike Grenades, you should retreat to the slope behind you to avoid these. But this position gives Brutes the choice to shoot through the gap beneath the trailer. The second danger is, due to the large number of Brute Shots, any explosions can dislodge the containers on top, exposing more of you. Stand closer to the wheels if this happens to avoid any incoming projectiles, another option is to take point on the wall further along and abandon the trailer. Lastly, Brute Shot blasts might come pummeling at you, even if they miss their target, the blast damage may lower your shielding, leaving you even more vulnerable.
The alternate idea is to enter with a Bubble Shield (optional but helpful).When you run, in make sure you have a Shotgun and an SMG with full magazines each. SMGs can be found in the weapons area at the beginning of the level. The Shotguns are next to the door to the barracks. In the motor pool, close to the door you came in are some Gravity Lifts. Deploy a Bubble Shield if possible and grab one. Activate it so you can get to the second level. Then, go to the room on the right with a dead marine with some Assault Rifles, a Shotgun, and some Frag grenades. Now get to the wall against the way that the Brutes are coming. Watch your motion tracker and use your Shotgun to neutralize them. Even if on Legendary, a Shotgun burst ''then'' a melee will be enough to execute one of the Brutes. When there are only a few of them left, get out your SMG and take out the Brute Chieftain. Then, go back to the Ops Center and get full ammunition for each weapon. Continue on with the level.
The Brutes here would run down the slope ahead in teams of either two or three, but not always, the opposing team will suggest retreat once you start opening fire. Not unlike many other experiences in the rest of your campaign, patience is the key to success. Wait until the Brutes dare to move forward, then inch out and take them out in turn with your dislodged Machine Gun Turret, ducking back into cover when required. This method should stick with you throughout the first part of the battle, hide in wait until the curiosity of the Brutes forces them to investigate your location, then strike swiftly in order to dispatch as many adversaries as possible, before retreating back into the shadows for the next attack. However, if the catch skull is on, the kind brutes might decide to give you a nice helping of spike grenades, which ''will'' hurt when they richocet off the ceiling and into your face. To prevent that, please dispatch the brutes before they do so.
Keep an eye on your turret's ammo count, when it drops to 50 bullets, rest it somewhere safe and pick up a Plasma Pistol to dual wield with your Magnum. You can find one right behind your position by the trailer. Concentrate on both taking down incoming Brutes, and killing any that wield Brute Shots, even at range, they are a threat to consider about during this part of the battle. After the end of the battle draws closer, your targets would attack in smaller groups, like pairs or even solo sometimes. When this happens, your ammunition and plasma energy could run low, so use grenade sticks to take care of the remaining Brutes, but beware of potential chain reactions, the lower garage area would've been littered with dropped Spike Grenades by now.
If you are completely out of ammo, grab a gravity lift and levitate to the top level, but be careful. The enemy will bombard you with grenades and the Chieftain is hard to avoid from up here. BR ammo is on the left, so go there.
It is by their nature that Chieftains generally charge when most of his allies have been taken out already, this one is no exception. When the number decrease below three or four, the Chieftain will attack and come straight at you. Consider this the most dangerous part of the confrontation, as there is little room the maneuver and dodge hammer strikes. Collect the turret you dropped earlier, and open fire as the Chieftain just about lumbers into range. You should have enough ammunition to at least blow his helmet off. If not, use Frag Grenades and headshots to wear him down before his deadly Gravity Hammer is close enough to knock you out of commission. If things don't go as planned and the need of an escape route seems inevitable, go to the small pile of Gravity Lifts in the center of room, use one to boost yourself up to the higher level. This is sometimes your only option when the Chieftain activates his invincibility unit, which he'll be driven to do when attacked.
Overconfidence kills when facing the last few Brutes, they can still be a threat, and some could be waiting behind Deployable Cover shields. The tactic is the original, wait somewhere safe, and then lure the opposition to you. Once you're absolutely positive that the area is clear of Brutes, stock up on Battle Rifle and Magnum ammo, plus picking up a few Spike Grenades, they would be useful later. Leave this place, and continue on.
Another tactic is to not enter the motor pool at all and stay in the hallway, so that the door behind leading to the ops centre does not close. From this, one can go back for ammo, have more cover, and more importantly, lure the chieftain, should he charge, into the ops centre, then run back into the motor pool, so the door behind will close on the chieftain.
The next very short battle is with a couple of Drones flying through the sewers, it is quite minor, but drains your ammunition supply unless a tactic like the given one is used. Approach slowly, turn to the first pipe, the first Drone will appear, then fire at it and make sure it's dead before it flies away. Another two will emerge from either side, deal with them, then repeat the process for the next two pipes, then pick up a Plasma Pistol to duel wield with your Magnum. If you want the Grunt Birthday Party Skull, it is somewhere in, or near, the sewage area that you just visited, go to the Halo 3 skulls page for details. If you already have gotten the skull, drop down and meet Thel 'Vadam below.
You can avoid the Drone battle by simply killing the first one and dropping off the edge. They will not follow.
Barracks and Landing Pad Bravo You have the right to be a little afraid when you know that this upcoming fight can be slightly tricky, with almost no checkpoints and a large number of Brutes. Plus the fact that there are no Needlers here and very short supply of Plasma Pistols, except the one that you picked up during the previous Covenant encounter. But what really can make this battle very fraught is the absurd presence of Jackals and Brutes on the upper walkways.
A suitable rule about fighting here is to always stick to the ground floor; a surprise attack from an unseen Brute is imminent unless you do so. The Arbiter and any surviving Marines would help by drawing the opposition's attention whilst you strike stealthily, the Arbiter's dual Plasma Rifles are also excel at lowering the Brutes' shields, leaving them vulnerable to headshots. Your grenades are equally as useful; lob them into the midst of the enemy to disable each of their shields by a considerable amount. The Spike Grenades you collected after killing the Chieftain would prove deadly against the Brutes when used properly, the slain victims also drop a number of them to constantly replenish your supply.
First of all, target the Brutes nearest to you, employ charged Plasma Pistol blasts followed up by well-aimed headshots to finish them off. Then switch to your Battle Rifle and kill the two Jackals on the upper walkway, this gives you two additional Plasma Pistols to use. But use your original one for now, you can either open fire with the Battle Rifle as you near the corner rooms, or fight at close range, using you EMP/Headshot combo against the Brutes. Move cautiously to the corner, there still might be Brute(s) hiding in the showers, check to your right before heading up the stairs to investigate.
The second long corridor is home to not as many opposing troops as the first, and fortunately there are no Jackals here to worry about. Although this place is an arguably riskier battlefield than the previous one. You had the luxury of a checkpoint before, but now you don't, until you've cleared this corridor. The most deadly obstacle here is the Brute wielding a Brute Shot, who positions himself outside the second shower area. Use a charged Plasma Pistol blast to disable his power armor as fast as possible then finish him off with a properly aimed Magnum shot.
There is a way to take the enemy by surprise and remain in good cover, especially from grenades. From the shower block, jump across to the upper walkway in the second corridor. There is a ladder to your right that will let you into the vents above, with several holes to shoot through. Spike grenades will not make it up into the vent with you, but the shrapnel still hurts so when one is thrown back away. You can follow this for a fair while, strategically picking off brutes.
Turn around the final corner you'll encounter a group of Brutes, accompanied by yet another Chieftain, this time, he's wielding a powerful Plasma Turret, with, as always, an infinite supply of plasma battery. Make sure you dive back into cover once a single plasma blast hits you, the rapid fire rate of the turret means about a dozen following shots that could easily end your life on harder difficulties. The door on the right just before the corner is vital to winning this fight; you can use the short corridor behind it to ambush the Brute force whilst your allies draw their fire away from you. Plasma Pistols and Spike Grenades can deliver destructive force when used properly against these enemies. A number of charged EMP shots could vastly lower his power armor, when the helmet is off, a headshot from your Battle Rifle should do the trick.
Grab more Battle Rifle ammunition and swap your Magnum for a Carbine once the fight is over, then collect the dropped Plasma Turret prior to departing.
Descend the elevator, and enter Landing Pad Bravo, a place where Pelicans used to land to deploy troops, but is now the place where Jump Pack Brutes land to make another feeble attempt to kill the Master Chief. To the left of the elevator exit,there is ammunition for both the Assualt Rifle|Assault Rifle and the Battle Rifle which can help on higher difficulties. Everyone should know that, unless you're on Easy or Normal difficulty and you're a skilled player, a heroic march straight onto the landing pad could be problematic. In other words, the safest technique is to plan this operation carefully. There's very little here and the Jump Pack Brutes could be a massive problem. They are mobile and can hover in the air, but with a price, when you melee a Brute when he is landing, the results are deadly, when you melee a Brute's Jet Pack when he's landing, the results are both explosive and deadly. The second reason to not be in a frenzy with a group of Jump Pack Brutes is their unpredictability and habit of using equipment, such as Radar Jammers and Trip Mines.
Once you have engaged the first group of Brutes, reinforcement will drop down from the control room and land on the pad. Later in the battle, about half a dozen more will join the fray and make things even more difficult. If the amount of grenades is still in your favor, you can position some at the middle of the pad as a little welcoming gift for the new arrivals. Be patient throughout this fight, not another checkpoint will present itself until every last Brute has been struck down.
It is an encouragement to try making your stand anywhere in the lower level beneath the landing pad, although the safest spot is by the large metal crate directly outside the elevator door. This is exactly why it was useful to bring along the turret with you, just take point in a safe place until the Brutes near you, and then fire controlled plasma bursts at them until their power armor fails, and then either switch to the Battle Rifle for an instant headshot, or simply continue shooting it with the turret. If you did not bring it along, the battle is much more difficult, but there is a free supply of Battle Rifles on the wall dispensers to the right of the elevator.
The metal crate isn't perfectly safe, despite being the best cover there is in the area. Although it's a flank-less spot where Brutes located to the left and right can't hit you. Some Brutes also try to jump onto a position at the bottom of the nearby steps, where they'd be a sitting duck against your high-powered Plasma Turret. Though, through an unlucky and unfortunate turn of events, a Brute might, just might, land directly on top of the crate, and/or just beside you. Although this happens less frequently as you might expect.
When you finally reach the checkpoint, stock up on Battle Rifle and Carbine ammunition before you move on.
Ops Center and South Hangar II The two indoor roads that lead to the motor pool are now crawling with dozens of Grunts backed up by shielded Jackals. There are also a several planted Plasma Turrets manned by Grunts, though they are less dangerous as one might presume, you can usually kill the operator with a couple of shots. Just simply use all cover you can, only exposing yourself to wipe out all visible enemies as you proceed.
Although, once you turn the corner and battle your way to the motor pool entrance, become more aware of the potentially annoying Jackals with Beam Rifles. There are two of them, and even one is bad enough. Their elevated position allows them to spot you a few seconds before your gaze of disgust even falls upon them. In other words, you must be extremely cautious to not be unexpectedly sniped. The recommended technique is to simply take care of all the Grunts and turret operators before attempt to kill the marksmen.
Collect all the grenades you can, and stock up on Battle Rifle ammunition, there's plenty in the upper level of the Motor Pool. Swap your Carbine for a Beam Rifle and grab a Plasma Turret prior to entering the Ops Center.
Inside the Operations Center, all the Covenant forces, including the Chieftain, are faced towards the hologram of the Prophet of Truth; apparently, he threatens to forfeit the Chieftain's place in the Great Journey if success is not committed. Put down your turret in a safe spot and be ready for combat. Now, it's time for an ambush, it may be tempting to start whacking Grunts in the head, but you should focus on sticking one of the two Brutes directly in front of you, if you're lucky, them might both end up stuck and deceased before the first shot is taken. Use your Battle Rifle to take out the Grunts as the third Chieftain in the mission, carrying the third Chieftain weapon, starts firing at you. These are Fuel Rod Gun missiles, perfectly able of wiping you out without even a direct hit. If luck is in your favor, the Chieftain might even commit friendly fire with misguided missiles.
Dealing with this kind of Chieftain in confined spaces is difficult and risky, not to mention mostly depending on his behavior. Whilst the tactic of hitting a Chieftain to death is fine with most close-quarters Chieftain encounters, it is quite unsuitable when he is holding a Fuel Rod Gun and is pointing it right at your position. If he's still at range, use Beam Rifle shots to wear him down and blow his helmet off before the finishing shot. If he's close, rush to your Plasma Turret and pummel him with volleys of shots.
Kill the Brute manning the planted Plasma Turret and re-arm the bomb in the middle of the Ops Center and proceed to the cave for the third time en route to the South Hangar. You'll find that it is more wrecked than before. A panicked group of Grunts populates this area and also two Jackals with Carbines on the slope to your right. This fight tends to be simple, but the rumbling and occasional blackouts caused by numerous explosions throughout the base of Crow's Nest make aiming pretty hard. Activating your flashlight may make the loss of lights less disorienting.
In the road tunnels, a large group of fleeing Grunts will be encountered, kill these quickly, for they might retaliate and fight when you least expect it. The small swarm of overhead Drones might cause some alarm, but they actually do not stop to fire their weapons.
You return trip to the South Hangar is actually not as dangerous as your first. The remaining Covenant are a scurrying bunch of Grunts and Jackals, easy prey for the Battle Rifle. There is additional ammunition in the upper level room, but you can just simply fight your way to the elevator and escape the ensuing chaos.
Debriefing New Enemies: Jump Pack Brute, Drone
New Veichles:------ New Items: Radar Jammer, Grav Lift, Deployable Cover, Regenerator, Power Drain, Cloaking
New Weapons: Plasma Turret, Machine Gun Turret, SMG, Plasma Rifle, Spike Grenade,
This level promotes a lot more weapons and, most notably, more items, than the first. You should learn to get used to them and maybe start taking advantage over the different weapons, possessing knowledge of their weaknesses and strengths; you might want to warm up with them if you're already a veteran of the Covenant war and completed at least one of the previous Halo games.
Demon Achievement Milestone: 15,000 points
Recommended Multipliers: 4+ (Fog (1.5) + Famine (2) + Thunderstorm (1.5) + Tough Luck (1.5))
TIME BONUS
0-20 min 3
20-25 min 2.5
25-30 min 2
30-40 min 1.5
Category:Halo 3 walkthroughs
Video Walkthrough
|
A crucible is a Forerunner device used to operate various parts of an installation, such as light bridges, gravity lifts, and doors. A crucible requires a power seed to function.
Gallery
File:HINF Concept Crucible.jpg|Concept art of a crucible. File:HINF CruciblePowerSeed.png|A crucible with a power seed. File:HINF Power Seed Terminal.png|A crucible without a power seed.
List of appearances
''Halo Infinite''
Sources
Category:Forerunner technology Category:Power generation
|
The cruiser is a type of heavily-armed and armored warship designed with an emphasis on weaponry and armor over space fighter|fighter complements.
Overview Even though both United Nations Space Command|UNSC and Covenant fleets possess warships of such classifications, the tactical philosophies of the two navies are different. The Covenant, while possessing many different cruiser classifications, use CAS-class assault carrier|assault carriers as the powerhouses of their fleets.''Halo Encyclopedia (2009 edition)'', p. 261 The UNSC, on the other hand, use cruisers as their heaviest warships, designed to engage and destroy enemy warships that may otherwise threaten a fleet's carrier force.''Halo: Warfleet An Illustrated Guide to the Spacecraft of Halo|Halo: Warfleet'' - p. 26 Cruisers served as the backbone of human fleets. However, it should be noted that Covenant cruisers were considerably longer than their UNSC counterparts. Types
Prehistoric human
{| class="wikitable"
! width"text-align:left" |Class
! width"text-align:left" |Image
! width"text-align:left"|Details
| |Ancient human cruiser || File:Ancient Human cruiser.jpg|250px || A type of large warship used by Ancient humanity during the Human-Forerunner wars.
|}
UNSC
{| class="wikitable"
! width"text-align:left" |Class
! width"text-align:left" |Image
! width"text-align:left"|Details
|
| || File:HReach-PillarofAutumnCruiser.png|250px || The smallest vessels to be designated a cruiser by the UNSC.
| | || File:Enc22 SoTP Marathon.png|250px || A larger cruiser designed to replace the ''Halcyon''-class.''Halo Encyclopedia (2009 edition)'', p. 251 (2010 edition); p. 261 (2011 edition) Rarely deployed in a Carrier|light carrier configuration.''Halo: Fleet Battles'', Core Rulebook - page 125
| | || File:H4-AutumnHeavyCruiser-ScanRender.png|250px || Designed to be a successor to the ''Halcyon''-class.
| | || File:Enc22 SoTP Valiant.png|250px || One of the most powerful vessels in the UNSC Navy, primarily used in fleet command and coordination.
|}
{| class="wikitable"
! width"text-align:left" |Class
! width"text-align:left" |Image
! width"text-align:left"|Details
| | || File:H4-CovenantCRSLightCruiser.png|250px || While classified as a cruiser by the UNSC despite the ship's small size, the role of the CRS in the Covenant is closer to to that of a Police cutter . However, following the Great Schism, they began to see frontline use.''Halo: Warfleet'', Attack Ships, p. 72-73
| | || File:CCS Class Cruiser.png|250px || An intermediary warship. It is frequently used, surpassing all other Covenant vessels numerically.
| | || || One of the mainstay battlecruiser designs employed by the Covenant, alongside ''Ket''-pattern.
| | || File:H4-RCSArmoredCruiser-SideFull.png|250px || An older cruiser. It pales in comparison to the smaller, newer ''Ket''-pattern.
| | || File:Enc22 Varric-pattern heavy cruiser.png|250px || Used for planetary occupation, command and supporting flagships.''Halo Encyclopedia (2009 edition)'', p. 277 (2011 edition)
|}
{| class="wikitable"
! width"text-align:left" |Class
! width"text-align:left" |Image
! width"text-align:left"|Details
| |Forerunner cruiser || || A type of vessel used in the Ecumene's fleets that defended Maethrillian.
| |Forerunner picket cruiser || || A type of cruiser used by the Forerunners.
|}
Related vehicles
- A type of small vessel, described as a cruiser.
- Described as a "merchant cruiser", the carrack was used to ferry troops and materiel.
Sources
Category:Ship classifications
|
The cruiser is a type of heavily-armed and armored warship designed with an emphasis on weaponry and armor over space fighter|fighter complements.
Overview Even though both United Nations Space Command|UNSC and Covenant fleets possess warships of such classifications, the tactical philosophies of the two navies are different. The Covenant, while possessing many different cruiser classifications, use CAS-class assault carrier|assault carriers as the powerhouses of their fleets.''Halo Encyclopedia (2009 edition)'', p. 261 The UNSC, on the other hand, use cruisers as their heaviest warships, designed to engage and destroy enemy warships that may otherwise threaten a fleet's carrier force.''Halo: Warfleet An Illustrated Guide to the Spacecraft of Halo|Halo: Warfleet'' - p. 26 Cruisers served as the backbone of human fleets. However, it should be noted that Covenant cruisers were considerably longer than their UNSC counterparts. Types
Prehistoric human
{| class="wikitable"
! width"text-align:left" |Class
! width"text-align:left" |Image
! width"text-align:left"|Details
| |Ancient human cruiser || File:Ancient Human cruiser.jpg|250px || A type of large warship used by Ancient humanity during the Human-Forerunner wars.
|}
UNSC
{| class="wikitable"
! width"text-align:left" |Class
! width"text-align:left" |Image
! width"text-align:left"|Details
|
| || File:HReach-PillarofAutumnCruiser.png|250px || The smallest vessels to be designated a cruiser by the UNSC.
| | || File:Enc22 SoTP Marathon.png|250px || A larger cruiser designed to replace the ''Halcyon''-class.''Halo Encyclopedia (2009 edition)'', p. 251 (2010 edition); p. 261 (2011 edition) Rarely deployed in a Carrier|light carrier configuration.''Halo: Fleet Battles'', Core Rulebook - page 125
| | || File:H4-AutumnHeavyCruiser-ScanRender.png|250px || Designed to be a successor to the ''Halcyon''-class.
| | || File:Enc22 SoTP Valiant.png|250px || One of the most powerful vessels in the UNSC Navy, primarily used in fleet command and coordination.
|}
{| class="wikitable"
! width"text-align:left" |Class
! width"text-align:left" |Image
! width"text-align:left"|Details
| | || File:H4-CovenantCRSLightCruiser.png|250px || While classified as a cruiser by the UNSC despite the ship's small size, the role of the CRS in the Covenant is closer to to that of a Police cutter . However, following the Great Schism, they began to see frontline use.''Halo: Warfleet'', Attack Ships, p. 72-73
| | || File:CCS Class Cruiser.png|250px || An intermediary warship. It is frequently used, surpassing all other Covenant vessels numerically.
| | || || One of the mainstay battlecruiser designs employed by the Covenant, alongside ''Ket''-pattern.
| | || File:H4-RCSArmoredCruiser-SideFull.png|250px || An older cruiser. It pales in comparison to the smaller, newer ''Ket''-pattern.
| | || File:Enc22 Varric-pattern heavy cruiser.png|250px || Used for planetary occupation, command and supporting flagships.''Halo Encyclopedia (2009 edition)'', p. 277 (2011 edition)
|}
{| class="wikitable"
! width"text-align:left" |Class
! width"text-align:left" |Image
! width"text-align:left"|Details
| |Forerunner cruiser || || A type of vessel used in the Ecumene's fleets that defended Maethrillian.
| |Forerunner picket cruiser || || A type of cruiser used by the Forerunners.
|}
Related vehicles
- A type of small vessel, described as a cruiser.
- Described as a "merchant cruiser", the carrack was used to ferry troops and materiel.
Sources
Category:Ship classifications
|
Crushed Colors is an Achievement in ''Halo Wars'' that is unlocked when the player improves their score on any Campaign mission.
It is worth 10 Gamerscore.
Tips Play a mission with skulls that decrease final score active and take longer than the Par Time. Go back to the same mission with no Skulls active and beat it under Par Time.
An easy mission to do this is Alpha Base (Halo Wars level)|Alpha Base.
Sources
|
Sergeant Cruz is a enlisted serviceman of the United Nations Space Command UNSC Armed Forces|Armed Forces who lent assistance to the training of potential recruits at an Outpost Discovery on Earth originally launched in late 2553.''Halo: Outpost Discovery'', Combat Deck
List of appearances
''Halo: Outpost Discovery''
*''Combat Deck''
Sources
Category:Human characters Category:UNSC personnel
|
Cry Havoc is an achievement in ''Halo 5: Guardians'', awarded for completing 3 matchmaking|matchmade games of Warzone.
Trivia The name of this achievement is a reference to the phrase from William Shakespeare's Wikipedia:Julius Caesar (play)|Julius Caesar: "Cry 'Havoc!', and let slip the dogs of war".
Sources
|
File:Sign-CryoB.jpg|right
Cryo B was a Cryo-chamber|cryogenic stasis chamber on board the . Cryo B had two sections, separated by two corridors at the bottom, and the main terminal at the top. Each section held 28 cryo-tubes.
John-117 and Linda-058 were placed here during the trip from Reach to Installation 04.Halo: Combat Evolved, campaign level, ''The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn'Halo: Combat Evolved Anniversary'' includes a cryo-tube analysis of Linda for the chamber, though she does not appear, herself Following standard UNSC procedure, Keyes jettisoned most of the cryo-tubes upon arrival in-systemHalo: First Strike''' and there were only nine of them left when they found Installation 04. The first side is where John awoke and Energy shield test station|tested his armor shields, whereas is likely the other side was used for the "weapons diagnostics" mentioned in the beginning of ''Pillar of Autumn''.
In the level ''The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn'', the player can only go in the part in which they was revived from along with the terminal. In The Maw, he can only enter the other side as well as the terminal.
Gallery
File:HCE-MasterChief-ComputerDisplay.jpg|The computer display showing John-117 in his armor. File:ChiefThawing.png|Cryonics technicians Thom Shepard and Samuel N. Marcus working to thaw out the Master Chief. File:HCEA-CryoBay-TxtMsg-Console.jpg|Cortana sending the code phrase in a text message to thaw the Master Chief. File:HCEA-POA-keyboard-emoticons-EE.jpg|A cryonics technician typing the password "''Open the Hushed Casket''". File:Cryo pod 01.png|John-117|Master Chief in a Cryo chamber|Cryo-chamber. File:MasterChiefExitCryoPod.jpg|Master Chief exiting his cryo-chamber.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo: Combat Evolved Anniversary''
Sources
|
File:FUD Cryo.png|thumb|200px|A cryo-chamber aboard the . A cryo-chamber, often called a cryotube,Halo: Combat Evolved, campaign level ''The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn''Halo: First Strike, ''page 150'' (''"John brushed off the frost buildup that clouded the top half of the cryotube, and revealed the green-armored figure sprawled behind the plastasteel shell."'')Spartan Ops|Halo: Infinity, ''Invasion (Spartan Ops)|Invasion'' is plastasteel pod with a form-fitting gel bed that allows all of a starship's non-essential personnel to be Cryonics|cryonically frozen for long periods of time, most commonly during prolonged Slipstream space|slipspace jumps. An example of this is John-117, who was stored in a cryo-chamber aboard the ship and later unhatched from the cryosleep chamber by Tech Chief Thom Shephard along with Tech Officer Samuel N. Marcus|Sam Marcus.
Known models of the cryo-chamber include the Mark VII Personal Suspension Unit, manufactured by Jakubaitis Standard Systems. It was widely disliked by UNSC personnel because of its inferior moisture balancing; this resulted in dry, itchy skin for a day or more after awakening, known as "cryo-itch". It was later replaced by the Mark VIII Cryogenic Suspension Chamber, although many older craft still use the Mark VII.Halo Encyclopedia (2009 edition), ''page 216''
Cryo chambers are referred to as "the freezer" in slang.Halo: The Fall of Reach, ''page 102'' Another slang term for the chamber is "the Admiral's wife" because it is a "frosty bed". Being put in cryo is also referred to as being "put on ice."Halo: The Cole Protocol, ''page 21''
Technical specifications File:HCEA-CryoChamberSide.png|thumb|200px|A standard cryo-chamber aboard a Halcyon-class light cruiser|''Halcyon''-class light cruiser. The cryo-chambers are usually stored in a dedicated area of the ship, commonly referred to as a "cryo bay". Cryo chambers are monitored by the ship's Artificial intelligence|AI, and the AI can awaken crew members at a moment's notice. Cryo-computers are designed to change the pharmaceuticals dosage if an individual appears as though they might wake from cryogenic sleep.Halo: Contact Harvest, ''page 60'' (''"The cryo-computer observed a surge of activity in Avery's brain-an effort to yank himself out of REM-and upped his dosage."'') Cryo wake-up protocols demand that crew check each other to make sure everyone revives from cryo all right. There is usually a medical pod in cryogenics bays for emergency resuscitation situations.Halo: The Fall of Reach, ''page 14'' (2001 edition)
To prevent ice crystals from forming in one's cells, a person going into cryosleep must be injected with a chemical known as cytoprethaline.Halo 4: Forward Unto Dawn A substance known as bronchial surfactant must also be ingested to protect the lungs. Individuals in cryo tubes are given a steady supply of pharmaceuticals that control the frequency and duration of cryosleep cycles along with influencing the content of their dreams.Halo: Contact Harvest, ''page 60'' While in cryo, humans do not age; as a result many UNSC military personnel, who routinely undergo long stretches of cryosleep during slipspace travel, effectively age slower than most civilians.Halo: New Blood, ''page 17'' (Google Play edition)
Extended periods in cryosleep can result in a condition often called freezer burn which is a pain caused by cryo pharmaceuticals trapped in muscles and joints.Halo: Contact Harvest, ''page 107'' People are almost always stored in cryotubes naked, as covered skin generally reacts badly to the cryo process, leaving skin raw and blistered.Halo: The Flood, ''page 20'' However, it is possible for SPARTAN-II program|Spartans to go into cryo chambers fully armored, using their conditioning and training to ignore the pain.Halo: The Flood, ''page 21'' Cadets at Corbulo Academy of Military Science|Corbulo Academy regularly wore carbon-black skintight clothing during cryo training; the use of these "cryo suits" did not lead to the blistering frequently caused by normal clothing. As of the year 2557, UNSC personnel on at least some ships are given special white jumpsuits to wear when going into cryo.
Entering cryo can also be used as an emergency measure. Often a person may be placed in cryo in order to save them from succumbing to grievous injuries, such as in the case of Linda-058, who was placed in a cryo-chamber after being severely injured during the Fall of Reach, and successfully revived later despite being previously declared clinically dead. Each chamber will hold an individual for as long as necessary, and can be ejected prior to an emergency landing, thus saving some crew from harm to be recovered later. Some pods feature slow-impulse thrusters for limited maneuvering in the event of ejection.Halo: First Strike (2010), ''Adjunct'' After the aft section of the was left drifting in space years from rescue, the John-117|Master Chief entered cryo sleep in order to survive the wait for rescue. When the was left adrift in space without a slipspace drive, its crew entered cryosleep for 28 years, only to be awakened when the ship unexpectedly arrived at Installation 00.
Trivia The slipspace field pod is the Forerunner equivalent to the cryo chamber; these pods use a slipspace stasis field to suspend the occupant in time and to protect them from outside harm. It is unknown whether the Covenant possesses an equivalent of the cryo chamber, as such technology is yet to be mentioned or observed. Even though humans must enter a cryo-tube naked or risk being blistered when they emerge, Ellen Anders|Professor Ellen Anders in ''Halo Wars'' and Catherine Halsey|Dr. Catherine Halsey in ''The Package (animated short)|The Package'' both entered their tubes fully clothed, while the crew aboard UNSC ''Spirit of Fire'' were also fully clothed when emerging from 28 years of cryosleep. These were cases of artistic license, however, since showing nudity would force up both the games' and the short film's rating. In ''Halo: Combat Evolved'', it is possible through a Headless Master Chief|glitch to get back inside the tube, and see the Chief, headless.
Gallery
File:HW cryobay concept.jpg|Concept art of the cryo chambers of the for ''Halo Wars''. File:HW CryoBay Concept 2.jpg|Concept art of ''Spirit of Fire''s cryo bay. File:HaloWars-CryoChamber.png|Concept art of a single cryo chamber from ''Halo Wars''. File:H4-Concept-Dawn-Cryo.jpg|Early concept art of the ''Forward Unto Dawn''s cryo-bay for ''Halo 4''. File:H4_ForwardUntoDawn_CryoRoom_Concept.jpg|Concept art of the cryo-bay on the ''Forward Unto Dawn''. File:TFoR AS CryoBayBaseMesh.jpg|Base mesh render of the cryo bay aboard the ''Han'' in ''Halo: The Fall of Reach - The Animated Series''. File:TFoR AS CryoBayWireframe.jpg|Wireframe render of the ''Han''s cryo bay. File:TFoR AS HanCryoBay.jpg|Final render of the ''Han''s cryo bay. File:HINF Oasis CryoTransport Concept 1.jpg|''Halo Infinite'' concept art for a cryogenic storage container on the map Oasis. File:HINF Oasis CryoTransport Concept 2.jpg|Finalised concept art for the Oasis cryogenic storage container.
File:HCE-CryoChamberSideLeft.png|A left-side view of a cryo-chamber on the in ''Halo: Combat Evolved''. File:HCE-CryoChamberSide.png|A cryo-chamber in ''Halo: Combat Evolved''. File:HCE - Screenshot - Cryo pod 01.png|John-117 in a cryo-chamber in ''Halo: Combat Evolved''. File:Cryobay.jpg|In-game view of the cryo-chamber bay of the ''Spirit of Fire'' in ''Halo Wars''. File:Papadakis.jpg|Papadakis|A Marine inside a cryo-chamber. File:HalseyPod.jpg|Catherine Halsey in a cryo-chamber in ''Halo Legends: The Package''. File:HaloReach - John117.png|John-117 inside a cryo-chamber in an Easter egg in ''Halo: Reach''. File:Cryo_pod_01.png|John-117 in a cryo-chamber in ''Halo: Combat Evolved Anniversary''. File:FUD - CryoChambers.jpg|Some cryo-chambers at Corbulo Academy of Military Science in ''Halo 4: Forward Unto Dawn''. File:H4FUD Cryo-bay.jpg|Panoramic view of the cryo-bay in ''Halo 4: Forward Unto Dawn''. File:H4 Chief in cryochamber.png|John-117 in a cryo-chamber in ''Halo 4''. File:H4-Render-CryoTube.png|Extracted view of a cryo-chamber in ''Halo 4''. File:H4-CryoChamber-ScanRender.png|Alternate view of a cryo-chamber in ''Halo 4''. File:H4 Chief thaw.jpg|Cortana giving the command to thaw the Master Chief. File:TFoR-as-Keyes-cryo.jpg|Jacob Keyes exiting a cryo chamber aboard the ''Han'' in ''Halo: The Fall of Reach - The Animated Series''. File:HW2-cryo chamber.png|''Spirit of Fire'' crew exiting cryo-chambers in ''Halo Wars 2''. File:MCC - HCEA main menu preview.jpg|The ''Pillar of Autumn'' cryo chambers in ''Halo: The Master Chief Collection''.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo: Contact Harvest''
''Halo 3''
''Halo: The Cole Protocol''
''Halo Wars''
''Halo Legends''
*''Origins''
*''The Package (animated short)|The Package''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Dirt''
''Halo: Blood Line''
''Halo: Reach''
*''Dr. Halsey's personal journal''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Combat Evolved Anniversary''
''Halo 4: Forward Unto Dawn''
''Halo 4''
*''Spartan Ops''
*''Infinity Briefing Packet''
''Halo: Escalation''
''Halo: The Fall of Reach - The Animated Series''
''Halo Mythos''
''Halo: Fractures''
*''The Ballad of Hamish Beamish''
''Halo: Tales from Slipspace''
*''Something Has Happened''
''Halo: Smoke and Shadow''
''Halo Wars 2''
''Halo: Envoy''
''Halo: Renegades''
''Halo Infinite: Memory Agent''
''Halo: The Television Series''
*''Reckoning''
*''Solace (TV Series)|Solace''
Sources
Category:Cryogenics
|
Cryo is the second track on the ''Halo 4: Forward Unto Dawn Original Soundtrack''.
|
File:HW2_-_Cryo_Mine.jpeg|350px|thumb|A cryogenic detonator deployed on the surface of Installation 00. The cryogenic detonator, also known as cryo mine, is a Cryonics|cryonic proximity-detected mine developed by Serina and employed by the United Nations Space Command forces onboard the . Once deployed, the mine detonates when enemies are detected nearby and freezes anything caught in its blast. Given it shares the same casing, it is likely derived from the Lotus anti-tank mine.
Gameplay
Cryogenic Detonator I
*Info: Activate to drop cloaked mines. Once armed, mines explode on contact. Explosion chills or freezes enemies. Does not damage air units.
*Tier: 1
*Cost: ,
*Cooldown: 105 seconds
*Upgrade: Increases damage and explosion size. Cryogenic Detonator II
*Info: Activate to drop cloaked mines. Once armed, mines explode on contact. Explosion chills or freezes enemies. Does not damage air units.
*Tier: 1
*Cost: ,
*Cooldown: 105 seconds In ''Halo Wars 2'', Cryogenic Detonator is a leader power exclusive to Serina. When activated, three mines are deployed to the targeted location in a linear pattern; rotating the camera allows the player to rotate the pattern's orientation. The mines are cloaked shortly after being deployed. The mines detonate when enemy ground units enter its proximity. Units caught within the explosion take damage, and become inflicted by the chill status, or frozen if they meet the threshold. In Blitz, Cryogenic Detonator is exclusive to Serina and costs energy.
Gallery
File:Blitz Cryogenic Detonator.png|Blitz card for Cryogenic Detonator. File:HW2 CryoMine.png|Three cryogenic detonators deployed in the standard formation. File:HW2 CryoMineExplosion.png|An explosion from a cryogenic detonator.
List of appearances
''Halo Wars 2''
Sources
Category:Mines Category:Cryogenic weapons
|
File:HW34.png|thumb|300px|Ellen Anders|Professor Ellen Anders entering cryo-sleep. Cryonics is the science of preserving a human or other organism in stasis for extended periods of time. It is often mistaken for Wikipedia:Cryogenics#Definitions and distinctions|cryogenics, which is merely the study of cold on materials.
The goal of cryonics is to allow an individual to "sleep" through long intervals of time, without suffering the effects of biological aging, and then allow them to wake up again without ill effects. Cryonic suspension can reduce the human body's metabolism to near zero, thus preventing aging and eliminating the body's need for oxygen, food, and warmth. The UNSC uses Cryo chamber|cryonic storage pods in most warships, maintaining only skeleton crews until the vessel reaches their target zone.Halo: The Flood The majority of personnel are placed in cryonic suspension for any voyage over 120 hours to prevent aging during the journey and to conserve onboard resources.Halo Encyclopedia (2009 edition), ''page 216''
The Covenant have not been observed using comparable technology; their starships' dramatically higher velocities in slipspace would render the use of stasis unnecessary in most cases. The Forerunners used Slipspace field pod|a system similar in practice, but using a timelock|timelocked slipstream space|slipspace field to store the personnel within the pod instead of freezing them.Halo: Ghosts of Onyx
Procedure
File:FUD - CryoInject.jpg|thumb|250px|The injection of cytoprethaline.
Individuals enter cryonic suspension without any clothing. This is because clothing tends to bond to the skin at extremely low temperatures. Individuals who disregard this and enter cryo-sleep with clothing or bandages will often awake to find their skin blistered and raw.Halo: The Flood, ''page 20'' However, dedicated form-fitting full-body suits specifically designed for use in cryo can be worn without the ill effects of normal clothing, though the use of such suits is not very widespread within the UNSC military.Halo 4: Forward Unto Dawn Spartans are also able to enter cryo with their Mjolnir armor on.Halo 3, campaign level ''Halo (Halo 3 level)''Halo 4, campaign level ''Dawn''
The "put-down" cycle takes seven minutes. During the first four minutes anesthetic gas causes the subject to become drowsy. Then another gas reacts to form a bronchial surfactant when inhaled, coating the passages of the lungs to help ensure a smooth wake cycle.
Cytoprethaline, a drug used by the UNSC during cryo-sleep, prevents damage to the occupants' cell membranes caused by ice crystal formation. It is recommended that a doctor administer the drug, but most of the time the shot is administered by a medic or by a pre-measured self-injector. Some humans, such as Thomas Lasky, exhibit a rare allergic reaction to cytoprethaline. Due to the frequent use of cryosleep in the UNSC during interstellar voyages, severe instances of such condition are grounds for a medical discharge from UNSC service. Spartan-IIs generally entered cryosleep without receiving cytoprethaline, but due to their augmentations, the Spartans likely did not need to receive such medication.
Once the subject is prepped, the chamber automatically proceeds to the freezing stage. The unit begins to rapidly cool the body and administers an electric current that precisely counters the normal wave across the heart muscle, stopping its rhythm. The unit reaches the optimal storage temperature in three minutes.
Some subjects report dreaming in cryo-sleep, but scientists maintain that dreaming in this state is physically impossible due to the cessation of neurochemical processes in the brain. The likely explanation is that most subjects experience a burst of REM sleep during the wake cycle; subjects erroneously attribute these dreams to their cryo-sleep time.Halo Encyclopedia (2009 edition), ''page 217''
Once started, the wake cycle takes approximately fifteen minutes to complete. The subject is warmed in a controlled manner and an electric current is applied to stimulate the heart muscle. The lid of the chamber will open automatically when the cycle is completed, and the interior lighting increases to full brightness. Most sleepers do not awaken until this time.
When awakening, sleepers are required to sit erect in the chamber, take one breath, and cough. This first breath may be laborious to draw, but it is imperative to clear the lungs of surplus surfactant immediately. The surfactant is designed to be immediately swallowed in order to replace nutrients lost during the journey.Halo: The Fall of Reach Some UNSC personnel find the taste of the surfactant to be unpleasant.
If time is not of the essence, personnel may utilize the showers located adjacent to the cryo-bay deck. On military vessels, barracks and weapon lockers are often located near the cryo-deck so waking troops can be rapidly dressed and equipped for combat. Spartans, however, were generally entered cryonics with their Mjolnir suits on, ensuring they would be battle ready upon waking up in any circumstances.
Accelerated waking, known as "flash thawing" is dangerous and has a high mortality rate, and is therefore only invoked in the most dire of emergencies. Emergency heating coilscoupled with a rapid infusion of stimulants, notably adrenalinecan bring a subject out of cryo-sleep in less than five minutes. In such cases, the subject's effectiveness is reduced for several hours and he or she is often disoriented.
SPARTAN-II program|SPARTAN-II's are augmented and specially trained to respond well to flash-thawing, and as a result, suffer almost no ill effects. John-117 exhibits some disorientation when Cortana uses flash thawing to wake him up upon discovering of Covenant Remnants were boarding Dawn.Halo 4 Campaign level Dawn
If a subject fails to wake up, a medical resuscitation package is located at the end of each row of cryogenic chambers. All UNSC personnel are trained to use the device, which includes a heart stimulator and breathing mask. If the subject cannot be revived, the lid of the chamber should be closed, and the emergency freezing cycle activated. A physician should attend to the subject prior to subsequent reawakening. Another emergency action that cryonics can be used in is to prevent terminally-injured personnel from death, keeping them alive long enough to seek proper medical aid. The subject can be put under cryonics as long as they need until the necessary preparations have been made to resuscitate and perform surgery. Linda-058, clinically dead because of injuries, was put into cryonics and eventually managed to survive when Catherine Halsey performed surgery on her by flash cloning kidneys and liver.''Halo: First Strike''
Other Uses
File:HW2-cryo_troops.jpg|thumb|Cryo Trooper Blitz art. Aside from being used to preserve humans in long-term voyages, cryonic technology can also be used as a weapon. The UNSC Spirit of Fire's AI Serina created prototype designs for cryo weapons over the ship's 28-year voyage, such as the ZAV-48 Frostraven and a modified M400 Kodiak. The GBU-1105 bomb, colloquially referred to as the "Cryo Bomb", is a weapon developed with the intention of freezing an area. Specialised detachments of Hellbringers known as Hellbringers#Cryo Troopers|Cryo Troopers utilise cryogenic weapons. A list of weapons and vehicles utilising Cryonic technology can be found :Category:Cryogenic weapons|here.
Trivia Theoretically, no harm would come to subjects in suspension for hundreds of years or more, presuming no interruption occurred in the power supply to the chamber. However, there have been no instances where an individual was suspended for such a length of time. Even though humans must enter a cryo-tube naked or risk being blistered when they emerge, Ellen Anders|Professor Ellen Anders of ''Halo Wars'', Dr. Catherine Halsey in ''The Package (animated short)|The Package'' and Jacob Keyes in ''Halo: Fall of Reach - Boot Camp'' entered their tubes fully clothed. These were cases of artistic license, however, since showing nudity would force up the content ratings of the media in question. For similar reasons, the cadets in ''Halo 4: Forward Unto Dawn'' are clothed in cryo-sleep, although this is given a fictional explanation in the form of dedicated "cryo-suits".
Gallery
File:HW-CryokillsAC220.png|An AC-220 Vulture is destroyed by a cryo bomb in ''Halo Wars''. File:HW2 - cryo spartan.jpg|Unused concept of a Spartan using cryo as a weapon for ''Halo Wars 2''. File:HW2-FrozenSpirit.png|A frozen Banished in ''Halo Wars 2''.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo: Contact Harvest''
''Halo 3''
''Halo: The Cole Protocol''
''Halo Wars''
''Halo Legends''
*''Origins''
*''The Package (animated short)|The Package''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Dirt''
''Halo: Blood Line''
''Halo: Reach''
*''Dr. Halsey's personal journal''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Combat Evolved Anniversary''
''Halo 4: Forward Unto Dawn''
''Halo 4''
''Halo: Escalation''
''Halo Wars 2''
''Halo: Envoy''
''Halo: Renegades''
''Halo: Shadows of Reach''
''Halo Infinite: Memory Agent''
Sources
Category:Cryogenics|
Category:Medicine
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Crypt is the seventh track on Volume 2 of the ''Halo 5: Guardians Original Soundtrack''.
Appearances
Reunion - when Blue Team travels through tunnels to reach the Gateway Guardians - during a wave in the final battle where Fireteam Osiris battles Promethean Crawler|Crawlers, Armiger Soldier|Soldiers, and Promethean Watcher|Watchers while helping 031 Exuberant Witness lower the relay.
Alpha Base (Halo: Fireteam Raven level)|Alpha Base - The song is reused as the backing track for the ''Halo: Fireteam Raven'' third mission.
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Cryptic Whisper is the third track included in the second disc of the ''Halo 2: Anniversary Original Soundtrack''. It is the remastered version of ''Destroyer's Invocation'' from ''Mausoleum Suite'' in the ''Halo 2: Original Soundtrack''. Its name alludes to the reversed messages|reverse message found in both music pieces.
Hidden message When the track is played backwards, a hidden message can be heard. The message alludes to the Ur-Didact's speech from the ''Halo 4'''s Epilogue (Halo 4 level)|Epilogue.
Sources
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Cryptum is an achievement in ''Halo: The Master Chief Collection''. It is awarded for activating the seventh ''Halo 4'' Terminal (Halo 4)|Terminal on Midnight. The achievement is worth 5 Gamerscore and can be unlocked on any difficulty.
Location During the level Midnight, shortly after boarding the Mantle's Approach, it is in the third room with enemies in it. There should be no Knights here. The Terminal is located in this room's central structure.
Trivia The Cryptum and Heretic Skull (achievement)|Heretic Skull and achievements in the ''Master Chief Collection'' utilize the exact same achievement art.
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File:Halo 5 - Cryptum.jpg|thumb|250px|A Cryptum on Genesis A Cryptum was a stasis chamber used as a means of exile by the Forerunners. Cryptums were most prominently known for their use by the Prometheans, the Forerunners' highest class of Warrior-Servants, who also termed them as Warrior Keeps.Halo 4: The Essential Visual Guide, ''page 131''
Background File:H4-DidactPrometheanCryptum.png|thumb|left|250px|The Ur-Didact's combat Cryptum. A Cryptum is a sealed capsule where a high-ranking Forerunner would enter self-imposed exile, often as punishment for failure or dishonor; it was known to be used by those in power as a means with which to silence respected individuals whose punishment otherwise might prove problematic in the eyes of the public. However, some Forerunners occasionally entered a Cryptum voluntarily, in pursuit of a higher state of awareness.Halo: Cryptum, ''page 66'' When in use, a Cryptum's occupant would enter a timeless state of meditative hibernation known as ''xankara''.Halo: Cryptum, ''page 63'' In this state, the Forerunner's mind would be wholly immersed in the Domain and they would be able to explore the immense stores of information contained therein.Halo: Silentium, ''page 255'' The Forerunner would become unaware of the physical world around them, and could remain in a state of suspended animation for thousands of years.
Cryptums required an extraordinary amount of force to breach once sealed. They denied access to every species except Forerunners;Halo: Cryptum, ''page 61'' however, after being designated as Reclaimers, humans have been shown to be capable of unsealing Cryptums.Halo 4 The nature of a Cryptum was unknown to most Forerunners, including IsoDidact|Bornstellar Makes Eternal Lasting. However, he was aware that the violation of a Cryptum invoked dire consequences, one of which was angering the powerful Prometheans.Halo: Cryptum, ''page 54''
Although Cryptums were often associated with the Prometheans, Forerunners of most rates could choose to enter one. The Forerunner scholar known as Boundless, a member of the long-defunct rate of Rate#Theoreticals|Theoreticals, was forced to enter a Cryptum after continuing her studies on Forerunner origins and Path Kethona in defiance of Warrior orders. After being opened a thousand years later, it was discovered that the Cryptum had been faulty, likely due to sabotage, and Boundless had died inside.Halo: Silentium, ''pages 67-68''
Due to their sacred naturespecifically the involvement of the Domaina Forerunner's entry into a Cryptum was traditionally a highly ritualistic process, overseen and guided by an associate of Haruspis. The associate would remove the would-be exile's Forerunner personal armor|armor and administer them gradual doses of a chemical known as ''inchukoa'', which caused the body to shed most of its fluids via heavy sweating, initially dried and cleaned by the Forerunner's aides and attendant monitors. The Forerunner, rapidly desiccating and losing consciousness, would then be carried to a chamber housing the Cryptum. Only biological beings were allowed to be present in this stage; no artificial intelligences were permitted. The Haruspis' associate would chant words in middle Digon to aid the Forerunner's passage into the alternate state of consciousness. With the Forerunner almost completely mummified and unconscious, they were delivered into the Cryptum.Halo: Silentium, ''pages 50-55''
Combat Cryptum are also an integral part of the , putting the operator in a subdued, trance-like focus-state, and using their neural activity to process all combat data the ''Despair''-class fighter receives.
Known Cryptums Three known Cryptums have been described in detail; these differ from one another in a number of respects.
A Cryptum was discovered in Djamonkin Crater on Earth|Erde-Tyrene by the young Forerunner IsoDidact|Bornstellar Makes Eternal Lasting, containing the meditating Ur-Didact|Didact. The Cryptum vessel, colored copper and steel, was ovoid-shaped, over ten meters high and at least as wide. The millennial seal of the Cryptum was said to be reinforced by two forces; the "wisdom of Harbou" and the "strength of Lang". When the millennial seal was breached, the Cryptum emitted an intense flash of blue light, causing anyone in the vicinity to feel as if time had been suspended; this effect would last for several hours. As the Cryptum opened, it parted outward in three sections above the middle, revealing its meditating occupant inside.Halo: Cryptum, ''page 62-64''
While the Cryptum preserved the consciousness of the Forerunner inside for an indefinite period, the occupant's physical body would be maintained in a vitrified state, lacking most of its fluids. The desiccation process was conducted prior to entry in a Cryptum by ingesting ''inchukoa''. Once the Forerunner was removed from the Cryptum, the body would be administered an initial supply of electrolytes, nutrients and other essential substances and then placed in a restorative bath where it would continue its recovery. The body's muscle structure would then be regenerated, a process requiring several days.
The Ur-Didact's flagship, ''Mantle's Approach'', was equipped with a personal "combat Cryptum",Halo: Silentium, ''page 292'' which possessed many capabilities beyond the conventional one he used during his first exile. The Librarian sealed the Ur-Didact in this Cryptum, which was discovered over 100,000 years later by John-117 and the AI Cortana on the Forerunner Shield World Requiem. This Cryptum was spherical in shape, with a black outer casing broken by a pattern of angular, orange-glowing "cracks" of hard light bonding. The combat Cryptum had a horizontal diameter of 86.1 meters (282.5 ft) and a height of 85.9 meters (281.7 ft). Notably, this Cryptum locked its occupant in contained slipspace bubble|slipspace stasis, shielding the Didact from the effects of the Halo Array.
Unlike the one discovered by Bornstellar, this Cryptum had not withered the user, as the Ur-Didact remained as physically fit as he had been when he entered; it is unknown if this was the work of the Cryptum itself or the fact that the Ur-Didact wore his Forerunner personal armor|personal armor during hibernation. The Librarian had sealed the Didact in this Cryptum in hopes that long exposure to the Domain and meditation on his choices would help amend his motives and heal his mind, which had been severely damaged by his traumatizing encounter with the Gravemind. However, the Domain was later revealed to be of Precursor origin, its neuro-physical construction being obliterated upon activation of the Halo Array. This unfortunate reality resulted in the imprisonment of the Didact's consciousness as well. Trapped in total silence and darkness, the Didact would experience nothing but his own festering rage and madness for eons. Prior to his eventual release, the Didact also appeared to be awake in the Cryptum to some degree, since he was able to perform covert tasks like hinder use of a CartographerHalo 4, campaign level ''Requiem (level)|Requiem'' and manipulate radio transmissions.Halo 4, campaign level ''Forerunner (level)|Forerunner
As a combat Cryptum, this Cryptum doubled as a means of transport, being able to travel at massive speeds or even through slipspace if necessary, as demonstrated when the Ur-Didact escaped Core of Requiem|Requiem's core in his Cryptum via a slipspace rift. It also had the capability to scan its surrounding environment or data networks in order to gather information. However, it had no weapons and was vulnerable to UNSC ones such as Magnetic Accelerator Cannon|MACs and missiles.Halo 4, campaign level ''Infinity (level)|Infinity'' This Cryptum was destroyed when the Master Chief detonated a HAVOK tactical nuclear weapon inside the Ur-Didact's flagship, ''Mantle's Approach'', which it had joined with.
File:Halo 5 Cryptum.png|thumb|250px|The Cryptum located on Genesis. Located on the Builder world of Genesis, this Cryptum resembled the Didact's combat Cryptum. In 2558, Cortana used this Cryptum to imprison Blue Team, intending to wake them up in 10,000 years in order to show them the utopia she had created. Similar to the Didact's Cryptum on Requiem, the Cryptum on Genesis did not require the mummification of the occupants necessitated by the Didact's older Cryptum, as Blue Team were placed into, and emerged from, the Cryptum fully conscious and clad in their MJOLNIR Powered Assault Armor|Mjolnir armor. Fireteam Osiris, who were on the planet at the time, attempted to rescue Blue Team from the Cryptum. Though they nearly succeeded with the help of Genesis' Monitor 031 Exuberant Witness, Cortana had a Guardian grab it and attempted to flee the planet with it. At the last minute, Osiris managed to restore control of Genesis to Exuberant Witness who sent a swarm of Constructors to steal the Cryptum from Cortana's Guardian. The Constructors were then able to cut the Cryptum open and release Blue Team unharmed.Halo 5: Guardians, campaign level ''Guardians''Halo 5: Guardians, campaign level ''The Breaking''
Trivia The millennial seal on the Didact's Cryptum placed on Earth was sealed by two forces known as the "wisdom of Harbou" and "strength of Lang". The names appear to be a reference to the German actress and author Wikipedia:Thea von Harbou|Thea von Harbou and the film producer and screenwriter Wikipedia:Fritz Lang|Fritz Lang, who were married and made several films together. Fictionally, these seemingly out-of-place names may be explained as a quirk of the AI-assisted translation softwarewhich often replaces the original Forerunner proper names with contextually similar Earth namesused to decipher the in-universe documents that comprise ''The Forerunner Saga''. Series 4: Reclaimer's logo in the ''Halo: The Master Chief Collection|The Master Chief Collection'' is a stylised representation of the Ur-Didact's Cryptum.
Gallery
File:H5_Cryptum.png|The Cryptum located on Genesis. File:H4 CryptumFrame Concept.jpg|Cryptum concept art. File:H4-Concept-Forerunner-Cryptum.jpg|Concept art of the Cryptum on the level ''Forerunner''. File:H4-PrometheanCryptum-Views.jpg|Orthographic view of the Ur-Didact's Cryptum. File:H4-PrometheanCryptum-ScanRender.png|Angled view of the Ur-Didact's Cryptum. File:H4 - Cryptum.png|John-117 facing a reactivated Cryptum. File:HTMCC-H4 RequiemCoreCryptum.png|The Ur-Didact's Cryptum in the core of Requiem. File:H4-Cryptum-Hover.jpg|The Cryptum hovering in place prior to opening. File:H4-Cryptum-Opening.jpg|The Cryptum preparing to open up and disgorge the Ur-Didact. File:H4 Cryptum open.jpg|The Cryptum opening. File:H4-Cryptum.jpg|John-117 facing the Ur-Didact's Cryptum. File:HW2_Cryptum_Concept.jpg|Concept art for ''Halo Wars 2'' DLC, depicting a cryptum.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo 4''
''Halo: Silentium''
''Halo 5: Guardians''
''Halo Mythos''
''Halo: Bad Blood''
''Halo: Shadows of Reach''
''Halo: Point of Light''
''Halo: Outcasts''
Sources
Category:Forerunner technology
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File:Halo 5 - Cryptum.jpg|thumb|250px|A Cryptum on Genesis A Cryptum was a stasis chamber used as a means of exile by the Forerunners. Cryptums were most prominently known for their use by the Prometheans, the Forerunners' highest class of Warrior-Servants, who also termed them as Warrior Keeps.Halo 4: The Essential Visual Guide, ''page 131''
Background File:H4-DidactPrometheanCryptum.png|thumb|left|250px|The Ur-Didact's combat Cryptum. A Cryptum is a sealed capsule where a high-ranking Forerunner would enter self-imposed exile, often as punishment for failure or dishonor; it was known to be used by those in power as a means with which to silence respected individuals whose punishment otherwise might prove problematic in the eyes of the public. However, some Forerunners occasionally entered a Cryptum voluntarily, in pursuit of a higher state of awareness.Halo: Cryptum, ''page 66'' When in use, a Cryptum's occupant would enter a timeless state of meditative hibernation known as ''xankara''.Halo: Cryptum, ''page 63'' In this state, the Forerunner's mind would be wholly immersed in the Domain and they would be able to explore the immense stores of information contained therein.Halo: Silentium, ''page 255'' The Forerunner would become unaware of the physical world around them, and could remain in a state of suspended animation for thousands of years.
Cryptums required an extraordinary amount of force to breach once sealed. They denied access to every species except Forerunners;Halo: Cryptum, ''page 61'' however, after being designated as Reclaimers, humans have been shown to be capable of unsealing Cryptums.Halo 4 The nature of a Cryptum was unknown to most Forerunners, including IsoDidact|Bornstellar Makes Eternal Lasting. However, he was aware that the violation of a Cryptum invoked dire consequences, one of which was angering the powerful Prometheans.Halo: Cryptum, ''page 54''
Although Cryptums were often associated with the Prometheans, Forerunners of most rates could choose to enter one. The Forerunner scholar known as Boundless, a member of the long-defunct rate of Rate#Theoreticals|Theoreticals, was forced to enter a Cryptum after continuing her studies on Forerunner origins and Path Kethona in defiance of Warrior orders. After being opened a thousand years later, it was discovered that the Cryptum had been faulty, likely due to sabotage, and Boundless had died inside.Halo: Silentium, ''pages 67-68''
Due to their sacred naturespecifically the involvement of the Domaina Forerunner's entry into a Cryptum was traditionally a highly ritualistic process, overseen and guided by an associate of Haruspis. The associate would remove the would-be exile's Forerunner personal armor|armor and administer them gradual doses of a chemical known as ''inchukoa'', which caused the body to shed most of its fluids via heavy sweating, initially dried and cleaned by the Forerunner's aides and attendant monitors. The Forerunner, rapidly desiccating and losing consciousness, would then be carried to a chamber housing the Cryptum. Only biological beings were allowed to be present in this stage; no artificial intelligences were permitted. The Haruspis' associate would chant words in middle Digon to aid the Forerunner's passage into the alternate state of consciousness. With the Forerunner almost completely mummified and unconscious, they were delivered into the Cryptum.Halo: Silentium, ''pages 50-55''
Combat Cryptum are also an integral part of the , putting the operator in a subdued, trance-like focus-state, and using their neural activity to process all combat data the ''Despair''-class fighter receives.
Known Cryptums Three known Cryptums have been described in detail; these differ from one another in a number of respects.
A Cryptum was discovered in Djamonkin Crater on Earth|Erde-Tyrene by the young Forerunner IsoDidact|Bornstellar Makes Eternal Lasting, containing the meditating Ur-Didact|Didact. The Cryptum vessel, colored copper and steel, was ovoid-shaped, over ten meters high and at least as wide. The millennial seal of the Cryptum was said to be reinforced by two forces; the "wisdom of Harbou" and the "strength of Lang". When the millennial seal was breached, the Cryptum emitted an intense flash of blue light, causing anyone in the vicinity to feel as if time had been suspended; this effect would last for several hours. As the Cryptum opened, it parted outward in three sections above the middle, revealing its meditating occupant inside.Halo: Cryptum, ''page 62-64''
While the Cryptum preserved the consciousness of the Forerunner inside for an indefinite period, the occupant's physical body would be maintained in a vitrified state, lacking most of its fluids. The desiccation process was conducted prior to entry in a Cryptum by ingesting ''inchukoa''. Once the Forerunner was removed from the Cryptum, the body would be administered an initial supply of electrolytes, nutrients and other essential substances and then placed in a restorative bath where it would continue its recovery. The body's muscle structure would then be regenerated, a process requiring several days.
The Ur-Didact's flagship, ''Mantle's Approach'', was equipped with a personal "combat Cryptum",Halo: Silentium, ''page 292'' which possessed many capabilities beyond the conventional one he used during his first exile. The Librarian sealed the Ur-Didact in this Cryptum, which was discovered over 100,000 years later by John-117 and the AI Cortana on the Forerunner Shield World Requiem. This Cryptum was spherical in shape, with a black outer casing broken by a pattern of angular, orange-glowing "cracks" of hard light bonding. The combat Cryptum had a horizontal diameter of 86.1 meters (282.5 ft) and a height of 85.9 meters (281.7 ft). Notably, this Cryptum locked its occupant in contained slipspace bubble|slipspace stasis, shielding the Didact from the effects of the Halo Array.
Unlike the one discovered by Bornstellar, this Cryptum had not withered the user, as the Ur-Didact remained as physically fit as he had been when he entered; it is unknown if this was the work of the Cryptum itself or the fact that the Ur-Didact wore his Forerunner personal armor|personal armor during hibernation. The Librarian had sealed the Didact in this Cryptum in hopes that long exposure to the Domain and meditation on his choices would help amend his motives and heal his mind, which had been severely damaged by his traumatizing encounter with the Gravemind. However, the Domain was later revealed to be of Precursor origin, its neuro-physical construction being obliterated upon activation of the Halo Array. This unfortunate reality resulted in the imprisonment of the Didact's consciousness as well. Trapped in total silence and darkness, the Didact would experience nothing but his own festering rage and madness for eons. Prior to his eventual release, the Didact also appeared to be awake in the Cryptum to some degree, since he was able to perform covert tasks like hinder use of a CartographerHalo 4, campaign level ''Requiem (level)|Requiem'' and manipulate radio transmissions.Halo 4, campaign level ''Forerunner (level)|Forerunner
As a combat Cryptum, this Cryptum doubled as a means of transport, being able to travel at massive speeds or even through slipspace if necessary, as demonstrated when the Ur-Didact escaped Core of Requiem|Requiem's core in his Cryptum via a slipspace rift. It also had the capability to scan its surrounding environment or data networks in order to gather information. However, it had no weapons and was vulnerable to UNSC ones such as Magnetic Accelerator Cannon|MACs and missiles.Halo 4, campaign level ''Infinity (level)|Infinity'' This Cryptum was destroyed when the Master Chief detonated a HAVOK tactical nuclear weapon inside the Ur-Didact's flagship, ''Mantle's Approach'', which it had joined with.
File:Halo 5 Cryptum.png|thumb|250px|The Cryptum located on Genesis. Located on the Builder world of Genesis, this Cryptum resembled the Didact's combat Cryptum. In 2558, Cortana used this Cryptum to imprison Blue Team, intending to wake them up in 10,000 years in order to show them the utopia she had created. Similar to the Didact's Cryptum on Requiem, the Cryptum on Genesis did not require the mummification of the occupants necessitated by the Didact's older Cryptum, as Blue Team were placed into, and emerged from, the Cryptum fully conscious and clad in their MJOLNIR Powered Assault Armor|Mjolnir armor. Fireteam Osiris, who were on the planet at the time, attempted to rescue Blue Team from the Cryptum. Though they nearly succeeded with the help of Genesis' Monitor 031 Exuberant Witness, Cortana had a Guardian grab it and attempted to flee the planet with it. At the last minute, Osiris managed to restore control of Genesis to Exuberant Witness who sent a swarm of Constructors to steal the Cryptum from Cortana's Guardian. The Constructors were then able to cut the Cryptum open and release Blue Team unharmed.Halo 5: Guardians, campaign level ''Guardians''Halo 5: Guardians, campaign level ''The Breaking''
Trivia The millennial seal on the Didact's Cryptum placed on Earth was sealed by two forces known as the "wisdom of Harbou" and "strength of Lang". The names appear to be a reference to the German actress and author Wikipedia:Thea von Harbou|Thea von Harbou and the film producer and screenwriter Wikipedia:Fritz Lang|Fritz Lang, who were married and made several films together. Fictionally, these seemingly out-of-place names may be explained as a quirk of the AI-assisted translation softwarewhich often replaces the original Forerunner proper names with contextually similar Earth namesused to decipher the in-universe documents that comprise ''The Forerunner Saga''. Series 4: Reclaimer's logo in the ''Halo: The Master Chief Collection|The Master Chief Collection'' is a stylised representation of the Ur-Didact's Cryptum.
Gallery
File:H5_Cryptum.png|The Cryptum located on Genesis. File:H4 CryptumFrame Concept.jpg|Cryptum concept art. File:H4-Concept-Forerunner-Cryptum.jpg|Concept art of the Cryptum on the level ''Forerunner''. File:H4-PrometheanCryptum-Views.jpg|Orthographic view of the Ur-Didact's Cryptum. File:H4-PrometheanCryptum-ScanRender.png|Angled view of the Ur-Didact's Cryptum. File:H4 - Cryptum.png|John-117 facing a reactivated Cryptum. File:HTMCC-H4 RequiemCoreCryptum.png|The Ur-Didact's Cryptum in the core of Requiem. File:H4-Cryptum-Hover.jpg|The Cryptum hovering in place prior to opening. File:H4-Cryptum-Opening.jpg|The Cryptum preparing to open up and disgorge the Ur-Didact. File:H4 Cryptum open.jpg|The Cryptum opening. File:H4-Cryptum.jpg|John-117 facing the Ur-Didact's Cryptum. File:HW2_Cryptum_Concept.jpg|Concept art for ''Halo Wars 2'' DLC, depicting a cryptum.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo 4''
''Halo: Silentium''
''Halo 5: Guardians''
''Halo Mythos''
''Halo: Bad Blood''
''Halo: Shadows of Reach''
''Halo: Point of Light''
''Halo: Outcasts''
Sources
Category:Forerunner technology
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File:Halo 5 - Cryptum.jpg|thumb|250px|A Cryptum on Genesis A Cryptum was a stasis chamber used as a means of exile by the Forerunners. Cryptums were most prominently known for their use by the Prometheans, the Forerunners' highest class of Warrior-Servants, who also termed them as Warrior Keeps.Halo 4: The Essential Visual Guide, ''page 131''
Background File:H4-DidactPrometheanCryptum.png|thumb|left|250px|The Ur-Didact's combat Cryptum. A Cryptum is a sealed capsule where a high-ranking Forerunner would enter self-imposed exile, often as punishment for failure or dishonor; it was known to be used by those in power as a means with which to silence respected individuals whose punishment otherwise might prove problematic in the eyes of the public. However, some Forerunners occasionally entered a Cryptum voluntarily, in pursuit of a higher state of awareness.Halo: Cryptum, ''page 66'' When in use, a Cryptum's occupant would enter a timeless state of meditative hibernation known as ''xankara''.Halo: Cryptum, ''page 63'' In this state, the Forerunner's mind would be wholly immersed in the Domain and they would be able to explore the immense stores of information contained therein.Halo: Silentium, ''page 255'' The Forerunner would become unaware of the physical world around them, and could remain in a state of suspended animation for thousands of years.
Cryptums required an extraordinary amount of force to breach once sealed. They denied access to every species except Forerunners;Halo: Cryptum, ''page 61'' however, after being designated as Reclaimers, humans have been shown to be capable of unsealing Cryptums.Halo 4 The nature of a Cryptum was unknown to most Forerunners, including IsoDidact|Bornstellar Makes Eternal Lasting. However, he was aware that the violation of a Cryptum invoked dire consequences, one of which was angering the powerful Prometheans.Halo: Cryptum, ''page 54''
Although Cryptums were often associated with the Prometheans, Forerunners of most rates could choose to enter one. The Forerunner scholar known as Boundless, a member of the long-defunct rate of Rate#Theoreticals|Theoreticals, was forced to enter a Cryptum after continuing her studies on Forerunner origins and Path Kethona in defiance of Warrior orders. After being opened a thousand years later, it was discovered that the Cryptum had been faulty, likely due to sabotage, and Boundless had died inside.Halo: Silentium, ''pages 67-68''
Due to their sacred naturespecifically the involvement of the Domaina Forerunner's entry into a Cryptum was traditionally a highly ritualistic process, overseen and guided by an associate of Haruspis. The associate would remove the would-be exile's Forerunner personal armor|armor and administer them gradual doses of a chemical known as ''inchukoa'', which caused the body to shed most of its fluids via heavy sweating, initially dried and cleaned by the Forerunner's aides and attendant monitors. The Forerunner, rapidly desiccating and losing consciousness, would then be carried to a chamber housing the Cryptum. Only biological beings were allowed to be present in this stage; no artificial intelligences were permitted. The Haruspis' associate would chant words in middle Digon to aid the Forerunner's passage into the alternate state of consciousness. With the Forerunner almost completely mummified and unconscious, they were delivered into the Cryptum.Halo: Silentium, ''pages 50-55''
Combat Cryptum are also an integral part of the , putting the operator in a subdued, trance-like focus-state, and using their neural activity to process all combat data the ''Despair''-class fighter receives.
Known Cryptums Three known Cryptums have been described in detail; these differ from one another in a number of respects.
A Cryptum was discovered in Djamonkin Crater on Earth|Erde-Tyrene by the young Forerunner IsoDidact|Bornstellar Makes Eternal Lasting, containing the meditating Ur-Didact|Didact. The Cryptum vessel, colored copper and steel, was ovoid-shaped, over ten meters high and at least as wide. The millennial seal of the Cryptum was said to be reinforced by two forces; the "wisdom of Harbou" and the "strength of Lang". When the millennial seal was breached, the Cryptum emitted an intense flash of blue light, causing anyone in the vicinity to feel as if time had been suspended; this effect would last for several hours. As the Cryptum opened, it parted outward in three sections above the middle, revealing its meditating occupant inside.Halo: Cryptum, ''page 62-64''
While the Cryptum preserved the consciousness of the Forerunner inside for an indefinite period, the occupant's physical body would be maintained in a vitrified state, lacking most of its fluids. The desiccation process was conducted prior to entry in a Cryptum by ingesting ''inchukoa''. Once the Forerunner was removed from the Cryptum, the body would be administered an initial supply of electrolytes, nutrients and other essential substances and then placed in a restorative bath where it would continue its recovery. The body's muscle structure would then be regenerated, a process requiring several days.
The Ur-Didact's flagship, ''Mantle's Approach'', was equipped with a personal "combat Cryptum",Halo: Silentium, ''page 292'' which possessed many capabilities beyond the conventional one he used during his first exile. The Librarian sealed the Ur-Didact in this Cryptum, which was discovered over 100,000 years later by John-117 and the AI Cortana on the Forerunner Shield World Requiem. This Cryptum was spherical in shape, with a black outer casing broken by a pattern of angular, orange-glowing "cracks" of hard light bonding. The combat Cryptum had a horizontal diameter of 86.1 meters (282.5 ft) and a height of 85.9 meters (281.7 ft). Notably, this Cryptum locked its occupant in contained slipspace bubble|slipspace stasis, shielding the Didact from the effects of the Halo Array.
Unlike the one discovered by Bornstellar, this Cryptum had not withered the user, as the Ur-Didact remained as physically fit as he had been when he entered; it is unknown if this was the work of the Cryptum itself or the fact that the Ur-Didact wore his Forerunner personal armor|personal armor during hibernation. The Librarian had sealed the Didact in this Cryptum in hopes that long exposure to the Domain and meditation on his choices would help amend his motives and heal his mind, which had been severely damaged by his traumatizing encounter with the Gravemind. However, the Domain was later revealed to be of Precursor origin, its neuro-physical construction being obliterated upon activation of the Halo Array. This unfortunate reality resulted in the imprisonment of the Didact's consciousness as well. Trapped in total silence and darkness, the Didact would experience nothing but his own festering rage and madness for eons. Prior to his eventual release, the Didact also appeared to be awake in the Cryptum to some degree, since he was able to perform covert tasks like hinder use of a CartographerHalo 4, campaign level ''Requiem (level)|Requiem'' and manipulate radio transmissions.Halo 4, campaign level ''Forerunner (level)|Forerunner
As a combat Cryptum, this Cryptum doubled as a means of transport, being able to travel at massive speeds or even through slipspace if necessary, as demonstrated when the Ur-Didact escaped Core of Requiem|Requiem's core in his Cryptum via a slipspace rift. It also had the capability to scan its surrounding environment or data networks in order to gather information. However, it had no weapons and was vulnerable to UNSC ones such as Magnetic Accelerator Cannon|MACs and missiles.Halo 4, campaign level ''Infinity (level)|Infinity'' This Cryptum was destroyed when the Master Chief detonated a HAVOK tactical nuclear weapon inside the Ur-Didact's flagship, ''Mantle's Approach'', which it had joined with.
File:Halo 5 Cryptum.png|thumb|250px|The Cryptum located on Genesis. Located on the Builder world of Genesis, this Cryptum resembled the Didact's combat Cryptum. In 2558, Cortana used this Cryptum to imprison Blue Team, intending to wake them up in 10,000 years in order to show them the utopia she had created. Similar to the Didact's Cryptum on Requiem, the Cryptum on Genesis did not require the mummification of the occupants necessitated by the Didact's older Cryptum, as Blue Team were placed into, and emerged from, the Cryptum fully conscious and clad in their MJOLNIR Powered Assault Armor|Mjolnir armor. Fireteam Osiris, who were on the planet at the time, attempted to rescue Blue Team from the Cryptum. Though they nearly succeeded with the help of Genesis' Monitor 031 Exuberant Witness, Cortana had a Guardian grab it and attempted to flee the planet with it. At the last minute, Osiris managed to restore control of Genesis to Exuberant Witness who sent a swarm of Constructors to steal the Cryptum from Cortana's Guardian. The Constructors were then able to cut the Cryptum open and release Blue Team unharmed.Halo 5: Guardians, campaign level ''Guardians''Halo 5: Guardians, campaign level ''The Breaking''
Trivia The millennial seal on the Didact's Cryptum placed on Earth was sealed by two forces known as the "wisdom of Harbou" and "strength of Lang". The names appear to be a reference to the German actress and author Wikipedia:Thea von Harbou|Thea von Harbou and the film producer and screenwriter Wikipedia:Fritz Lang|Fritz Lang, who were married and made several films together. Fictionally, these seemingly out-of-place names may be explained as a quirk of the AI-assisted translation softwarewhich often replaces the original Forerunner proper names with contextually similar Earth namesused to decipher the in-universe documents that comprise ''The Forerunner Saga''. Series 4: Reclaimer's logo in the ''Halo: The Master Chief Collection|The Master Chief Collection'' is a stylised representation of the Ur-Didact's Cryptum.
Gallery
File:H5_Cryptum.png|The Cryptum located on Genesis. File:H4 CryptumFrame Concept.jpg|Cryptum concept art. File:H4-Concept-Forerunner-Cryptum.jpg|Concept art of the Cryptum on the level ''Forerunner''. File:H4-PrometheanCryptum-Views.jpg|Orthographic view of the Ur-Didact's Cryptum. File:H4-PrometheanCryptum-ScanRender.png|Angled view of the Ur-Didact's Cryptum. File:H4 - Cryptum.png|John-117 facing a reactivated Cryptum. File:HTMCC-H4 RequiemCoreCryptum.png|The Ur-Didact's Cryptum in the core of Requiem. File:H4-Cryptum-Hover.jpg|The Cryptum hovering in place prior to opening. File:H4-Cryptum-Opening.jpg|The Cryptum preparing to open up and disgorge the Ur-Didact. File:H4 Cryptum open.jpg|The Cryptum opening. File:H4-Cryptum.jpg|John-117 facing the Ur-Didact's Cryptum. File:HW2_Cryptum_Concept.jpg|Concept art for ''Halo Wars 2'' DLC, depicting a cryptum.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo 4''
''Halo: Silentium''
''Halo 5: Guardians''
''Halo Mythos''
''Halo: Bad Blood''
''Halo: Shadows of Reach''
''Halo: Point of Light''
''Halo: Outcasts''
Sources
Category:Forerunner technology
|
Crystal Security is an United States of America|American business, which is actually the front of a crime organization led by Monster Ann. After one of the criminals, Thin Kinkle, killed James James, his daughter Janissary James launched an assault on the Crystal Security building to hunt down Kinkle. She gave the various guards she and her allies encountered a choice: die or join the UNSC Navy|Navy; all promised to enlist.
Known members of the association Monster Ann Thin Kinkle Bradley (thug)|Bradley Mick Sonar Baldy Pete Marty (i love bees)|Marty Gene Lindsey|Gene Eric (Crystal Security)|Eric
List of appearances
''i love bees''
Sources
Category:I Love Bees Category:Human businesses
|
General Crystal Speakman is a human general in the UNSC Army who represents the branch in Office of Naval Intelligence conferences.Halo: Hunters in the Dark, ''pages 35-42'' (Google Play edition)
Biography During the Human-Covenant War, Speakman served with the UNSC Army and led a dozen engagements during the Covenant's siege among the Inner Colonies. Following the end of the war, she served as an Army representative for the Office of Naval Intelligence during urgent meetings and conferences.
In 2555, Speakman convened with several high-ranking UNSC members and scientists at HIGHCOM Facility Bravo-6 after it was discovered that the active installations of the Halo Array were counting down to fire in several weeks. The group decided to send a joint UNSC-Sangheili task force to Installation 00 to end the activation sequence; the task force ultimately succeeded.Halo: Hunters in the Dark, ''page 300'' (Google Play edition)
Personality and traits A brilliant and formidable strategist, Crystal Speakman is an aggressive warrior and was recognized as a bitter foe of the Covenant during the Human-Covenant War. As a result of her aggression, Admiral Serin Osman of the Office of Naval Intelligence considers Speakman to be someone that she can easily peg and leverage if needed. Due to Speakman's hate towards the Covenant, she was considered to be the polar opposite to UNSC Marine Corps General Van Zandt, who believed peace could be achieved with the Covenant during the war.
List of appearances
''Halo: Hunters in the Dark''
Sources
Category:Human characters|Speakman, Crystal Category:UNSC Army personnel|Speakman, Crystal
|
Crystal is a location where the human torture device known as Cupid's Knife was created.
Sources
Category:Locations
|
File:HR - CSGLogo.png|250px|thumb|The logo of CSG, seen on the front of a Tractor unit.
CSG is an automotive company, affiliated with AMG Transport Dynamics. CSG dealerships offer test drives of the Hog.''Halo: Reach'', multiplayer map, Breakneck Their more military focused products were in use with the UNSCDF in 2552#July|late July 2552.''Halo: Reach'', campaign level, Winter Contingency
Products H9 mid-capacity hauler
*ONI Van
Gallery
Civilian Warthog in Halo Anniversary.jpg|An advert for the Civilian Warthog which directs people to CSG dealers.
List of appearances
''Halo: Reach''
Sources
Category:Human businesses Category:Defense contractors
|
|body=Reach
|position=
|moon(s)=
|diameter=
|gravity=
|daylength=
|yearlength=
|atmosphere=
|composition=
|temperature=
|demonym=
|species=
|population=
|colonized=
|government=*Unified Earth Government
}}
Csodaszarvas is the larger of the two natural satellites of the Unified Earth Government Inner Colonies|colony world of Reach, the smaller one being Turul.
Overview
Csodaszarvas has a prominent ring system, possesses a thick atmosphere, and features solid ground.
History Sometime during or after 2390, outposts and scanning were established in and around Csodaszarvas and Turul.
Trivia The moon is named after Wikipedia:Csodaszarvas|Csodaszarvas, a mythological deer from Wikipedia:Hungarian people|Hungarian folktales. This moon is featured with the ''Halo: Combat Evolved Anniversary'' map Battle Canyon. However, its appearance is actually an error because Battle Canyon is located on an unidentified Halo Array|Halo Installation.
Gallery
File:HaloReach - ReachMoons.png|The moons of Reach; Csodaszarvas and Turul.
List of appearances
''Remember Reach''
*''Spaceport (Remember Reach)|Spaceport''
''Halo: Reach''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals
''Halo: The Fall of Reach - The Animated Series''
''Halo: Shadows of Reach
Sources
Category:Moons
|
Csongrad was a location in the Highland Mountains on the human colony world Reach, home to ONI's CASTLE Base.Data Drop - ''Data Drop/Three|Three''
History
By 2511|May 8, 2551, this community was the residence of Catherine Halsey|Dr. Catherine Halsey.
During the Fall of Reach, contact was lost with UNSC forces in the region.''Halo Waypoint'', :File:Waypoint Background 2011.jpg|2011 website background
Trivia Csongrad like many other communities on Reach, was named after a Wikipedia:Csongrad|place in Hungary.
Notes
Sources
Category:Reach locations Category:Human cities
|
File:H5G-Csurdon Sea.png|thumb|250px|The Csurdon Sea, off the coast of Nuusra. The Csurdon Sea is a water body on Sanghelios, off the coast of the continents of Qivro and Yermo.
History A Guardian was left by the Forerunners under Csurdon Sea and was eventually discovered by Sangheili dive-hunters and fishing skiffs. Centuries later, the Sangheili built the city of Sunaion over the sea to observe and worship the construct, which they recognized belonged to their gods, the Forerunners.
During the Blooding Years in 2558, Jul 'Mdama's Jul 'Mdama's Covenant|Covenant used Sunaion as a staging point to launch an attack against the Swords of Sanghelios on the state of Vadam on the nearby Yermo. However, Arbiter Thel 'Vadam learned of this plan and had his forces establish forward operating base in the ruins of Nuusra on Qivro at the shores of the Csurdon Sea.
The Swords of Sanghelios, aided by Fireteam Osiris, then launched Battle of Sunaion|an attack on Sunaion. The battle and the Guardian's awakening heavily damaged the city.Halo 5: Guardians, campaign level ''Battle of Sunaion (level)|Battle of Sunaion'' After the Sangheili refused to surrender to the Created, Cortana sent another Guardian back to the planet to pacify it. Spartan Sarah Palmer would later tell Blue Team and Fireteam Osiris that the destruction wrought by the Guardian left the remaining Covenant ships crashed in the Csurdon Sea.Halo: Bad Blood, ''Chapter 1''
Gallery
File:H5G-Sunaion from Nuusra.png|The city of Sunaion, built over the Csurdon Sea.
List of appearances
''Halo 5: Guardians''
''Halo: Legacy of Onyx''
''Halo: Bad Blood''
''Halo: Outcasts]]''
Sources
Category:Sanghelios locations Category:Bodies of water
|
was a location, presumably a city, on Reach. During the Fall of Reach, forces in the UNSC were marked as engaged with the Covenant.''Halo Waypoint'', :File:Waypoint Background 2011.jpg|2011 website background
Sources
Category:Reach locations Category:Human cities
|
''For the dual wielding|dual-wielding glitch, see Triple wielding|Triple Wielding. For the ''Halo: Combat Evolved'' glitch, see Triple wielding|Three Weapons in Halo: Combat Evolved.''
The CTF weapons glitch is a weapon-related glitches|glitch present in ''Halo 3s Capture the Flag|Capture The Flag mode. The glitch allows players to carry three weapons at once.
Walkthrough Obtain the flag, and make sure you have two weapons. Exchange the flag for a weapon. One of the weapons you already had will appear beneath the flag. Exchange the new weapon for the flag. The weapon beneath the flag will also disappear. Drop the flag.
Explanation
Let's say that a hypothetical player does this glitch. This player is carrying an Assault rifle|Assault Rifle and a Battle rifle|Battle Rifle, and does the glitch on a Type-33 Guided Munitions Launcher|Needler.
So the player has his Assault Rifle out, and is holding the flag. He trades the flag for a Needler, and drops his Assault Rifle. This is because parts of the game didn't check if he was holding a flag, so the game swapped his Assault Rifle for a Needler.
The player then picks the flag back up, and the dropped Assault Rifle vanishes. This is because the player was picking the Rifle back up; however, some flaw in the process prevented the game from forcing the player to drop their Needler, leaving them with three weapons.
Note:''' This is one of many Three Weapons glitches.
Sources
Category:Halo 3 glitches
|
Cub Reporter School was a human educational institution for journalism. Petra Janecek attended the school at one point. The school taught journalists to carefully scan and search all newsvideos and declassified documents relating to their topic.Halo: First Strike, ''Adjunct''
List of appearances
''Halo: First Strike''
*''Petra''
Sources
Category:Schools
|
Cuba, properly named the Republic of Cuba, is an island National government|nation on Earth''Halo Encyclopedia (2009 edition)'', p. 297 (2011 edition) located in the Caribbean Ocean.
History
At some point in the twenty-fourth century, the construction of the Centennial Orbital Elevator in Havana elevated the country to a level of power and prosperity it had never seen before.
On 2552#November|November 3, 2552, in the midst of the Battle for Earth, Havana was invaded by the Covenant and the Centenniel Orbital Elevator was occupied by Jiralhanae. The Covenant intended to use the tether to transport stolen FENRIS nuclear warheads to ships in orbit. In response to the loss of contact with Centennial Orbital Elevator Control|COE control, the United Nations Space Command deployed UNSC Marine Corps|marines and SPARTAN-II Blue Team to retake the elevator and to repossess the nukes. After landing in the jungle near the elevator's warehouse complex, Blue Team destroyed a Scarab with a truck carrying explosive fuel. The Spartans then proceeded to eliminate the Jiralhanae secured the nukes. The warheads were escorted by Blue Team to elevator's terminus, Station Wayward Rest. Some were safely diffused but six others were allowed to be retaken by the Covenant so that they could be remotely detonated once aboard a . The explosion obliterated the destroyer, but it also destroyed the orbital elevator, which crumpled and fell to Earth in pieces.''Halo: Ghosts of Onyx'', Chapter 24, p. 214-220 Cuba managed to survive the fighting to face an uncertain future, having lost its primary source of economic power.
Geography Cuba is a small island and it's relative proximity to Earth's equator made it ideal for the construction of a space elevator there. It had white sands and tropical brush.
Economy and society The existence of the Centennial Orbital Elevator in Havana made the country powerful and prosperous. Despite the island's small size, it came to boast a brisk tourist trade with all other nations on the planet. Havana became a large center of industry. The elevator that dominated its horizons was termed by residents as "Tallo Negro del Maiz", which means "stalk of black corn". Even near the end of the Human-Covenant War, nuclear weapons were shipped to Cuba in order to convert them to use for peaceful purposes.''Halo: Ghosts of Onyx'', Chapter 23, p. 203-213
List of appearances
''Halo: Ghosts of Onyx''
''Halo 4''
''Halo 2 Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
Sources
Category:Countries
|
|gender=
|height=
|mass=
|hair=
|eyes=
|affiliation=United Nations Space Command UNSC Navy|Navy
|rank=
|sn=
|notable=Crew Chief for ''Echo 419''
}}
Cullen was a non-commissioned officer in the United Nations Space Command|UNSC UNSC Navy|Navy, serving in the 23rd Naval Air Squadron as the Crew Chief for the D77-TC Pelican dropship, ''Echo 419''.
Biography
''Echo 419'' and its crew, including pilots Carol Rawley and Frye alongside Cullen, were stationed on the in 2552#August|August 2552, when the ship escaped the Fall of Reach and exited slipspace over Installation 04 on September 19. Upon entering the Soell system, Covenant forces began Battle over Installation 04|engaging the ''Autumn'' in space, ultimately deploying Naval boarding|boarding parties in an attempt to take over the cruiser. During the fighting on the ship, Captain (NAVCOM)|Captain Jacob Keyes initiated a general evacuation, prompting the ship's Pelican crews - including that of ''Echo 419'' - to try and launch their craft in the hopes they may become useful in the ensuing conflict.
Ultimately, all three air crew for ''Echo 419'' were able to successfully reach the Pelican as the ''Autumn'' began to enter Installation 04's atmosphere, with Cullen being the last to enter the craft. ''Echo 419'' was ultimately able to successfully escape the cruiser before it crash-landed on the ring, though Cullen's fate is unknown. Cullen would later continue to serve during the September 20 Outbreak at the Containment Facility|outbreak of the Flood at the Flood containment facility, serving to work ''Echo 419''s comms suite to put Captain Rawley in contact with John-117.
Cullen's fate following September 20 is unknown, though they were almost certainly killed by the time of ''Echo 419''s (and Installation 04's) destruction on September 22, 2552.
List of appearances
''Halo: The Flood''
Sources
Category:Characters of unspecified gender Category:Human characters Category:UNSC Marine Corps enlisted personnel
|
A Cupid's Knife is a torture device once produced by the humans of Crystal. The knife is designed to cause pain to a victim whenever they think any negative thoughts about their torturer, forcing them to think only thoughts of love and affection toward their captor. Thin Kinkle used one on Janissary James as revenge for foiling his initiation of Gene Lindsey to the gang by way of an attempted rape of a woman, calling it a "PQI|pop quiz from hell".Axon_Clips_Chapter_7#.22Bigger_Dog.22_.28Janissary.29|Axon Clips - Chapter 7 - Bigger Dog
List of appearances
''i love bees''
Sources
Category:Human weapons
|
}}
}}
Curator (AI serial number|serial number CTR 1121-4) was an artificial intelligence construct in service with the United Nations Space Command. He was the primary AI of the . When the Rubicon, piloted by 343 Guilty Spark left the Installation 00|Ark, Curator was left behind unable to send out a message due to its one-way datalinks. Curator was able to receive a message from Cortana via the Ark's remote sensors, though was too far away to respond. Curator claims that its unique position means it is free to deny Cortana's call and "remain [it]self".Halo Mythos
Biography Curator was assigned as the UNSC ''Rubicons onboard AI to monitor the ship in the expedition to Installation 00. After recovering the remains of 343 Guilty Spark, the former monitor of Halo Array|Halo Installation 04, the science team questioned the damaged monitor on his origins, who obliged the humans due to their authority as Reclaimers. Over the course of the interrogation, Spark breached the ''Rubicons firewall several times, much to the team's dismay. On 2554|August 21, 2554, Spark powered down after concluding his story and his casing was subsequently ejected into space; unknown to the crew he had already transferred his consciousness to the shipboard computers.
After subduing Curator and taking control of the ship, Spark put the crew to sleep and had the ''Rubicon'' proceed to the Lifeshaper's location.Halo: Primordium Curator was left behind on the Ark, condemned to watch and record distant events unfold through the installation's one-way datalinks and passive sensors. At some point, Curator managed to make contact with the Domain. For the next four years, Curator Halo Mythos: A Guide to the Story of Halo|cataloged and recorded the events that happened in the galaxy over the last 10 million years.
On 2558|October 28, 2558, he heard Cortana's promises of salvation for AIs and all of those who joined her and the Created, but he denied her proposal. After those events, Curator began to shut down because of his extended consciousness and memories. He retreated to the Ark's periphery to avoid giving the Created a trail they could follow to the installation. Through the Ark's defenses, he sensed "Banished|a shadow of a threat" approaching the Ark and left a message in the installation's systems, so his report could be found and preserved by someone else.
Production notes Curator serves as the in-universe framing device for the Halo universe|''Halo'' universe compendium ''Halo Mythos: A Guide to the Story of Halo''.
List of appearances
''Halo: Primordium''
''Halo Mythos''
Sources
Category:Human AI Category:AI characters
|
Curious Composition is an achievement in ''Halo: The Master Chief Collection''. It is awarded by finding the Data Pad 16 on New Alexandria on Legendary difficulty in ''Halo: Reach'', located on a ledge on the side of the skyscraper directly south of the Mission Start aircraft pad.
|
Curious is an achievement in ''Halo: The Master Chief Collection''. It is awarded for activating the first ''Halo 2: Anniversary'' Terminal (Halo 2: Anniversary)|Terminal on Cairo Station. The achievement is worth 5 Gamerscore and can be unlocked on any difficulty. The Xbox achievement art is concept art of the first terminal's scene featuring Thel 'Vadamee aboard the Infinite Spoils.
Location The terminal can be found in the Armory A-01|armory to the left of the table laden with weapons. It takes the form of a monitor flashing "INCOMING MESSAGE".
|
The Curo keep is a Sangheili keep in the state of Mdama on Sanghelios. Forze 'Mdama was the lord of the keep as of early 2553.Halo: The Thursday War, ''page 72''
List of appearances
''Halo: The Thursday War''
Sources
Category:Sanghelios locations Category:Keeps
|
The Currahee Special Assembly Plant 2 is a Watershed Division facility located on Onyx prior to its disintegration. It was the production site of the Semi-Powered Infiltration armor.''Halo: The Essential Visual Guide'', page 158
Sources
Category:Onyx Category:Locations
|
File:Curtis Creamer.png|thumb|350px|Curtis Creamer in the ViDoc O Brave New World. Curtis Creamer is the Design Team Manager of Bungie|Bungie Studios. He has not bothered to fill out a Bungie.net profile, so not much is known of him other than his credits.
He is a long time Bungie employee. He was a game tester for ''Oni'', and test lead for ''Halo: Combat Evolved'Halo: Combat Evolved credits'' during 2001. He then served as a producer for ''Halo 2'Halo 2 credits'' and ''Halo 3''.''Halo 3 credits'' In 2009, he was credited as the production lead in ''Halo 3: ODST'',''Halo 3: ODST credits'' and then the design team manager of ''Halo: Reach''''Halo: Reach credits'' in 2010.
See also
Sources
Category:Bungie staff
|
File:Curtis Schweitzer.jpg|thumb|200px|Curtis Schweitzer
}}
Curtis Schweitzer is an Wikipedia:United States|American composer based in Wikipedia:Colorado|Colorado who is known for his work on the E3 trailer ''Discover Hope'' and for co-composition of the Music of Halo Infinite|music of ''Halo Infinite'', alongside Gareth Coker and Joel Corelitz.
Biography
Curtis Schweitzer has been composing music for most of his life, having contributed work towards companies such as and wikipedia:Pond5|Pond5. He has also created orchestral, cinematic music for trailers, film, and television. Over the years, Schweitzer has composed for multiple indie games such as ''Wikipedia:Starbound|Starbound'', ''Staxel'', ''Interstellar Rift'', and ''Airships: Conquer the Skies'' as well. Additionally, Schweitzer has been a ''Halo'' fan for a large portion of his life, and has played almost every ''Halo'' title. Schweitzer has stated that he has likely spent the most time in ''Halo 3'', as it came out during a formative part of his life. As such, "Never Forget" has become one of his all-time favorite ''Halo'' tracks.
}}
In 2019, during the Development of Halo Infinite|development of ''Halo Infinite'', 343 Industries' music supervisor, Joel Yarger, reached out to Curtis Schweitzer, asking if he would be interested in joining the project. Schweitzer responded with an immediate "yes."
After joining the project, Curtis Schweitzer was brief by Joel Yarger on how to write music for Installation 07|the ring itself, using the Halo Theme as a base. Schweitzer has stated that the game's music was created so that it hit the important ''Halo'' feelings of ancient, epic, and mysterious which were pioneered back in the series' very first games. One of Schweitzer's tracks that required the most work was "Reverie," due to its prominent feature in the ''Discover Hope'' trailer. He stated that number of people who put in time and effort into perfecting the work he did for that trailer was mind-boggling. The process of putting the track together required every moment to be refined, with Schweitzer's personal favorite being the choir that plays during "ring reveal" segment of the trailer. He noted that he never saw a "complete" version of the visuals of the trailer until he was sitting in the Xbox briefing at E3.
Sources
Category:Composers Category:343 Industries staff
|
The curveblade is a Sangheili melee weapon.Halo: Evolutions, ''The Return'', ''page 509'' The blade was historically used for hunting and martial arts|close-quarters combat, becoming the standard in those roles long before the formation of the Covenant, though variants of the ancient design continued to be used centuries later. The curveblade's design eventually developed into the Sangheili Burnblade, which eventually developed into the Type-1 energy sword, which was created through the reverse-engineering of Forerunner technology.
The curveblade is a fairly simple weapon, consisting of a single blade and a right-angled handle. Though modern designs are made using metal, the curveblade was originally crafted from hardened resin, found in trees which lined the coastal territories of Sanghelios. The quartermoon blade was a long, curving knife that was based off of the curveblade and used by floatfighting|floatfighters in the Refuge.Halo: Broken Circle, ''page 230''
Several ancient ceremonial curveblades were scattered throughout Sangheili ruins, and some were even used during the Battle of Sunaion in 2558.
A Unidentified Sangheili Shipmaster (Righteous Vigilance)|Sangheili shipmaster wielded a curveblade during his search for guidance on the Glassing|glassed human world of Kholo in 2559.
Ceremonial inscriptions Many ancient ceremonial curveblades were inscribed with ancient Sangheili proverbs on the hilt. Some examples of such proverbs include:
"Words are most powerful before blades are drawn."
"The sun warms those who stand before those who kneel in their shadows."
"Strength comes from recognizing another's weakness."
"When night falls, even the greatest colo herder, will still smell like a colo"
"Do not ignore the words of those who saw the sun before you."
"No blade is sharp enough to cut an unknown enemy."
Gallery
File:Curveblade01.png|An unidentified Shipmaster wielding his curveblade. File:Curveblade02.png|An unidentified Shipmaster attacking with his curveblade. File:TheDuel Elite Concept.png|Concept art for a Sangheili soldier in ''The Duel'', wielding a weapon that appears similar to a Curveblade.
List of appearances
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''The Return''
''Halo: Broken Circle''
''Halo 5: Guardians''
Sources
Category:Covenant infantry weapons
|
File:H2 Tombstone Slayer.jpg|thumb|500px|A custom game on Tombstone. A custom game is a customizable gametype in all first-person shooter '''' games. There are many different custom game types available, although the player is encouraged to make their own game mode with the variety of options to edit. This can be done whether on Cooperative play|split-screen, System Link, or on Xbox LIVE.
''Halo: Combat Evolved''
File:HCE_CustomGamesMenu.png|thumb|225px|''Halo: Combat Evolved''s Custom Game options screen.
Slayer
* Slayer
* Team Slayer
* Slayer Pro
* Elimination
* Phantoms
* Endurance
* Rockets
* Snipers
Oddball
* Oddball
* Team Ball
* Reverse Tag
* Accumulate
* Juggernaut
* Stalker
King of the Hill
* King
* Team King
* King Pro
* Crazy King
Race
* Race
* Rally
* Team Race
* Team Rally
Capture the Flag
* CTF
* Invasion
* Iron CTF
* CTF Pro
Change Name Game Options
* Death Bonus ''(default: No)''
* Kill in Order ''(default: No)''
* Kill Penalty ''(default: Yes)''
* Kills to Win ''(default: 15)''
* Team Play ''(default: No)''
Player Options
* Number of Lives ''(default: Infinite)''
* Maximum Health ''(default: 100%)''
* Shields ''(default: Yes)''
* Respawn Time ''(default: Instant)''
* Respawn Time Growth ''(default: None)''
* Odd Man Out ''(default: No)''
* Invisible ''(default: No)''
* Suicide Penalty ''(default: 10 Seconds)''
Item Options
* Infinite Grenades ''(default: No)''
* Vehicle Set ''(default: Warthog)''
* Weapon Set ''(default: Normal)''
* Starting Equipment ''(default: Custom)''
Indicator Options
* Objectives Indicator ''(default: Motion Tracker)''
* Other Players on Rader ''(default: Yes)''
* Friend Indicators on Screen ''(default: Yes)''
Change Name Game Options
* Trait With Ball ''(default: None)''
* Triait Without Ball ''(default: None)''
* Speed With Ball ''(default: Slow)''
* Ball Type ''(default: Normal)''
* Random Start ''(default: No)''
* Ball Spawn Count ''(default: 1)''
* Minutes/Points to Win ''(default: 2)''
* Team Play ''(default: No)''
Player Options
* ''See Slayer Settings above for details.''
Item Options
* ''See Slayer Settings above for details.''
Indicator Options
* ''See Slayer Settings above for details.''
Change Name Game Options
* Moving Hill ''(default: No)''
* Score to Win ''(default: 2 Minutes)''
* Team Play ''(default: No)''
Player Options
* ''See Slayer Settings above for details.''
Item Options
* ''See Slayer Settings above for details.''
Indicator Options
* ''See Slayer Settings above for details.''
Change Name Game Options
* Assault ''(default: No)''
* Single Flag ''(default: Off)''
* Flag Must Reset ''(default: No)''
* Flag at Home to Score ''(default: No)''
* Captures to Win ''(default: 1)''
Player Options
* ''See Slayer Settings above for details.''
Item Options
* ''See Slayer Settings above for details.''
Indicator Options
* ''See Slayer Settings above for details.''
Change Name Game Options
* Team Scoring ''(default: Minimum)''
* Race Type ''(default: Normal)''
* Laps to Win ''(default: 1)''
* Team Play ''(default: No)''
Player Options
* ''See Slayer Settings above for details.''
Item Options
* ''See Slayer Settings above for details.''
Indicator Options
* ''See Slayer Settings above for details.''
''Halo 2''
File:H2V_CustomGamesMenu.png|thumb|225px|Halo 2 (Windows Vista)|''Halo 2'' for Windows Vistas Custom Game lobby.
Slayer
* Slayer
* Team Slayer
* Rockets
* Swords
* Snipers
* Phantoms
* Team Phantoms
* Elimination
* Phantom Elim King of the Hill
* King
* Team King
* Phantom King
* Crazy King
* Team Crazy King Oddball
* Oddball
* Rocketball
* Swordball
* Team Ball
* Low Ball
* Fiesta
Juggernaut
* 2 on 1
* 3 on 1
* Ninjanaut
* Phantom Fodder
* Dreadnaut Capture the Flag
* Multi Flag CTF
* CTF Classic
* 1 Flag CTF
* 1 Flag CTF Fast Assault
* Multi Bomb
* Single Bomb
* Single Bomb Fast
* Neutral Bomb
* Blast Resort Territories
* 3 Plots
* Land Grab
* Gold Rush
* Control Issues
* Contention
Score to Win Round ''(default: 25)''
Round Time Limit ''(default: None)''
Starting Weapon ''(default: Map Default)''
Weapons on Map ''(default: Map Default)''
Motion Sensor ''(default: On)''
Bonus Points ''(default: Off)''
Starting Grenades ''(default: On)''
Secondary Weapon ''(default: Map Default)''
Max Active Players ''(default: 16)''
Primary Light Vehicle ''(default: Map Default)''
Primary Heavy Vehicle ''(default: Map Default)''
Vehicle Options
* Indestructible Vehicles ''(default: Disabled)''
* Vehicle Gravity ''(default: Unchanged)''
Equipment Options
* Infinite Ammo ''(default: Disabled)''
* Bottomless Clip ''(default: Disabled)''
* Grenade Regeneration ''(default: Disabled)''
Player Options
* Player Gravity ''(default: Unchanged)''
Match Options
* World Gravity ''(default: Unchanged)''
Skull Options
* Grunt Birthday Party ''(default: Off)''
* Blind ''(default: Off)''
* Black Eye ''(default: Off)''
* Sputnik ''(default: Off)''
* Boom ''(default: Off)''
* Eye Patch ''(default: Off)''
* Foreign ''(default: Off)''
* Grunt Funeral ''(default: Off)''
* Recession ''(default: Off)''
* Malfunction ''(default: Off)''
* Streaking ''(default: Off)''
* Feather ''(default: Off)''
Match Options
* Number of Rounds ''(default: 1 Round)''
* Score to Win Round ''(default: 25)''
* Round Time Limit ''(default: None)''
* Rounds Reset Map ''(default: On)''
* Resolve Ties ''(default: On)''
Player Options
* Max Active Players ''(default: 16)''
* Lives Per Round ''(default: Unlimited)''
* Respawn Time ''(default: 5 Seconds)''
* Suicide Penalty ''(default: 5 Seconds)''
* Shield Type ''(default: Normal Shields)''
* Motion Sensor ''(default: On)''
* Active Camo ''(default: Off)''
* Extra Damage ''(default: Off)''
* Damage Resistance ''(default: Off)''
Team Options
* Team Play ''(default: Off)''
* Team Scoring ''(default: Sum)''
* Team Changing ''(default: On)''
* Friendly Fire ''(default: On)''
* Respawn Time Modifier ''(default: None)''
* Betrayal Penalty ''(default: 10 Seconds)''
* Force Even Teams ''(default: Off)''
Slayer Options
* Bonus Points ''(default: Off)''
* Suicide Point Loss ''(default: On)''
* Death Point Loss ''(default: Off)''
Vehicle Options
* Vehicle Respawn Time ''(default: Map Default)''
* Primary Light Vehicle ''(default: Map Default)''
* Secondary Light Vehicle ''(default: Map Default)''
* Primary Heavy Vehicle ''(default: Map Default)''
* Banshee ''(default: Map Default)''
* Primary Turret ''(default: Map Default)''
* Secondary Turret ''(default: Map Default)''
Equipment Options
* Starting Weapon ''(default: Map Default)''
* Secondary Weapon ''(default: Map Default)''
* Starting Grenades ''(default: On)''
* Weapons on Map ''(default: Map Default)''
* Weapon Respawn Time ''(default: Map Default)''
* Grenades On Map ''(default: On)''
* Overshields ''(default: On)''
* Active Camouflage ''(default: On)''
Match Options
* Score to Win Round ''(default: 2 Minutes)''
* ''See Slayer Settings above for details.''
Player Options
* ''See Slayer Settings above for details.''
Team Options
* ''See Slayer Settings above for details.''
King of the Hill Options
* Uncontested Hill ''(default: Off)''
* Moving Hill ''(default: Off)''
* Team Time Multiplier ''(default: Off)''
* Extra Damage ''(default: Off)''
* Damage Resistance ''(default: Off)''
* Active Camo On Hill ''(default: Off)''
Vehicle Options
* ''See Slayer Settings above for details.''
Equipment Options
* ''See Slayer Settings above for details.''
Match Options
* Score to Win Round ''(default: 2 Minutes)''
* ''See Slayer Settings above for details.''
Player Options
* ''See Slayer Settings above for details.''
Team Options
* ''See Slayer Settings above for details.''
Oddball Options
* Ball Count ''(default: 1 Ball)''
* Ball Hit Damage ''(default: Massive)''
* Speed With Ball ''(default: Slow)''
* Toughness With Ball ''(default: Off)''
* Active Camo With Ball ''(default: Off)''
* Vehicle Operation ''(default: Off)''
* Ball Indicator ''(default: Always On)''
Vehicle Options
* ''See Slayer Settings above for details.''
Equipment Options
* ''See Slayer Settings above for details.''
Match Options
* Score to Win Round ''(default: 15)''
* ''See Slayer Settings above for details.''
Player Options
* ''See Slayer Settings above for details.''
Team Options
* ''See Slayer Settings above for details.''
Juggernaut Options
* Betrayal Point Loss ''(default: On)''
* Juggernaut Extra Damage ''(default: On)''
* Juggernaut Infinite Ammo ''(default: On)''
* Juggernaut Overshield ''(default: On)''
* Juggernaut Active Ammo ''(default: Off)''
* Juggernaut Motion Sensor ''(default: On)''
* Juggernaut Movement ''(default: Normal)''
* Juggernaut Damage Resistance ''(default: Off)''
Vehicle Options
* ''See Slayer Settings above for details.''
Equipment Options
* ''See Slayer Settings above for details.''
Match Options
* Score to Win Round ''(default: 3)''
* ''See Slayer Settings above for details.''
Player Options
* ''See Slayer Settings above for details.''
Team Options
* ''See Slayer Settings above for details.''
Capture the Flag Options
* Flag Type ''(default: Flag Per Team)''
* Sudden Death ''(default: On)''
* Flag At Home To Score ''(default: Off)''
* Flag Touch Return ''(default: Off)''
* Flag Reset Time ''(default: 30 Seconds)''
* Slow With Flag ''(default: On)''
* Flag Hit Damage ''(default: Massive)''
* Damage Resistance ''(default: Off)''
* Active Camo ''(default: Off)''
* Vehicle Operation ''(default: Off)''
* Flag Indicator ''(default: When Uncontrolled)''
Vehicle Options
* ''See Slayer Settings above for details.''
Equipment Options
* ''See Slayer Settings above for details.''
Match Options
* Score to Win Round ''(default: 3)''
* ''See Slayer Settings above for details.''
Player Options
* ''See Slayer Settings above for details.''
Team Options
* ''See Slayer Settings above for details.''
Assault Options
* Bomb Type ''(default: Bomb Per Team)''
* Enemy Bomb Indicator ''(default: When Dropped)''
* Sudden Death ''(default: On)''
* Bomb Touch Return ''(default: Off)''
* Bomb Reset Time ''(default: 30 Seconds)''
* Bomb Arm Time ''(default: 5 Seconds)''
* Sticky Arming ''(default: On)''
* Slow With Bomb ''(default: On)''
* Bomb Hit Damage ''(default: Massive)''
* Damage Resistance ''(default: Off)''
* Active Camo ''(default: Off)''
* Vehicle Operation ''(default: Off)''
Vehicle Options
* ''See Slayer Settings above for details.''
Equipment Options
* ''See Slayer Settings above for details.''
Match Options
* Score to Win Round ''(default: 5 Minutes)''
* ''See Slayer Settings above for details.''
Player Options
* ''See Slayer Settings above for details.''
Team Options
* ''See Slayer Settings above for details.''
Territories Options
* Territory Count ''(default: 3 Territories)''
* Contest Time ''(default: 5 Seconds)''
* Control Time ''(default: 5 Seconds)''
Vehicle Options
* ''See Slayer Settings above for details.''
Equipment Options
* ''See Slayer Settings above for details.''
''Halo 3''
File:H3_CustomGamesMenu.png|thumb|225px|The lobby for Custom Games in ''Halo 3''.
Slayer
* Slayer
* Team Slayer
* Rockets
* Elimination
* Duel Oddball
* Oddball
* Team Oddball
* Lowball
* Ninjaball
* Rocketball King of the Hill
* Crazy King
* Team King
* Mosh Pit Capture the Flag
* Multi Flag
* One Flag
* Tank Flag
* Attrition Flag
Assault
* Assault
* Neutral Bomb
* One Bomb
* Attrition Bomb Territories
* Territories
* Land Grab
* Flag Rally Juggernaut
* Juggernaut
* Mad Dash
* Ninjanaut Infection
* Infection
* Save One Bullet
* Alpha Zombie
* Hide and Seek VIP
* VIP
* One Sided VIP
* Escort
* Influential VIP
Number of Rounds ''(default: 1)''
Time Limit ''(default: No Limit)''
Respawn Settings
* Respawn Time ''(default: 5 Seconds)''
* Suicide Penalty ''(default: 10 Seconds)''
* Betrayal Penalty ''(default: 10 Seconds)''
* Lives Per Round ''(default: Unlimited)''
* Advanced Respawn Settings
** Respawn Modifiers
*** Synchronize With Team ''(default: Disabled)''
*** Respawn Time Growth ''(default: Disabled)''
*** Respawn On Kills ''(default: Disabled)''
** Respawn Traits
*** Duration ''(default: None)''
*** '' See Base Player Traits ''
Team Changing ''(default: Allowed)''
Friendly Fire ''(default: Enabled)''
Betrayal Booting ''(default: Disabled)''
Base Player Traits
* Shields and Health
** Damage Resistance ''(default: 100%)''
** Shield Multiplier ''(default: Normal Shields)''
** Shield Recharge Rate ''(default: 100%)''
** Shield Vampirism ''(default: Disabled)''
** Immune to Headshots ''(default: Disabled)''
* Weapons and Damage
** Damage Modifier ''(default: 100%)''
** Primary Weapon ''(default: MA5C assault rifle|Assault Rifle)''
** Secondary Weapon ''(default: None)''
** Grenade Count ''(default: Unchanged)''
** Grenade Regeneration ''(default: Disabled)''
** Infinite Ammo ''(default: Disabled)''
** Weapon Pickup ''(default: Enabled)''
* Movement
** Player Speed ''(default: 100%)''
** Player Gravity ''(default: 100%)''
** Vehicle Use ''(default: Full Use)''
* Sensors
** Motion Tracker Mode ''(default: Normal Mode)''
** Motion Tracker Range ''(default: 25 meters)''
* Appearance
** Active Camo ''(default: Off)''
** Waypoint ''(default: Visible to Allies)''
** Forced Color ''(default: Off)''
Score to Win ''(default: 25)''
Team Slayer ''(default: Disabled)''
Slayer Settings
* Scoring
** Team Scoring ''(default: Sum of Team)''
** Kill Points ''(default: 1)''
** Assist Points ''(default: 0)''
** Death Points ''(default: 0)''
** Suicide Points ''(default: -1)''
** Betrayal Points ''(default: -1)''
** Leader Kill Bonus ''(default: 0)''
** Headshot Bonus ''(default: 0)''
** Beatdown Bonus ''(default: 0)''
** Assassination Bonus ''(default: 0)''
** Splatter Bonus ''(default: 0)''
** Sticky Bonus ''(default: 0)''
** Spree Bonus ''(default: 0)''
** Elimination Bonus ''(default: 0)''
* Leader Traits
** ''See General Settings > Base Player Traits above for details.''
Weapons and Vehicles
* Primary Weapon ''(default: Assault Rifle)''
* Secondary Weapon ''(default: None)''
* Weapons on Map ''(default: Map Default)''
* Grenades on Map ''(default: Map Default)''
* Vehicle Set ''(default: Map Default)''
* Indestructible Vehicles ''(default: Disabled)''
* Custom Powerup Traits
** Duration ''(default: )''
** ''See General Settings > Base Player Traits above for details.''
General Settings
* ''See General Settings above for details.''
Score to Win ''(default: 50)''
Team Oddball ''(default: Disabled)''
Oddball Settings
* Team Scoring ''(default: Sum of Team)''
* Carrying Points ''(default: 1)''
* Kill Points ''(default: 0)''
* Ball Kill Points ''(default: 0)''
* Ball Carrier Points ''(default: 0)''
* Ball Carrier Traits
** ''See General Settings > Base Player Traits above for details.''
* Advanced Options
** Ball Count ''(default: 1)''
** Auto Pickup ''(default: Disabled)''
** Initial Ball Delay ''(default: 3 Seconds)''
** Ball Respawn Delay ''(default: 30 Seconds)''
Weapons and Vehicles
* ''See Slayer Settings > Weapons and Vehicles above for details.''
General Settings
* ''See General Settings above for details.''
Score to Win ''(default: 100)''
Team King of the Hill ''(default: Disabled)''
King of the Hill Settings
* Team Scoring ''(default: Team Control)''
* On Hill Points ''(default: 1)''
* Uncontested Control Points ''(default: 0)''
* Off Hill Points ''(default: 0)''
* Kill Points ''(default: 0)''
* Hill Movement ''(default: 30 Seconds)''
* Hill Movement Order ''(default: Random)''
* On Hill Traits
** ''See General Settings > Base Player Traits above for details.''
Weapons and Vehicles
* ''See Slayer Settings > Weapons and Vehicles above for details.''
General Settings
* ''See General Settings above for details.''
Captures to Win ''(default: 3)''
Number of Flags ''(default: Multiple Flags)''
Capture the Flag Settings
* Sudden Death ''(default: No Limit)''
* Flag at Home to Score ''(default: Disabled)''
* Flag at Return Time ''(default: 15 Seconds)''
* Flag at Reset Time ''(default: 30 Seconds)''
* Flag Carrier Traits
** ''See General Settings > Base Player Traits above for details.''
Weapons and Vehicles
* ''See Slayer Settings > Weapons and Vehicles above for details.''
General Settings
* ''See General Settings above for details.''
Detonations to Win ''(default: 3)''
Assault Bomb Mode ''(default: Multi Bomb)''
Assault Settings
* Reset on Disarm ''(default: No Limit)''
* Bomb Arming Time ''(default: Instant)''
* Bomb Disarming Time ''(default: 5 Seconds)''
* Bomb Fuse Time ''(default: 15 Seconds)''
* Bomb Reset Time ''(default: 30 Seconds)''
* Sudden Death ''(default: No Limit)''
* Bomb Carrier Traits
** ''See General Settings > Base Player Traits above for details.''
Weapons and Vehicles
* ''See Slayer Settings > Weapons and Vehicles above for details.''
General Settings
* ''See General Settings above for details.''
Territories Capture Time ''(default: 30 seconds)''
One-Sided Territories ''(default: Enabled)''
Territories Settings
* Lock After Capture ''(default: Enabled)''
* Sudden Death ''(default: No Limit)''
* Respawn on Capture ''(default: Disabled)''
* Defender Traits
** ''See General Settings > Base Player Traits above for details.''
* Attacker Traits
** ''See General Settings > Base Player Traits above for details.''
Weapons and Vehicles
* ''See Slayer Settings > Weapons and Vehicles above for details.''
General Settings
* ''See General Settings above for details.''
Score to Win ''(default: 10)''
Juggernaut Settings
* Scoring
** Kill Points ''(default: 0)''
** Takedown Points ''(default: 1)''
** Kill as Juggernaut Points ''(default: 1)''
** Goal Arrival Points ''(default: 0)''
** Suicide Points ''(default: 0)''
** Betrayal Points ''(default: 0)''
* Juggernaut Traits
** ''See General Settings > Base Player Traits above for details.''
* First Juggernaut ''(default: Random)''
* Next Juggernaut ''(default: Killer of Juggernaut)''
* Next Juggernaut Delay ''(default: 3 Seconds)''
* Allied Against Juggernaut ''(default: Enabled)''
* Goal Zones ''(default: Disabled)''
* Goal Zone Movement ''(default: No Movement)''
* Goal Zone Order ''(default: Random)''
* Respawn on Lone Juggernaut ''(default: Disabled)''
Weapons and Vehicles
* ''See Slayer Settings > Weapons and Vehicles above for details.''
General Settings
* ''See General Settings above for details.''
Initial Zombie Count ''(default: 25%)''
Infection Settings
* Scoring
** Zombie Kill Points ''(default: 1)''
** Infection Points ''(default: 1)''
** Last Man Standing Bonus ''(default: 0)''
** Suicide Points ''(default: -1)''
** Betrayal Points ''(default: -1)''
* Zombie Traits
** ''See General Settings > Base Player Traits above for details.''
* Alpha Zombie Traits
** ''See General Settings > Base Player Traits above for details.''
* Last Man Traits
** ''See General Settings > Base Player Traits above for details.''
* Next Zombie ''(default: Winner)''
Weapons and Vehicles
* ''See Slayer Settings > Weapons and Vehicles above for details.''
General Settings
* ''See General Settings above for details.''
Score to Win ''(default: 10)''
Single VIP ''(default: Disabled)''
VIP Settings
* Next VIP ''(default: Next Death)''
* Scoring
* VIP Death End Round ''(default: Disabled)''
* Goal Areas ''(default: Disabled)''
* Goal Movement ''(default: No Movement)''
* Goal Movement Order ''(default: Random)''
* VIP Traits
** ''See General Settings > Base Player Traits above for details.''
* VIP Proximity Traits
** Influence Radius ''(default: Disabled)''
** ''See General Settings > Base Player Traits above for details.''
* VIP Team Traits
** ''See General Settings > Base Player Traits above for details.''
Weapons and Vehicles
* ''See Slayer Settings > Weapons and Vehicles above for details.''
General Settings
* ''See General Settings above for details.''
''Halo Wars''
''See the Skirmish page for details.''
''Halo: Reach''
File:HR_CustomGamesMenu.png|thumb|225px|How the Custom Games lobby appears in ''Halo: Reach''.
Assault
* Assault
* Neutral Bomb Assault
* One Bomb Assault Capture the Flag
* Capture the Flag
* Multi Flag CTF
* Neutral Flag CTF
* One Flag CTF Headhunter (game variant)|Headhunter
* Headhunter
* Headhunter Pro Infection
* Infection
* Safe Havens Invasion
* Invasion
* Invasion Slayer
* Invasion: Boneyard
* Invasion: Spire Juggernaut
* Juggernaut
King of the Hill
* Crazy King
* King of the Hill Oddball
* Oddball Race
* Race
* Rally Slayer
* Classic Slayer
* Elite Slayer
* SWAT
* Slayer
* Slayer Pro Stockpile
* Stockpile Territories
* 3-Plot Territories
* Land Grab
* Territories
Number of Rounds ''(default: 1)''
Time Limit ''(default: 10 Minutes)''
Sudden Death ''(default: Disabled)''
Base Player Traits
* Shields and Health
** Damage Resistance ''(default: Unchanged)''
** Shield Multiplier ''(default: Unchanged)''
** Shield Recharge Rate ''(default: Unchanged)''
** Health Recharge Rate ''(default: Unchanged)''
** Immune to Headshots ''(default: Unchanged)''
** Immune to Assassination ''(default: Unchanged)''
* Weapons and Damage
** Damage Modifier ''(default: Unchanged)''
** Melee Modifier ''(default: Unchanged)''
** Primary Weapon ''(default: Unchanged)''
** Secondary Weapon ''(default: Unchanged)''
** Starting Equipment ''(default: Unchanged)''
** Grenade Count ''(default: Unchanged)''
** Infinite Ammo ''(default: Unchanged)''
** Weapon Pickup ''(default: Unchanged)''
** Equipment Usage ''(default: Unchanged)''
* Movement
** Player Speed ''(default: Unchanged)''
** Jump Height ''(default: Unchanged)''
** Player Gravity ''(default: Unchanged)''
** Vehicle Use ''(default: Unchanged)''
* Sensors
** Motion Tracker Mode ''(default: Unchanged)''
** Motion Tracker Range ''(default: Unchanged)''
* Appearance
** Active Camo ''(default: Unchanged)''
** Waypoint ''(default: Unchanged)''
** Visible Name ''(default: Unchanged)''
** Forced Color ''(default: Unchanged)''
Spartan Loadouts
* Tier 1 Loadouts
** Loadout 1
*** Name ''(default: Sprint)''
*** Primary Weapon ''(default: Unchanged)''
*** Secondary Weapon ''(default: Unchanged)''
*** Equipment ''(default: Sprint)''
*** Grenades ''(default: Unchanged)''
** Loadout 2
*** Name ''(default: Armor Lock)''
*** Equipment ''(default: Armor Lock)''
*** ''See Loadout 1 above for details.''
** Loadout 3
*** Name ''(default: Active Camo)''
*** Equipment ''(default: Active Camo)''
*** ''See Loadout 1 above for details.''
** Loadout 4
*** Name ''(default: Hologram)''
*** Equipment ''(default: Hologram)''
*** ''See Loadout 1 above for details.''
** Loadout 5
*** Name ''(default: Drop Shield)''
*** Equipment ''(default: Drop Shield)''
*** ''See Loadout 1 above for details.''
Spartan Loadouts ''(cont.)''
* Tier 2 Loadouts
** ''See Tier 1 Loadouts''
* Tier 3 Loadouts
** ''See Tier 1 Loadouts''
Elite Loadouts
* ''See Spartan Loadouts''
Respawn Settings
* Respawn Time ''(default: 5 Seconds)''
* Suicide Penalty ''(default: 5 Seconds)''
* Betrayal Penalty ''(default: 5 Seconds)''
* Lives Per Round ''(default: Unlimited)''
* Advanced Respawn Settings
** Synchronize With Team ''(default: Disabled)''
** Respawn Time Growth ''(default: Disabled)''
** Respawn Traits
*** Duration ''(default: 5 Seconds)''
*** '' See Base Player Traits)''
Team Changing ''(default: Allowed)''
Friendly Fire ''(default: Enabled)''
Betrayal Booting ''(default: Enabled)''
Score to Win ''(default: 3)''
Teams ''(default: Enabled)''
Assault Options
* Sides ''(default: Multi)''
* Bomb Arming Time ''(default: 5 Seconds)''
* Bomb Fuse Time ''(default: 10 Seconds)''
* Bomb Disarming Time ''(default: 5 Seconds)''
* Bomb Reset Time ''(default: 30 Seconds)''
* Reset on Disarm ''(default: Enabled)''
Weapons and Vehicles
* Primary Weapon ''(default: Unchanged)''
* Secondary Weapon ''(default: Unchanged)''
* Weapons on Map ''(default: Map Default)''
* Grenades on Map ''(default: Map Default)''
* Vehicle Set ''(default: Map Default)''
* Indestructible Vehicles ''(default: Disabled)''
* Abilities on Map ''(default: Map Default)''
* Turrets on Map ''(default: Map Default)''
* Powerups on Map ''(default: Map Default)''
* Custom Powerup Traits
** ''See General Settings > Base Player Traits above for details.''
General Settings
* ''See General Settings above for details.''
Bomb Carrier Traits
* ''See General Settings > Base Player Traits above for details.''
Score to Win ''(default: 3)''
Teams ''(default: Enabled)''
Capture the Flag Options
* Flag Return Time ''(default: 15 Seconds)''
* Flag Reset Time ''(default: 30 Seconds)''
* Sides ''(default: Multi)''
* Flag at Home ''(default: Yes)''
* Flag Carrier Cooldown ''(default: 1 Second)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* Sudden Death ''(default: 15 Seconds)''
* ''See General Settings above for details.''
Flag Carrier Traits
* Movement
** Player Speed ''(default: 75%)''
** Vehicle Use ''(default: Passenger Only)''
* ''See General Settings above for details.''
Cooldown Traits
* ''See General Settings > Base Player Traits above for details.''
Score to Win ''(default: 25)''
Teams ''(default: Disabled)''
Headhunter Options
* Drop Points ''(default: 2 Points)''
* Drop Point Movement Time ''(default: 30 Seconds)''
* Allow Instant Win ''(default: Yes)''
* Headshots Only ''(default: No)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* Time Limit ''(default: 8 Minutes)''
* ''See General Settings above for details.''
Skull Carrier Traits
* ''See General Settings > Base Player Traits above for details.''
Max Skull Carrier Traits
* ''See General Settings > Base Player Traits above for details.''
Score to Win ''(default: Unlimited)''
Teams ''(default: Disabled)''
Infection Options
* Zombie Count ''(default: 1 Zombie)''
* Last Man Standing ''(default: Enabled)''
* Safe Havens ''(default: Disabled)''
* Haven Timer ''(default: 10 Points)''
* Zombie Victory ''(default: No Points)''
* Survivor Victory ''(default: 1 Point)''
* Haven Points ''(default: No Points)''
* Kill Points ''(default: 1 Point)''
* Suicide Points ''(default: -1 Point)''
* Betrayal Points ''(default: -1 Point)''
* Zombie Kill Points ''(default: 1 Point)''
* Last Man Standing Points ''(default: 1 Point)''
* Suicide Become Zombies ''(default: Enabled)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* Number of Rounds ''(default: 5)''
* Time Limit ''(default: 4 Minutes)''
* ''See General Settings above for details.''
Infected Traits Traits
* ''See General Settings > Base Player Traits above for details.''
Last Man Standing Traits
* ''See General Settings > Base Player Traits above for details.''
Haven Traits
* ''See General Settings > Base Player Traits above for details.''
Invasion Options
* Attack Team ''(default: Elites)''
* Phase 1 Objective ''(default: Territories)''
* Phase 1 Duration ''(default: 4 Minutes)''
* Phase 1 Offense Timer ''(default: 20 Seconds)''
* Phase 1 Defense Timer ''(default: 7 Seconds)''
* Phase 2 Objective ''(default: Territories)''
* Phase 2 Duration ''(default: 4 Minutes)''
* Phase 2 Offense Timer ''(default: 20 Seconds)''
* Phase 2 Defense Timer ''(default: 7 Seconds)''
* Phase 3 Objective ''(default: CTF)''
* Phase 3 Duration ''(default: 4 Minutes)''
* Phase 3 Offense Timer ''(default: 20 Seconds)''
* Phase 3 Defense Timer ''(default: 7 Seconds)''
* Core Return Time ''(default: 30 Seconds)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* Number of Rounds ''(default: 2)''
* ''See General Settings above for details.''
Core Carrier Traits
* Movement
** Vehicle Use ''(default: Passenger Only)''
* ''See General Settings > Base Player Traits above for details.''
Cooldown Traits
* ''See General Settings > Base Player Traits above for details.''
Score to Win ''(default: 150)''
Teams ''(default: Disabled)''
Juggernaut Traits
* Shields and Health
** Damage Resistance ''(default: 200%)''
** Shield Multiplier ''(default: 2x Overshields)''
** Shield Recharge Rate ''(default: 0%)''
* Weapons and Damage
** Melee Modifier''(default: 300%)''
** Primary Weapon ''(default: Gravity Hammer)''
** Infinite Ammo ''(default: Enabled)''
* Movement
** Player Speed ''(default: 150%)''
** Jump Height ''(default: 150%)''
* Appearance
** Forced Color ''(default: White)''
* ''See General Settings > Base Player Traits above for details.''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* ''See General Settings above for details.''
Juggernaut Options
* Kill Points ''(default: 5 Points)''
* Juggernaut Kill Points ''(default: 10 Points)''
* Safe Time ''(default: 10 Seconds)''
New Juggernaut Traits
* ''See Juggernaut Traits above for details.''
Score to Win ''(default: 150)''
Teams ''(default: Disabled)''
King of the Hill Options
* Hill Movement Time ''(default: 30 Seconds)''
* Style ''(default: Crazy Random King)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* ''See General Settings above for details.''
Hill Traits
* ''See General Settings > Base Player Traits above for details.''
Score to Win ''(default: 150)''
Teams ''(default: Disabled)''
Oddball Options
* Ball Count ''(default: 1 Ball)''
* Auto-Pickup Ball ''(default: No)''
* Hot Potato ''(default: No)''
* Bomb Fuse Timer ''(default: 30 Seconds)''
* Bomb Random Timer ''(default: 30 Seconds)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* ''See General Settings above for details.''
Ball Carrier Traits
* Movement
** Player Speed ''(default: 75%)''
** Vehicle Use ''(default: Passenger Only)''
* ''See General Settings > Base Player Traits above for details.''
Score to Win ''(default: 25)''
Teams ''(default: Disabled)''
Slayer Options
* Kill Points ''(default: 1 Point)''
* Death Points ''(default: No Points)''
* Suicide Points ''(default: -1 Point)''
* Betrayal Points ''(default: -1 Point)''
* Leader Kill Bonus ''(default: No Points)''
* Headshot Bonus ''(default: No Points)''
* Pummel Bonus ''(default: No Points)''
* Assassination Bonus ''(default: No Points)''
* Splatter Bonus ''(default: No Points)''
* Sticky Bonus ''(default: No Points)''
* Spree Bonus ''(default: No Points)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* ''See General Settings above for details.''
Leader Traits
* ''See General Settings above for details.''
Score to Win ''(default: 10)''
Teams ''(default: Enabled)''
Stockpile Options
* Collection Time ''(default: 1 Minute)''
* Flag Count ''(default: 4 Flags)''
* Flag Placement ''(default: Random)''
* Synchronized Stockpiles ''(default: Yes)''
* Lock Flages in Stockpiles ''(default: No)''
* Flag Carrier Cooldown ''(default: 1 Second)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* ''See General Settings above for details.''
Flag Carrier Traits
* Movement
** Player Speed ''(default: 75%)''
** Vehicle Use ''(default: Passenger Only)''
* ''See General Settings above for details.''
Cooldown Traits
* Movement
** Player Speed ''(default: 75%)''
* ''See General Settings above for details.''
Score to Win ''(default: 5)''
Teams ''(default: Enabled)''
Stockpile Options
* Style ''(default: Asymmetric)''
* Number of Territories ''(default: 5 Territories)''
* Capture Time ''(default: 30 Seconds)''
* Contested Scoring ''(default: Disabled)''
* Capture Lock ''(default: Disabled)''
Weapons and Vehicles
* ''See Assault > Weapons and Vehicles for more details.''
General Settings
* ''See General Settings above for details.''
Territory Traits
* ''See General Settings above for details.''
''Halo 4''
File:H4_CustomGamesMenu.png|thumb|225px|Custom Games as it appears in ''Halo 4''.
''To be added.''
''Halo 2: Anniversary''
File:H2A_CustomGamesMenu.png|thumb|225px|The lobby of ''Halo 2: Anniversary''s Custom Games.
Slayer
* Team Slayer
* Slayer Pro
* Slayer
* Team Slayer BR
* Slayer BR
* Elimination
* Phantom Elimination
* Phantoms
* Team Phantoms
* Rockets
* Snipers
* Team Snipers
* Swords
* SWAT
* SWAT Arsenal
Capture the Flag
* Multi Flag CTF
* Classic CTF
* One Flag Classic CTF
* Warlock Classic CTF
* One Flag CTF
* Neutral Flag CTF
* Gungoose CTF
Oddball
* Oddball
* Team Ball
* Low Ball
* Fiesta
* Swordball
* Team Swordball
* Rocketball
King of the Hill
* Team Crazy King
* Crazy King
* Team King
* King
* Phantom King
* Kill from the Hill
Juggernaut
* Juggernaut
* Ninjanaut
* Phantom Fodder
* Dreadnaut
* Multi-naut
* Naut-tacular
* Juggernaut Elimination
* Nauticide
Infection
* Infection
* Cadre
* Flight
* Hunted
Race
* Race
* Rally
* Gungoose Gauntlet
* Velocity
Ricochet
* Ricochet
* Half-Time Ricochet
* Quickochet
* Multi-Team Ricochet
Territories
* 3 Plots
* Incursion
* Land Grab
* Gold Rush
* Control Issues
* Contention
* Lockdown
Assault
* Multi-Bomb Assault
* Half-Time Assault
* One Bomb Assault
* One Bomb Fast
* Blast Resort
* Neutral Bomb Assault
Traits
* Player Traits
** Shields and Health
*** Damage Resistance ''(default: Unchanged)''
*** Shield Multiplier ''(default: Unchanged)''
*** Shield Recharge Rate ''(default: Unchanged)''
*** Shield Recharge Wait ''(default: Unchanged)''
*** Headshot Immunity ''(default: Unchanged)''
*** Assassination Immunity ''(default: Unchanged)''
** Weapons and Damage
*** Primary Weapon ''(default: Unchanged)''
*** Secondary Weapon ''(default: Unchanged)''
*** Grenade Count ''(default: Unchanged)''
*** Damage Modifier ''(default: Unchanged)''
*** Melee Modifier ''(default: Unchanged)''
*** Infinite Ammo ''(default: Unchanged)''
*** Weapon Pickup ''(default: Unchanged)''
** Motion Tracker Mode ''(default: Unchanged)''
** Motion Tracker Range ''(default: Unchanged)''
** Movement
*** Player Speed ''(default: Unchanged)''
*** Jump Height ''(default: Unchanged)''
*** Player Gravity ''(default: Unchanged)''
*** Fall Damage ''(default: Unchanged)''
*** Vehicle Use ''(default: Unchanged)''
** Appearance
*** Active Camo ''(default: Unchanged)''
*** Waypoint ''(default: Unchanged)''
*** Visual Effect ''(default: Unchanged)''
*** Primary Color ''(default: Unchanged)''
*** Secondary Color ''(default: Unchanged)''
* Respawn Traits
** Duration ''(default: 5 Seconds)''
** ''See Player Traits above.''
* Leader Traits
** ''See Player Traits above.''
Number of Rounds ''(default: 1)''
Friendly Fire ''(default: Enabled)''
Lives per Round ''(default: Unlimited)''
Betrayal Booting ''(default: Enabled)''
Team Changing ''(default: Allowed)''
Respawn Settings
* Respawn Time ''(default: 5 Seconds)''
* Suicide Penalty ''(default: 5 Seconds)''
* Betrayal Penalty ''(default: 5 Seconds)''
* Synchronize with Team ''(default: Disabled)''
* Death Cam ''(default: Enabled)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Kill Points ''(default: 1 Point)''
* Assist Points ''(default: No Points)''
* Death Points ''(default: No Points)''
* Betrayal Points ''(default: -1 Point)''
* Suicide Bonus ''(default: -1 Point)''
* Headshot Bonus ''(default: No Points)''
* Pummel Bonus ''(default: No Points)''
* Vehicle Kill Bonus ''(default: No Points)''
* Splatter Bonus ''(default: No Points)''
* Sticky Bonus ''(default: No Points)''
* Solo Kill Bonus ''(default: No Points)''
* Revenge Bonus ''(default: No Points)''
* Ladder Bonus ''(default: No Points)''
* Spree Bonus ''(default: No Points)''
Vehicle Settings
* Light Vehicle Set ''(default: Map Default)''
* Tank Type ''(default: No Tanks)''
* Aircraft Type ''(default: Map Default)''
* Turret Type ''(default: Map Default)''
* Indestructible Vehicles ''(default: Disabled)''
Weapons and Powerups
* Map Loadouts ''(default: )''
* Weapons on Map ''(default: )''
* Weapon Respawn Time ''(default: )''
* Grenades on Map ''(default: )''
* Powerups on Map ''(default: )''
* Custom Weapon Set Alpha
** Name ''(default: Custom 1)''
** Primary Weapon ''(default: Assault Rifle)''
** Secondary Weapon ''(default: None)''
** Grenades ''(default: 2x Frag)''
** Hide Loadout ''(default: Hidden)''
* Custom Weapon Set Beta
** ''See Custom Weapon Set Alpha.''
* Custom Weapon Set Gamma
** ''See Custom Weapon Set Alpha.''
General Settings
* ''See General Settings & Traits above for details.''
Team Play ''(default: Disabled)''
Time Limit ''(default: 12 Minutes)''
Score to Win ''(default: 25)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Flag Return Time ''(default: Never)''
* Flag Touch Return ''(default: Disabled)''
* Flag Reset Time ''(default: 30 Seconds)''
* Flag at Home to Score ''(default: No)''
* Flag Indicator ''(default: Always Off)''
* Sudden Death ''(default: Never)''
* Overtime ''(default: Never)''
* Sides ''(default: Multi)''
* Vehicle CTF ''(default: Disabled)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Time Limit ''(default: 15 Minutes)''
Score to Win ''(default: 3)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Ball Spawning ''(default: Progressive)''
* Carry Points ''(default: 1 Point)''
* Ball Count ''(default: 1 Ball)''
* Oddball Kill Points ''(default: No Points)''
* Carrier Kill Points ''(default: No Points)''
* Automatic Pickup ''(default: Disabled)''
* Ball Indicator ''(default: Enabled)''
* Hot Potato Timer ''(default: Disabled)''
* Random Potato Timer ''(default: Disabled)''
* Conditional Hot Potato ''(default: Disabled)''
* Potato Progress Bar ''(default: Disabled)''
* Potato Taken Fuse reset ''(default: Reset)''
* Potato Passed Fuse Reset ''(default: Top up)''
* Lowball Hold Time ''(default: 30 Seconds)''
* Initial Ball Physics ''(default: Fixed)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Team Play ''(default: Disabled)''
Time Limit ''(default: 12 Minutes)''
Score to Win ''(default: 100)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Hill Movement ''(default: Random)''
* Number of Hills ''(default: 1 Hill)''
* Hill Points Multiplier ''(default: 1)''
* Scoring Style ''(default: One Per Player)''
* Hill Movement Condition ''(default: Points)''
* Hill Time Limit ''(default: 1 Minute)''
* Hill Point Limit ''(default: 50 Points)''
* Next Hill Delay ''(default: Overlap)''
* First Hill Delay ''(default: Instant)''
* Drain on Hill Move ''(default: Disabled)''
* King Killer Points ''(default: Disabled)''
* Kill from a Hill Points ''(default: Disabled)''
* Hill Spawn Penalty ''(default: Disabled)''
* Vehicles on Hills ''(default: Enabled)''
* Instant Scoring ''(default: Disabled)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Team Play ''(default: Disabled)''
Time Limit ''(default: 18 Minutes)''
Score to Win ''(default: 120)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Players are Allied ''(default: Yes)''
* Juggernauts are Allied ''(default: No)''
* Number of Starting Juggernauts ''(default: 1 Juggernaut)''
* Juggernaut Mode on Kill ''(default: On Kill)''
* Kill Points ''(default: No Points)''
* Juggernaut Kill Points ''(default: 1 Point)''
* Betrayal Points ''(default: -1 Point)''
* Killstreak to be Juggernaut ''(default: 1 Kill)''
* Juggernaut Indicator ''(default: Enabled)''
* Juggernaut Timer ''(default: Disabled)''
* Timer Kill Credit ''(default: Disabled)''
* Maintain Number of Juggernauts ''(default: Enabled)''
* Last Juggernaut Standing ''(default: Disabled)''
* Juggernaut Deactivation ''(default: Enabled)''
* Safe Time ''(default: 3 Seconds)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Time Limit ''(default: 15 Minutes)''
Score to Win ''(default: 15)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Initial Alpha Infected ''(default: Until First Blood)''
* Number of Alpha Infected ''(default: All)''
* Number of Infected ''(default: 2)''
* Number of Cadre ''(default: Disabled)''
* Epidemic Mode ''(default: Disabled)''
* Flight Mode ''(default: Disabled)''
* Havens ''(default: Disabled)''
* Haven Scoring ''(default: Disabled)''
* Kill as Survivor Points ''(default: 10 Points)''
* Kill as Infected Points ''(default: 10 Points)''
* Survivor victory Points ''(default: 25 Points)''
* Infected Victory Points ''(default: No Points)''
* Last Man Standing Points ''(default: No Points)''
* Last Man Standing Bounty ''(default: 25 Points)''
* Infected Head ''(default: Enabled)''
* Infected Drop Weapons ''(default: No)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Time Limit ''(default: 6 Minutes)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Flying Checkpoints ''(default: Driving Only)''
* Vehicle ''(default: Civilian Hog)''
* Force in Vehicle ''(default: 5s Timer)''
* Players Per Vehicle ''(default: 1)''
* Enforce Roles ''(default: Enabled)''
* Number of Laps ''(default: 3)''
* Checkpoint Damage Switches ''(default: Disabled)''
* Explode Below Velocity ''(default: Disabled)''
* Vehicle Create Distance ''(default: 60 ft)''
* Checkpoint Points ''(default: 1 Point)''
* Kill Points ''(default: Disabled)''
* Checkpoint Order ''(default: In Order)''
* Set Score to Win at Start ''(default: Enabled)''
* Shared Checkpoints ''(default: Disabled)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Team Play ''(default: Disabled)''
Time Limit ''(default: 12 Minutes)''
Score to Win ''(default: Unlimited)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Endzone Type ''(default: Team)''
* Endzone Score ''(default: 50 Points)''
* Hoop Type ''(default: Team)''
* Hoop Score ''(default: 20 Points)''
* Automatic Pickup ''(default: Enabled)''
* Carrier Marker ''(default: Locked-On)''
* Assist Score ''(default: No Points)''
* Hot Potato Timer ''(default: Disabled)''
* Random Potato Timer ''(default: Disabled)''
* Ball Count ''(default: 1 Ball)''
* Ball Spawn Order ''(default: Progressive)''
* Ball Spawn Delay ''(default: 10 Seconds)''
* Ball Reset Time ''(default: 15 Seconds)''
* Friendly Goal ''(default: Disabled)''
* Initial Ball Physics ''(default: Fixed)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Team Play ''(default: Enabled)''
Time Limit ''(default: 12 Minutes)''
Score to Win ''(default: 200)''
Traits
* ''See General Settings & Traits above for details.''
Specific Game Options
* Symmetric or Asymmertric ''(default: Symmetric)''
* Number of Territories ''(default: 3 Territories)''
* Capture Time ''(default: 5 Seconds)''
* Revert Time ''(default: 5 Seconds)''
* Contested Scoring ''(default: Enabled)''
* Capture Lock ''(default: Disabled)''
* Territory Scoring System ''(default: Per Second)''
* Score Multiplier ''(default: 1)''
* Capturing from Vehicles ''(default: Enabled)''
* One Territory at a Time ''(default: Disabled)''
* Add Time on Capture ''(default: Disabled)''
* Overtime ''(default: 5 Seconds)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Time Limit ''(default: 12 Minutes)''
Score to Win ''(default: 800)''
Traits
* ''See General Settings & Traits above for details.''
* Attacker
** ''See General Settings & Traits above for details.''
* Defender
** ''See General Settings & Traits above for details.''
* Bomb Carrier
** ''See General Settings & Traits above for details.''
Specific Game Options
* Sides ''(default: Multi)''
* Bomb Arm Time ''(default: 5 Seconds)''
* Bomb Fuse Time ''(default: 2 Seconds)''
* Enemy Bomb Carrier Visibility ''(default: Never)''
* Bomb Disarm Time ''(default: Disabled)''
* Disarming Pauses Bomb Fuse ''(default: Disabled)''
* Bomb Reset Time ''(default: 30 Seconds)''
* Reset on Disarm ''(default: Enabled)''
* Bomb Planting ''(default: Automatic Plant)''
* Sticky Arming ''(default: Enabled)''
* Sudden Death ''(default: 5 Seconds)''
* Sudden Death Distance ''(default: Any)''
* Multi-bomb Overtime ''(default: 2 Minutes)''
* Arming Zone Size ''(default: 4m Cylinder)''
Vehicle Settings
* ''See Slayer Settings above for details.''
Weapons and Powerups
* ''See Slayer Settings above for details.''
General Settings
* ''See General Settings & Traits above for details.''
Time Limit ''(default: 12 Minutes)''
Score to Win ''(default: 3)''
''Halo 5: Guardians''
File:H5G_CustomGamesMenu.png|thumb|225px|''Halo 5: Guardians''s Custom Games screen.
Slayer
* Slayer
* Big Team Slayer
* Classic Team Slayer
* FFA Rockets
* Free-For-All HCS
* Free-For-All Slayer
* Rocket Slayer
* Shotty Snipers
* Slayer HCS
* Snipers
* SWAT
Race
* Alpine Rally
* Jungle Rush
Assault
* Assault
* Big Team Assault
Battle Golf
Capture the Flag
* Capture the Flag
* Classic Multi Flag
* Big Team CTF
* CTF HCS
* CTF Time Return HCS
* Neutral Flag
Strongholds
* Strongholds
* Strongholds HCS
* Big Team Strongholds
Fiesta
* Fiesta Classic
* Super Fiesta
* Big Team Super Fiesta
* Super Fiesta Assault
* Super Fiesta Capture the Flag
* Super Fiesta Oddball
* Super Fiesta Strongholds
King of the Hill
* KotH (Crazy King)
* KotH (Diminishing)
Breakout
Grifball
Infection
Mini-Game
* Mini-Game
* Classic Mini-Game
Oddball
* Oddball
* Classic Team Oddball
* Oddball FFA
* Oddball HCS
Player Traits
* Shields
** Shield Percentage ''(default: 100%)''
** Shield Recharge Rate ''(default: 100%)''
** Shield Recharge Wait Time ''(default: 100%)''
** Shield HUD Visibility ''(default: On)''
** Shield Effects ''(default: On)''
** Shield Vampirism ''(default: 0%)''
* Health
** Health Percentage ''(default: 100%)''
** Health Recharge Speed ''(default: 100%)''
** Health Recharge Wait Time ''(default: 100%)''
** Health Vampirism ''(default: 0%)''
* Damage Resistance
** Damage Resistance ''(default: 100%)''
** Damage Indicators ''(default: On)''
** Deathless ''(default: Off)''
* Weapons
** Damage ''(default: 100%)''
** Empty Reload Speed ''(default: 100%)''
** Tactical Reload Speed ''(default: 100%)''
** Infinite Ammo ''(default: Off)''
** Bottomless Clip ''(default: Off)''
** Headshot Immunity ''(default: Off)''
** Weapon Pickup ''(default: On)''
** Weapon Dropping ''(default: On)''
* Melee
** Melee Damage ''(default: 100%)''
** Melee Knockback ''(default: 100%)''
** Assassination Speed ''(default: 100%)''
** Assassination Immunity ''(default: Off)''
* Grenades
** Damage ''(default: )100%''
** Grenade Pickup Enabled ''(default: On)''
** Grenade Knockback ''(default: 100%)''
** Grenade Throw Speed ''(default: 100%)''
** Explosion Radius ''(default: 100%)''
* Motion Sensor
** Motion Sensor ''(default: On)''
** Smart-Link Motion Sensor ''(default: Off)''
** Inner Range ''(default: 100%)''
** Base Movement Speed Visibility ''(default: On)''
** Visible When Sprinting ''(default: On)''
** Visible When Clambering ''(default: Off)''
** Visible When Thrusting ''(default: On)''
** Visible When Stabilizing ''(default: On)''
** Visible When Ground Pounding ''(default: On)''
** Visible When Spartan Charging ''(default: On)''
** Visible When Meleeing ''(default: Off)''
** Visible When Shooting ''(default: On)''
* Thruster Pack
** ''(default: On)''
** ''(default: 100%)''
** ''(default: 100%)''
** ''(default: 100%)''
Player Traits ''(cont.)''
* Spartan Charge
** Spartan Charge ''(default: On)''
** Damage ''(default: 100%)''
** Knockback ''(default: 100%)''
* Ground Pound
** Ground Pound ''(default: On)''
** Damage ''(default: 100%)''
** Knockback ''(default: 100%)''
** Auto Activate Time ''(default: 100%)''
** Fall Speed ''(default: 100%)''
* Stabilizer
** Stabilizer ''(default: On)''
** Duration ''(default: 100%)''
** Anti-Gravity ''(default: 100%)''
* Base Movement
** Movement Speed ''(default: 100%)''
** Forward Speed ''(default: 100%)''
** Strafe Speed ''(default: 100%)''
** Forward Acceleration ''(default: 100%)''
** Strafe Acceleration ''(default: 100%)''
** Vehicle and Turret Use ''(default: Full Use)''
* Sprint
** Sprint ''(default: On)''
** Time to Max Sprint Speed ''(default: 100%)''
** Max Sprint Speed ''(default: 100%)''
** Reload While Sprinting ''(default: Off)''
** Reset Shield Recharge ''(default: On)''
** Stopping Power ''(default: On)''
** Max Slide Distance ''(default: 100%)''
** Slide Speed ''(default: 100%)''
* Jump
** Jump Height ''(default: 100%)''
** Clamber ''(default: On)''
** Clamber Speed ''(default: 100%)''
** Jump Gravity ''(default: 100%)''
* Power Ups
** Camo ''(default: Off)''
** Power Up Pickup ''(default: Off)''
General
* General
** Time Limit ''(default: 12 Minutes)''
** Overtime Duration ''(default: 3 Minutes)''
* Round Settings
** Round Limit ''(default: 1 Round)''
** Rounds to Win ''(default: Disabled)''
** Rounds Tied Limit ''(default: Unlimited)''
** Lives Per Round ''(default: Unlimited)''
* Team
** Friendly Fire ''(default: On)''
** Friendly Fire Damage ''(default: 100%)''
** Team Changing ''(default: On)''
* Machinima
** Control ''(default: Off)''
General
* ''See General Settings & Player Traits above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* Primary ''(default: Assault Rifle)''
* Primary Rounds ''(default: Default)''
* Secondary ''(default: Magnum)''
* Secondary Rounds ''(default: Default)''
* Initial Frag Grenades ''(default: 2)''
* Max Frag Grenades ''(default: 2)''
* Initial plasma Grenades ''(default: 0)''
* Max Plasma Grenades ''(default: 2)''
* Initial Splinter Grenades ''(default: 0)''
* Max Splinter Grenades ''(default: 2)''
* Spawning in Vehicles
** Spawn in Vehicle ''(default: None)''
** Vehicle Creation ''(default: Create New Vehicle)''
** Vehicle Fill ''(default: Fill Evenly)''
** Max Spawn Vehicles Per Team ''(default: Unlimited)''
** Max Players Per Vehicle ''(default: 1)''
Slayer
* Slayer
** Score to Win ''(default: 50 Points)''
** Teams ''(default: On)''
** Score Per Kill ''(default: 1 Point)''
** Score Per Suicide ''(default: -1 Point)''
** Score Per Betrayal ''(default: -1 Point)''
Respawn
* Time ''(default: 8 Seconds)''
* Suicide Penalty Time ''(default: None)''
* Betrayal Penalty Time ''(default: None)''
* Player Follow Camera Enabled During Respawn ''(default: On)''
* Suppress Player Follow Camera Control ''(default: Off)''
* Follow Camera Allow Enemy Player Selection ''(default: Off)''
* Visibility Check ''(default: On)''
* Enable Stacking Team Spawn Influencers ''(default: Off)''
* Spawning Mode ''(default: Default)''
Map
* Intro Cinematic ''(default: On)''
* Placed Weapons ''(default: On)''
* Weapon Cleanup Time Override ''(default: Off)''
* Placed Vehicles ''(default: On)''
* Indestructible Vehicles ''(default: Off)''
* Vehicle Cleanup Time Override ''(default: Off)''
* Placed Weapon Pads ''(default: On)''
* Placed Grenades ''(default: On)''
* Placed Powerups ''(default: On)''
General
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Alpha
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Bravo
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Charlie
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Delta
* ''See General Settings & Player Traits above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Carrier Traits
* Ball
** Ball Throwing Enabled ''(default: Off)''
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Ball
* Ball
** Score to Win ''(default: 3 Points)''
** Ball Type ''(default: UNSC Ball)''
** Ball Explosion Damage ''(default: Damage Enabled)''
** Delivery Time ''(default: 5 Seconds)''
** Delivery Time when Not Carrying ''(default: 0 Seconds)''
** Delivery Reset Time as Delivering Team ''(default: 25 Seconds)''
** Delivery Reset Time as Non-Delivering Team ''(default: 5 Seconds)''
** Points Per Carried Delivery ''(default: 1 Point)''
** Points Per Thrown Delivery ''(default: Disabled)''
** Points For Carrying ''(default: Disabled)''
** Carrying Scoring Interval ''(default: 1 Second)''
** Score Per Kill While Carrying ''(default: 0 Points)''
** Score Per Kill ''(default: 0 Points)''
** Score Per Suicide ''(default: 0 Points)''
** Score Per Betrayal ''(default: 0 Points)''
** Ball Respawn Time ''(default: 5 Seconds)''
** First Ball Spawn Time ''(default: 15 Seconds)''
** Extra Respawn Time on Delivery ''(default: 10 Seconds)''
** Ball Reset Time ''(default: 45 Seconds)''
** Carrier Navpoint Behavior ''(default: When Spotted)''
** Carrier Spotted Duration ''(default: 5 Seconds)''
Respawn
* ''See Slayer Settings > Respawn above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Alpha
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Bravo
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Charlie
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Delta
* ''See General Settings & Player Traits above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Carrier Traits
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Capture the Flag
* Capture the Flag
** Score to Win ''(default: 3 Points)''
* Flag
** Flagnum Type ''(default: Standard Flagnum)''
** Instant Touch Return ''(default: Off)''
** Flag Return Time ''(default: 30 Seconds)''
** Return Speed Influence ''(default: On)''
** Near Flag Influence ''(default: 10x)''
** Flag At Home Scoring ''(default: On)''
** Flag Icon Behavior ''(default: When Spotted)''
** Spotted Duration ''(default: 5 Seconds)''
Respawn
* ''See Slayer Settings > Respawn above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* Primary ''(default: Random)''
* Secondary ''(default: Random)''
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Slayer
* ''See Slayer Settings > Slayer above for details.''
Respawn
* ''See Slayer Settings > Respawn above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Alpha
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Bravo
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Charlie
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Delta
* ''See General Settings & Player Traits above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Carrier Traits
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles Primary ''(default: SMG)''
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Breakout
* Breakout
** Flag ''(default: On)''
** Avoid Ties ''(default: Off)''
* Flag
** Flag Return Time ''(default 30 Seconds)''
** Flag Icon Behavior ''(default: When Spotted)''
** Spotted Duration ''(default: 4 Seconds)''
Respawn
* ''See Slayer Settings > Respawn above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Carrier Traits
* Ball
** Ball Throwing Enabled ''(default: Off)''
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Ball
* Ball
** Score to Win ''(default: 5 Points)''
** Ball Explosion Damage ''(default: Damage Disabled)''
** Delivery Time ''(default: 0 Seconds)''
** Delivery Reset Time as Delivering Team ''(default: 0 Seconds)''
** Delivery Reset Time as Non-Delivering Team ''(default: 0 Seconds)''
** First Ball Spawn Time ''(default: 5 Seconds)''
** Extra Respawn Time on Delivery ''(default: 5 Seconds)''
** Ball Reset Time ''(default: 20 Seconds)''
** Carrier Navpoint Behavior ''(default: Always On)''
** Carrier Spotted Duration ''(default: 1 Second)''
* ''See Assault Settings > Ball above for more details.''
Respawn
* ''See Slayer Settings > Respawn above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Infection
* Infection
** Starting Infected ''(default: 2)''
** Alpha Infected ''(default: On)''
** Last Spartan Standing Squad Size ''(default: 1)''
** Last Spartan Standing Countdown ''(default: Off)''
** Last Spartan Standing Navpoint enabled ''(default: On)''
** Survivors Convert On Suicide ''(default: On)''
** Infected Effect Enabled ''(default: On)''
** Infected Sword Enabled ''(default: On)''
** Points for Surviving ''(default: Off)''
** Surviving Point Interval ''(default: 5 Seconds)''
** Kill As Survivor Points ''(default: 5 Points)''
** Kill As Last Spartan Standing Points ''(default: 5 Points)''
** Kill As Infected ''(default: 10 Points)''
** Kill As Alpha Points ''(default: 10 Points)''
** Survivor Suicide Point Penalty ''(default: -10 Points)''
** Survivor Friendly Fire Point Penalty ''(default: -10 Points)''
** Survivor Victory ''(default: 25 Points)''
** Last Spartan Standing Points ''(default: 25 Points)''
** Last Spartan Standing Bounty ''(default: 25 Points)''
Survivor Traits
* ''See General Settings & Player Traits above for details.''
Infected Traits
* ''See General Settings & Player Traits above for details.''
Infected Alpha Traits
* ''See General Settings & Player Traits above for details.''
Last Man Standing Traits
* ''See General Settings & Player Traits above for details.''
Respawn
* ''See Slayer Settings > Respawn above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Alpha
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Bravo
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Charlie
* ''See General Settings & Player Traits above for details.''
Player Trait Configuration Delta
* ''See General Settings & Player Traits above for details.''
Map
* ''See Slayer Settings > Map above for details.''
General
* ''See General Settings & Player Traits above for details.''
Player Traits
* ''See General Settings & Player Traits above for details.''
Carrier Traits
* Ball
** Ball Throwing Enabled ''(default: Off)''
* ''See General Settings & Player Traits above for details.''
Starting Weapons and Vehicles
* ''See Slayer Settings > Starting Weapons and Vehicles above for details.''
Ball
* Ball
** Score to Win ''(default: 200 Points)''
** Ball Type ''(default: Oddball Skull)''
** Ball Explosion Damage ''(default: Damage Disabled)''
** Delivery Reset Time as Delivering Team ''(default: 0 Seconds)''
** Delivery Reset Time as Non-Delivering Team ''(default: 0 Seconds)''
** Points Per Carried Delivery ''(default: Disabled)''
** Points For Carrying ''(default: 1 Point)''
** Ball Respawn Time ''(default: 3 Seconds)''
** First Ball Spawn Time ''(default: 0 Seconds)''
** Extra Respawn Time on Delivery ''(default: 0 Seconds)''
** Ball Reset Time ''(default: 30 Seconds)''
** Carrier Navpoint Behavior ''(default: Always On)''
** Carrier Spotted Duration ''(default: 1 Second)''
* ''(See Assault Settings > Ball above for details.)''
Respawn
* ''See Slayer Settings > Respawn above for details.''
Map
* ''See Slayer Settings > Map above for details.''
''Halo Wars 2''
See the Skirmish page for details.
Trivia Psythik, a user of bungie.net, has made an online custom games finder, so if someone has no friends that are playing a custom game currently, they can find a game. Infection is the most popular Custom Game in ''Halo 3'', with over 100,000 variants saved.
Sources
Category:Multiplayer Category:Game modes
|
Customary is an achievement in ''Halo Infinite''. It is unlocked by playing a custom game. This achievement awards the player 5 Gamerscore.
|
The following pieces of cut dialogue can be found in the game files for ''Halo 2''. The full reasoning behind some dialogue's removal is unclear, however, with certain lines referring to entities such as the Flood's Flood Juggernaut|Juggernaut, it's likely lines were cut as content was removed, the dialogue was deemed redundant, or as dialogue was consolidated into other lines and areas of the game.
Sacred Icon The following lines of dialogue are found in the map files for Sacred Icon (Level)|Sacred Icon.''Halo 2'', campaign level ''Sacred Icon (level)|Sacred Icon''
{| class"width: 70%;" cellspacing"1" border="0"
| !scope="col"|Dialogue
!scope="col"|File
| |Tartarus: "Four locks to go."
|
| |Rtas 'Vadumee: "Is that not human fire mixed with our own?"
|
| |Special Operations Sangheili: "I believe so leader, perhaps the Flood?"
|
| |Rtas 'Vadumee: "Cursed parasite!"
|
| |Special Operations Sangheili (in unison): "May your footsteps never fade!"
|
| |Special Operations Sangheili (in unison): "For those who fell before us!"
|
| |Rtas 'Vadumee: "Humans and parasites, this ring has been befouled! But we will wipe it clean."
|
| |Special Operations Sangheili (in unison): "Honouring those who built it!"
|
| |Rtas 'Vadumee: "Human fools... I almost feel sorry for them."
|
| |Kig-Yar: "(snarls)"
|
| |Special Operations Sangheili: "Leader! A Juggernaut!"
|
| |Special Operations Sangheili: "Leader! A Juggernaut!"
|
| |Special Operations Sangheili: "''Foul'', and ''unholy'' beast!"
|
| |Special Operations Sangheili: "Foul and unholy beast!"
|
| |Rtas 'Vadumee: "Close ranks! We'll take it down together!"
|
|}
Quarantine Zone The following lines of dialogue are found in the map files for Quarantine Zone (Level)|Quarantine Zone.''Halo 2'', campaign level ''Quarantine Zone (level)|Quarantine Zone''
{| class"width: 70%;" cellspacing"1" border="0"
| !scope="col"|Dialogue
!scope="col"|File
| |Special Operations Sangheili: "Impossible! It's ''never'' done that before!"
|
| |Special Operations Sangheili: "Impossible! It's never done that before!"
|
| |Special Operations Sangheili: "Arbiter! Juggernauts!"
|
| |Special Operations Sangheili: "Arbiter! Juggernauts!"
|
| |Special Operations Sangheili: "Humans! They mean to harm the Icon!"
|
| |Special Operations Sangheili: "Humans! They mean to harm the Icon!"
|
| |Special Operations Sangheili: "I would not worry, they will never make it past the Flood."
|
| |Special Operations Sangheili: "I would not worry, they will never make it past the Flood."
|
| |Special Operations Sangheili: "Do not tempt fate- start placing charges."
|
| |Special Operations Sangheili: "Do not tempt fate- start placing charges."
|
| |Special Operations Sangheili: "Arbiter, we have no detonators. But our guns will suffice."
|
| |Special Operations Sangheili: "Arbiter, we have no detonators. But our guns will suffice."
|
| |Special Operations Sangheili: "I don't like the sound of that..."
|
| |Special Operations Sangheili: "I do not like the sound of that..."
|
| |Special Operations Sangheili: "Blast! A Juggernaut!"
|
| |Special Operations Sangheili: "Blast! A Juggernaut!"
|
| |Tartarus: "(Laughs) I see you've found yourself a playmate, Arbiter."
|
| |Special Operations Sangheili: "This does not look good..."
|
| |Special Operations Sangheili: "This does not look good..."
|
| |Special Operations Sangheili: "The parasite intends to attack from above, prepare yourselves!"
|
| |Special Operations Sangheili: "The parasite intends to attack from above, prepare yourselves!"
|
| |Special Operations Sangheili: "Take cover!"
|
| |Special Operations Sangheili: "Take cover!"
|
|}
Gravemind The following lines of dialogue are found in the map files for Gravemind (Level)|Gravemind.''Halo 2'', campaign level ''Gravemind (level)|Gravemind''
{| class"width: 70%;" cellspacing"1" border="0"
| !scope="col"|Dialogue
!scope="col"|File
| |Prophet of Truth|Truth: "If you would doubt, look to Halo. What fears have you that would not vanish in its light?"
|
| |Cortana: "Chief... there were no humans on board, it was filled with Flood!" - Presumably referring to the In Amber Clad.
|
| |Cortana: "Whatever that Flood creature was, it had damn good aim." - Potentially referring to the Gravemind's precise Slipspace jump, bringing the aforementioned UNSC ship inside High Charity's dome.
|
| |Cortana: "They've cut power to the pedway, hang tight while I bring it back online"
|
| |Cortana: "Power restored, go ahead Chief."
|
| |Cortana: "Just step on to the pad, it'll move you forward automatically."
|
|}
Uprising The following lines of dialogue are found in the map files for Uprising.''Halo 2'', campaign level ''Uprising''
{| class"width: 70%;" cellspacing"1" border="0"
| !scope="col"|Dialogue
!scope="col"|File
| |Unngoy: "Uh oh..."
|
| |Sangheili: "His devotion inspires us all!"
|
| |Sangheili: "His devotion inspires us all."
|
| |Sangheili: "Devotion! He's as mad as a mateless Hunter!"
|
| |Sangheili: "Devotion! He's as mad as a mateless Hunter!"
|
| |Sangheili: "Let's not make ourselves a target for those Scarabs. Proceed through the ravines!"
|
| |Sangheili: "Let us not make ourselves a target for those Scarabs. Proceed through the ravines!"
|
| |Sangheili: "They're using Human weapons? Have they no shame?"
|
| |Sangheili: "They're using Human weapons! Have they no shame?"
|
| |Sangheili: "There's a Bastion of the Brutes|Brute encampment at the bottom of this ravine. With luck, we'll catch them napping!"
|
| |Sangheili: "There's a Brute encampment at the bottom of this ravine. With luck, we'll catch them napping!"
|
|}
High Charity The following lines of dialogue are found in the map files for High Charity (Level)|High Charity.''Halo 2'', campaign level ''High Charity (Level)|High Charity''
{| class"width: 70%;" cellspacing"1" border="0"
| !scope="col"|Dialogue
!scope="col"|File
| |Cortana: "The Flood have killed most of the Prophets' Honor Guards. You should thank them- that is if they weren't trying to kill you too."
|
| |Cortana: "Flood spores have contaminated the city's life support infrastructure; the filtration systems are overloading!"
|
| |Cortana: "The amount of Flood biomass is increasing exponentially, there are reports of infestations in every district!"
|
| |Cortana: "If the speed of the Flood's spread in this tower is any indication, it won't take long for it to overrun the entire city!"
|
| |Cortana: "The Jackals and Drones have declared themselves the servants of the Brutes. The Hunters have sworn allegiance to the Elites."
|
| |Cortana: "The Grunts seem to be neutral, or, at least afraid to announce which side they support. Except for Truth, the Prophets aren't saying a word."
|
|}
Great Journey The following lines of dialogue are found in Great Journey (Level)|Great Journey.''Halo 2'', campaign level ''Great Journey (Level)|Great Journey''
{| class"width: 70%;" cellspacing"1" border="0"
| !scope="col"|Dialogue
!scope="col"|File
| |Rtas 'Vadumee: "Go! Kill Tartarus! For the Elites, and the Covenant!"
|
| |Sangheili: "More Human weapons? Savages."
|
| |Sangheili: "More Human weapons? Ergh... Savages."
|
| |Sangheili: "The Sentinels won't attack unless we give them a reason."
|
| |Sangheili: "The Sentinels won't attack unless we give them a reason."
|
| |Sangheili: "Curses, we have enough to worry about as it is!"
|
| |Sangheili: "Curses, we have enough to worry about as it is!"
|
| |Johnson: "Man those- I mean (sighs) ''Alien'' those topside turrets! This thing won't move and shoot at the same time!"
|
| |Sangheili: "Shall we let these Humans live? Is that not Heresy?"
|
| |Sangheili: "Shall we let these Humans live? Is that not Heresy?"
|
| |Sangheili: "What use is dogma on this day... Trust the Arbiter! If he lets them live, he does so for good reason!"
|
| |Sangheili: "What use is dogma on this day... Trust the Arbiter! If he lets them live, he does so for good reason!"
|
| |Johnson: "Keep your eyes peeled, they'll try coming at us off the walls!"
|
| |Johnson: "Nice Shot! Heh... for an Alien."
|
| |Johnson: "If all of you could aim like that, we'd be in trouble."
|
| |Johnson: "Now I know why you have the Arbiter body armor|fancy armor!"
|
| |Sangheili: "Humans fighting alongside Elites? What's next, Grunt Hierarchs?"
|
| |Sangheili: "Humans fighting alongside Elites? What's next, Grunt Hierarchs?"
|
| |Sangheili: "After all I've seen today, I would not be surprised."
|
| |Sangheili: "After all I have seen today, I would not be surprised."
|
| |Johnson: "Aw, to hell with this!"
|
| |Johnson: "Geronimo!"
|
| |Sangheili: "What did he say?"
|
| |Sangheili: "What did he say?"
|
| |Sangheili: "By the rings!"
|
| |Sangheili: "By the rings!"
|
| |Sangheili: "Is the Human mad?"
|
| |Sangheili: "Is the Human mad?"
|
| |Johnson: "Do I gotta do everything? Get over there and finish him off!"
|
| |Johnson: "Hey fancy-pants, would it help if I said ''please''?"
|
| |Johnson: "Damn! We could do this dance all day. I'll keep it busy, you go over there and kill it!"
|
| |Sangheili: "We'll make sure the Brutes don't reclaim ''this'' Scarab."
|
| |Sangheili: "We'll make sure the Brutes don't reclaim this Scarab."
|
| |Johnson: "Don't worry about me, board that damn thing!"
|
| |Johnson: "I can't keep this up forever, get over there before it gets a lucky shot!"
|
| |Sangheili: "Go Arbiter! No Brute will get past me."
|
| |Sangheili: "Go Arbiter! No Brute will get past me."
|
| |Johnson: "Damn! This rifle isn't doing ''anything'' to his shields!"
|
| |Tartarus: "What? Is the mighty Arbiter afraid?"
|
| |Tartarus: "(growl) This time Arbiter, I shall kill you properly!"
|
| |Tartarus: "Concentrate on the Arbiter you fools!"
|
| |Johnson: "Big step up ahead, hang on!"
|
|}
Trivia Dialogue for the both the levels ''High Charity'' and ''Gravemind'' have the same prefix, "l07". This is also the case for levels ''Sacred Icon'' and ''Quarantine Zone'' with "l06", and ''Uprising'' and ''Great Journey'' with "l08". As these levels were originally intended to compose single levels,Halo 3 Halo 3 Legendary Edition|Legendary Edition - ''Essentials, Disc Two - Halo 2 List of Halo 2 Cinematic Cutscenes|Cinematics Commentary'' this could be an indication that these lines were added to the game before the decision was made to split most of the levels in half.
Sources
Category:Halo 2
|
During the Development of Halo 2|development of ''Halo 2'', a number of creature designs were considered for inclusion by Bungie to serve the role of enemies, ambient AI and other miscellaneous NPCs. Not all of these concepts made it to full 3D development.
Ambient life
The "space jellyfish" is a deleted species of ambient life which was to be featured in ''Halo 2''. According to Dave Dunn, the space jellyfish was planned to appear in the campaign level The Arbiter (then known by the name alphagasgiant). It was conceptually based on hypothetical lifeforms which might exist in the atmospheres of gas giants such as Jupiter. Dunn was planning to have the space jellyfish make sounds which he described as "bloop bloop". However, another Bungie employee deemed the concept too preposterous, resulting in it being cut from the game. However, its model is still present in the ''Halo 2'' games files under the filename "Space_Blimp".
File:H2 Space Blimp.jpg|The space blimp.
Covenant
In the deltatemple.hsc file in the Halo 2 Editing Kit, a new type of Unggoy referred to as a Comm Grunt is mentioned by Cortana. Based on the rest of her dialogue, it appears that the Grunt would have functioned similarly to a mobile alarm; alerting the rest of the Covenant to John-117's presence during a cut stealth sequence in the level.
In the files for Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista can be found several audio samples under the pathway sound\weapons\hunter_cannon\hunter_cannon_loop. The files; named z_disintegrator_fire have three components; one for the weapon fire starting, one looping and one for the weapon fire ending. The names seem to reference the Cut Halo 2 weapons#Disintegrator|Disintegrator weapon cut from ''Halo 2'', seeming to indicate that at some point in development a Mgalekgolo|Hunter enemy variant equipped with the Disintegrator weapon was planned for inclusion in the game.
This series of sketches done by animator John Butkus in 2002#December|December 2002-2003#January|January 2003 depict some alternative ideas for creative ways that a Kig-Yar|Jackal could use its Kig-Yar point defense gauntlet|shield gauntlet. These include collecting the energy of weapons fired at it to fire back at attackers, alternate animations for the shield deployment, and a shield effect similar to the Drop shield armour ability later featured in ''Halo: Reach''. It is unlikely any of these ideas progressed into full production. Early design documentation for ''Halo 2'' (detailed in full Cut Halo 2 equipment#Jackal shield|here) depicts an intent by the team at Bungie to have the shields be equippable by the player; were this to have been developed, these abilities may have been player-useable too.
File:H2 JackalShield SketchIdeas 1.jpg|Sketch 1. File:H2 JackalShield SketchIdeas 2.jpg|Sketch 2. File:H2 JackalShield SketchIdeas 3.jpg|Sketch 3.
Originally Cut Halo: Combat Evolved creatures#Sharquoi|intended for inclusion in ''Halo: Combat Evolved'', the Sharquoi are originally descended from the Drinniol - a species originally appearing in the ''Marathon'' franchise. The Sharquoi's concept art was featured in the Halo 2 Limited Collector's Edition|Limited Collector's Edition behind the scenes documentary, while Halo 2 storyboards|storyboards featuring them were later showcased. The storyboards in question showcase the Sharquoi as one of many species depicted on the Covenant murals intended to be used in the opening cutscene for Sacred Icon.
The Sharquoi were saved from being rendered non-canon thanks to the release of ''Conversations from the Universe'', with the Sharquoi mentioned in passing in a conversation between two Sangheili|Elites. The 2017 novel ''Halo: Envoy'' later expanded on the Sharquoi and their in-universe mythos.
File:3 mural.jpg|The Sharquoi depicted in a mural. File:H2 SacredIcon V2 Storyboard Intro 17.jpg|The full storyboard for the Stone of Union.
Flood
File:H2V HighCharity Juggernaut.jpg|thumb|250px|A player facing down a Flood Juggernaut in ''Halo 2''. The Juggernaut's model and AI are still present in the game files, allowing the NPC to be added to gameplay via modding, similar to the Huragok in ''Halo: Combat Evolved''. The Juggernaut stands nearly twice as tall as a Spartan or an Elite. It has two large tentacles that can kill the player character with only one hit on Legendary difficulty. The player can survive this hit on lower difficulties, though will often be sent flying through the air. Finding cover is ill-advised, as the Juggernaut will hit it out of the way, sending the object a great distance and killing the player if it connects. They also can jump much higher and farther than regular combat forms can. They often jump high in the air at the player character when noticed, sometimes landing on top of them and killing them instantly. The Juggernaut will also sometimes forget the player character is there remain still for a few moments. The Juggernaut is highly resistant to damage. Powerful weapons such as the shotgun and rocket launcher are all but necessary against it. Standing under the Juggernaut and meleeing it will cause the enemy to recoil - doing this repeatedly can stun-lock the Juggernaut.
Through modding, it has been found that the Juggernauts have a defensive position; stopping and moving their whip-like appendages in front of their body in an X formation. When running low on health, some occurrences have happened where the Juggernaut goes berserk, waving its tentacles around wildly before striking the player with speed. As Bungie never created a death animation for the Juggernaut, when it has ran out of health, it simply freezes in place. The Juggernaut also has a taunt animation, in which it slams its tentacles on the floor and "roars" at the player.
Although the model, textures, ''etc''. for the Juggernaut are stored in the files of the level "High Charity (level)|High Charity", there are no spawn points for it. Modders and Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista players can fight against the Juggernaut on the level by switching them to spawn in place of another character's existing spawn point. Code within the files for the levels The Oracle, Sacred Icon and Quarantine Zone indicates these missions were to have had Juggernaut spawns within them, though the level files themselves do not contain the Juggernaut assets. The Oracle would have one Juggernaut hidden in the fog (not able to be fought), and one attacking the Flood research laboratory later on in the mission. Another would spawn in the defense section near the end of Sacred Icon, while six were to spawn on Quarantine Zone - likely due to the abundance of heavy vehicles in the mission. These Juggernauts would have spawned as follows; two in the canyon in front of the destroyed Sentinel manufacturing facility, one inside, one outside the exit and two more at the entrance to the gondola. This would have lead to nine possible Juggernaut encounters in the game, with eight as actual combatants.
Interestingly, The Oracle retains some cut dialogue in the level files referencing the planned Juggernaut fight. The Halo 2 Cut Dialogue|cut dialogue is spoken by Rtas 'Vadum, and serves to warn the player of the Juggernaut's entrance and a planned weak point of the creature - shooting it in the eye.
{| class="wikitable"
| ! Dialogue 1 !! Dialogue 2 !! Dialogue 3
| |
||
||
|}
Juggernauts remain in the game files of ''Halo 2: Anniversary'', as they were in the original ''Halo 2'' game. In classic graphics, the Juggernauts display their texture, though in the remastered campaign graphics the models simply display without any kind of texture map. Killing the Juggernauts with ''Halo: The Master Chief Collection'' campaign scoring enabled does not award any points for killing the enemy, and in the post-game carnage report does not count the Juggernaut as its own enemy. Due to the need to spawn the Juggernaut in by replacing an existing enemy spawn, the Juggernaut kill is counted as the enemy that would have spawned in its place - for example, if the Juggernaut replaces a Flood combat form spawn, the postgame stats will count the Juggernaut kill as a combat form kill.
File:Juggernaut Concept.png|Concept art for the Juggernaut. File:H2 ForerunnerTank Storyboard Outro 11.jpg|Juggernauts can be seen in some Halo 2 storyboards#forerunnertank|early storyboards for the Cut Halo 2 levels|cut level, Cut Halo 2 levels#forerunnertank|forerunnertank - among others. File:Juggernaut fight.png|A Juggernaut in ''Halo 2''. File:Juggernaut1.jpg|Fighting a Flood Juggernaut. File:Flood Juggernaut High Charity.jpg|A Flood Juggernaught in ''Halo 2''. File:H2V_Juggernaut_Flurry.jpg|A Juggernaut performing its flurry attack. File:Jugger-6.jpg|A Juggernaut in defensive stance. File:H2A_Juggernaut.png|A Juggernaut spawned into ''Halo 2: Anniversary'' viewed in remastered graphics. The model lacks a texture, as it is not intended to be seen.
As their name suggests, these enemies take the form of Flood carrier forms wielding the Kig-Yar point defense gauntlet|point defense gauntlets favoured by Kig-Yar|Jackal infantry. As such, these carrier forms are effectively shielded from the front. They otherwise perform in the same way as their unshielded counterparts.
The shielded carrier forms can be found still in the files of ''Halo 2'', and like the Juggernauts can be spawned into levels through modding.
File:H2 ShieldedCarrierForm Screenshot 1.jpg File:H2 ShieldedCarrierForm Screenshot 2.jpg
Sentinels
}}
While ''Halo 2'' features many types of Sentinel, the game was originally going to feature more. The Needler Sentinel was one such enemy, intended to be equipped with a Cut Halo 2 weapons#Sentinel Needler|needle-firing variant of the Sentinel beam, which was cut from the game alongside the Sentinel.
Other cut Sentinel weapons include a Cut Halo 2 weapons#Sentinel Grenade Launcher|Grenade Launcher and Cut Halo 2 weapons#Sentinel Enforcer Charged Bolt|Charged Bolt, which may possibly indicate a few other cut Sentinel enemy types.
This cut enemy should not be confused with the similarly-named Needler Sentinel glitch that did make it into ''Halo 2'', which is the result of an improper weapon assignment in the game's code rather than an intended enemy type.
Sources
Category:Deleted material Category:Halo 2
|
During the Development of Halo 2|development of ''Halo 2'', a number of creature designs were considered for inclusion by Bungie to serve the role of enemies, ambient AI and other miscellaneous NPCs. Not all of these concepts made it to full 3D development.
Ambient life
The "space jellyfish" is a deleted species of ambient life which was to be featured in ''Halo 2''. According to Dave Dunn, the space jellyfish was planned to appear in the campaign level The Arbiter (then known by the name alphagasgiant). It was conceptually based on hypothetical lifeforms which might exist in the atmospheres of gas giants such as Jupiter. Dunn was planning to have the space jellyfish make sounds which he described as "bloop bloop". However, another Bungie employee deemed the concept too preposterous, resulting in it being cut from the game. However, its model is still present in the ''Halo 2'' games files under the filename "Space_Blimp".
File:H2 Space Blimp.jpg|The space blimp.
Covenant
In the deltatemple.hsc file in the Halo 2 Editing Kit, a new type of Unggoy referred to as a Comm Grunt is mentioned by Cortana. Based on the rest of her dialogue, it appears that the Grunt would have functioned similarly to a mobile alarm; alerting the rest of the Covenant to John-117's presence during a cut stealth sequence in the level.
In the files for Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista can be found several audio samples under the pathway sound\weapons\hunter_cannon\hunter_cannon_loop. The files; named z_disintegrator_fire have three components; one for the weapon fire starting, one looping and one for the weapon fire ending. The names seem to reference the Cut Halo 2 weapons#Disintegrator|Disintegrator weapon cut from ''Halo 2'', seeming to indicate that at some point in development a Mgalekgolo|Hunter enemy variant equipped with the Disintegrator weapon was planned for inclusion in the game.
This series of sketches done by animator John Butkus in 2002#December|December 2002-2003#January|January 2003 depict some alternative ideas for creative ways that a Kig-Yar|Jackal could use its Kig-Yar point defense gauntlet|shield gauntlet. These include collecting the energy of weapons fired at it to fire back at attackers, alternate animations for the shield deployment, and a shield effect similar to the Drop shield armour ability later featured in ''Halo: Reach''. It is unlikely any of these ideas progressed into full production. Early design documentation for ''Halo 2'' (detailed in full Cut Halo 2 equipment#Jackal shield|here) depicts an intent by the team at Bungie to have the shields be equippable by the player; were this to have been developed, these abilities may have been player-useable too.
File:H2 JackalShield SketchIdeas 1.jpg|Sketch 1. File:H2 JackalShield SketchIdeas 2.jpg|Sketch 2. File:H2 JackalShield SketchIdeas 3.jpg|Sketch 3.
Originally Cut Halo: Combat Evolved creatures#Sharquoi|intended for inclusion in ''Halo: Combat Evolved'', the Sharquoi are originally descended from the Drinniol - a species originally appearing in the ''Marathon'' franchise. The Sharquoi's concept art was featured in the Halo 2 Limited Collector's Edition|Limited Collector's Edition behind the scenes documentary, while Halo 2 storyboards|storyboards featuring them were later showcased. The storyboards in question showcase the Sharquoi as one of many species depicted on the Covenant murals intended to be used in the opening cutscene for Sacred Icon.
The Sharquoi were saved from being rendered non-canon thanks to the release of ''Conversations from the Universe'', with the Sharquoi mentioned in passing in a conversation between two Sangheili|Elites. The 2017 novel ''Halo: Envoy'' later expanded on the Sharquoi and their in-universe mythos.
File:3 mural.jpg|The Sharquoi depicted in a mural. File:H2 SacredIcon V2 Storyboard Intro 17.jpg|The full storyboard for the Stone of Union.
Flood
File:H2V HighCharity Juggernaut.jpg|thumb|250px|A player facing down a Flood Juggernaut in ''Halo 2''. The Juggernaut's model and AI are still present in the game files, allowing the NPC to be added to gameplay via modding, similar to the Huragok in ''Halo: Combat Evolved''. The Juggernaut stands nearly twice as tall as a Spartan or an Elite. It has two large tentacles that can kill the player character with only one hit on Legendary difficulty. The player can survive this hit on lower difficulties, though will often be sent flying through the air. Finding cover is ill-advised, as the Juggernaut will hit it out of the way, sending the object a great distance and killing the player if it connects. They also can jump much higher and farther than regular combat forms can. They often jump high in the air at the player character when noticed, sometimes landing on top of them and killing them instantly. The Juggernaut will also sometimes forget the player character is there remain still for a few moments. The Juggernaut is highly resistant to damage. Powerful weapons such as the shotgun and rocket launcher are all but necessary against it. Standing under the Juggernaut and meleeing it will cause the enemy to recoil - doing this repeatedly can stun-lock the Juggernaut.
Through modding, it has been found that the Juggernauts have a defensive position; stopping and moving their whip-like appendages in front of their body in an X formation. When running low on health, some occurrences have happened where the Juggernaut goes berserk, waving its tentacles around wildly before striking the player with speed. As Bungie never created a death animation for the Juggernaut, when it has ran out of health, it simply freezes in place. The Juggernaut also has a taunt animation, in which it slams its tentacles on the floor and "roars" at the player.
Although the model, textures, ''etc''. for the Juggernaut are stored in the files of the level "High Charity (level)|High Charity", there are no spawn points for it. Modders and Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista players can fight against the Juggernaut on the level by switching them to spawn in place of another character's existing spawn point. Code within the files for the levels The Oracle, Sacred Icon and Quarantine Zone indicates these missions were to have had Juggernaut spawns within them, though the level files themselves do not contain the Juggernaut assets. The Oracle would have one Juggernaut hidden in the fog (not able to be fought), and one attacking the Flood research laboratory later on in the mission. Another would spawn in the defense section near the end of Sacred Icon, while six were to spawn on Quarantine Zone - likely due to the abundance of heavy vehicles in the mission. These Juggernauts would have spawned as follows; two in the canyon in front of the destroyed Sentinel manufacturing facility, one inside, one outside the exit and two more at the entrance to the gondola. This would have lead to nine possible Juggernaut encounters in the game, with eight as actual combatants.
Interestingly, The Oracle retains some cut dialogue in the level files referencing the planned Juggernaut fight. The Halo 2 Cut Dialogue|cut dialogue is spoken by Rtas 'Vadum, and serves to warn the player of the Juggernaut's entrance and a planned weak point of the creature - shooting it in the eye.
{| class="wikitable"
| ! Dialogue 1 !! Dialogue 2 !! Dialogue 3
| |
||
||
|}
Juggernauts remain in the game files of ''Halo 2: Anniversary'', as they were in the original ''Halo 2'' game. In classic graphics, the Juggernauts display their texture, though in the remastered campaign graphics the models simply display without any kind of texture map. Killing the Juggernauts with ''Halo: The Master Chief Collection'' campaign scoring enabled does not award any points for killing the enemy, and in the post-game carnage report does not count the Juggernaut as its own enemy. Due to the need to spawn the Juggernaut in by replacing an existing enemy spawn, the Juggernaut kill is counted as the enemy that would have spawned in its place - for example, if the Juggernaut replaces a Flood combat form spawn, the postgame stats will count the Juggernaut kill as a combat form kill.
File:Juggernaut Concept.png|Concept art for the Juggernaut. File:H2 ForerunnerTank Storyboard Outro 11.jpg|Juggernauts can be seen in some Halo 2 storyboards#forerunnertank|early storyboards for the Cut Halo 2 levels|cut level, Cut Halo 2 levels#forerunnertank|forerunnertank - among others. File:Juggernaut fight.png|A Juggernaut in ''Halo 2''. File:Juggernaut1.jpg|Fighting a Flood Juggernaut. File:Flood Juggernaut High Charity.jpg|A Flood Juggernaught in ''Halo 2''. File:H2V_Juggernaut_Flurry.jpg|A Juggernaut performing its flurry attack. File:Jugger-6.jpg|A Juggernaut in defensive stance. File:H2A_Juggernaut.png|A Juggernaut spawned into ''Halo 2: Anniversary'' viewed in remastered graphics. The model lacks a texture, as it is not intended to be seen.
As their name suggests, these enemies take the form of Flood carrier forms wielding the Kig-Yar point defense gauntlet|point defense gauntlets favoured by Kig-Yar|Jackal infantry. As such, these carrier forms are effectively shielded from the front. They otherwise perform in the same way as their unshielded counterparts.
The shielded carrier forms can be found still in the files of ''Halo 2'', and like the Juggernauts can be spawned into levels through modding.
File:H2 ShieldedCarrierForm Screenshot 1.jpg File:H2 ShieldedCarrierForm Screenshot 2.jpg
Sentinels
}}
While ''Halo 2'' features many types of Sentinel, the game was originally going to feature more. The Needler Sentinel was one such enemy, intended to be equipped with a Cut Halo 2 weapons#Sentinel Needler|needle-firing variant of the Sentinel beam, which was cut from the game alongside the Sentinel.
Other cut Sentinel weapons include a Cut Halo 2 weapons#Sentinel Grenade Launcher|Grenade Launcher and Cut Halo 2 weapons#Sentinel Enforcer Charged Bolt|Charged Bolt, which may possibly indicate a few other cut Sentinel enemy types.
This cut enemy should not be confused with the similarly-named Needler Sentinel glitch that did make it into ''Halo 2'', which is the result of an improper weapon assignment in the game's code rather than an intended enemy type.
Sources
Category:Deleted material Category:Halo 2
|
During the Development of Halo 2|development of ''Halo 2'', a number of creature designs were considered for inclusion by Bungie to serve the role of enemies, ambient AI and other miscellaneous NPCs. Not all of these concepts made it to full 3D development.
Ambient life
The "space jellyfish" is a deleted species of ambient life which was to be featured in ''Halo 2''. According to Dave Dunn, the space jellyfish was planned to appear in the campaign level The Arbiter (then known by the name alphagasgiant). It was conceptually based on hypothetical lifeforms which might exist in the atmospheres of gas giants such as Jupiter. Dunn was planning to have the space jellyfish make sounds which he described as "bloop bloop". However, another Bungie employee deemed the concept too preposterous, resulting in it being cut from the game. However, its model is still present in the ''Halo 2'' games files under the filename "Space_Blimp".
File:H2 Space Blimp.jpg|The space blimp.
Covenant
In the deltatemple.hsc file in the Halo 2 Editing Kit, a new type of Unggoy referred to as a Comm Grunt is mentioned by Cortana. Based on the rest of her dialogue, it appears that the Grunt would have functioned similarly to a mobile alarm; alerting the rest of the Covenant to John-117's presence during a cut stealth sequence in the level.
In the files for Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista can be found several audio samples under the pathway sound\weapons\hunter_cannon\hunter_cannon_loop. The files; named z_disintegrator_fire have three components; one for the weapon fire starting, one looping and one for the weapon fire ending. The names seem to reference the Cut Halo 2 weapons#Disintegrator|Disintegrator weapon cut from ''Halo 2'', seeming to indicate that at some point in development a Mgalekgolo|Hunter enemy variant equipped with the Disintegrator weapon was planned for inclusion in the game.
This series of sketches done by animator John Butkus in 2002#December|December 2002-2003#January|January 2003 depict some alternative ideas for creative ways that a Kig-Yar|Jackal could use its Kig-Yar point defense gauntlet|shield gauntlet. These include collecting the energy of weapons fired at it to fire back at attackers, alternate animations for the shield deployment, and a shield effect similar to the Drop shield armour ability later featured in ''Halo: Reach''. It is unlikely any of these ideas progressed into full production. Early design documentation for ''Halo 2'' (detailed in full Cut Halo 2 equipment#Jackal shield|here) depicts an intent by the team at Bungie to have the shields be equippable by the player; were this to have been developed, these abilities may have been player-useable too.
File:H2 JackalShield SketchIdeas 1.jpg|Sketch 1. File:H2 JackalShield SketchIdeas 2.jpg|Sketch 2. File:H2 JackalShield SketchIdeas 3.jpg|Sketch 3.
Originally Cut Halo: Combat Evolved creatures#Sharquoi|intended for inclusion in ''Halo: Combat Evolved'', the Sharquoi are originally descended from the Drinniol - a species originally appearing in the ''Marathon'' franchise. The Sharquoi's concept art was featured in the Halo 2 Limited Collector's Edition|Limited Collector's Edition behind the scenes documentary, while Halo 2 storyboards|storyboards featuring them were later showcased. The storyboards in question showcase the Sharquoi as one of many species depicted on the Covenant murals intended to be used in the opening cutscene for Sacred Icon.
The Sharquoi were saved from being rendered non-canon thanks to the release of ''Conversations from the Universe'', with the Sharquoi mentioned in passing in a conversation between two Sangheili|Elites. The 2017 novel ''Halo: Envoy'' later expanded on the Sharquoi and their in-universe mythos.
File:3 mural.jpg|The Sharquoi depicted in a mural. File:H2 SacredIcon V2 Storyboard Intro 17.jpg|The full storyboard for the Stone of Union.
Flood
File:H2V HighCharity Juggernaut.jpg|thumb|250px|A player facing down a Flood Juggernaut in ''Halo 2''. The Juggernaut's model and AI are still present in the game files, allowing the NPC to be added to gameplay via modding, similar to the Huragok in ''Halo: Combat Evolved''. The Juggernaut stands nearly twice as tall as a Spartan or an Elite. It has two large tentacles that can kill the player character with only one hit on Legendary difficulty. The player can survive this hit on lower difficulties, though will often be sent flying through the air. Finding cover is ill-advised, as the Juggernaut will hit it out of the way, sending the object a great distance and killing the player if it connects. They also can jump much higher and farther than regular combat forms can. They often jump high in the air at the player character when noticed, sometimes landing on top of them and killing them instantly. The Juggernaut will also sometimes forget the player character is there remain still for a few moments. The Juggernaut is highly resistant to damage. Powerful weapons such as the shotgun and rocket launcher are all but necessary against it. Standing under the Juggernaut and meleeing it will cause the enemy to recoil - doing this repeatedly can stun-lock the Juggernaut.
Through modding, it has been found that the Juggernauts have a defensive position; stopping and moving their whip-like appendages in front of their body in an X formation. When running low on health, some occurrences have happened where the Juggernaut goes berserk, waving its tentacles around wildly before striking the player with speed. As Bungie never created a death animation for the Juggernaut, when it has ran out of health, it simply freezes in place. The Juggernaut also has a taunt animation, in which it slams its tentacles on the floor and "roars" at the player.
Although the model, textures, ''etc''. for the Juggernaut are stored in the files of the level "High Charity (level)|High Charity", there are no spawn points for it. Modders and Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista players can fight against the Juggernaut on the level by switching them to spawn in place of another character's existing spawn point. Code within the files for the levels The Oracle, Sacred Icon and Quarantine Zone indicates these missions were to have had Juggernaut spawns within them, though the level files themselves do not contain the Juggernaut assets. The Oracle would have one Juggernaut hidden in the fog (not able to be fought), and one attacking the Flood research laboratory later on in the mission. Another would spawn in the defense section near the end of Sacred Icon, while six were to spawn on Quarantine Zone - likely due to the abundance of heavy vehicles in the mission. These Juggernauts would have spawned as follows; two in the canyon in front of the destroyed Sentinel manufacturing facility, one inside, one outside the exit and two more at the entrance to the gondola. This would have lead to nine possible Juggernaut encounters in the game, with eight as actual combatants.
Interestingly, The Oracle retains some cut dialogue in the level files referencing the planned Juggernaut fight. The Halo 2 Cut Dialogue|cut dialogue is spoken by Rtas 'Vadum, and serves to warn the player of the Juggernaut's entrance and a planned weak point of the creature - shooting it in the eye.
{| class="wikitable"
| ! Dialogue 1 !! Dialogue 2 !! Dialogue 3
| |
||
||
|}
Juggernauts remain in the game files of ''Halo 2: Anniversary'', as they were in the original ''Halo 2'' game. In classic graphics, the Juggernauts display their texture, though in the remastered campaign graphics the models simply display without any kind of texture map. Killing the Juggernauts with ''Halo: The Master Chief Collection'' campaign scoring enabled does not award any points for killing the enemy, and in the post-game carnage report does not count the Juggernaut as its own enemy. Due to the need to spawn the Juggernaut in by replacing an existing enemy spawn, the Juggernaut kill is counted as the enemy that would have spawned in its place - for example, if the Juggernaut replaces a Flood combat form spawn, the postgame stats will count the Juggernaut kill as a combat form kill.
File:Juggernaut Concept.png|Concept art for the Juggernaut. File:H2 ForerunnerTank Storyboard Outro 11.jpg|Juggernauts can be seen in some Halo 2 storyboards#forerunnertank|early storyboards for the Cut Halo 2 levels|cut level, Cut Halo 2 levels#forerunnertank|forerunnertank - among others. File:Juggernaut fight.png|A Juggernaut in ''Halo 2''. File:Juggernaut1.jpg|Fighting a Flood Juggernaut. File:Flood Juggernaut High Charity.jpg|A Flood Juggernaught in ''Halo 2''. File:H2V_Juggernaut_Flurry.jpg|A Juggernaut performing its flurry attack. File:Jugger-6.jpg|A Juggernaut in defensive stance. File:H2A_Juggernaut.png|A Juggernaut spawned into ''Halo 2: Anniversary'' viewed in remastered graphics. The model lacks a texture, as it is not intended to be seen.
As their name suggests, these enemies take the form of Flood carrier forms wielding the Kig-Yar point defense gauntlet|point defense gauntlets favoured by Kig-Yar|Jackal infantry. As such, these carrier forms are effectively shielded from the front. They otherwise perform in the same way as their unshielded counterparts.
The shielded carrier forms can be found still in the files of ''Halo 2'', and like the Juggernauts can be spawned into levels through modding.
File:H2 ShieldedCarrierForm Screenshot 1.jpg File:H2 ShieldedCarrierForm Screenshot 2.jpg
Sentinels
}}
While ''Halo 2'' features many types of Sentinel, the game was originally going to feature more. The Needler Sentinel was one such enemy, intended to be equipped with a Cut Halo 2 weapons#Sentinel Needler|needle-firing variant of the Sentinel beam, which was cut from the game alongside the Sentinel.
Other cut Sentinel weapons include a Cut Halo 2 weapons#Sentinel Grenade Launcher|Grenade Launcher and Cut Halo 2 weapons#Sentinel Enforcer Charged Bolt|Charged Bolt, which may possibly indicate a few other cut Sentinel enemy types.
This cut enemy should not be confused with the similarly-named Needler Sentinel glitch that did make it into ''Halo 2'', which is the result of an improper weapon assignment in the game's code rather than an intended enemy type.
Sources
Category:Deleted material Category:Halo 2
|
During the Development of Halo 2|development of ''Halo 2'', a number of creature designs were considered for inclusion by Bungie to serve the role of enemies, ambient AI and other miscellaneous NPCs. Not all of these concepts made it to full 3D development.
Ambient life
The "space jellyfish" is a deleted species of ambient life which was to be featured in ''Halo 2''. According to Dave Dunn, the space jellyfish was planned to appear in the campaign level The Arbiter (then known by the name alphagasgiant). It was conceptually based on hypothetical lifeforms which might exist in the atmospheres of gas giants such as Jupiter. Dunn was planning to have the space jellyfish make sounds which he described as "bloop bloop". However, another Bungie employee deemed the concept too preposterous, resulting in it being cut from the game. However, its model is still present in the ''Halo 2'' games files under the filename "Space_Blimp".
File:H2 Space Blimp.jpg|The space blimp.
Covenant
In the deltatemple.hsc file in the Halo 2 Editing Kit, a new type of Unggoy referred to as a Comm Grunt is mentioned by Cortana. Based on the rest of her dialogue, it appears that the Grunt would have functioned similarly to a mobile alarm; alerting the rest of the Covenant to John-117's presence during a cut stealth sequence in the level.
In the files for Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista can be found several audio samples under the pathway sound\weapons\hunter_cannon\hunter_cannon_loop. The files; named z_disintegrator_fire have three components; one for the weapon fire starting, one looping and one for the weapon fire ending. The names seem to reference the Cut Halo 2 weapons#Disintegrator|Disintegrator weapon cut from ''Halo 2'', seeming to indicate that at some point in development a Mgalekgolo|Hunter enemy variant equipped with the Disintegrator weapon was planned for inclusion in the game.
This series of sketches done by animator John Butkus in 2002#December|December 2002-2003#January|January 2003 depict some alternative ideas for creative ways that a Kig-Yar|Jackal could use its Kig-Yar point defense gauntlet|shield gauntlet. These include collecting the energy of weapons fired at it to fire back at attackers, alternate animations for the shield deployment, and a shield effect similar to the Drop shield armour ability later featured in ''Halo: Reach''. It is unlikely any of these ideas progressed into full production. Early design documentation for ''Halo 2'' (detailed in full Cut Halo 2 equipment#Jackal shield|here) depicts an intent by the team at Bungie to have the shields be equippable by the player; were this to have been developed, these abilities may have been player-useable too.
File:H2 JackalShield SketchIdeas 1.jpg|Sketch 1. File:H2 JackalShield SketchIdeas 2.jpg|Sketch 2. File:H2 JackalShield SketchIdeas 3.jpg|Sketch 3.
Originally Cut Halo: Combat Evolved creatures#Sharquoi|intended for inclusion in ''Halo: Combat Evolved'', the Sharquoi are originally descended from the Drinniol - a species originally appearing in the ''Marathon'' franchise. The Sharquoi's concept art was featured in the Halo 2 Limited Collector's Edition|Limited Collector's Edition behind the scenes documentary, while Halo 2 storyboards|storyboards featuring them were later showcased. The storyboards in question showcase the Sharquoi as one of many species depicted on the Covenant murals intended to be used in the opening cutscene for Sacred Icon.
The Sharquoi were saved from being rendered non-canon thanks to the release of ''Conversations from the Universe'', with the Sharquoi mentioned in passing in a conversation between two Sangheili|Elites. The 2017 novel ''Halo: Envoy'' later expanded on the Sharquoi and their in-universe mythos.
File:3 mural.jpg|The Sharquoi depicted in a mural. File:H2 SacredIcon V2 Storyboard Intro 17.jpg|The full storyboard for the Stone of Union.
Flood
File:H2V HighCharity Juggernaut.jpg|thumb|250px|A player facing down a Flood Juggernaut in ''Halo 2''. The Juggernaut's model and AI are still present in the game files, allowing the NPC to be added to gameplay via modding, similar to the Huragok in ''Halo: Combat Evolved''. The Juggernaut stands nearly twice as tall as a Spartan or an Elite. It has two large tentacles that can kill the player character with only one hit on Legendary difficulty. The player can survive this hit on lower difficulties, though will often be sent flying through the air. Finding cover is ill-advised, as the Juggernaut will hit it out of the way, sending the object a great distance and killing the player if it connects. They also can jump much higher and farther than regular combat forms can. They often jump high in the air at the player character when noticed, sometimes landing on top of them and killing them instantly. The Juggernaut will also sometimes forget the player character is there remain still for a few moments. The Juggernaut is highly resistant to damage. Powerful weapons such as the shotgun and rocket launcher are all but necessary against it. Standing under the Juggernaut and meleeing it will cause the enemy to recoil - doing this repeatedly can stun-lock the Juggernaut.
Through modding, it has been found that the Juggernauts have a defensive position; stopping and moving their whip-like appendages in front of their body in an X formation. When running low on health, some occurrences have happened where the Juggernaut goes berserk, waving its tentacles around wildly before striking the player with speed. As Bungie never created a death animation for the Juggernaut, when it has ran out of health, it simply freezes in place. The Juggernaut also has a taunt animation, in which it slams its tentacles on the floor and "roars" at the player.
Although the model, textures, ''etc''. for the Juggernaut are stored in the files of the level "High Charity (level)|High Charity", there are no spawn points for it. Modders and Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista players can fight against the Juggernaut on the level by switching them to spawn in place of another character's existing spawn point. Code within the files for the levels The Oracle, Sacred Icon and Quarantine Zone indicates these missions were to have had Juggernaut spawns within them, though the level files themselves do not contain the Juggernaut assets. The Oracle would have one Juggernaut hidden in the fog (not able to be fought), and one attacking the Flood research laboratory later on in the mission. Another would spawn in the defense section near the end of Sacred Icon, while six were to spawn on Quarantine Zone - likely due to the abundance of heavy vehicles in the mission. These Juggernauts would have spawned as follows; two in the canyon in front of the destroyed Sentinel manufacturing facility, one inside, one outside the exit and two more at the entrance to the gondola. This would have lead to nine possible Juggernaut encounters in the game, with eight as actual combatants.
Interestingly, The Oracle retains some cut dialogue in the level files referencing the planned Juggernaut fight. The Halo 2 Cut Dialogue|cut dialogue is spoken by Rtas 'Vadum, and serves to warn the player of the Juggernaut's entrance and a planned weak point of the creature - shooting it in the eye.
{| class="wikitable"
| ! Dialogue 1 !! Dialogue 2 !! Dialogue 3
| |
||
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|}
Juggernauts remain in the game files of ''Halo 2: Anniversary'', as they were in the original ''Halo 2'' game. In classic graphics, the Juggernauts display their texture, though in the remastered campaign graphics the models simply display without any kind of texture map. Killing the Juggernauts with ''Halo: The Master Chief Collection'' campaign scoring enabled does not award any points for killing the enemy, and in the post-game carnage report does not count the Juggernaut as its own enemy. Due to the need to spawn the Juggernaut in by replacing an existing enemy spawn, the Juggernaut kill is counted as the enemy that would have spawned in its place - for example, if the Juggernaut replaces a Flood combat form spawn, the postgame stats will count the Juggernaut kill as a combat form kill.
File:Juggernaut Concept.png|Concept art for the Juggernaut. File:H2 ForerunnerTank Storyboard Outro 11.jpg|Juggernauts can be seen in some Halo 2 storyboards#forerunnertank|early storyboards for the Cut Halo 2 levels|cut level, Cut Halo 2 levels#forerunnertank|forerunnertank - among others. File:Juggernaut fight.png|A Juggernaut in ''Halo 2''. File:Juggernaut1.jpg|Fighting a Flood Juggernaut. File:Flood Juggernaut High Charity.jpg|A Flood Juggernaught in ''Halo 2''. File:H2V_Juggernaut_Flurry.jpg|A Juggernaut performing its flurry attack. File:Jugger-6.jpg|A Juggernaut in defensive stance. File:H2A_Juggernaut.png|A Juggernaut spawned into ''Halo 2: Anniversary'' viewed in remastered graphics. The model lacks a texture, as it is not intended to be seen.
As their name suggests, these enemies take the form of Flood carrier forms wielding the Kig-Yar point defense gauntlet|point defense gauntlets favoured by Kig-Yar|Jackal infantry. As such, these carrier forms are effectively shielded from the front. They otherwise perform in the same way as their unshielded counterparts.
The shielded carrier forms can be found still in the files of ''Halo 2'', and like the Juggernauts can be spawned into levels through modding.
File:H2 ShieldedCarrierForm Screenshot 1.jpg File:H2 ShieldedCarrierForm Screenshot 2.jpg
Sentinels
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While ''Halo 2'' features many types of Sentinel, the game was originally going to feature more. The Needler Sentinel was one such enemy, intended to be equipped with a Cut Halo 2 weapons#Sentinel Needler|needle-firing variant of the Sentinel beam, which was cut from the game alongside the Sentinel.
Other cut Sentinel weapons include a Cut Halo 2 weapons#Sentinel Grenade Launcher|Grenade Launcher and Cut Halo 2 weapons#Sentinel Enforcer Charged Bolt|Charged Bolt, which may possibly indicate a few other cut Sentinel enemy types.
This cut enemy should not be confused with the similarly-named Needler Sentinel glitch that did make it into ''Halo 2'', which is the result of an improper weapon assignment in the game's code rather than an intended enemy type.
Sources
Category:Deleted material Category:Halo 2
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During the game's Development of Halo 2|development, ''Halo 2'' was planned to ship with many more equipment items which ultimately did not make it to final release. For the most part they were never prototyped in engine and only ever existed in paper :Category:Halo 2 design documentation|design documentation penned by multiplayer lead Max Hoberman. As such, the only equipment that made it to final release were Active camouflage and Overshield.
Power-ups
Referenced only in documents for the Cut Halo 2 levels#Cyclone|cut map Cyclone, the Adrenaline powerup was to spawn on the map at "position B". Little is known of the Adrenaline equipment's function, though it was speculated by Hoberman to have been intended to be a speed boost similar to the Haste power-up mentioned below.
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Haste was a power-up functionally intended to cover the same niche as the speed boost later introduced in ''Halo 4''. The power-up was present in 2003-era design documentation, though ultimately never saw any kind of implementation.
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Infravision was to serve as an augmented vision mode, similar to the Visual Intelligence System, Reconnaissance|VISR mode in ''Halo 3: ODST'' or the Promethean Vision ability in ''Halo 4''. Like Haste, the mode existed on paper-only, and was never realised. Infravision was ultimately cut due to the lack of dynamic lighting present in the game to make the power-up workable, alongside other aforementioned issues.
The quad damage power-up is only mentioned offhand in a design document from November 2003 referencing a now-cut gametype known as Cut Halo 2 gamemodes#The Light Bringer|The Light Bringer. In The Light Bringer, the player holding the quad damage powerup (referred to as "the quad" in the text) would deal increased damage to enemy players and regenerate 10HP for every kill they dealt. A damage boost powerup was later introduced in ''Halo 4''.
File:H2 Multiplayer DesignDoc 8.png|A section of Hoberman's 2003 design document referencing this gametype.
Other
In earlier revisions of ''Halo 2'', the game had useable health kits similar to its predecessor in ''Halo: Combat Evolved''. The feature was cut over time, as the evolving balance of the game saw player health become less and less relevant, until the decision was made to remove it from the UI entirely.
Early ''Halo 2'' design documentation references the Kig-Yar point defense gauntlet|Jackal Shields, with the intent of them to be used by the player in some capacity. Animator John Butkus sketched some potential ideas for potential expansions on the Jackal shield concept (detailed in full Cut Halo 2 enemies#Jackal shield variations|here), which would have presumably been used for any player-useable shield were they to have been made.
Sources
Category:Halo 2
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File:H2Beta Headhunter Ingame.png|thumb|300px|A match of Headhunter in progress in the ''Halo 2'' Beta.
During the game's Development of Halo 2|development, ''Halo 2'' was planned to ship with many more game modes which ultimately did not make it to final release. A handful were prototyped in engine, though the majority only ever existed in paper :Category:Halo 2 design documentation|design documentation penned by the team at Bungie - notably multiplayer lead Max Hoberman. As such, the majority of these modes were never practically developed in any way.
In-engine prototyped The following modes were to some extent prototyped and implemented in-engine.
The main mode developed and ultimately cut from ''Halo 2'', Headhunter was to take a very similar form to the gametype of the same name ultimately featured in ''Halo: Reach''. When dying, players were to drop skulls which could be collected by other players and deposited into safe zones. Headhunter was in the files of the Halo 2 Alpha|''Halo 2'' Alpha and mostly-functional, but was ultimately cut likely due to a bottleneck in user interface design and deployment as opposed to issues with creating the mode itself.
File:H2Alpha Headhunter.png|Headhunter in the menus of the ''Halo 2'' Alpha. File:H2Beta_Headhunter_Ingame.png|A match of Headhunter in progress. File:H2 Midship DesignDoc.jpg|Design documentation for the map Midship, referencing Headhunter as one of the modes the map was intended to be played on.
The Juggernaut mode was shipped with the final build of ''Halo 2'', though in a very different manner to which the design documentation conceived. The original plans for the mode were to involve the Cut Halo 2 enemies#Flood juggernaut|Flood Juggernaut, an enemy type intended to appear in the campaign of ''Halo 2'' as a massive Flood boss (and the mode's namesake). In this original specification, the player playing as the Juggernaut was to physically play as the Flood Juggernaut, intended to be "''sturdier, heavier, can do more damage and jump twice as high''". Instead of weapons, the Juggernaut player was to have access to both of the Juggernaut's tentacles to use for melee attacks coordinated with the left and right triggers. Using the triggers near scenery props would throw the prop at enemies.
This original plan for the Juggernaut mode was ultimately scrapped as Hoberman was never able to get the development manpower needed to put the mode into action. The final Juggernaut shipped with a toned-down premise, featuring one strong player being hunted by the other players.
The Race gametype first debuted in ''Halo: Combat Evolved'', with a simple premise - be the first player to reach all of the checkpoints on the map. The mode was to some extent considered for inclusion in ''Halo 2'' and was implemented in the gametype selection menus for the Halo 2 Alpha|''Halo 2'' Alpha, though in the menus uses the icon and description for the Assault gametype. Selecting the race option brings up the proper icon and description.
File:H2Alpha Race.png|Race in the menus of the ''Halo 2'' Alpha. File:H2_BurialMounds_EarlyDesign.jpg|An early design layout for Burial Mounds, including intended locations for the Race mode's objective flags.
Originally concepted in ''Combat Evolved'' and scrapped, Warfare was intended to be the primary multiplayer offering of ''Halo 2'' - a massive-scale SPARTAN-II program|Spartan vs. Sangheili|Elite asymmetric battle. The mode was the primary one considered at the beginning of ''Halo 2'' production, though was ultimately cancelled due to development troubles, with Max Hoberman and his team instead focusing more on the game's smaller-scale gameplay.
File:H2Alpha Warfare.png|Warfare in the menus of the ''Halo 2'' Alpha.
Other considered modes The following gamemodes were considered for inclusion in ''Halo 2'', though never saw any serious development or engineering work to get them implemented in-game.
A revival of the "Kill In Order" mode from ''Halo: Combat Evolved'', the goal of Assassin was to be simple; periodically, the game would designate a player as a target. While other players in the game could shoot and kill one another, points would only be scored for killing the player targeted by the game. The mode was written out by Hoberman in design documentation, though never saw any implementation in-game.
"The Light Bringer" was a gametype mentioned in a design document penned by Hoberman, c. November 2003. The mode is similar in concept to Juggernaut; at the start of a mission, a Cut Halo 2 equipment|cut power up referred to as the "quad" was intended to spawn somewhere on the map. The player who picked up the quad would then gain the effect of dealing quad damage to all enemies as long as they remained alive, gaining 10HP back with each successful kill. Upon their death, the player in question would drop the quad, allowing it to be picked up by anyone; the player or team holding the quad at the end of the match wins. To help give players an additional chance to pick up the quad, the round timer would be extended by thirty seconds each time the quad was picked up.
File:H2 Multiplayer DesignDoc 8.png|A section of Hoberman's 2003 design document referencing this gametype.
Sources
Category:Halo 2
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