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Deukalion is the Jiralhanae Jiralhanae Chieftain|chieftain of the clan known as the Legion of the Corpse-Moon, named after the "corpse-moon" Soirapt, one of three natural satellites orbiting Doisac. He led the clan under the flag of the Banished during their search for Menachite portal complex|a portal to the Installation 00|Ark buried on Reach. With his clan having been organized into a legion under the Banished, Deukalion holds the title of Legionmaster.
Biography
By 2559|July 2559, Deukalion and the Legion of the Corpse-Moon had joined the Banished. Alongside Dokab Castor of the Keepers of the One Freedom and Jiralhanae Chieftain|Chieftain Ballas of the Clan of the Ravaged Tusks|Ravaged Tusks, he reported directly to War Chief Escharum while Atriox was busy with his Second Ark Conflict|fight to control the Ark.
After Escharum received a transmission from Atriox ordering him to locate and activate the Forerunner Slipspace portal|portal facility on Reach, Deukalion and the Legion of the Corpse-Moon were sent to the human Human colonies|colony with Castor, Ballas, and their forces. Each clan was assigned a third of the world to search, with Deukalion also taking the southeast third of the Eposz supercontinent.
The three clans searched the planet's glassing|glassed wastelands for months with little to show for it. Eventually Deukalion and Ballas began fighting over territory and resources stolen from human pioneers attempting to resettle their homeworld. Castor was able to convince the two chieftains to help him in his plan to follow a Blue Team|team of SPARTAN-II program|Spartans that had recently landed on the planet and come into contact with Banished forces. As far as Castor could tell, the UNSC was after the portal as well and they seemingly knew where to find it. All they had to do was follow them.
Deukalion and Ballas assisted Castor in his plan by using their forces to search for and draw the Spartans out. Under orders by Deukalion, the Legion of the Corpse-Moon participated in the attempted and failed Battle of New Mohacs|defense and recapture of Mohacs|New Mohacs, a pioneer settlement originally operated by the Viery Militia.
After the events at Reach, Deukalion and the Legion of the Corpse-Moon accompanied the Banished to Installation 07, conducting patrols aboard the ''Despoiler''.
Physical description Deukalion has a blocky head with sunken green-gold eyes. His bony cheeks frame an almost cube-shaped muzzle containing blunt tusks etched with the names of those he has condemned to death on the inhospitable "corpse-moon" Soirapt. He has massive shoulders and is very tall, even for a Jiralhanae.
Equipment Deukalion wears a full set of ornate black Jiralhanae power armor|power armor with a silver trim, and a matching helmet. He is known to wield a custom Gravity hammer (fiction)|gravity hammer called ''Black Death''. During the mission to Reach, Deukalion utilized a Eklon'Dal Workshop Phantom|Phantom as his personal transport.
Trivia Wikipedia:Deucalion|Deucalion, also spelled as "Deukalion," was the son of the god Wikipedia:Prometheus|Prometheus from List of references to Greek mythology in the Halo series|Greek mythology.
List of appearances
''Halo: Shadows of Reach''
Sources
Category:Jiralhanae characters
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Deuterium is an isotope of the chemical element hydrogen (chemical symbol H). While the nucleus of protium (the most common form of Hydrogen) contains only the single proton, deuterium's nucleus contains one neutron in addition to the proton, and tritium's contains one proton and two neutrons. Deuterium nuclei produce a great deal of energy when Nuclear fusion|fused together into helium nuclei. This is the fusion reaction that occurs in the sun and all other stars. Deuterium, along with tritium, is a primary fuel source for Covenant pinch fusion reactors and the United Nations Space Command|UNSC's fusion reactors, including those used to power starships' fusion drives.:File:Infinity fud scale.jpg|UNSC ''Infinity'' schematic
Deuterium has a natural abundance on planet surfaces, such as on Earth and Pegasi Delta. The Covenant build refineries to refine this material for use in their ships.Halo: Ghosts of Onyx, ''page 15'' It is also used in UNSC ships and stations to power the onboard reactors and, should the need arise, facilitate self-destruction by flooding the reserve tanks into the reaction chamber.Halo: Fall of Reach, ''page 286''
Sources
Category:Materials
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|manufacturer=Assembly Forges
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|model=Scarab
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|role=*Heavy assault platform Deep excavation Mobile command base
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The ''Deutoros''-pattern Fortress Breaker , (defunct, backup on ) or Scarab, is a large, heavily armored, all-terrain, quadrupedal walker. Classified as a tier-four Excavator, the ''Deutoros''-pattern Scarab was employed by the Covenant as a Wikipedia:siegeworks|siegeworks ultra-heavy artillery assault platform.
Originally designed strictly for mining operations and deep excavations on widely varied terrain, the ''Deutoros''-pattern Scarab has since been repurposed for combat. The walker is used to attack heavily defended structures and emplacements and to provide nearly-unstoppable combat support for Covenant ground forces. A heavily-fortified and dexterous mobile platform that boasts impressive levels of firepower, the Scarab is known for striking fear into its opponents.
Overview
File:Lekgolo-scarab.jpg|thumb|200px|left|Exposed Rhulolekgolo in a ''Deutoros''-pattern Scarab's core. Like other patterns of Scarab, the body of the ''Deutoros''-pattern Scarab rests atop four powerful legs. Its main body features an interior bay and command center, where many of the vehicle's essential functionaries are accessible. An infantry platform that surrounds the enclosed bay allows the defensive personnel of the Scarab to fire upon hostiles from above or eliminate other threats. Although the ''Deutoros''-pattern Scarab appears to be a traditional vehicle, it is actually a bio-mechanical construct that makes extensive use of Rhulolekgolo. Hundreds of Rhulolekgolo swarm beneath the Scarab's battle plate, acting as a gestalt intelligence, interfacing with its exoskeleton and control systems, though the gestalt is seldom given complete control of the entire Scarab. The Lekgolo meta-colonies that inhabit these Scarabs are often populated by particularly unruly Lekgolo individuals that can not be trusted with total control over the vehicle without causing undesired chaos. A central power junction located inside the Scarab's interior bay is one of the only locations on the walker where the Lekgolo are exposed. Due to the Scarab's reliance on the Lekgolo and their ability to operate independently, the weapons platform was never formally categorized as a vehicle by the Covenant, instead being classified as a single, ultra-heavy infantry unit by the Covenant. The chassis of the Scarab is built in specialized, cavernous assemblies, such as the Assembly Forges on the now-destroyed Covenant capital city of ''High Charity''. At these facilities, Rhulolekgolo are fused into the carapace and appendages, and bound to the control systems. Like many Covenant vehicles, the ''Deutoros''-pattern Scarab is modularly crafted on an assembly line, where its various pieces are combined then activated.
While they are known to be particularly robust, ''Deutoros''-pattern Scarabs are not without their weaknesses. A Scarab will be temporarily stalled if its legs sustain enough damage, causing the walker lower into a crouch-like position and allowing potential Naval boarding|boarders to jump into the vehicle's troop bay. The central power junction is protected only by the vehicle's external armor and the exposed Rhulolekgolo are susceptible to weapon fire, so attacking the junction is relatively easy for hostile boarders. Once the core is destroyed, the Rhulolekgolo gestalt's tissue tears and a chain reaction will occur, which will quickly destroy the Scarab.
File:Scarab deployment.jpg|thumb|250px|A Scarab slowing itself from its low-orbital deployment on Installation 00. Unlike most vehicles deployed by the Covenant, the ''Deutoros''-pattern Scarab does not employ Anti-gravity technology|anti-gravity propulsion to move; instead, it uses a quadrupedal leg assembly for locomotion. These jointed legs are very powerful, strong enough to even withstand the shock of low-orbital drop.Halo 3, campaign level ''The Covenant (level)|The Covenant''Halo: Reach, campaign level ''The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn'' Scarabs are equipped with several underside thrusters that allow the vehicle to slow its descent during its initial deployment. The Scarab can move at a relatively fast speed, with a maximum speed at 76 kilometers per hour (47 miles per hour).
The articulated legs and the spiked "feet" of a ''Deutoros''-pattern Scarab allow the vehicle to sturdily grip the ground, climb over obstacles, and even kneel down. The legs are also very nimble, affording the Scarab a surprising degree of maneuverability. For example, ''Deutoros''-pattern Scarabs have been observed mantling inclines in excess of forty-five degreesHalo 3: ODST, campaign level ''Coastal Highway'' and they can attempt to right themselves if knocked off balance. The ''Deutoros''-pattern Scarab is capable of carrying out excavations and assaults in varied terrains and rough environments, and it is even capable of operating underwater, if only for brief periods.
The ''Deutoros''-pattern Scarab is occasionally used as a mobile command base, and rarely as a large-scale troop transport vehicle. An officer of the Covenant military serves as a supervisor and pilot aboard the Scarab. Rather than steer the walker themselves, the Scarab's supervisor "guides" the direction of the machine and occasionally directs the artillery when needed. The Scarab's Rhulolekgolo complement manages and carries out most of the walker's functions and processes. The supervisor may operate the ''Deutoros''-pattern Scarab's weaponry when increased precision is needed, as the Rhulolekgolo have no fine control over the armaments.
As ''Deutoros''-pattern Scarabs were too valuable to operate without support, the Covenant would often supply the walker with at least twelve security personnel when deployed in the field. The accompanying infantry and supervisory personnel aboard a Scarab serve to prevent boarders from destroying the vehicle from within or from attempting to seize the walker for themselves. The security personnel aboard a Scarab were additionally charged with eliminating any hostiles that were able to survive the vehicle's bombardment of a location. The security personnel of ''Deutoros''-pattern Scarabs typically consisted of lances of Unggoy and Kig-Yar, as well as some Jiralhanae and Sangheili.Halo 3, Scarab gameplay
The primary armament of the ''Deutoros''-pattern Scarab is an ultra-heavy focus cannon mounted beneath the head end of the infantry platform. The focus cannon is typically affixed towards the end of the Scarab's production process. The weapon fires a stream of superheated plasma and is a nearly capital ship-scale energy projector capable of both mass destruction and delicate stratigraphic excavation, depending on the weapon's tuning and the operator's expertise. The cannon is capable of melting through five feet of concrete, with one Scarab having enough firepower to level a small city. The cannon is housed in a cradle that is protected by flaps, which open before firing. The focus cannon has a relatively low rate of fire and is typically discharged in brief bursts. As the weapon is fired, it releases a green-glowing liquid, which may be coolant. The ultra-heavy focus cannon is useful for uncovering artifacts during excavation operations. Additionally, the focus cannon is capable of being replaceda delicate process that requires calibrating all the coolant subsystems, as any heat spike from the core can pose a serious threat to the Rhulolekgolo gestalt.Halo Wars Launch Site - ''Covenant Side''
The secondary armament of the ''Deutoros''-pattern is an Heavy plasma cannon|ultra-heavy plasma cannon, which is mounted atop the back of the Scarab. This armament serves primarily as an anti-aircraft weapon, having a greater effective range than the focus cannon possessing a 360 field-of-fire.
Additionally, the ''Deutoros''-pattern Scarab carries three mounted s, each manually operated by the Scarab's security personnel. These are used primarily in an anti-infantry role, but can also be effective against light ground vehicles and, to a lesser extent, light aircraft such as AV-14 Hornets. The Scarab's crew often utilize these weapons to repel boarders and to provide covering fire.
During the Harvest campaign and Battle of Trove, the Covenant fielded a variant of the ''Deutoros''-pattern Scarab with an altered chassis.
File:ScarabHW.png|The ''Deutoros''-pattern Scarab with the altered chassis.
Operational history
File:ScarabNoble.jpg|thumb|250px|left|A Scarab under attack during the Fall of Reach. Despite being encountered as early as 2527 and officially observed in 2529, the UNSC did not fully catalog the ''Deutoros''-pattern Scarab until 2547. During the later stages of the Battle of Trove, the Covenant Fleet of Glorious Interdiction deployed a number of ''Deutoros''-pattern Scarabs in efforts to stop not only the crew of the but also the Flood and Sentinels that inhabited the shield world. During the battle, the Flood made an attempt to capture at least one Scarab, with Flood Flood root|roots erupting out of the ground around the walker and ensnaring it, forcing nearby Covenant infantry to flee. Before they could commandeer the Scarab, they were attacked by UNSC forces who eliminated the roots allowing a SPARTAN-II program|SPARTAN-II to take control of the walker. The captured Scarab provided a significant combat advantage for the UNSC as they fought to destroy several Covenant Covenant citadel|citadels which would provide them with a staging area in order to assault the Apex Site. Another ''Deutoros''-pattern Scarab along with a contingent of Sangheili Sangheili Honor Guardsman|Honor Guardsmen were stationed at the final Covenant citadel but the UNSC forces, with the aid of their captured Scarab, were able to eliminate all Covenant forces.Halo Wars, campaign level ''Beachhead (Halo Wars level)|Beachhead'' At least one ''Deutoros''-pattern Scarab attempted to halt the UNSC's assault on the Apex Site but fell to the human's determined assault.Halo Wars, campaign level, ''Reactor (Halo Wars level)|Reactor'' A number of ''Deutoros''-pattern Scarabs were deployed around the portal that would allow the ''Spirit of Fire'' to escape the shield world, both to counter the human forces, as well as a large Flood presence as well as hostile Forerunner constructs. They were ultimately unsuccessful in preventing the departure of the ''Spirit of Fire'' from the Etran Harborage.Halo Wars, campaign level, ''Escape (Halo Wars level)|Escape''
''Deutoros''-pattern Scarabs were rarely employed by the Covenant during the sieges on the Outer Colonies, though they saw increased field deployment in large numbers near the end of the Human-Covenant War to crush UNSC fortifications on well-defended Inner Colonies|Inner Colony worlds. Unprecedented numbers of ''Deutoros''-pattern Scarabs were used by the Covenant during the Fall of Reach. During their initial incursions on Reach, the Fleet of Valiant Prudence deployed significant Covenant ground forces, including at least three ''Deutoros''-pattern Scarabs at Szurdok Ridge, hiding their presence from the UNSC using several deployment spire. When the site was Battle at Szurdok Ridge|attacked by the UNSC on August 12, 2552, these three Scarabs provided support for Covenant ground forces as the two massive armies clashed at the landing zone. Unfortunately for the Covenant, a pair of SPARTAN-III program|SPARTAN-IIIs were successful in destroying an Cheru-pattern Tyrant|Anti-Aircraft Battery on a nearby ridge, allowing UNSC Paris-class heavy frigate|frigates ''Grafton'' and ''Saratoga'' to carry out a bombing run on the Covenant forces, wiping out the three Scarab walkers.Halo: Reach, campaign level, ''Tip of the Spear'' Towards the end of the Fall of Reach, ''Deutoros''-pattern Scarabs and other Covenant heavy armor were deployed to stop UNSC forces from escaping from the doomed planet.
During the final hours of the Battle of Installation 04, the Covenant deployed a ''Deutoros''-pattern Scarab to combat swarming Flood forces in the arid badlands around the downed . During the battle, remaining UNSC personnel on the ringworld launched an assault on the Covenant forces, with the objective of drawing them away from the ''Autumn'' while SPARTAN-II program|SPARTAN John-117 boarded the cruiser. However when the Chief's commandeered Type-26 Banshee|Banshee approached the ship, the Scarab soon took notice and moved to ambush the Spartan. Fireteam Raven was quick to act, boarding a UH-144 Falcon|Falcon and proceeding to pursue the walker. Despite its best efforts, the team of Orbital Drop Shock Trooper|ODSTs was able to successfully board the Scarab, wiping out its entire complement of soldiers and destroying the core.Halo: Fireteam Raven, level, ''Last Stand (Halo: Fireteam Raven level)|Last Stand''
When the Prophet of Regret|High Prophet of Regret Battle of Earth|invaded Earth in October, 2552, he deployed at least five Scarabs to Mombasa, Africa, with at least one of them being a ''Deutoros''. Two Scarabs were placed in New Mombasa, while another three were deployed in Old Mombasa. One of the Scarabs in New Mombasa was apparently charged with destroying the Mombasa Tether.Halo Evolutions, "Palace Hotel", ''page 363'' (Collection); ''page 221'' (Volume II) Shortly after ''Solemn Penance''s retreat, one of these was stationed in the partially-flooded Kikowani Station (location)|Kikowani Station, where it was engaged and neutralized by Alpha-Nine.Halo 3: ODST, campaign level, ''Kikowani Station (Level)|Kikowani Station''
On the morning of October 21 when the Prophet of Truth|High Prophet of Truth's Jiralhanae-led reinforcements arrived over Kenya, as Alpha-Nine members Edward Buck, Veronica Dare and the Rookie escorted a high-value asset: the defecting Covenant Huragok Quick to Adjust containing information from a Vergil|subroutine of the city's Superintendant artificial intelligence, they witnessed several Scarabs being deployed by the massing Covenant warships. While most of them ignored or didn't notice the humans, one of the Scarabs did take notice and opened fire on the Olifant containing the Huragok with its focus cannon, heavily damaging the vehicle and forcing the team to abandon it outside of the Uplift Nature Reserve.
During the Battle of Voi, a ''Deutoros''-pattern Scarab was deployed into a lake bed near Traxus Factory Complex 09 after all of the Covenant Ogab'd-pattern anti-aircraft Wraith|Anti-Aircraft defences in the area were cleared by a mounted UNSC assault force. John-117 was able to eventually bring down the walker, allowing the human forces to regroup and push on to their final objective, a Covenant Skar'wa-pattern Mantis|Anti-Aircraft Cannon.Halo 3, campaign level ''The Storm'' The Prophet of Truth deployed multiple ''Deutoros''-pattern Scarabs during the Battle of Installation 00|Battle of Installation 00. Outside Installation 00's Cartographer, John-117, with the assistance of a UNSC M808 Scorpion|armored unit, destroyed a ''Deutoros''-pattern Scarab. During the battle outside the Installation 00 Citadel|Citadel, a pair of ''Deutoros''-pattern Scarabs were deployed as a last-ditch effort by the Covenant to prevent the UNSC-Sangheili forces from reaching the Prophet of Truth. Despite their best efforts, both Scarabs were neutralized by the Master Chief, and with the death of the final Prophet Hierarch shortly later, the Covenant was brought to an end.
Gameplay
File:69504874-Full.jpg|thumb|250px|A Scarab attacking a Scorpion in ''Halo 3''. The ''Deutoros''-pattern Scarabs encountered in ''Halo 3'' have far more destructible parts than the seen in ''Halo 2''. Destructible armor covers each joint of a Scarab's legs, and doing enough damage to the legs will cause the Scarab to go into lockdown, making it stop moving altogether. The flaps covering the main gun can be destroyed, though this does not affect the gun's operation. The crest on and around the rear anti-air turret can be completely blown off, slowing the turret's rate of fire and reducing the size of its plasma bolts. Two side door panels near the bottom of the Scarab's back can be torn off, allowing entry onto the vehicle.
A Scarab's rear armor possesses a glowing red circle; inflicting enough damage upon this circle will detach the armor, leaving the Scarab's core exposed. The core itself can be destroyed; its destruction will trigger a massive explosion that blows the Scarab into pieces, leaving few intact parts.
If one can successfully manage to board the Scarab in ''Halo: Reach'', they will find that only the core of the Scarab can be destroyed. All other parts of the Scarab, including Plasma Cannons, cannot be destroyed. Destroying the core of the Scarab will also not destroy the Scarab itself. Instead, it will expose a hole in the Scarab, which bleeds orange Lekgolo blood if shot.
File:Two Scarabs.jpg|thumb|250px|left|Two Scarabs, assisted by two Locusts and an infantry lance, engage UNSC forces in ''Halo Wars''.
''Halo Wars'' features the ''Deutoros''-pattern Scarab as a playable unit in Skirmish and multiplayer modes for Covenant leaders, though it is smaller for the sake of gameplay. Each Scarab costs 3,000 resources and 20 population in Skirmish, with no upgrades available due to their cost and is built at the Covenant citadel. Up to two can be spawned at a time in a Standard mode and four in Deathmatch (Halo Wars)|Deathmatch mode. The last Title Update for ''Halo Wars'' enhanced the Scarab by providing an additional 25% hitpoints and a 25% damage increase, and is now capable of surviving four direct MAC blasts as a result of the improved hitpoints.
The Scarabs excel at attacking vehicles and infantry with their powerful weapons, though aircraft take longer for the Scarab to take down. Scarabs are very mobile, being able to climb over most obstacles. Only certain obstructions, like craters or fire, can block them. In the campaign level ''Beachhead'', the player may use a SPARTAN-II program|Spartan to commandeer an abandoned Scarab. Commandeering this Scarab and using it to destroy twenty-five enemy units unlocks the achievement Beaming With Pride.
Scarabs are extremely difficult to destroy. Overwhelming it with a massive attack force works well, particularly when using anti-vehicle units like the SP42 Cobra or some Hunters, but a significant portion of the attack force will be lost in the process. An upgraded Magnetic Accelerator Cannon#Halo Wars gameplay|MAC blast or carpet bomb can destroy a Scarab rather quickly, as can a group of AC-220 Vultures using their missile barrages. Covenant leader units' special abilities can inflict massive damage on a Scarab, with the Prophet of Regret's cleansing beam being a good example.
Winning a Skirmish game with two Scarabs unlocks the 2 Bugs Are Better Than 1 achievement.
Trivia
Early in the development of ''Halo: Reach'', there was to be a level between "New Alexandria" and "The Package" in which the player would navigate a Scarab through the ruins of New Alexandria (location)|New Alexandria. According to Marcus Lehto, the level was cut because it was ''"a little crazy"''. On three occasions in ''Halo: Reach'', Scarabs come within dangerous proximity to the player character, yet the player is unable to fight or board them. Martin O'Donnell refers to these moments as "Scarab teases."
The ''Deutoros''-pattern Scarab was recreated for use in ''Halo ActionClix''; it is the largest figure ever made by WizKids, the game's creator. A battle-damaged version was released at the 2007 San Diego Comic-Con for $250, which included the Scarab, two outdoor maps, an indoor map (representing the Scarab's interior), four character cards, and rules for both the Scarab and the game itself. A normal model was also released at select retailers in November 2007.
In ''Halo 3'' and ''Halo 3: ODST'', if the player jumps onto one of the legs of a Scarab, and the leg rises up, it will cause the player to fly through the air for a considerable distance and finally die after a while, possibly after hitting a barrier. On the ''Halo 3'' level "The Ark", a glitch can be used to create an "undead Scarab". When the level's Scarab first appears, it walks past the player and behind a cliff face; when the player makes it to the end of the area, it walks back in. If a player uses a Ghost to board the Scarab while it walks behind the cliff face, he can destroy the Scarab prematurely. From there, another player must simply get to the end of that section, triggering the Scarab's return. The damaged front half of the destroyed Scarab will walk out and then stay still. In ''Halo 3'', the player can steer a Scarab. To do this, a player must board the Scarab, go to the front of the lower deck, and run into either the left or right wall. The Scarab will go in that direction, possibly because the Scarab attempts to reorient itself in order to get a clear shot at the player. On the ''Halo 3'' level "The Covenant", if a player manages to kill a Scarab before its landing animation is finished, the Scarab will briefly go underground and launch everyone on board across the level.
Gallery
File:Halo3-Scarab1.png|A view of the ''Halo 3'' Scarab, facing right. File:Halo3-Scarab2.png|Another view of the Scarab in ''Halo 3''. File:ScarabH3.png|A Scarab in ''Halo 3''. File:H3 Storm Scarab.jpg|A Scarab in Voi, Kenya. File:1217438400 Core.jpg|A close up of a ''Deutoros''-pattern Scarab's core. File:Scarabcore.jpg|A view of a Scarab's damaged core. File:1216050538 Scarab.jpg|A ''Deutoros''-pattern Scarab firing its main cannon. File:Scarab_Walk.jpg|A ''Deutoros''-pattern Scarab landing on Installation 00. File:HW DeutorosScarab Concept.jpg|Concept art of the ''Deutoros''-pattern Scarab for ''Halo Wars''. File:HW PirthCityScarab.jpg|A Scarab in Pirth City. File:HW ChasmsScarabs.jpg|A trio of Scarabs on Harvest. File:HW Scarab Screenshot.jpg|A Scarab in ''Halo Wars''. File:Halo reach scarab render.jpeg|An in-game render of a Scarab from ''Halo: Reach''. File:Halo Reach Scarab.png|A Scarab on Reach being harassed by Carter-A259's D77-TC Pelican. File:HaloReach-Scarab-Angle.png|A ''Deutoros''-pattern Scarab in ''Halo: Reach''. File:HR-T47ScarabUHAP-RefChart.jpg|A turnaround reference of the Scarab in ''Halo: Reach''. File:HFR Scarab.jpg|A ''Deutoros''-pattern Scarab in ''Halo: Fireteam Raven''. File:HINF Concept EarlyZetaBattle.png|''Halo Infinite'' concept art depicting a Scarab firing on a Banished spacecraft.
List of appearances
''Halo: Uprising''
''Halo 3''
''Halo Wars''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
''Halo: Reach''
''Halo 4''
''Halo: Spartan Assault''
''Halo: New Blood''
''Halo: Spartan Strike''
''Halo: Hunters in the Dark''
''Halo: Fireteam Raven''
Sources
Category:Excavators|Scarab, Type-47A 'Deutoros'
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Devastating is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by completing the ''Halo 3'' campaign on Legendary in under 3 hours.
The 3 hour time limit is calculated as the sum of the player's best times on each level on Legendary on either solo or co-op; players can view their best times on their Halo Waypoint service record. As a guide, players should roughly aim for the Speed Demon|par times as they total 2:40.
Trivia The achievement is named for ''Halo'' speedrunner .
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Developer mode, or "Devmode", is a utility used primarily for ''Halo Custom Edition''. It allows commands to be entered during gameplay using a console and is commonly used to test user-created maps.
Accessing Devmode To create a Devmode Wikipedia:Shortcut|shortcut, find a shortcut to Halo Custom Edition and copy it. Then, right-click the new shortcut's icon, and select ''Properties''. A text field labeled "Target" will have the value "C:\Program Files\Microsoft Games\Halo Custom Edition\haloce.exe"; change this to read "C:\Program Files\Microsoft Games\Halo Custom Edition\haloce.exe" -console -devmode.
To load Halo Custom Edition with Devmode enabled, simply open the new shortcut. Do note however that shortcuts with Devmode enabled will prevent the user from joining internet and LAN servers, and removes one's ability to create an internet game. The user will only be able to create a LAN game.
Commands marked with "<#>" require a 1 (for activating) or a 0 (for deactivating) in place of the symbol.Alternatively, "on" and "off" (without the quotation marks) can be used to activate and deactivate commands. Do note that some of them have other numerical commands.
The following is a simple list of useful commands. For a list of commands, simply press the Tab button with the console opened. rasterizer_stats <#> = 2 displays a frame rate counter along with categorized vertex and triangle counts for the scene being viewed. 4 displays information on memory usage for the game. 5 displays a simple frame rate counter and information such as maximum, minimum and average frame rates for the scene. cheat_omnipotent <#> = Enabling this cheat makes the player's shots kill anything they hit -- instantly (and if the player shoots an indestructible vehicle, like a warthog, it will render it useless as the player cannot enter it). cheat_all_powerups = Spawns all powerups near the player. cheat_all_vehicles = Spawns all standard vehicles near the player. cheat_all_weapons = Spawns all weapons near the player. cheat_bottomless_clip <#> = Enables a bottomless clip -- the player never has to reload, and weapons never overheat. cheat_bump_possession <#> = Allows the player to control any character by bumping into them. cheat_deathless_player <#> = Makes the player invulnerable to any damage, including the maximum falling damage height restrictions. cheat_infinite_ammo <#> = Gives the player unlimited ammunition. cheat_jetpack <#> = Prevents falling damage from occurring -- useful for moving lower in a level or with cheat_super_jump. cheat_medusa <#> = When this command is enabled, any enemy unit that sees the player will be instantly killed. cheat_spawn_warthog = Spawns a standard M12 Force Application Vehicle|Warthog near the player. cheat_super_jump <#> = Allows the player to jump very high, which is useful for maneuvering around a level during its construction. cheat_teleport_to_camera = Teleports the player to the current camera position. debug_objects <#> = Shows visual representations of the game objects' or models' bounding radii and collision models. debug_portals <#> = Draws or outlines the portal definitions in the game. debug_sound <#> = Shows visual representations of the sounds being played and their audible radii, along with labels indicating the specific sound being played. error_suppress_all <#> = Enabled by default; this cheat suppresses all error messages. Disabling it will show errors that occur during gameplay, something that is useful when debugging content and game problems. game_speed <#>1-20 = Changes the speed of the game. It is useful for pausing the game or for traveling around an environment quickly during level creation or debugging. map_name [map name] = Manually loads a specific level. debug_camera_save = Saves the current player camera as the debug camera. debug_camera_load = Loads the most recently saved camera location; if there is no saved camera, it loads the camera at numerous default positions. camera_control <#> = Loads the default camera in the player's biped.
Alldev and Devtrainer Alldev is a devmode program that works for Halo: PC and for Halo: Custom Edition Multiplayer|multiplayer. Basically, it allows server hosts to cheat. Non-hosts can use the lesser cheats, but cheats such as invincibility can only be achieved by the host. Often, people will host servers with Alldev for the sole purpose of having fun with cheats on.
Devtrainer, or Developer Trainer, is another devmode program which also works for Halo: CE. Instead of allowing the user to use commands on the console, it has a simple list of command codes built into it. Basic cheats such as super jump and invincibility can be switched on with the press of a button. One of DevTrainer's greatest features is its built-in ability to freeze time, allowing the player to stop all slow-moving projectiles, grenades, AI-controlled characters, and vehicles. It does not allow the player to freeze other players in place, unless they happen to be driving a vehicle.
Notes
See also Halo: Custom Edition Halomaps.org
Category:Tricks and cheats Category:Halo: Combat Evolved (PC)
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''Halo: Combat Evolved'' was developed by Bungie between 1997 and released in 2011#November|November 2001. During this time, the game that would come to be known as ''Halo'' and the development team behind it went through many radical changes, with the game originating life as a real-time-strategy game, before evolving into a third-person shooter and finally, the first-person shooter known today. This page tracks the development of the game from its earliest origins to final release.
Early development In 1997 (real world)|1997, Bungie had just finished ''Myth: The Fallen Lords'' and was beginning the development of ''Myth II''. During this time, Bungie only had 12-15 employees in a small office in South Halsted, Chicago, when Marcus Lehto was brought on board to work with Jason Jones on a small "side project" then-known as "Armor". This project was at least in progress by the time the "Armor" trademark was filed on September 24, 1997. This side project was the origins of ''Halo: Combat Evolved'', originating as an RTS due to thinking ''Myth'' would be better if it were science-fiction and ''Starcraft'' would be better without resource management. Due to Bungie's interest in physics to provide gameplay, they wanted the vehicles to feel like vehicles and move on 3D terrain. This integration would be based in the ''Myth'' engine, and was later referred to as "basically ''Myth'' in a sci-fi universe." (Archived copy ) This prototype would change name from "Armor" due to the need to avoid the game actually shipping with that title, and would be referred to internally as "Monkey Nuts" as to ensure the game would not ''actually'' ship with that title. "Monkey Nuts" was quickly changed to "Blam!" as Jones didn't want to tell his mother he was working on a game called "Monkey Nuts". The trademarks for "Blam.net" and "Blam.org" were filed in March 1998.
The initial RTS prototype was built with an isometric camera view, though experimentation with certain features allowed a third-person camera to be attached to units for control including the soon-to-be Warthog and Marines. The fun of using the Warthog vehicle led to the camera getting closer and closer. The initial revisions of what would become the Master Chief at this time were simple ~400-polygon models nicknamed something along the lines of the "future soldier", designed to be a supersoldier much like the final Master Chief, but deployable en-masse on the battlefield. These RTS versions of the game had no story and were purely designed for multiplayer, though by late 1998/ early 1999 (real world)|1999, the game had fully morphed into a third person shooter. Jaime Griesemer was hired in mid-1998 at which point the ''Halo'' team was 8-9 people mostly working on the game engine. By this point, the game had one assault rifle that could fire grenades and a small boat called a "Doozy", though Griesemer soon began creation of the shotgun and sniper rifle. The multiplayer mode had a Slayer|4v4 deathmatch mode, and the staff would often stop development at 4pm every day and play for the evening. As development progressed, Bungie would eventually move offices to the north side of Chicago to be in a nicer area and nearer to Marty O'Donnel's studio.
Macworld and official unveiling On July 21, 1999, during the Macworld Conference & Expo, Steve Jobs announced that ''Halo'' would be released for Mac OS and Windows simultaneously. Before this public announcement, game industry journalists under a non-disclosure agreement had previewed the game in a private showing during Electronic Entertainment Expo|E3 1999 - mid-May of that year - and were reportedly amazed. However, the game was still nameless and thus Bungie hired a branding company to help them name the game. The company and Bungie generated hundreds of names including:
The Santa Machine The Crystal Palace SolipsisSolipsis was the original name for the planet the ring orbited, now known in canon as Threshold. Hard Vacuum Starshield Star Maker Age of Aquarius Red Queen Red Shift.''The Art of Halo: Creating a Virtual World'' - ''p. 73'' (preferred by Jason Jones)
A number of names (including several of the previously-mentioned ones) were written down on a whiteboard and showcased on a replica whiteboard in the ''7 Steps to World Domination'' documentary on the ''Halo 3 Legendary Edition'' disc 2. This board was a replica made for the purposes of showcase in the documentary, and it is unclear how many of the below were actually considered or whether they were simply made up for the documentary. Resonance Pulse Provocation Free Fall K3
Hostile Environment Flare Chaos
However, the name the team ultimately settled on was "Covenant", and this name was given several logo treatments. However, one artist - Paul Russel - thought the name was "stupid" and came up with five or six other names, including "Project: Halo". Few people at the studio liked the name at first, as some thought it was too-religious and that it didn't particularly sound like an action game. However, when Russel wrote down the name on the whiteboard in the studio, the name "clicked" in a way that was simple, and described the intent of the universe while maintaining a sense of mystery. Russel later came up with a handful of quick concepts for the game logo based on the idea of the word "Halo" being comprised of barely-legible runes, which were sent to Lorraine McLees - who produced around thirty final logo treatments. The logos produced by McLees were the only way Russel found out that the name Halo had been chosen by Bungie, with Russel under the impression everyone on the team hated the name.
File:HCE Logos Concept.jpg|Sketches for the game's logo by Paul Russel. File:HCE EarlyBadLogo 1.jpg|An early logo produced by a marketing agency. File:HCE EarlyBadLogo 2.jpg|An early logo produced by a marketing agency. File:HCE EarlyBadLogo 3.jpg|An early logo produced by Paul Russel. File:HCE EarlyBadLogo 4.jpg|A near-final logo produced by Lorraine McLees.
Bungie also teased fans with a Blam! mention on their webcam, and on May 20 a ''Myth II'' fan site was suddenly updated with what would become the Blam! project's final name - ''Halo''. The trademark for ''Halo'' was filed in February 1999.
Prior to the 1999 Macworld conference, however, then-executive vice president of Bungie Peter Tamte joined the company due to a wish to help an entreprenueurial company grow following Bungie's setbacks in 1998 and the disastrous release of ''Myth II''. Tamte was a former-Apple employee, and one of his first actions was calling his old boss - Steve Jobs - to ask him to introduce ''Halo'' to the world. Joseph Staten, Jason Jones and Tamte went to the Apple HQ to pitch the demo to Jobs - with Jones presenting and Staten there in case the demo didn't work. The OpenGL technology used on the soon-to-be Mac didn't work yet, and the demo was shown to Jobs on a PC just twelve days before the game was set to be announced for a Mac release at Macworld conference. By the Friday before the Macworld showing, it became clear that the studio wouldn't be able to get sound working on the Mac, and thus Martin O'Donnell was tasked with creating a soundtrack that could be played from a CD. The instructions given to him by Staten on the Saturday before the conference were the words "Ancient. Epic. Mysterious.", and Marty began brainstorming melodies, settling on the now-famous Halo Theme|gregorian chant. The piece was recorded on the following Monday and burned onto a CD for presentation in New York the following day, - ''3:10'' before someone promptly stepped on and broke the CD in New York. Luckily, Marty had a backup.
The Macworld demo was still being created on the hour-and-a-half flight from Chicago to New York, completely in-engine. On Tuesday, July 21, Jason Jones went on stage with Steve Jobs to show off the long-awaited ''Halo'' demo to the world, visibly nervous due to a fatal bug that could appear and crash the game on startup. Luckily, the demo went off as planned and ''Halo'' was unveiled to the world as intended. The creation of this trailer would ultimately sow the seeds of what would become the ''Halo'' universe, bringing the Master Chief character to life and giving the Covenant a reason for existing. The same day, Bungie officially announced the game with the following synopsis;
Despite this, the primary issue remained that the gameplay footage seen at the Macworld conference was almost everything the studio had working at the time. - (Interview begins at 56:04) At the time, the game promised a seamless world without levels or loading screens, open terrain, fauna, flora, weather, celestial events and more. Ultimately, many of these features would be cut for various reasons, but the large expansive levels and seamless transitions from indoor to outdoor environments - considered revolutionary at the time - would remain in the final release.
Microsoft acquisition Despite the hype surrounding ''Halo'' and Bungie's success in announcing it, the company was undergoing financial struggles due to the less-than-successful launch of ''Myth II'' - the game had an installer bug that forced Bungie to recall copies of the game so it could be fixed. A month following the Macworld unveiling of ''Halo'', on August 13, Bungie announced they were entering into a publishing partnership with Take Two Interactive, and would begin to see their games published on consoles - where before Bungie had primarily been a PC game developer. Bungie would handle publishing in North America through Take Two's framework, while the two would co-publish games in Europe and Asia. Around this time, Microsoft had begun work on the Xbox, and then-Microsoft Game Studios head Ed Fries was tasked with building up a portfolio of games for the console's launch in fall 2001. When he received a call from Peter Tamte about Bungie's financial situation, he was extremely interested. Take Two invited two of their leading studios - Bungie and Rockstar Games - to meet with Microsoft in January 2000. Alex Seropian and Tamte later agreed that joining Microsoft would be good, particularly as Seropian believed that if Bungie was going to lose their independence - as was the case with Take Two - they may as well fully merge so they can try and have as much a say as possible.
However, Bungie was still in a deal with Take Two, and thus Microsoft and Bungie negotiated that Take Two would retain the rights to Bungie's previous properties and the other game being developed by Bungie, ''Oni'', while Microsoft would keep Bungie itself and ''Halo''. Microsoft announced their Xbox console at the Game Developer's Conference (GDC) in March 2000, to which Bungie later stated their interest in working on the platform. "X-Box is a prime example of a console entering the market at the leading edge of technology, which is where we want our games to be"'' At this time, the Microsoft acquisition was still not complete, and speculation remained that ''Halo'' would be ported to other consoles such as the Playstation 2., though Bungie later said ''"We never got it running on PS2 anyway"''. The buyout was announced on June 19, 2000; Microsoft had acquired Bungie for around $30 million and ''Halo'' would become an exclusive for the upcoming Xbox console - much to the dismay of PC and Mac fans. Bungie began a restructuring, moving their officers to Redmond and designer Joseph Staten joining the cinematics team.
Continued development Even amidst the negotiations to move to Xbox, Bungie once more showed off ''Halo'' at E3 in May 2000, showing off a Halo E3 2000 trailer|new trailer showcasing a deployment of Marines on the titular ringworld. Like the Macworld conference, the demo was finished at the 11th hour, with Marty O'Donnell finishing the music and burning the DVD just two hours before departing for the conference. This trailer would mark the appearance of several new vehicles and equipment; the Sangheili|Elites, D77-TC Pelican|Pelican dropship, a sniper rifle, the Type-1 energy sword|energy sword and the first appearance of the Master Chief. Previous builds of the game had featured multiple SPARTAN supersoldiers as merely one type of infantry, but now the Master Chief was a singular character. The Master Chief shown in the E3 2000 build would also bear armour much closer to resembling the MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V found in the final game, albeit with a small antenna and other slight differences. The trailer would also mark the first appearances of the Covenant Zurdo-pattern Wraith|Wraith tank and the Wuzum-pattern Spectre|"Spectre", the latter of which would later be cut from the final game. The Warthog additionally featured a mounted rocket launcher later reminiscent in design of the M12G1 Gauss Warthog|Gauss Warthog featured in ''Halo 2'' and the M12A1 Rocket Warthog|Rocket Warthog later featured in the ''Halo: Combat Evolved'' Halo: Combat Evolved (PC port)|PC port. A press kit handed out at E3 2000 estimated the game was "60% complete", while a later article claimed that the only components now missing were mission design and AI. At this time, the team did have code to generate geometry on the fly as the player explored the world, and "stupidly" discussed this aspect of the game to magazines at E3 with the map being set in an archipelago created in an ancient asteroid strike. As the game later began to evolve into a linear shooter, this style of open world was ditched as it was deemed too RPG-like and the team wanted the player to spend less time exploring and more on shooting.
The game organically evolved to become about the man behind the gun, though the team didn't know precisely ''who'' that was yet. As the game currently stood, the third-person camera felt too removed from the player, and thus the decision was made to bring the game into first-person. Jaime Greisemer began properly delving into how to build a first-person control set for console controllers, and ultimately implemented aim assist and the ability to only carry two weapons but switch between them with one button - features standard in shooters now but revolutionary in 2000. This was easier on both the controller, due to having fewer buttons, and on the console, as not as many models and textures would need to be loaded in. By May 26, 2000, the team was investigating first-person though hadn't committed to it yet. Jason Jones had previously opposed the switch to first-person when engineer Charlie Gough attached a camera to the tank's turret in the RTS days of the game's development, after his experience with creating first person games six years prior. Luckily, graphics technology had advanced enough that he was sold on the idea, and Halo's format switched once again from third to first person shooter.
Over the month following the Microsoft acquisition, Bungie moved campus to Redmond. To make sure they left Chicago with a bang, Seropian and Jones went back to the first Bungie office, an old basement apartment, and offered the now-current tenant $1000 to let them have a farewell party there. With the switch to working on Xbox, Bungie now had an arduous task of bringing the game they'd developed so far for PC and Mac to work on the Xbox. This was a blessing and a curse, as it meant the team only had one hardware platform to worry about making the game for, but the Xbox devkits had not been given to Bungie yet and the timescale for the game's development had been rushed, with a little under a year to make the game. The switch to first-person and the Xbox platform would force a radical crunch period on the studio, with "90% of the game" being made in just nine months prior to ship. ''It's always going to be CE. We made 90% of the game in 9 months. I worked, that entire time, from January until early October 2001, 16-20 hours a day 6 days a week and from home on Sunday. It wrecked me for months after ship. Halo 2 had more studio strife, though.'' By September 2000, Bungie still hadn't started work on the campaign of ''Halo''.
Combat Evolved Over the summer following E3, little info was released about ''Halo'', though some tidbits of information emerged such as a screenshot of the Mgalekgolo|Hunter enemy, the then-unnamed (and later cut) Huragok|Engineer and repeated assurance by Microsoft and Bungie that ''Halo'' would come to Mac and PC. Eventually, Matt Soell began posting weekly community updates to keep track of progress on the game. revealing that campaign brainstorming began in December. The Redmond studio in which Bungie was now located was designed by Microsoft to be programmer-centric, with closed offices and such that the Bungie team hated, preferring a more open and collaborative working environment, leading to the Redmond studio having the walls and dividers ripped out. This led to tensions between Bungie and some of the other Microsoft teams working there. Eventually, Bungie mandated that regular Microsoft keycards in the building wouldn't grant access to the studio to ensure the development could move smoothly.
During this time, Microsoft hired a marketing company to talk to the senior Bungie staff, with a trailer cut together featuring fast cuts, action and heavy metal. The takeaway the company and Microsoft executives wanted was for Bungie to change the name "Halo", listing a variety of reasons why that Bungie heavily disagreed with. This back-and-forth lasted for several months until eventually the Microsoft team told Bungie they were giving the game a subtitle - ''"Combat Evolved''". Bungie didn't like the name, but were able to ignore it, leading to the final shipping name of ''Halo'' - ''Halo: Combat Evolved''.
In total, roughly 40 people - not including testers - worked on developing ''Halo: Combat Evolved''.
Early story and setting drafts File:HCE EarliestFlood Concept.jpg|thumb|The earliest known concept art of the Flood, by Robert McLees in roughly 1997 during the RTS days of the game's development.''The Art of Halo: Creating a Virtual World'' - ''p. 52'' The full resolution was lost during the shuffle of years at Bungie, and the colour resembles human skin more due to McLees' colour-blindness. When developing games prior to ''Halo'', Bungie's method of development was to develop their engine, then make their multiplayer gameplay feel good. This was only followed then by campaign as the final element to take place. The development of ''Halo'' was no exception, as the rough story for the game didn't even begin to take shape until mid-1999, following the Macworld trailer premiere. The first seeds of the franchise were sown following Robert McLees' creation of the then-"future soldier" (the predecessor to the Master Chief) and the Warthog vehicle, at which point he began to place himself in the year 2500, with the player at war with alien factions. In the early stages of the game's development, the game's setting of a "fortress world" was to be a hollowed-out planet, though this soon evolved into a dyson sphere and later the titular ringworld. This planet was to have been named "Solipsis", one of the names suggested as the game's title during development. The evolution of the setting to the ringworld, however, inspired Paul Russel to come up with the name ''Halo'', which was then applied to the ring itself. The earliest drafts of the structure that would later become the Portal at Voi were concepted by Marcus Lehto ''These are the oldest drawings of the Ark. Started playing around with this idea during Halo CE development'' and implemented into an early build by around 1998. ''This is the very first Warthog I designed for Halo back in 1998. Old pc build only runs in wireframe now. Master Chief could go prone, crouch and drive this somewhat unwieldy vehicle around the map. Even had an early Forerunner Ark in the background! #warthog #halo #cybertruck''This concept would later be considered for inclusion in ''Halo 2'' as the Ark, before later being relegated to ''Halo 3'' as the Voi portal.
By 1997/1998, the Flood were already being concepted, and story ideas circulating about their role alongside the Covenant. The Flood had been designed by Jason Jones purely for gameplay, and McLees was the first to truly think about what the Flood was in the fiction. His first idea was to have the Flood be a bioweapon engineered by the Covenant, designed as a "living minefield" with which the Covenant would seed planets on their borders, in case anyone tried to make landfall. At the time the game was to be set on a planet, the concept of the UNSC did not exist yet, simply named the "Empire", later reflected in some of the earliest marketing materials published about the game's story. The story beats of what would become ''Halo: Combat Evolved'' were in place, though still undefined. In this early draft, the player and their ship would crash on a planet populated by humans not part of the Empire, with the player's technology from 2552 and the native technology from the 1950s. The player's goal would be to train the indigenous population for when the Covenant arrived. They would combat the natives in the early levels, and the Covenant later on. File:HCE EarlyCortana Render.jpg|thumb|250px|left|An early model of Cortana featuring green eyes and face symbols. Another Flood origin, written by Griesemer, would have the Flood as a meningitis-like disease that made a life form more aggressive and more intelligent. The natives would use the Flood as a rite of passage, throwing males of-age into a mass grave in which they'd climb back out smarter and looking for a fight.This origin is remarkably similar to the origins of the Flood and its effects on Pheru later described in ''Halo: Cryptum'' and its sequels. Another idea to emerge in the pre-Microsoft era of ''Halos development was Cortana. The idea for Cortana came about based on Durandal, an AI companion in Bungie's previous game ''Marathon'' named after a famous literary French sword. Three words stood out as a "three-pack" - Durandal, Cortana and Joyeuse. Durandal was taken and Joyeuse sounded "lame", so Cortana was chosen to be the AI companion for the Master Chief. Character artist Chris Hughes modeled Cortana's face based off the Egyptian queen Wikipedia:Nefertiti|Nefertiti, with an early version of the Cortana character model having symbols on the character's face and featuring green eyes, later removed from the final in-game model. Actress Jen Taylor was hired to be the voice of Cortana as she and Joseph Staten had been in college together. Cortana was originally slated to have a British accent, but Taylor's previous role in ''No One Lives Forever'' sounded too similar, and Cortana was changed to be American - though some lines such as ''"sod off!"'' and "''toady about"'' remained in the final script. One early story draft involved the Master Chief returning to the Control Room of Halo, only to find Cortana had gone mad with power and now wanted to take over the universe - a storyline notably similar to the later premise of ''Halo 5: Guardians''.
Sergeant Major Avery Johnson was another character in the game who emerged early on, as an "caricature unashamedly lifted from ''List of references to Aliens in the Halo series|Aliens''". Johnson was originally designed to just be a random Marine, but voice actor David Scully's improvisation and line delivery impressed people so much he eventually became a larger character in the later games. One suggestion from Marty O'Donnel would involve Johnson ending up on the ship at the end of the game with the player shouting "good to see you, Chief!", though this idea was shot down by Staten as he didn't believe anyone would care about the Marine NPCs. Marcus Lehto wanted the marines to look as realistic as possible, and thus watched war movies for reference, but ultimately had to be videotaped by his wife running around with a two-by-four pretending to be a soldier so he could gain more animation reference.''The Art of Halo: Creating a Virtual World'' - ''p. 12''
The main character of the game, John-117 - The Master Chief - emerged as the "future soldier" in the RTS days of the game's development. During this time, the future soldier was just one of several types of unit available to the player. As development evolved, production became more and more centered on the player and the character they control. The name of "John" was conceived by ''Halo: The Fall of Reach'' writer Eric Nylund, while the "117" was created by Eric Trautmann as a List of references to religion in the Halo series|reference to 1:17, Revelation of St. John the Divide - ''"And when I saw him, I fell at his feet as dead."'' These names recieved pushback from Bungie, who didn't want to call their main character "John" in the game. A meeting with Griesemer, Jones, McLees and Staten turned out the suggestion from McLees to name him after a military rank, with Griesemer suggesting Sergeant. McLees pointed out John would be in the UNSC Navy|Navy, so a Naval rank would be appropriate. Griesemer instead suggested Commander, similar to ''Wikipedia:James Bond|James Bond'', though McLees also countered that Commander would be too high a rank for someone being sent into battle like the player does. The team then looked at real world military rank structures, and found "Master Chief Petty Officer" as the highest non-commissioned officer rank in the Navy, and gave that name to the Master Chief. Many people in the team didn't like the name, but it stuck. At one point, Microsoft urged the team to change the name from Master Chief to "The Commando" to better reflect the tone of the game. (Archived copy available
File:PXH ChiefChaingunPose Screenshot.jpg|thumb|250px|left|The "future soldier" wielding a gatling gun. File:HCE ShotgunEngineers Screenshot.jpg|250px|thumb|A later build of a near-final Master Chief with a Covenant Engineer. The Master Chief's look similarly evolved throughout the game's production, with an early version in 1999 looking radically different to the now-iconic MJOLNIR Powered Assault Armor featured in the final game. This iteration had magazine pouches and miniature missile launchers on the shoulders. This initial design of the Master Chief was concepted by Shi Kai Wang, with one of his sketches showcasing a heavily manga-influenced soldier with ammo bandoliers on the chest and a machete|bladed weapon on the back. This art caught the attention of the development team, but that version in model form looked too sleek and effeminate, so Marcus Lehto began to work on the model to turn it more into a tank-like character.''The Art of Halo: Creating a Virtual World'' - ''p. 5'' By the time of the switch to third-person shooter in 2000, the Master Chief design had more radically evolved to something closer to the final product. This iteration of the Chief had a robotic voice and an antenna on the shoulder.
The ''Pillar of Autumns name has an origin story, though this was later addressed as being "not half as interesting as that of her twice-renamed sister ship, ""."
Campaign In planning out the game's campaign, Marcus Lehto built a number and letter system on 3x5 index cards pinned to a board. There were around 40 of these cards, with numbers and letters such as A10, A20, A30 and so forth. The mission "Halo (Halo: Combat Evolved level)|Halo" had the name A30, while "Truth and Reconciliation" had the name A50. A40 was the name given to an eventually cut mission, possibly one referenced to be set near a volcano involving "heavy machinery". Later on, twenty five missions were planned in total, but only ten made the final cut - with heavy asset and layout reuse included. - ''Page 4''
The first level developed for the game was B30 - The Silent Cartographer. B30 began as a test map for the developers at Bungie to test weapons, models, textures, effects and other aspects of development on. This terrain was rebuilt several times over the course of development, and was later used for early demonstrations of the game. This mission was the one in which the Forerunner art style was truly developed by artist Paul Russel. The mission's original objective was to feature the player hunting down and assassinating a Covenant Prophet who was trying to find the Silent Cartographer, an idea later reused in ''Halo 2''. The swaying of the dropship in the mission's intro was done just to "look cool", while the marine sat opposite the player in the Pelican in the intro sequence would originally stare forward at the player rather than look out of the drop bay. A level was originally supposed to take place between The Silent Cartographer and the following level "Assault on the Control Room", but the level was cut and instead replaced by the cutscene of the Pelican descending into the ring's depths through the structure in the center of the Silent Cartographer island. The Pelican did not actually fit inside the structure, and the cutscene never shows the Pelican going through the hole but instead clips between the Pelican on either side to give the illusion of doing so. Despite this, Assault on the Control Room retains the name B40. The decision was made to send the Pelican underground due to lack of matte painting resources available to show the ship flying from a tropical island to a snowy canyon.
Another level was cut, that would have served to explain the function of Installation 04 and its status as a weapon. However, this level was cut and the necessary information condensed into a single expository cutscene when John-117 rescues Captain Keyes on the level The Truth and Reconciliation. This choice was later joked about, with Joseph Staten nicknaming the captain "Captain Exposition" because of the writing in the cutscene. After Keyes picked up a Needler, there was a bug in which Keyes would do the "taunt" animation - in which he would fire the weapon into an enemy corpse repeatedly. Due to the Needler's supercombine functionality, the projectiles would explode and kill the captain, failing the mission. The final cutscene of the level was one of the final cutscenes created, and was done in a short amount of time. Because of this, the final cutscene has little in the way of character animation and doesn't show Keyes' Dextro Xur-pattern Spirit|Spirit dropship splattering the Hunters on-camera, as the Hunters' collision would glitch and not look good. A further level was cut later in the game, resulting in the part of Two Betrayals where the player must walk into the phase pulse generator to destroy it.
Much of the cutscene work was done by Joseph Staten. A common technique was to "pilot" any given character by taking control of the actor and moving it around like a player, with the system recording his inputs and simply playing them back in-real time during the cutscene. This caused issues in the cutscenes for the level 343 Guilty Spark, in the flashback cutscene showing the marines entering the facility. During the development of the level, Staten manually piloted every marine NPC, but during the level's art pass, a bush was placed in the way of one of the marines and the camera, resulting in the camera clipping through the bush in the final game. Because of this method of recording cutscenes, if there was bad input lag on the mouse the playback animation has a tendency to look jittery - noticeable with Master Chief's walking animation in the final cutscene of Assault on the Control Room. The use of "vignettes" such as the cutscene in the level Halo (Halo: Combat Evolved level)|Halo in which the light bridge is activated came about fairly late in development.
The reveal of the Flood was a pivotal moment for Bungie, and one they kept closely-guarded. The use of the aforementioned playback animation, AI and custom animation made the flashback cutscene extremely development-intensive. Every time the camera moves around in the cutscene, it is to allow an animation to stop or begin playback or to spawn/despawn a character. Jaime Griesemer wanted to pit the player straight into the action following this cutscene, but Staten disagreed, wanting to let the player have a quiet moment to build tension. Staten and O'Donnell also had a disagreement about the Paranoid Marine, as one suggestion for the encounter would have the player hear a gunshot noise if they walked a certain distance away from the Marine. If the player returned, they would find the marine had committed suicide.''Halo 3 Legendary Edition'' - ''Halo: Combat Evolved developer commentary''
Multiplayer The studio played a lot of multiplayer in development, but for a long time the terrain seen in the Macworld demo was the multiplayer map.
At some point in the game's development following the transition to FPS, Chris Butcher had working jetpacks implemented into the game, and the map Boarding Action was designed with the use of these jetpacks in mind. However, the jetpacks were later cut from the single-player mode of the game, and the map had to be redesigned to have teleporters instead. - ''Hardy LeBel discusses the cut jetpacks.'' At least one multiplayer map was worked on by Paul Russel and LeBel called "Ruined Pain".'':File:REF YouTube RuinedPain Comment.png|Hardy LeBel discusses "Ruined Pain"'' - ''Screenshot of the comments section from "Question Session - Level Design" in which LeBel discusses cut levels''
Art
File:PreXbox Ring.jpg|thumb|200px|In the 1999 builds, the ring had the appearance of being broken or unfinished, a concept later reused for Installation 08 in ''Halo 3''. One of the early distinctions made about ''Halo'' in development was for there to be a clear distinction between The UNSC and Covenant design aesthetic, with the UNSC employing traditional ammuninition-based weaponry to differentiate from the aliens' high-tech plasma weaponry|plasma weapons. Artist Shi Kai Wang was employed to define the look of the Covenant, taking curvilinear forms from sea creatures, shells and iridescent textures from a horseshoe crab carapace, eventually defining the Covenant with a blue, purple and green colour scheme. This direction took the form of the three "design schools" of ''Halo''; the aforementioned human and Covenant, and the Forerunners with large cavernous and mysterious structures. This idea was spearheaded by Paul Russel.''The Art of Halo: Creating a Virtual World'' - ''p. 71'' The Covenant environments were primarily showcased in the level "The Truth and Reconciliation", with the original plan for the level involving a ramp the player would walk up to access the ship, intended to be low to the ground. However, the art team didn't want to have the player be able to inspect the ship up-close due to the low resolution of the in-game asset, so the gravity lift technology was conceived to to help provide the player with a way of entering the ship while keeping the vessel airborne. This idea proved to be more visually interesting that the level was structured around the gravity. ''The Art of Halo: Creating a Virtual World'' - ''p. 85''
To develop the characteristic feel of the Forerunners, Marcus Lehto treated the setting of Installation 04 as a character or entity unto itself - the team started with an idea of the ring's scale and function, and from there began to develop the Forerunner visual language. The ring's external surface and internal landmasses were created by concept painter Craig Mullins, who created a series of images showing the ring in various stages of disassembly with one pristine and new, one damaged and one on fire and coming apart. The ring's surface texture was gleaned from these paintings and later applied to the in-game 3D model.''The Art of Halo: Creating a Virtual World'' - ''p. 77'' Lehto felt that the structures on the surface of the ring were simply the tip of the iceberg, with each structure unique and filled with increasingly complex machinery beneath the surface. The Forerunner architecture was created through a process of trial and error, with the original style concepted in the old Chicago office a mix of Aztec and Louis B. Sullivan. The style was broken through with roughly five months before the game reached "content complete" status due to concept art created by Eddie Smith, who would produce several pieces of art depicting Forerunner structures.''The Art of Halo: Creating a Virtual World'' - ''p. 79'' Smith had little mandate or direction when he first started doing sketches of the Forerunner environments, but wanted to give the environment art team a starting point to begin their work on the levels. There was a vague notion of how things ''could'' look but nothing concrete, so Smith began to sketch based on the story synopsis, trying to differentiate from the existing Human and Covenant environments in a style he referred to as "streamlined industrial".''The Art of Halo: Creating a Virtual World'' - ''p. 80''
For Russel, the Forerunner visual language solidified during the production of the level "The Silent Cartographer", during building the segments in which Master Chief descends into the interior of the map room. During development, Russel found the architecture beginning to evolve the deeper he went, and he kept improving and refining the formula as he continued on the level until he reached the bottom. The swamps of Installation 04 found in the later level "343 Guilty Spark (level)|343 Guilty Spark" were designed with lots of fog in the level for both mood and atmosphere reasons, but also to hide level geometry and save performance. During the production of the level, artist Michael Wu spent a lot of time working on one of the signature mangrove trees in the level's start, characteristically referred to as the "evil tree".''The Art of Halo: Creating a Virtual World'' - ''p. 82'' Late in production, Griesemer worked on the level, placing the blood decals and Covenant barricades around.
The human aesthetic - primarily that of the interiors of the - was driven by Paul Russel's inspiration from the works of the artist Ron Cobb, who had done a number of instrumental work on developing the look of the ''Nostromo'' in ''Wikipedia:Alien|Alien'' and the colony in ''Wikipedia:Aliens|Aliens''. The interior of the vessel was designed to look believable and interesting, with drink vending machines, bulletin boards, and signs denoting various areas of the ship for the crew and the player. Paul tried to take the industrial look developed by Cobb for ''Alien'' and riff on that without turning into a blatant copy, wanting to show things in a functional way that looked like it fit together. The final result was a design direction which looked like it had been built by human hands.''The Art of Halo: Creating a Virtual World'' - ''p. 75'' Smith also provided concept artwork for the interior of the ''Autumn'', with Lorraine McLees developing some of the exterior look. McLees' involvement in the game's production was primarily to do with visual branding and marketing and began working on the ship as everyone else on the team was too busy to do so. Griesemer and Lehto specified they wanted the vessel to look distinctly human, but the only human designs in the game at that point in time were the Warthog, weapons and a now-cut boat. McLees did a handful of sketches, and the team was drawn to one reminiscent of the shape of the assault rifle. At the request of Lehto, the ship was lengthened about three hundred percent to make it longer than tall.''The Art of Halo: Creating a Virtual World'' - ''p. 125''
The first weapon developed for ''Halo'' was the assault rifle, originally a low-detail model built during the RTS days of the game's development. However, the team at Bungie liked the weapon's silhouette, so artist Robt McLees took to filling in the detail and evolving it into the MA5B assault rifle found in the final game. McLees was the only person at Bungie familiar with firearms during development, and had to constantly battle to make the human weapons feel like they could mechanically function in the real world as opposed to merely look cool, such as making sure the assault rifle had enough room for bolt travel. McLees' design process for the weapons involved drafting thumbnail sketches on paper with names, caliber, features and slang nicknames for the marine allies to use in-game. McLees continually reworked the rifle's ergonomics and design throughout development, but didn't discover until four months after ship that Belgian firearm manufacturer FN Herstal had produced a weapon with a very similar look around the same time - the Wikipedia:FN 2000|FN 2000.''The Art of Halo: Creating a Virtual World'' - ''p. 96-99''
A number of more exotic human grenade designs were concepted but the more conventional "pineapple" eventually won out.''The Art of Halo: Creating a Virtual World'' - ''p. 107'' Late in development, Jaime Greisemer was told he could only keep either the shotgun or the sniper rifle, but he and several other developers stayed up several nights to make sure both made the final cut. However, a M7057 flamethrower|flamethrower was intended for the base game on Xbox but ultimately cut.The flamethrower later made the cut for the 2003 release of Halo: Combat Evolved (PC port)|the PC port, however.
By the late stages of development, the now-infamous M6D magnum was still not where it was intended to be in the balance in either campaign or multiplayer. Due to the impracticalities of changing the raw data for the pistol's stats, Jason Jones wrote a script to update the pistol's damage value to a three-shot kill whenever a map or level loads.
The Covenant Type-25 plasma pistol had been designed in some form by at least 1998. ''Our plasma pistol dates back to 1998 at least, so pretty sure Halo wins.''
The first vehicle developed for ''Halo'' was the M12 Warthog. During the RTS days of the game's development, the Warthog originated as the "Hummer" - a vehicle more resembling modern-day conventional Wikipedia:Humvee|Humvees employed by the US Military. Over time, this evolved through a number of iterations before resembling the one found in the final game. The Warthog was made drivable with a third-person camera during the RTS builds to test the vehicle's physics in traversing the terrain, with the employees eventually finding merely driving the vehicle around to be fun, eventually prompting the change for ''Halo'' to become a third-person game. By 1998, a version of the Warthog modelled by Marcus Lehto was drivable on terrain and was noticeably more squat than the later vehicles with a flat bed and no turret.This model bears a notable resemblance to the vehicle later included in ''Halo: Reach'', the civilian Spade. Another version was more armoured, and boasted a turret. ''This vid of some very early Halo vehicles shows a slight upgrade to the Warthog, several human tanks, and a couple Forerunner and Covenant vehicles. #halo #warthog'' The 1999 Warthog shown at the Bungie 2002 Fanfest bears more resemblance to the final vehicle, though the version shown in the E3 2000 footage remains almost identical to the final game. However, this Warthog featured a rocket turret a opposed to the characteristic M41 Vulcan|chaingun of the final release. This rocket turret visually resembles the M68 Gauss cannon|Gauss cannon featured in ''Halo 2'', though behaves more similarly to the M39 rocket turret|rocket turret featured in the later release of ''Halo PC''.
File:PXH_RTS_Hummer_1.gif|The "Hummer" in the RTS build. File:HCE EarlyWarthog Concept 2.jpg|1998-era Warthog concept art by Shi Kai Wang. File:PXH_TTS_Warthog_Flatbed.png|The Warthog flatbed in the 1998 build. File:PXH TTS Warthog Turreted.png|Another 1998-era Warthog with a turret. File:Hog.jpg|An early Warthog in the 1999 build. File:Prexbox rocket hog.png|The ~2000-era Warthog with a Rocket Turret. File:HCE EarlyWarthog Concept 1.jpg|2000-era Warthog concept art by Shi Kai Wang. File:H1 Warthog (FAV).jpg|The final Warthog.
A variety of other military vehicles were designed for the human arsenal in the RTS stage of development. A number of armoured tank designs made it, albeit untextured, into the engine by 1998. A larger selection never made it into mid or late-stage development, though two tank vehicles did. The "Stealth Tank" was a low-profiled, black-armoured main battle tank with "counter vented fire stabilisation" ''Here's an old #Halo vehicle I built, the Stealth Tank. Low profile with counter vented fire stabilization.'' featured in the third person builds of the game, while the M808B Scorpion continued active development and made it into the final release. A number of other heavy armoured vehicle designs were concepted by Shi Kai Wang featuring a vastly different look, with turrets more resemblant of the "HK tank" from the ''Wikipedia:Terminator|Terminator'' franchise. Helicopters were another vehicle intended for inclusion in ''Halo'', though ultimately cut because they weren't "futuristic enough".
Watercraft were another vehicle type planned for inclusion in ''Halo''. One watercraft was present in the early builds of the game, referred to as the "Doozy".The Doozy, in canon is a snowmobile in use by the UNSC. A boat was concepted for inclusion in ''Halo 2'' under the same name. Another boat was later shown off, described as looking like "two floating carrots". It is possible the "Doozy" and this boat are one and the same.
File:Prexbox Husk.png|The Stealth Tank. File:Stealth tank.png|The Stealth Tank, as driven by the player. File:Prexbox chopper.png|The cut helicopter. File:HCE UNSCBoat Concept.jpg|Concept art for a UNSC boat. File:Carrotboat.png|The "two floating carrots" boat, possibly the same one nicknamed the "Doozy".
Audio
During the flashback cutscene of 343 Guilty Spark, Joseph Staten wanted Marty O'Donnell to license some rock music to play in the Pelican. ''Wikipedia:Paint It Black|Paint It Black'' by the Rolling Stones was considered for the choice, but O'Donnell and Salvatori created an original song; Shreddin', for use instead.
Gallery
File:HCE_EarlyCoverArt_1.png|An early cover art draft from roughly 56 months prior to the launch of ''Halo: Combat Evolved''. ''I want to say about 6-7 months before launch. These would have been early drafts.''
File:HCE_EarlyCoverArt_2.gif|Another early thumbnail cover art that surfaced on a Canadian retailer's website. File:HCE Unused Halo Mission Icons 2.jpg|A file labelled "Halo Mission Icons 2" that was last edited during the development of Halo: Combat Evolved.
Notes
Sources
Category:Development Category:Halo: Combat Evolved
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Devesh Bhasin was an Orbital Drop Shock Trooper who served with Edward Buck and Taylor Miles during the Human-Covenant War, presumably as part of Alpha-Nine. Both men held a high opinion of the Marine, having served alongside him in several battles. On 2552#July|July 17, 2552, the drag chutes on Bhasin's SOEIV suffered a heat shield malfunction as he was deployed in the Battle of Sigma Octanus IV. This led a violent crash that resulted in his death.Halo 3: ODST Pre-mission Evaluation.
In his final interview for the boarding of ''Solemn Penance'' on 2552#October|October 20, Miles mentioned Bhasin as a possible replacement for a Rookie|rookie trooper who had been assigned to the new team. Buck informed Miles that their former teammate had died months prior. List of appearances
''Halo 3: ODST Pre-mission Evaluation''
Sources
Category:Orbital Drop Shock Troopers|Bhasin, Devesh Category:Human characters
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Devils... Monsters... is the thirteenth track in ''Halo: Original Soundtrack''.
Overview The name of the track is a strong reference to the Flood, as it plays in the Library and for many of their other appearances. It repeats several notes many times, with carefully placed variations designed to surprise the listener. Much of the sounds are electronically-generated, and violins are incorporated at 0:12. An odd drum beat remains throughout the piece, reinforcing the eerie feeling of the music played. The piece was arranged into ''Demons and Heretics'' in ''Halo: Combat Evolved Anniversary Original Soundtrack''.
Appearances It can be heard:
In the level ''343 Guilty Spark (level)|343 Guilty Spark'', when John-117 activates an elevator and it takes him deeper into the Flood containment facility through a blood-stained elevator shaft. In the level ''The Library'', at the first encounter with Flood carrier forms, when 343 Guilty Spark leaves John-117 at a locked door on the third floor after passing the index chamber, and at the end of the level when John-117 faced the final wave of the Flood before reaching the activation index. In the level ''Two Betrayals'', when John-117 approaches the final canyon to acquire a Type-26 Banshee to reach the final Phase pulse generator. In the level ''The Maw'', when John-117 enters the cryo area, and again in the armory if the player lingers there.
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File:Nightfall - Aleria.jpg|thumb|300px|The surface of Aleria dried from the drought. The Devil's Kiss is the name of the drought on the human Outer Colony of Aleria that has lasted for over a hundred years.Halo: Nightfall, ''Halo: Nightfall: ONI: Trade Barriers|ONI: Trade Barriers'' The drought devastated the planet and its economy and halved its population within a century. The drought caused many of the planet's colonists to become smugglers to allow them to earn money and to counter food shortages.Halo: Nightfall, ''Chapter 3''
History Shortly after Aleria was first colonized, the planet's sun Elduros system|Elduros had just exited a millennia-long period of low solar activity. The Unified Earth Government's terraforming efforts and Elduros' recommenced instability led to a change in the Alerian climate. Signs of the drought occurred years before it begun. As temperature increased and rainfall became less frequent, some Alerians became worried and political unrest grew among the colony's population. While the agriculturists became concerned, the mining economy on Aleria had just boomed, leading to an influx of employment opportunities. Beginning in 2453, the drought led to the deaths of many Alerians and caused food shortages. The Alerian government turned to the Unified Earth Government for support, but to no avail. As the drought continued for decades, the lakes and rivers on Aleria began to recede and the planet's agricultural employment opportunities increasingly declined.
Alerians were soon forced to crimelargely as smugglers in courier guildsin order to support themselves, including the planet's youth. Hicham Upadte blamed the Alerian government for not sufficiently asking the UEG for aid during the drought, while most Alerians blamed the UEG. The drought continued as of 2556, and ultimately led to the collapse of mining union Mols'Desias.
List of appearances
''Halo: Nightfall''
*''Halo: Nightfall: Indebted Travelers|Indebted Travelers''
*''Halo: Nightfall: ONI: Trade Barriers|ONI: Trade Barriers''
Sources
Category:Events
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File:Reach "The Battle Begins"-Elite.png|thumb|300px|The Devoted Sentries attacking NOBLE Team. The Devoted Sentries was a crew of Covenant Sangheili Zealot|Zealots assigned to the Fleet of Valiant Prudence, tasked with the recovery of Forerunner relics. Members of the group were drawn from the Covenant's Ministry of Fervent Intercession and hand-picked by Supreme Commander Rho 'Barutamee. The Devoted Sentries made up the entirety of the personnel within the fleet, though they were part of a larger chapter of Zealots.Archive:Spartan Games - Kenneth Peters interview
In 2552, during the Fall of Reach, the Devoted Sentries were charged with locating and recovering the numerous, powerful Forerunner artifacts scattered across the surface of Reach. 'Barutamee oversaw and commanded the Devoted Sentries from aboard the Sh'wada-pattern supercarrier|supercarrier ''Long Night of Solace'' during the battle.
History
In 2552, the Fleet of Valiant Prudence, led by Supreme Commander Rho 'Barutamee, attacked a Human planet in the Beta Eridani system. After defeating United Nations Space Command|UNSC forces, several Forerunner artifacts were uncovered. Processing them through a Luminary, the fleet learnt the coordinates of another planet rich with Forerunner artifacts, and quickly moved to secure it.Halo: Fleet Battles, ''Core Rulebook - page 33''Halo: Fleet Battles, ''Scenario Two: Contact''
By 2552#July|July 23, the fleet had arrived at the planet, which turned out to be planet Reach, a major UNSC base. That night, the Devoted Sentries Battle of Visegrad|attacked Visegrad Relay, severely disrupting UNSC communicationsHalo: Reach, campaign level ''Noble Actual''Halo: Reach, campaign level ''Winter Contingency'' and attempting to find ONI data concerning the excavation of Forerunner artifacts. The UNSC, believing that insurrectionists were responsible, sent Army fireteam 3 Charlie to retake the relay. When 3 Charlie was all but wiped out by Covenant forces, SPARTAN-II program|the SPARTAN-III program|SPARTANs of NOBLE Team were sent to Visegrad. When NOBLE reached the relay, they were ambushed by the Sentries, and a brief firefight ensued in which two Zealots were killed by SPARTAN-B312 and Jorge-052. The Sangheili Field Marshal|Field Marshal who led the Sentries in the field escaped due to Carter-A259 not realizing his significance.
Several weeks later, one of the Sentries was present at a BXR Mining Corporation facility during the Battle at Szurdok Ridge, and was killed by SPARTAN-B312.Halo: Reach, campaign level ''Tip of the Spear'' NOBLE would strike an even greater blow against the Sentries two days later, when Operation: UPPER CUT resulted in the death of Rho 'Barutamee.Halo: Reach, campaign level ''Long Night of Solace (level)|Long Night of Solace'' Despite this, the Sentries continued their mission. On 2552#August|August 23, the Field Marshal killed Catherine-B320, the member of NOBLE who had devised UPPER CUT.Halo: Reach, campaign level ''New Alexandria''
On August 30, NOBLE recovered a fragment of the Smart AI Cortana, who had been studying data from a Babd Catha Forerunner vessel|crashed Forerunner ship underneath SWORD Base. Dr. Catherine Halsey ordered NOBLE to deliver her to the .Halo: Reach, campaign level ''The Package'' During the Battle of Aszod, just as NOBLE had completed their mission at the Aszod ship breaking yards , a began moving against the ''Autumn'' while the Devoted Sentries attacked the Mark 2488 Onager providing the ''Autumn's'' cover. Emile-A239 was quickly killed, but at the cost of two Zealots. As the Cortana fragment was transported to the ''Autumn'', SPARTAN-B312 moved to retake the Onager. After killing the Field Marshal and three Zealots, he destroyed the battlecruiser, allowing the ''Autumn'' to leave Reach with the Forerunner data.Halo: Reach, campaign level ''The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn'' Later that day, B312 was killed by one of the Devoted Sentries while making his final stand. However, it was too late. The failure of the Devoted Sentries to stop the ''Autumn's'' takeoff resulted in Humanity discovering Installation 04, setting into motion a chain of events that would ultimately fracture the Covenant and cause it to collapse.Halo: Reach, campaign level ''Lone Wolf''
List of appearances
''Halo: Reach''
''Halo: Fleet Battles''
Sources
Category:Covenant military units
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Devotee is an achievement in ''Halo: The Master Chief Collection''. This achievement is obtained when a player completes three different ''Halo 4'' campaign playlists.
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''Devotion'' was a small Covenant Covenant cruiser|cruiserHalo: The Thursday War, ''page 268'' of the Thel 'Vadam|Arbiter's Swords of Sanghelios during the Blooding Years in the wake of the Human-Covenant War. During the Servants of the Abiding Truth's assault on Vadam, the ship was destroyed by disguised as a Kig-Yar ship.
List of appearances
''Halo: The Thursday War''
Sources
Category:Cruisers Category:Covenant ships Category:Swords of Sanghelios ships
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The ''Devotion'' was a Covenant military vessel in transit to an unidentified planet during an unidentified battle.
The ship was attached to a cluster of Covenant ships that engaged United Nations Space Command|UNSC forces in space-borne ship-to-ship combat. During the battle, ''Devotion'' was requested to cover ''Sacred Promises dead zone. Twenty minutes away from taking position, ''Devotion'' was unable to prevent ''Sacred Promise'' from being hit again and subsequently crashed into a nearby moon, causing its further destruction.Conversations from the Universe'''
List of appearances
''Halo 2''
*''Conversations from the Universe''
Sources
Category:Warships Category:Covenant ships
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|firstuse=
|role=Transit
|affiliation=
}}
The Dewmax is a robust high-occupancy transit vehicle manufactured by the vehicle manufacturing company, Kabord, which was originally based out of Vallejo on the Inner Colony of Ballast. The Dewmax has earned favor from a wide variety of clientele, and can be found in a diverse collection of settings from corporate fleet lots to down by the river.
Usage The Dewmax was prominently used by civilians on Andesia namely in Noctus''Halo 5: Guardians'', Warzone map, Urban and Promesa.''Halo 5: Guardians'', multiplayer map, Plaza
Gameplay The Dewmax is a static prop on a number of Arena and Warzone maps in ''Halo 5: Guardians''. As well, the Dewmax is a placeable Forge Forge objects|object in two forms; the normal version and the mural version from the Warzone map Urban.
Gallery
File:H5G - UnicornDewmax.png|The unicorn mural easter egg on a Dewmax on Urban.
List of appearances
''Halo 5: Guardians''
Sources
Category:Civilian vehicles
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Dewy Decimate is the twenty-seventh track (Disc 2 Track 10) in ''Halo: Combat Evolved Anniversary: Original Soundtrack''.
Overview
''Dewy Decimate'' is an arrangement of ''Library Suite'' from ''Halo: Original Soundtrack'', and similarly consists of five ambient tracks.
The first section (0:00-1:02; duration of 1:02) is an arrangement of the first section of ''Library Suite'', albeit being slightly longer. It plays in place of the original track in ''Halo: Combat Evolved Anniversary'':
In the level ''The Truth and Reconciliation'', when John-117 and Fire Team Charlie first boarded the Truth and Reconciliation|eponymous ship. In the level ''The Silent Cartographer'', when John-117 approaches the passage to the security control. In the level ''Keyes'', at the beginning, when John-117 reaches the hole at the hangar bay.
The second section (1:02-2:17; duration of 1:15) is an arrangement of the second section of ''Library Suite'', albeit being shorter in duration. It plays in place of the original track in ''Halo: Combat Evolved Anniversary'': in the level ''The Library'', after John-117 has passed through the third floor of the Library's index chamber, and entered another hallway with blue monitors, up until the point where he reaches the final door on the fourth floor, which leads to the index chamber. The track was briefly interjected by the earlier track ''Demons and Heretics'', when John-117 is waiting for 343 Guilty Spark to unlock the door at one of the hallways on the third floor.
The third section (2:18-3:55; duration of 1:37) is an arrangement of the third section of ''Library Suite'', albeit being slightly longer. It plays in place of the original track in ''Halo: Combat Evolved Anniversary'': in the level ''The Library'', when John-117 enters the first hallway with the blue monitors on the first floor of the Library, after passing through the first door from the index chamber, up until the point where 343 Guilty Spark leaves John-117 at a locked door on the second floor to reset the backup unit for a drone control subsystem.
The fourth section (3:56-5:00; duration of 1:04) is an arrangement of fourth section of ''Library Suite''. It plays in place of the original track in ''Halo: Combat Evolved Anniversary'':
When John-117 waits for 343 Guilty Spark at the first locked door on the first floor of the Library. When John-117 is passing through the second floor of the Library's index chamber, up until the point where he exits a small tunnel in the second floor. When John-117 passes the locked door leading into the third floor of the index chamber, up until the point where he enters another hallway with blue monitors after passing through the index chamber.
The fifth section (5:00-6:17; duration of 1:17) is an arrangement of the fifth section of ''Library Suite''. An alternate version, featuring a prominent high string part, plays in the main menu of ''Halo: Combat Evolved Anniversary''.
Production notes The name ''Dewy Decimate'' is a reference to the Wikipedia:Dewey Decimal Classification|Dewey Decimal System, which is used to catalog books in libraries.
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(UNSC designation: "Type-25")Halo: Reach, ''Game Manual''
|role=Dropship, gunship, scout
|length=Halo Encyclopedia (2009 edition), ''page 270'' (2009); ''page 282'' (2011)
|width=
|height=
|mass=
|power-title=Maximum speed
|power=
|engine=
|slipspace drive=Not equipped
|navigation=
|hull=
|armament=One heavy plasma cannon|''Murien''-pattern heavy plasma cannon
|complement=*Two Obedientaries Thirty Warriors Two light vehicles or one heavy vehicle
|crew=One pilot, one sensor operator
|othersystems=Gravity hoist
|era=*Human-Covenant War Great Schism Post-Covenant War conflicts
|introduced=
|affiliation=CovenantServants of Abiding TruthBanished}}
}}
The ''Dextro Xur''-pattern Warrior Transport or more formally the DX-class dropship,Halo: Ghosts of Onyx, ''page 286'' , or more commonly the Spirit, is an infantry and logistical dropship and utility craft manufactured by their Assembly Forges#Classifications|Tertiary Assembly Forges. Dubbed the ''Dextro Xur'' design pattern, the Type-25 Spirit served as one of the primary transport crafts of the Covenant military, though the is now utilized by the Swords of Sanghelios' army and other Covenant remnants|Covenant remnant factions.
Overview
The Spirit is a moderately large craft, being in length. The dropship is an angular, tuning fork-shaped spacecraft with two parallel personnel bays along the exterior of each "prong". The pilot's compartment is located at the rear, between the twin troop bays. Each of these personnel bays has two doors that open and close vertically; however, they do not close fully and leave a small opening along the length of the bay. Between these extended personnel bays, a gravity hoist fluctuates visibly as it generates the ship's anti-gravity propulsion, similar in appearance to the energy pulse of the gravity lifts the Covenant use to commute between the ground and hovering ships. This same system is used to ferry payloads to their destinations. A uniquely stable contragravity system is fitted onto the dropship, which can adapt to a wide range of load profiles without any apparent compensation delays or loss of efficacy. The hull of the Spirit is unexpectedly robust and the pilots are well protected in the dropship's aft cockpit. A Spirit is more likely to survive combat zones that would be considered suicidal for the somewhat more fragile Phantom.
Like all Covenant dropships, the Spirit utilizes field shaping vanes to modify its aerodynamic profile, but this has little defensive application. Energy shields could be fitted, but there were few reasons to do so before the Human-Covenant War.
The Spirit's awkward split-fuselage design and claustrophobic troop bays have proven to be a significant disadvantage for the dropship. The features may make troop and vehicle deployment a difficult and frustrating affair for the pilot, as well as a distressing experience for the Spirit's passengers. These disadvantages proved even more troublesome for its occupants after the United Nations Space Command learned to exploit the Spirit's predictable deployment methodology.
The Spirit is crewed by two Obedientaries, a pilot and a sensor operator, who both occupy the armored command pod at the rear of the ship. Because its sensors and flight control system are intuitive and well-integrated, the pilot has excellent situational awareness of aerospace threats and environmental hazards. Because Sangheili disliked piloting dropships, Spirits were more often controlled by Unggoy and Kig-Yar crewmen.
As dedicated transports for infantry and vehicles, the Spirit is capable of carrying up to thirty passengerswith fifteen being held in each troop bay. Apart from stasis harnesses that buffer the stress of evasive maneuvers and turbulence, there are no safety systems installed in the bays to protect passengers stationed within. Up to two light-armored vehicles such as two s, one heavy-armored vehicle such as a , or other possible payloads such as supply canisters for ground troops can also be carried. As aforementioned, these payloads are ferried underneath the dropship via its gravity hoist.
Capable of powered flight and hovering, the dropship appears quite cumbersome and awkward to pilot based on battlefield observations. Despite this, the Spirit has been known to reach speeds of while cruising and has a maximum speed of .
While these dropships have life support for use in the vacuum of space, they do not have a Slipstream space|slipspace drive. During Operation: FIRST STRIKE, a Spirit was modified with reinforced metal so it could be launched out of a ship already in slipspace. Even with this modification, the Spirit became severely damaged after the exit and was still unable to travel into the slipstream on its own accord.Halo: First Strike, ''pages 295-296''
Spirits are armed with a singular rotating, low-mounted heavy plasma cannon, located directly below the cockpit of the dropship. Though the weapon serves a defensive role, the cannon is capable of delivering substantial damage to ground troops and vehicles. An ancient design, its fire-control system is programmed with command codes that are barely understood by modern users. Unlike the humans' conventional bullet projectiles, the superheated plasma fired from the cannon travels slower, and are ineffective against fast-moving objects. Thus, it is only used as fire support during deployment of troops. A simpler, manually-controlled version of this weapon is used in some Shade turret patterns.
Identified Spirits
''Brilliant Gift'' Destroyed inside ''Infinite Succor'' during the Battle of Installation 04.
Operational history Spirits were the primary dropship and utility transport for the Covenant centuries before it was encountered on Harvest in 2525. The crew of the ''Rapid Conversion'' used Spirits during the First Battle of Harvest.Halo: Contact Harvest Spirits were also used by the Covenant during the Battle of Kholo.The Return During the Fall of Reach Spirits were deployed by the Covenant against the UNSC.Halo: Reach Spirits attached to the Fleet of Particular Justice were used against the crew of the and the Flood during the Battle of Installation 04.Halo: Combat Evolved
While many ex-Covenant factions started phasing out the Type-25 Spirit in favor of the Type-57 Spirit, the Banished continued to use modified Type-25 Spirits. These Eklon'Dal Workshop Spirit|Banished Spirits had their contragravity system reengineered so the chassis could handle the strain of transporting prefabricated buildings for Banished outposts.Halo Wars 2: Phoenix Logs#Banished Units|Phoenix Logs - Spirit The Banished utilized many T-25 Spirits against the crew of the UNSC ''Spirit of Fire'' during the Second Ark Conflict.Halo Wars 2
Gameplay
File:Gruntsindropship.jpg|thumb|225px|A Spirit about to disgorge Unggoy|Grunts in ''Halo: Combat Evolved''. As well as being able to drop off a large number of Covenant troops on the battlefield, the Spirit is also capable of providing heavy support in combat thanks to the turret that lies underneath its cockpit. When dropping off troops, the Spirit will be stationary in mid-air for a few seconds, before descending and opening its troop bay doors. In rarer cases, the Spirit may stay suspended in midair; the troops that disembark may actually die from the fall.Halo: Combat Evolved, campaign level ''Keyes'' Spirits can also deploy Karo'etba-pattern Ghost|Ghosts and Zurdo-pattern Wraith|Wraiths into the battlefield. Like Pelicans, Spirits follow a set path: they appear from around the background, arrive at the battlefield, deploy troops, take off and disappear around the corner.
The Spirit, including its turret, is indestructible. In addition, its heavy, bulky armor can protect those resting within the troop bay doors.
The best tactic, if on lower difficulty levels, is to attack the vulnerable infantry (shoot or toss a grenade) as they disembark from the Spirit. On higher difficulties, this would be unwise; hiding behind cover until the ship leaves is often the best course of action in this situation. Without cover or good tactics, a careless player might die quickly.
The Spirit in ''Halo: Reach'' behaves similarly to its ''Halo: Combat Evolved'' incarnation. One significant change, however, is that of its firing operation, which now matches the behavior of the Phantom's plasma auto-cannon. Instead of simultaneously firing three bolts of plasma, it now sports a weapon similar to the , which is significantly more powerful but fires only one bolt at a time and at half the speed. It remains indestructible, but its turret can be shot off with enough firepower. In Firefight mode, destroying the turret grants the player who did so a two credit bonus and a kill with whatever weapon they are using (counting towards the specific commendation for that weapon and towards any weapon related sprees).
Production notes Accoring to Shi Kai Wang, the Spirit born out of the necessity of a open space game that needed to introduce units from a dropship, instead of appearing out of nowhere behind blockades. Originally, the Spirit was designed with the "tuning forks" as the vehicle's back, but a miscommunication with the animation and 3D teams made it the other way around, with the forks tuning forward; ultimately it was decided to keep the vehicle that way. Unlike other Covenant vehicles, the Spirit was not based on an animal, but on what Doug Chiang did with the ''Star Wars'' vehicles: bringing clean organic shapes with hard edges.
Designing a ship that could transport troops and vehicles was challenging physically for Wang, and the use of the tractor beams between the forks was used both to simplify that challenge and as an answer to the Covenant's unexplanable technology. The players's ability to pick off enemies when the Spirit's troop bays opened was an accident born from how the physics worked on ''Halo: Combat Evolveds engine. At the end, the Spirit made its role, but Shi Kai Wang felt the vehicle was a little out of character in the Covenant's design language, being this the reason Wang redesigned the Spirit into the Phantom in ''Halo 2''.
Trivia
The ''Marathon'' logo can be seen on the front of the cockpit. The Spirit dropship was erroneously designated as the "Taaku Xur-pattern Spirit|Type-28 Spirit" during the development of ''Halo: Reach''; this was soon corrected following the release of the game. This error, however, persists in the 2011 edition of the ''Halo Encyclopedia (2009 edition)''. The Spirit is jokingly known as the "tuning fork" among Bungie employees due to its shape.Halo: Reach, ''Legendary Developer Commentary'' Lorraine McLees described the Spirit as "having the coolest rear-end of all the Covenant ships".The Art of Halo''', ''page 131''
Gallery
File:HCE CovenantAircraft Concept.png|An early form of the dropship for ''Halo: Combat Evolved''. File:HCE Spirit Concept 1.png|Early concept art of the Spirit in ''Halo: Combat Evolved''. File:HCE Spirit Concept 2.jpg|Concept art of the Spirit dropship for ''Halo: Combat Evolved''. File:HCE-SpiritDropship.png|A Spirit dropship with troop bay doors open in ''Halo: Combat Evolved''. File:HaloCE-SpiritDropship02.png|A Spirit dropship with troop bay doors closed in ''Halo: Combat Evolved''. File:HCE-SpiritDropshipSide.png|An in-game profile view of the Spirit dropship, with one troop bay door open. File:HCE-SpiritDropshipCockpit-screen.png|In-game view of the Spirit dropship's cockpit in ''Halo: Combat Evolved''. File:CrashedSpirit.jpg|A crashed Spirit dropship in the swamps of Installation 04. File:Spirit inside.png|The inside of a closed Spirit from ''Halo: Combat Evolved''. File:Enviro 02.jpg|A pre-alpha screenshot of the Spirit in ''Halo: Reach''. File:Tuning Fork right.png|A view of the Spirit dropship, troop bay prongs facing right, from the ''Halo: Reach'' Multiplayer Beta. File:HReach-SpiritDropship.png|An in-game view of a Spirit dropship in ''Halo: Reach''. File:Reach T28 TC.jpg|Turnaround reference of the Type-25 Spirit from ''Halo: Reach''. File:reach_966009_Full.jpg|A squadron of Spirits in ''Halo: Reach''. File:HTMCC-HR BruteMinors&Spikers.png|Jiralhanae Minors firing their Paegaas Workshop Spiker|Spikers from the Spirit's troop bay in ''Halo: Reach''. File:Corvette2.jpg|A Spirit seen on the ''Halo: Reach'' firefight level ''Corvette (map)|Corvette'' while deploying troops. File:HCEA-SpiritDropship.png|The Spirit dropship in ''Halo: Combat Evolved Anniversary''. File:HCEA-SpiritDropship-Cockpit.jpg|View of the Spirit dropship's cockpit in ''Halo: Combat Evolved Anniversary''.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo Graphic Novel''
*''Breaking Quarantine''
''Halo: Ghosts of Onyx''
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo Wars: Genesis''
''Halo Legends''
*''Origins''
''Halo: Reach''
''Halo: Fall of Reach
*''Halo: Fall of Reach - Invasion|Invasion
''Halo: Glasslands''
''Halo: Combat Evolved Anniversary''
''Halo: The Thursday War''
''Halo: Escalation''
''Halo: Mortal Dictata''
''Halo: Spartan Assault''
''Halo: Ground Command''
''Halo Mythos''
''Halo Wars 2''
''Halo: Envoy''
''Halo: Fireteam Raven''
''Halo: Collateral Damage''
''Halo: Shadows of Reach''
Sources
Category:Spirit variants Category:Covenant vehicles
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Dhak is a Kig-Yar operating in the post-Human-Covenant war|war era.Halo: Mortal Dictata, ''Chapter 4''
Biography In 2553 Dhak served as one of Sav Fel's lieutenants along with Eith Mor. He accompanied Sav Fel and Staffan Sentzke to test the Pious Inquisitor's energy projectors. When they arrived in the Shaps system to test them Sav, Eith and Dhak began arguing about getting the deal closed, getting paid and lying low. When Sometimes Sinks accessed the ship's broadcast system, and was wailing about the Forerunner ruins being destroyed Sav Fel sent Dhak to go quiet the Huragok. Once the deal was concluded, the crew parted ways.
Trivia Dhak is a common name in the Gei clan.
List of appearances
''Halo: Mortal Dictata''
Sources
Category:Kig-Yar characters Category:Pirates
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Dham 'Mashatt was a Sangheili warrior in service with Jul 'Mdama's Jul 'Mdama's Covenant|reformed Covenant faction.
Biography
}}
Dham 'Mashatt served Jul 'Mdama's Jul 'Mdama's Covenant|reformed Covenant under the command of the Unggoy squad leader Bibjam. Throughout the Blooding Years, Bibjam led 'Mashatt and his fellow Sangheili in numerous engagements, in which they proved victorious. However, 'Mashatt soon learned that Bibjam was betraying their movements to the Swords of Sanghelios. When he confronted Bibjam, the Unggoy revealed that he felt that surrendering to the Swords of Sanghelios was the only way that he could save those under his command, as he believed that the Covenant was doomed. 'Mashatt disagreed and reluctantly killed Bibjam with his Type-1 energy sword, though the Sangheili could not look the Unggoy in the eyes as he impaled him.
'Mashatt later participated in the Battle of Sunaion|Battle of Sunaion on Sanghelios on 2558#October|October 27, 2558. During the battle, 'Mashatt was near the Forerunner Guardian construct at the city when it left Sanghelios through slipstream space for Genesis, as 'Mashatt was one of the several Covenant warriors inadvertently brought to Genesis by the Guardian. While on Genesis, 'Mashatt reflected on Bibjam and his leadership.
List of appearances
''Halo 5: Guardians''
Sources
Category:Sangheili characters Category:Jul 'Mdama's Covenant members
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|birth=2480#July|July 16, 2480
|death=
|causeofdeath=
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|siblings=
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|species=San'Shyuum
|gender=Male
|height=243.8 centimetres
|mass=106.6 kilograms
|hair=
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|affiliation=
Covenant Dhas Bhasvod's Covenant San'Shyuum flotilla
|rank=Prelate
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Dhas Bhasvod is a San'Shyuum Prelate who served as an assassin for the Prophet of Truth during the reign of the Covenant empire.
Biography
During the Human-Covenant War, Bhasvod served the Prophet of Truth as a Prelate assassin of the Silent Shadow. During the Fall of High Charity, Bhasvod was part of a group organised with the task of ensuring the successful evacuation of a San'Shyuum flotilla|flotilla of San'Shyuum from the city, disguised by the launch of ''Anodyne Spirit''. The flotilla intended to head to the shield world of Cloister, where they would await the firing of the Halo Array by the Prophet of Truth. Bhasvod did not join the flotilla, and instead remained in Truth's fleet as they joined the Battle for Earth and initiated the Battle of Installation 00|campaign on Installation 00|the Ark. Ultimately, the Prelate survived the battle, and rallied the Dhas Bhasvod's Covenant|surviving Covenant troops inside the grounded ''Anodyne Spirit'', and hid for seven years as the Ark rebuilt itself - never renouncing his faith in the Covenant religion.
Gallery
File:HDW DhasBhavod.png|Dhas Bhasvod on the cover of ''Halo: Divine Wind''.
List of appearances
''Halo: Divine Wind''
Sources
Category:San'Shyuum characters Category:Covenant members
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|founder=High Prophet of Truth
|leaders=Prelate Dhas Bhasvod
|affiliation=*Covenant San'Shyuum flotilla
|partof=
|branches=
|headquarters=''Anodyne Spirit''
|formed=2552
|reorganized=
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Dhas Bhasvod's Covenant loyalists are a faction of Jiralhanae and Kig-Yar soldiers that had been assigned as part of the crew of the keyship ''Anodyne Spirit'' during the final weeks of 2552. Following the Covenant's fall during the Battle of Installation 00, these soldiers remained inside the Keyship to defend it from intruders, and remained vigilant in their duties and Covenant religion|beliefs long after the death of the High Prophet of Truth and the firing of Installation 08, which they managed to survive. Led by the Prelate Dhas Bhasvod, they seek to continue the mission of the Covenant, although in secret Bhasvod's goal is to restore the San'Shyuum to power in the galaxy once again.
History
File:HDW DhasBhavod.png|thumb|Dhas Bhasvod, the San'Shyuum leader of the loyalist forces. During the final months of the Human-Covenant War, the Prophet of Truth commandeered the ''Anodyne Spirit'' to escape the Fall of High Charity and head to Installation 00 to begin the process of firing the Halo Array. When his keyship landed in the Mahsko region, Truth and his entourage departed for the installation's Citadel, while a charge of Jiralhanae and Kig-Yar soldiers led by Prelate Dhas Bhasvod were left with the keyship to fend off potential attackers. During the battle, the crew guarding the keyship deployed half of their forces to try to draw the humans and Sangheili away from the Prophet of Truth.
At the battle's conclusion, the Covenant was formally defeated and Installation 08 fired, severely damaging the Ark in the process and killing those of the keyship's crew who had exited in an attempt to draw the enemy away from their leader, yet the keyship managed to protect the rest of the surviving crew inside from the ring's pulse. Stranded on the Ark well outside the Milky Way, the soldiers were able to survive for the ensuing Post-Covenant War conflicts|seven years thanks to the keyship's ample supply reserves, seemingly in hiding from the later exploration and Operation: FAR STORM|settlement of the Ark by UNSC Henry Lamb Research Outpost|researchers.
For a hundred cycles the loyalists waited, believing that the firing of the Halo meant that the Prophet of Truth had succeeded and they would thus be called to Transcendence at any moment. Eventually, their elation gave way to despair as they realized that Truth had failed and in the process, damaged the Ark seemingly beyond repair. Many began to fear that they would perish on a dead world far removed from their home stars and for nothing but the vanity of a dead Hierarch. Unwilling to let that stand, Prelate Dhas Bhasvod culled over the course of twenty cycles as many heretics as he had culled for Truth over the Heresy of the Chosen.
Eventually, as their despair seemed ready to destroy them, a scout discovered that the Ark was being repaired and that ''Anodyne Spirit'' was simply so far removed from where the repairs had begun that they had not realized that it was happening.
During the later months of 2559, a force of Banished soldiers led by Jiralhanae Chieftain|Chieftain Minas were Raid on Anodyne Spirit|deployed to the keyship to retrieve several shards of the Menachite Forerunner crystal, intended to be used to re-connect the Banished forces with their allies in the Milky Way.
While exploring the ship, the Banished troops were ambushed by the surviving Covenant forces aboard the keyship - who no one had expected to still be alive. Despite using their old Covenant-era equipment, the Covenant troops were able to put up heavy resistance against the Banished troops and arranged several successful ambushes. Later on, they deployed six Kez'katu-pattern Phantom|Phantom dropships to support their attack, proving to outnumber the Banished raiding party considerably. Nonetheless, the Banished force's Flaktura Workshop Skewers proved capable anti-air weapons in the battle, and the force was ultimately able to escape with the shards retrieved - though at considerably cost to their own numbers. The loyalist forces remained inside the keyship a potential threat to future operations in the region.
Under the leadership of Prelate Dhas Bhasvod, the Covenant loyalists allied with the Keepers of the One Freedom when they arrived on the Ark in 2559#October|October 2559 seeking to fire the Halo Array and begin the Great Journey. Aided by the Forerunner archeon-class ancilla Intrepid Eye, the Keepers and the loyalists nearly succeeded in their mission, but they were ultimately foiled by the Banished and the UNSC. In the process, Castor learned the truth about the Halos and broke off his alliance with the loyalists as the launched an orbital bombardment that destroyed Epsilon Clarion and Intrepid Eye. The battle completely wiped out Castor's detachment of the Keepers aside from Castor himself and Blademaster Inslaan 'Gadogai, while the only survivor of the loyalist forces that took part in the engagement was Bhasvod. However, the damage that Bhasvod took prevented him from recovering the crystal shards that the Banished had stolen from the loyalists and thus kept him from opening a portal to Cloister to warn Jom G'e'qth that their plan had failed.
Following their defeat, Bhasvod and his forces retreated back to their base at ''Anodyne Spirit''. Since then, they have begun to rally their forces with the intention of making another attempt to retake the slipspace crystal shard that was stolen from them, and thus reach Cloister - though are awaiting a suitable opportunity to do so.
Military assets File:HTMCC H3 CitadelBroots.jpg|250px|thumb|Remnants of the Brute forces brought to the Ark and loyal to the Prophet of Truth make up the majority of the loyalist forces. Given their status as soldiers picked for their loyalty to the Prophet of Truth during the Great Schism, the loyalist troops consist primarily of Jiralhanae and their Kig-Yar subordinates, numbering in the dozens. As expected, the loyalists remained outfitted with Covenant-era arms and weaponry including s and at least six Phantoms. They also have a number of Ghosts and some Seraph starfighters. For defensive purposes, the loyalist remnant continue to make use of turrets abandoned by the Covenant during the original conflict on the Ark.
While relatively high in numbers when compared to a Banished raiding party composed of three Eklon'Dal Workshop Phantom|Phantom dropships, their exact numbers are unknown. Truth's forces mobilized everything they had to defend the Installation 00 Citadel|Citadel during their Battle of the Citadel|last stand in the Human-Covenant War|war, rendering Bhasvod's remnants a very small sliver of Truth's former fleet. Notably, while working with the Keepers of the One Freedom, the loyalists resorted to tricking the UNSC into eliminating most of their Banished pursuers rather than using their own forces to do so, suggesting they are outnumbered by the Banished and the UNSC forces on the Ark.
San'Shyuum Dhas Bhasvod - Prelate commander of the loyalists.
Jiralhanae Arcas Ferko Idomenius
List of appearances
''Halo: Shadows of Reach''
*''Sacrifice''
''Halo: Divine Wind''
Notes
Sources
Category:Covenant remnants
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The Diadochi conflict, also known as Wars of the Diadochi and Wars of Alexanders Successors were a series of conflicts fought during 41 years between Alexander the Great's generals, family members, and friends, after Alexander's death on 323 BCE over the rule of the Macedonian Empire. The conflict started with the Partition of Babylon on 322 BCE.
When the United Nations Space Command|UNSC found the survivors of the several years after its crash, they decided to name the planet of its crashsite "Partition", as a nod to the Partition of Babylon.
Sources
Category:Wars
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File:Rawk.jpg|thumb|"The Hunters rawk!"
Within the ''Halo 2'' disc, modders have found text placeholders for the scripted dialogs at certain parts of levels. Some of it has been humorously altered from the original script, and others depict lines that were eventually discarded.http://forums.bungie.org/halo/archive25.pl?read=737158
Cairo Station Miranda Keyes Before (After dispatching Covenant boarders en route to the ''UNSC In Amber Clad|In Amber Clad''): "Thanks, Chief. I owe you one. Take me now!"
After: "Thanks, Chief. I owe you one."
Metropolis UNSC Marine Corps|Marine Before: "Alright, this is the shit."
After: "See this look? It's terror!"http://forums.bungie.org/halo/archive25.pl?read=737333
The Arbiter SpecOps Elite Before: "Shhhh! Me hunting heretics|he-wa-tic."
After: Unggoy|Grunts will now often make this comment, but Sangheili|Elites never do so.
High Charity (level)|High Charity Cortana When the player passes through the first room in ''Please, Make Yourself At Home'', Cortana was scripted to say: "The Flood|Flood spores have contaminated the city's life-support infrastructure - the filtration systems are overloading!"
Cortana When the player first encounters the The Flood|Flood growth on the walls, Cortana was scripted to say: "The amount of The Flood|Flood bio-mass is increasing exponentially. There are reports of infestations in every district!"
Cortana When the player reaches the Sanctum of the Hierarchs, Cortana was scripted to say: "The Kig-yar|Jackals and Yanme'e|Drones have declared themselves the servants of the Jiralhanae|Brutes. The Mgalekgolo|Hunters have sworn allegiance to the Sangheili|Elites. The Unggoy|Grunts seem to be neutral, or at least afraid to announce which side they support. Except for Prophet of Truth|Truth, the San'Shyuum|Prophets aren't saying a word."
Cortana When the player takes too long to enter the conduit, Cortana was scripted to say: "I've lost control of the conduit! It's breaking away from the ship!"
The Great Journey Elites Before: "The Hunters rawk!"http://forums.bungie.org/halo/archive25.pl?read=737177
After: "The Hunters have come to our aid, Arbiter. They will fight by our side."
Brutes Before: "Tartar sauce must complete his tasty condiments."
After: "Tartarus|The Chieftain must complete his holy work."
Ending Cinematics Before: When the screen goes to black, the following words are written: "Tics of black for Martin O'Donnell|Marty."
After: Nothing.
Sources
Category:Deleted material
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Diamondback is a ''Halo Online'' multiplayer map and a remake of the ''Halo 3'' map Avalanche.
Universe and lore Diamondback is set in a Lethbridge Industrial facility in the middle of a desert on an unidentified Forerunner moon. The map is set on the top of a cliff overlooking a large crater, with water and steam.
Overview Diamondback's layout is almost identical to Avalanche's. It takes place in a U-shaped canyon which is cut in half by a large building. The bases consist of three levels. The first level is simply the ground-height entrance. These entrances lead up a ramp and onto the second floor, where the flag and Teleporter are situated. From the second floor, another ramp leads to the third level, which is essentially a walkway going across the front of the base. A Man Cannon is situated here, which launches the player about halfway to the bottom of the 'U'. The landing zone of this man cannon is nearby another man cannon, which launches players in the opposite direction, into the base.
File:Halo_Online_map.png|Loading screen of this map.
Rather than being snowy, like the map's two predecessors, it is set in an arid desert - the exact opposite. Minor terrain changes have been made, such as the placement of hills and rocks. The man cannons are much smaller than in Avalanche, and are human in design rather than Forerunner. The buildings and bases are also human design. The map is now on a moon instead of Installation 08.
Gallery
File:HO Diamondback Base Concept.jpg|Concept art for the base interiors. File:HO Diamondback Middle Concept.jpg|Concept art for the middle of the map. File:HO-Hornetduel.png|Two Hornets battling on the map. File:HO Diamondback BlueBase.jpg|Blue base. File:HO Diamondback BlueSide.jpg|Blue side. File:HO Diamondback RedBase.jpg|Red base. File:HO Diamondback RedSide.jpg|Red side. File:HO Diamondback Middle.jpg|The middle of the map.
Category:Halo Online multiplayer maps
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Diane is the name given by Niko to a device he built for detecting signals.Halo: Smoke and Shadow, Chapter 9
Overview Diane is a detector loaded with every radio frequency and emergency transponder signal known to Human|mankind. It is also capable to recognizing simple energy emissions and decaying batteries. Its effective range is about half a kilometer in every direction and it can fit in a Rucksack|pack on an individual's back. In January of 2557, Rion Forge, captain of the , ''Ace of Spades'' used Diane onboard the wreckage of a , the ''Radiant Perception'', Laconia. Diane located a log buoy left behind by the in 2531 that had been picked up by the destroyer.
List of appearances
''Halo: Smoke and Shadow''
''Halo: Renegades''
Sources
Category:Sensors
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|rank=Scannermaster
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Dibdib is an Unggoy in service with the Swords of Sanghelios as the scannermaster aboard ''Scorrin's Blade''.
Biography
During the Battle of Suban in 2560, Dibdib served aboard ''Scorrin's Blade'', a Covenant starship|vessel within the Swords of Sanghelios' navy. As scannermaster, Dibdib analyzed data collected by the ship's hyperscanner regarding Ghost of Barolon, a Banished Banished dreadnought|dreadnought present at the battle. She noted that the dreadnought featured an experimental Wikipedia:Electrolaser|electrolaser weapon, which prompted her to recommend that ''Scorrin's Blade'' keep its distance. List of appearances
''Battle for the Blood-Moon''
Sources
Category:Unggoy characters Category:Swords of Sanghelios members
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Did Somebody Say... is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the par times on all ''Halo: Combat Evolved'' levels. The achievement is worth 20 Gamerscore and can be unlocked on any difficulty.
{| cellpadding"1" style="margin:0 auto; text-align:center; max-width:600px; min-width:300px;"
! colspan="3" |Par Times
| !Level
!Achievement
!Par Time
| |The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn
|Didn't Like This Ship Anyways
|15:00
| |Halo (Halo: Combat Evolved level)|Halo
|Flyover Country
|20:00
| |The Truth and Reconciliation
|You Can't Handle the Truth
|20:00
| |The Silent Cartographer
|Hit The Beach
|15:00
| |Assault on the Control Room
|Would It've Killed You To Take The Elevator
|15:00
| |343 Guilty Spark (level)|343 Guilty Spark
|Lightning in a Bottle
|15:00
| |The Library
|TLDR
|25:00
| |Two Betrayals
|Whistle Stop Tour
|20:00
| |Keyes
|Scurty Bump
|15:00
| |The Maw
|All You Can Eat
|15:00
|}
Trivia The achievement is named for ''Halo'' speedrunning website . The catchphrase "Did someone say HaloRuns.com?" was a common meme in the early years of the website, prior to the release of ''Halo: The Master Chief Collection''.
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Did You Major in Marine Bio? is an achievement in ''Halo: The Master Chief Collection''. It is awarded for finding a group of hidden marines on Exodus, requiring difficult traversal out of the AA battery location back to an area where the player defends UNSC Army troopers from Jiralhanae during the UH-144 Falcon|Falcon gunner section of the mission. The group of marines may or may not be present, But regardless, you will earn the achievement anyway.
Trivia The achievement is a play on marine biology and UNSC Marine Corps|Marines. The achievement is a likely homage to players who traversed out of the map, most notably performed in a .
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Didactic Principal is the thirty-ninth track (Disc 2 Track 22) in ''Halo: Combat Evolved Anniversary: Original Soundtrack''.
Overview The track features the ''Halo Theme'' Gregorian chant variation followed by the ''Halo: Combat Evolved Anniversary'' rendition of the ''Halo Theme'', both of which came from the earlier track ''Random Slipspace Trajectory'', while accompanied by the tribal percussion from ''Choreographite''.
Appearances The track plays in place of the its unreleased classic counterpart, which is a mix of ''Opening Suite'' and ''Covenant Dance'', in ''Halo: Combat Evolved Anniversary'', during the opening cinematic of the level ''Keyes'', when the Covenant are seen fighting the Flood underneath the ''Truth and Reconciliation''.
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File:H4-DuranceMatrix-ScanRender.png|thumb|300px|Views of the "Didact's Gift", in its external container and unlocked Durance shell. The "Didact's Gift" is a Forerunner artifact discovered on Requiem. It is a memory storage device known as a Durance,Halo 4: The Essential Visual Guide containing the Artificial intelligence|AI matrix or "soul" of a Promethean Knight.''Spartan Ops'', Memento Mori|S105 Memento Mori
History At some point in 2558, Jul 'Mdama's Jul 'Mdama's Covenant|Covenant forces acquired the "Gift". During Fireteam Crimson's pursuit of 'Mdama, Commander (UNSC)|Commander Sarah Palmer called in an airstrike which forced the Sangheili to drop the device during his escape. Crimson quickly secured the device and brought it to Galileo Base for examination. A joint Covenant-Promethean force Battle of Galileo Base|attacked the base to retrieve the artifact, though they were repelled by Fireteam Crimson. Fireteam Majestic arrived soon after to secure it. In reality, 'Mdama purposefully dropped the device to be recovered and ordered the attack to help sell its importance to the UNSC.''Spartan Ops'', Didact's Hand|S104 Didact's Hand
The Gift was taken aboard the , where it was studied by Catherine Halsey|Dr. Catherine Halsey and the ship's AI, Roland. Upon being tampered with, the outer casing of the device split into multiple levitating fragments, revealing an object within that Dr. Halsey noted was similar to a Riemann matrix|UNSC AI matrix. Suddenly, the device released an energy burst, and began to display images on the room's monitors; these were then identified as human memories harvested by the Composer during the Ur-Didact|Didact's New Phoenix Incident|attack on New Phoenix, Unified Republic of North America|URNA six months prior. One of these images showed another Requiem slipspace artifacts|mysterious Forerunner artifact that was currently located in the ''Infinity's'' docking bay, indicating that the artifact was present in New Phoenix during the attack. 'Mdama, who had been communicating in secret with Halsey, set it up so that she would receive the Gift as proof of his intentions and before she was caught, Halsey told 'Mdama that it contained exactly what he had promised.
Upon contacting 'Mdama, Halsey cites that only "the Didact's Hand" could've offered her a Promethean soul as the reason she was able to identify him.''Spartan Ops'', Invasion (Spartan Ops)|S107 Invasion
Gallery
File:H4 MysteriousArtifacts Concept.jpg|Concept art for various Forerunner artifacts in ''Halo 4'', which may possibly have been used as part of the concept process for the Didact's Gift. File:Crimson Didact's Gift.jpg|Fireteam Crimson finding the "Didact's Gift."
File:Promethean AI Matrix.png|Overhead view of the "Didact's Gift" in an examination room aboard the ''Infinity''. File:Promethean AI Matrix - Opened.png|The "Didact's Gift" unsealed, revealing an internal configuration most similar to a UNSC AI matrix. File:H4-SO-Durance-PrometheanSoul.jpg|The energy burst showing a distinctly humanoid silhouette.
List of appearances
''Halo 4''
*''Spartan Ops''
''Halo: Escalation''
Sources
Category:Forerunner artifacts Category:Forerunner technology
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Didact's Hand is an achievement in ''Halo: The Master Chief Collection''. This achievement is obtained by completing all chapters in ''Spartan Ops'' Episode 4.
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''Didact's Hand'' is the fourth episode of ''Spartan Ops''. It was released on November 26, 2012. In this episode, an unknown intelligence contacts Catherine Halsey|Dr. Halsey, Gabriel Thorne|Thorne tries to understand the history of the Spartan Program, and Jul 'Mdama appears on Requiem, searching for Librarian|something.
Chapters
{| class"width:100%; border:1px solid #999999; background: #FFFF;"
! #
! Name
! Location
! Description
| |1
|Didact's Hand/Hairy Call|Hairy Call
|''Sniper Alley''
|"''We have discovered Jul 'Mdama's Covenant|Covenant are using a Requiem comm net to communicate secretly.''"
| |2
|Didact's Hand/Rally Point|Rally Point
|''Two Giants''
|"''Information from comm network tap has led to the possible location of Jul 'Mdama.''"
| |3
|Didact's Hand/Random Transport|Random Transport
|''Fortress (location)|Fortress''
|"''During previous Op, Fireteam Crimson stepped through a portal. Current whereabouts unknown.''"
| |4
|Didact's Hand/The Chase|The Chase
|''The Cauldron''
|"''Jul 'Mdama continues to flee through Requiem's translocation grid|portal system. Fireteam Crimson is giving chase.''"
| |5
|Didact's Hand/The Didact's Gift|The Didact's Gift
|''Galileo Base|Galileo''
|"''Although Jul 'Mdama|'Mdama escaped, 'the Didact's Gift' was successfully retrieved and is being held at Galileo Base.''"
| |}
Opening cinematic
''Spartans Tedra Grant and Gabriel Thorne walk down a passageway on the'' Infinity.
Tedra Grant: "Why the hell did you volunteer to babysit the Catherine Halsey|dragon lady, anyway?"
Gabriel Thorne: "I'm just curious, is all."
Grant (walking away): "Whatever, man. Have fun."
''Thorne knocks on the door of Halsey's cell, and opens it.''
Thorne: "Doctor Halsey? Spartan Thorne; I'll be your escort for the day."
Halsey: "You knock at least. Most people don't."
''The lights flicker slightly.''
Thorne: "Looks like we better get you to work."
''Cut to ''Infinity'' floating in space.''
''Cut to Halsey at work in a large room, with a computer terminal and Requiem slipspace artifacts|the Requiem artifact surrounded by floodlights. Thorne guards her.''
Thorne: "Doctor, I understand you worked with the SPARTAN-II Program|original Spartans."
Halsey: "I'm afraid it's all still ''quite'' classified."
Thorne: "But the original Spartans were all conscripted, as children."
Halsey: "I did what was required."
Thorne: "But why children?"
Halsey: "Why do you think?"
Thorne: "What could have given them an edge, starting that young? Not knowing anything else?"
Halsey: "There were many reasons behind the choices we had to make. Psychological and physiological."
Thorne: "Psychological? So you don't think we're capable of being Spartans."
Halsey: "Perhaps some of you are closer than others."
''The screen of Halsey's data pad clears, and text appears.''
\\:DOCTOR HALSEY
Halsey: "If you'll excuse me, please."
\\:WE HAVE MUCH TO DISCUSS
\\:YOU NEED TO KNOW THE TRUTH ABOUT A GREAT MANY THINGS
>>
''Cut to Palmer and Lasky on the bridge of the'' Infinity.
Palmer: "Roland (AI)|Roland, bring up REQ-153-N."
Roland: "I presume you'd like to start it ''before'' the tragedy."
Palmer: "Please, Roland."
''An hologram of a Pelican getting shot down appears on the holo-table.''
Palmer: "Fireteam Castle|Castle Team just got hit running supplies into Copernicus Base|Copernicus.
Lasky: "Copernicus. A science base. Looking for the Librarian AI John-117|the Master Chief Reclaimer (level)|encountered?"
Palmer: "Instead, they found something else."
''The table zooms to the top of a structure, which is covered with enemy figures, represented in red.''
Lasky: "Jul 'Mdama."
Palmer: "Yeah. Because Requiem wasn't messed up enough."
''The scene lingers on the face of a holographic representation of Jul.''
''Cut back to Doctor Halsey. She continues reading what is on the screen of her data pad.''
H:I ASK AGAIN, WHO ARE YOU?
\\:THAT IS... DIFFICULT
\\:WHAT DO YOU KNOW OF THE PROMETHEANS?
''Halsey acknowledges Thorne.''
Halsey: "So, ''Mister'' Thorne, what interest ''is'' my research to you, specifically?"
Thorne: "I enlisted with the Spartan Operations|Spartans, because I was in the army a year before my family and friends were New Phoenix Incident|killed in New Phoenix. I always thought the Spartans were special. Maybe I could have saved them."
Halsey: "Does it help youhelp your griefbeing here on Requiem, shooting at... what do they call them? Prometheans?"
Thorne: "Doctor?"
''Halsey faces Thorne, with the data pad around her arms on her back.''
Halsey: "Wikipedia:Prometheus|Prometheus stole fire from the gods, and gave it to humanity. I'm simply curious what gifts, if any, the Promethean lifeforms have to offer."
Thorne: "They're Forerunner robots. Hard light and battle armor. Ruthless, brutal. What can they offer us? Nothing but trouble, Doctor. They're simply killing machines."
Halsey (turning away): "Interesting."
Thorne: "Doctor Halsey"
Halsey: "Quiet, please. I'm working."
''Cut to structure in Requiem. Doctor Glassman, wearing a vest rigged with plasma explosives, works near a Forerunner device while being watched over by Gek. Glassman slaps a machine a few times.''
Glassman: "Come on..."
''Jul 'Mdama arrives.''
Note: All of Jul's speech is in Sangheili, translated into English.
'Mdama: "Doctor Glassman. Progress?"
Glassman: "For the love of... I keep telling you people, I don't speak Sangheili!"
Mdama growls in irritation.''
'Mdama: "(''English'') Progress??!!!"
Glassman: "I've got to have better equipment. More materials hereyou're giving me two sticks to rub together, technologically speaking!"
''Glassman gets to his feet and approaches Jul, but Gek yanks on the leash around Glassman's neck. The two Sangheili growl.''
Glassman: "Okay okay okay, uh, no need for a translation there."
''Glassman turns around to look at the Forerunner device.''
Glassman: "You're saying there's an actual, living Forerunner inside this thing? Huh. I wonder what she could tell us?"
'Mdama: "I know what the Librarian will say, Glassman. She will tell us where all things sacred are hidden in this galaxy. Ships, weapons, bounties beyond our imagining."
''As Jul 'Mdama paces around the Forerunner device, the other Sangheili cheer and raise their swords.''
'Mdama:''' "And she will tell us how to make those miracles... our own."
''The Sangheili chant "'Mdama" in the background as 'Mdama turns to look at Glassman. Cut to black.''
Gallery
File:Infinity Hallway.png|Gabriel Thorne with Tedra Grant walking down the ship's corridor. File:Thorne - 2.png|Catherine Halsey|Dr. Halsey's SPARTAN-IV Program|Spartan escort. File:H4-SO-JulMdama-Screen2.jpg|Jul 'Mdama.
Sources
Category:Spartan Ops (Season One)|Didact's Hand
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''Hairy Call'' is the first chapter of ''Spartan Ops fourth episode, ''Didact's Hand''.
Summary The 's Science Team has determined the reason for the low volume of Covenant comm traffic on Reqiuem: the Jul 'Mdama's Covenant|Covenant are utilizing the Forerunner subnet instead. Fireteam Crimson is deployed to "Sniper Alley" to tap into the Covenant's communications on the subnet.
Upon landing they fight their way up through the canyon and toward the top of the structure. As they approach their objective, handler Jared Miller is able to locate a pair of switches which allows the Science Team to tap into the Covenant comm network. As Crimson heads back the way they came, they find their path is blocked by waves of Covenant reinforcements. They are forced to fight their way back to the LZ.
Throughout the mission, Robert Dalton realizes that he is unable to track incoming Covenant aircraft. After ruling out any problems with his own equipment, Dalton determines that one of the Covenant ships must be carrying a jammer. Crimson clears the LZ and Pelican lands to extract them. Dalton determines the origin point of the jammer, which is near Crimson's position. Commander Sarah Palmer then deploys Crimson to deactivate it.
Transcript All dialogue is spoken through the COM.
{Cutscene}
''The camera pans across the cliffs of Sniper Alley. A pair of Grunts stand idle. A Pelican flies over the canyon.''
Palmer: "Crimson, we're on the hunt for Jul 'Mdama. This hingehead freak's been killing good soldiers on Reqiuem, including the Spartans of Castle team. Today... we're taking the first step towards getting revenge."
''As the Pelican descends into the canyon, the grunts turn toward the camera and flee in panic.''
{Gameplay}
Palmer: "''Infinity'' Science has finally figured out why Covenant comm traffic is so low on Requiem. Turns out the Covies are channeling most of their comms through a Forerunner subnet. So with the help of the geeks, we're going to tap their party line and listen in. Miller, show Crimson where to go."
''A waypoint appears up at the structure.''
Miller: "Waypoint's up."
''Crimson enters a clearing and are fired upon by a turret.''
Miller: "Crimson, keep an eye on those turrets."
Palmer: "Miller, we need to discuss your fascination with telling Crimson what's shooting at them all the time."
''As the player nears the waypoint.''
Palmer: "Miller? Status?"
Miller: "Working on it, Commander."
Dalton: "Commander Palmer, be advised that Covenant drop pods are inbound on multiple Fireteam positions!"
Miller: "Got a few coming down near Crimson right now!"
''Several drop pods deposit Covenant reinforcements.''
Palmer: "Dalton, why didn't we see these sooner?"
Dalton: "Unclear, Commander. Working on it right now."
''Crimson kills most of the reinforcements.''
Miller: "Area's not secure yet. Marking your last few targets."
''Markers appear on the last few Covenant. Crimson kills them.''
Palmer: "Well done."
''or''
Palmer: "Well played, Crimson."
Miller: "''Infinity'' Science says this is the spot where we can activate the comm tap."
Palmer: "You see anything, Crimson?"
Miller: "There's where Science believes is the switch."
''A waypoint appears atop the structure.''
Palmer: "Do it. Let's see if the eggheads know what they're talking about."
''The player activates the switch.''
Miller: "Crimson has activated some pylons, Commander. If Science Team's right, they'll serve to eavesdrop on the Covies."
Palmer: "Get up there, Crimson. I want to hear what the Covenant have to say."
Miller: "Crimson, I'm sending you targets to activate. Science Team believes they'll allow us to listen freely."
''A waypoint appears at the very top level of the structure. At the same time a drop pod descends and deploys Covenant reinforcements.''
''The player hits the switch. An Elite is heard speaking on the comm in Sangheili. It sounds angry, possibly insulting.''
Palmer: "Yeah. Right. Miller, send the comm traffic over to Intel. Crimson, fall back to the extraction point. Good work down there."
''Crimson heads back the way they came, only to find their path blocked as drop pods deploy reinforcements, including a pair of Hunters.''
Miller: "Crimson! There's a Phantom heading your way."
Palmer: "Dalton! What the hell? You're usually on it with the airspace policing."
Dalton: "Commander, Covenant aircraft are just popping in and out. I don't know what's going on."
Palmer: "Well, figure it out!"
Dalton: "Commander, I'm running diagnostics as fast as I can, and they're reading all green lights. Best guess is the Covies have a jamming system on one of the ships."
Palmer: "Commander Palmer to all Fireteams: Be advised that Covenant aircraft may be hiding in plain sight. Don't rely solely on your gear down there. Use your eyes, people."
''As Crimson reaches the end of the structure two more drop pods descend from the sky. The player kills these Covenant and proceeds back toward the canyon.''
Miller: "Don't relax yet. You've got more hostiles headed your way."
''Another drop pod and Phantom descend into the canyon, followed by a Phantom. Crimson kills most of the Covenant.''
Miller: "Area's not secure yet. Marking your last few targets."
''Markers appear on the last few Covenant. Crimson kills them all.''
Palmer: "Great job, Crimson."
Miller: "Pelican inbound, Crimson."
Dalton: "Commander! I think I've sourced the origin point for the Covenant jammer. It's actually pretty close to Crimson's extraction point."
Palmer: "Nice, Dalton."
CHAPTER COMPLETE'''
''Level ends.''
Sources
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''Rally Point'' is the second chapter of ''Spartan Ops fourth episode, ''Didact's Hand''.
Summary Fireteam Crimson is sent to the "Two Giants," where Covenant troops are massing. At the same time, Fireteam Majestic|Majestic is sent to another location with a similar goal. Upon landing, Crimson receives word from their handler, SPARTAN-IV|Spartan Jared Miller, that Jul 'Mdama is at the waterfront tower. After defeating the Prometheans they find there, Crimson investigates a power reading in the base.
Commander Sarah Palmer is then contacted by Paul DeMarco of Majestic, who reports that the Jul 'Mdama's Covenant|Covenant at their location seem to have vanished. Majestic's Tedra Grant hypothesizes that the Covenant have actually teleported, at that their location as well as Crimson's may be part of a slipspace network. Though the equipment at their location is broken, Majestic sends the coordinates they find to Crimson. Palmer then orders Crimson to check out the other tower. As soon as this order is given, waves of Covenant and Prometheans descend on the canyon. After defeating them, Crimson is able to input the coordinates and activate a slipspace portal at the canyon tower. On Palmer's orders, Crimson enters the portal in hot pursuit of Jul 'Mdama.
Transcript Note: All dialogue is spoken through the COM.
{Cutscene}
''Crimson's Pelican flies toward the Two Giants.''
Miller: "Crimson and Majestic are online, Commander Palmer."
Palmer: "Listen up, Spartans. You're both dispatched to locations where Jul 'Mdama is rallying troops. No cute little competitions today. You're on the ground to work."
DeMarco: "Just point the way, Commander."
''The Pelican lands near the canyon tower.''
{Gameplay}
Miller: "Commander, we've got word Jul 'Mdama is at the waterfront tower."
Palmer: "Get over there, Crimson! If he's there, this is our chance."
Palmer: "Majestic, report."
DeMarco: "Nothing terribly exciting here, Commander. Just a few hundred Covies and five little Spartans."
Thorne: "We're doing fine, Commander. The Marines are holding their own for once."
Miller: "Commander! Energy surge from the waterfront tower!"
Palmer: "Cause?"
Miller: "Looks like a small slipspace rupture... and it's gone."
Palmer: "Crimson, get ready. No telling what 'Mdama's up to in there."
''Crimson reaches the waterfront tower and are engaged by numerous Prometheans. Crimson kills most of them.''
Palmer: "You're not alone down there, Crimson. Here's the last few bad guys."
''Markers appear on the last of the Prometheans. Crimson kills them all.''
Miller: "There's a weird power reading nearby..."
Palmer: "Crimson, go have a look."
''A waypoint appears inside the base of the tower. The players reach it.''
DeMarco: "Commander Palmer? This is weird. We had the Covies cornered and-"
Palmer: "And now they're gone?"
DeMarco: "Yeah. How'd you know?"
Palmer: "I'm a mindreader."
Miller: "Whatever happened here, it's all offline now."
Miller: "Commander Palmer. Majestic says they found something."
Palmer: "Go ahead, Majestic."
Grant: "Commander, it's Grant. The Covies didn't disappear. I... Commander? I think they teleported. This might be a transit system and Crimson could be at a similar location."
Miller: "A transit system would explain the slipspace reading earlier."
Grant: "Systems are busted, but there's coordinates left behind. I'll send them to Science Team."
-- ''or, if the player has activated the Red vs. Blue Easter egg.''
Vic: "Hello, hello? Commander Palmer, hello? Do you read me?"
Palmer: "What are you even doing?"
Vic: "Oh come on, dude. I thought you saved my number at the party last night. You were really killin' it on the karaoke, if you know what I'm sayin' dude."
Palmer: "Miller? Status?"
Miller: "Working on it, Commander."
Vic: "Yeesh, easy there, Commander Buzzkill. Look, I'm going to 80s night tomorrow, so gimme a buzz after you save the universe, and all that. Hasta luego, leugo bye bye."
Palmer: "Miller! What's taking so long?"
--- Palmer: "Crimson, I want you to get a look at the canyon tower systems. If they're similar to what's at waterfront, you may be able to follow Jul."
''A waypoint appears at the canyon wall. Upon reaching it, Promethean reinforcements appear.''
''Crimson kills most of the Prometheans.''
Miller: "Still a few Prometheans to clear out. Setting markers now."
''or''
Miller: "Take care of those last Prometheans, Crimson."
''Markers appear on the last few Prometheans.''
''A Phantom descends into the canyon.''
Palmer: "Crimson, Phantom inbound."
''or''
Palmer: "Phantom headed your way, Spartans."
''or''
Miller: "Uh-oh! Phantom inbound!"
''or''
Palmer: "Eyes up! You've got a Phantom coming your way."
''The Phantom drops a Wraith and additional Covenant reinforcements.''
Miller: "Canyon Tower is under attack, Commander. As soon as Crimson started heading that way, the Covies went nuts."
Palmer: "Miller, some days I hate being right all the time."
''After Crimson kills this first wave a number of Prometheans appear, followed by a second Phantom with more reinforcements and another Wraith. Crimson kills them all.''
Miller: "Looks like the systems here are still functional."
Palmer: "Can you dial in the coordinates Majestic recovered?"
Miller: "I think so. Crimson, I'm highlighting what look like the relevant controls."
Palmer: "Fire it up, Crimson."
''Two waypoints appear on the top of the base. The player activates the switches. A large slipspace portal appears in the air in front of the base.''
Miller: "Commander! Something's happening!"
Palmer: "Use your words, Miller."
Miller: "Crimson, this object activated when you entered those coordinates. It's a slipspace rupture, just like I read with 'Mdama's people."
Palmer: "They've got portals now. Fantastic. Crimson, get in there, see where it goes. We'll find you on the other end."
''The man cannon activates. The player enters it and is flung into the portal. The screen goes white.''
Palmer: "Where the hell did Crimson go?"
Miller: "No idea, Commander. I'm working on it."
CHAPTER COMPLETE'''
''Level ends.''
Sources
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''Random Transport'' is the third chapter of ''Spartan Ops fourth episode, ''Didact's Hand''.
Summary After entering the slipspace portal at the "Two Giants," Fireteam Crimson emerges at the Fortress (location)|Fortress where they are immediately engaged by Jul 'Mdama's Covenant|Covenant forces. After re-establishing contact with the , Crimson defends themselves from waves of Covenant attackers while the crew aboard ''Infinity'' try to track Jul 'Mdama. Roland reveals that what they had previously believed to be signal relays are actually slipspace portals, and eventually Spartan Jared Miller identifies the portal 'Mdama took. Crimson activates it and pursues him through it.
Transcript All dialogue is spoken through the COM.
{Gameplay}
''Crimson appears midair and lands atop one of the Fortress's outlying structures. They immediately come under fire from Covenant forces.''
Palmer: "So where the hell did Crimson go?"
Miller: "No idea, Commander. I'm working on it."
Roland: "Commander Palmer? If you don't mind. I've located Crimson's IFF tags. They're in one of the arctic comm forts."
Palmer: "Whoa. OK. Thanks, Roland. Bit of a jump there, Crimson."
Palmer: "Miller, what can we do to clear up the transmission?"
Miller: "Working on it, Commander."
Palmer: "Crimson, I don't know if you can hear me, but you're boxed in. Only way out is through the bad guys."
Miller: "Commander, there's a UNSC relay still online. If Crimson can reach that, it should clear our transmissions. Painting a waypoint for them now."
''Crimson approaches the waypoint.''
Miller: "Ah! There it is!"
''The player activates the relay.''
Palmer: "Much better, Crimson. Miller, now that we can see straight, where's Jul 'Mdama?"
Miller: "There was another slipspace rupture at this location just before Crimson's arrival. Looking into it."
''A drop pod descends from the sky.''
Miller: "Drop pod incoming!"
Palmer: "Miller!"
Miller: "I'm trying! Hang on!"
Roland: "I'm bored."
Palmer: "Roland? Clear the channel."
Roland: "That data that's confusing Spartan Miller is only confusing because he still thinks forts are comm relays."
Miller: "So what are they really?"
Roland: "They're a portal nexus. Just like back at those towers. Thought it'd be obvious by now."
Miller: "Do you see a way to activate the portals, Roland?"
Roland: "Of course. Can I turn on the waypoints for Crimson? It's exciting being part of an Op!"
Miller: "Go ahead."
Palmer: "Hey! Protocols, Miller!"
Roland: "There you are, Crimson! Get up there! I command it! Ok, now I'm... now I'm bored again. Bye."
''A waypoint appears at the top of the Fortress. Numerous drop pods descend from the sky.''
Miller: "Heads up, drop pods incoming!"
''or''
Miller: "Drop pods coming down near your position, Crimson."
Miller: "Crimson! Oh no!"
''or''
Palmer: "Drop pods, coming your way!"
''The player activates the console.''
Miller: "Commander, two portal activators just powered up."
Palmer: "Which did Jul use?"
Miller: "Not sure. But now that I know what these things are, I can probably figure that out if Crimson gets a closer look."
Palmer: "Show 'em where to go, Miller."
Miller: "Either one of these waypoints should do it, Crimson."
''Waypoints appear on two of the outlying structures. The player activates one of them.''
Miller: "Okay, stay put for just a moment..."
Miller: "No... last activation date on this portal is days ago. It's not the one 'Mdama activated."
Palmer: "Get ready. Covenant drop pods inbound."
''The player activates the second waypoint.''
Miller: "That's the one, Commander! Jul 'Mdama came through here just a few minutes ago."
Palmer: "It's turned on. Where's the portal?"
Miller: "Almost got it."
Miller: "Drop pods coming down near your position, Crimson!"
''or''
Miller: "Crimson! Drop pods in the sky!"
''or''
Palmer: "Drop pods, coming your way!"
Miller: "Got it! Painting a waypoint now."
Palmer: "There's your doorway, Crimson. Get in there."
''A waypoint appears on a portal which has activated at the top of the Fortress.''
Palmer: "Get moving, Crimson. We've got a hingehead to chase."
CHAPTER COMPLETE'''
''Level ends.''
Sources
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This Op picks up directly after your last one. Having leaped through the portal activated by the Jul 'Mdama's Covenant|Covenant at Twin Giants, you hurtle out the other end, the facility known as Fortress...and directly into a large group of Covenant. First things first; FIND COVER.
This is easy enough to do; the portal drops you on top of one of the smaller structures surrounding the main one at Fortress's center. Inside, you'll also find exactly what you need to deal with the small army of Covenant outside; a United Nations Space Command|UNSC weapons cache.
In addition to the standard small arms you expect, there's also plenty of juicy ordnance lying around. Grab whatever suits your fancy, but BE SURE to snag the two M41 SPNKR|rocket launchers in the crates. They will come in HANDY in a short while.
Once you are geared up, move out and kill everything around you. By this point, you should be quite versed in how to slaughter Covenant, so I won't go into the details of that. Simply kill. And then kill more. And then, when you're done killing, move on.
As you are killing, you will hear slightly garbled conversations between Miller, Palmer, and Roland. Most of them aren't particularly important to your current mission, but one is; Roland locates a still-working UNSC communications relay in the area. Your new objective; get that online so that Palmer and Miller can further direct you in your hunt for Jul 'Mdama.
Head towards the waypoint on your HUD. As you do, more Covenant will appear. In this case, they'll burst out of another of the smaller facilities...and amongst their number is a Mgalekgolo|Hunter.
Kill the smaller infantry first, then use your Rocket Launcher to obliterate the Hunter. Once you have done so, go into the structure and retrieve the ammunition from within. With that out of the way, move to the waypoint. As always, there's more Covenant to kill. Do so, and power up the relay.
With the signal cleared, Palmer sends down new orders; power up the portals in the area and figure out which one Jul went through. Simple enough; go to the waypoint, killing anything in your way (be ready for more ambushes, including the second Hunter!) and power it up. Then, move to each of the two new waypoints that power up. Hit each one (which will spawn a new wave of enemies) and then fight your way up to the top of the middle structure. After a last, massive assault, you will be able to power up the portal and jump through, ending the mission.
Category:Spartan Ops walkthroughs
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''The Chase'' is the fourth chapter of ''Spartan Ops fourth episode, ''Didact's Hand''.
Summary Continuing their pursuit of Jul 'Mdama, Fireteam Crimson emerges at "The Cauldron." The crew identifies 'Mdama's escape route and Crimson follows, facing heavy Jul 'Mdama's Covenant|Covenant and Promethean resistance. In an effort to cut 'Mdama off, Commander Sarah Palmer takes control of a Suppressive Fire Drone and launches an air strike on his position. 'Mdama manages to avoid the missile strike and escapes through a slipspace portal, leaving behind an artifact known as the "Didact's Gift". Palmer arranges for Crimson to bring the artifact to Galileo Base to be examined before being brought onboard ''Infinity''.
Transcript All dialogue is spoken through the COM.
{Gameplay}
''Crimson emerges from slipspace at the cliff edge of "the Cauldron."''
Miller: "Roland? Did you follow them that time?"
Roland: "Yep. A few more jumps like this and I might be able to extrapolate how the whole system works."
Palmer: "Extrapolate later. Give Miller their loc now. We've got an op to run."
Palmer: "Miller, get me a marker on 'Mdama. I want to know about this Didact's Gift thing, and where he's got it."
Roland: "I've found him! There you go. I tell ya, I don't know why I run a starship when running ops is so much more fun."
Palmer: "Roland, clear the line, please. Let the Spartans talk."
''Crimson reaches the waypoint Roland placed on a closed door.''
Miller: "'Mdama's through there."
Palmer: "Miller, find Crimson a way through those doors."
Miller: "Working on it, Commander."
''Covenant reinforcements arrive via drop pod.''
Miller: "Ah! Here we go, Crimson. No. Wait. That's not right."
Palmer: "What are you even doing?"
''Fighting continues for a while.''
Miller: "Just a second... Okay. Found the controls for the door. Marking them now."
''Waypoints appear on two consoles. The player activates one of them.''
Miller: "That's one switch. Hit the other to open the door."
''The player hits the second switch.''
Miller: "Door's open."
Palmer: "Move it, Crimson! Do not let 'Mdama get away!"
''Crimson makes its way through the complex and encounters heavy resistance.''
''Promethean Watchers appear and begin deploying beam turrets.''
Miller: "Watchers deploying turrets!"
Palmer: "Dammit! Don't let them slow you down!"
''A Covenant drop pod descends and releases several Zealots.''
''Crimson continues pushing forward.''
Miller: "We've almost got him, Commander!"
Palmer: "Dalton!"
Dalton: "Commander?"
Palmer: "I need some targeted air strikes, preferably that I can fire at will."
Dalton: "That can be arranged. Suppressive Fire Drone 10-56 is all yours."
''Crimson makes its way toward the tunnel.''
Palmer: "Crimson, keep up pursuit. I'm going to encourage our hingehead to slow his pace a bit."
''A barrage of missiles impacts at the far end of the tunnel.''
Palmer: "How the hell did he survive that? Slippery son of a-"
Miller: "Slipspace signature! He's opening a portal, Commander!"
''Several Promethean Knights appear.''
Palmer: "Knights! Take them down."
''Crimson clears the area.''
Palmer: "Well done."
Miller: "He got through the portal."
Palmer: "In one piece?"
Miller: "Unclear. But he dropped something..."
Palmer: "Crimson, have a look."
''Crimson finds the object.''
Miller: "Is that it? Is that the Didact's Gift?"
''The player tries to pick up the object.''
Palmer: "Don't touch it!"
Palmer: "Commander Palmer to Galileo Base."
Dr. Owen: "Owen here. Go ahead, Commander."
Palmer: "Crimson's bringing a package your way. Prep your labs. I want a good look at it before I let it onboard ''Infinity''."
Dr. Owen: "Um... OK?"
Palmer: "Good work, Crimson. Hang tight. We'll have you a ride to Galileo Base shortly."
CHAPTER COMPLETE'''
''Level ends.''
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''The Didact's Gift'' is the fifth chapter of ''Spartan Ops fourth episode, ''Didact's Hand''.
Summary Fireteam Crimson has taken "the Didact's Gift" to Galileo Base where it is being examined when Robert Dalton detects incoming Ru'swum-pattern Phantom|Phantoms. Crimson is forced to Battle of Galileo Base|fight off the attackers because the base's defenses have been deactivated. One of the scientists chose to reroute power from the defenses to run a mini-reactor. After reactivating the defenses, Crimson is able to repel the Jul 'Mdama's Covenant|Covenant attackers, only to be informed that they must restore power to the reactor or its shielding will fail and the resulting meltdown will destroy Galileo Base. After reactivating the reactor Crimson is immediately besieged by Prometheans. Meanwhile, Commander Sarah Palmer orders Fireteam Majestic to Galileo to retrieve "the Didact's Gift" and escort it to the . After the base is cleared of hostiles, Majestic arrives to retrieve the asset.
Transcript Note: All dialogue is spoken through the COM.
{Cutscene}
''The camera pans across Galileo Base, then cuts inside one of the buildings where a scientist is working at a console, scanning the Didact's Gift.''
Dalton: "Crimson, just a heads-up that your ride will be there shortly. Until then, sit back, relax and - Hold on! Commander Palmer! Spartan Miller! Something's happening at Galileo Base!"
{Gameplay}
Miller: "How can... Commander, Dalton's right. Galileo's under attack!"
Miller: "Look out, there's a Phantom headed your way!"
''A Ru'swum-pattern Phantom|Phantom arrives and deposits a wave of Jul 'Mdama's Covenant|Covenant attackers, including a Ghost. Crimson defeats them:''
Dalton: "Commander Palmer, I'm seeing several dozen Phantoms in the vicinity of Galileo Base."
Miller: "That means the bad guys are gonna keep coming."
Palmer: "Excellent battle analysis, Miller. I'm making a note for your file."
''Another Phantom approaches.''
Miller: "Watch out, Crimson. Another Phantom incoming."
Miller: "How many are there?"
''Another Phantom appears.''
Miller: "Crimson, Phantom!"
Palmer: "Wait a second. Why aren't facility defenses online?"
Miller: "Don't know... I can't bring them up remotely either, Commander. Working on it."
''Another Phantom arrives.''
Miller: "There's another Phantom!"
Palmer: "Commander Palmer to Galileo Base. Doctor Owen. Doctor! Your base defenses are offline!"
Shannon Owen|Dr. Owen: "They are? Sonuva... Doctor Alexander was talking about using the power from the defenses to run a mini-reactor. I told him not to!"
Palmer: "Freaking eggheads."
Miller: "More Phantoms!"
Miller: "Watch out, Crimson!"
''A Phantom deposits a pair of Hunters.''
Miller: "Watch out! Hunters in the area!"
Miller: "Crimson, looks like turret power has been routed to this location. If you can make it there, you can activate the defenses."
''Power source is marked on HUD''
Miller: "There's the power source, Crimson."
Palmer: "Turn on the base defenses! Now!"
''A beacon appears in the basement of a building. The player activates the console and the turrets immediately begin firing.''
Miller: "Turrets online, Commander."
Palmer: "That should help keep the skies clear, but the ground's still your problem, Crimson."
''All Phantoms are destroyed and all ground forces eliminated.''
Miller: "Commander, the Forerunner tech Crimson tapped is paying off. The whole Covenant net is talking about trying to retrieve the Promethean soul."
Palmer: "OK, so we know what's going on for once. Dalton, who have we got close?"
Dalton: "Looks like Majestic's your best bet there, Commander."
Palmer: "Tell them to saddle up. They're headed to Galileo Base fast as you can get them there. They're picking up a package while Crimson holds down the fort."
Dalton: "On it, Commander."
Cameron Alexander|Dr. Alexander: "Did someone turn off the mini-reactor?"
Palmer: "Bullets outweigh science today, Doc."
Dr. Alexander: "Science is going to kill us all! If you don't restore power to that mini-reactor, its shielding will fail and wipe Galileo off the map!"
Palmer: "Why is nothing ever simple?"
Miller: "Head back here, Crimson. Hurry!"
''A beacon appears in the lower level of the far building. As the player enters the building numerous Prometheans translocate in.''
Miller: "Ahhh! Promethean Knights!"
Palmer: "Put them down, Crimson!"
''The player activates the mini-reactor.''
Miller: "Lots of activity nearby. Be ready for anything, Crimson."
''Several waves of Prometheans attack Crimson.''
Dalton: "Commander, Majestic's Pelican is inbound."
Palmer: "Doctor Owen, prep our prize for transit."
Dr. Owen: "On it, Commander."
Palmer: "Crimson, you just keep being awesome down there."
Miller: "Commander-"
Palmer: "I see it, too. Crimson, heavy enemy movement, coming your way. Ready up."
''Crimson kills most of the Prometheans. Beacons appear on the remaining hostiles.''
Palmer: "Crimson, clear out all the remaining Promethean targets."
''As Crimson kills the last Promethean, another wave appears.''
Palmer: "You've still got some Promethean stragglers, Crimson. Take 'em down."
''Crimson kills them all.''
{Cutscene}
''A Pelican flies towards Galileo, swoops in and lands atop a building
Miller: "There's Majestic, Commander."
Palmer: "OK. Doctor Owen, you've got a courier coming your way in the form of a Spartan."
Dr. Owen: "We're ready."
EPISODE COMPLETE'''
''Level ends.''
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This unnamed vessel served as transport for the Forerunners the Ur-Didact|Didact, IsoDidact|Bornstellar Makes Eternal Lasting, and the humans Chakas and Riser. The ship was "grown" from a design seed planted under Djamonkin Crater by the Librarian. It was destroyed shortly after its activation, during the Battle of Janjur Qom. The ship had no name, and Bornstellar lamented that it never received one before its destruction.
History When the Librarian brought her husband's Cryptum to the Djamonkin Crater on Earth|Erde-Tyrene, she hid a design seed she had acquired from the Builders with it for him to leave the planet with. When the Didact awoke, his war sphinxes excavated the mountain for the materials; ten days later he activated the design seed to begin constructing the ship. He subsequently left the planet with Bornstellar and his two human guides, who had been responsible for his reawakening.
The ship traveled to Charum Hakkor and then to Faun Hakkor, where its instruments detected that all life on their surfaces with a neurological system had been killed. Lastly, it arrived at Janjur Qom, the San'Shyuum homeworld, where its weapons were confiscated by the Confirmer aboard the ''Deep Reverence''. He was quarantining the planet, and required them for security in exchange for letting the ship descend to the surface. However, he betrayed them and alerted the Builder fleet in low orbit.
With no weapons, the Didact's ship was helpless and was quickly surrounded by confinement fields, preventing it from speeding away or entering slipspace. The commander of the fleet, Master Builder Faber, ordered that they transfer control of the ship to him or be destroyed. Knowing there was no hope for escape, the Didact yielded to him, letting suppression AIs infiltrate and absorb his ship's own ancillas. Gravitation inside ceased, and the walls melted away by an orange glare. The ship attempted to fight back by raising walls of hard light and releasing war sphinxes, but Seeker (vehicle)|seekers arrived to cut through them and capture the crew. As the two Forerunners and two humans were dragged out to be taken to Janjur Qom, the remains of the ship were left in orbit, dissolving yet trying to reassemble itself.
Design details The ship was not "built" in the traditional sense, but rather "grown" from a piece of technology known as a design seed. The seed contained all the schematics and plans required to construct the ship, as well as the ship's slipspace flake, a piece of a Slipspace core|much larger crystal used by the Forerunners in their slipspace drives.
Most of the raw materials for the hull of the ship were apparently drawn from the central peak of Djamonkin Crater. The mountain was first dismantled and turned into several pillars arranged in a circle with an elevated platform in the center. As the Didact, Bornstellar, Chakas and Riser stepped onto the central platform, the pillars began to spin rapidly, reconfiguring to form the hull of the ship.
The vessel was highly advanced, even by Forerunner standards, as the Librarian had been updating its design as technology progressed. It changed its overall configuration depending on the need; in space, the ship was an ovoid over 800 meters long. When entering a planetary atmosphere, it took on a more aerodynamic shape, bowing out at the sides and growing massive landing pads as well as fluxor shields to protect against the blowback from atmospheric entry.
Approximately one-third of the ship's mass was composed of fuel and engine reactants. The remaining space was used to accommodate personnel and could be configured at will, using various forms of hard light. Being new, the walls and floor were immaculately clean, and its living quarters were mazes of cubicles and service facilities. Stasis fields inside inspected the ship and kept all its parts and weapons in prime condition.
It was stated as having enough space and services for 5,000 Warrior-Servants, providing training docks, armor repair, refit shops, and mess chambers. Although newly constructed, the ship came fully equipped with a contingent of Forerunner picket cruiser|picket cruisers and an armory stocked with spare combat skins, thousands of hand weapons and a host of other military devices, including the Didact's war sphinxes.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
Sources
Category:Forerunner ships
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|width =
|height =
|ammotype = Ionized particles
|capacity =
|feed = 5 rounds
|rate = 72 RPM
|optics =
|range = Short to medium-long
|service = Forerunner-Flood WarPost-Covenant War conflicts
}}
The Didact's Signet is a special Z-180 Scattershot|Z-180 Close Combat Rifle/Asymmetric Engagement Mitigator made by the Ur-Didact.''Halo 4: The Essential Visual Guide'Halo 5: Guardians'' - ''Multiplayer''
Overview
The ''Didact's Signet'' is a named variant of the Z-180 CCR/AEM, upgraded to fire a quartet of projectiles in a diagonal square formation that have longer range, higher damage, and stronger tracking after ricochets than those of normal Scattershots. It reuses the chassis of a standard Scattershot, albeit with orange and turquoise stripes decorating the weapon, particularly around the barrel and top and rear sections of the weapon.
During the Forerunner era, the Ur-Didact handcrafted the ''Didact's Signet'' as a reward to his most loyal Prometheans.
In 2558#October|October 2558, a copy of the weapon was discovered by Blue Team in the Gateway on Genesis during their quest to confront Cortana.''Halo 5: Guardians''''' - campaign level, ''The Breaking'' The weapon was later integrated into the 's War Games simulations for use by SPARTAN-IV program|Spartan-IVs.
Gameplay
The ''Didact's Signet'' is a Special weapons (Halo 5: Guardians)|special weapon that can be found in the campaign mission ''The Breaking''.
The ''Didact's Signet'' is a Legendary Level 5 Requisition system|REQ that gives out 200 REQ Points when sold. It fires a quartet of fast-moving hardlight projectiles that deal extra damage, have a longer projectile range of up to 48.74 m (159.91 ft), travel in a tetragonal formation, and exhibit strong tracking behavior after ricochets. These traits make the ''Didact's Signet'' a strong tool for clearing out curved corridors and engaging enemies in tight areas, such as those in the mission ''The Breaking''. With Smart-Link activated, it can perform a one-shot kill on targets up to 20.95 m (68.73 ft) away, outclassing even the ''Blaze of Glory'' in range. The ''Didact's Signet'' also kills a Spartan in two ricochet shots, which can be further boosted to just one ricochet shot with a Damage Boost on. The weapon has a maximum unscoped range of 13.73 m (45.05 ft) and a Smart-Link range of 18.13 m (59.48 ft).
In Warzone|Warzone Firefight simulations, Mythic Knight Battlewagon bosses, including the Knight Bannerman, commonly use the ''Didact's Signet'', which can make them dangerous in close to medium range.
Changes from the Z-180 Scattershot Fires four hardlight projectiles that have longer range, exhibit stronger tracking behavior after ricochets, and travel in a tetragonal formation. Increased damage output. Comes with 15 reserve rounds by default, for a total of 20 starting rounds. The weapon's hardlight projectiles immediately vanish after traveling their maximum projectile range, and no sound is made upon doing so. Spartans killed with this weapon may make different death sounds from if killed with a normal Scattershot.
Gallery
File:H5G-DidactsSignetHUD-Campaign.png|First-person view of the ''Didact's Signet'' by Frederic-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Fred&DidactsSignet.png|Fred-104 with the ''Didact's Signet'' in the Gateway. File:H5G-DidactsSignetHUD.png|First-person view of the ''Didact's Signet''. File:H5G-DidactsSignet.png|A CENTURION-class Mjolnir|Centurion-clad Spartan-IV wielding the ''Didact's Signet'' on Stasis. File:H5G-DidactsSigneteffect.png|The effect of the ''Didact's Signet''. File:H5G-MythicKnightBannerman-Battlewagon.png|A Mythic Knight Bannerman using the ''Didact's Signet'' on Temple.
File:REQ card - Didact's Signet.jpg|''Didact's Signet''.
List of appearances
''Halo 5: Guardians''
Sources
Category:Forerunner weapons
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Didn't Get To Second Base is an achievement in ''Halo Wars'' that is unlocked when the player does not claim an extra base on Reactor (Halo Wars level)|Reactor.
It is worth 5 Gamerscore. Tips Play on Easy and activate the Sugar Cookies, Pain Train, Bountiful Harvest and Emperor skulls. Make AC-220 Vulture|Vultures and destroy every Covenant Base. Bring the Elephant up the ramps to end the level. Simply don't purchase another base. Very simple. Occasionally, the Covenant might try to rebuild a base in the base sites, so keep a unit there to make sure they won't launch an attack.
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Didn't Like This Ship Anyways is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 15 minute par time on The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn. The achievement is worth 10 Gamerscore and can be unlocked on any difficulty.
Tips As a general rule, it is easier to complete par time achievements on easier difficulties. For this achievement however, players may wish to attempt the run on Heroic as this allows the player to skip the tutorial in the Cryo B|Cryo Bay.
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Didn't See It Comin' is a ''Halo 4'' achievement added with the Majestic Map Pack. It was unlocked when a player, in Majestic DLC matchmaking, assassinated an enemy who was zoomed in while using a scoped weapon or the HUD's built-in zoom function.
Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable.
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Diego Esquival was a former Madrigal citizen and a retired Insurrectionist. He was the brother of Maria Esquival. He moved to the Rubble after his homeworld was Glassing|glassed by the Covenant Empire|Covenant.
Biography
Diego was born on Madrigal. Diego had joined the Insurrectionists when he was younger. He began to plant bombs in spaceports, space stations, and passenger ships. He became a smuggler and a piracy|pirate. When Madrigal was attacked by the Covenant, Diego helped evacuate many people, including Maria Esquival and Ignatio Delgado. He took Delgado and Maria under his care.Halo: The Cole Protocol, ''page 45'' He lead the refugees to the Rubble, an Insurrectionist asteroid base orbiting Hesiod.
Diego helped the Insurrectionists improve the Rubble using spaceships and raw materials. He became a member of the Rubble Security Council. Diego helped establish the Exodus Project, a mass evacuation plan in case the Rubble was ever discovered by the Covenant or UNSC.Halo: The Cole Protocol, ''page 219'' In 2535, Diego attended Melko Hollister's funeral. He warned Delgado that a member of the Security Council was attempting to sell navigation data to the Kig-Yar.Halo: The Cole Protocol, ''page 42''
Delgado was arrested by Council member Peter Bonifacio when he refused to hand over the navigation data. Delgado was interrogated by the members of the Security Council, asking for the location of the navigation data. The Council revealed that they were intending to place the data to the Exodus Project for safekeeping. Delgado reluctantly agreed and he brought Bonifacio and Diego to where the data was hidden, aboard his freighter, the ''Distancia''.Halo: The Cole Protocol, ''page 175''
When the three reached the freighter, Delgado was about to hand the data over to Esquival, but Diego was shot and mortally wounded by Bonifacio.Halo: The Cole Protocol, ''page 233'' Diego and Delgado were locked in the ''Distancias damaged airlocks and left to die from lack of oxygen. Esquival succumbed to his wounds, but Delgado was rescued by Spartan-II|Spartan Gray Team.Halo: The Cole Protocol, ''page 238'' Shortly after his death, Jai-006 put him in a cryo chamber to preserve his body until he could be safely transported back to the Rubble.Halo: The Cole Protocol, ''page 240''
His sister, Maria, took his position on the Security Council after his death.Halo: The Cole Protocol, ''page 291'' When the remains of the Rubble arrived at the human colony of Falaknuma, a funeral for Diego was held on the planet.Halo: The Cole Protocol''', ''page 355''
List of appearances
''Halo: The Cole Protocol''
Sources
Category:Human characters|Esquival, Diego Category:Pirates|Esquival, Diego Category:Smugglers|Esquival, Diego Category:Insurrectionists|Esquival, Diego
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Diego Garcia is the largest atoll on Earth and sits in the Indian Ocean. Diego Garcia houses a military base of the United Nations Space Command.''Halo Encyclopedia (2009 edition)'', Earth, p. 284-285, (2009); p. 296-297 (2011 edition)
History Due to the atoll's proximity to India, Hong Kong, Pakistan, and Africa, Britain established a military base on Diego Garcia for both training and refueling purposes. The base has been in use ever since. The base later came under the control of the Unified Earth Government's United Nations Space Command.
On 2552#October|October 20, 2552, when the Covenant's Fleet of Sacred Consecration arrived at Earth, the military base on Diego Garcia was immediately alerted to the Covenant's presence. The base launched the first counterattacks against the Covenant when they Battle of Mombasa|invaded New Mombasa in Kenya, Africa during the subsequent Battle for Earth.
These attacks proved effective as later in 2552#November|November, a Covenant capital ship was sent to Diego Garcia to destroy the base. While most of the Earth's surface was later brutally Orbital bombardment|bombarded by a reinforced Truth's fleet|Covenant armada, consisting the remaining Jiralhanae-controlled ships of the High Charity defense fleet, led by the Prophet of Truth's Anodyne Spirit|Forerunner Dreadnought on November 17,''Halo 3'', campaign level, Crow's Nest the base nevertheless survived the Human-Covenant War and is still in use by the UNSC as of 2553.
Production notes Diego Garcia was mentioned in the Halo 2 E3 demo|''Halo 2'' E3 demo as being the base of the "405th", a UNSC Marine Corps|Marine unit that became A Company in the finished game. Diego Garcia's existence as a military base, with units involved in the fighting at Mombasa, was later made official by the ''Halo Encyclopedia (2009 edition)''.
List of appearances
''Halo: Mortal Dictata''
''Halo 2: Anniversary''
Sources
Category:Earth Category:UNSC military bases
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Digging up the Past is an achievement in ''Halo 4'' and ''Halo: The Master Chief Collection''. It is awarded when the player finds and accesses John-117's record during the level ''Dawn''. In ''Halo 4'', the achievement is worth 20 Gamerscore and is represented by the Office of Naval Intelligence emblem. In ''Halo: The Master Chief Collection'', it is worth 5 Gamerscore and is represented on the Steam icon by a B-class Mjolnir|Mark V[B] helmet and an image of the map Skyline in the Xbox art.
Method The location of the terminal is located right under the cryo bay. In the beginning of the level, instead of heading straight into the room where there's a hologram of the frigate, turn left and look for a staircase that leads to the lower floor. At the far end of the room, there is the terminal that contains John-117's service record.
Trivia The service record incorrectly labels the as a frigate. In actuality, it was a Halcyon-class light cruiser|''Halcyon''-class cruiser.
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Digital Destinies is an achievement in ''Halo: The Master Chief Collection''. It is awarded by finding the Data Pad 9 on The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn in ''Halo: Reach'', located in a windowed room of the SinoViet Heavy Machinery Aszod ship breaking yards|ship breaking yard housing the scrapped .
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''Dignity''-class escorts were escort vessels used by Builder Security. The escorts were used on Janjur Qom during the Battle of Janjur Qom|battle on the planet.Halo: Cryptum, ''page 192''
List of appearances
''Halo: Cryptum''
Sources
Category:Forerunner ship classes
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Digon was an ancient dialect of the Forerunner language.Halo: Cryptum, ''page 59'' By the final millennia of Forerunner civilization, this dialect was used almost exclusively by the Warrior-Servants and yet later only their highest class, the Prometheans,Halo: Cryptum, ''page 227'' in contrast to Jagon, a newer language which was mainly spoken by the Builders.
There were several forms of the dialect, including middle Digon and archaic Digon. The dialect reached its peak around 400,000 BCE, three hundred thousand years before the end of Forerunner rule in the galaxy.Halo: Silentium, '' page 133'' However, not even the earliest forms of Digon were in use by 10,000,000 BCE when the Forerunners Forerunner-Precursor war|rebelled against the Precursors.Halo: Silentium, ''page 179''
During his first encounter with the Primordial, the being spoke to the Ur-Didact|Didact in an archaic form of Digon he could barely understand.Halo: Cryptum, ''page 327'' While the Didact was being escorted to his first Cryptum, Haruspis's associate spoke a ritual litany to him in middle Digon.Halo: Silentium, ''page 55'' The phrase ''"You are what you dare"'' was also inscribed to the Cryptum in ancient Digon characters.
List of appearances
''Halo: Cryptum''
''Halo: Silentium''
''Halo: Fractures''
*''Promises to Keep''
Sources
Category:Languages Category:Forerunner culture
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File:RW Digsite Logo.png|thumb|300px|The logo used by the Digsite team.
Digsite is the name of a team comprised of 343 Industries employees and community Wikipedia:Video_game_modding|modders, whose goal is to recover cut content from previous ''Halo (disambiguation)|Halo'' games, polish it, and make it available to modders of those games, usually through the Halo Editing Kit released for the game, if available. This process requires scouring 343 Industries' internal archives to find surviving files related to the cut content, in some cases reverse-engineering compiled assets, updating them to work with the version of the Wikipedia:Game engine|game engine used at launch - which may have been changed significantly during development after the cut content was abandoned - and occasionally creating new textures or animations to fill gaps in cases where the cut content was partially lost or unfinished. For some of these purposes, the team devised custom tools to allow them to work more effectively.
History
Known team members Kenneth Peters|Kenneth "Ken" Peters Sean Cooper|Sean "kornman" Cooper Conscars General_101
Num0005
xScruffyDaSasquatchx Sean T Ludus Zeddikins
Restored content
The following is a list of known ''Halo: Combat Evolved|Halo: CE'' content restored as part of the Digsite Alpha project, named in reference to Installation 04|Alpha Halo.
Characters and NPCs Ambient life Morolaath|Blind Wolf Thorn beast|Thornbeast Cut Halo: Combat Evolved enemies#Keelbug|Keelbug Covenant Early "toad" Elite model Cut Halo: Combat Evolved enemies#Slugman|Slugman Human
5 early cyborg (John-117|Master Chief) models
Maps
Indoor Cut Halo: Combat Evolved levels#Ruined pain|Ruined pain
Weapons Forerunner Cut Halo: Combat Evolved weapons#Concussion gun|Concussion Gun Gravity Wrench Cut Halo: Combat Evolved weapons#Microwave gun|Microwave Gun Covenant Early Plasma Rifle iteration Early Plasma Pistol iteration Human
"Cut Halo: Combat Evolved weapons#Sniper rifle|Shovel" sniper rifle
"Cut Halo: Combat Evolved weapons#Chaingun|Needler" minigun Several SMG variants
Vehicles Forerunner Cut Halo: Combat Evolved vehicles#Forerunner tank|Forerunner Tank Covenant Spectre (originally known as the "Shadow")
Human Cut Halo: Combat Evolved vehicles#Doozy|Doozy JOV-99 Kestrel|Kestrel Viper
The following is a list of known ''Halo 2'' content restored as part of the Digsite Delta project, named in reference to Installation 05|Delta Halo.
Maps Alphamoon Earthcity Raceday
Vehicles Covenant Cut Halo: Combat Evolved vehicles#Covenant command shuttle|Covenant Command Shuttle Human Mongoose Piglet Uberchassis
Gallery
File:RW Digsite OldLogo.png|An older, unofficial logo used by the Digsite team.
Sources
Category:343 Industries staff Category:Modding Category:Deleted material
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|class operator = *CMA Navy UNSC Navy
|class manufacturer = SinoViet Heavy Machinery
|class architect =
|class built =
|class in service = 2433-present
}}
|hide-characteristics=
|nocollapse = yes
|type = UNSC destroyer|Destroyer
|length =
|width =
|height =
|mass = 2.2 million tonnes
|power = Fusion reactor
|maneuver drive = 2 fusion drives
|slipspace drive = CODEN Series IV Shaw-Fujikawa Translight Engine
|crew =
|complement = M8900 drop pod|M8900 SOIEVs
|troops = Orbital Drop Shock Troopers
|hull = Titanium-A armor
|shielding =
|sensors =
|ew =
|armaments = *1 Spitfire naval coilgun battery|Mark 33 Spitfire naval autocannon turret
6 Sentry autocannon|M60 Sentry naval autocannon turrets
40 Ares missile|M35 Ares missile launchers
10 M710 Bulwark point defense guns
2 Magnetic Accelerator Cannons
|aircraft =
|air facilities = Single Occupant Exoatmospheric Insertion Vehicle bays
}}
The ''Diligence''-class light destroyer was a class of UNSC destroyer|destroyer used by the CMA Navy throughout the 25th century.
Overview
The ''Diligence''-class is an older classification of warship entered into service during the 25th century, originally classified as a cruiser. During the era in which it was designed, human starships had much less firepower than their successors, resulting in a ship that is-by modern standards-substantially underarmed. As such, it was reclassified as a UNSC destroyer|destroyer later in its life to better reflect the evolving standard of ship construction.
The ''Diligence'' was introduced in the 25th century prior to the onset of the Insurrection. As such, it predates the introduction of the Magnetic Accelerator Cannon (MAC) as a standard warship armament, and thus instead relies on a variety of naval autocannons and missiles for its primary armaments. The primary armament of the ship is a single Spitfire naval coilgun battery|Mark 33 Spitfire naval autocannon, supplemented by six Sentry autocannon|M60 Sentry autocannons. Additionally, the ship is outfitted with forty Ares missile|M35 Ares missile launchers, and for point-defence carries ten M710 Bulwark point defense guns.
Beginning in 2496, the ''Diligence''-class began a series of refits that resulted in ships of the class being retrofitted with two "outrigger" MACs to help the ship stay competitive with more modern destroyer designs, such as the introduced only three years later in 2499.
Ships of the line
The Wikipedia:Lead ship|lead ship of the class
(DD-993) Participated in Operation: GREY VEIL.
(DD-439)
Operational history The ''Diligence''-class light destroyer entered service within the CMA Navy in 2433. Originally classified as a cruiser, the ''Diligence''-class was eventually reclassified as a destroyer as ships grew in firepower and mass. Starting in 2496, the class was fitted with two powerful outrigger Magnetic Accelerator Cannon|MAC systemsone on each side of its main fuselage. Some ''Diligence''-class destroyers were operated by the Colonial Military Authority as peacekeeping ships,, seeing active use within the CMA Navy for over a century. By 2525, the class had been retired for decades. However, with the dawn of the Human-Covenant War, some were brought back into service with the UNSC Navy and were retrofitted for Space warfare|combat against the Covenant.
In 2544, a ''Diligence''-class destroyer, the , deployed a squad of Orbital Drop Shock Troopers and a SPARTAN-II program|SPARTAN-II commando, Cal-141, via Single Occupant Exoatmospheric Insertion Vehicle|SOEIV to the Covenant-occupied planet Heian. The commando team infiltrated a former alien settlement, where they engaged several Unggoy and a Jiralhanae Unidentified Jiralhanae chieftain (Heian)|chieftain before assassinating a Covenant Unidentified Prophet (Heian)|Prophet. After the mission, which resulted in the deaths of the Spartan and Checkman|one ODST, the vessel retrieved the survivors.
Gallery
File:HLeg TheBabysitter SOIEVDeployment.png|UNSC ''Kronstadt'' deploying its SOIEVs over Heian, showcasing the destroyer's full form. File:HL_TheBabysitter_DilligenceCompilation.png|A compilation of the panning shot of the ''Kronstadt'', showing the destroyer's full form. File:HLeg TheBabysitter KronstadtForemast.png|The front mast of UNSC ''Krondstadt''. File:HLeg TheBabysitter KronstadtEngines.png|The toward section of UNSC ''Kronstadt''
File:HLeg TheBabysitter KronstadtTurrets.png|The side M60 Sentry turrets of UNSC ''Kronstadt''. File:TheBabysitter Mess Concept.png|The mess hall of the ''Kronstadt''
List of appearances
''Halo Legends''
*''The Babysitter''
Sources
Category:Destroyer classes Category:UNSC ship classes Category:CMA ship classes
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Created
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|function= Overseer of Pilvros Reclamation Facility
|notable=
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Dillan is an artificial intelligence construct who was in charge of overseeing the Pilvros Pilvros Reclamation Facility|Reclamation facility in New Carthage, but would later defect to the Created on October 27, 2558.Halo 5: Guardians, ''campaign level Guardians''''
List of appearances
''Halo 5: Guardians''
References
Sources
Category:Human AI Category:AI characters Category:Created members
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Dim Mak is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by earning a total of 250 Beat Down medals in multiplayer; this includes both matchmaking and custom games. Spartan Ops missions are considered custom games, as are Firefight matches. Assassin|Assassinations earned in ''Halo 4'' multiplayer and Spartan Ops do not count toward the achievement. It is worth 10 Gamerscore.
Trivia
''Dim mak'' refers to wikipedia:Touch of Death|"touch of death", a martial arts technique that is said to be able to instantly kill the opponent with a very light blow or even a simple touch.
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Dimah Tchakova was an officer cadet of the United Nations Space Command. She attended Corbulo Academy of Military Science as part of the class of 2529. Like many colonists from Reach, Tchakova was of Eastern European descent.
Biography Tchakova's mother was the Secretary of UNSC Fleet Command, and her father was a high-ranking officer in the Office of Naval Intelligence. While attending Corbulo Academy of Military Science in 2526, she was assigned to Hastati Squad under the leadership of senior cadet April Orenski. Early on in the school year, her roommate was Junjie Chen,Halo 4: Forward Unto Dawn: Cryo but she later came to share a room with Michael Sullivan. She exhibited a standard academic performance in training exercises.
During the Battle of Circinius IV|Covenant's attack on Circinius IV, Tchakova joined her squad in the queue of cadets to be evacuated via Corbulo Academy's space elevator. The stress of waiting ultimately proved too much for her, and she disobeyed orders and broke ranks with Hastati Squad, forcing her way to the front of the queue. Tchakova made use of her mother's position to intimidate a UNSC Marine Corps|Marine and let her aboard the next elevator car. This, however, led to her death when a Covenant destroyed the space elevator.
Personality and traits File:FUD - DimahToy.jpg|thumb|left|250px|Dimah holding her toy|stuffed toy. Tchakova put great stock in her family connections while at Corbulo Academy, to the point of irritating her squad leader April Orenski.Halo 4: Forward Unto Dawn Part 3 Tchakova regarded her family connections as making her "born" to join the UNSC, and despite most of the cadets coming from prestigious backgrounds, she set herself apart from the others and felt that she did not fit in. She was the only child and stated that she wanted to make her parents proud, aiming to follow in the footsteps of either of them as opposed to ending up serving in the field. When he was discovered hacking into a top-secret combat recording which showed the UNSC's first encounters with Covenant troops via a then-unknown SPARTAN-II program|Spartan's helmet recorder, Michael Sullivan believed that she could use her connections to protect him from Office of Naval Intelligence|ONI.
Although she performed up to standard in training exercises and maintained a facade of confidence, Tchakova ultimately appeared to be less emotionally mature than most of the other cadets of Hastati Squad. Combined with her over-emphasizing of her parents' position at every opportunity, her collected demeanor and courage would quickly evaporate at the first sign of actual danger. In addition, she would occasionally comfort herself by holding a small plush toy which she had taken with her to the academy among her personal effects. Like most other members of Hastati Squad|her squad, Dimah had a negative view of Thomas Lasky, whom she perceived as an "Insurrectionist|Innie-lover". In response to Lasky disobeying an order he felt was not sensible, she responded that "Doesn't have to make sense. Just follow it." However, the threatening situation during the evacuation of the academy quickly caused her to put her own safety ahead of the adherence to the chain of command.
Non-canon and dubious canon appearances
Tchakova was a Sky Marshal astro-ranger in the United Nations Space Command|Unified Nations Security Confederation. During the Final War, she was a part of a battalion of 300 Sky Marshals in a raid on the Project: PERPETUA factory complex on Covenant#Fracture: Entrenched|Covenant occupied Luna. During a firefight with Covenant forces she was shot down from her overwatch position by arcanotech fire. By the time Commander Kolby found her it was already too late and she died grasping the Commander's wrist. She left behind a pair of Nocturne Goggles for Commander Kolby to salvage.
Production notes Tchakova is portrayed by Bulgarian-Canadian actress . According to Tchakova's created for ''Halo 4: Forward Unto Dawn'', her date of birth is 1/7/2512; this would make her fourteen years old during her time at Corbulo Academy. Given that Thomas Lasky's birthdate (also dated 2512 in his dog tags) was later retconned to the corresponding date in 2510, it is likely the same applies to Dimah and the other cadets as well.
Gallery
File:FUD - Interview - Dimah.jpg|A portrait of Dimah Tchakova. File:FUD - DimahTrainingGear.jpg|Tchakova clad in her Corbulo Academy training armor. File:FUD - SullyDimah.jpg|Tchakova and Michael Sullivan examining the classified footage uncovered by Sullivan. File:FUD - Dimah.jpg|A production shot of Dimah Tchakova.
List of appearances
''Halo 4: Forward Unto Dawn''
Sources
Category:Human characters|Tchakova, Dimah Category:Corbulo Academy staff and cadets|Tchakova, Dimah
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File:Enc22 DiminisherOfHope.png|thumb|300px|Diminisher of Hope orthographic views. Diminisher of Hope was the personal gravity axe of the Banished War Chief, Escharum.
Overview
Diminisher of Hope is similar to other gravitic-based bludgeoning weapons developed by the Jiralhanae, such as the Gravity hammer (fiction)|gravity hammer and gravity mace. It employs gravitic impellors within its central core to create the gravitic blast when striking a surface, and combines this effect with twin asymmetrical plasma blades similar to those found on Energy sword (fiction)|energy swords or Atriox's personal mace, Chainbreaker. The twin red blades serve as both a tool of close-quarters combat, but also as an epitome of the weapon's namereflective of Escharum's long experience in warfare both before and after the assimilation of the Jiralhanae race into the Covenant empire.
In his view, Escharum believed that while an enemy could be defeated in the field, materiel losses could be rebuilt and replaced if given time. As such, Escharum preferred to focus on sapping enemy morale, which would then lead to an ensured victory. The epithet ''Diminisher of Hope'' serves as an example of this philosophyforgoing the more grandiose personal weapon names such as Prophets' Bane in favour of a simple declaration of intent. The axe's twin red blades are purported to have helped fill this purpose in battle once active, by instilling fear within the enemies of Escharum. The energy blades also serve to decrease the weapon's weight when compared to other similar weapons, allowing the user to be more mobile while wielding it.
History Escharum carried the ''Diminisher of Hope'' during Operation: WOLFE as well as the Battle for Zeta Halo. During his duel with John-117 at the House of Reckoning (location)|House of Reckoning, Escharum initially used a scrap cannon. After the Spartan permanently disabled his Energy shielding|shield, Escharum discarded the Scrap cannon in favor of the ''Diminisher of Hope''.
In-game information The ''Diminisher of Hope'' is a Legendary variant weapons|legendary weapon in the campaign of ''Halo Infinite''. It can be acquired and wielded after the player has defeated Escharum in ''House of Reckoning''. It is similar to a Gravity hammer (fiction)|gravity hammer, with an increased area-of-effect damage. It also bestows a faster run speed on the player.
It can be acquired at any Forward Operating Base following the completion of the level.
Production notes The description for the ''Diminisher of Hope'' in Forge erroneously referred to the weapon as a gravity hammer and its plasma blades as hard light blades. The ''Halo Encyclopedia (2022 edition)'' established the weapon as a gravity axe with plasma blades.
Gallery
File:HINF-Escharumaxe&helmet.jpg|Concept art of the ''Diminisher of Hope'' and Escharum's helmet. File:HINF DiminisherOfHope Crop.png|Profile view of the inactive ''Diminisher of Hope''. File:HINF GI AltCoverClear.jpg|Escharum with his personal gravity axe ''Diminisher of Hope''. File:HINF_Chadscharum.jpg|Escharum with the ''Diminisher of Hope''. File:HINF DiminisherOfHope.png|The deactivated ''Diminisher of Hope'' after Escharum's defeat. File:HINF-AxeHUD.png|HUD of the ''Diminisher of Hope''. File:HINF Diminisher Ultra.png|John-117 uses the ''Diminisher of Hope'' to kill a Sangheili Ultra at the Silent Auditorium (location)|Silent Auditorium. File:HINF DiminisherOfHope 1.jpg|A Spartan-IV wielding the ''Diminisher of Hope'' on Fragmentation. File:HINF DiminisherOfHope Effect.jpg|The ''Diminisher of Hope''s area of effect in multiplayer. File:HINF-AngryAxe.png|The effect on enemy players.
List of appearances
''Halo: Shadows of Reach''
''Halo Infinite''
Sources
Category:Jiralhanae weapons
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Dimitri was a United Nations Space Command|UNSC Marine aboard the .
Biography Dimitri was stationed on the ship when it sacrificed its slipspace drive in 2531 and entered into cryonics|cryostasis along with the rest of the crew and complement. In 2559, he and the others were awakened to find themselves above the Banished-controlled Installation 00. During the Second Ark Conflict|battle to retake the Ark, Dimitri's team was traveling through woods enroute to a storage facility a few klicks from their position. After a long march, the team had become relaxed by their surroundings and dropped their guard. Suddenly a lone cloaked Sangheili struck at the group and impaled Dimitri with its energy sword, killing him. Dimitri's comrade, Floyd, alerted the rest of their squad and they proceeded to fire several rounds at the spot where Dimitri had been standing. However, the Elite had already retreated into the woods. Not wanting to get picked off while going after the cloaked Elite, the marines tossed their grenades into the nearby trees. A moment later, the team pushed through the burning trees and found no sign of the Sangheili. Private D. Wood collected Dimitri's dog tags and noted in journal that they would never again forget they were in a battlefield.''Halo Wars 2'', Phoenix Logs, ''Multiplayer Maps - Vault''
List of appearances
''Halo Wars 2''
Sources
Category:Human characters Category:UNSC Marine Corps enlisted personnel
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Dimka is a SPARTAN-IV program|SPARTAN-IV supersoldier of Fireteam Taurus in the United Nations Space Command.
Biography
Over the course of the Post-Covenant War conflicts between 2557 and 2559, Fireteam Taurus, presumably including Dimka, worked alongside John-117 and Blue Team several times.
Fireteam Taurus was deployed onto Reach in 2559#October|October 2559, during Operation: WOLFE. Alongside Fireteam Intrepid, they were to aid Spartan Commander Sarah Palmer in securing the Viery Militia's nuclear weapons during the Battle of New Mohacs - to ensure the weapons could not be used during the fighting and attract unwanted Created attention.
On 2559#December|December 12, 2559, Fireteam Taurus was onboard the when it was Battle for Installation 07|ambushed by Banished forces upon arrival at Installation 07. Dimka and the rest of Fireteam Taurus were pinned down by Banished boarders when Master Chief Petty Officer John-117, while escorting Captain (NAVCOM)|Captain Thomas Lasky off the ship, arrived to help. Dimka then assisted in escorting Captain Lasky to his lifeboat. Fireteam Taurus evacuated on ''Victor 321'', and, under the leadership of Spartan Hudson Griffin, the Pelican changed its landing zone to an area south of the Silent Auditorium (location)|Silent Auditorium, where the Banished deployed three anti-air artilleries to fire at UNSC crafts.
List of appearances
''Halo: Shadows of Reach''
''Halo Infinite''
Sources
Category:Spartan-IVs
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Jul 'Mdama's Covenant Swords of Sanghelios
|rank=Unggoy Storm|Storm
|sn=
|notable=
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Dimkee Hotay is an Unggoy who currently serves under the Swords of Sanghelios.
Biography At some point, Dimkee Hotay enlisted in the Covenant's Covenant military|military, having to go through several weeks of training. During his early service, Hotay and his fellow Unggoy recruits were under the command of an irritable Kig-Yar. While utilizing active camouflage on a mission, Hotay grew scared and cried while hiding in a corner, revealing his position to the rest of his comrades. The Kig-Yar began yelling at him for his cowardice and allegedly bit his legs.
At one point, Hotay was stationed at a very dangerous location with numerous fellow Unggoy. As it grew more dangerous at the location, with the Unggoy apparently under the threat of the location exploding before night time, Hotay led his fellow Unggoy to a ship that he believed only could hold one Unggoy. When the other Unggoy learned of the ship's small size, many of them fought and killed each other in an attempt to be the one to gain access to the ship, cried, or died making heroic sacrifices. Soon, Hotay was the only survivor among the Unggoy unit. When he finally reached the ship, Hotay realized that the vessel was actually quite large and could easily have fit all of his now-deceased comrades. As he left the location aboard the ship to reach safety, Hotay brought several piles of rocks with him for "company".
Following the Human-Covenant War, Hotay initially served the Jul 'Mdama's Covenant|Covenant faction reformed under Supreme Commander Jul 'Mdama, though Hotay found 'Mdama to be "a jerk". He apparently served with the Covenant during the Battle of Requiem|Battle of Requiem in 2557#July|July 2557, in which Covenant forces encountered the Ur-Didact and his Promethean constructs. Around this time, Hotay claimed to have encountered and spoken with the Didact, though his claims are improbable. During the conflict on Requiem, Hotay encountered Master Chief Petty Officer John-117 and, in the following firefight, accidentally shot and killed his fellow Unggoy, Pelerp. Hotay also spoke of a time where 'Mdama nearly got him killed, but the Supreme Commander was able to prevent it.
By 2558#October|October 2558, Hotay had allied himself with Arbiter Thel 'Vadam's Swords of Sanghelios. During the Battle of Nuusra, Hotay was stationed on Sanghelios at a Swords of Sanghelios encampment in the Nuusra territory. When the Arbiter sheltered Fireteam Osiris in the encampment prior to the Battle of Sunaion, Dimkee took to resting on a ledge with a Sangheili Storm comrade and engaging him with long, rambling discussions.
Personality and traits Dimkee is notably very talkative, and frequently engages in rather one-sided conversations with his fellow soldiers. The topics he brings up are highly varied, but he would most often talk about his past experiences as a soldier in the Covenant. Dimkee also has a tendency to talk about very trivial subjects, such as changes in vehicle design and how Sangheili seem to lack tongues.
Production notes
Dimkee Hotay was voiced by Joseph Staten, who voiced Grunts in all of Bungie's ''Halo'' games. His name is likely a play on words, specifically on the name of the eponymous protagonist of the 17th century literary work ''The Ingenious Gentleman Don Quixote of La Mancha'', a story about a delusional nobleman who seeks to revive chivalry and serve justice. Dimkee's unusual monologues are likely to have inspired his name.
Trivia According to Dimkee's stories, he has personally seen the Gravemind more than once. Dimkee makes reference to an encounter with a Flood Pod infector. While Don Quixote is likely the primary inspiration for Dimkee Hotay's name, the venerated China|Chinese monk, Wikipedia:Budai|Budai (or "Hotei" in Japanese), could have also served as inspiration. Budai/Hotei is considered merry and eccentric, which corresponds to Dimkee's personality.
Gallery
File:Canon Fodder 10-17-15.jpg|Dimkee Hotay alongside a Sangheili Storm.
List of appearances
''Halo 5: Guardians''
Sources
Category:Unggoy characters Category:Covenant military personnel Category:Jul 'Mdama's Covenant members Category:Swords of Sanghelios members
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This is a list of quotes by Dimkee Hotay to a Sangheili comrade.
''Halo 5: Guardians''
"One night, I was sneaking around in this shipI mean I-I was walking, right... just regular walking! But this one Sangheili saw me and he got mad, and started yelling about how there's no honor in being a secret sneaker. Ahh, you know how they are with their honor. It's always honor this and honor that. Have an honor! Take an honor. Do a big honor, hehehe yeah... I forget, what was I talking about?"
"So, here is a big question: do humans make eggs? True or the other one? I know you give up, so I'll tell you. I don't... remember, actually. But, it was a question we had to know. Another one was "what kinds of things humans breathe?" Not waters! You put them in waters, then forget about it. Heh, they get real quiet after breathing waters."
"There's this one thing I've been thinking about for years. Say you're Forerunner|a nice thing, right? And there's Flood|a mean thing that turns nice things into mean things. But, you caught it. Would you kill the mean thing once and forevers, or would you maybe take the mean thing and put it someplace safe so people in the future could find it, feed it to Pheru|some dogs? I'm just saying that I might probably not do the second one."
"How long you train for to join the Swords of Sanghelios? Because I did a lot of training back in the Covenant for all kinds of combat. I done weeks of trainings with all the best guns so I can be the strongest. You know how good Unggoy brains are for makin' a learn, right? It's because of our synap... synamounum... synapses are super great! So we learn the best and the fastest. That's very true, it is. Because of biology. They say Unggoy training for a week is like Sangheili trains for a whole year, because of the power of Unggoy brains. We are weird-smart. Really! Weird-smart!"
"You ever serve on a space-time ship all out in space? I was on one for years, but can't ever remember the name. I mean, how come we got such complicating ship-time names. Every time you make intel in a battle, the ship's probably blowed up by the time you finish, like "Sir, they're firing missiles ''pew pew pew'' at the CSS ''Pinnacle of Shadowy Gumption'' andoh, yup too late! It's explodeded! Don't worry, here comes the ''Unyielding Double Canooches'' and oh man! ''pew'' never mind!" Gotta give ships littler names like ''Murder'', ''Flip'', or ''Bob''! That's way safer!"
"You got to quit talkin' in Sangheili (language)|Sangheili, okay? You gotta talk human! I don't understand Sangheili. All I hear is "wort wort wort"."
"Sometimes, new learns push out the old stuff. You ever had that happen? Like I'm so good at chargin' plasma pistols and throwin' grenades and also bein' friends! I used to be real good at quantum theories once, but then I got way into throwin' grenades! Haha! I think it was a pretty smart decision, you know, since so much of doin' war is when to throw grenades at something."
"You know, maybe humans are way braver than we think. They doin' all kinds of honors, flying those Pelican|Pigeons or Peregrine or Percolator ships, or whatever you call them. Like rocks with wings. Seriously, never seen one land the side up you want, or even land it on purpose. Maybe, maybe all those crashes is a strategy. Huh, maybe we're supposed to think "Wow, they treat their own ships so bad, just think how much they gonna wreck ours!""
"Doisac. Doisac. Doooiisac. Doi-sac. Planet of the Jiralhanae|Brutes everybody! Coulda' named it anything, they could have! But they named it Doisac. Doisac!"
"Hey, you wanna do secret telling? Because I got one that makes me very regretted and inside my memories. Halo: Nightfall|This once, I was in a very danger place. We had a bunch of other Unggoy, like maybe twenty or fifty of them... I forget, but it was a lot. And things were gettin' more and more dangerous and there was maybe gonna be an exploding soon... I don't know. So we had to escape in a ship before night time, but I do remember that the ship was real tinny smallest and could only do seats for one Unggoy. Only one. There wasn't room for nobody else, nope! And I told everybody! So along the way to the ship, everybody was doin' so much fightin' because not enough seats and some Unggoys was killin' others, or doin' cries, or bein' bravers and makin' heroic sacrifices. Ah, it was so very emotional. And then, there was only me. The last Unggoy alive and I finally got to the ship and it was huge. Huge! You'd have to be crazys to think there was no seats! But anyway, that's my regretted memory. Did I say regretted? I meant proudest. I brought in some piles of rocks just for company and had so much fun in that big ol' ship."
"So, uh, how come do you figure stuff looks different sometimes? I mean, like guns or the Arbiter. I mean, do you remember being more purpler? I do! Ah, maybe it's just my eyes getting smarter, but I swear sometimes it's like there's a whole spaceship that's different and nobody says anything. And was the Gravemind Halo 2: Anniversary|always so much scary? I don't know, he Halo 2|was like a big puppet, big flappy thing. Ah maybe it's just me that notices stuff."
"You wanna know what I was thinking about, I mean, just now? Back when I was servin' the Covenant and you're gonna say "Servin' them what?" and I'm gonna say "Breakfast!" and boy haha, are we gonna laugh! But back, uh, back when I remembered what I was talkin' about? Ahh, back then was good times."
"You know, you don't talk much. Are you just doin' the Sangheili brain-thing? "Keep breathing, very honorable to be breathing and tall and makin' yells at everybody." Are you thinkin' that? Or are you just bein' quiet?"
"I lots a' times think about how your mouth is weird. And not your mouth in particular, but Sangheili mouths. So I guess I... uh your mouth too, but no offense! Unggoy just spend all day lookin' up into those things and they're creepy! Like four little toothy fingers, just flap-flap-flappin' around. If you guys had tongues, you would be even creepier, right? Hey, hang on! I just realized that you don't have tongues! How do you make food noises? ''pfft pfffft pfft pfffft pft pft pft pft'' Ha! I bet you can't say that, can ya?"
"I'm gonna tell ya something I learned that hardest way. You gotta be nice. Nice to everybody. Not just the food nipple manager, but everybody! 'Cause you can call a guy an eggface, one time, one time and it's very funny heheh, it's actually pretty funny. But then, probably, even if it's just three times, everybody asks why you're so mean always. Even though you only said the mean thing like six times! Nine times tops."
"I used to Jul 'Mdama's Covenant|work for the Ur-Didact|Didact. It was okay, I guess. Worked for Jul 'Mdama mostly. But he was a jerk. Almost got us all killed and then he didn't, and that was okay too I guess. I mean, not dead's better than dead, right? Just ask my buddy Pelerp. He's dead. And he doesn't like it. At least he doesn't say he likes it. Anyhow, whole time I knew the Didact, he says like three words. Three! He said "I can't be Composer|composed!" I wonder if he wanted that for himself and was afraids. I hope he found the way to be that and also not afraids. You know, I was afraid that they would find out that I shooted Pelerp, but I blamed it on the John-117|green-demon guy. You know, actually I blame a lot of things on him. You ever do that? That guy was the best! You could shoot him and shoot him, and he never fell over. Not like... Pelerp."
"So last night, instead of sleepin', me and the other Unggoy was up talkin' about battles. And my buddy Gripple was sayin' all about how he shot at a Spartan human once. No kiddin', I mean I'm serious. And it was an amazing story. It was the kind of story that makes you proud to do a war. Even though we don't do wars with humans no more because the Arbiter said not to, right. Ah, it was so amazing. We forgot that we'd been told to be asleep, I'm serious, like eight times already! But everybody was yellin' so I started yellin' too, and you know how it feels to yell real loud about somethin', I mean ''real'' loud?"
"Unggoy should get more honors. We do all the dangerous jobs, even though you have to be really tough and not cry when you do them. Trust me, because I heard... uhhh... from a friend, that if you have active camouflage on and do a crys, it makes a big sizzle sound and everybody can see me hidin' in the corner. And the mean Kig-Yar in charge of the recruits gets all shouty and gives me hard little bitesah, my legs! So yeah, super dangerous. There is all kinds of honor in dangerous stuff."
Category:Quotes
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Dinnat 'Hilot is a Sangheili from the city-state of Hilot.
Biography Dinnat's mate was the best friend of Gerdon 'Hilot, the kaidon of Hilot. During the Blooding Years Gerdon sided with the Swords of Sanghelios, a decision that cost him his life. Initially Gerdon's mate, Kasha 'Hilot led the city-state, but once the fighting died down she gave the title of kaidon to Dinnat's mate. It became her duty to manage various affairs in the state, with a dozen keeps under her purview, housing thousands of families. Kasha briefly stayed on to advise Dinnat in her new role, though Kasha did not stand in Dinnat's way as Kasha believed that her former job was now Dinnat's.
List of appearances
''Halo: Fractures''
*''Lessons Learned''
Sources
Category:Sangheili characters|Hilot, Dinnat Category:Nobles|Hilot, Dinnat Category:Swords of Sanghelios members|Hilot, Dinnat
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File:halo3 diorama 0335.jpg|300px|thumb|A battle depicted on Diorama. File:Believe diorama.jpg|300px|thumb|A scene from the Diorama. Diorama is an interactive flash movie, a part of the ''Believe'' ad campaign for ''Halo 3''. It is a fly-through of the John-117 Monument representing the Human-Covenant War and John-117's sacrifice for humanity.
Summary
The flash player loads a video of a camera that flies through the diorama (supposedly based on the Battle of Mombasa). The scene is very dark, and very dirty. UNSC Marine Corps|Marines are seen, dead and alive, trying to fight the many Jiralhanae|Brutes that fill the streets. As the camera continues along its path, it goes down a hill, showing more ruined buildings, Kig-yar|Jackals, a M12 Force Application Vehicle|Warthog, and a M808B Main Battle Tank|Scorpion. This location seems to be the only strong point for the Marines. The camera goes up a hill, where a lone group of Marines are in a Warthog, fighting off the many surrounding Brutes. It then pans over a broken bridge, where a Special Operations Unggoy|Spec Op Grunt is grouped with many Brutes, over to the top of a high structure. A few Marines use it as a vantage point, to snipe off Covenant forces.
The next view is of the "Hill", a Covenant-controlled landmark. There is a large trench next to it, where Marines take a stand against them. A Jiralhanae Chieftain|Brute Chieftain, a Mgalekgolo|Hunter, and others battle the few surviving Marines. The camera circles around the hill, where it shows the captured John-117|Master Chief, holding a Type-1 Antipersonnel Grenade|Plasma Grenade. Once the camera reaches a certain point, an animation of the Chief looking up slowly is shown. The bridge, a large choke point, is shown again from a higher view; it was destroyed by the United Nations Space Command|UNSC in order to stop the flow of Covenant. The camera flies by a ruined building where a group of Marines are gathered, and then it returns to the beginning. A viewer may fly through the diorama again from this point.
Features An interactive viewing of a fly-through of the New Mombasa diorama, which can be controlled by a keyboard or mouse, forwards or backwards, and can be auto-played.
360-degree views of key locations, showing everything happening around those points. First-person accounts and profiles of many people on the battlefield; accounts of veteran Marines, notes on KIA Marines, Covenant profiles, and vehicle descriptions. Profiles give a 360-degree view of the selected character. The ability to take 1280x1024 screenshots of any moment in the diorama, including the 360-degree views, as well as downloading wallpapers of the character profile views. All videos of the Believe campaign can be watched while in the viewer.
Clickable entities
H-133-185 (Mgalekgolo)
File:Wp hunter.jpg|thumb|150px|H-133-185
EC#: H-133-185
SPECIES: HUNTERS (Lekgolo)
Due to the nature and complex biology of Hunters, very little is known about this particular specimen. On the whole, Hunters are considered extremely dangerous, and their ferociousness on the New Mombasa battlefield was no exception.
J-011-422 (Kig-Yar)
File:Wp jackal.jpg|thumb|150px|J-011-422
EC#: J-011-422
SPECIES: JACKALS (Kig-yar|Kig-Yar)
J-011-422 is unique among Kig-yar Sniper|Sniper Jackals in that he was found carrying an kig-yar point defense gauntlet|energy shield and type-33 Guided Munitions Launcher|needler. Normally, a Jackal of this rank would abandon their shield to better handle their type-50 Sniper Rifle System|beam rifle, the Covenant long range sniper weapon.
B-021-331 (Jiralhanae)
File:Wp brut helmet.jpg|thumb|150px|B-021-331
EC#: B-021-331
SPECIES: BRUTES (Jiralhanae)
B-021-331 was found dead along the southern bridge span. Although his armor was relatively new, other evidence proved that the Brute was a veteran of many battles. His massive torso contained bullet scars, the blades on his Paegaas Workshop Spiker|spiker were dull, and one of the four digits on his left hand was missing.
While Jiralhanae Minor|Brute Minors only recently began wearing jiralhanae power armor|heavy armor, its protection did little to save this alien from the sniper fire that killed him.
G-020-055 (Unggoy)
File:Wp grunt.jpg|thumb|150px|G-020-055
EC#: G-020-055
SPECIES: GRUNTS (Unggoy)
Grunts, often considered ineffective on their own, are the basic unit of the Covenant infantry. G-020-055 is a rarity among his species in that he held a special operations designation. Grunts holding this title and wearing the tell-tale black armor are only called in for special combat situations. His presence on this battle field shows the severity and importance that the Covenant leadership was placing on this particular engagement.
B-010-233 (Jiralhanae)
File:Wp brut hammer.jpg|thumb|150px|B-010-233
EC#: B-010-233
SPECIES: BRUTES (Jiralhanae)
Very little is known about B-010-233. His red headdress and Gravity hammer (fiction)|gravity hammer signify jiralhanae Chieftain|a high rank in Brute wartime society, although his prowess as a soldier is debated. B-010-233 was killed by M7/Caseless Submachine Gun|SMG fire soon after reaching the peak of this ravine. There are no UNSC killed or wounded attributed to his actions.
B-113-421 (Jiralhanae)
File:Wp brut grey.jpg|thumb|150px|B-113-421
EC#: B-113-421
SPECIES: BRUTES (Jiralhanae)
B-113-421, notable for his loud animalistic battle cries, is credited with over a dozen UNSC kills. Reports claim that marines would shake with fear when his guttural voice echoed through the valley. The Brute minor was last seen along the top of the New Mombasa ridge just moments after Master Chief's capture.
B-054-846 (Jiralhanae)
File:Wp brut gold.jpg|thumb|150px|B-054-846
EC#: B-054-846
SPECIES: BRUTES (Jiralhanae)
B-054-846 reportedly killed 23 marines before being neutralized by Lance Corporal T. B. Williams scoring a long-range sniper kill. ONI is currently cross-referencing this Brute Chieftain's identifiers against those recorded in previous Brute encounters.
Ian Callahan File:IanCallahan.png|thumb|200px|Ian Callahan. SERVICE NUMBER: 10056-00254-IC
"The fighting was real heavy in the corridor. I'd taken a plasma shot straight to the hip to put me down. After laying in the street for God knows how long, someone finally grabbed me and started pulling me to safety. I remember yelling "thank you" over and over to whoever was tugging me out of harm's way. But then... something just didn't feel right.
When I looked to my left I didn't see the standard issue boots of a marine. It was some grotesquely shaped foot. That's when I started screaming.
Turns out two Jackals had me. I tried to resist but after a swift kick to my wounded leg, I was in too much pain to fight back. They searched through all my equipment, checking my radio for power. No dice. Without a working radio or weapon I was of little use to them. One of them pulled out his type-25 Directed Energy Pistol|plasma pistol and aimed it right in my face. I closed my eyes and thought of home. That's when I heard two blasts from an M90 Close Assault Weapon System|M90. I opened my eyes and saw what was left of my captors in crumpled heaps. I never saw the marine that fired those shots. I hope he knows how grateful I am."
Thomas P. Porter File:Thomas Porter.JPG|thumb|200px|Thomas P. Porter. SERVICE NUMBER: 19190-54121-TP
"Riding in a Scorpion Tank is literally like being in the middle of an explosion. All around you are the sounds of small-arms fire being deflected off your armor, and the head-bashing boom of the 90mm gun. All that combined with the constant grind of the tread leaves little room for anything else to penetrate your ears. It's the sound of war. I know, I listened to it for much too long."
Jackson Law SERVICE NUMBER: 1008200055-JL
"We were patrolling the southern ridge in a standard Delta formation; three men to a Warthog, three hogs to a patrol. Just before the plasma round obliterated the ground in front of us, I heard our gunner yell out a warning. The next thing I knew, the hog was flipping end over end.
I awoke hours later, covered in dirt, about 40 feet from my smoldering vehicle. No one else in my patrol survived the attack. I walked away with 4 cracked ribs and a broken arm."
Sian Wong SERVICE NUMBER: 64040-11144-SW
"The bridge turned out to be one hell of a crow's nest. Almost everything that stood above us had been blown to high heaven, and from my position I could pick off Covenant troops up to 1000 yards away. I must have logged around 20 kills the first few hours alone.
Eventually the Covenant sent a couple of Type-26 Ground Support Aircraft|Banshees to take us out and regain the high ground. As we ran for cover, they peppered us with automatic plasma fire. I still have the burn marks up and down my right side to prove it."
Russel Tinnier File:Russel Tinnier.JPG|thumb|200px|Russel Tinnier. SERVICE NUMBER: 10032-00154-RT
"The trenches were supposed to be a last line of defense worst-case scenario sort of thing. We're Marines, we prepare for everything. No one thought they'd work against us. And we certainly didn't think they'd become the grave for so many of our own people.
"After the bridge was blown they came up the cliff in droves. My platoon was ordered to intercept, but we were out-manned and out-gunned. The jiralhanae|bravo kilos quickly saw they could force us back into a trench and trap us like rats. That's when I saw the glow of the plasma grenades. It was all I could do to scramble up that wall. No one else even had the chance. I watched a lot of brave men die that day."
Thomas C. Meyer SERVICE NUMBER: 10072-00026-TM
"It took everything to stand on that bridge and keep shooting across its expanse. I was working with a m41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|rocket launcher and the 15 rockets I fired barely made a dent in the enemy onslaught. It quickly became apparent that the only way to slow down the Covenant offense was to blow the bridge in two. We hoped it would force their troops into the valley where we could pick them off from our elevated position.
At around 1400 hours the orders came through and BOOM, down it went. We all cheered like hell at the destruction, that is until the dust settled and we were able to see that the Covenant was already pushing a wave through the valley. They didn't even give a second look to their forces who died on that bridge, they just kept rushing forward."
Emmanuel Lomax SERVICE NUMBER: 66200-16524-EL
"I spent the night in a destroyed building, sleeping under the collapsed concrete of the eastern wall. My team was allotted a 4-hour sleep shift but when our COM units started squawking, it felt more like we had just lain down. I was still in the haze of waking up when Master Chief stepped into the rubble.
Within two minutes every soldier in my squad was locked and loaded, ready to charge into battle behind him. We all felt stronger when he was around, like we were on the brink of winning back our world."
Corporal James Dessen File:Wp marine form.jpg|thumb|150px|Corporal James Dessen. SERVICE NUMBER: 00578-48433-JD
James Dessen|Corporal James Dessen was killed in action along the northern ridge of the Battle for New Mombasa. Due to the field reports of the 77th Marine Regiment concerning the bravery of the corporal's actions under fire, he was posthumously awarded the UNSC Legion of Honor.
Sergeant Thomas Chang File:Wp marine grenade.jpg|thumb|150px|Sergeant Thomas Chang SERVICE NUMBER: 01866-10032-TC
A veteran of multiple engagements including the Battle of Installation 04, Thomas Chang|Sgt. Chang joined the New Mombasa clash fifteen hours after the mission began. As a part of second United Nations Space Command|UNSC infantry wave, the Sergeant was tasked with securing a forward HQ, as well as capturing Covenant prisoners for Office of Naval Intelligence|ONI interrogation.
Immediately following the initial battle, Sergeant Chang was given a field promotion and ordered to the western shore of the Mombasa Quays. It was here, while on routine patrol, that Sgt. Chang was killed by Covenant air assault.
John-117
File:Diorama Wp master chief2.jpg|thumb|150px|John-117
NAME: Classified
SERVICE NUMBER: S-117
A tenacious, driven soldier known primarily by his rank, the Master Chief is the last of the SPARTAN-II program|Spartan II warriors - an elite group of genetically superior, highly trained super-soldiers.
Though much of his wartime record is still classified, it is known that Spartan-117 participated in over 200 battles, neutralized thousands of Covenant targets, and was awarded every UNSC decoration except the Prisoner of War Medallion.
Private Caio Zanato File:Wp marine ears.jpg|thumb|150px|Private Caio Zanato SERVICE NUMBER: 18221-50020-CZ
The Battle for New Mombasa was Private Caio Zanato|Zanato's first engagement with the Covenant. An extremely capable soldier and recipient of the Basic Training Honor Graduate Ribbon, the Private was promoted to the rank of Private First Class within his first week of active duty. When asked about his hasty advancement the Private replied, "I got the job because I was the only one in my squad still alive."
PanoramaA It was here that the first shots of the Battle for New Mombasa were fired. In this tangle of destroyed buildings and wide streets, Covenant and UNSC forces would trade control of the outer landing area in a never ending back and forth of aggression.
PanoramaB It was at this point that the 506th tank regiment, tasked with securing a road to the southern bridge span, engaged enemy forces. Greatly outnumbered, the 506th plowed forward and succeeded in clearing a path for the second wave of UNSC infantry to follow.
PanoramaC Home to the most ferocious and bloody bottleneck in the New Mombasa battlefield, "The Hill" became notorious for its difficulty to defend. Two thirds of all the squads sent to secure the rise would eventually fall under the constant push of the Covenant war machine.
PanoramaD It was here that Master Chief Petty Officer Spartan-117 turned the tide in the Battle for New Mombasa. By allowing his own capture, the Master Chief set in motion events that sealed his title as Earth's greatest hero.
VEHICLE: BANSHEE BANSHEE - COVENANT
GROUND SUPPORT AIRCRAFT
PROPULSION: Boosted gravity propulsion drive
ARMAMENT: Twin plasma cannons and a plasma mortar weapon
CREW: 1
LENGTH: 5.5 meters
MASS: 2.25 tons
VEHICLE: SCORPION M808B SCORPION MBT - UNSC
MAIN BATTLE TANK
PROPULSION: Hybrid internal combustion engine
ARMAMENT: 90mm High Velocity Gun / 12.7mm machine gun
CREW: 1 driver, 1 gunner
LENGTH: 10 meters
MASS: 66 tons
Museum Enemy Weapon Hunted Diorama Gravesite
Production notes
Executive Creative Director: Rei Inamoto Creative Director: John Jakubowski Associate Creative Director: Thiago Zanato Tripodi Creative Lead: Hoj Jomehri Art Director: Kevin Hsieh Copywriters: Joel Kaplan/ Keith Hostert Creative Developer: Jason Gatt Title Sequence: Caio Lazzuri Senior Designer: Alex Lyman Motion Designer: Matt Law Associate Motion Designer: Rian Devos Producer: Nancy Cardillo/ Larry Ewing Senior Technical Project Manager: Kirk Kepley Group Account Director: Simon Jefferson Account Director: Erica Power Senior Account Executive: Nicole Biondi Diorama: New Deal Studios (Director Matt Gratzner)
Figurines: Stan Winston Studio Sound Design: Richard Devine
During the sites production there was a few versions made.
Trivia When you reach the Master Chief, and go into 180 mode, if you go turn the camera right and look carefully, you'll find a Grunt with no mask strangling a Marine. The music played in the background is measures 25-43, 60-64 of Frederic Chopin's Prelude, Op. 28 No. 15, nicknamed the "Raindrop Prelude"
When you reach a bridge (right after the tank if you chose to go to the right), slowly move the camera and look at the Brute holding a human. At one frame, an exclamation mark will appear in the gap between the brute's arm and its head. Thomas Chang|Sergeant Thomas Chang may be a reference to the character seen in the original ''Halo'' E3 video, when the Master Chief first made his debut. Though the video clearly showed the character being killed, because it is not considered "canon", it is possible that Chang was retconned into surviving. Oddly, there is an Armor-class Chieftain (usually holding Pek-pattern plasma cannon|plasma cannons as such) wielding a Gravity Hammer. A majority of Brute Chieftains with Gravity Hammers have older models similar to the Fist of Rukt, with only a few wielding the updated version. Due to unknown reasons, all of the lower-ranked brutes seen throughout the diorama are wearing Jiralhanae Stalker|Brute Stalker attire. This is probably to increase drama due to the amount of intimidation inflicted by the appearance of the Stalker uniform/armor. If you look closely between the ending section of The Storm and the beginning to the end of the diorama, you can note that the scenery is almost the same in both buildings and terrain. Damaged buildings and rubble make the similarity harder to spot.
In the diorama, a segment of the Mombasa Tether appears to have fallen in the landscape. Strangely, perhaps due to size constrictions, the segments are incredibly small compared to their in-game counterparts seen both in ''Halo 3'' and ''Halo 3: ODST''. As of 2011, the interactive diorama website is no longer active. After filming was completed, the monument was broken up and its parts distributed to various owners. Pieces of the monument are at Microsoft's campus buildings in Redmond. The central portion with Master Chief, the Brute Chieftain, and many surrounding Brutes is kept at Bungie's studio in Bellevue. 343 Industries received their own segment of the diorama as well. At Halo Fest 2011, three chunks of the diorama were put on display (a portion with a Scorpion tank and fighting armies, a section with Hunters and Marines fighting around building fragments, and Bungie's central piece). A few other sections and pieces of the monument were auctioned off and sold in 2015 and 2016 at El Segundo, California. When 343 Industries moved out from Kirkland in 2016, they were unable to take their diorama piece into their new building, as it was not glued together and could not be safely transported. When Joseph Staten learned of this during a tour for the Halo 15th Anniversary Twitch livestream, he jokingly proposed that they carry out an elaborate raid to go retrieve the piece back.
Gallery
File:Believe_scene.png|The full diorama. File:Time to Believe.jpg|A Brute Chieftain holding Spartan-117. File:H3 Diorama running 0229.jpg|Diorama 0229
File:H3 Diorama Banshees 0672.jpg|Diorama 0672
File:Halo3 diorama 0749-2-.jpg|Diorama 0749
File:H3 Diorama army 1220.jpg|Diorama 1220
File:Halo3 diorama 1352-1-.jpg|Diorama 1352
File:Halo3 panoramaA 001-1-.jpg|Panorama A 001
File:Halo3 panoramaA 096.jpg|Panorama A 096
File:Halo3 panoramaB 006-1-.jpg|Panorama B 006
File:Halo3 panoramaC 001-1-.jpg|Panorama C 001
File:Halo3 panoramaD 001-1-.jpg|Panorama D 001
File:H3 Diorama Kig-yar soldiers 044.jpg|Panorama D 044
See also
''Halo 3''
''Believe''
Category:Believe Category:Canon Category:Halo 3 trailers
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|subspecies=Dipholekgolo
|diet=
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|distinctions=Gestalt type of Lekgolo.
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Dipholekgolo is a subsistence gestalt of Lekgolo, and one of the six specific gestalt types known to the Covenant. Dipholekgolo are exploration colonies cultivated by the San'Shyuum to map the interior of ''Anodyne Spirit'' - the which lay at the core of High Charity.
History After the discovery of the Lekgolo species in 784 BCE, the Dipholekgolo was one of six specific gestalt types discovered by the Covenant. They are used by the Banished leader, "Colony", as the central core component of the Klavrig Workshop Skitterer.
Gallery
File:H2A Terminal Diplolekgolo.png|The head of a Diphlolekgolo.
List of appearances
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
Sources
Category:Lekgolo Category:Sapient species
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The Diplomatic Corps of the Unified Earth Government is the collective body of foreign diplomats accredited to it.
History In the latter half of 2558, Melody Azikiwe, an envoy representing the diplomatic corpsHalo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #3'', was dispatched to the planet, Carrow, a world in a Joint Occupation Zone. She was tasked with forging a lasting peace between the humans and Sangheili present but also had been recruited by the Office of Naval Intelligence to assist in the rescue of the Spartan-IIs of Grey Team, held captive by a Sangheili fleetmaster.''Halo: Envoy'' synopsis
List of appearances
''Halo: Escalation''
''Hunt the Truth''
''Halo: Envoy''
''Halo: Shadows of Reach''
Sources
Category:Unified Earth Government
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File:H2A_Terminal8_DiplomaticShuttle_Screenshot_1.png|thumb|300px|The diplomatic shuttle used by Arbiter Jeht 'Lcmutee during the Taming of the Lekgolo. A diplomatic shuttle is a non-combat spacecraft used mainly for transporting emissaries.
Covenant diplomatic shuttles A number of diplomatic shuttle design pattern variants were common within Covenant space, intended for use both in internal and external uses. These ships were designed to be extremely resilient, and incorporated multiple safeguards including supplemental energy shielding and personnel compartmentalisation - though lacked any kind of weaponry as to emphasise their use as peace ships. As such, they went almost wholly unseen during the Human-Covenant War|genocidal war conducted by the Covenant against humanity.
One such shuttle was employed by the Arbiter Jeht 'Lcmutee during the Taming of the Lekgolo in 784 BCE. The ship bears an ornate design with golden exterior plating with purple trim, and what appears to be a single central repulsor engine in the aft - alongside two frontal intakes similar to those of the Phantom line of dropships.
File:Enc22_CovenantDiplomaticShuttle.png|The Covenant diplomatic shuttle used by Jeht 'Lcmutee. File:H2A_Terminal8_DiplomaticShuttle_Screenshot_1.png|Jeht 'Lcmutee's shuttle landing at the under-construction High Charity. File:H2A_Terminal8_DiplomaticShuttle_Screenshot_2.png|Jeht 'Lcmutee's shuttle departing the under-construction High Charity. File:H2A Terminals - Ship landing on Rantu.jpg|Jeht 'Lcmutee's shuttle at Rantu.
Human diplomatic shuttles A number of unarmed craft have been used by humanity in the diplomatic shuttle role. During the Insurrection, the ''Han'' was taken and modified by the Office of Naval Intelligence to serve as a diplomatic shuttle before eventually being used by Catherine Halsey to survey the candidates for the SPARTAN-II program. In the Post-Covenant War conflicts|post-war era, the Egret Spaceliner ''DS-004'' was used by Lord Terrence Hood and his party to attend a negotiation between the Swords of Sanghelios and Children of Oth Sonin on Ealen IV.
File:Han_by_Halsey.jpg|The diplomatic shuttle ''Han'' as drawn by Catherine Halsey in her Dr. Halsey's personal journal|journal. File:Enc22 Vancouver.png|The ''Vancouver''-class courier ''Han'', modified by ONI to serve as a diplomatic shuttle. File:HE Diplomatic Ship 004.jpg|The spaceliner ''DS-004'' on diplomatic duties in the year 2558.
List of appearances
''Halo: The Fall of Reach''
''Halo: Reach''
*''Dr. Halsey's personal journal''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
''Halo: Escalation''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminal 8''
''Halo: Hunters in the Dark''
''Halo: The Fall of Reach - The Animated Series''
''Halo 5: Guardians''
Sources
Category:Shuttle classes
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A directed-energy weapon (DEW) is a type of weapon that uses a non-solid projectile with a high enthalpy (kinetic and thermal energy) rather than solid ballistic ammunition. It transfers energy to a target for the desired effect.
Lasers File:M6 Spartan Laser.png|200px|thumb|The UNSC's only infantry laser weapon, the ''Spartan Laser'' or ''Galilean''.
Lasers are used for a wide array of functions, ranging from repair equipment to weaponry. Pulse laser turrets are standard armament on Covenant warships and, unusually, UNSC prowler|UNSC Prowlers, and are used for precision strikes against small targets, intercepting incoming missiles and fighters,Halo: The Fall of Reach, ''page ??'' and general point-defense. Other lasers are used to repair equipment by both the Covenant,Halo: Contact Harvest, ''page ??'' and the UNSCHalo: First Strike, ''page ??'' while the only infantry-portable laser weapon is used by the UNSC, the M6 Grindell/Galilean Nonlinear Rifle or "Spartan Laser". During the Human-Covenant War, the UNSC began using nuclear bomb-pumped X-ray lasers as warheads for anti-ship missiles, such as the Bident missile|M4020 Bident used by Epoch-class heavy carrier|''Epoch''-class heavy carriers.Halo: Warfleet, ''page 17'' In the post-war era, Hannibal Weapon Systems has experimented with mounting laser weaponry on its testbed XM820B4 Scorpion tanks.''Halo 5: Guardians''.
Plasma File:Plasma Rifles.jpg|thumb|200px|One of the most commonly used directed-energy weapons, the .
The Covenant's most common weapon type, however, is superheated plasma that is contained within a controlled magnetic field, able to be guided to a target and dealing heavy damage. Ship-mounted plasma weapons can launch torpedoes, capable of tracking their targets with precision, making them devastating in ship-to-ship combat, or can fire very large streams of plasma from afar to "glassing|glass" a planet's surface from orbit. Vehicle-mounted plasma weapons usually have a high rate of fire, but lack guidance systems. Infantry weapons commonly use guided plasma, such as the Plasma Rifle, Type-25 Directed Energy Pistol|Plasma Pistol, and the Anskum-pattern plasma grenade|Plasma Grenade. Towards the end of the Human-Covenant War, the UNSC began using nuclear-pumped "focused plasma spears" in ship-to-ship missile warheads.
Electrolaser File:HINF ShockRifle.png|200px|thumb|A Sicatt Workshop shock rifle. Weapons that make use of electrolasers include the Banished-made Sicatt Workshop shock rifle. This weapon's electrolasers consist of electromagnetically-guided plasma beams capable of disabling electronics components of vehicles and even MJOLNIR Powered Assault Armor via electromagnetic pulse.
Particle beam weapons File:Bnetbeamrifle.jpg|200px|thumb|A Type-50 particle beam rifle.
The Covenant also uses accelerated particles as weaponry, such as the devastating capital ship mounted energy projector and the infantry Type-50 particle beam rifle. These weapons use charged or neutral particles and may appear similar to lasers though the differences are extensive. Though humans have an understanding of accelerated particle technology they have not yet used it for weaponry.
Ionized Particles File:H4-Scattershot.png|250px|thumb|A Z-180 Close Combat Rifle/Asymmetric Engagement Mitigator|Scattershot.
Not much is known about this type of weapon other than it is exclusive to the Forerunners and shares traits from both plasma and particle beam weapons. Z-1500 Automated Systems Drone|Aggressor Sentinels use a powerful continuous firing beam type called the Sentinel Beam as their main weapons. Many Promethean weapons are this type and have a tendency to disintegrate targets, and bounce off solid surfaces. The ionized particles fired by these weapons can come in a variety of colors, including gold, orange, purple, and blue.
Hard light File:H5G-Lightrifle.png|200px|thumb|A Z-250 lightrifle.
Weaponized hard light seems to be exclusive to the Forerunners as the Covenant never managed to fully reverse-engineer the technology.
Sources
Category:Weapons|Directed-energy weapon Category:Directed-energy weapons|Directed-energy weapon
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Dirge of Madrigal is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by triggering the Siege of Madrigal music cue on the level The Covenant (level)|The Covenant in ''Halo 3''. The achievement is worth 5 Gamerscore.
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File:Gage.jpg|200px|thumb|The cover of ''Dirt'' by James Bible Dirt is the fourth short story in ''Halo: Evolutions - Essential Tales of the Halo Universe'', written by Tobias Buckell. ''Dirt'' tells the story of Gage Yevgenny from his time before the Human-Covenant War, time with the Colonial Military Authority, and later his career in the UNSC Defense Force.
Plot synopsis The story begins as The Rookie, an Orbital Drop Shock Trooper, discovers a crashed Pelican dropship. Not far from the crash site, he finds a mortally wounded veteran ODST, Gage Yevgenny. Despite the Rookie's objections that they don't have time, Yevgenny insists on relating his life story, saying:
Gage tells the Rookie that he was born on Harvest on 2506|January 3rd, 2506. He worked on the family farm with his father, though he resented the agrarian lifestyle, often arguing with his father. On 2524|January 3rd, 2524, the hour he turned eighteen, Gage joined the Colonial Military Authority|Colonial Military, wanting to do more with his life. After getting out of boot camp, Gage met Felicia Sanderson and Eric Santiago at the Utgard Utgard Spaceport|Spaceport. The three quickly became friends. They participated in Operation: TREBUCHET on Eridanus II, doing small jobs, such as investigating possible insurrectionist activity and riot control in Elysium City. After two months, they made friends with Allison Stark, a CMA D77-TC Pelican|Pelican pilot, who often flew them to parties on weekends. One weekend, after the four flew a AV-14 Hornet|Hornet to a night club, an insurrectionist bomb detonated inside the club. The blast killed Allison, sent Eric into a coma, and heavily injured Gage and Felicia, who were pulled out of the rubble by ODSTs.
While recovering in the hospital, Gage, inspired by the ones who saved him, decided to join the ODSTs. Felicia, who had nothing else to lose, decided to join along with him. However, after several weeks of hard training, they were informed of the Covenant Empire|Covenant threat and Harvest's destruction. Felicia fell into horrified shock and screamed at Gage for his long-standing disrespect toward the planet.
Felicia was transferred from Gage's squad. Gage lost track of her, and for the next twenty-seven years, he fought hard in the war against the Covenant. He participated in many vicious battles and soon stopped making friends after seeing so many die. The war began to take its toll on him after countless crushing defeats, and he became a very serious, hardened person.
During the Battle of Skopje in 2547, Yevgenny and another ODST were rescued from approaching Covenant forces by a strange soldier clad in MJOLNIR Powered Assault Armor/Mark IV|gray-green armor. The soldier led the survivors to safety while engaging smaller aliens with impunity and meeting Sangheili and Jiralhanae on equal terms. The ODSTs were led to a castle that was being used as the UNSC Marine Corps|Marines' command center. Yevgenny, awed at the sight of the super-soldier, asked a comrade what he had encountered; he learned that he had been rescued by a SPARTAN-II Program|SPARTAN, part of a top-secret project that had recently been unveiled by the Office of Naval Intelligence. Yevgenny became disturbed by the realization that the ODSTs were no longer humanity's most elite soldiers.
While holed up in the castle, he encountered Felicia for the first time in over two decades. She had shed her grief over Harvest and had become a colonel. Felicia had Gage transferred to the ship she was on, the . While retreating the planet after another defeat, Felicia showed Gage that Eric had come out of his coma after five years and had become a pilot. The three were delighted to be together again, and already were having talks of retirement.
In the fall of 2552, five years after reuniting with his friends, Gage was involved in an operation to infiltrate Mount Haven, a city on an unknown UNSC colony that was under siege by the Covenant, who were looking for Forerunner artifacts. Simultaneously, several former CMA members were performing a clandestine operation to extract a massive supply of gold from a bank. However, after infiltrating the bank, the ODST team discovered a class of school children and their teacher, Julian, hiding in the underground vault, hoping to survive the planet's inevitable glassing. After loading two Pelicans full of gold, the ODSTs knew there was no room for the children. To deceive the civilians, the troopers claimed that the gold would be used in the UNSC's war effort. Gage, who had seen too many people killed by the Covenant, was in strong favor of postponing the theft to save the civilians. Believing that the civilians would certainly die, the other ODSTs, Sita, Dale (ODST)|Dale, and Orrin, began to argue. Felicia stepped in, wanting to call in more Pelicans, but the other ODSTs had already raised their weapons at one another. In an instant, Gage was shot in the abdomen, three other squad members were dead, and Felicia was fatally wounded. Gage rushed to her side, but she died in his arms.
Gage, in shock, went outside to find Eric, who informed him that the UNSC were falling back. Gage knocked him out with his gun and called for more Pelicans, claiming they were under heavy fire. He then flew Eric's Pelican to the pickup point and collected the artifacts the Covenant were looking for, as well as a shiva-class nuclear missile|''Shiva''-class nuclear device, then flew away from the city. Gage believed that the Covenant forces would follow him in pursuit of the relics. As he was being pursued by Covenant Type-26 Ground Support Aircraft|Banshees, he was shot down by a pair of ex-CMA ODSTs, Amey and Charleston, who knew of his betrayal.
Gage crashed near the mountains outside the city, where he was found mortally wounded by the Rookie, who had arrived with Gage's reinforcements. The Rookie, who had listened intently, promises to remember Gage and do whatever he can against the Covenant. Gage then tells the Rookie that Covenant forces and the rogue ODSTs are on their way to the crash site, and warns the Rookie to get as far away as possible, as he is going to detonate the Shiva, killing them all. The Rookie drops most of his gear and runs until he reaches the other side of the mountain, at which point Gage detonates the nuke, killing himself, his renegade teammates, and thousands of Covenant troops. The Rookie, being the only survivor, hails a Pelican and is informed that Reach has been attacked,Halo: Evolutions - Essential Tales of the Halo Universe, "Dirt": (''"The Covenant just attacked Reach," the pilot reported."'') and that the survivors are retreating to Earth. They escape as the planet is glassed, but the Rookie vows not to forget Gage Yevgenny and his long and tragic life.Halo: Evolutions - Essential Tales of the Halo Universe, ''Dirt''
Appearances
Amey Charleston Dale (ODST)|Dale Eric Santiago Felicia Sanderson Gage Yevgenny Julian Kiko Mason Nils Thune O'Reilly Orrin Rahud Rodriquez Robert Watts Sita The Rookie: ''"The novella was a set up as a classical tragedy (everyone who's a major character dies except for the guy who frames the story, who is the recruit from ODST, I was trying to write this to flesh him out a bit for fans)."''
Teller
|title-2=Species|
Forerunner Human Jiralhanae Kig-Yar Sangheili Unggoy
|title-3=Organizations|
Covenant Insurrectionist Unified Earth Government
*Colonial Administration Authority
**Colonial Military Authority
*United Nations Space Command
**UNSC Marine Corps
***Orbital Drop Shock Troopers
****105th Shock Troops Division
*****26th Marine Expeditionary Force
**UNSC Navy
***Naval Special Weapons
****SPARTAN-II program
***Office of Naval Intelligence
|title-4=Locations|
23 Librae system
*Madrigal Asmara Cygnus system
*New Jerusalem Eridanus system
*Eridanus II
**Elysium City
**Teribus Island Epsilon Eridani system
*Reach Epsilon Indi system
*Harvest
**Utgard
***Harvest Parliament Building
***Mimir River
***Utgard Spaceport Hat Yai Mount Haven
*Jim Dandy Skopje Sol system
*Earth
|title-5=Events|
Human-Covenant War
*Battle of Hat Yai
*Battle of New Jerusalem
*Battle of Skopje
*Fall of Reach
*First Battle of Harvest
*Harvest campaign
*Raid on Mount Haven Insurrection
*Operation: TALON
*Operation: TREBUCHET
|title-6=Vehicles|
AV-14 Hornet D77-TC Pelican M12 Warthog MLX Single Occupant Exoatmospheric Insertion Vehicle Type-26 Banshee Cruiser
*
UNSC destroyer
*
|title-7=Weapons|
AIE-486H machine gun BR55 battle rifle Class-2 directed energy cannon Fuel rod cannon M19 surface-to-surface missile M41 rocket launcher M7/Caseless Submachine Gun MA5B assault rifle Magnetic Accelerator Cannon Tactical training round Gravity hammer (fiction)|gravity hammer
|title-8=Technology|
CH252 helmet Cryo chamber Emergency lighting Energy shielding Fusion drive Methane tank MJOLNIR Powered Assault Armor
*MJOLNIR Powered Assault Armor/Mark IV ODST armor Polypseudomorphine Unggoy combat harness UNSC Marine Corps Battle Dress Uniform VTOL VZG7 armored boots Weapon attachments
*Flashlight
}}
Trivia The story was heavily influenced by the films ''Three Kings'' and ''The Rock''. Elements of both films' plots are present in ''Dirt'', such as soldiers plotting to get rich by stealing gold but having second thoughts when civilian lives are at stake, disenchanted veterans wishing to steal from the government they feel has betrayed them, a standoff that takes place due to soldiers disagreeing over whether they should save civilians or get money, and said standoff turning into a firefight when one gunman changes targets at the last second. At the bottom of page 118, an ODST recruitment officer speaks with Gage and his friend Felicia, saying ''"Raw meat for the ODST grinder, huh?"'' This is most likely a reference to a scene in the film ''wikipedia:Starship Troopers (film)|Starship Troopers'', wherein a recruitment officer states ''"More meat for the grinder, huh?"'' when speaking to civilians who wish to enlist. The story features the first two openly gay characters in the ''Halo'' series, Felicia Sanderson and Allison Stark. Yevgenny erroneously describes the SPARTAN's MJOLNIR armor as weighing two tons.Halo: Evolutions - Essential Tales of the Halo Universe, ''Dirt'', page 132 However, MJOLNIR armor only weighs a half ton when operational. A fan-made film adaption of Dirt called Halo: Helljumper (film series)|Halo: Helljumper was released 2012|January, 2012.
Sources
Category:Halo: Evolutions
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Dirty Bird is an achievement in ''Halo: The Master Chief Collection''. It is obtained when a player uses a Type-26 Banshee|Heretic Banshee.
The achievement is inevitably unlocked the first time the player plays through either The Arbiter or The Oracle, as the player must pilot a Heretic Banshee to complete these levels.
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The disappearing grenade glitch is a glitch where if timed right a user can "eliminate" a grenade without it exploding.
Walkthrough
1. Have Player A grab an Equipment; either a Power drain|Power Drain or Regenerator.
Note: Easier done with power drain because it is thrown straight out
2. Next, have Player B with a Anskum-pattern plasma grenade|Plasma Grenade or Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade face Player A.
3. Next, have Player A throw the equipment and have Player B quickly throw a plasma grenade at the equipment while it's in Player A's hand.
4. When timed correctly, you will hear the grenade make it's "stick" sound, but as soon as the equipment leaves the players hand the grenade will disappear.
Explanation This occurs because Bungie programmed the game so that when a player has a piece of Equipment, the player's status reads that he or she has that equipment. And when said player presses X the game plays an animation of the character throwing the equipment that it reads that they have, when in reality its just part of the character's animation.
When the animation reaches the point where the equipment should leave the player's hand it is actually removed from the animation. At that point the game replaces that small point with the actual equipment giving processed.
In simpler terms Sticky Grenade sticks Animation version of equipment Animation reaches peak of throw Animation's object unloaded, thus unloading the grenade
Category:Glitches Category:Halo 3 glitches
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Disappearing Truth is a glitches|glitch that can be performed on the ''Halo 3'' campaign|Campaign Level, The Covenant (level)|The Covenant. It is a Physics related oddity that sometimes causes the Prophet of Truth's corpse to fall through the ground.
Walkthrough On The Covenant (level)|The Covenant, after you have reached and killed the Prophet of Truth, you can melee (or Corpse Humping|Teabag) the Prophet once. This will cause him to fall through the platform on which his body rests. Note that the area in which Truth resides afterward sort of resembles a tomb. When he falls beneath the platform, you can see him, though you cannot reach him or get him out again.
Sometimes, the glitch causes Truth's hand to wiggle.
This also works on the The Flood|Flood Flood combat form|Combat Forms if you manage to kill them on the platform and subsequently melee/teabag them without destroying the body.
Explanation This is a glitch in ''Halo 3'''s physics engine, and can be seen throughout the game if enemy or friendly units are killed in certain ways, or are moved to certain places using the melee attack. Another common physics glitch is when units are killed while falling; it causes their bodies to flail about for an extended period of time upon landing.
It may also be related to the "dead reflex" that Bungie added to dead bodies in ''Halo 3'' and in ''Halo 3: ODST''.
Category:Halo 3 glitches
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''This article is about the Halo Infinite trailer. Were you looking for the similarly-named Halo: Reach trailer Deliver Hope?''
Discover Hope was the trailer for ''Halo Infinite'' shown at Electronic Entertainment Expo|E3 on June 9, 2019.
Transcript GAME ENGINE FOOTAGE
''Warning message is shown thoughout the D77-TC Pelican|Pelican ''Echo 216''. While the Pelican repeats "Warning".''
Pelican warning system: ''"Warning. Warning. Warning. Warning. Warning. Warning. Warning. Warning. Warning. Warning."''
''The Pelican shakes and the Fernando Esparza|Pilot wakes up.''
Pilot: ''Gasp''
Pelican warning system: ''"Warning. Warning. Warning. Pressure building at lines four, seventeen, and thirty three. Pressure building at lines four, seventeen, and thirty three. Pressure building at lines four, sev..."''
''The pilot takes out two cards and inserts them into slots.''
Pelican warning system: ''"Protocol accepted."''
''Pelican shakes again causing a breach.''
Pelican warning system: ''"Breach detected."''
''The pilot goes to open the door to the cockpit while the warning system goes off.''
Pelican warning system: ''"Breach detected. Breach detected. Breach detected. Breach detected. Breach detected. Breach detected. Breach detected."''
''The pilot gets though the door and goes to seal the breach, succeeding only to fall to the ground opening a crate with "Meal" rations in it and a device with a recording of a woman and the pilots daughter plays. The device has a ring that gets smaller, starting at Green, to Yellow, to Red.''
Pelican warning system: ''"Breach contained. Breach contained."''
Woman: ''"Daddy's listening. Can you say hi?"''
Pilot's daughter: ''"Hi."''
Woman: ''"And how big are you?"''
Pilot's daughter: ''"How big are you?"''
Woman: ''"Can you tell daddy how big you are? Are you sooo big?"''
Pilot's daughter: ''"So big."''
Woman: ''"Heh, can you sing?"''
Pilot's daughter: ''"Twinkle, twinkle..."''
Woman: ''"Good singing. How about 'I miss you'?"''
Pilot's daughter: ''"Miss you."''
Woman: ''"And 'I love you'."''
Pilot's daughter: ''"I love you."''
''A timeskip happens and the pilot is a little older with a beard. He goes to pick up the device playing the recording.''
Woman: ''"I love you daddy."''
Pilot's daughter: ''"I love you daddy."''
Woman: ''"And I can't wait to see you. Can you say 'see you'?"''
Pilot's daughter: ''"See you."''
Woman: ''"And then 'bye bye'."''
Pilot's daughter: ''"Bye bye..."''
''The device dies as the pilot holds it close. The pilot tears up.''
Pilot: ''Sad gasps''
''The Pelican cockpit lights up green as the warning system goes off.''
Pelican warning system: ''"Signal detected. Signal detected. Tag designation friendly. Signal detected. Tag designation friendly. Signal detected. Tag designation friendly. Signal detected. Tag desig..."''
''The pilot runs to the cockpit, the pelican readouts looking over "Local Ref Zeta" and the readouts reading the tag designation as "John-117|S_117". The pilot flips a few switches and picks up a headset.''
Pilot: ''"This is United Nations Space Command|UNSC Pelican Echo 216. Can you hear me? This is UNS-"''
''The Pilot wipes the Pelican window to reveal John-117 floating in front of it in space near debris.''
''Time skip happens and the Pilot got John-117 onboard and hooked his MJOLNIR Powered Assault Armor|MJOLNIR MJOLNIR Powered Assault Armor (GEN3)|GEN3 up to the pelican.''
Pilot: ''"Looks like the main power cells are fried. Armor shutdown, triggering survival mode. I'm going to try to override."''
''The pilot picks up two cables and puts them together causing a spark.''
Pilot: ''"Okay, if you can hear me in there, I hope you're ready. Please don't die. Please don't die."''
''John-117's Visual Intelligence System, Reconnaissance|VISR activates and cycles though several processes. Note: Any "xxxx.xxxx.xxxx.xxxx.xxxx" was a cycle of codes.''
VISR
SYSBOOT\>: RUN
.::.:::: .::.:... ..:..... .::.:... .::..:.: .::::..: ........
00001 Booting up... \
00002 Exiting Survival Mode ::::: [ Power Restored ]
+-------------------------------------------------------------------------------+
00003 ARMOR BIOS // MJOLNIR // VER_12.22.19 / ID_117
CREATED BY Materials Group (c), 02.10.2559
LAST MODIFIED BY C. HALSEY, 09.19.2561
00004 MJOLNIR Powered Assault Armor System // GENERATION III
00005 LOAD\>: VISR.HUD.PASSIVE.BIOS.BETA
00006 ADJUSTING IPD .... [58.4, 58.2]
|::::::::|
|: AUTH-KEY // > xxxx.xxxx.xxxx.xxxx.xxxx :|
|::::::::|
+-----------------------------------------------+
00007 PROGRAM-ID. VISR.
00008 ********************************************************************
00009 * MODULE NAME = VISR *
00010 * *
00011 * DESCRIPTIVE NAME = VISUAL INTELLIGENCE SYSTEM, RECONNAISSANCE *
00012 * SPARTAN PROGRAM *
00013 * UNSC *
* *
********************************************************************
|-----------------------------------------------------------------------------|
+--------------+ PREPARING A.I. INTRUSION COUNTERMEASURES +-------------------+
|:::::::: .::.::::.::.:.....:......::.:....::..:.:.::::..: ........|
00100 LOAD\> VISR.HUD.SYS.SPDR ... /
00110 LOADING ........ [System Peril Distributed Reflex , S.P.D.R.]
00120 S.P.D.R ........[ACTIVE]
-- ---- --- + : : + : + : + : + : + :
[] SPDR_00 | 42 | 09 | 2a | 07 | 02 | 82 | 11 | 32 | 25 | 6c | 69 | 65 | 76 |
[] SPDR_01 | 11 | 19 | 6c | 2b | 18 | 36 | 17 | 44 | 69 | 01 | aa | 12 | 11 |
[] SPDR_02 | 56 | 84 | 1d | 83 | 13 | 37 | 56 | 65 | 09 | 6c | 69 | 65 | 2a |
-- ----- -- |----|----|----|----|----|----|----|----|----|----|----|----|----|
[] SPDR_03 | 37 | 1b | 6c | 09 | 65 | 76 | 65 | 1a | 65 | 6c | 2c | 6a | 3b |
[] SPDR_04 | 98 | 6f | 1d | 19 | 2d | 6b | 6a | 2a | 63 | 56 | 00 | aa | 7a |
[] SPDR_05 | 18 | 11 | 6c | 84 | 65 | 76 | 65 | 2f | 65 | 6c | 69 | 65 | 76 |
-- -------- + : + : + : + : + : + : + :
+-------------------------------+-------------------------------+
: [XBC-001] : [XBC-002] :
+-------------------------------+-------------------------------+
| xxxx.xxxx.xxxx.xxxx.xxxx : xxxx.xxxx.xxxx.xxxx.xxxx :
+-------------------------------+-------------------------------+
| xxxx.xxxx.xxxx.xxxx.xxxx : xxxx.xxxx.xxxx.xxxx.xxxx :
+-------------------------------+-------------------------------+
| xxxx.xxxx.xxxx.xxxx.xxxx : xxxx.xxxx.xxxx.xxxx.xxxx :
+-------------------------------+-------------------------------+
| xxxx.xxxx.xxxx.xxxx.xxxx : xxxx.xxxx.xxxx.xxxx.xxxx :
+-------------------------------+-------------------------------+
| xxxx.xxxx.xxxx.xxxx.xxxx : xxxx.xxxx.xxxx.xxxx.xxxx :
+-------------------------------+-------------------------------+
| xxxx.xxxx.xxxx.xxxx.xxxx : xxxx.xxxx.xxxx.xxxx.xxxx :
+-------------------------------+-------------------------------+
| xxxx.xxxx.xxxx.xxxx.xxxx : xxxx.xxxx.xxxx.xxxx.xxxx :
+-------------------------------+-------------------------------+
\> Running system diagnostics ...
|-----------------------------------------------------------------------------|
+----------------------+ PRIMARY SUPPORT SYSTEM CHECK +-----------------------+
|::::::::|
-- ------- --------- ----------------------------- ------- --- ----- 01 SYS_CHK SYS-ID-JC xxxx.xxxx.xxxx.xxxx.xxxx MOD-021 [+] [PASS]
02 PWR_CHK SYS-ID-MC xxxx.xxxx.xxxx.xxxx.xxxx MOD-331 [+] [PASS]
03 LFS_CHK SYS-ID-PA xxxx.xxxx.xxxx.xxxx.xxxx MOD-171 [+] [PASS]
04 VSR_CHK SYS-ID-DS xxxx.xxxx.xxxx.xxxx.xxxx MOD-019 [+] [PASS]
05 VHF_CHK SYS-ID-JS xxxx.xxxx.xxxx.xxxx.xxxx MOD-105 [+] [PASS]
06 UHF_CHK SYS-ID-SW xxxx.xxxx.xxxx.xxxx.xxxx MOD-019 [+] [PASS]
-- ------- --------- ----------------------------- ------- --- ----- 07 WPN_CHK SUB-ID-AW xxxx.xxxx.xxxx.xxxx.xxxx SUB-778 [+] [PASS]
08 ABL_CHK SUB-ID-WU xxxx.xxxx.xxxx.xxxx.xxxx SUB-293 [+] [PASS]
09 RUN_CHK SUB-ID-CC xxxx.xxxx.xxxx.xxxx.xxxx SUB-918 [+] [PASS]
-- ------- --------- ----------------------------- ------- --- ---- visr_sys.module.common.bios_mk_iii........[09 PASSED]
-- ------- --------- ----------------------------- ------- --- ----- 10 SRV_CHK SYS-ID-XS xxxx.xxxx.xxxx.xxxx.xxxx MOD-919 [-] [FAIL]
11 PCS_CHK SYS-ID-ML xxxx.xxxx.xxxx.xxxx.xxxx MOD-901 [-] [FAIL]
12 AI_CHK SYS-ID-WU ?????.?????.?????.?????.????? MOD-??? [-] [????]
-- ------- --------- ----------------------------- ------- --- --- /////////////////////////////////////////////////////////
WARNING - NO AI DETECTED
/////////////////////////////////////////////////////////
visr_sys.modules.common bsystems ........[2 FAILED]
visr_sys.modules.common.ai........ [1 BYPASSED]
\> Generating system report...
[visr_sys] Time Elapsed .....+.....+.....+.....+........ 0.12 sec(s)
[visr_sys] Total Systems ........ 432
[visr_sec] Modules FAILED ........ 002
[visr_sec] Modules PASSED ........ 009
SYS. ... OK - (3) Warnings.
//BOOT COMPLETE.
Pilot: ''Hopeful gasps''
''The Pelican starts to light up again, and the pilot jumps up and down in excitement.''
Pilot: ''"Yes! Yes! Yes! We're going home! Haha! Welcome back, Chief. I rerouted what little power I had into your suit."''
''The pilot walks towards the Chief to look over him.''
Pilot: ''"Hmph, looks like there's a problem with the servos in your hands. Stay calm, you been out there awhile. I know I saw something in here to check your armor's diagnostics."''
''Chief looks at his hands, and looks at a chip with the AI serial number "The Weapon|CTN 0453-0". He proceeds to put it into his helmet. This makes a prompt appear on the VISR.''
WEAPON CONTAINMENT DEVICE INSERTED VERIFICATION ID [309-270-238]
> > AI NOT DETECTED
''Chief proceeds to walk forward, disconnecting himself from the Pelican. This causes the pilot to be careful regarding him.''
Pilot: ''"Whoa, whoa, whoa, whoa! Easy there, big guy. You're not-"''
John-117: ''"Status report."''
Pilot: ''"Status report? What? There's something you need to see, Chief."''
''Chief walks to the cockpit of the Pelican. Outside the Pelican is a heavily damaged Installation 07|Halo Installation.''
Pilot: ''"We lost. Lost everything. There's nothing left for us here. I don't even know where here is."''
''The pelican gets hit by a EMP-like shock, causing systems to go into flux.''
Pilot: ''"No, no no no! Not them! Not again! We need to run!"''
John-117: ''"No, we need to fight."''
''John grabs an MA40 assault rifle|assault rifle and proceeds to walk into the cargo bay of the Pelican. The pilot closes the cockpit door''
John-117: ''"Get ready."''
''The pilot opens the cargo bay door to a bright light, and Chief runs into it.''
''The music intensifies and the Halo Theme plays.''
Halo Infinite Holiday 2020
''John is walking in a room with a hologram of the damaged Halo ring, while Cortana says a line of dialogue about Chief.''
Cortana (narration): "''I chose you because you were special."''
''Chief removes the chip in his helmet, and walks into a blue light to reconnect. "That was a... a really important part of the trailer where Master Chief is um, going into a very... Forerunner um, environment, to kind of uh, ''reconnect''."''
Cortana (narration): "''I knew we would be perfect together, and I was right."''
Secret Audio
During the VISR boot up sequence, a QR code can be briefly seen that reads http://aka.ms/LX0.0082711LY-0.0251671LZ0.0000085. This link directs users to the link https://content.halocdn.com/media/Default/home/343/lx0.0082711ly-0.0251671lz0.0000085-99ddb8f420eb4372922fa21859a2b8ca.mp3; an audio file on Halo Waypoint depicting the voice of Cortana.
Cortana: "''This? This is part of me! I don't know why? I don't know how? But it is me!''"
Differences from the final game The ''Discover Hope'' trailer incorporates two scenes from the final game: The opening cutscene of Warship Gbraakon, and the scene of the Chief reuniting with The Weapon in Foundation (Halo Infinite)|Foundation. There are multiple differences between the iterations of these scenes featured in both the trailer and the final game. The Pelican's warning system has a slightly different voice in the final game. Echo 216's family is featured in a different holographic recording, with the final version visibly featuring both his wife and daughter instead of solely his wife. The conversation between his wife and daughter is also different in both versions. The Chief is depicted without the Grappleshot. In the final game, he is retrieved from space with the Grappleshot half-deployed, and the Chief retracts its dart back into the device while examining his left hand. The Chief's armor is cleaner and less visibly damaged than the model used in the final game. In the final game, there is a short gameplay section between ''"I rerouted what little power I had into your suit"'' and ''"Hmph, looks like there's a problem with the servos in your hands"''. The Pilot runs a procedure to fix the Mjolnir armor's calibration matrix, requiring the player to follow a flashlight to configure their controls. This sequence is absent in the trailer. When the Pelican is caught in the Gbraakon's EMP-like blast, yellow arcs of electricity surge through the ship. This effect is absent in the final game. In ''Discover Hope'' the Chief grabs an Assault Rifle from a rack in the Pelican's cockpit, whereas in the final game he asks the Pilot for a weapon, who gives him a Sidekick in response. The Chief and the Pilot's dialogue after ''"We need to run!"'' is completely different between both versions. The Chief opens the Pelican's bay doors manually in the final game, whereas the Pilot appears to remotely open them for the Chief in the trailer. The Chief walking towards the Weapon's pedestal occurs during gameplay, instead of during a cutscene.
Trivia The trailer had several codes for Xbox Game Pass Ultimate hidden in the VISR boot up screen. All of these codes have since been redeemed. There is a binary string hidden in the VISR boot up that reads 01101111 01101000 00100000 01101000 01100101 01111001. The binary translates to the message "''oh hey''".
Gallery
File:HI DiscoverHope Storyboard 1.png|A storyboard of the trailer. File:HI_DH_FoundHope_Concept.jpg|Concept art of the pilot finding John-117. File:HI_DH_Echo216_EmergencyLighting_Concept.jpg|Concept art of the Pelican's troop bay. File:HI_DH_Chief_ControlRoom_Concept.jpg|Concept art of John-117 in a Forerunner structure. File:HINF Concept HUDBootup1.jpg|Concept for John-117's HUD bootup sequence. File:HINF Concept HUDBootup2.jpg|Another concept for John-117's HUD bootup sequence. File:HINF Concept HUDBootup3.jpg|Another concept for John-117's HUD bootup sequence. File:HINF Concept HUDBootup4.jpg|Another concept for John-117's HUD bootup sequence. File:HINF PelicanUI1.jpg|Renders of the UI seen on the Pelican's cockpit displays. File:HINF PelicanUI2.jpg|More renders of the UI seen on the Pelican's cockpit displays. File:HINF PelicanUI3.jpg|More renders of the UI seen on the Pelican's cockpit displays. File:HINF PelicanUI4.jpg|More renders of the UI seen on the Pelican's cockpit displays. File:HINF PelicanKeypad.gif|Animation of a keypad seen on the Pelican. File:HINF PelicanConsole.gif|Animation used on the center console of the Pelican.
File:HI_DH_FirstPerson.png|A first person view in the trailer. File:HI E319 TheRingReveal.png|The ring is revealed. File:Halo Infinite E319 The Desire For Connection.jpg|The Desire For Connection File:Halo Infinite E319 A Human Story.jpg|A Human Story File:HI Screenshot PreRelease-JohnDiscovered.jpg|The pilot discovers the Master Chief floating in space File:Halo Infinite E319 Legendary Cargo.jpg|Legendary Cargo File:HI Screenshot PreRelease-JohnAndPilot.jpg|John-117 and the pilot in the interior of the Pelican. File:Halo Infinite E319 Go Forth.jpg|Go Forth File:Halo Infinite E319 A Ring Vista.jpg|A Ring Vista File:Halo Infinite E319 A Brand New Fight.jpg|A Brand New Fight File:Halo Infinite E319 Hologram Explosion.jpg|Hologram Explosion File:HI Screenshot PreRelease-JohnHologramApproach.jpg|John approaching the hologram. File:Halo Infinite E319 Chip Out.jpg|Chip Out
Sources
Category:Halo Infinite trailers
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Diseased Darkness is the fourth track of the ''Halo Wars 2: Awakening the Nightmare Original Soundtrack.''
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The disintegrator is the name of several weapons in the ''Halo'' series.
Real-world Cut Halo 2 weapons#Disintegrator|Disintegrator (Halo 2) - A Covenant flamethrower-type weapon cut from ''Halo 2''
Cut Halo 4 weapons#Disintegrator|Disintegrator (Halo 4) - A Promethean weapon cut from ''Halo 4''.
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Dispatch is a ''Halo 5: Guardians'' multiplayer level exclusively for the Warzone Assault gametype. It is a remix of Escape from ARC.
Overview
File:H5 WZA Dispatch first base.PNG|300px
File:H5 WZA Dispatch second base.PNG|300px
File:H5 WZA Dispatch third base.PNG|300px Gallery
File:H5G - Dispatch 2.jpg File:H5 WZA Dispatch 01.PNG File:H5 WZA Dispatch 02.PNG File:H5 WZA Dispatch 03.PNG File:H5 WZA Dispatch 04.PNG File:H5G - Dispatch 3.jpg File:H5G - Dispatch 4.jpg File:H5G - Dispatch 5.jpg File:H5G - Dispatch 6.jpg
Sources
Category:Halo 5: Guardians multiplayer maps Category:Warzone Assault maps
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Dispatches From the Front is an achievement in ''Halo Infinite''. It is unlocked by unlocking a UNSC audio log. This achievement awards the player 10 Gamerscore.
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File:HW2 DisruptionEmitter.png|thumb|350px|A disruption emitter deployed on the surface of Installation 00. The disruption emitter is an equipment employed within the Banished, broadly similar in appearance to the Covenant communications jammer|communications jammers used by the Covenant. When deployed, the emitter temporarily generates a circular field of electromagnetic pulse. During the Second Ark Conflict, Voridus modified certain models of the disruption emitter, increasing the size of the EMP field, though at the cost of reducing its duration. Voridus deployed these emitters during his salvaging operations in the vicinity of ''High Charity'' that eventually led to the Flood Outbreak on Installation 00|outbreak on Installation 00.
Gameplay Disruption Emitter
*Info: Drops a Disruption Emitter that releases a temporary EMP field.
*Tier: 1
*Cost:
In ''Halo Wars 2'', the Disruption Emitter is a leader power available exclusively in the Halo Wars 2: Awakening the Nightmare|Awakening the Nightmare level What Could Go Wrong?. It has a cooldown timer of 60 seconds. When activated, a disruption emitter is deployed to the targeted location (lasting 180 seconds). It disables all Forerunner units and buildings, including Aggressor Sentinels, Protector Sentinel (Installation 00)|Protector Sentinels, Sentinel launcher|Sentinel launching bays, and Forerunner turrets; any affected Forerunner enemies can no longer move or attack, and launching bays no longer deploy Sentinels. The initial deployment also enhance nearby friendly units, and briefly stuns UNSC enemies, but does not disable their movement or attacks.
List of appearances
''Halo Wars 2''
*''Halo Wars 2: Awakening the Nightmare''
Sources
Category:Banished buildings
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A disruption generator is a kind of weapon system employed aboard Forerunner Guardian Custodes. Each Guardian carries one such weapon. Little is known of their function.
Sources
Category:Forerunner naval weapons
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The ''Distancia'' is a commercial human freighter piloted by Ignatio Delgado and co-piloted by Melko Hollister.Halo: The Cole Protocol, ''page 14'' Not very much is known about her except she was used to transport miners around Madrigal's various asteroids until its destruction. She was then used to ferry supplies and other items to the Rubble. It was also where Delgado hid the navigational data he was entrusted with leading back to Earth by the Rubble Security Council.
Later use The ''Distancia'' was commandeered by Peter Bonifacio after Ignatio Delgado was taken captive by Bonifacio and his bodyguards. The ship, along with her Navigational Data, remained under Bonifacio's control until he abandoned it after it was crippled by the ''Petya'' under the control of Michael-120|Mike and Adriana-111|Adriana. Adriana then boarded the ship to find the ''Distancia'''s Navigational Data. She killed most of Bonifacio's men on board, only leaving one henchman, Sean Williams, alive. She used him to contact the hiding Bonifacio and find the NAV data. After making a deal with Bonifacio by allowing him to leave in an escape pod in exchange for the Navigation data. the ship was later abandoned along with the remaining henchman. The ship's current status and whereabouts are unknown.
Trivia
"Distancia" is the Latin word for "Distance".
List of appearances
''Halo: The Cole Protocol''
Sources
Category:Freighters
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''Distant Beacon'' is a Kig-Yar ship that was present at the Station of Constant Sustenance in 2553|April 2553. The shipmaster of the ship agreed to transport Kig-Yar Eith Mor to Eayn in exchange for some of his possessions.Halo: Mortal Dictata, ''page 222'' T'vaoan Shipmistress Chol Von arrived at the station looking for Mor, but instead came across an Unggoy who informed her about Mor's intentions. Although Nulm attempted to contact the ship to prevent Mor from coming aboard, Von's party came across Eith Mor as he was making his way to the ship.Halo: Mortal Dictata, ''page 223''
List of appearances
''Halo: Mortal Dictata''
Sources
Category:Ships
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The distant past is a period before the 1st millenium.
Billions of years ago
In 97,445 BCE; Forthencho, acting as a messenger for the Gravemind, stated that the Domain had around hundred billion years of "life-patterns and living wisdom".
The great Glow occurs in the galaxy.
Millions of years ago
In 97,445 BCE, during a debate with Mendicant Bias, the Precursors were hinted by the Gravemind to have accumulating a vast reserve of rules based on experiences and disputes.
The Precursors seeded the species that would come to be known as Forerunners on the planet Ghibalb.
The Forerunner Warrior-Servant|Warriors were considered the highest rate. Star roads were placed around Charum Hakkor. The Precursors choose early humans to be the next species to carry the Mantle. Desiring to seize the Mantle for themselves, the early Forerunners Forerunner-Precursor war|rebel against the Precursors and wipe them out almost entirely. After the Forerunners hunt down all of the Precursors in the Milky Way galaxy. The remains of the Precursors retreat into the Large Magellanic Cloud; the Forerunners' Warrior-Servant|Warrior fleets pursue them via probability mirror-reconciled slipspace portals and proceed to finish their work. A number of Forerunners who conscientiously object to the complete destruction of the Precursors in the Large Magellanic Cloud are exiled on a barren planet within the Tarantula Nebula; these Forerunners later remain as the Sedaaro Forerunner|only surviving population of the expedition. In the face of extinction, most of the Precursors reduce themselves to inert powder, intending to regenerate their forms later. However, Primordial|one intact specimen remained in deep stasis and is buried within a remote asteroid a million years afterward. In the Large Magellanic Cloud; two Precursors escaped the genocide, where some Forerunners hide them; but they die and become flowers containing their genetic code. Following the battle in the Large Magellanic Cloud, the remaining Forerunners on the ships sacrificed themselves than return with what they did; leaving the abandoned Forerunner ships in the Large Magellanic Cloud to slowly decay.
In the Large Magellanic Cloud; two Precursor seeds germinate. The Primordial, a dormant Precursor, is said to have arrived on the edges of Milky Way|the galaxy.
The Forerunner Rate#Theoretical|Theoretical known as Boundless begins to study a particular star within the Path Kethona galaxy. When she continues her work in defiance of Warrior-Servant|Warrior orders to the contrary, she is eventually prosecuted, her studies are suppressed, and she is forced to enter a Cryptum.
*A thousand years later, Boundless' Cryptum is opened and it is discovered that she has died inside due to a malfunction in the Cryptum, supposedly resulting from sabotage. Her former students discreetly dispose of her body. After Boundless' death, the entire Theoretical rate is absorbed into the Builders.
In the Large Magellanic Cloud; two Precursor seeds bloom.
Hundreds of thousands of years ago
A Forerunner civil war takes place, where Jat-Krula was used as a strategy, where it was bypassed by a Legion of Warrior-Servant|Warrior commanders.
The Forerunners are claimed by some records to have risen as the preeminent species in the Milky Way Galaxy by advancing technological discoveries gathered from the remnants left by prior ancient races. Believing themselves responsible for the lives of all those less advanced then they, the Forerunners initiate the Mantle. According to Forerunner research, the Ancestors, were believed to have "moved their interstellar civilization outward along the galactic arm" around this time, possibly to escape Forerunner control.
122,990 BCE
112,329 BCE
111,209 BCE
110,962 BCE
110,255 BCE
108,992 BCE
107,564 BCE
107,472 BCE
107,445 BCE
106,538 BCE
106,498 BCE
106,445 BCE
101,295 BCE
100,040 BCE
98,445 BCE
98,401 BCE
98,395 BCE
98,119 BCE
97,764 BCE
97,745 BCE
97,645 BCE
97,495 BCE
97,464 BCE
97,445 BCE (Halo Array fired)
97,421 BCE
97,368 BCE
57,448 BCE
40,000 BCE
29,823 BCE
3rd millennium BCE
2200s BCE
2200 BCE
2100s BCE
2100 BCE
2nd millennium BCE
1040s BCE
1041 BCE
1010s BCE
1018 BCE
1st millennium BCE
950s BCE
957 BCE
930s BCE
938 BCE
920s BCE
921 BCE
910s BCE
918 BCE
870s BCE
876 BCE
860s BCE
860 BCE
850s BCE
852 BCE
851 BCE
850 BCE
790s BCE
791 BCE
780s BCE
789 BCE
784 BCE
640s BCE
648 BCE
480s BCE
480 BCE
Notes
Sources
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Distinguished Service is an achievement in ''Halo: Spartan Assault''. It is unlocked by earning every single medal in the game at least once. The achievement is worth 15 Gamerscore on Xbox 360 and Windows systems, and 30 Gamerscore on Xbox One. It is represented by three chevrons on a shield in a circle. Players can view their medals from the main menu in the Records section.
List of Medals
Double Kill Triple Kill Overkill Killtacular Killtrocity Killimanjaro|Killamanjaro Killtastrophe Killpocalypse Killionaire Killing Spree Killing Frenzy Running Riot Rampage Untouchable Rifle Spree Target Practice Contact (medal)|Contact
Pistol Spree Pistol Perfect Gunslinger Grenade Spree Cluster Bomb Let It Rain Splatter Spree Road Rage (medal)|Road Rage Sunday Driver Beat Down|Assassin Sentry (medal)|Sentry Anticipation Demolition Swiss Army Wrecking Ball
Trivia If the player has previously unlocked this achievement on one Windows 8 device or Xbox console, it will automatically unlock the first time the player signs into another (Windows or Xbox) version of the game.
Sources
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File:Distinguished tier 6.png|right
Distinguished Service was a career award found on the web version of Halo Waypoint from 2009-2014 and on the Xbox 360 version until its discontinuation in 2022.Halo: Waypoint It was represented by one large and two small eight-pointed stars with a black and red ribbon. The award consisted of 32 completionist achievements. These achievements were organized into six tiers.
Achievements Vidmaster Challenge: Brainpan Marathon Man Campaign Complete: Legendary (Halo 3 achievement)
Campaign Complete: Heroic (Halo 3 achievement)
Campaign Complete: Normal (Halo 3 achievement)
Ready for the Sequel Halo Historian Graverobber Empire Builder Gallivant Around The Galaxy Playin' the Field OMG BFF FTW Detour the Great Journey Adjudicate the Arbiter Audiophile Wraith Killer Super Sleuth Campaign Complete: Legendary (Halo 3: ODST achievement)
Campaign Complete: Heroic (Halo 3: ODST achievement)
Campaign Complete: Normal (Halo 3: ODST achievement)
An Honor Serving The Soldier We Needed You To Be Folks Need Heroes... The Start of Something Gods Must Be Strong A Monument to All Your Sins Bro Hammer Brovershield Standard Operating Brocedure Living Legend Believe in a Hero Birth of a Spartan (achievement)|Birth of a Spartan
Gallery
File:Distinguished tier 1.png|Tier 1
File:Distinguished tier 2.png|Tier 2
File:Distinguished tier 3.png|Tier 3
File:Distinguished tier 4.png|Tier 4
File:Distinguished Service.png|Tier 5
Sources
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File:Halo5distraction.png|right
Distraction is a medal in ''Halo 4'' and ''Halo 5: Guardians'' multiplayer. It is earned when the player is attacked, and a teammate kills the attacking player. It is represented by a white face sticking its tongue out.
Gallery
File:H4 - Distraction.png|The ''Halo 4'' version.
Sources
Category:Halo 5: Guardians multiplayer medals
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File:HR-TrooperBeacon.png|thumb|300px|A distress beacon employed by UNSC Army personnel. A distress beacon is an automated signal device used in the event of an emergency in space. Various forms of distress beacons exist, including emergency locator beacons, while a particular type of beacon that utilizes slipstream space is colloquially referred to as the slipbeacon. Distress beacons are mounted on most human starships, and are compact enough to fit in a cryo chamber|cryo-tube.
Operational History In 2526, during the Battle of Circinius IV, Cadet Thomas Lasky used a distress beacon in an attempt to get help for Hastati Squad, but believed that that the beacon was broken when he got no response. After the John-117|Master Chief showed up, he explained that he found the cadets due to the distress beacon.
In 2552, a distress beacon was activated by Army fireteams in Visegrad after Battle of Visegrad|encountering the Covenant. The beacon was detected by NOBLE Team who landed nearby and investigated. However, they only found the beacon hidden under a broken wooden pallet, a wrecked Warthog, blood smears and some plasma burns, but no sign of whoever had set off the beacon or any bodies. After briefly examining it, Catherine-B320 discarded the distress beacon on the ground.
Later that year, a distress beacon was used by Cortana when the rear half of the was left stranded in space after the Battle of Installation 00. In 2557, it was pulled into Requiem along with the remains of the ''Forward Unto Dawn'' by Requiem's gravity well and was detected by the which attempted to locate the source of the distress beacon. Unable to reach ''Infinity'' and warn them of the danger, the Master Chief and Cortana attempted to use the satellite at Requiem's core to reach ''Infinity'', inadvertently releasing the Ur-Didact in the process.
In 2553#December|December 2553, Veta Lopis' Ferret team used a slipbeacon to signal their location to the during Operation: RETRIBUTION. The slipbeacon was disguised as one of ten HAVOK tactical nuclear weapons that the team claimed to have stolen from the as part of their cover story to gunrunner Ross Nyeto.
When Operation: BLOWBACK went awry, Team Black used a slipbeacon to send a distress signal to UNSC Fleet Command|FLEETCOM.
The Fetching|fetcher Oliver Birch used one after he and his List of animals|dog Mabel became stranded in deep space in a cryo-tube.
After the Attack on Installation 00, the smart-AI Isabel activated the Henry Lamb Research Outpost's distress beacon. Upon the arrival of the in 2559#March|March 2559, the long-lost ship detected the distress signal. However, the UNSC's encryption had changed in the twenty-eight years the ship had been lost and the crew was unable to decipher the signal. Spartan-II Red Team and some of the ''Spirit of Fire's'' Marines were deployed to investigate. Upon reaching the outpost, Jerome-092 activated the holotable which brought up Isabel and the message Distress Beacon Activated. Under attack by Banished forces, the UNSC forces rescued Isabel, the only survivor of the attack and retreated to the ''Spirit of Fire'' where she explained what happened.
During the Second Ark Conflict in 2559, Captain James Cutter devised a plan to plant a distress beacon on Installation 09 and dispatch it to the Soell system, the former home of Installation 04. There, the beacon would be within range of Reach to contact the UNSC and have them send the help on the Ark. However, while Professor Ellen Anders succeeded in planting the beacon and launching the Halo ring into slipspace, it was intercepted in mid-transit by a Guardian, keeping the message from being received.
Gallery
File:HR KatInspectsBeacon.jpg|Catherine-B320 inspecting a distress beacon.
List of appearances
''Halo: First Strike''
*''Tug o' War''
''Halo 3''
''Halo: Blood Line''
''Halo: Reach''
''Halo 4: Forward Unto Dawn''
''Halo 4''
''Halo: Retribution''
''Halo Wars 2''
Sources
Category:Communications technology
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The district loading glitch allows players to access partially loaded districts on ''Mombasa Streets'' in ''Halo 3: ODST''. The main use of this glitch is entering the normally inaccessible areas of the half-loaded district.
Walkthrough Start at the district you want to glitch. Enter another district by opening and going through a large gate. Now locate an entrance to a third district. Get close to the gate leading there, but do not go into the illuminated gateway as this will trigger a "Loading... done", fully unloading the first district. At some point near the gate, the first district will partially unload and the third one will partially load.http://subculturelifestyle.com/forum/index.php?topic=116.msg512#msg512
You can see this happening when the game lags for a moment; this is why the glitch is also called the "bump glitch".http://www.youtube.com/watch?v=M4UrE8O8PMw This may be difficult to notice, but it will happen relatively far away from the gate, meaning that you will certainly trigger the partial loading by walking to a few meters away from the gateway. In co-op, the partial load is very easy to notice, as any teammates left behind on the first district will teleport near you.
After the partial loading is triggered, return to the first district without triggering the third district's "Loading... done" message. The first district will now be glitched.
Effects and uses A partially loaded district contains almost all geometry, as well as all the enemies that would normally be there. Disappearing objects include:
Optican stations (they make noise, but you can't take a health pack)
Crashed Phantomshttp://www.bungie.net/Forums/posts.aspx?postID6#38021783
Permanently locked doors.
The doors' disappearance can be used to access normally closed-off areas. For example, the doors leading to a normally inaccessible plaza in the northeast corner of district 8 (just south of Tayari Plaza) are open. Because viewing an Engineer-created glyph in the nearby district requires the player to cross the partial load trigger, some wrongly think that viewing the glyph makes the doors disappear.http://www.youtube.com/watch?v=M4UrE8O8PMw A larger area accessible with this glitch is the southernmost tip of the map. In the room with an audio log inside, there are multiple normally locked security doors that will be removed by the glitch, opening the way into the area behind the Anti-vehicle barrier|Energy Barriers. There's also an equivalent room in the Kikowani Station district, allowing access to the unmapped area there.
Explanation
''The behavior described here has been deduced from observations, and has not been officially confirmed.''
The data for a Halo level is stored in units called "BSPs". Each district of Mombasa Streets is a separate BSP. ''Halo 3: ODST'' has two BSP Memory Areas (BMAs), where loaded BSP data is stored. The first is the ''current BMA'', used to hold data for the district the player is currently in. The second is the ''adjacent BMA'', which stores data for the district a player is about to enter.
When a player approaches a district boundary, the district they are approaching is partially loaded. Incomplete pieces of data for the district being approached are copied into the adjacent BMA, replacing any data that was previously there. When the player actually enters the district, the remaining data is also loaded, and then the BMAs are swapped; the exited district becomes the adjacent, and the entered district becomes the current.
The glitch, then, stems from passing between loading boundaries in such a manner as to cause partial loading to fail. The district one chooses to glitch has its data partially overwritten by data from another district; that data is then restored later, but incorrectly so.http://gruntspajamas.com/forum/index.php?topic=116.0
Sources
Category:Glitches Category:Halo 3: ODST glitches
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District, is a Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista multiplayer map that is located in Sector 0-5.
Summary During the Covenant's Battle for Earth|first assault on Earth and the occupation which would follow, Old Mombasa became a key engagement point for UNSC forces seeking to prevent the Covenant from establishing what they initially believed to be an invasion beachhead on the planet. Recreated in the War Games environment to train Spartans for urban warfare, District is a near-perfect simulation of the terrain as of 2552#October|October 20, 2552.
The map's layout includes a portion of geometry from the mission Outskirts, with the starting area, courtyard and more accessible and several alleys and roads un-blocked. Like most ''Halo 2'' maps, District provides certain landmarks that help players. Such landmarks include the atrium; the Voi Theater, and the three level parking garage, as well as many small shops.
This map was also created for larger scale battles. It has "about two-thirds the size of the playable area in Coagulation, or, it offers about four times as much playable area as Turf." It also includes many vehicle accessible places such as elevated sidewalks, a small bridge, and ramps all around the map. With all of its high places, it makes it a perfect map for snipers.
District also has a "mix of close-quarters and wide-open combat spaces". Many of the areas are closed but are "still open to the sky, allowing players to see the surrounding building tops and cityscape".
"District was designed from the very start to focus heavily on vehicles and on creating fun and interesting gameplay situations between vehicles and infantry."
File:H2 District Courtyard.png|left|thumb|The courtyard on District. File:H2 Outskirts Courtyard.png|thumb|The courtyard on Outskirts. File:H2A Outskirts Courtyard.png|thumb|The courtyard on Outskirts in remastered graphics.
District shares geometry with several areas of the mission Outskirts, from the ''Halo 2'' campaign. The courtyard area in which John-117 and his squad of Marines defend against waves of Covenant infantry serves as a focal point of the map. Unlike Outskirts, however, there are several differences accounting for multiplayer map design. The gate at the end of the courtyard, where the Yanme'e attack from in the mission, is now open and the road follows through, up and around to the left, connecting to the overpass section later on in the mission where Avery Johnson|Johnson boards the D77-TC Pelican|Pelican.
The gate where the Hunters spawn is also open, and is largely similar in layout, including the ledge to the right where the Sniper Rifle spawns in the mission. Unlike Outskirts, however, this ledge does not end in an alley but instead follows through to the aforementioned road. The overpass itself, which in Outskirts is destroyed, is fully intact on District, and follows round and down, connecting to the road in the ''Outskirts'' courtyard where the New Mombasa Police Department|NMPD building is in ''Halo 2: Anniversary'' remastered graphics. The most drastic changes come in the form of the area where the Jackals spawn in Outskirts, however, and the alley leading into Sniper Alley. The building to the right of this alley has been replaced with a multi-level parking lot, and the alley largely restructured so that no trace of the passage leading to Sniper alley remains.
Production notes District was inspired by the starting areas of the mission Outskirts, and the existing level Turf. One of the goals in the map's creation was to combine the two in both gameplay and aesthetics. (Retrieved 15/06/2019, )
Trivia This map proves to be an interesting choice for Zombies, as well as 1 sided and 2 sided game types. To get out of the boundaries of District, get a Scorpion and move it into the destroyed tunnel near the parking garage. Make sure the tips of the M808B Scorpion|Scorpion are below the hole in the ceiling of the tunnel. Then, climb on the Scorpion and position yourself right below the ceiling hole. Jump, and then press crouch at the height of your jump. You should be able to pass over the invisible wall and then continue forward. Get another player and you can run along the rooftops of District by sword canceling or butterflying from the ledge of the end of the tunnel. If you fall down from the ledge, you can always Type-1 energy sword|Sword cancel upwards onto the ledge or roof if someone is standing on the ledge. This map features a billboard with Swahili text advertising a holiday resort on Zanzibar as well as an advertisement for the Civilian Hog. The billboard for Zanzibar features structures from Sanctuary, namely the large structure in the middle and some structures from red base. This is odd, as these ancient forerunner structures from Delta Halo would not be present on Earth.
Gallery
File:HMCC District.PNG|Map of the map in ''Halo: The Master Chief Collection''. File:H2 District Zanzibar Sign.png|The advertisement for Zanzibar seen in the map. File:Halo2-Zanzibar-Advert.png|Clearer view of the advertisement. File:H2_District_Warthog.jpg|A Warthog on District. File:H2_District_Ghost.jpg|A Ghost on District. File:H2_District_Battle.jpg|A battle on District. File:H2_District_Sniper.jpg|Sniping on District. File:H2 District Above.png|View of the parking lot and overpass.
Sources
Category:Halo 2 (Windows Vista) multiplayer maps
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Dive Bomber is an achievement in ''Halo: Reach'' multiplayer matchmaking added with the Anniversary Map Pack. It was unlocked by meleeing and killing an enemy Beat Down|from behind while using the Series 8 jetpack|jetpack during matchmaking. The achievement could only be unlocked on an Anniversary map.
Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable.
Sources
Category:Halo: Reach achievements
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The ''Diversion''-class was a classification of Forerunner military construct. Several ''Diversion''-class war machines were present at Janjur Qom during a San'Shyuum Battle of Janjur Qom|uprising.Halo: Cryptum, ''page 192''
List of appearances
''Halo: Cryptum''
Sources
Category:Forerunner technology
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|role=
|length=225 meters (740 ft)
|width=
|height=
|mass=41,000 metric tons
|power=
|engine=Repulsor engines
|slipspace drive=
|navigation=
|hull=Nanolaminate hull plating
|armament=
|complement=
|crew=
|passengers=
|othersystems=
|era=
|introduced=
|affiliation=*Covenant Kig-Yar piracy|pirates
}}
The ''Divine Breath'' was a Covenant .
Operational history In 2554, the ''Divine Breath'' and another storm cutter, ''Mark of Prophecy'', were being used by Kig-Yar engaged in smuggling and piracy near New Carthage. The two ships had a deadly encounter with the , .
Gallery
File:Mark of Prophecy.png|A possible image of the Mark of Prophecy or Divine Breath in ''Halo Warfleet''. File:Divine_Breath.png|A possible image of the Mark of Prophecy or Divine Breath in ''Halo Warfleet''. File:HWF Storm cutter vs Gladius.jpg|Mark of Prophecy and Divine Breath engaged over New Carthage.
Sources
Category:DAS-class storm cutters|Divine Breath Category:Covenant ships|Divine Breath
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The Divine Hand was a Precursor superweapon that was once used to destroy a Forerunner Guardian Custode|Guardian and buried on Netherop.
Overview
History
During the Forerunner-Precursor war, some Precursors settled on Netherop with the Technological Achievement Tiers|Tier 6 civilization that was already on the planet. These Precursor fugitives used a weapon later called the Divine Hand to destroy a Guardian Custode that was sent after them by the Forerunners. However, the effects of their weapon devastated Netherop, turning a once lush planet into a barely inhabitable wasteland. The indigenous population was wiped out, but the Precursor fugitives remained in hiding on Netherop for over a hundred thousand years.
Trivia
It's unclear if the firing of the weapon itself or possibly the indirect effects of its usage like the remains of the Guardian Custode crashing to Netherop's surface caused the ecological damage to the planet. After the Divine Hand was used by Thel 'Vadam and Tam 'Lakosee to destroy the ships in orbit, Keely Iyuska said that they had probably just killed what little remained of life on the planet and thousands of pieces of debris from the destroyed ships was mentioned to be raining down on Netherop, although at least some of it burned up in the atmosphere.
List of appearances
''Halo: Outcasts''
Sources
Category:Precursor Category:Precursor technology
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|name = ''Divine Whisper''
|class = Intrusion corvette
|namesake =
|identification =
|operator = Flotilla of Unsung Piety
|manufacturer =
|architect =
|laid down =
|launched =
|commissioned =
|decommissioned =
|fate = Destroyed in Battle of Netherop|combat over Netherop on June 7, 2526
|status =
|captains = Shipmaster Yey 'Mootasee
|ai =
|motto =
|badge =
}}
|hide-characteristics=
|nocollapse =
|type =
|length =
|width =
|height =
|mass =
|power =
|maneuver drive = Repulsor engine
|slipspace drive = Borer
|crew =
14+ crewmembers
|complement =
Several s
|troops =
Dozens of warriors
|hull =
|shielding =
|sensors =
|ew = Active camouflage
|armaments =
1 anti-ship Plasma cannon (starship)|plasma cannon
2 or more light Point-defense gun|point-defense plasma turrets
|aircraft = Multiple Covenant drop pod|breaching carapaces
|air facilities =
}}
''Divine Whisper'' was an intrusion corvette formerly of the Covenant, later stolen and aligned with the mutineer Flotilla of Unsung Piety.
Service history
''Divine Whisper'' was one of the several stealth ships of the Flotilla of Unsung Piety, and was co-opted by Fleetmaster Nizat 'Kvarosee following his "reassignment" by the Hierarchs in mid-2526 - with shipmaster Yey 'Mootasee given command of the vessel. On June 7 of that year, the ship (alongside the rest of the flotilla) engaged in the Battle of Netherop. Early in the battle, ''Divien Whisper'' picked up the signature of a United Nations Space Command D75-TC/r Pelican dropship suddenly emerging into orbit around the planet, leading Nizat to correctly deduce the presence of the prowler .
The ship was one of the many of the fleet that was destroyed in the fighting between the flotilla, the Covenant's Fleet of Swift Justice and the UNSC's Task Force Pantea, with only ''Silent Truth'' and ''Quiet Faith'' able to escape the carnage.
List of appearances
''Halo: Oblivion''
Sources
Category:Intrusion corvettes Category:Covenant ships
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Halo 5: Guardians, ''Warzone|Warzone Firefight''
|role=
|length=
|width=
|height=
|engine=Twin impulse drive system
|slipspace drive=
|hull=
|countermeasures=
|armament=*One heavy plasma cannon Two s
|firstuse=
|commission=
|lastsight=
|destroyed=
|battles=
|fleet=
|namedcrew=
|captains=
|affiliation=
}}
''Diving Sun'' is a dropship faced by SPARTAN-IV program|Spartan-IVs in Warzone simulations.
Gameplay
The Diving Sun appears in Attack on Sanctum and certain Warzone Firefight simulations which flies a destructible Phantom. He flies a Phantom around the battlefield, dropping off troops. He moves rather erratically, and is easily killed with a few shots of a Void's Tear.
List of appearances
''Halo 5: Guardians''
Sources
Category:Phantoms Category:Warzone Bosses
|
A division is a large military unit of the United Nations Space Command, organized by the Unified Ground Command to structure forces of the UNSC Army and UNSC Marine Corps|Marine Corps.''Halo Encyclopedia (2009 edition)'', p. 55 (2011)
Organization A division is composed of three regiments or brigades, as well as a "Division Headquarters Section", ideally totaling to approximately 14,000 personnel. The additional personnel in the force number given are support units, including medical, combat engineering, maintenance, and military police. Divisions are typically commanded by a brigadier general or, occasionally, a major general. As part of their command career path, master sergeants have administrative responsibilities within a division, while sergeant majors serve as assistant commanders within a division.''Halo: Official Spartan Field Manual'', p. 143 The UNSC Army fields UNSC Army airborne|airborne, armored, and infantry divisions, while the UNSC Marine Corps fields marine and reconnaissance divisions.''Halo: Spartan Assault'', ''Halo: Spartan Assault/Quotes|Quotes''
Judging from a comment from Fleet Admiral Lord Terrence Hood, there are no less than four divisions of Orbital Drop Shock Troopers in existence,''Halo: First Strike'', p. 104 including the 65th Shock Troops Division|65th and the 105th Shock Troops Divisions.''Halo Legendary Crate'', Halo Legendary Crate/Data Drops|Data Drop #2''Halo Encyclopedia: The Definitive Guide to the Halo Universe'', p. 59 (2011)
Notable divisions
1st Infantry Division
6th Airborne Division
22nd Infantry Division
53rd Armored Division''Heroes Never Die'', "Courage"
1st Marine Division
10th Reconnaissance Division
21st Marine Division''Halo: Contact Harvest'', p. 111
65th Shock Troops Division
105th Shock Troops Division
511th Infantry Division
Trivia Concept art for the M831 Troop Transport Warthog, created for ''Halo: Reach'', :File:HR M831Warthog Concept.jpg|shows a Warthog with the emblem of the real-world Wikipedia:2nd Armored Division (United States)|2nd Armored Division.
Sources
See also UNSC military organization
Category:UNSC organizational military units
|
Dizzy was a member of the Surakan Militia Volunteers.
Biography During the Carrow Conflict Dizzy was helping escort Governor Ellis Gass to the Wulandari Building, taking the gunner position in their Warthog. On the way there they encountered a Qavardu Workshop Prowler|Brute Prowler, Dizzy opened fire on it, inflicting enough damage to destroy it when the driver rammed into it. During the fight Dizzy was shot in the chest by the Prowler's Class-1 directed energy cannon|plasma cannon, killing him.Halo: Envoy, ''pages 23-24''
List of appearances
''Halo: Envoy''
Sources
Category:Human characters|Dizzy Category: Surakans
|
File:Djamonkin.png|300px|thumb Djamonkin Crater, known to locals as Djamonkin Augh, (meaning "Big Man's Water"), was the human name for a location on Earth during the Forerunner-Flood war, believed to be the site of former Precursor activity.Halo: Cryptum, ''page 11'' The crater was flooded, with a small island in the center. In the center of the island was a small mountain.Halo: Cryptum, ''page 30'' The waters surrounding the island were populated by merse, which were likely transplanted there from their homeworld by the Librarian.Halo: Cryptum, ''page 83'' The island itself was uninhabited, but in the center was located a Forerunner Cryptum belonging to the Didact.Halo: Cryptum, ''page 60'' The Cryptum had been moved there by the Librarian as part of her elaborate plan to reunite with her husband. The Librarian also hid a design seed for Didact's ship|a ship in the crater's central peak; this ship was later used by the Didact to escape. The artifact site was surrounded by a baffler and a wide variety of traps, probably to discourage curious humans.Halo: Cryptum, ''page 43''
Riser's family's ''geas'', imposed by the Librarian as part of her plan, made them spend many generations trying to penetrate the traps and reach the area inside.Halo: Cryptum, ''page 48-49'' Several years before the Halo Array|Halos were Great Purification|fired, the crater was visited by Bornstellar Makes Eternal Lasting, along with Chakas and Riser. With their help, he breached the baffler and found the Didact's Cryptum within.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo: Silentium''
''Rebirth''
''Halo Mythos''
''Halo: Renegades''
''Halo: Point of Light''
Sources
Category:Earth
|
DM-3-1123 b was a Forerunner-colonized planet in the DM-3-1123 system, which had a population of approximately 226.911 billion Forerunners.Halo 3, ''Terminal (Halo 3)|Terminal One''
During the Forerunner-Flood war, a Forerunner naval group Battle of DM-3-1123 b|engaged a The Flood|Flood irregular naval group of 149 non-military vessels over DM-3-1123 b, destroying the contaminated vessels. But the Flood's sole intention was to infest the planet, and within 32 hours, they had overrun local Forerunner ground forces, and only 0.0006% of the planetary population was evacuated (about 1,361,466 individuals out of 226.911 billion). The Forerunner local fleetupon an 83% consensuslaunched a "blanket orbital bombardment" on DM-3-1123 b, destroying the Flood infestation but rendering the planet uninhabitable, following the evacuation of unmolested population centers.
List of appearances
''Halo 3''
*''Terminal (Halo 3)|Terminals''
Sources
Category:Forerunner worlds
|
DM-3-1123 was a habitable planetary system within the Forerunner ecumene. Orbited by at least two planets, the system had a population of over 2.2 billion.
History The Forerunners populated the world of DM-3-1123 b in DM-3-1123. During the Forerunner-Flood war, the planet was Battle of DM-3-1123 b|attacked by the Flood. While a Forerunner fleet|Forerunner naval group engaged a Flood fleet of 149 non-military vessels in the system, the Flood landed on DM-3-1123 b and infested it, and the Forerunner fleet was forced to Orbital bombardment|bombard the planet to cauterize the Flood's spread. About 1.36 million of the 2.26 billion residents were evacuated from the planet.Halo 3, ''Terminal (Halo 3)#Terminal One|Terminal One''
List of appearances
''Halo 3''
*''Terminal (Halo 3)|Terminals''
Sources
Category:Planetary systems
|
Dmitri Zheng was a Commander (UNSC)|Commander in the UNSC Navy, known for his ruthless combat tactics.
Biography In 2535, he had command of a United Nations Space Command|UNSC UNSC light frigate|light UNSC frigate|frigate, the .Halo: The Cole Protocol, ''page 32'' Commander Zheng had lost his previous frigate by ramming a Covenant Covenant destroyer|destroyer as a last-stand maneuver. Many people thought that he had done this in anger and revenge for the Covenant glassing his homeworld and killing his family seven 2528|years ago, but Zheng later told Lieutenant Jacob Keyes that he had run out of tactical options. Zheng only avoided a court martial because the destroyer was subsequently taken out by another ship's Magnetic Accelerator Cannon|MAC gun.
Zheng was shot by Lieutenant Badia Campbell|Campbell, an Insurrectionist sympathizer, in the stomach and side. After being shot, Zheng realized that the ship was going to be under siege, so instead of receiving medical attention, he went to lock the codes to the Shiva-class nuclear missile|Shiva Nuclear Warheads. After completing his mission, he transmitted the ship's surrender to the Rubble defense. He died after talking to Keyes about the truth behind his reasoning to ramming the ship under his command into a Covenant destroyer; that it was not because of revenge, but because it was the last resort he had. He died from loss of blood and passed the Commanding officer|Commanding Officer status to Keyes.
List of appearances
''Halo: The Cole Protocol''
Sources
Category:Human characters|Zheng, Dmitri Category:UNSC Navy officers|Zheng, Dmitri
|
Dmitry Yudin is a human who listened to Benjamin Giraud's Hunt the Truth audio journal in 2558. After Giraud's entries revealed fabricated stories being spread by the United Nations Space Command|UNSC about the John-117|Master Chief, Yudin sent Giraud an audio email where he said he appreciated Giraud's work and that a lot of other people he knew felt the same way.Hunt the Truth, ''Episode 006''
List of appearances
''Hunt the Truth''
Sources
Category:Human civilians|Yudin, Dmitry Category:Human characters
|
DMM 2003 is an Easter egg message that can be seen on the ''Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC'' multiplayer map, Timberland. It stands for David M. Mertz (DMM) and the year ''Halo PC'' came out (2003).
It can be found in the following way: On team slayer, with friendly fire off, get in a Type-32 Rapid Assault Vehicle|Ghost and go up the hill on the left of blue base. Get out of the Ghost and let a teammate get it. Then, have the teammate drive into you. You should go past the invisible wall. Then go left towards the corner of the area, and behind some trees is the DMM 2003.
Gallery
Image:Hidden message in Timberland.JPG|DMM 2003 in the Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC multi-player map, Timberland File:DMM 2003.JPG|A close up of the text. File:timberland_ground.JPG|Timberland ground plan, DMM 2003 is visible in the top left corner.
See also Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC David M. Mertz
Category:Halo: Combat Evolved Easter eggs
|
The DNA slot is a means of identification used by the Covenant. The DNA slot consists of a rectangular black box standing about five units high. Green light sprays out of a slot on the structure's side where an individual is supposed to place their hand. When this is done, the machine samples their tissue and compares its DNA with that on file.
They are seldom used except in formal meetings between Sangheili and San'Shyuum|Prophets or other members of the High Council as to prevent any assassination attempts. When they are used, they are often guarded by a squad of Special Operations Sangheili who also must be presented with an identity disk before they are granted passage.
List of appearances
''Halo: The Flood''
Sources
Category:Covenant technology Category:Security technology Category:Sensors
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